RuleSage cited table rulings
← Merchants & Marauders

You asked

How do I setup the game?

Answered counted as answered

Asked with: Merchants & Maraudersbg-25292-en-1e

To setup the game, follow these steps:
1. Shuffle all decks except the Ship Cards and place them face-down near the Game Board.[1]
2. Randomly place one Demand Token face up in each Sea-Zone.[1]
3. Place the Demand Tokens on one of the two square areas close to each port, noting that the 'Caribbean Sea' Sea-Zone does not receive a Demand Token.[1]
4. Put the remaining 8 Demand Tokens in a pile face down (or in a cup) next to the Game Board.[2][1]
5. Randomly place a Ship Modification token face-down in the second square area of each Sea-Zone, except for the "Caribbean Sea" Sea-Zone.[2][1]
6. Randomly place one Merchant Token (nationality side down) in each Sea-Zone, including 'The Caribbean Sea'.[2][1]
7. Draw two Mission Cards, read them aloud, and place each card on the Game Board in the Sea-Zone listed on the card.[2][1]
8. Place a cube from each player on number zero of the Glory Point track.[2][1]
9. Place 5 brown cubes in the "The Enemy" table to be used for player vs. NPC battles.[2][1]
10. Each player selects a color, takes the 6 cubes and miniatures of that color, and takes one Treasure Chest for stashed Gold.[3]
11. Each player randomly draws a Captain from the Captain Card deck without revealing it.[3]
12. Each player secretly chooses a ship (Sloop or Flute) by placing it in their hand.[3]
13. All players simultaneously reveal their Captain and chosen ship.[3]
14. Each player takes the Ship Card corresponding to their chosen ship and places it and their Captain Card on their Player Board.[3]
15. Each player places the ship miniature of their chosen ship in the home-port of their Captain on the Game Board.[3]
16. Each player draws a Glory Card.[3]
17. A Cube is placed on each 'hit-location' of the ship card to match the values on the card.[3]
18. Each player takes 10 Gold.[3]
19. Determine the starting player by drawing one Captain card from all players' Captain cards; the owner of the drawn Captain starts and turns proceed clockwise.[3]
[1] RULEBOOK Merchants & Marauders — Rulebook · p.6 · The Game Board · Setting up the Game Board.
[2] RULEBOOK Merchants & Marauders — Rulebook · p.6
[3] RULEBOOK Merchants & Marauders — Rulebook · p.5 · The Player Board · Start Player · Merchant or Marauder?

That settles it — whose turn was it?

