RuleSage cited table rulings
← The Crew: Mission Deep Sea

You asked

How do I take my turn?

Answered counted as answered

Asked with: The Crew: Mission Deep Seabg-324856-en-1e

During the task selection process:
1. The captain starts by selecting a task from the middle of the table and placing it face up in front of themselves.[1]
2. Proceeding in a clockwise direction, other crew members each select a task card of their choice until all tasks have been distributed.[1]
3. If there are fewer task cards than crew members, a member may pass during the selection process.[1]
4. If the number of task cards is equal to or greater than the number of crew members, no passing is allowed.[1]
5. After each crew member has had a turn selecting, all tasks must have been allocated.[1]
During the trick-taking phase:
1. In each round, each crew member plays one card in turn.[2]
2. The captain opens the first trick.[3]
3. Each subsequent trick is opened by the player who won the previous one.[3]
4. The card played first in each trick must be followed in both color and submarine cards.[2]
5. If a player does not have the opening suit, they may play any card.[2]
6. During a color-suited trick, a submarine may only be played if a card of the color suit cannot be played.[2]
7. If a submarine card is played first, it establishes the suit, which must be followed if possible.[2]
8. If a player has multiple playable cards, they are not forced to win the trick and may play a low card.[2]
9. The highest card wins the trick, with submarines acting as trump cards that win any trick.[2]
10. If multiple submarine cards are in a trick, the one with the highest value wins.[2]
11. If the trick involves a color suit, only cards of that opening color can win the trick (unless a submarine is played).[2]
12. Won tricks are set aside face down, and players may only look at the most recently played trick.[2]
[1] RULEBOOK The Crew: Mission Deep Sea — Rulebook · p.9 · MISSION SEQUENCE
[2] RULEBOOK The Crew: Mission Deep Sea — Rulebook · p.4 · Trick-taking game
[3] RULEBOOK The Crew: Mission Deep Sea — Rulebook · p.11 · MISSION SEQUENCE

Answer in hand — your move.

