RuleSage cited table rulings
← Unmatched Adventures: Tales to Amaze

You asked

How do I setup the game?

Answered counted as answered

Asked with: Unmatched Adventures: Tales to Amazebg-381297-en-1e

1. Choose a villain and 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, either randomly using the initiative cards or by deciding which ones to use.[1]
7. For each minion, shuffle the minion's action deck.[1]
8. Set each minion's health dial to 10.[1]
9. Place each 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, placing 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; these are added during play.[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 (bridge numbers are printed on the game board near the token spaces).[1]
17. (Optional) To make the game more difficult, choose 1 to 3 Amazing Event cards (or shuffle and draw them randomly) and place them face up near the board.[2]
18. (Optional) Shuffle invasion cards into the initiative deck based on the number of players (e.g., "Invasion Wave 1" for 1 player; "Invasion Wave 1" and "Invasion Wave 2" for 2 players; all four for 4 players).[3]
19. (Optional) Turn the 4 invasion tokens face down, mix them up, and randomly place them on the four invasion spots at the top of the board.[3]
[1] RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook · p.4 · SETUP
[2] RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook · p.15
[3] RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook · p.5 · SETUP

That's the page. Back to the table.

🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 197 ms · ask 6844 ms · total 7044 ms
single-flight (PR-5)
queued 0 ms · generation 7044 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.048412, "snippet": "Martian Invader is a more challenging villain to defeat than Mothman. We recommend choosing Mothman as the villain for your first game. NOTE 1 . Choose a villain and set them up as follows: Place the game board with the chosen villain's side face up. Place the threat marker in the first space of the", "headingPath": "SETUP", "sharpsignalDocId": 502}, {"page": 15, "score": 0.046898, "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": 5, "score": 0.044563, "snippet": "Shuffle invasion cards into the initiative deck based on the number of players, as indicated on the cards. For example, in a 1-player game, you would only use the 'Invasion Wave 1' card; in a 2-player game you would use 'Invasion Wave 1' and 'Invasion Wave 2' cards; in a 4-player game, you would use", "headingPath": "SETUP", "sharpsignalDocId": 502}, {"page": 9, "score": 0.032258, "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": 8, "score": 0.031746, "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": 0.03125, "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": "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": 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}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "SETUP", "sharpsignalDocId": 502}, {"page": 15, "quote": null, "headingPath": "", "sharpsignalDocId": 502}, {"page": 5, "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)
answer fence
passed — letter density 0.89034 of 1760 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Aug 23, 2026 02:21 UTC

what this block IS: the PASSAGE SEARCH's own results — the same search that fills this page's closest-passages list — and NOT the passages the answerer read. Answering runs its OWN retrieval: a far wider candidate pool, re-ranked down to a final handful, plus floors this search never applies — the base rulebook, surviving errata corrections, and one slot per book on a multi-book read. Each of those armed only if THIS ask sent what it needs: the boost block names the ids it forwarded, and the scope line names the books it read. A document the answer CITES that no row here names is therefore EXPECTED, not a defect: two searches, two candidate pools, two orders. The answerer's own final rows are shown in their own block below, beside these and never mixed into them.

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 rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) SETUP p.4 0.048412 (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) p.15 0.046898 (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) SETUP p.5 0.044563 (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.9 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
#5 RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) 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
#6 RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) PLAYING THE GAME · ADDITIONAL ENEMY TURNS 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
#7 RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) ENEMY ATTACKS · PLAYER ELIMINATION · END OF THE ROUND · END OF GAME 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
#8 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

what this block IS: the passages the ANSWERING read put in front of the answerer, in the order it read them — the other half of the two reads described above, and the one that decides what the answer could possibly say. Each row names the book it came from and where in that book it sits, what it scored when the search arms were fused, which arm carried it there, and whether the re-ranker chose it or a floor guaranteed it a slot. A row here that no passage-search row names is EXPECTED: a far wider pool, re-ranked, with floors the passage search never applies.

candidate pool: the answering read scored 26 passages, out of a ceiling of 80 set gateway-side. Both figures are reported by the gateway for THIS ask — measurements of what actually happened, not constants read out of anyone's source and printed here on faith.

floors armed for this ask: the base rulebook — armed · surviving errata corrections — not armed · one slot per book on a multi-book read — not armed. Every floor is stated on every ask, armed or not, so a floor that did not apply here is never mistaken for one this app does not know about.

arms fused for this ask: vector + full-text + the doc-priority boost arm. Stated separately from the rows because an arm that ran and carried nothing is a different fact from an arm that never ran.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) SETUP p.4 #1 0.048412 (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)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) p.15 #2 0.046898 (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)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) p.8 #5 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)) vector + the doc-priority boost arm the re-ranker chose it
#4 RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) ENEMY ATTACKS · PLAYER ELIMINATION · END OF THE ROUND · END OF GAME p.11 #7 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)) vector + the doc-priority boost arm the re-ranker chose it
#5 RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) p.11 #12 0.014493 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#6 RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) p.5 #13 0.014286 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#7 RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) PLAYING THE GAME · ADDITIONAL ENEMY TURNS p.8 #6 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)) vector + the doc-priority boost arm the re-ranker chose it
#8 RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) SETUP p.5 #3 0.044563 (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)) vector + full-text + the doc-priority boost arm the re-ranker chose it

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 Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) SETUP p.4 no quote on the wire
[2] RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) p.15 no quote on the wire
[3] RULEBOOK Unmatched Adventures: Tales to Amaze — Rulebook (corpus doc 502) SETUP p.5 no quote on the wire
timing split
retrieval 197 ms · first delta 2744 ms · total 7044 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 197 ms · ask 6844 ms · gateway work 7044 ms · total 7044 ms
tokens in (the prompt the answerer read)
3140
tokens out (what the answerer generated)
561
tok/sec
133.2 tok/sec — 561 output tokens in 4.213 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 57s ago)
answerer host (measured by rulesage)
reachable (for 22h, checked 6s ago)
answerer node (the seat proxy's own header — this probe, not this ask)
node1
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.
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 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.