RuleSage cited table rulings
← CloudAge

You asked

How do I play?

Answered counted as answered

Asked with: CloudAgebg-316858-en-1e

Depending on player count and the specific chapter or scenario, the game is played for between 6 and 8 rounds.[1] Each round consists of three phases: production, movement, and action.[1]
Round Structure
1. At the start of each round, move one marker from the round track on your airship board to the game board.[1]
2. The production phase occurs first.[1]
3. The movement phase follows the production phase.[1]
4. The action phase follows the end of the action phase.[1]
5. The next phase begins only once all players have completed the current phase.[1]
Movement Phase
1. The movement phase is played in turn order, starting with the start player.[2]
2. Move your airship on the game board from space to space, paying the required movement points.[2]
3. Your available movement points are the sum of 1 movement point from your solar panel (optional), 1 movement point per movement upgrade on your airship board, and any movement points provided by played project cards.[2]
4. Moving onto a space costs between 1 and 3 movement points.[2]
5. You may move in any direction and change direction, but you may not leave the game board or end your movement on a space containing another airship.[3][2]
6. If you move into a space with a "find," you receive the indicated reward immediately.[2]
7. If you do not use your solar panel movement point, you immediately receive 2 energy.[2]
8. At the end of your movement, your airship must be on a city space.[2]
9. If it is your first time visiting a city, you may choose to fight the resident Cloud militia to receive the city's reward; to win, your combat value (sum of combat upgrades, project card combat value, and any additional drawn navigation cards) must be equal to or higher than the city's combat value.[2]
10. After fighting (if you choose to), take the leftmost marker from your round track and add it to the city where your airship is located.[2]
Action Phase
1. The action phase is played in turn order, starting with the start player.[4]
2. On your turn, you become the active player and choose one of the city actions:
* City board A: COLLECT RESOURCES or Build (Chapter 1-2 / Scenario 1).[4]
* City board B: COLLECT RESOURCES or Build or PLANT NEW GROWTH.[4]
3. If choosing COLLECT RESOURCES:
* Choose one of the three city sectors (#1, #2, or #3).[4]
* Place your drone onto one resource space in that sector.[4]
* All other players, in turn order, place their drones onto still-empty resource spaces in the same sector.[4]
* Remove the corresponding top card from the cloud sleeve and add it to your navigation discard pile; this card becomes part of your navigation deck.[4]
* Receive any one-time new growth bonus indicated.[4]
* Each player, in turn order, receives the resources of their chosen type as indicated by the city card and potentially carries out a bonus action.[4]
4. If choosing Build:
* You may carry out build actions (such as airship upgrades or playing project cards).[5]
* To play a project card, pay the costs (water to the general supply and project cards to the discard pile) and place the card beneath the matching-color phase on your airship board.[6]
5. If choosing PLANT NEW GROWTH:
* Count your planting ability (your airship has a base ability to plant 2 new growth).[6]
* Choose and plant the number of new growth tiles from your personal supply up to your planting ability.[6]
* Take the indicated rewards for each tile (resources and immediate actions) in any order.[6]
6. After all players have finished their actions, return your drone to the loading dock.[6]
7. The next player in clockwise direction becomes the new active player.[6]
Game End
1. The game ends after the round in which you add your last cube to a city.[7]
2. All players simultaneously carry out the following:
* Produce in accordance with the usual rules.[7]
* Carry out up to 2 build actions (any player who cannot or chooses not to a build action instead takes 1 resource and can use it for a second build action).[7][6]
* Count and score "grey victory points" on the victory point track for: completed missions, markers in cities with corresponding legacy
[1] RULEBOOK CloudAge — Rulebook · p.8 · GAMEPLAY · Production phase
[2] RULEBOOK CloudAge — Rulebook · p.9 · Action phase · On your turn: · Value of the top card in your navigation discard pile
[3] RULEBOOK CloudAge — Rulebook · p.9 · Additional rules:
[4] RULEBOOK CloudAge — Rulebook · p.10 · The action phase · COLLECT RESOURCES · Navigation update: · Wrench:
[5] RULEBOOK CloudAge — Rulebook · p.14 · SOLO GAME
[6] RULEBOOK CloudAge — Rulebook · p.11 · play project card:
[7] RULEBOOK CloudAge — Rulebook · p.13 · GAME END

So says the rulebook. So plays the table.

