RuleSage cited table rulings
← Duel of Meloch

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How do I play?

Answered counted as answered

Asked with: Duel of Melochbg-473061-en-1e

To play Duel of Meloch, follow these procedures:
Setup
1. Place the playmat on the table so the popularity/power track faces the Scythe player.[1]
2. Place resources, coins, and workers in a supply near the board.[1]
3. Randomize 9 map tokens and place 1 face down on each of the 6 indicated locations.[1]
4. Randomize 12 corruption tokens and stack 2 face up on each of the 6 locations with a dotted square box.[1]
5. Place the Triumph Track near the board with the edge facing the Scythe player.[1]
6. Shuffle the combat cards and set the deck face down near the board (do not use original Scythe combat cards).[1]
7. Shuffle the Factory cards and place 2 face down next to the board.[1]
8. Shuffle the encounter cards and place the deck face down near the board.[1]
9. Shuffle the discovery cards, place 1 card face up on each lake, and place the deck face down near the board.[1]
10. Shuffle the Meloch cards, reveal one card, and place it between the players with a random orientation.[1]
11. For the Scythe player: Select and set up a faction mat and player mat with corresponding tokens, miniatures, and Power Dial.[2] Start with 2 workers on the locations adjacent to your home base.[2]
12. For the Expeditions player: Select and set up a mech with its corresponding mat and card, a character/companion pair with tokens, and a Power Dial.[2] Gain starting resources as indicated on the matching mech card.[2]
Turn Structure
1. The Expeditions player takes the first turn.[2]
2. On your turn, you must move your action token to one of the 4 sections on your player mat.[3]
3. In order, take either the top-row action, the bottom-row action, both, or neither.[3]
4. First, pay the full cost of the action (red boxes), then gain the benefit (green boxes).[3]
5. Alternatively, if using the action token system described in other rules:
* If the action token is on “Refresh,” shift it along the red arrow to the blank square and take all 3 actions (MOVE, PLAY, and GATHER) in any order.[4]
* If the action token is on the blank square next to “Refresh” or within the box GATHER, MOVE, or PLAY, shift it to cover Move, Play, or Gather, and take the two uncovered actions in any order.[4]
* If the action token is within the box GATHER, MOVE, or PLAY, you may shift it to “Refresh” and perform a REFRESH action: Reclaim all placed workers to your mat and active cards to your hand.[4]
6. During your turn (except during combat), you may discard any number of combat cards to gain the benefit shown at the upper right of the card.[5]
Combat
1. Combat is initiated if:
* The Expeditions player gains the Vanquish benefit on a location with a Scythe mech/character and chooses to Vanquish them.[6]
* The Scythe player ends a movement action with at least 1 mech/character on the Expeditions mech's location and chooses to engage in combat.[6]
2. Select Power: Each player selects the amount of power to spend on their Power Dials (max 7).[6]
3. Optionally, secretly add up to 1 combat card for your character and each of your mechs involved (max 1 for Expeditions).[6]
4. Reveal: Reveal Power Dials and combat cards, adding totals.[6] The attacker applies effects and card values first, followed by the defender.[6]
5. Resolve: The player with the higher total wins (the attacker wins ties, unless a combat card specifies otherwise).[6]
6. Determine Winner/Loser:
* The winner places a star on the Triumph Track (the Expeditions player places the combat star without needing to Boast).[6]
* The loser retreats all units on that location to their home base (if the Scythe player retreats, they leave resources behind).[6]
* If the retreating player spent at least 1 power, they draw 1 combat card.[6]
Ending the Game
1. The winner is the first player to place 4 stars on the Triumph Track, where only 1 star can be placed in each category.[7]
[1] RULEBOOK Duel of Meloch — Rulebook · p.4 · SHARED COMPONENTS
[2] RULEBOOK Duel of Meloch — Rulebook · p.5 · SHARED COMPONENTS · SCYTHE PLAYER · PLAYER COMPONENTS
[3] RULEBOOK Duel of Meloch — Rulebook · p.2
[4] RULEBOOK Duel of Meloch — Rulebook · p.2
[5] RULEBOOK Duel of Meloch — Rulebook · p.9 · COMBAT CARDS
[6] RULEBOOK Duel of Meloch — Rulebook · p.8 · COMBAT
[7] RULEBOOK Duel of Meloch — Rulebook · p.6 · PLAYER COMPONENTS · GAMEPLAY OVERVIEW · HOW TO PLAY

The book has spoken.

