RuleSage cited table rulings
← Frostpunk: The Board Game

You asked

How do I play?

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

Asked with: Frostpunk: The Board Gamebg-311988-en-1e

I looked through Frostpunk: The Board Game'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 Frostpunk: The Board Game — Rulebook · p.8
8 8 Choose a scenario to play The following instructions are for setting up the game using the ‘A New Home: Crater’ scenario which is recommended for your first game Refer to the Scenario Book for instructions on how to set up the other scenarios Game Setup Round & Morning board Morning deck The set
RULEBOOK Frostpunk: The Board Game — Rulebook · p.14
Motivation: Take 1 Resource from the Map and place it in the supply. Then, for each active Motivation, take another 1 Resource from the Map and place it in the supply. For each Resource you cannot take, gain 1 Coal. Care: For each active Care, Cure 2. Justice: For each active Justice, exhaust 1 Disc
RULEBOOK Frostpunk: The Board Game — Rulebook · p.27
During the game, you may reveal Scenario cards and Event cards that contain Special Actions that can be used in the Action Phase You may use the Special Action on any Scenario cards in your Scenario display Event cards may be placed into your Event display, depending on the card text and choice you
RULEBOOK Frostpunk: The Board Game — Rulebook · p.22 · 6. ACTION PHASE · PLAYER TURNS
Get to work! Move, people! There's plenty to do. At the start of the Action Phase, check that you have the correct number of Meeples in the supply based on the position of the corresponding Citizen markers on the Population track Adjust the number of Meeples of each type in the supply as needed Note
RULEBOOK Frostpunk: The Board Game — Rulebook · p.5
During the game, you may reveal Scenario cards and Event cards that contain Special Actions that can be used in the Action Phase (the cards will have ‘ACTION PHASE:’ on them to show this) To perform a Special Action, place your Meeple in the Special Action area on the card Some cards require you to
🔧 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 106 ms · ask 3918 ms · total 4026 ms
single-flight (PR-5)
queued 0 ms · generation 4026 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 8, "score": 0.048172, "snippet": "8 8 Choose a scenario to play The following instructions are for setting up the game using the ‘A New Home: Crater’ scenario which is recommended for your first game Refer to the Scenario Book for instructions on how to set up the other scenarios Game Setup Round & Morning board Morning deck The set", "headingPath": "", "sharpsignalDocId": 439}, {"page": 14, "score": 0.046751, "snippet": "Motivation: Take 1 Resource from the Map and place it in the supply. Then, for each active Motivation, take another 1 Resource from the Map and place it in the supply. For each Resource you cannot take, gain 1 Coal. Care: For each active Care, Cure 2. Justice: For each active Justice, exhaust 1 Disc", "headingPath": "", "sharpsignalDocId": 439}, {"page": 27, "score": 0.044764, "snippet": "During the game, you may reveal Scenario cards and Event cards that contain Special Actions that can be used in the Action Phase You may use the Special Action on any Scenario cards in your Scenario display Event cards may be placed into your Event display, depending on the card text and choice you ", "headingPath": "", "sharpsignalDocId": 439}, {"page": 22, "score": 0.04311, "snippet": "Get to work! Move, people! There's plenty to do. At the start of the Action Phase, check that you have the correct number of Meeples in the supply based on the position of the corresponding Citizen markers on the Population track Adjust the number of Meeples of each type in the supply as needed Note", "headingPath": "6. ACTION PHASE · PLAYER TURNS", "sharpsignalDocId": 439}, {"page": 5, "score": 0.031746, "snippet": "During the game, you may reveal Scenario cards and Event cards that contain Special Actions that can be used in the Action Phase (the cards will have ‘ACTION PHASE:’ on them to show this) To perform a Special Action, place your Meeple in the Special Action area on the card Some cards require you to ", "headingPath": "", "sharpsignalDocId": 439}, {"page": 16, "score": 0.030769, "snippet": "During the game, you will be instructed to gain, lose, or spend certain things Food is tracked with the Food marker Whenever you gain Food, move the marker to the right Whenever you lose or spend Food, move it to the left Citizens (Workers, Engineers, and Children) are tracked with the 3 