🔧 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 110 ms · ask 7357 ms · total 7468 ms
single-flight (PR-5)
queued 0 ms · generation 7468 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 6, "score": 0.04918, "snippet": "The Game Board is divided into 17 Sea-Zones . 16 of these have a port associated with them, represented by a national icon from one of the 4 nations in the game (Dutch, English, French and Spanish). MostSea-Zones have a unique advantage or disadvantage which is written in each Sea-Zone. This Sea-Zon", "headingPath": "The Game Board · Setting up the Game Board.", "sharpsignalDocId": 517}, {"page": 5, "score": 0.032258, "snippet": "Each player gets a Player Board. The Player Board is used to keep track of Cards, Gold, Cargo, and the condition of your ship. At the start of play, each player follows the following steps: Select the color you wish to play and take the 6 cubes and miniatures of that color. Also take one of the Trea", "headingPath": "The Player Board · Start Player · Merchant or Marauder?", "sharpsignalDocId": 517}, {"page": 6, "score": 0.031746, "snippet": "Place the tokens on one of the two square areas close to each port. The remaining 8 Demand Tokens are put in a pile face down (or in a cup) next to the Game Board for later use. Note that the ‘Caribbean Sea’ Sea-Zone does not get a Demand Token as there is no port there. 3) R andomly place a Ship Mo", "headingPath": "", "sharpsignalDocId": 517}, {"page": 9, "score": 0.03125, "snippet": "The mission deck is full of different missions offered by various personalities in the game, such as Governors, nobles, merchants and pirates. At the top of every Mission Card you will see listed: Earn: The amount of Gold or other benefits you can earn. Req: Requirements to claim the mission. Locati", "headingPath": "claim a miSSion", "sharpsignalDocId": 517}, {"page": 12, "score": 0.030769, "snippet": "If there are two cards below it, then randomly draw one of them to determine who the replacement will be. Example: The 'Dutch Naval Ship' and its Admiral Philips van Almonde is drawn during the game. A brown Frigate with a Dutch Naval Token below it is placed in Curaçao. After a few turns a second '", "headingPath": "Bringing NPCs Into Play", "sharpsignalDocId": 517}, {"page": 7, "score": 0.030303, "snippet": "Draw Event Card. Player Actions (in turn). Once all players are finished, begin a new turn by drawing a new Event Card. The start player draws an Event Card. If the card has any NPC icons at the top, these are resolved first (see 'NPC Movement' on page 13). Then the text of the Event Card is read al", "headingPath": "Turn Sequence · Draw Event Card · Actions · Move", "sharpsignalDocId": 517}, {"page": 6, "score": 0.030018, "snippet": "• NPC Pirates never “/S.swashcout” for French Captains. Trinidad All Captains in this Sea-Zone are “invisible” to all Naval ships. At Wa® ! The Enemy! Hull Cargo Masts Crew Cannons Merchants 1 Glory! 2 3 4 5 6 7 8 9 10 Lousy Cheats! Earn: 10 Gold and the removal of a single English Bounty if any Req", "headingPath": "", "sharpsignalDocId": 517}, {"page": 13, "score": 0.029851, "snippet": "NPCs in combat are controlled by another player with an interestin doing his or her bestto secure victory. If there are any issues over who gets to control an NPC, then the player to the left of the player fighting the NPC controls it. The player can freely control the NPC, with only one exception: ", "headingPath": "NPC Ships in Combat", "sharpsignalDocId": 517}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 6, "quote": null, "headingPath": "The Game Board · Setting up the Game Board.", "sharpsignalDocId": 517}, {"page": 6, "quote": null, "headingPath": "", "sharpsignalDocId": 517}, {"page": 5, "quote": null, "headingPath": "The Player Board · Start Player · Merchant or Marauder?", "sharpsignalDocId": 517}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 517 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 517 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 0.88713 of 1639 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Aug 26, 2026 09:18 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 Merchants & Marauders — Rulebook (corpus doc 517) The Game Board · Setting up the Game Board. p.6 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) The Player Board · Start Player · Merchant or Marauder? p.5 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
#3 RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) p.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)) 300
#4 RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) claim a miSSion p.9 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)) 300
#5 RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) Bringing NPCs Into Play p.12 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 Merchants & Marauders — Rulebook (corpus doc 517) Turn Sequence · Draw Event Card · Actions · Move p.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)) 300
#7 RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) p.6 0.030018 (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 Merchants & Marauders — Rulebook (corpus doc 517) NPC Ships in Combat p.13 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 47 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 Merchants & Marauders — Rulebook (corpus doc 517) Dying & Retirement · Retirement p.15 #10 0.029324 (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
#2 RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) The Player Board · Start Player · Merchant or Marauder? p.5 #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)) vector + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) Bringing NPCs Into Play p.12 #5 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 Merchants & Marauders — Rulebook (corpus doc 517) NPC Ships in Combat p.13 #8 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
#5 RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) Hit-Locations & Damage p.14 #18 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
#6 RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) claim a miSSion · merchant nationality p.10 #33 0.010753 (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 Merchants & Marauders — Rulebook (corpus doc 517) p.6 #3 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
#8 RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) The Game Board · Setting up the Game Board. p.6 #1 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 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 Merchants & Marauders — Rulebook (corpus doc 517) The Game Board · Setting up the Game Board. p.6 no quote on the wire
[2] RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) p.6 no quote on the wire
[3] RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) The Player Board · Start Player · Merchant or Marauder? p.5 no quote on the wire
timing split
retrieval 110 ms · first delta 3380 ms · total 7468 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 110 ms · ask 7357 ms · gateway work 7468 ms · total 7468 ms
tokens in (the prompt the answerer read)
2847
tokens out (what the answerer generated)
526
tok/sec
130.4 tok/sec — 526 output tokens in 4.035 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 3s ago)
answerer host (measured by rulesage)
reachable (for 22h, 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 449), 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.