🔧 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 204 ms · ask 4371 ms · total 4577 ms
single-flight (PR-5)
queued 0 ms · generation 4577 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.04918, "snippet": "In each round, each crew member plays one card in turn. These cards form the trick. The highest card wins the trick. The card played first in each trick has to be followed. This applies to color and submarine cards. If a player doesn't have the opening suit, they can play any card. Only cards of the", "headingPath": "Trick-taking game", "sharpsignalDocId": 195}, {"page": 9, "score": 0.048387, "snippet": "Once that is done, place the drawn task cards in the middle of the table and turn them face up one by one. None of the remaining task cards will be needed for this round of the current mission. Now take a look at the cards in your hand. Whoever has the submarine card with a value of four announces t", "headingPath": "MISSION SEQUENCE", "sharpsignalDocId": 195}, {"page": 22, "score": 0.046875, "snippet": "In a two-person game, a double row of 14 cards is used to represent Tonoja as a third crew member. Your Captain selects the tasks for Tonoja and plays her cards for her. In all cases, these decisions are made without any discussion. In a two-person game, the role of the captain is still taken by the", "headingPath": "TWO-PERSON GAME", "sharpsignalDocId": 195}, {"page": 14, "score": 0.046176, "snippet": "Before the first trick of each mission attempt, a distress signal can be sent out. The distress signal token is turned to its active side and the distress signal space for the current mission is circled. Watch out for impossible task combinations. If, for example, both 'I win the first trick' and 'I", "headingPath": "Rule of thumb for failed attempts: · HELP MECHANIC: DISTRESS SIGNALS", "sharpsignalDocId": 195}, {"page": 11, "score": 0.031746, "snippet": "Even if there is only one task that you cannot complete, you immediately lose and have to start the mission over from the beginning. For your next attempt, you first have to shuffle the playing cards and deal them out again. For the task cards, you can choose whether to you want to try the same task", "headingPath": "MISSION SEQUENCE", "sharpsignalDocId": 195}, {"page": 5, "score": 0.030769, "snippet": "In this game, the goal is always to have the right players win the right tricks. To do that, you will really need to coordinate. An important rule in the game is that you cannot share information about the cards in your hand. You are not allowed to show, tell, or indicate to the other crew members w", "headingPath": "Trick-taking game · Communication · Rules of thumb for communication:", "sharpsignalDocId": 195}, {"page": 12, "score": 0.029851, "snippet": "Now you know enough to dive into the story of The Crew: Mission Deep Sea. Start with the mission described here - 40 years before our adventure: Dear Diary, Today is my tenth birthday and the best day ever! Mama promised that we could take a big sailing trip for my birthday. Which is today! And Chri", "headingPath": "LET'S GO! · Diary of Meg Diver, September 17, 1981 · And this is how it works:", "sharpsignalDocId": 195}, {"page": 19, "score": 0.029437, "snippet": "For these tasks, either all playing cards of a given color or at least one playing card from every color must be won. Submarine cards play no role in these tasks. These tasks require you to win a trick whose playing cards only have even- or odd-numbered values. To win these tasks, no submarine cards", "headingPath": "TASK CARDS · Currents · Rapture of the Deep", "sharpsignalDocId": 195}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 9, "quote": null, "headingPath": "MISSION SEQUENCE", "sharpsignalDocId": 195}, {"page": 4, "quote": null, "headingPath": "Trick-taking game", "sharpsignalDocId": 195}, {"page": 11, "quote": null, "headingPath": "MISSION SEQUENCE", "sharpsignalDocId": 195}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 195 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 195 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 0.91147 of 1412 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 1, 2026 19:00 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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) Trick-taking game p.4 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK The Crew: Mission Deep Sea — Rulebook (corpus doc 195) MISSION SEQUENCE p.9 0.048387 (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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) TWO-PERSON GAME p.22 0.046875 (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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) Rule of thumb for failed attempts: · HELP MECHANIC: DISTRESS SIGNALS p.14 0.046176 (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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) MISSION SEQUENCE p.11 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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) Trick-taking game · Communication · Rules of thumb for communication: p.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)) 300
#7 RULEBOOK The Crew: Mission Deep Sea — Rulebook (corpus doc 195) LET'S GO! · Diary of Meg Diver, September 17, 1981 · And this is how it works: p.12 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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) TASK CARDS · Currents · Rapture of the Deep p.19 0.029437 (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 28 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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) MISSION SEQUENCE p.9 #2 0.048387 (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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) Trick-taking game p.4 #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
#3 RULEBOOK The Crew: Mission Deep Sea — Rulebook (corpus doc 195) MISSION SEQUENCE p.11 #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
#4 RULEBOOK The Crew: Mission Deep Sea — Rulebook (corpus doc 195) Communication: · MISSION PREPARATION p.7 #19 0.012821 (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
#5 RULEBOOK The Crew: Mission Deep Sea — Rulebook (corpus doc 195) HELP MECHANIC: DISTRESS SIGNALS p.15 #9 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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) Rule of thumb for failed attempts: · HELP MECHANIC: DISTRESS SIGNALS p.14 #4 0.046176 (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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) TWO-PERSON GAME p.22 #3 0.046875 (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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) p.10 #10 0.028898 (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

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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) MISSION SEQUENCE p.9 no quote on the wire
[2] RULEBOOK The Crew: Mission Deep Sea — Rulebook (corpus doc 195) Trick-taking game p.4 no quote on the wire
[3] RULEBOOK The Crew: Mission Deep Sea — Rulebook (corpus doc 195) MISSION SEQUENCE p.11 no quote on the wire
timing split
retrieval 204 ms · first delta 2366 ms · total 4577 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 204 ms · ask 4371 ms · gateway work 4577 ms · total 4577 ms
tokens in (the prompt the answerer read)
3436
tokens out (what the answerer generated)
425
tok/sec
197.1 tok/sec — 425 output tokens in 2.156 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 30s ago)
answerer host (measured by rulesage)
reachable (for 22h, checked 9s 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 113), 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.