RuleSage cited table rulings
← Neuroshima Hex

You asked

How do I setup the game?

Answered counted as answered

Asked with: Neuroshima Hexbg-21241-en-1e

1. Put the board in the middle of the table.[1]
2. Distribute the appropriate Army tiles among the players, where each player commands a single army represented by 35 tiles.[1]
3. Each player separates their HQ tile from the remaining tiles and shuffles the tiles thoroughly.[1]
4. Place the shuffled tiles in a pile face down in front of each player.[1]
5. Each player gets one HQ damage counter to keep track of received damage.[1]
6. Set the counter to 20 for a 2-player game.[1]
7. If there are more than 4 players, one player will use the Damage track on the game board and put one of his HQ tokens on the Damage track.[1][2]
8. The owner of the game starts a game session (becomes Player 1), though they may also choose a starting player or choose one randomly.[3]
9. The starting player places his HQ tile anywhere on the board.[3]
10. The opposing player subsequently does the same.[3]
11. The starting player (Player 1) draws one tile from his pile and puts it in front of him face up.[3]
12. The other player (Player 2) draws two tiles from his pile and puts them in front of him face up.[3]
13. Player 1 draws up to three tiles; if he saved a tile from the previous turn, he draws only two, but if he used or discarded his one tile, he draws three.[3]
14. Player 1 must choose one tile that seems the least useful and discard it.[3]
15. Player 2 follows the same procedure.[3]
[1] RULEBOOK Neuroshima Hex — Rulebook · p.4 · GAME RULES · GOAL OF THE GAME · SETTING UP · HQ tokens and the Damage track
[2] RULEBOOK Neuroshima Hex — Rulebook · p.6 · ENDING THE GAME · VICTORY · BOARD DESCRIPTION
[3] RULEBOOK Neuroshima Hex — Rulebook · p.4 · STARTING THE GAME

The table has its answer — dice up.

