You asked
What needs to be placed on the table before the first round begins?
Answered counted as answeredAsked with: Zombie Kidz Evolutionbg-256952-en-1e
1. Slip the 4 hero tokens in the standees made for them [1]. 2. Place the game board in the middle of the table, 'night' side up for 2 players or 'day' side up for 3 or 4 players [1]. 3. Place 1 random zombie on each entryway [1]. 4. Create the reserve by placing the remaining 4 zombies at random in a line by the board [1]. 5. Each player chooses a hero and places it in the red room [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 263 ms · ask 3745 ms · total 213142 ms
- single-flight (PR-5)
- queued 209125 ms · generation 4017 ms
- retrieval refs (raw)
- [{"page": 4, "score": 0.032787, "snippet": "Karina rolls the die, then places a zombie from the reserve on the blue space, which now can't be entered by heroes as it contains 3 zombies. 1 She moves her hero to an adjacent entryway. 3 She eliminates the zombie that's located on her new space. Don't let zombies pile up in spaces; try to elimina", "headingPath": "PLAYER 1 (Karina) · TIPS", "sharpsignalDocId": 565}, {"page": 6, "score": 0.032258, "snippet": "In some of the mystery envelopes, you'll discover new rules that will be added to the basic rules. If these new rules seem too difficult for you, you don't have to apply them. You can always play with only the basic rules. Apply sticker R1 here R1 Apply sticker R2 here R2 Apply sticker R3 here R3", "headingPath": "ADVANCED RULES", "sharpsignalDocId": 565}, {"page": 8, "score": 0.031746, "snippet": "M1 Apply sticker M1 here M2 Apply sticker M2 here M3 Apply sticker M3 here Bonus mission: When you have completed all of the information on this page, you can apply a bonus trophy on your progress chart. This is an independent mission, so you can mark it as complete at the same time as another. Last", "headingPath": "Mission group ATTENDANCE · PASSPORT", "sharpsignalDocId": 565}, {"page": 4, "score": 0.03125, "snippet": "76 3 PLAYER 1 (Karina) Karina rolls the die, then places a zombie from the reserve on the blue space, which now can’t be entered by heroes as it contains 3 zombies. She moves her hero to an adjacent entryway. She eliminates the zombie that’s located on her new space. PLAY EXAMPLE 1 2 TIPS • Don’t le", "headingPath": "", "sharpsignalDocId": 565}, {"page": 7, "score": 0.030769, "snippet": "Win a game with 2 players. Win a game with 3 players. Win a game with 4 players. Win the game with no zombies left in the reserve. Win the game with at least 5 zombies in a single space. Win the game while playing with only 6 zombies. (Return 2 zombies to the box at the beginning of the game.) When ", "headingPath": "Mission group FIRST STEPS · Mission group PANIC · REMINDER · Mission group PRESTIGE · Mission group ATTENDANCE", "sharpsignalDocId": 565}, {"page": 3, "score": 0.030303, "snippet": "Zombie Kidz Evolution is a co-operative game, meaning that all players try to reach a common goal and they win or lose together. Your goal is to eliminate zombies as they appear and to lock up the school before they become too numerous. To win, you have to place 1 lock on each of the 4 entryways to ", "headingPath": "OBJECT OF THE GAME · SET-UP · GAME OVERVIEW · Make a zombie enter the school. Yes, you have to! 1 · Move your hero to an adjcent space or leave them where they are. 2 · THE 'THREE ZOMBIE' RULE · …", "sharpsignalDocId": 565}, {"page": 3, "score": 0.029851, "snippet": "If your hero is located on the same entryway as another hero, high-ffive the other player, then place a lock on that entryway. An entryway can have only one lock. If the 4 entryways are locked, you win the game!", "headingPath": "Place a lock on an entryway. 4", "sharpsignalDocId": 565}, {"page": 5, "score": 0.029412, "snippet": "You all win if there's a lock on each entryway. You all lose if the reserve has no zombies and you need to place one on the board. Each time you end a game, no matter whether the players or the zombies won, place a brain sticker on the progress chart in the passport at the end of this booklet, start", "headingPath": "END OF THE GAME · EVOLUTION OF THE GAME · MISSIONS · CAREFUL ! · If you've completed the 3 missions in a group, · OPENING AN ENVELOPE · …", "sharpsignalDocId": 565}]
- citations (raw)
- [{"page": 3, "quote": null, "headingPath": "OBJECT OF THE GAME · SET-UP · GAME OVERVIEW · Make a zombie enter the school. Yes, you have to! 1 · Move your hero to an adjcent space or leave them where they are. 2 · THE 'THREE ZOMBIE' RULE · …", "sharpsignalDocId": 565}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 565 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 565 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 08:06
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 Zombie Kidz Evolution — Rulebook (corpus doc 565) | PLAYER 1 (Karina) · TIPS | 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 Zombie Kidz Evolution — Rulebook (corpus doc 565) | ADVANCED RULES | p.6 | 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)) | 297 |
| #3 | RULEBOOK Zombie Kidz Evolution — Rulebook (corpus doc 565) | Mission group ATTENDANCE · PASSPORT | 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 Zombie Kidz Evolution — Rulebook (corpus doc 565) | 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)) | 300 | |
| #5 | RULEBOOK Zombie Kidz Evolution — Rulebook (corpus doc 565) | Mission group FIRST STEPS · Mission group PANIC · REMINDER · Mission group PRESTIGE · Mission group ATTENDANCE | p.7 | 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 Zombie Kidz Evolution — Rulebook (corpus doc 565) | OBJECT OF THE GAME · SET-UP · GAME OVERVIEW · Make a zombie enter the school. Yes, you have to! 1 · Move your hero to an adjcent space or leave them where they are. 2 · THE 'THREE ZOMBIE' RULE · … | p.3 | 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 Zombie Kidz Evolution — Rulebook (corpus doc 565) | Place a lock on an entryway. 4 | p.3 | 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)) | 211 |
| #8 | RULEBOOK Zombie Kidz Evolution — Rulebook (corpus doc 565) | END OF THE GAME · EVOLUTION OF THE GAME · MISSIONS · CAREFUL ! · If you've completed the 3 missions in a group, · OPENING AN ENVELOPE · … | p.5 | 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 Zombie Kidz Evolution — Rulebook (corpus doc 565) | OBJECT OF THE GAME · SET-UP · GAME OVERVIEW · Make a zombie enter the school. Yes, you have to! 1 · Move your hero to an adjcent space or leave them where they are. 2 · THE 'THREE ZOMBIE' RULE · … | p.3 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 263 ms · first delta 3167 ms · total 213142 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 209125 ms · retrieval 263 ms · ask 3745 ms · gateway work 4017 ms · total 213142 ms
- tokens in (the prompt the answerer read)
- 2169
- tokens out (what the answerer generated)
- 114
- tok/sec
- 140.4 tok/sec — 114 output tokens in 0.812 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 14s 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
- NOT_SETUP_SHAPED — no setup-shape pattern matched this question
errata registry — what the gate above had to match against
this game registers NO errata cards (edition 497), 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.