RuleSage cited table rulings
← Unmatched Adventures: Tales to Amaze

You asked

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

Abstained — no grounded answer; closest passages below counted as honest abstain

Asked with: Unmatched Adventures: Tales to Amazebg-381297-en-1e

The answerer couldn't ground a confident answer in the rulebook. The closest rulebook passages are below — check them before ruling.

RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook · p.9 ·
PLAYER TURNS When a player’s initiative card is revealed, that player takes a turn. They carry out their turn as normal, taking two actions among Maneuver, Scheme, and Attack. ATTACKING AN ENEMY When attacking an enemy, play an attack card face down on the table. Then, play the top card of that enem
RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook · p.8 · PLAYING THE GAME · ADDITIONAL ENEMY TURNS
Tales to Amaze is played over a series of rounds, with players and enemies taking turns according to the initiative deck. At the start of each turn, reveal the top card of the initiative deck and identify what player or enemy it belongs to. Some initiative cards have effects that resolve when they a
RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook · p.8 ·
PLAYING THE GAME Tales to Amaze is played over a series of rounds, with players and enemies taking turns according to the initiative deck. At the start of each turn, reveal the top card of the initiative deck and identify what player or enemy it belongs to. Some initiative cards have effects that re
RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook · p.11 ·
END OF THE ROUND After the last card in the initiative deck is played and all fighters have taken their turns, resolve all end-of-round effects (at the bottom of the initiative cards), one at a time, from left to right. (Some cards do not have effects.) After resolving all end-of-round effects, shuf
RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook · p.9 · PLAYER TURNS · ATTACKING AN ENEMY · DECEPTION CARDS
When a player's initiative card is revealed, that player takes a turn. They carry out their turn as normal, taking two actions among Maneuver , Scheme , and Attack . When attacking an enemy, play an attack card face down on the table. Then, play the top card of that enemy's deck as a defense card fa
🔧 debug — where this ruling came from
outcome
ABSTAINED — Abstained — no grounded answer; closest passages below
corpus profile
live
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 273 ms · ask 5739 ms · total 6026 ms
single-flight (PR-5)
queued 0 ms · generation 6026 ms
retrieval refs (raw)
[{"page": 9, "score": 0.032787, "snippet": "PLAYER TURNS When a player’s initiative card is revealed, that player takes a turn. They carry out their turn as normal, taking two actions among Maneuver, Scheme, and Attack. ATTACKING AN ENEMY When attacking an enemy, play an attack card face down on the table. Then, play the top card of that enem", "headingPath": "", "sharpsignalDocId": 502}, {"page": 8, "score": 0.032258, "snippet": "Tales to Amaze is played over a series of rounds, with players and enemies taking turns according to the initiative deck. At the start of each turn, reveal the top card of the initiative deck and identify what player or enemy it belongs to. Some initiative cards have effects that resolve when they a", "headingPath": "PLAYING THE GAME · ADDITIONAL ENEMY TURNS", "sharpsignalDocId": 502}, {"page": 8, "score": 0.031746, "snippet": "PLAYING THE GAME Tales to Amaze is played over a series of rounds, with players and enemies taking turns according to the initiative deck. At the start of each turn, reveal the top card of the initiative deck and identify what player or enemy it belongs to. Some initiative cards have effects that re", "headingPath": "", "sharpsignalDocId": 502}, {"page": 11, "score": 0.03125, "snippet": "END OF THE ROUND After the last card in the initiative deck is played and all fighters have taken their turns, resolve all end-of-round effects (at the bottom of the initiative cards), one at a time, from left to right. (Some cards do not have effects.) After resolving all end-of-round effects, shuf", "headingPath": "", "sharpsignalDocId": 502}, {"page": 9, "score": 0.030769, "snippet": "When a player's initiative card is revealed, that player takes a turn. They carry out their turn as normal, taking two actions among Maneuver , Scheme , and Attack . When attacking an enemy, play an attack card face down on the table. Then, play the top card of that enemy's deck as a defense card fa", "headingPath": "PLAYER TURNS · ATTACKING AN ENEMY · DECEPTION CARDS", "sharpsignalDocId": 502}, {"page": 11, "score": 0.030303, "snippet": "When an enemy attacks a fighter, place the top card of the enemy's deck on the table face down. Then, the defender may choose a defense card from their hand and play it face down in front of them (it must be a card their defending fighter is allowed to use). Finally, reveal both cards simultaneously", "headingPath": "ENEMY ATTACKS · PLAYER ELIMINATION · END OF THE ROUND · END OF GAME", "sharpsignalDocId": 502}, {"page": 11, "score": 0.029851, "snippet": "Advance the threat marker a number of spaces equal to 1 plus the number of doom tokens on the lowest numbered bridge. VILLAIN END OF ROUND Mothman takes a turn. RIGHT NOW MOVE3 PLAYERHEROEND OF ROUND 2 Player 2 takes a turnRIGHT NOW Deal damage to one adjacent hero or sidekick equal to the threat le", "headingPath": "", "sharpsignalDocId": 502}, {"page": 9, "score": 0.029412, "snippet": "If this happens in the middle of combatIf this happens in the middle of combat ,, immediately immediately shuffle the enemy deckshuffle the enemy deck ,, but do not shuffle the card that but do not shuffle the card that the enemy is using in combat. After the combat is overthe enemy is using in comb", "headingPath": "", "sharpsignalDocId": 502}]
citations (raw)
[]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 502 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 502 boosted
answered-before recall
no past answered ruling for this game matched closely enough
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 05:58

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 Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) p.9 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 Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) PLAYING THE GAME · ADDITIONAL ENEMY TURNS 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 Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) p.8 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 Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) p.11 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 Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) PLAYER TURNS · ATTACKING AN ENEMY · DECEPTION CARDS p.9 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 Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) ENEMY ATTACKS · PLAYER ELIMINATION · END OF THE ROUND · END OF GAME p.11 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 Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) p.11 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 Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) p.9 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
timing split
retrieval 273 ms · first delta 5910 ms · total 6026 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 273 ms · ask 5739 ms · gateway work 6026 ms · total 6026 ms
tokens in (the prompt the answerer read)
3451
tokens out (what the answerer generated)
9
tok/sec
138.5 tok/sec — 9 output tokens in 0.065 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 58s 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
ABSTAINED — Abstained — no grounded answer; closest passages below
abstain rationale
I don't have enough information.
the answerer's own words, verbatim — hostile corpus/LLM text, rendered escaped
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 433), 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.