🔧 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 185 ms · ask 7217 ms · total 7405 ms
single-flight (PR-5)
queued 0 ms · generation 7405 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.048139, "snippet": "If you are already familiar with Neuroshima Hex rules and just want to check the changes and clarifications in this new edition, you only need to read the sections marked with this symbol . The following rules refer to a two-player game. All adjustments necessary for a three or four player games are", "headingPath": "GAME RULES · GOAL OF THE GAME · SETTING UP · HQ tokens and the Damage track", "sharpsignalDocId": 484}, {"page": 4, "score": 0.032787, "snippet": "The owner of the game starts a game session (becomes Player 1). He may also choose a starting player or the starting player may be chosen randomly. The starting player places his HQ tile anywhere on the board. The opposing player subsequently does the same. The HQ tiles may even be placed adjacent t", "headingPath": "STARTING THE GAME", "sharpsignalDocId": 484}, {"page": 2, "score": 0.032258, "snippet": "• Starting the game....................................................................... • Game sequence........................................................................... • Using tiles.................................................................................. • Battles.............", "headingPath": "", "sharpsignalDocId": 484}, {"page": 1, "score": 0.03125, "snippet": "YOU CAN SKIP OVER THE RULES AND LEARN THE GAME WITH OUR VIDEO TUTORIAL! SCAN THE QR CODE OR VISIT OUR WEBSITE: www.portalgames.pl", "headingPath": "", "sharpsignalDocId": 484}, {"page": 6, "score": 0.030769, "snippet": "If after the first few plays the game seems too chaotic to you, we recommend you play more to get to know the game better. During the next plays try to use the army reference charts which allow you to play more tactically. If you feel that some armies are stronger, others weaker, we recommend you pl", "headingPath": "TIPS FOR THE BEGINNERS · MORE TACTICAL GAME", "sharpsignalDocId": 484}, {"page": 2, "score": 0.030622, "snippet": "2 CONTENTS: INTRODUCTION.............................................................................. CONTENTS OF THE BOX ................................................................ GAME RULES.................................................................................... • Goal of the gam", "headingPath": "", "sharpsignalDocId": 484}, {"page": 19, "score": 0.030303, "snippet": "The Outpost player starts, deciding to place his HQ at the very center of the board for better mobility thanks to numerous Move tiles in his deck. The Hegemony controlling player places his HQ in one of the corners of the board for better defense. The player draws a Medic tile (at the beginning of t", "headingPath": "Turn 1 (Placing HQs) · Turn 2 (The Outpost) · Turn 3 (Hegemony) · Turn 4 (The Outpost) · Turn 5 (Hegemony) · Turn 6 (The Outpost)", "sharpsignalDocId": 484}, {"page": 4, "score": 0.029851, "snippet": "On his turn a player draws UP TO three tiles (i.e. under no condition can he have more than three tiles in front of himself), and puts them face up in front of himself. Then, after the tiles have been drawn, the player must discard one of the three tiles (usually the least useful one) aside into the", "headingPath": "GAME SEQUENCE · Unlucky Draw", "sharpsignalDocId": 484}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "GAME RULES · GOAL OF THE GAME · SETTING UP · HQ tokens and the Damage track", "sharpsignalDocId": 484}, {"page": 6, "quote": null, "headingPath": "ENDING THE GAME · VICTORY · BOARD DESCRIPTION", "sharpsignalDocId": 484}, {"page": 4, "quote": null, "headingPath": "STARTING THE GAME", "sharpsignalDocId": 484}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 484 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 484 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 0.88948 of 1131 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Aug 23, 2026 03:12 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 Neuroshima Hex — Rulebook (corpus doc 484) GAME RULES · GOAL OF THE GAME · SETTING UP · HQ tokens and the Damage track p.4 0.048139 (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 Neuroshima Hex — Rulebook (corpus doc 484) STARTING THE GAME 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
#3 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) 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
#4 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) p.1 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)) 129
#5 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) TIPS FOR THE BEGINNERS · MORE TACTICAL GAME p.6 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 Neuroshima Hex — Rulebook (corpus doc 484) p.2 0.030622 (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 Neuroshima Hex — Rulebook (corpus doc 484) Turn 1 (Placing HQs) · Turn 2 (The Outpost) · Turn 3 (Hegemony) · Turn 4 (The Outpost) · Turn 5 (Hegemony) · Turn 6 (The Outpost) p.19 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 Neuroshima Hex — Rulebook (corpus doc 484) GAME SEQUENCE · Unlucky Draw p.4 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 42 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 Neuroshima Hex — Rulebook (corpus doc 484) STARTING THE GAME p.4 #2 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)) vector + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) GAME RULES · GOAL OF THE GAME · SETTING UP · HQ tokens and the Damage track p.4 #1 0.048139 (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 Neuroshima Hex — Rulebook (corpus doc 484) 1. Deathmatch · 2. Deathmatch with an optional score rule · THE MULTIPLAYER GAME p.13 #11 0.029139 (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 re-ranker chose it
#4 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) p.2 #6 0.030622 (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 re-ranker chose it
#5 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) ENDING THE GAME · VICTORY · BOARD DESCRIPTION p.6 #12 0.028814 (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 re-ranker chose it
#6 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) Turn 1 (Placing HQs) · Turn 2 (The Outpost) · Turn 3 (Hegemony) · Turn 4 (The Outpost) · Turn 5 (Hegemony) · Turn 6 (The Outpost) p.19 #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
#7 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) 3. 1 player vs a team · 4. Team match (optional) · 1. Team match p.13 #9 0.029572 (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 re-ranker chose it
#8 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) p.2 #3 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)) vector + 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 Neuroshima Hex — Rulebook (corpus doc 484) GAME RULES · GOAL OF THE GAME · SETTING UP · HQ tokens and the Damage track p.4 no quote on the wire
[2] RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) ENDING THE GAME · VICTORY · BOARD DESCRIPTION p.6 no quote on the wire
[3] RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) STARTING THE GAME p.4 no quote on the wire
timing split
retrieval 185 ms · first delta 4602 ms · total 7405 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 185 ms · ask 7217 ms · gateway work 7405 ms · total 7405 ms
tokens in (the prompt the answerer read)
3169
tokens out (what the answerer generated)
369
tok/sec
134.5 tok/sec — 369 output tokens in 2.744 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 11s ago)
answerer host (measured by rulesage)
reachable (for 24h, checked 3s 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 415), 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.