🔧 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 278 ms · ask 7313 ms · total 7593 ms
single-flight (PR-5)
queued 0 ms · generation 7593 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 13, "score": 0.048412, "snippet": "Story cards and scenario cards are functionally very similar. If you play a scenario , then you only need the 1 scenario card for the whole game. If you play a chapter , then new story cards or other game materials may enter the game via instructions on the cards. Story card All story cards are mark", "headingPath": "STORY CARDS AND SCENARIO CARDS · MISSION CARDS", "sharpsignalDocId": 1278}, {"page": 14, "score": 0.048387, "snippet": "Setup: You can also play the scenarios or campaign chapters solo: For a solo game, first set the game up as if for 2 players. Ignore the start player and the second player's game components, though (i.e. airship board, airship, drone, etc.). Then take the solo board and place 8 marker in an unused c", "headingPath": "SOLO GAME", "sharpsignalDocId": 1278}, {"page": 8, "score": 0.046452, "snippet": "Depending on player count and which chapter / scenario you are playing, you will play between 6 and 8 rounds. Each round consists of the following 3 phases (see airship board): The next phase begins only once all players have completed the current phase. · follows after the end of the action phase. ", "headingPath": "GAMEPLAY · Production phase", "sharpsignalDocId": 1278}, {"page": 11, "score": 0.046154, "snippet": "To play a project card from your hand, first pay the costs (shown top left) - water to the general supply and project cards to the discard pile. Then place the card beneath the matching-color phase on your airship board . Project cards give you permanent benefits or one-time effects, and in many cas", "headingPath": "play project card:", "sharpsignalDocId": 1278}, {"page": 10, "score": 0.044192, "snippet": "is played in turn order, starting with the start player: On your turn in this phase, you become the active player and choose one of the city actions : City board A ’ COLLECT RESOURCES or Build (Chapter 1-2 / Scenario 1) City board B ’ COLLECT RESOURCES or Build or PLANT NEW GROWTH Choose one of the ", "headingPath": "The action phase · COLLECT RESOURCES · Navigation update: · Wrench:", "sharpsignalDocId": 1278}, {"page": 5, "score": 0.03125, "snippet": "Form a general supply with the water, water tiles, metal, and metal tiles. Place the city board, with Side A facing up, in view of all players. Give each player 2 water and 2 metal from the general supply. Each player draws 5 project cards, adding them to their hands without showing the other player", "headingPath": "4. RESOURCES · 5. CITY BOARD · 10. START RESOURCES · 11. PROJECT CARDS · 6. CITY CARDS · 12. START PLAYER · …", "sharpsignalDocId": 1278}, {"page": 9, "score": 0.029958, "snippet": "The movement phase is played in turn order, starting with the start player. You move your airships around the board, collect finds, mark your route with your markers, and fight against the Cloud militias. Move your airship on the game board. Your available movement points are the sum of the followin", "headingPath": "Action phase · On your turn: · Value of the top card in your navigation discard pile", "sharpsignalDocId": 1278}, {"page": 4, "score": 0.029851, "snippet": "Set up the game boards as follows: 1-3 players: 1A, 2A, 3A 4 players: 1B, 2A, 3A Image: game setup for 2 players, chapter 1 / scenario 1 Take the production board and place the 50/100 victory point markers onto their corresponding spaces. Shuffle all project cards numbered with '0' and form a common", "headingPath": "1. GAME BOARDS · 2. PRODUCTION BOARD · 3. PROJECT CARD · 7. AIRSHIP BOARD · 8. AIRSHIP, DRONES, AND MARKERS", "sharpsignalDocId": 1278}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 8, "quote": null, "headingPath": "GAMEPLAY · Production phase", "sharpsignalDocId": 1278}, {"page": 9, "quote": null, "headingPath": "Action phase · On your turn: · Value of the top card in your navigation discard pile", "sharpsignalDocId": 1278}, {"page": 9, "quote": null, "headingPath": "Additional rules:", "sharpsignalDocId": 1278}, {"page": 10, "quote": null, "headingPath": "The action phase · COLLECT RESOURCES · Navigation update: · Wrench:", "sharpsignalDocId": 1278}, {"page": 14, "quote": null, "headingPath": "SOLO