RuleSage cited table rulings
← Merchants & Marauders

You asked

How do I take my turn?

Answered counted as answered

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

1. Draw an Event Card.[1]
2. If the card has any NPC icons at the top, resolve these first.[1]
3. Read the text of the Event Card aloud.[1]
4. Carry out the effects of the Event Card.[1]
5. Put the card in a discard pile, unless stated otherwise.[1]
6. Perform up to three actions, starting with the first player and proceeding clockwise.[1]
7. Choose from the following three actions:
* Move: Move between adjacent Sea-Zones or to and from ports; each separate move equals one action.[2][1]
* Scout: Select this action to try to find and attack a ship (Player Captain, NPC, or Merchant) present in your Sea-Zone by rolling your Captain's Scouting skill.[2][3]
* Port: If in a port, you may (once per turn) take this action to perform any number of activities such as Selling Goods, Buying Goods, Visiting Shipyard, Recruiting, Acquiring a Rumor, Claiming a Mission, or Stashing Gold (home-port only).[4]
[1] RULEBOOK Merchants & Marauders — Rulebook · p.7 · Turn Sequence · Draw Event Card · Actions · Move
[2] RULEBOOK Merchants & Marauders — Rulebook · p.7
[3] RULEBOOK Merchants & Marauders — Rulebook · p.7 · Scout
[4] RULEBOOK Merchants & Marauders — Rulebook · p.8 · Port · Sell GoodS · Buy GoodS

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 96 ms · ask 5445 ms · total 5543 ms
single-flight (PR-5)
queued 0 ms · generation 5543 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 7, "score": 0.048916, "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": 7, "score": 0.047883, "snippet": "Every time you have your turn you may perform up to three Actions, and have the following three actions to choose from: • M ove • S cout • Po rt You may combine different actions, allowing you for instance to spend two actions to “move” twice, and then the third action to “scout” for a ship. Move Us", "headingPath": "", "sharpsignalDocId": 517}, {"page": 5, "score": 0.046671, "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": 9, "score": 0.045235, "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": 15, "score": 0.045009, "snippet": "If your Captain dies you mustdiscard: Your Captain Your Cards Your Ship Your possessions on the ship (Special Weapons, cargo, Gold) Your Bounty Tokens You draw a new Captain with which you continue on your next turn. If you died on another player's turn, you simply enter the game again when it's you", "headingPath": "Dying & Retirement · Retirement", "sharpsignalDocId": 517}, {"page": 14, "score": 0.03125, "snippet": "(Win, tie or lose refers to the Seamanship contestroll) Shoot Win: Inflict a hit with all your 'Cannons'. Tie or Loss: Inflict a hit with each die that came up a success (up to the number of 'Cannons' on your ship). Board Win: You board the enemy ship. Naval Combat ends - proceed to Crew Combat*. Fl", "headingPath": "Action! · tipS:", "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": 8, "score": 0.030679, "snippet": "When you are in a port you may (once per turn) take the 'port' action to do any number of the following port activities : Sell Goods (mustbe your firstport activity) Buy Goods Visit Shipyard Recruit Acquire a Rumor Claim a Mission Stash Gold (home-port only) If you wish to 'Sell Goods' then this mus", "headingPath": "Port · Sell GoodS · Buy GoodS", "sharpsignalDocId": 517}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 7, "quote": null, "headingPath": "Turn Sequence · Draw Event Card · Actions · Move", "sharpsignalDocId": 517}, {"page": 7, "quote": null, "headingPath": "", "sharpsignalDocId": 517}, {"page": 7, "quote": null, "headingPath": "Scout", "sharpsignalDocId": 517}, {"page": 8, "quote": null, "headingPath": "Port · Sell GoodS · Buy GoodS", "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 0.88549 of 751 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) Turn Sequence · Draw Event Card · Actions · Move p.7 0.048916 (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 Merchants & Marauders — Rulebook (corpus doc 517) p.7 0.047883 (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) The Player Board · Start Player · Merchant or Marauder? p.5 0.046671 (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 0.045235 (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) Dying & Retirement · Retirement p.15 0.045009 (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) Action! · tipS: p.14 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
#7 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
#8 RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) Port · Sell GoodS · Buy GoodS p.8 0.030679 (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) p.7 #2 0.047883 (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 Merchants & Marauders — Rulebook (corpus doc 517) Turn Sequence · Draw Event Card · Actions · Move p.7 #1 0.048916 (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 Merchants & Marauders — Rulebook (corpus doc 517) claim a miSSion · merchant nationality p.10 #20 0.012658 (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 Merchants & Marauders — Rulebook (corpus doc 517) Scout p.7 #9 0.029644 (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 Merchants & Marauders — Rulebook (corpus doc 517) Time Limits and Game Length · Dice and Skill Checks p.4 #12 0.028577 (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 Merchants & Marauders — Rulebook (corpus doc 517) The Player Board · Start Player · Merchant or Marauder? p.5 #3 0.046671 (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 Merchants & Marauders — Rulebook (corpus doc 517) Port · Sell GoodS · Buy GoodS p.8 #8 0.030679 (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
#8 RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) Dying & Retirement · Retirement p.15 #5 0.045009 (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 Merchants & Marauders — Rulebook (corpus doc 517) Turn Sequence · Draw Event Card · Actions · Move p.7 no quote on the wire
[2] RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) p.7 no quote on the wire
[3] RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) Scout p.7 no quote on the wire
[4] RULEBOOK Merchants & Marauders — Rulebook (corpus doc 517) Port · Sell GoodS · Buy GoodS p.8 no quote on the wire
timing split
retrieval 96 ms · first delta 3586 ms · total 5543 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 96 ms · ask 5445 ms · gateway work 5543 ms · total 5543 ms
tokens in (the prompt the answerer read)
3402
tokens out (what the answerer generated)
243
tok/sec
129.9 tok/sec — 243 output tokens in 1.870 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 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 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.