RuleSage cited table rulings
← Decrypto

You asked

How do I setup the game?

Answered counted as answered

To set up the game, follow these steps: 1. Split into 2 teams as evenly as possible and seat members of the same team on the same side of the table facing the opposing team [1]. 2. Each team takes 1 Screen and draws 4 Keyword Cards from the top of the deck, placing them in the Screen's slots without showing them to the opposing team [1]. 3. Each team takes 1 Note Sheet; clues from the White team are noted on the white side, and clues from the Black team are noted on the black side [1]. 4. Determine your side by the color of your Screen, choose a team name, and write it in the space provided [1]. 5. Each team takes the deck of Code Cards corresponding to the color of their Screen (black or white) [1]. 6. Place the sand timer, Interception Tokens, and Miscommunication Tokens in the center of the table [1].

[1] RULEBOOK Decrypto — Rulebook · p.2 · Setup and Components
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live
answerer pin (deploy-frozen, attribution only)
gemma4:12b think:false 4eb23ef187e2
timings
search 209 ms · ask 6584 ms · total 6802 ms
single-flight (PR-5)
queued 0 ms · generation 6802 ms
retrieval refs (raw)
[{"page": 2, "score": 0.016393, "snippet": "Split into 2 teams as evenly as possible. Seat all the members of the same team on the same side of the table , facing the opposing team. Each team takes 1 Screen and draws 4 Keyword Cards from the top of the deck, which they place in the Screen's slots without showing them to the opposing team. Eac", "headingPath": "Setup and Components", "sharpsignalDocId": 101}, {"page": 2, "score": 0.016129, "snippet": "The game takes place over a number of Rounds (to a maximum of 8), with most games usually lasting between 4 and 6 Rounds. If neither team has won by the end of the 8th Round, the game automatically ends. At the beginning of each Round, each team names their Encryptor. This role will be held by each ", "headingPath": "gameplay", "sharpsignalDocId": 101}, {"page": 3, "score": 0.015873, "snippet": "When the Round has ended, check to see if one of the teams has either won or lost the game. If at least one of the following conditions has been met, the game ends. Otherwise begin a new Round. If a team has 2 Interception Tokens, they've won the game. If a team has 2 Miscommunication Tokens, they'v", "headingPath": "End of Round and End of Game", "sharpsignalDocId": 101}, {"page": 6, "score": 0.015625, "snippet": "Make a 2-player Encryptor team. This team sits facing the Interceptor, and takes 1 Note Sheet, 1 Screen, 1 Code Card deck, and 4 Keyword cards that they place in their screen like in the standard game. The Interceptor takes 1 Note Sheet.", "headingPath": "Setup", "sharpsignalDocId": 101}, {"page": 3, "score": 0.015385, "snippet": "Repeat Steps 3-7 with the opposite team. The Black team's Encryptor reads their clues out loud, the players from both teams try to work out the code, etc. You must finish the Round even if one (or both!) of the teams have met one of the victory conditions. There is a very good chance that your under", "headingPath": "Record the clues for this Round in the spaces at the bottom of the Note Sheet.", "sharpsignalDocId": 101}, {"page": 6, "score": 0.015152, "snippet": "A single player, called the 'Interceptor' , plays against a team made up of 2 Encryptors. Each Round, an Encryptor draws 1 Code Card and comes up with 3 clues, like in the standard game. To win, the Interceptor must collect 2 Interception Tokens in 5 Rounds or less.", "headingPath": "Overview", "sharpsignalDocId": 101}, {"page": 1, "score": 0.014925, "snippet": "DECRYPTO pits two teams of 2 to 4 players against each other.* The general idea of the game is to transmit information to your own team without the other team understanding. To win you have to walk a fine line: The instructions you give need to be clear enough for your teammates to understand, while", "headingPath": "Game Principles and Goal", "sharpsignalDocId": 101}, {"page": 6, "score": 0.014706, "snippet": "The game follows the standard rules for Steps 1 through 7, except for the distribution of Tokens. If the Interceptor manages an Interception, they receive 1 Interception Token, as usual. If the Encryptors fail a communication, however, they do not receive a Miscommunication Token. Instead, the Inter", "headingPath": "Gameplay", "sharpsignalDocId": 101}]
citations (raw)
[{"page": 2, "quote": null, "headingPath": "Setup and Components", "sharpsignalDocId": 101}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base-rulebook boost: not recorded (this ruling predates it); rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base-rulebook boost: not recorded (this ruling predates it)
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
Oct 22, 2026 01:01

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. How many arms fused this ruling was NOT RECORDED (it predates the boost trail, ran on the path that stored none, or stored one that could not be read), and the ceiling depends on that count (ceiling = arms/(k+1) at k=60): 2 arms top out at 0.03279; 3 arms top out at 0.04918. So a score above 0.03279 here is not an anomaly: it is arithmetic proof a boost arm voted, and the measured band 0.016–0.033 (taken on two-arm asks) is what does not apply. 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 Decrypto — Rulebook (corpus doc 101) Setup and Components p.2 0.016393 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300
#2 RULEBOOK Decrypto — Rulebook (corpus doc 101) gameplay p.2 0.016129 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300
#3 RULEBOOK Decrypto — Rulebook (corpus doc 101) End of Round and End of Game p.3 0.015873 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) 300
#4 RULEBOOK Decrypto — Rulebook (corpus doc 101) Setup p.6 0.015625 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) 237
#5 RULEBOOK Decrypto — Rulebook (corpus doc 101) Record the clues for this Round in the spaces at the bottom of the Note Sheet. p.3 0.015385 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) 300
#6 RULEBOOK Decrypto — Rulebook (corpus doc 101) Overview p.6 0.015152 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) 266
#7 RULEBOOK Decrypto — Rulebook (corpus doc 101) Game Principles and Goal p.1 0.014925 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) 300
#8 RULEBOOK Decrypto — Rulebook (corpus doc 101) Gameplay p.6 0.014706 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) 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 Decrypto — Rulebook (corpus doc 101) Setup and Components p.2 no quote on the wire
timing split
retrieval 209 ms · first delta n/a · total 6802 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 209 ms · ask 6584 ms · gateway work 6802 ms · total 6802 ms
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 43s ago)
stream path
not recorded — this ruling predates the stream-path column (V41)
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
NO_APPROVED_CHECKLIST — setup-shaped, but no approved setup checklist exists for this game
pattern that matched
SETUP — "setup" / "set up"
matched words (in the normalized question)
setup

this game registers NO errata cards (edition 32), 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.