RuleSage cited table rulings
← Roll Player

You asked

How do I play?

Answered counted as answered

Asked with: Roll Playerbg-169426-en-1e

Roll Player is played over a series of rounds, each divided into four phases: the Roll Phase, the Dice Phase, the Market Phase, and the Cleanup Phase.[1]
Roll Phase
1. The Start Player draws dice from the dice bag equal to the number of Initiative cards in play and rolls them to create the Dice Pool: 3 dice for two players, 4 dice for three players, and 5 dice for four players.[1]
2. The Start Player places the lowest value die on the '1' Initiative card, the second lowest on the '2' card, and so on, until all Initiative cards are filled.[1] If multiple dice have the same value, the Start Player decides their placement.[1]
Dice Phase
Beginning with the Start Player and continuing clockwise, players take turns performing the following:
1. Select an Initiative Card: Each player chooses an available Initiative card, including its die and any Gold on it, and places it in front of their Character Sheet.[1][2]
2. Place Dice: Each player places the die from their Initiative card in the leftmost empty space of any Attribute Row.[1][2]
3. Collect Gold: Each player gains Gold from the following sources: the Gold on their Initiative card, 1 Gold from the supply if their die was placed in the final space of an Attribute Row, and 2 Gold from the supply if they placed a gold die.[1][2]
4. Take Attribute Action (optional): A player may take the associated Attribute Action.[1][2]
- If the '1' Initiative card was selected, the enemy die is not rolled.[3]
- If the '2' Initiative card was selected, the player gains the Gold on the card and rolls the enemy die: a 1 moves the leftmost Market card to the trash, a 2 moves the middle Market card to the trash, a 3 moves the rightmost Market card to the trash, and 4-6 results in no action.[3]
- If the '3' Initiative card was selected, the player rolls the enemy die: a 1-2 moves the leftmost Market card to the trash, 3-4 moves the middle card to the trash, and 5-6 moves the rightmost card to the trash.[4]
Market Phase
In Initiative order, each player visits the Market to:
1. Buy a card from the remaining cards in the Market, or
2. Gain 2 Gold by discarding a card from the Market.[4][2]
- Note: If a player chooses to take 2 Gold instead of buying a card, they do not discard a card from the Market, though abilities triggered by discarding a card are still activated.[5]
3. If a player buys a Trait card, they move the tracking token on their Alignment card.[2]
4. After players have visited, move the leftmost card in the Market to the discard pile.[4] If any cards remain in the Market, move them to the trash pile.[4]
Cleanup Phase
To prepare for the next round:
1. Return all Initiative cards to the center.[2]
2. Each player discards any unused Charisma tokens.[6][2]
3. Each player may refresh one exhausted Skill card by turning it upright.[6]
4. The Start Player returns the remaining die in the Dice Pool to the dice bag and discards the remaining Market cards.[6]
5. The Start Player draws a new set of Market cards for the next round (equal to the number of Initiative cards) and places them face up.[6]
6. If the Market deck is depleted, the Start Player shuffles the discard pile (single dot and double dot together) to create a new Market deck before drawing.[6]
7. The Start Player places 1 Gold on any Initiative cards that do not have Gold, provided they are neither the first nor the last card in the row.[6][2]
8. The Start Player passes the dice bag to the player to their left, who becomes the Start Player for the next round.[6]
[1] RULEBOOK Roll Player — Rulebook · p.8 · Overview of a Round v · ROLL PHASE · DICE PHASE
[2] RULEBOOK Roll Player — Rulebook · p.16 · Setup · 1. Roll · 2. Dice · 3. Market · 4. Cleanup
[3] RULEBOOK Roll Player — Rulebook · p.14 · DICE PHASE
[4] RULEBOOK Roll Player — Rulebook · p.15 · DICE PHASE · MARKET PHASE · CLEANUP PHASE
[5] RULEBOOK Roll Player — Rulebook · p.14 · Less Random Setup · Random Market Deck · Short Game · Friendly Market · SETUP · ROLL PHASE
[6] RULEBOOK Roll Player — Rulebook · p.10 · CLEANUP PHASE

Now you know — make it count.

