RuleSage cited table rulings
← The Crew: The Quest for Planet Nine

You asked

How do I take my turn?

Abstained — no grounded answer; closest passages below counted as honest abstain

Asked with: The Crew: The Quest for Planet Ninebg-284083-en-1e

I looked through The Crew: The Quest for Planet Nine's rulebook and couldn't find a solid answer to that one — and I'd rather tell you so than guess at your table. Try asking it another way, or ask me about setup, turns, or how the game ends: those I know cold.

The closest rulebook passages are below — check them before ruling.

RULEBOOK The Crew: The Quest for Planet Nine — Rulebook · p.18 · Commander's decision · Commander's distribution · PLAYING WITH FIVE PLAYERS
actually receives the assignment and reveals the task cards. The mission is fulfilled when the crew member has completed all the tasks. Your commander may not choose himself or herself. If a mission displays this symbol, your commander takes over the distribution of the task cards. Prepare the missi
RULEBOOK The Crew: The Quest for Planet Nine — Rulebook · p.20 · PLAYING WITH TWO PLAYERS
When playing with two players, the commander role is also carried out by the player with the four rocket. The tasks of the commander remain unchanged (starts the task selection, starts the first trick, and, if necessary, follows any special rules of the missions). Additionally, your commander takes
RULEBOOK The Crew: The Quest for Planet Nine — Rulebook · p.4 · Trick-taking game
In each round, each crew member plays a card in a clockwise order. These cards make up the trick. The highest card played wins the trick. The initial card played sets the suit that must be played for each trick. This is applicable for both color cards and rocket cards. If a suit cannot be followed,
RULEBOOK The Crew: The Quest for Planet Nine — Rulebook · p.11 · MISSION SEQUENCE · LET'S GO!
As commander, Tom starts the game. He opens the first trick with his pink 9 and hopes to win the pink 1 . Julia plays a pink 5 in the trick. Daniel does not have any pink cards in his hand and therefore plays a card of his choice: the yellow 2 . Caro has a pink 1 and plays it in the trick. Tom has t
RULEBOOK The Crew: The Quest for Planet Nine — Rulebook · p.10 · MISSION SEQUENCE
Each task specifies a playing card that must be won. A task is fulfilled when its owner wins the corresponding playing card in a trick. When all the tasks of the respective mission are fulfilled, you have completed the mission. If a task is fulfilled by a crew member who does not possess the appropr
🔧 debug — where this ruling came from
outcome
ABSTAINED — Abstained — no grounded answer; closest passages below
warm abstain
  • this ruling — W1 — generic warm abstain · receipt: none (generic)
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 187 ms · ask 2616 ms · total 2807 ms
single-flight (PR-5)
queued 0 ms · generation 2807 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 18, "score": 0.047643, "snippet": "actually receives the assignment and reveals the task cards. The mission is fulfilled when the crew member has completed all the tasks. Your commander may not choose himself or herself. If a mission displays this symbol, your commander takes over the distribution of the task cards. Prepare the missi", "headingPath": "Commander's decision · Commander's distribution · PLAYING WITH FIVE PLAYERS", "sharpsignalDocId": 283}, {"page": 20, "score": 0.045541, "snippet": "When playing with two players, the commander role is also carried out by the player with the four rocket. The tasks of the commander remain unchanged (starts the task selection, starts the first trick, and, if necessary, follows any special rules of the missions). Additionally, your commander takes ", "headingPath": "PLAYING WITH TWO PLAYERS", "sharpsignalDocId": 283}, {"page": 4, "score": 0.032787, "snippet": "In each round, each crew member plays a card in a clockwise order. These cards make up the trick. The highest card played wins the trick. The initial card played sets the suit that must be played for each trick. This is applicable for both color cards and rocket cards. If a suit cannot be followed, ", "headingPath": "Trick-taking game", "sharpsignalDocId": 283}, {"page": 11, "score": 0.032258, "snippet": "As commander, Tom starts the game. He opens the first trick with his pink 9 and hopes to win the pink 1 . Julia plays a pink 5 in the trick. Daniel does not have any pink cards in his hand and therefore plays a card of his choice: the yellow 2 . Caro has a pink 1 and plays it in the trick. Tom has t", "headingPath": "MISSION SEQUENCE · LET'S GO!", "sharpsignalDocId": 283}, {"page": 10, "score": 0.031746, "snippet": "Each task specifies a playing card that must be won. A task is fulfilled when its owner wins the corresponding playing card in a trick. When all the tasks of the respective mission are fulfilled, you have completed the mission. If a task is fulfilled by a crew member who does not possess the appropr", "headingPath": "MISSION SEQUENCE", "sharpsignalDocId": 283}, {"page": 17, "score": 0.030769, "snippet": "If your mission shows this symbol, your communications have been disrupted and you only have limited communication. When you want to communicate, place your card in front of you as you normally would. It must meet one of the three conditions (highest, single, or lowest of the cards in your hand, in ", "headingPath": "Dead zone · Disruption · Commander's decision", "sharpsignalDocId": 283}, {"page": 3, "score": 0.030366, "snippet": "The Crew is a cooperative, mission-based trick-taking game. What does this mean? You win together, or you lose together - only if each of you is successful, and you help each other, will you be able to complete the missions and win the game. Your journey spans 50 different missions, each with a uniq", "headingPath": "GAME MATERIALS · Cooperative · Mission-based · Trick-taking game", "sharpsignalDocId": 283}, {"page": 5, "score": 0.030303, "snippet": "In The Crew, it's always about the right players winning the right tricks. You're really going to need to coordinate to accomplish the mission. An important rule in this game is that you cannot talk about the cards in your hand. You are not allowed to show, say or suggest to other crew members which", "headingPath": "Trick-taking game · Communication", "sharpsignalDocId": 283}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 283 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 283 boosted
answered-before recall
no past answered ruling for this game matched closely enough
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
debug row recorded
Aug 23, 2026 09:26 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 The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) Commander's decision · Commander's distribution · PLAYING WITH FIVE PLAYERS p.18 0.047643 (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 The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) PLAYING WITH TWO PLAYERS p.20 0.045541 (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 The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) Trick-taking 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
#4 RULEBOOK The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) MISSION SEQUENCE · LET'S GO! p.11 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 The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) MISSION SEQUENCE p.10 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 The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) Dead zone · Disruption · Commander's decision p.17 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
#7 RULEBOOK The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) GAME MATERIALS · Cooperative · Mission-based · Trick-taking game p.3 0.030366 (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 The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) Trick-taking game · Communication p.5 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

