You asked
What is the correct arrangement of components at the very beginning of a game?
Abstained — no grounded answer; closest passages below counted as honest abstainAsked with: Horizons of Spirit Islandbg-367498-en-1e
The answerer couldn't ground a confident answer in the rulebook. The closest rulebook passages are below — check them before ruling.
POWER CARDS Separately, shuffle the Minor Power Cards and the Major Power Cards, putting each deck to the side of the board, accessible to all players. Each player takes all Spirit Presence discs and Single-Turn Effect Markers of one color, then chooses a Spirit by taking a Spirit Panel and four Uni
1 TABLE OF CONTENTS Introduction ........................................................................................................................................................... 2 Components ..................................................................................................
Each turn has the following phases: Spirit Phase Fast Power Phase Invader Phase Slow Power Phase Time Passes Players act simultaneously within each phase, conferring as they wish. Table talk is not just allowed; it's likely necessary for victory! For more information on how to play the game, check o
1 GAMEBOARD 1 QUICK START GUIDE 24 DAHAN TOKENS 21 BLIGHT TOKENS 21 FEAR MARKERS 3 18 CITY TOKENS 24 TOWN TOKENS 30 ENERGY MARKERS (21 1-ENERGY MARKERS) (9 3-ENERGY MARKERS) 5 SPIRIT PANELS 27 EXPLORER TOKENS 6 EXPLORER X3 TOKENS 9 SINGLE-TURN EFFECT MARKERS (3 IN EACH OF 3 COLORS)
From your hand, your discard, or (if you somehow gain a Major Power mid-turn) from your cards in play. It can even be the Major Power you just chose. If you Forget a Power Card from play, you immediately lose the Elements it provided, and if you haven’t used it yet, you don’t get to. If you already
🔧 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 307 ms · ask 14586 ms · total 14903 ms
- single-flight (PR-5)
- queued 0 ms · generation 14903 ms
- retrieval refs (raw)
- [{"page": 8, "score": 0.032787, "snippet": "POWER CARDS Separately, shuffle the Minor Power Cards and the Major Power Cards, putting each deck to the side of the board, accessible to all players. Each player takes all Spirit Presence discs and Single-Turn Effect Markers of one color, then chooses a Spirit by taking a Spirit Panel and four Uni", "headingPath": "GAME SETUP", "sharpsignalDocId": 522}, {"page": 2, "score": 0.032258, "snippet": "1 TABLE OF CONTENTS Introduction ........................................................................................................................................................... 2 Components ..................................................................................................", "headingPath": "", "sharpsignalDocId": 522}, {"page": 10, "score": 0.031746, "snippet": "Each turn has the following phases: Spirit Phase Fast Power Phase Invader Phase Slow Power Phase Time Passes Players act simultaneously within each phase, conferring as they wish. Table talk is not just allowed; it's likely necessary for victory! For more information on how to play the game, check o", "headingPath": "SEQUENCE OF PLAY", "sharpsignalDocId": 522}, {"page": 4, "score": 0.03125, "snippet": "1 GAMEBOARD 1 QUICK START GUIDE 24 DAHAN TOKENS 21 BLIGHT TOKENS 21 FEAR MARKERS 3 18 CITY TOKENS 24 TOWN TOKENS 30 ENERGY MARKERS (21 1-ENERGY MARKERS) (9 3-ENERGY MARKERS) 5 SPIRIT PANELS 27 EXPLORER TOKENS 6 EXPLORER X3 TOKENS 9 SINGLE-TURN EFFECT MARKERS (3 IN EACH OF 3 COLORS)", "headingPath": "COMPONENTS", "sharpsignalDocId": 522}, {"page": 22, "score": 0.030769, "snippet": "From your hand, your discard, or (if you somehow gain a Major Power mid-turn) from your cards in play. It can even be the Major Power you just chose. If you Forget a Power Card from play, you immediately lose the Elements it provided, and if you haven’t used it yet, you don’t get to. If you already ", "headingPath": "", "sharpsignalDocId": 522}, {"page": 2, "score": 0.030303, "snippet": "3 Game Setup .......................................................................................................................................................... 5 The Supply .......................................................................................................................", "headingPath": "", "sharpsignalDocId": 522}, {"page": 13, "score": 0.029851, "snippet": "Add an Explorer to every land of the shown type which either: Contains at least 1 Town or City; or Is adjacent to at least 1 Town, City, or Ocean. No matter how many sources are in or adjacent to an Explored land, you only add one Explorer. Explorers are added directly from the supply, not moved aro", "headingPath": "SEQUENCE OF PLAY · ADVANCE INVADER CARDS", "sharpsignalDocId": 522}, {"page": 26, "score": 0.029412, "snippet": "The game works either way (or anywhere between) but both extremes at the same table can cause frustration. Try to make sure everyone is on the same page regarding time taken. TIPS & TRICKSTIPS & TRICKS 25 WHOOPSWHOOPS Y ou suddenly realize that for the past 4 turns you’ve been using a Power Card on ", "headingPath": "", "sharpsignalDocId": 522}]
- citations (raw)
- []
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 522 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 522 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 06:12
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 Horizons of Spirit Island — Rulebook (corpus doc 522) | GAME SETUP | p.8 | 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 Horizons of Spirit Island — Rulebook (corpus doc 522) | p.2 | 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 Horizons of Spirit Island — Rulebook (corpus doc 522) | SEQUENCE OF PLAY | p.10 | 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 Horizons of Spirit Island — Rulebook (corpus doc 522) | COMPONENTS | p.4 | 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)) | 282 |
| #5 | RULEBOOK Horizons of Spirit Island — Rulebook (corpus doc 522) | p.22 | 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 Horizons of Spirit Island — Rulebook (corpus doc 522) | p.2 | 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 Horizons of Spirit Island — Rulebook (corpus doc 522) | SEQUENCE OF PLAY · ADVANCE INVADER CARDS | p.13 | 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 Horizons of Spirit Island — Rulebook (corpus doc 522) | p.26 | 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 |
|---|
generation — timing and the path taken
- timing split
- retrieval 307 ms · first delta 14797 ms · total 14903 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 307 ms · ask 14586 ms · gateway work 14903 ms · total 14903 ms
- tokens in (the prompt the answerer read)
- 2107
- tokens out (what the answerer generated)
- 9
- tok/sec
- 145.2 tok/sec — 9 output tokens in 0.062 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 12s 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
- 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
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 453), 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.