🔧 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 82 ms · ask 6019 ms · total 6103 ms
single-flight (PR-5)
queued 0 ms · generation 6103 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 7, "score": 0.048916, "snippet": "All players roll a die. The player with the highest roll is the Start Player. Place all 73 dice into the dice bag. Beginning with the Start Player and proceeding clockwise around the table, each player chooses a Character Sheet and selects the male or female side (gender choice does not affect gamep", "headingPath": "Setup v", "sharpsignalDocId": 370}, {"page": 8, "score": 0.047371, "snippet": "Roll Player is played over a series of rounds, each divided into four phases: the Roll Phase, the Dice Phase, the Market Phase, and the Cleanup Phase. During the Roll Phase, the Start Player draws dice from the dice bag equal to the number of Initiative cards in play and rolls them to create the Dic", "headingPath": "Overview of a Round v · ROLL PHASE · DICE PHASE", "sharpsignalDocId": 370}, {"page": 7, "score": 0.045724, "snippet": "Shuffle the piles separately and place the single-dot pile on top of the double-dot pile to form the Market deck. Create the Market by drawing cards from the Market deck equal to the number of players plus one (3/4/5 cards for 2/3/4 players, respectively) and placing them face up in the center of th", "headingPath": "Setup v", "sharpsignalDocId": 370}, {"page": 4, "score": 0.045228, "snippet": "Throughout the game, dice are drawn from the dice bag and placed in the Attribute Rows of each player's Character Sheet. Draws are always made without looking in the bag. If a player accidentally draws too many dice from the dice bag, return them all to the bag and re-draw the appropriate number. Ea", "headingPath": "Dice and Dice Bag v · Player Aid Cards v · Class Cards v · 1. Attribute Goals · 3. Class Ability · 4. Class Color · …", "sharpsignalDocId": 370}, {"page": 11, "score": 0.032258, "snippet": "When a player buys a Skill card from the Market, it is immediately available for use. To use a Skill card, a player moves the tracking token on the player's Alignment card in the direction indicated by the arrow icon shown in the card's Description. Then, the player uses the special ability of the c", "headingPath": "Using Skill Cards v · Gaining Gold v · Game End v", "sharpsignalDocId": 370}, {"page": 16, "score": 0.03125, "snippet": "Roll to determine the Start Player. Choose a Character Sheet and select the male or female side. Take 5 Gold (3rd player +1 Gold / 4th player +2 Gold). Draw a random die and take the Class card of the matching color. Choose a side. Take a Player Aid card, a Backstory card, and an Alignment card. Pla", "headingPath": "Setup · 1. Roll · 2. Dice · 3. Market · 4. Cleanup", "sharpsignalDocId": 370}, {"page": 14, "score": 0.030769, "snippet": "The player chooses an Initiative card, places the die on their Character Sheet, and if the player wishes, takes the Attribute Action, as in the multiplayer game: If the player selected the '1' Initiative card, the enemy die is not rolled. If the player selected the '2' Initiative card, the player ga", "headingPath": "DICE PHASE", "sharpsignalDocId": 370}, {"page": 14, "score": 0.030282, "snippet": "For a less random setup, give each player one die of each player color (green, blue, red, white, purple, and black), rather than drawing randomly from the dice bag. Then, if playing with three players, give each player a gold die in addition to the set of six dice, or if playing with four players, t", "headingPath": "Less Random Setup · Random Market Deck · Short Game · Friendly Market · SETUP · ROLL PHASE", "sharpsignalDocId": 370}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 8, "quote": null, "headingPath": "Overview of a Round v · ROLL PHASE · DICE PHASE", "sharpsignalDocId": 370}, {"page": 16, "quote": null, "headingPath": "Setup · 1. Roll · 2. Dice · 3. Market · 4. Cleanup", "sharpsignalDocId": 370}, {"page": 14, "quote": null, "headingPath": "DICE PHASE", "sharpsignalDocId": 370}, {"page": 15, "quote": null, "headingPath": "DICE PHASE · MARKET PHASE · CLEANUP PHASE", "sharpsignalDocId": 370}, {"page": 14, "quote": null, "headingPath": "Less Random Setup · Random