RuleSage cited table rulings
← Knarr

You asked

How do I play?

Answered counted as answered

Asked with: Knarrbg-379629-en-1e

Setup
1. Place the board in the center of the table.[1]
2. Form a deck of Trading Lands cards, place it face down to the side of the board, and reveal the first 3 cards on the designated spaces.[1]
3. Shuffle and place the Lands of Influence cards in the same way.[1]
4. Prepare the Viking cards based on the number of players (4 players: use all cards; 3 players: remove cards marked 4; 2 players: remove cards marked 3 and 4), shuffle them, place them face down to the side of the board, and reveal the first 5 cards on the designated spaces.[1]
5. Each player takes a Ship sheet, 3 Silver Bracelet tokens, and 3 Recruit tokens.[1]
6. Place 1 Recruit token and 1 Silver Bracelet token onto the designated spaces on each side of the boat.[1]
7. Each player takes 2 Viking cards of different colors from the deck and places them face up in front of them in their Crew Zone.[1]
8. Each player draws 3 Viking cards to make up their hand.[2]
9. Take the 2 wooden tokens corresponding to the color of each player's ship; place the round one on the starting space of the Score Track and the square one on the Reputation Track.[2]
10. One player takes the colored Destiny tokens of the ships in play into their hand and draws 1 at random to choose the first player.[2]
Gameplay
Players take turns going clockwise.[3] At the beginning or end of their action step, a player may choose to Trade using their silver bracelets.[3] Once per turn, before or after their action, a player can spend bracelets to buy assets from their Destination cards by removing 1, 2, or 3 tokens from their ship.[4] 1 bracelet allows collecting assets from the 1st column of all Destination cards and ship; 2 bracelets allow the 1st and 2nd columns; 3 bracelets allow the 1st, 2nd, and 3rd columns.[4]
On a turn, a player must choose between one of two actions:
Recruit
1. The player places a viking from their hand in the Crew Zone in the column of the same color.[3]
2. Vikings of the same color are placed on top of each other so only the top part of the previous card is visible.[3]
3. The player takes the assets shown at the top of every card in the column where the new viking was placed, in any order they wish.[3]
4. The player adds to their hand the Viking card on the board that is in the space matching the color of the viking just recruited (unless they spend 1 recruit to take a different visible Viking card).[5]
5. A new viking is revealed to replace the one taken.[5]
Explore
1. The player chooses a Destination card from the 6 face-up cards near the board and pays its exploration cost.[6]
2. The player must discard chosen vikings from their Crew Zone to match the required number and colors, or spend recruits (removing a token from their ship) to replace any 1 required viking.[6]
3. The player takes the Destination card and places it above their ship.[6]
4. The player immediately takes the assets shown in the upper right corner of the Destination card.[6]
5. A new destination of the same type is revealed to replace the one taken.[6]
After the action step, the player moves their Scoring marker forward a number of spaces equal to the highest value their Reputation marker has reached.[3] At the end of the player's turn, it is the turn of the player to their left.[4]
End of the Game
1. The game is triggered when a player reaches 40 or more Victory Points on the Score Track.[7]
2. The current round is finished, ending with the player to the right of the one who took the first turn.[7]
3. The player with the most points on the Score Track wins; in a tie, the player with the most recruits and silver bracelets wins.[7]
[1] RULEBOOK Knarr — Rulebook · p.4 · COMPONENTS · GAME OBJECTIVE · SETUP
[2] RULEBOOK Knarr — Rulebook · p.5
[3] RULEBOOK Knarr — Rulebook · p.6 · PLAYING THE GAME · REPUTATION
[4] RULEBOOK Knarr — Rulebook · p.9 · TRADING
[5] RULEBOOK Knarr — Rulebook · p.7 · REPUTATION
[6] RULEBOOK Knarr — Rulebook · p.8 · REPUTATION · Discover a new land · At any time
[7] RULEBOOK Knarr — Rulebook · p.10 · END OF THE GAME · ASSETS · PLAYING WITH ARTIFACTS

Settled. Play on.

