RuleSage cited table rulings
← Carpe Diem

You asked

Before anyone takes a turn, how is everything laid out on the table?

Answered counted as answered

Asked with: Carpe Diembg-245934-en-1e

Before anyone takes a turn, everything is laid out as follows: 1. Punch all pieces out of the component boards [1]. 2. Place the game board in the center of the table [1]. 3. Assemble 4 random frame parts into a square frame and place them in front of you [1]. 4. Place 1 city district board inside the frame so that the handle of the shovel in the center points to the top right [1]. 5. Place 9 writs on the nine writ spaces on your city district board [1]. 6. Place 1 resource board next to your district [1]. 7. Place 1 patrician (in a color of your choice) on any unoccupied blue rectangle outlined by blue in the center of the game board [1]. 8. Place 5 marker discs in the color of your patrician on the basket on your resource board [1]. 9. Separate the 60 forum cards into piles according to their backs (A, B, C, D) and shuffle each stack [1]. 10. Take a number of cards from each pile depending on the number of players: * 2 players: 8 cards (2 A + 2 B + 2 C + 2 D) [1] * 3 players: 10 cards (2 A + 3 B + 2 C + 3 D) [1] * 4 players: 12 cards (3 A + 3 and 3 B + 2 C + 4 D) [1] 11. Shuffle these cards thoroughly and place them faceup on the forum spaces of the game board, leaving specific corner spaces empty based on player count: * In a two-player game, leave all corner spaces empty [1]. * In a three-player game, leave two opposing corner spaces empty [1]. * In a four-player game, use all twelve spaces [1]. 12. Return any remaining forum cards to the box [1]. 13. Shuffle the 24 fountain cards and place them in a face-down pile next to the game board [2]. 14. Sort the 66 victory point cards into five piles according to their point value [2]. 15. Separate the white and black building tiles and shuffle each stack separately, placing them facedown in piles next to the game board [2]. 16. Place four randomly selected white building tiles on each of the blueprint tile spaces on the game board and turn them all faceup [2]. 17. Place one randomly selected black building tile on each of the square spaces on the bottom margin of the game board and turn them all faceup [2]. 18. Place the 20 goods, plus all coins and bread tokens, in separate piles next to the game board [2]. 19. Give the starting player token to the youngest player (or the player born furthest from 1 BC) [2]. 20. The starting player places one marker on the 0 space of the prestige bar [2]. 21. Other players stack one of their markers on top of the starting player's marker in clockwise order [2]. 22. Distribute victory point cards to players in clockwise order: * Starting player: 8 cards [2] * Second player: 9 cards [2] * Third player: 13 cards (if 3 players) or 10 cards (if 4 players) [2] * Fourth player: 11 cards (if 4 players) [2]

