RuleSage cited table rulings
← The Castles of Burgundy

You asked

How do I take my turn?

Answered counted as answered

Asked with: The Castles of Burgundybg-84876-en-1e

Depending on the specific game version/rules being used, a turn involves the following:
For the standard 5-round phase:
1. Each player rolls their two dice.[1]
2. The starting player rolls the white die.[1]
3. All dice must be visible for all players.[1]
4. The starting player places the first face up goods tile from the round spaces on the depot that matches the result of the white die.[1]
5. The starting player plays their turn.[1]
6. The next player in turn order plays their turn, according to the playing pieces on the bridge (closer to the city center, and top to bottom if there is a stack).[1]
During a player's turn:
1. A player can take two game actions, one for each die.[1]
2. These two die actions can be taken in any combination and order, and you may take the same action twice.[1]
3. You may use workers at any time to change the result of your die; each worker used increases or decreases the result by 1.[1]
4. If you roll doubles, instead of taking your two game actions, you may take a shield from the depot with the rolled number and place it on one of your castle tiles.[2]
5. (In some versions) At any time during your turn (before, during, between, or after the two dice actions), you may buy one hex tile of your choice from the central black depot by paying 2 silver coins.[3]
[1] RULEBOOK The Castles of Burgundy — Rulebook · p.4 · THE FIVE GAME ROUNDS · A PLAYER'S TURN · the fIve rounds · THE GAME ACTIONS
[2] RULEBOOK The Castles of Burgundy — Rulebook · p.15 · The shields · GAME SETUP · 2 players: · PLAYING THE GAME
[3] RULEBOOK The Castles of Burgundy — Rulebook · p.8 · Action "Sell Goods" · Action "Take 2 worker chips" · The central "black depot" · Sell Goods · Take 2 worker chips

