RuleSage cited table rulings
← Root

You asked

How do I take my turn?

Answered counted as answered

Your turn is split into three phases in the following order: Birdsong, Daylight, and Evening [1][2]. Once you play through these phases in order, your turn ends [1]. Depending on the specific ruleset or faction actions available to you, your actions during a turn may include: 1. Take up to three actions (Move, Plot, Battle, or Trick) [3]. 2. Craft cards using workshops [4] or by activating citadels and markets [5]. 3. Perform specific actions such as Battle, March (up to two moves), Recruit, Build, or Overwork [4]. 4. Use the "Coerce" special action once per turn [6]. When moving pieces: 1. Take any number (more than zero) of your warriors and pawns from one clearing and move them along a linking path to one adjacent clearing [7][8]. 2. You must rule the origin, destination, or both [7][8]. 3. A given piece can be moved any number of times per turn [7][8].

[1] RULEBOOK Root — Learning to Play · p.2 · Flow of Play
[2] RULEBOOK Root — Law of Root · p.2 · 1.4 Game Structure
[3] RULEBOOK Root — Law of Root · p.15 · 13.5 Daylight
[4] RULEBOOK Root — Learning to Play · p.10 · Daylight
[5] RULEBOOK Root — Law of Root · p.14 · 12.6 Evening
[6] RULEBOOK Root — Law of Root · p.29 · V.12 Jailor (Homeland)
[7] RULEBOOK Root — Law of Root · p.32 · Move (4.2)
[8] RULEBOOK Root — Law of Root · p.4 · 4.2 Move

Strategy guides → — community tips, kept separate from rulings

🔧 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 257 ms · ask 11098 ms · total 11365 ms
single-flight (PR-5)
queued 0 ms · generation 11365 ms
retrieval refs (raw)
[{"page": 22, "score": 0.032018, "snippet": "Your Daylight has two steps in the following order. 18.5.1 Captain Acts. In any order and combination, you may take up to four actions as follows with the Acting Captain, shown in your Acting Captain slot. (If the Acting Captain was placed in a forest with Ready in Birdsong this turn, you take up to", "headingPath": "18.5 Daylight", "sharpsignalDocId": 56}, {"page": 2, "score": 0.030769, "snippet": "1.4.1 Turn Structure. Each player's turn has three phases: Birdsong, Daylight, and Evening. Anything that says 'at start of' a phase happens before everything else in the phase, and anything that says 'at end of' happens a/fter everything else in the phase but before the start of the next phase, if ", "headingPath": "1.4 Game Structure", "sharpsignalDocId": 56}, {"page": 26, "score": 0.029116, "snippet": "H.1.1 Gaining from Supply. When a player's score marker enters a space with a hireling marker, they take the hireling marker and place it below their Evening (as a reminder) . At the end of their turn, they take any hireling card from the supply, roll for control (H.1.2), and flip over the hireling ", "headingPath": "H.1 Gaining and Losing Hirelings", "sharpsignalDocId": 56}, {"page": 4, "score": 0.028992, "snippet": "When you move, take any number (more than zero) of your warriors and pawns from one clearing and move them on a linking path (2.2) to one adjacent clearing. 4.2.1 You Must Rule. To take a move, you must rule the origin clearing, destination clearing, or both. VOCFS 4.2.2 No Movement Limits. A given ", "headingPath": "4.2 Move", "sharpsignalDocId": 56}, {"page": 15, "score": 0.028694, "snippet": "You may take up to three actions, as follows, in any order and number. 13.5.1 Move. Take a move. 13.5.2 Plot. Remove a Corvid warrior, plus another Corvid warrior per plot you have placed this turn, from a clearing with no plot tokens to place a facedown plot token there. 13.5.3 Battle. Initiate a b", "headingPath": "13.5 Daylight", "sharpsignalDocId": 56}, {"page": 28, "score": 0.027971, "snippet": "V.7.1 Starting Items. Start with M , F , H . V.7.2 Special Action: Improvise. Once per turn while taking the Quest action, you may treat one unexhausted item as any other item. When you exhaust it to complete the quest, also damage that item.", "headingPath": "V.7 Adventurer (Vagabond Pack)", "sharpsignalDocId": 56}, {"page": 3, "score": 0.026671, "snippet": "Give the booklet to the Marquise player and ask them to read the text aloud as they take the actions described. When their turn is over, pass the booklet to the Eyrie player so they can do the same. Continue this until you reach the end. /The booklet also answers some common questions and gives stra", "headingPath": "Play", "sharpsignalDocId": 75}, {"page": 32, "score": 0.026398, "snippet": "Take any of your warriors and pawns from one clearing and move them along a linking path to one adjacent clearing. You must rule the origin, destination, or both. A given piece can be moved any number of times per turn.", "headingPath": "Move (4.2)", "sharpsignalDocId": 56}]
citations (raw)
[{"page": 2, "quote": null, "headingPath": "Flow of Play", "sharpsignalDocId": 75}, {"page": 2, "quote": null, "headingPath": "1.4 Game Structure", "sharpsignalDocId": 56}, {"page": 15, "quote": null, "headingPath": "13.5 Daylight", "sharpsignalDocId": 56}, {"page": 10, "quote": null, "headingPath": "Daylight", "sharpsignalDocId": 75}, {"page": 14, "quote": null, "headingPath": "12.6 Evening", "sharpsignalDocId": 56}, {"page": 29, "quote": null, "headingPath": "V.12 Jailor (Homeland)", "sharpsignalDocId": 56}, {"page": 32, "quote": null, "headingPath": "Move (4.2)", "sharpsignalDocId": 56}, {"page": 4, "quote": null, "headingPath": "4.2 Move", "sharpsignalDocId": 56}]
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 01:12