Citizen mar", "headingPath": "GAINING, LOSING, AND SPENDING", "sharpsignalDocId": 439}, {"page": 16, "score": 0.030303, "snippet": "You win the game if you complete the goal of the scenario (detailed on the Scenario cards) You lose the game if one or more of the following conditions are met: This occurs when your last Hope token is removed from the Hope track This occurs when you place a 6th Discontent token onto the Discontent ", "headingPath": "How to Win and Lose · PEOPLE LOSE THEIR WILL TO SURVIVE · PEOPLE BANISH YOU FROM THE CITY · EXPLOSION OF THE GENERATOR · OVERWHELMING SICKNESS · OVERWHELMING HUNGER · …", "sharpsignalDocId": 439}, {"page": 19, "score": 0.029851, "snippet": "At the start of this Phase, pass the Leadership marker clockwise to the next player Then, move the Round marker one space forward on the Round track If the Round marker reaches a Development token , remove that token from the Round track and place it, active-side up, on the Technology card that curr", "headingPath": "A new day begins and the burden of leadership passes on. · 2. MORNING PHASE · REVEAL A MORNING CARD", "sharpsignalDocId": 439}]
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 439 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 439 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 25, 2026 16:17 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 Frostpunk: The Board Game — Rulebook (corpus doc 439) p.8 0.048172 (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 Frostpunk: The Board Game — Rulebook (corpus doc 439) p.14 0.046751 (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 Frostpunk: The Board Game — Rulebook (corpus doc 439) p.27 0.044764 (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 Frostpunk: The Board Game — Rulebook (corpus doc 439) 6. ACTION PHASE · PLAYER TURNS p.22 0.04311 (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 Frostpunk: The Board Game — Rulebook (corpus doc 439) p.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)) 300
#6 RULEBOOK Frostpunk: The Board Game — Rulebook (corpus doc 439) GAINING, LOSING, AND SPENDING p.16 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 Frostpunk: The Board Game — Rulebook (corpus doc 439) How to Win and Lose · PEOPLE LOSE THEIR WILL TO SURVIVE · PEOPLE BANISH YOU FROM THE CITY · EXPLOSION OF THE GENERATOR · OVERWHELMING SICKNESS · OVERWHELMING HUNGER · … p.16 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 Frostpunk: The Board Game — Rulebook (corpus doc 439) A new day begins and the burden of leadership passes on. · 2. MORNING PHASE · REVEAL A MORNING CARD p.19 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 80 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 Frostpunk: The Board Game — Rulebook (corpus doc 439) GAINING, LOSING, AND SPENDING p.16 #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
#2 RULEBOOK Frostpunk: The Board Game — Rulebook (corpus doc 439) p.33 #10 0.027638 (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
#3 RULEBOOK Frostpunk: The Board Game — Rulebook (corpus doc 439) For Society I - Normal, place the Food marker on space 8. · For Society I - Normal, you begin the game with 0 Automatons. SUPPLIES p.11 #48 0.009901 (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 Frostpunk: The Board Game — Rulebook (corpus doc 439) p.5 #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
#5 RULEBOOK Frostpunk: The Board Game — Rulebook (corpus doc 439) Citizen cards · USING CITIZEN ABILITIES · 1) For its main ability: p.32 #14 0.025568 (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 Frostpunk: The Board Game — Rulebook (corpus doc 439) p.14 #2 0.046751 (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
#7 RULEBOOK Frostpunk: The Board Game — Rulebook (corpus doc 439) 6. ACTION PHASE · PLAYER TURNS p.22 #4 0.04311 (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 Frostpunk: The Board Game — Rulebook (corpus doc 439) p.8 #1 0.048172 (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 106 ms · first delta 3910 ms · total 4026 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 106 ms · ask 3918 ms · gateway work 4026 ms · total 4026 ms
tokens in (the prompt the answerer read)
2982
tokens out (what the answerer generated)
9
tok/sec
136.4 tok/sec — 9 output tokens in 0.066 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 22s ago)
answerer host (measured by rulesage)
reachable (for 23h, 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
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 370), 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.