Rule found, game 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 3613 ms · total 3703 ms
single-flight (PR-5)
queued 0 ms · generation 3703 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.04918, "snippet": "After setting up the new phase, you play 5 rounds. Each round plays the same: First, each player rolls their two dice. The starting player also rolls the white die. All dice must be visible for all players. Note: Rolling all dice simultaneously allows players to plan their turn. The starting player ", "headingPath": "THE FIVE GAME ROUNDS · A PLAYER'S TURN · the fIve rounds · THE GAME ACTIONS", "sharpsignalDocId": 154}, {"page": 8, "score": 0.04598, "snippet": "Another possible use for your die is the sale of a stack of goods of the same type from your goods storage. The die result indicates which type (color) can be sold. To sell goods, place all goods tiles of that color face down on the sold goods storage space on your player board. You will get: - exac", "headingPath": "Action \"Sell Goods\" · Action \"Take 2 worker chips\" · The central \"black depot\" · Sell Goods · Take 2 worker chips", "sharpsignalDocId": 154}, {"page": 14, "score": 0.032258, "snippet": "Instead, choose a hex tile from the black depot and place it directly on your duchy, following the base game placement rules, and apply its effects. If placing that hex tile completes another color, you may take an additional hex tile from the black depot (if available) and place it in your duchy, e", "headingPath": "PLAYING THE GAME", "sharpsignalDocId": 154}, {"page": 3, "score": 0.031746, "snippet": "Roll a die to determine the starting player (highest result wins). That player receives 1 worker and places it on the corresponding space in the top right of their player board. The next player in clockwise turn order receives 2 workers, the third player gets 3, the fourth player gets 4. The startin", "headingPath": "Each player receives: · A Duchy · playInG the Game · Before each phase · PlayIng the game", "sharpsignalDocId": 154}, {"page": 14, "score": 0.03125, "snippet": "You are playing 25 rounds. At the beginning of each round, throw all 3 dice: First, take the topmost goods tile and place it on the depot indicated by the white die . Then remove a hex tile from that depot from the game, starting from top to bottom (depots 2, 3, 5, and 6) or left to right (depots 1 ", "headingPath": "PLAYING THE GAME", "sharpsignalDocId": 154}, {"page": 4, "score": 0.030769, "snippet": "The result of your die tells you from which depot you may take one hex tile of your choice. The chosen hex tile is placed on an empty storage space (the \"key spaces\") in the bottom left of your player board (never directly in your duchy). If you don't have an empty slot, you must first create space ", "headingPath": " Action \"Take hex tile from game board\" ·  Take hex tile from game board", "sharpsignalDocId": 154}, {"page": 14, "score": 0.030303, "snippet": "You win the game if you managed to fill all 37 hex spaces of your duchy within 25 rounds. If you find it too difficult to win, start the game with the target victory point marker on less than 50: 49, 48 … 45 (much easier!). If the game is too easy, do the opposite: 51, 52 … 55 (much more difficult!)", "headingPath": "END OF THE GAME", "sharpsignalDocId": 154}, {"page": 14, "score": 0.029412, "snippet": "All rules of the base game apply, except for the following exceptions and additions: You start the game with 1 silver coin, 2 workers and 3 random goods tiles (place them next to your player board). Take a castle tile and place it on any dark green castle space in your duchy (side 13A is for beginni", "headingPath": "GAME SETUP", "sharpsignalDocId": 154}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "THE FIVE GAME ROUNDS · A PLAYER'S TURN · the fIve rounds · THE GAME ACTIONS", "sharpsignalDocId": 154}, {"page": 15, "quote": null, "headingPath": "The shields · GAME SETUP · 2 players: · PLAYING THE GAME", "sharpsignalDocId": 154}, {"page": 8, "quote": null, "headingPath": "Action \"Sell Goods\" · Action \"Take 2 worker chips\" · The central \"black depot\" · Sell Goods · Take 2 worker chips", "sharpsignalDocId": 154}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 154 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 154 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 0.90605 of 1075 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 3, 2026 16:21 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 Castles of Burgundy — Rulebook (corpus doc 154) THE FIVE GAME ROUNDS · A PLAYER'S TURN · the fIve rounds · THE GAME ACTIONS p.4 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK The Castles of Burgundy — Rulebook (corpus doc 154) Action "Sell Goods" · Action "Take 2 worker chips" · The central "black depot" · Sell Goods · Take 2 worker chips p.8 0.04598 (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 Castles of Burgundy — Rulebook (corpus doc 154) PLAYING THE GAME p.14 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
#4 RULEBOOK The Castles of Burgundy — Rulebook (corpus doc 154) Each player receives: · A Duchy · playInG the Game · Before each phase · PlayIng the game p.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)) 300
#5 RULEBOOK The Castles of Burgundy — Rulebook (corpus doc 154) PLAYING THE GAME 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
#6 RULEBOOK The Castles of Burgundy — Rulebook (corpus doc 154)  Action "Take hex tile from game board" ·  Take hex tile from game board p.4 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 Castles of Burgundy — Rulebook (corpus doc 154) END OF THE GAME p.14 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
#8 RULEBOOK The Castles of Burgundy — Rulebook (corpus doc 154) GAME SETUP p.14 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 29 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 Castles of Burgundy — Rulebook (corpus doc 154) THE FIVE GAME ROUNDS · A PLAYER'S TURN · the fIve rounds · THE GAME ACTIONS 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
#2 RULEBOOK The Castles of Burgundy — Rulebook (corpus doc 154) The shields · GAME SETUP · 2 players: · PLAYING THE GAME p.15 #10 0.027971 (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
#3 RULEBOOK The Castles of Burgundy — Rulebook (corpus doc 154) GAME SETUP p.14 #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
#4 RULEBOOK The Castles of Burgundy — Rulebook (corpus doc 154) PLAYING THE GAME p.14 #3 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
#5 RULEBOOK The Castles of Burgundy — Rulebook (corpus doc 154) expansions p.11 #12 0.027237 (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 The Castles of Burgundy — Rulebook (corpus doc 154) PLAYING THE GAME p.14 #5 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
#7 RULEBOOK The Castles of Burgundy — Rulebook (corpus doc 154) Each player receives: · A Duchy · playInG the Game · Before each phase · PlayIng the game p.3 #4 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 The Castles of Burgundy — Rulebook (corpus doc 154) Action "Sell Goods" · Action "Take 2 worker chips" · The central "black depot" · Sell Goods · Take 2 worker chips p.8 #2 0.04598 (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 The Castles of Burgundy — Rulebook (corpus doc 154) THE FIVE GAME ROUNDS · A PLAYER'S TURN · the fIve rounds · THE GAME ACTIONS p.4 no quote on the wire
[2] RULEBOOK The Castles of Burgundy — Rulebook (corpus doc 154) The shields · GAME SETUP · 2 players: · PLAYING THE GAME p.15 no quote on the wire
[3] RULEBOOK The Castles of Burgundy — Rulebook (corpus doc 154) Action "Sell Goods" · Action "Take 2 worker chips" · The central "black depot" · Sell Goods · Take 2 worker chips p.8 no quote on the wire
timing split
retrieval 87 ms · first delta 1968 ms · total 3703 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 87 ms · ask 3613 ms · gateway work 3703 ms · total 3703 ms
tokens in (the prompt the answerer read)
3422
tokens out (what the answerer generated)
329
tok/sec
200.9 tok/sec — 329 output tokens in 1.638 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 29s ago)
answerer host (measured by rulesage)
reachable (for 24h, checked 1s 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 76), 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.