🔧 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 224 ms · ask 10930 ms · total 11156 ms
single-flight (PR-5)
queued 0 ms · generation 11156 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 6, "score": 0.048131, "snippet": "6 Duel of Meloch is a clash of Scythe versus Expeditions, just on a smaller map, with multiple ways to disrupt the other player, and without endof-game scoring. The winner is the first player to place 4 stars on the new Triumph Track, where only 1 star can be placed on each category. EXPERIENCE DISP", "headingPath": "PLAYER COMPONENTS · GAMEPLAY OVERVIEW · HOW TO PLAY", "sharpsignalDocId": 201}, {"page": 2, "score": 0.046875, "snippet": "2 SCYTHE PLAYER 1 rule summary guide 20 resource tokens (5 each of food, oil, metal, and wood) 3 Factory cards 60 combat cards (new design) 6 encounter cards 5 miniatures (4 mechs and 1 character) 31 wooden tokens (6 stars, 1 action token, 1 popularity token, 1 power token, 4 structures, 4 recruits,", "headingPath": "", "sharpsignalDocId": 201}, {"page": 2, "score": 0.046696, "snippet": "On your turn, do ONE of the following: If the action token is on “Refresh,” shift it along the red arrow to the blank square and take all 3 actions (MOVE, PLAY, and GATHER) in any order. If the action token is on the blank square next to “Refresh” or within the box GATHERMOVE PLAY REFRESH TATANKATAT", "headingPath": "", "sharpsignalDocId": 201}, {"page": 5, "score": 0.043549, "snippet": "3 6 9 IF YOU ARE THE SCYTHE PLAYER, sit on the side of the board with the popularity/power track oriented toward you. Select and set up any faction mat and any player mat with their corresponding tokens (including all 6 stars) and miniatures, Power Dial, and all starting components indicated on thos", "headingPath": "SHARED COMPONENTS · SCYTHE PLAYER · PLAYER COMPONENTS", "sharpsignalDocId": 201}, {"page": 8, "score": 0.032787, "snippet": "To initiate combat, either (a) the Expeditions player gains the Vanquish benefit on a location with a Scythe mech/character and chooses to Vanquish them instead of corruption or (b) the Scythe player ends a movement action with at least 1 mech/character on the Expeditions mech's location (whether or", "headingPath": "COMBAT", "sharpsignalDocId": 201}, {"page": 2, "score": 0.031746, "snippet": "Place 1 worker on each of the two land-adjoined territories adjacent to the home base. 4. Place 4 mechs on the mech spaces on your faction mat. 5. Place your 6 star tokens on your faction mat. PLAYER MATS 1. Start with the popularity position ( ) and gain the number of coins ( ) shown on your mat. I", "headingPath": "", "sharpsignalDocId": 201}, {"page": 3, "score": 0.030769, "snippet": "3 CHAMPION CHAMPION CHAMPION TournamentMeloch_r2.indd 2TournamentMeloch_r2.indd 211/21/25 9:17 AM11/21/25 9:17 AM APPENDIX SCYTHE FACTION: CONSTANTINOPLE (EVREN & ACAR) LEVERAGE: Once per turn, you may either discard one unplaced star to gain any 1 resource or pay any 1 resource to regain one discar", "headingPath": "", "sharpsignalDocId": 201}, {"page": 9, "score": 0.029828, "snippet": "Duel of Meloch features 8 different types of combat cards in a deck of 60; do not use the original Scythe combat cards. Each of the new combat cards has multiple uses. DISCARD DURING YOUR TURN TO GAIN A BENEFIT: You may discard any number of combat cards during your turn (except during combat) to ga", "headingPath": "COMBAT CARDS", "sharpsignalDocId": 201}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "SHARED COMPONENTS", "sharpsignalDocId": 201}, {"page": 5, "quote": null, "headingPath": "SHARED COMPONENTS · SCYTHE PLAYER · PLAYER COMPONENTS", "sharpsignalDocId": 201}, {"page": 2, "quote": null, "headingPath": "", "sharpsignalDocId": 201}, {"page": 2, "quote": null, "headingPath": "", "sharpsignalDocId": 201}, {"page": 9, "quote": null, "headingPath": "COMBAT CARDS", "sharpsignalDocId": 201}, {"page": 