[1] RULEBOOK Carpe Diem — Rulebook · p.2 · GAME SETUP · Each player takes: · 3 players · 4 players · Game Setup
[2] RULEBOOK Carpe Diem — Rulebook · p.3 · Each player takes: · 2 players · 3 players · 4 players
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 271 ms · ask 9231 ms · total 9512 ms
single-flight (PR-5)
queued 0 ms · generation 9512 ms
retrieval refs (raw)
[{"page": 4, "score": 0.032787, "snippet": "The game is played in four Building phases, each consisting of seven rounds. Each Building phase is followed by a Forum phase. During the Forum phase, all players calculate victory points for the previous Building phase (see page 8, Forum phase). The starting player begins, then the turn moves to th", "headingPath": "PLAYING THE GAME · Movement Rules · Phases 2-4 · 2- and 3-player Games", "sharpsignalDocId": 481}, {"page": 8, "score": 0.032258, "snippet": "The game consists of four building phases of seven rounds each. At the end of seven rounds, all 28 building tiles will have been chosen or discarded. Each Building phase is followed by a Forum phase. Players visit the forum in order of position on the prestige bar. The player who has progressed fart", "headingPath": "2. F R M P ASE", "sharpsignalDocId": 481}, {"page": 4, "score": 0.031746, "snippet": "The game consists of 4 building phases of 7 rounds each. At the end of each Building phase, a Forum phase occurs, and victory points for that phase will be calculated. Move your patrician to either of the two adjacent blue rectangle spaces, and choose a tile from the attached blueprint to integrate ", "headingPath": "Playing the Game", "sharpsignalDocId": 481}, {"page": 2, "score": 0.03125, "snippet": "Before the first game, carefully punch all pieces out of the component boards. Place the game board in the center of the table. 4 random frame parts. Assemble them into a square frame and place them in front of you. 1 city district board. Place it inside the frame so that the handle of the shovel in", "headingPath": "GAME SETUP · Each player takes: · 3 players · 4 players · Game Setup", "sharpsignalDocId": 481}, {"page": 5, "score": 0.030769, "snippet": "The first building tile selected must be placed on the shovel space. All subsequent tiles must be placed adjacent to a tile that is already on the building board. Tiles may not be placed diagonally. Tiles may be rotated to any orientation but must be placed so that all sides match the adjacent tiles", "headingPath": "1. B I DI G P ASE · Landscapes · Landscapes:", "sharpsignalDocId": 481}, {"page": 9, "score": 0.030303, "snippet": "These cards require you to pay a specific quantity of the same goods (A cards) or different goods (B cards). Any or all goods can be replaced by coins. You may pay three bread to meet the requirement in the top half of a card. If you can pay multiple sets of the requirements shown on the top half of", "headingPath": "A and B Cards (red stripe cards) · Forum Cards", "sharpsignalDocId": 481}, {"page": 10, "score": 0.029851, "snippet": "The requirements on these cards are based on your villas. If the requirement is a number of chimneys, count the total number of chimneys in your district. Every chimney counts, whether or not the villas are complete. If the requirement is completed villas (third and fourth card below), incomplete vi", "headingPath": "C Cards (green stripe cards) · D Cards (green stripe cards) · You may pay three bread to meet the requirement in the top half of a card.", "sharpsignalDocId": 481}, {"page": 7, "score": 0.029412, "snippet": "The player chooses any one of the building tiles from the spaces on the bottom of the game board (a black building tile) and immediately places it on their city district board using the building rules. If that tile completes a landscape or dwelling, they immediately earn the associated reward. If th", "headingPath": "Craftsman (green roof) · Villas · Markets, Bakeries, and Fountains · Market · Bakery · Fountain · …", "sharpsignalDocId": 481}]
citations (raw)
[{"page": 2, "quote": null, "headingPath": "GAME SETUP · Each player takes: · 3 players · 4 players · Game Setup", "sharpsignalDocId": 481}, {"page": 3, "quote": null, "headingPath": "Each player takes: · 2 players · 3 players · 4 players", "sharpsignalDocId": 481}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 481 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 481 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
debug row retained until
Nov 7, 2026 05:53

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Carpe Diem — Rulebook (corpus doc 481) PLAYING THE GAME · Movement Rules · Phases 2-4 · 2- and 3-player Games p.4 0.032787 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Carpe Diem — Rulebook (corpus doc 481) 2. F R M P ASE p.8 0.032258 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Carpe Diem — Rulebook (corpus doc 481) Playing the Game p.4 0.031746 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Carpe Diem — Rulebook (corpus doc 481) GAME SETUP · Each player takes: · 3 players · 4 players · Game Setup p.2 0.03125 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Carpe Diem — Rulebook (corpus doc 481) 1. B I DI G P ASE · Landscapes · Landscapes: p.5 0.030769 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Carpe Diem — Rulebook (corpus doc 481) A and B Cards (red stripe cards) · Forum Cards p.9 0.030303 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Carpe Diem — Rulebook (corpus doc 481) C Cards (green stripe cards) · D Cards (green stripe cards) · You may pay three bread to meet the requirement in the top half of a card. p.10 0.029851 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Carpe Diem — Rulebook (corpus doc 481) Craftsman (green roof) · Villas · Markets, Bakeries, and Fountains · Market · Bakery · Fountain · … p.7 0.029412 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Carpe Diem — Rulebook (corpus doc 481) GAME SETUP · Each player takes: · 3 players · 4 players · Game Setup p.2 no quote on the wire
[2] RULEBOOK Carpe Diem — Rulebook (corpus doc 481) Each player takes: · 2 players · 3 players · 4 players p.3 no quote on the wire
timing split
retrieval 271 ms · first delta 3872 ms · total 9512 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 0 ms · retrieval 271 ms · ask 9231 ms · gateway work 9512 ms · total 9512 ms
tokens in (the prompt the answerer read)
4025
tokens out (what the answerer generated)
774
tok/sec
138.5 tok/sec — 774 output tokens in 5.590 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 26s ago)
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 412), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.