Market Deck · Short Game · Friendly Market · SETUP · ROLL PHASE", "sharpsignalDocId": 370}, {"page": 10, "quote": null, "headingPath": "CLEANUP PHASE", "sharpsignalDocId": 370}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 370 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 370 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 0.90915 of 2895 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Aug 26, 2026 23:28 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 Roll Player — Rulebook (corpus doc 370) Setup v 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 Roll Player — Rulebook (corpus doc 370) Overview of a Round v · ROLL PHASE · DICE PHASE p.8 0.047371 (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 Roll Player — Rulebook (corpus doc 370) Setup v p.7 0.045724 (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 Roll Player — Rulebook (corpus doc 370) Dice and Dice Bag v · Player Aid Cards v · Class Cards v · 1. Attribute Goals · 3. Class Ability · 4. Class Color · … p.4 0.045228 (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 Roll Player — Rulebook (corpus doc 370) Using Skill Cards v · Gaining Gold v · Game End v p.11 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
#6 RULEBOOK Roll Player — Rulebook (corpus doc 370) Setup · 1. Roll · 2. Dice · 3. Market · 4. Cleanup p.16 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 Roll Player — Rulebook (corpus doc 370) DICE PHASE p.14 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 Roll Player — Rulebook (corpus doc 370) Less Random Setup · Random Market Deck · Short Game · Friendly Market · SETUP · ROLL PHASE p.14 0.030282 (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 24 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 Roll Player — Rulebook (corpus doc 370) Setup v 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
#2 RULEBOOK Roll Player — Rulebook (corpus doc 370) Setup v p.7 #3 0.045724 (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 Roll Player — Rulebook (corpus doc 370) DICE PHASE p.14 #7 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 Roll Player — Rulebook (corpus doc 370) Less Random Setup · Random Market Deck · Short Game · Friendly Market · SETUP · ROLL PHASE p.14 #8 0.030282 (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 Roll Player — Rulebook (corpus doc 370) CLEANUP PHASE p.10 #13 0.014085 (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 Roll Player — Rulebook (corpus doc 370) DICE PHASE · MARKET PHASE · CLEANUP PHASE p.15 #12 0.014286 (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 Roll Player — Rulebook (corpus doc 370) Overview of a Round v · ROLL PHASE · DICE PHASE p.8 #2 0.047371 (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 Roll Player — Rulebook (corpus doc 370) Setup · 1. Roll · 2. Dice · 3. Market · 4. Cleanup p.16 #6 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)) vector + 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 Roll Player — Rulebook (corpus doc 370) Overview of a Round v · ROLL PHASE · DICE PHASE p.8 no quote on the wire
[2] RULEBOOK Roll Player — Rulebook (corpus doc 370) Setup · 1. Roll · 2. Dice · 3. Market · 4. Cleanup p.16 no quote on the wire
[3] RULEBOOK Roll Player — Rulebook (corpus doc 370) DICE PHASE p.14 no quote on the wire
[4] RULEBOOK Roll Player — Rulebook (corpus doc 370) DICE PHASE · MARKET PHASE · CLEANUP PHASE p.15 no quote on the wire
[5] RULEBOOK Roll Player — Rulebook (corpus doc 370) Less Random Setup · Random Market Deck · Short Game · Friendly Market · SETUP · ROLL PHASE p.14 no quote on the wire
[6] RULEBOOK Roll Player — Rulebook (corpus doc 370) CLEANUP PHASE p.10 no quote on the wire
timing split
retrieval 82 ms · first delta 1710 ms · total 6103 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 82 ms · ask 6019 ms · gateway work 6103 ms · total 6103 ms
tokens in (the prompt the answerer read)
3153
tokens out (what the answerer generated)
877
tok/sec
202.6 tok/sec — 877 output tokens in 4.329 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 6s ago)
answerer host (measured by rulesage)
reachable (for 22h, checked 6s 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 299), 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.