8, "quote": null, "headingPath": "COMBAT", "sharpsignalDocId": 201}, {"page": 6, "quote": null, "headingPath": "PLAYER COMPONENTS · GAMEPLAY OVERVIEW · HOW TO PLAY", "sharpsignalDocId": 201}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 201 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 201 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 0.90201 of 3184 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Aug 24, 2026 14:57 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 Duel of Meloch — Rulebook (corpus doc 201) PLAYER COMPONENTS · GAMEPLAY OVERVIEW · HOW TO PLAY p.6 0.048131 (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 Duel of Meloch — Rulebook (corpus doc 201) p.2 0.046875 (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 Duel of Meloch — Rulebook (corpus doc 201) p.2 0.046696 (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 Duel of Meloch — Rulebook (corpus doc 201) SHARED COMPONENTS · SCYTHE PLAYER · PLAYER COMPONENTS p.5 0.043549 (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 Duel of Meloch — Rulebook (corpus doc 201) COMBAT p.8 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
#6 RULEBOOK Duel of Meloch — Rulebook (corpus doc 201) p.2 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
#7 RULEBOOK Duel of Meloch — Rulebook (corpus doc 201) p.3 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
#8 RULEBOOK Duel of Meloch — Rulebook (corpus doc 201) COMBAT CARDS p.9 0.029828 (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 Duel of Meloch — Rulebook (corpus doc 201) p.2 #3 0.046696 (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 Duel of Meloch — Rulebook (corpus doc 201) p.2 #6 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
#3 RULEBOOK Duel of Meloch — Rulebook (corpus doc 201) SHARED COMPONENTS p.4 #11 0.028778 (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 Duel of Meloch — Rulebook (corpus doc 201) COMBAT CARDS p.9 #8 0.029828 (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 Duel of Meloch — Rulebook (corpus doc 201) I N T E R A C T I O N S , C O M B A T , AND COMBAT CARDS p.8 #10 0.02879 (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 Duel of Meloch — Rulebook (corpus doc 201) COMBAT p.8 #5 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
#7 RULEBOOK Duel of Meloch — Rulebook (corpus doc 201) SHARED COMPONENTS · SCYTHE PLAYER · PLAYER COMPONENTS p.5 #4 0.043549 (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
#8 RULEBOOK Duel of Meloch — Rulebook (corpus doc 201) PLAYER COMPONENTS · GAMEPLAY OVERVIEW · HOW TO PLAY p.6 #1 0.048131 (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 Duel of Meloch — Rulebook (corpus doc 201) SHARED COMPONENTS p.4 no quote on the wire
[2] RULEBOOK Duel of Meloch — Rulebook (corpus doc 201) SHARED COMPONENTS · SCYTHE PLAYER · PLAYER COMPONENTS p.5 no quote on the wire
[3] RULEBOOK Duel of Meloch — Rulebook (corpus doc 201) p.2 no quote on the wire
[4] RULEBOOK Duel of Meloch — Rulebook (corpus doc 201) p.2 no quote on the wire
[5] RULEBOOK Duel of Meloch — Rulebook (corpus doc 201) COMBAT CARDS p.9 no quote on the wire
[6] RULEBOOK Duel of Meloch — Rulebook (corpus doc 201) COMBAT p.8 no quote on the wire
[7] RULEBOOK Duel of Meloch — Rulebook (corpus doc 201) PLAYER COMPONENTS · GAMEPLAY OVERVIEW · HOW TO PLAY p.6 no quote on the wire
timing split
retrieval 224 ms · first delta 3585 ms · total 11156 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 224 ms · ask 10930 ms · gateway work 11156 ms · total 11156 ms
tokens in (the prompt the answerer read)
3428
tokens out (what the answerer generated)
995
tok/sec
133.0 tok/sec — 995 output tokens in 7.483 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 18s 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
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 126), 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.