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 Root — Law of Root (corpus doc 56) 18.5 Daylight p.22 0.032018 (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 Root — Law of Root (corpus doc 56) 1.4 Game Structure p.2 0.030769 (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 Root — Law of Root (corpus doc 56) H.1 Gaining and Losing Hirelings p.26 0.029116 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300
#4 RULEBOOK Root — Law of Root (corpus doc 56) 4.2 Move p.4 0.028992 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300
#5 RULEBOOK Root — Law of Root (corpus doc 56) 13.5 Daylight p.15 0.028694 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300
#6 RULEBOOK Root — Law of Root (corpus doc 56) V.7 Adventurer (Vagabond Pack) p.28 0.027971 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 242
#7 RULEBOOK Root — Learning to Play (corpus doc 75) Play p.3 0.026671 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300
#8 RULEBOOK Root — Law of Root (corpus doc 56) Move (4.2) p.32 0.026398 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 219

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 Root — Learning to Play (corpus doc 75) Flow of Play p.2 no quote on the wire
[2] RULEBOOK Root — Law of Root (corpus doc 56) 1.4 Game Structure p.2 no quote on the wire
[3] RULEBOOK Root — Law of Root (corpus doc 56) 13.5 Daylight p.15 no quote on the wire
[4] RULEBOOK Root — Learning to Play (corpus doc 75) Daylight p.10 no quote on the wire
[5] RULEBOOK Root — Law of Root (corpus doc 56) 12.6 Evening p.14 no quote on the wire
[6] RULEBOOK Root — Law of Root (corpus doc 56) V.12 Jailor (Homeland) p.29 no quote on the wire
[7] RULEBOOK Root — Law of Root (corpus doc 56) Move (4.2) p.32 no quote on the wire
[8] RULEBOOK Root — Law of Root (corpus doc 56) 4.2 Move p.4 no quote on the wire
timing split
retrieval 257 ms · first delta n/a · total 11365 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 257 ms · ask 11098 ms · gateway work 11365 ms · total 11365 ms
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 40s 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
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 6), 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.