GAME", "sharpsignalDocId": 1278}, {"page": 11, "quote": null, "headingPath": "play project card:", "sharpsignalDocId": 1278}, {"page": 13, "quote": null, "headingPath": "GAME END", "sharpsignalDocId": 1278}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1278 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1278 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 0.90139 of 3448 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 5, 2026 09:16 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 CloudAge — Rulebook (corpus doc 1278) STORY CARDS AND SCENARIO CARDS · MISSION CARDS p.13 0.048412 (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 CloudAge — Rulebook (corpus doc 1278) SOLO GAME p.14 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 CloudAge — Rulebook (corpus doc 1278) GAMEPLAY · Production phase p.8 0.046452 (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 CloudAge — Rulebook (corpus doc 1278) play project card: p.11 0.046154 (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 CloudAge — Rulebook (corpus doc 1278) The action phase · COLLECT RESOURCES · Navigation update: · Wrench: p.10 0.044192 (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 CloudAge — Rulebook (corpus doc 1278) 4. RESOURCES · 5. CITY BOARD · 10. START RESOURCES · 11. PROJECT CARDS · 6. CITY CARDS · 12. START PLAYER · … p.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)) 300
#7 RULEBOOK CloudAge — Rulebook (corpus doc 1278) Action phase · On your turn: · Value of the top card in your navigation discard pile p.9 0.029958 (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 CloudAge — Rulebook (corpus doc 1278) 1. GAME BOARDS · 2. PRODUCTION BOARD · 3. PROJECT CARD · 7. AIRSHIP BOARD · 8. AIRSHIP, DRONES, AND MARKERS p.4 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 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 CloudAge — Rulebook (corpus doc 1278) GAMEPLAY · Production phase p.8 #3 0.046452 (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 CloudAge — Rulebook (corpus doc 1278) SOLO GAME p.14 #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
#3 RULEBOOK CloudAge — Rulebook (corpus doc 1278) GAME END p.13 #10 0.028778 (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
#4 RULEBOOK CloudAge — Rulebook (corpus doc 1278) Additional rules: p.9 #24 0.013333 (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 CloudAge — Rulebook (corpus doc 1278) Action phase · On your turn: · Value of the top card in your navigation discard pile p.9 #7 0.029958 (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 CloudAge — Rulebook (corpus doc 1278) The action phase · COLLECT RESOURCES · Navigation update: · Wrench: p.10 #5 0.044192 (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 CloudAge — Rulebook (corpus doc 1278) STORY CARDS AND SCENARIO CARDS · MISSION CARDS p.13 #1 0.048412 (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 CloudAge — Rulebook (corpus doc 1278) play project card: p.11 #4 0.046154 (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 CloudAge — Rulebook (corpus doc 1278) GAMEPLAY · Production phase p.8 no quote on the wire
[2] RULEBOOK CloudAge — Rulebook (corpus doc 1278) Action phase · On your turn: · Value of the top card in your navigation discard pile p.9 no quote on the wire
[3] RULEBOOK CloudAge — Rulebook (corpus doc 1278) Additional rules: p.9 no quote on the wire
[4] RULEBOOK CloudAge — Rulebook (corpus doc 1278) The action phase · COLLECT RESOURCES · Navigation update: · Wrench: p.10 no quote on the wire
[5] RULEBOOK CloudAge — Rulebook (corpus doc 1278) SOLO GAME p.14 no quote on the wire
[6] RULEBOOK CloudAge — Rulebook (corpus doc 1278) play project card: p.11 no quote on the wire
[7] RULEBOOK CloudAge — Rulebook (corpus doc 1278) GAME END p.13 no quote on the wire
timing split
retrieval 278 ms · first delta 2477 ms · total 7593 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 278 ms · ask 7313 ms · gateway work 7593 ms · total 7593 ms
tokens in (the prompt the answerer read)
2959
tokens out (what the answerer generated)
1024
tok/sec
202.1 tok/sec — 1024 output tokens in 5.066 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 0s ago)
answerer host (measured by rulesage)
reachable (for 22h, 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 1208), 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.