You asked
What is the correct arrangement of components at the very beginning of a game?
Answered counted as answeredAsked with: Unmatched Adventures: Tales to Amazebg-381297-en-1e
1. Place the game board with the chosen villain's side face up [1]. 2. Place the threat marker in the first space of the threat track [1]. 3. Shuffle the villain's action deck [1]. 4. Set the villain's starting health dial based on the number of players (10 health per player) [1]. 5. Place the villain miniature on the 5 starting space [1]. 6. Choose a number of minions equal to the number of players [1]. 7. Shuffle each minion's action deck [1]. 8. Set each minion's health dial to 10 [1]. 9. Place the minion's token in any empty space adjacent to the villain [1]. 10. If playing with the Tarantula or The Blob minions, create a supply of web or acid tokens, respectively [1]. 11. Each player chooses a hero, places them on any empty starting space, and sets them up according to the Unmatched core rules [1]. 12. Each player takes the player order marker corresponding to the space their hero is starting on (1-4) [1]. 13. Take the initiative cards for the villain, minions, and players being used and shuffle them together to create the initiative deck, then place it near the board [1]. 14. If playing with the Loveland Frog or the Ant Queen minions, do not include the three Loveland Frog Strikes Again or the three Ant Queen's Strange Pheromone initiative cards in the initial deck [1]. 15. Randomly place the 4 bridge tokens on the bridge spaces with their effect side face up [1]. 16. Place 1 doom token on bridge #1 [1].
🔧 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 277 ms · ask 8168 ms · total 8455 ms
- single-flight (PR-5)
- queued 0 ms · generation 8455 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": 11, "score": 0.032258, "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": 15, "score": 0.031746, "snippet": "In combat ,, use the attack value if it is attackinguse the attack value if it is attacking ,, and the defense value if it is defending. and the defense value if it is defending. SMALL FIGHTERSSMALL FIGHTERS Enemies ignore small fighters when determining targets to move toward and attack.Enemies ign", "headingPath": "", "sharpsignalDocId": 502}, {"page": 8, "score": 0.03125, "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": 8, "score": 0.030769, "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": 11, "score": 0.030303, "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": 0.029851, "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": 15, "score": 0.029412, "snippet": "Tales To Amaze is compatible with heroes from other Unmatched sets. Cards from other sets may have unique interactions. Enemies are treated as being played by an opponent. For example, Feint, which cancels all effects on your opponent's card, cancels effects on an enemy's card. However, enemies cann", "headingPath": "OBJECTIVE: INVASION · CHOOSING AN OPPONENT · ENEMY DECISIONS · PRINTED VALUE · SMALL FIGHTERS · DRAWING CARDS · …", "sharpsignalDocId": 502}]
- citations (raw)
- [{"page": 4, "quote": null, "headingPath": "SETUP", "sharpsignalDocId": 502}]
- 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
-
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 06:09
retrieval — what the search arm returned
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 rank | document | heading | page | fused RRF score | snippet 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) | ENEMY ATTACKS · PLAYER ELIMINATION · END OF THE ROUND · END OF GAME | p.11 | 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.15 | 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.8 | 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) | PLAYING THE GAME · ADDITIONAL ENEMY TURNS | p.8 | 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) | 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) | PLAYER TURNS · ATTACKING AN ENEMY · DECEPTION CARDS | p.9 | 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) | OBJECTIVE: INVASION · CHOOSING AN OPPONENT · ENEMY DECISIONS · PRINTED VALUE · SMALL FIGHTERS · DRAWING CARDS · … | p.15 | 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 |
chosen chunks — what the answer actually cited
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.
| # | document | heading | page | quote chars |
|---|---|---|---|---|
| [1] | RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) | SETUP | p.4 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 277 ms · first delta 5646 ms · total 8455 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 277 ms · ask 8168 ms · gateway work 8455 ms · total 8455 ms
- tokens in (the prompt the answerer read)
- 3902
- tokens out (what the answerer generated)
- 376
- tok/sec
- 136.7 tok/sec — 376 output tokens in 2.750 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 0s 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.
disposition
- outcome
- ANSWERED — Answered
- abstain rationale (n/a — this ruling answered)
- answered — no abstain rationale applies
setup-shape — why the checklist band did or didn't render
- decision
- NO_APPROVED_CHECKLIST — setup-shaped, but no approved setup checklist exists for this game
- pattern that matched
- BEGIN — "begin" / "beginning"
- matched words (in the normalized question)
-
beginning
errata registry — what the gate above had to match against
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.