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 28 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 The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) PLAYING WITH TWO PLAYERS p.20 #2 0.045541 (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 The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) Communication: p.6 #17 0.012987 (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
#3 RULEBOOK The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) p.1 #28 0.011364 (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
#4 RULEBOOK The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) Dead zone · Disruption · Commander's decision p.17 #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)) vector + the doc-priority boost arm the re-ranker chose it
#5 RULEBOOK The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) p.16 #14 0.013699 (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 The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) MISSION PREPARATION · MISSION SEQUENCE p.8 #11 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 The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) Distress signal token p.13 #13 0.013889 (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
#8 RULEBOOK The Crew: The Quest for Planet Nine — Rulebook (corpus doc 283) Commander's decision · Commander's distribution · PLAYING WITH FIVE PLAYERS p.18 #1 0.047643 (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
timing split
retrieval 187 ms · first delta 2684 ms · total 2807 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 187 ms · ask 2616 ms · gateway work 2807 ms · total 2807 ms
tokens in (the prompt the answerer read)
2895
tokens out (what the answerer generated)
9
tok/sec
128.6 tok/sec — 9 output tokens in 0.070 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 19s ago)
answerer host (measured by rulesage)
reachable (for 22h, checked 7s 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
ABSTAINED — Abstained — no grounded answer; closest passages below
abstain rationale
I don't have enough information.
BOILERPLATE, not reasoning: this is the answerer's fixed abstention phrase, the same sentence it emits whenever it declines. It records THAT the answerer declined and never why — no per-ruling reason was captured, because none was sent. Hostile corpus/LLM text, rendered escaped
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 212), 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.