🔧 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 87 ms · ask 5617 ms · total 8880 ms
single-flight (PR-5)
queued 3172 ms · generation 5708 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 6, "score": 0.048412, "snippet": "The players take turns going clockwise. On their turn, each player performs the following steps in order: Reputation Action: Recruit or Explore In addition, once per turn at the beginning or end of their action step, the player may Trade using their silver bracelets. The player moves their Scoring m", "headingPath": "PLAYING THE GAME · REPUTATION", "sharpsignalDocId": 468}, {"page": 10, "score": 0.047643, "snippet": "The end of the game is triggered when a player reaches 40 Victory Points or more on the Score Track. The current round is finished, ending with the player to the right of the one who took the first turn of the game. The person with the most points on the Score Track wins! In case of a tie, the one w", "headingPath": "END OF THE GAME · ASSETS · PLAYING WITH ARTIFACTS", "sharpsignalDocId": 468}, {"page": 5, "score": 0.047643, "snippet": "Crew Zone Take the 2 wooden tokens corresponding to the color of each player’s ship. Place the round one on the starting space of the Score Track and the square one on that of the Reputation Track. Each player draws 3 Viking cards to make up their hand. One of the players takes the colored Destiny t", "headingPath": "", "sharpsignalDocId": 468}, {"page": 4, "score": 0.047619, "snippet": "Place the board Shuffle the Recruit vikings ( víkingar ) to form your band ( félag ). Make your fortune by sending them to discover new territories on your ship ( knarr ). Establish trade routes and, in some cases, settle down for good. At the same time, increase your reputation and make your name r", "headingPath": "COMPONENTS · GAME OBJECTIVE · SETUP", "sharpsignalDocId": 468}, {"page": 11, "score": 0.046432, "snippet": "Weathervane If a player completes a line of vikings with all 5 different colors, they can immediately carry out an Explore action. They still have to pay the exploration cost. Golden Bracelet If a player recruits a 3rd viking of the same color, they can reserve a Destination card of their choice. It", "headingPath": "PLAYING WITH ARTIFACTS · GLOSSARY", "sharpsignalDocId": 468}, {"page": 9, "score": 0.030769, "snippet": "Once per turn, before or after their action , a player can spend their bracelets to buy assets from their Destination cards. These assets are represented at the top of their ship and at the bottom of the destinations. The player chooses to spend 1, 2, or 3 silver bracelets by removing the correspond", "headingPath": "TRADING", "sharpsignalDocId": 468}, {"page": 7, "score": 0.029851, "snippet": "Next, the player adds to their hand the Viking card on the board that is in the space matching the color of the viking they just Recruited. For example, if a yellow viking was placed, the Viking card on the yellow space of the board is taken. Important: A player may spend 1 recruit (by removing a Re", "headingPath": "REPUTATION", "sharpsignalDocId": 468}, {"page": 8, "score": 0.029412, "snippet": "EXPLORE: The player chooses a Destination card from the 6 face-up cards near the board and pays its exploration cost , shown at the top left of the card. They must discard the vikings of their choice from those in their Crew Zone, matching the required number and colors. The symbols mean any 4 cards", "headingPath": "REPUTATION · Discover a new land · At any time", "sharpsignalDocId": 468}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "COMPONENTS · GAME OBJECTIVE · SETUP", "sharpsignalDocId": 468}, {"page": 5, "quote": null, "headingPath": "", "sharpsignalDocId": 468}, {"page": 6, "quote": null, "headingPath": "PLAYING THE GAME · REPUTATION", "sharpsignalDocId": 468}, {"page": 9, "quote": null, "headingPath": "TRADING", "sharpsignalDocId": 468}, {"page": 7, "quote": null, "headingPath": "REPUTATION", "sharpsignalDocId": 468}, {"page": 8, "quote": null, "headingPath": "REPUTATION · Discover a new land · At any time", "sharpsignalDocId": 468}, {"page": 10, "quote": null, "headingPath": "END OF THE GAME · ASSETS · PLAYING WITH ARTIFACTS", "sharpsignalDocId": 468}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 468 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 468 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 0.91484 of 2971 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Aug 26, 2026 05:34 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 Knarr — Rulebook (corpus doc 468) PLAYING THE GAME · REPUTATION p.6 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 Knarr — Rulebook (corpus doc 468) END OF THE GAME · ASSETS · PLAYING WITH ARTIFACTS p.10 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
#3 RULEBOOK Knarr — Rulebook (corpus doc 468) p.5 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
#4 RULEBOOK Knarr — Rulebook (corpus doc 468) COMPONENTS · GAME OBJECTIVE · SETUP p.4 0.047619 (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 Knarr — Rulebook (corpus doc 468) PLAYING WITH ARTIFACTS · GLOSSARY p.11 0.046432 (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 Knarr — Rulebook (corpus doc 468) TRADING p.9 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 Knarr — Rulebook (corpus doc 468) REPUTATION p.7 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
#8 RULEBOOK Knarr — Rulebook (corpus doc 468) REPUTATION · Discover a new land · At any time p.8 0.029412 (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 12 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 Knarr — Rulebook (corpus doc 468) PLAYING THE GAME · REPUTATION p.6 #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 Knarr — Rulebook (corpus doc 468) p.5 #3 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
#3 RULEBOOK Knarr — Rulebook (corpus doc 468) TRADING p.9 #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
#4 RULEBOOK Knarr — Rulebook (corpus doc 468) PLAYING WITH ARTIFACTS · GLOSSARY p.11 #5 0.046432 (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
#5 RULEBOOK Knarr — Rulebook (corpus doc 468) REPUTATION · Discover a new land · At any time p.8 #8 0.029412 (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
#6 RULEBOOK Knarr — Rulebook (corpus doc 468) REPUTATION p.7 #7 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)) vector + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Knarr — Rulebook (corpus doc 468) COMPONENTS · GAME OBJECTIVE · SETUP p.4 #4 0.047619 (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 Knarr — Rulebook (corpus doc 468) END OF THE GAME · ASSETS · PLAYING WITH ARTIFACTS p.10 #2 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
[1] RULEBOOK Knarr — Rulebook (corpus doc 468) COMPONENTS · GAME OBJECTIVE · SETUP p.4 no quote on the wire
[2] RULEBOOK Knarr — Rulebook (corpus doc 468) p.5 no quote on the wire
[3] RULEBOOK Knarr — Rulebook (corpus doc 468) PLAYING THE GAME · REPUTATION p.6 no quote on the wire
[4] RULEBOOK Knarr — Rulebook (corpus doc 468) TRADING p.9 no quote on the wire
[5] RULEBOOK Knarr — Rulebook (corpus doc 468) REPUTATION p.7 no quote on the wire
[6] RULEBOOK Knarr — Rulebook (corpus doc 468) REPUTATION · Discover a new land · At any time p.8 no quote on the wire
[7] RULEBOOK Knarr — Rulebook (corpus doc 468) END OF THE GAME · ASSETS · PLAYING WITH ARTIFACTS p.10 no quote on the wire
timing split
retrieval 87 ms · first delta 1205 ms · total 8880 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 3172 ms · retrieval 87 ms · ask 5617 ms · gateway work 5708 ms · total 8880 ms
tokens in (the prompt the answerer read)
2540
tokens out (what the answerer generated)
897
tok/sec
202.1 tok/sec — 897 output tokens in 4.439 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 8s ago)
answerer host (measured by rulesage)
reachable (for 24h, checked 0s 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 398), 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.