You asked
How do I play?
Abstained — no grounded answer; closest passages below counted as honest abstainAsked with: Fortune and Glory: The Cliffhanger Gamebg-95103-en-1e
I looked through Fortune and Glory: The Cliffhanger Game's rulebook and couldn't find a solid answer to that one — and I'd rather tell you so than guess at your table. Try asking it another way, or ask me about setup, turns, or how the game ends: those I know cold.
The closest rulebook passages are below — check them before ruling.
Unfold the game board and place it in the center of a large table where everyone can reach it. Fortune and Glory can be played as a Competitive game, Team Competitive game, or a fully Cooperative game. In the Competitive Game all of the Heroes are traveling the world, hunting down artifacts and raci
Fortune and Glory is played in a series of Game Rounds until a Hero or Team of Heroes wins the game (or if the Villains win in the Cooperative game). Each Game Round has the following phases: Initiative Phase Move Phase Adventure Phase Villain Phase End Phase During the Initiative Phase all of the p
Fortune and Glory also works great as a Solo Game. When playing Solo, you must first decide if you are going to use a single Hero or multiple Heroes. If multiple Heroes, the game works exactly like a Cooperative Game with one minor difference; all of the Heroes share a single hand of Event cards (an
Each Game Type (Competitive, Team, or Cooperative) has a slightly different victory condition as detailed below . During the Competitive Game, any Hero that is in their Starting City with at least 15 Fortune during the End Phase wins the game. If there are more than one Hero that meets this victory
During the Move Phase each Hero gets to move around the board, starting with the First Player and proceeding clockwise around the table. When it is your Hero's turn to Move, roll a die and move up to that many Spaces. You do not need to move at all if you do not want to (if, for example, you are alr
🔧 debug — where this ruling came from
- outcome
- ABSTAINED — Abstained — no grounded answer; closest passages below
- warm abstain
-
- this ruling — W1 — generic warm abstain · receipt: none (generic)
- corpus profile
- live,vps
- answerer pin (deploy-frozen, attribution only)
- gemma4:26b think:false 5571076f3d70
- timings
- search 264 ms · ask 3950 ms · total 4218 ms
- single-flight (PR-5)
- queued 0 ms · generation 4218 ms
- retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
- [{"page": 10, "score": 0.046751, "snippet": "Unfold the game board and place it in the center of a large table where everyone can reach it. Fortune and Glory can be played as a Competitive game, Team Competitive game, or a fully Cooperative game. In the Competitive Game all of the Heroes are traveling the world, hunting down artifacts and raci", "headingPath": "Set Up Game Board · Choose Game Type · Competitive Game · Team Competitive Game · Cooperative Game · Shuffle and Place Card Decks · …", "sharpsignalDocId": 1154}, {"page": 13, "score": 0.0463, "snippet": "Fortune and Glory is played in a series of Game Rounds until a Hero or Team of Heroes wins the game (or if the Villains win in the Cooperative game). Each Game Round has the following phases: Initiative Phase Move Phase Adventure Phase Villain Phase End Phase During the Initiative Phase all of the p", "headingPath": "THE GAME ROUND · Roll for First Player · (Team Competitive Game Only) · (Cooperative Game Only) · Ready Activated Cards", "sharpsignalDocId": 1154}, {"page": 29, "score": 0.045928, "snippet": "Fortune and Glory also works great as a Solo Game. When playing Solo, you must first decide if you are going to use a single Hero or multiple Heroes. If multiple Heroes, the game works exactly like a Cooperative Game with one minor difference; all of the Heroes share a single hand of Event cards (an", "headingPath": "THE SOLO GAME · Single Hero Solo Game · OPTIONAL RULES · Advanced Nazi Figures · Using a Vile Organization in the Competitive Game", "sharpsignalDocId": 1154}, {"page": 12, "score": 0.045002, "snippet": "Each Game Type (Competitive, Team, or Cooperative) has a slightly different victory condition as detailed below . During the Competitive Game, any Hero that is in their Starting City with at least 15 Fortune during the End Phase wins the game. If there are more than one Hero that meets this victory ", "headingPath": "GAME TYPE AND THE OBJECTIVE · Winning the Game · TEAM COMPETITIVE GAME · Shared Fortune · Getting Back to Starting Cities", "sharpsignalDocId": 1154}, {"page": 14, "score": 0.031746, "snippet": "During the Move Phase each Hero gets to move around the board, starting with the First Player and proceeding clockwise around the table. When it is your Hero's turn to Move, roll a die and move up to that many Spaces. You do not need to move at all if you do not want to (if, for example, you are alr", "headingPath": "THE MOVE PHASE · Movement · Enemy Figures", "sharpsignalDocId": 1154}, {"page": 15, "score": 0.03125, "snippet": "If you decide to Press On , you do not collect any Glory yet, but instead continue on and draw your next Danger. You may continue to Press On after each Danger is overcome until you fail at a Danger, decide to Camp Down, or recover the Artifact. It is important to note that this creates a 'pushing i", "headingPath": "Pressing On", "sharpsignalDocId": 1154}, {"page": 8, "score": 0.030769, "snippet": "Often a Hero is called on to make a Test using one or more of their Skills. A Test has three parts to it - The type of Skill needed, the target number for each die rolled to count as a Success, and the total number of Successes needed to pass the Test (the small symbols). To make a Skill Test, roll ", "headingPath": "Making Skill Tests · Combined Skill Tests and Non-Skill Tests · Exerting", "sharpsignalDocId": 1154}, {"page": 20, "score": 0.029462, "snippet": "Event cards are special bonuses that can be played at any time (unless limited in the card's text) to either help yourself or another Hero, or to slow down or hurt an opponent. There is no limit to the number of Event cards a player can have in their hand. When an Event card is played, it should be ", "headingPath": "EVENT CARDS · Canceling Cards", "sharpsignalDocId": 1154}]
- citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
- []
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 1154 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1154 boosted
- answered-before recall
-
no past answered ruling for this game matched closely enough
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
- debug row recorded
- Sep 5, 2026 10:04 UTC
retrieval — what the passage search returned
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 rank | document | heading | page | fused RRF score | snippet chars |
|---|---|---|---|---|---|
| #1 | RULEBOOK Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | Set Up Game Board · Choose Game Type · Competitive Game · Team Competitive Game · Cooperative Game · Shuffle and Place Card Decks · … | p.10 | 0.046751 (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 Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | THE GAME ROUND · Roll for First Player · (Team Competitive Game Only) · (Cooperative Game Only) · Ready Activated Cards | p.13 | 0.0463 (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 Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | THE SOLO GAME · Single Hero Solo Game · OPTIONAL RULES · Advanced Nazi Figures · Using a Vile Organization in the Competitive Game | p.29 | 0.045928 (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 Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | GAME TYPE AND THE OBJECTIVE · Winning the Game · TEAM COMPETITIVE GAME · Shared Fortune · Getting Back to Starting Cities | p.12 | 0.045002 (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 Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | THE MOVE PHASE · Movement · Enemy Figures | p.14 | 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 Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | Pressing On | p.15 | 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 Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | Making Skill Tests · Combined Skill Tests and Non-Skill Tests · Exerting | p.8 | 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 Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | EVENT CARDS · Canceling Cards | p.20 | 0.029462 (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 the answerer read — the passages it actually had in front of it
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 65 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 at | document | heading | page | fused rank | fused RRF score | carried by | how it got its slot |
|---|---|---|---|---|---|---|---|
| #1 | RULEBOOK Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | Prepare Dangers Deck · Draw and Place Starting Artifacts · (Cooperative Game Only) | p.11 | #12 | 0.027212 (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 |
| #2 | RULEBOOK Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | EVENT CARDS · Canceling Cards | p.20 | #8 | 0.029462 (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 Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | THE SOLO GAME · Single Hero Solo Game · OPTIONAL RULES · Advanced Nazi Figures · Using a Vile Organization in the Competitive Game | p.29 | #3 | 0.045928 (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 |
| #4 | RULEBOOK Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | THE ADVENTURE PHASE · Land or Sea Space - Traveling · City Space · Draw a City Card · Interacting with the City | p.15 | #16 | 0.024706 (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 Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | Remains in Play · Discard Piles | p.4 | #10 | 0.029211 (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 Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | VILLAINS · Drawing a Random Villain · Villain Cards · Villain Figures · Sneaking Past a Villain | p.24 | #13 | 0.027032 (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 |
| #7 | RULEBOOK Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | Event Cards · City Cards · Gear and Allies · Enemies and Nazi Enemies · Artifact and Adventure Cards · Locations · … | p.5 | #23 | 0.023402 (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 Fortune and Glory: The Cliffhanger Game — Rulebook (corpus doc 1154) | Set Up Game Board · Choose Game Type · Competitive Game · Team Competitive Game · Cooperative Game · Shuffle and Place Card Decks · … | p.10 | #1 | 0.046751 (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 |
chosen chunks — what the answer actually cited
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.
| # | document | heading | page | quote chars |
|---|
generation — timing and the path taken
- timing split
- retrieval 264 ms · first delta 4076 ms · total 4218 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 264 ms · ask 3950 ms · gateway work 4218 ms · total 4218 ms
- tokens in (the prompt the answerer read)
- 4305
- tokens out (what the answerer generated)
- 9
- tok/sec
- 176.5 tok/sec — 9 output tokens in 0.051 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 21s ago)
- answerer host (measured by rulesage)
- reachable (for 23h, checked 3s 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.
disposition
- outcome
- ABSTAINED — Abstained — no grounded answer; closest passages below
- abstain rationale
-
I don't have enough information.
BOILERPLATE, not reasoning: this is the answerer's fixed abstention phrase, the same sentence it emits whenever it declines. It records THAT the answerer declined and never why — no per-ruling reason was captured, because none was sent. Hostile corpus/LLM text, rendered escaped
setup-shape — why the checklist band did or didn't render
- decision
- NOT_SETUP_SHAPED — no setup-shape pattern matched this question
errata registry — what the gate above had to match against
this game registers NO errata cards (edition 1084), 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.