RuleSage cited table rulings
← Zombicide Season 3: Rue Morgue

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Answered counted as answered

Asked with: Zombicide Season 3: Rue Morguebg-161866-en-1e

Zombicide is a cooperative game where players control one to six Survivors to complete Mission objectives and survive.[1]
Setup
1. Choose a Mission.[2]
2. Place the tiles.[2]
3. Place the doors, Objectives, and all tokens as indicated by the Mission.[2]
4. Assemble one to four teams, ensuring each team has the same number of Survivors and the total number of Survivors is between 6 and 12.[2]
5. Put aside all Bulletproof Vest, La Guillotine, Molotov, Nailbat, and Wounded cards, and pull out all Bow, Crowbar, and Fire Axe cards.[2]
6. Each team receives a single Bow, Crowbar, and Fire Axe card and assigns them to a Survivor; distribute remaining Bow, Crowbar, and Fire Axe cards at random among unarmed Survivors until each has at least one weapon (if a Survivor's starting Skill lists weapons, they receive those cards now).[2]
7. Shuffle the Zombie cards into one deck and the Equipment cards into another, placing both decks face down near the board.[2]
8. Place the miniatures representing the chosen Survivors on the starting Zone(s) indicated by the Mission.[2]
9. Each player places his Survivors' ID Card(s) in front of him, places an experience tracker on the first square in the blue area of the Danger Bar, and places a Skill counter on the first corresponding Skill.[2]
10. Decide who will be the first player and give him the first player token.[2]
Game Rounds
Players' Phase (Activation)
1. The first player activates all of his or her Survivors, one after the other, in any order, and then the next player's turn begins, playing clockwise.[3]
2. Each Survivor initially has three Actions to spend, which can include: MOVE (one Zone), SEARCH (Indoor only; draw one card from the Equipment deck per turn), OPEN A DOOR (requires Special Equipment or Skill; spawns Zombies inside a building if it is the first door), REORGANIZE INVENTORY (exchange equipment with another Survivor in the same Zone), RANGED COMBAT (requires equipped Ranged weapon), MELEE COMBAT (requires equipped Melee weapon), HELICOPTER ACTIONS, TAKE AN OBJECTIVE TOKEN or ACTIVATE AN OBJECT (in the Survivor's Zone), MAKE NOISE, or DO NOTHING (ends the turn and remaining Actions are lost).[3][4]
Zombies' Phase
1. Once all players have activated all their Survivors, the Zombies play.[4]
2. Each Zombie activates and spends its Action on either an Attack or a Move, resolving all Attacks first, then all Moves.[4]
3. Each Zombie performs either an Attack OR a Move with a single Action.[4]
4. Zombies in the same Zone as a Survivor attack them.[3]
5. The Zombies that did not Attack, Move.[3]
6. Zombies favor visible Survivors, then noise, choosing the shortest path.[3]
7. Note that Skinner Runners get two Actions per turn.[3]
Winning the Game
1. Complete all Mission objectives.[1]
2. Once the last Objective is taken, continue playing until the Zombie pile is exhausted.[5]
3. Exterminate all remaining Zombies on the board to win.[5]
[1] RULEBOOK Zombicide Season 3: Rue Morgue — Rulebook · p.5 · NIGHTSTICKS AND PANS
[2] RULEBOOK Zombicide Season 3: Rue Morgue — Rulebook · p.6 · NIGHTSTICKS AND PANS · #4 GAME OVERVIEW
[3] RULEBOOK Zombicide Season 3: Rue Morgue — Rulebook · p.64 · TURN SUMMARY · TARGETING PRIORITY · 1. ACTIVATION  ATTACK  OR MOVE
[4] RULEBOOK Zombicide Season 3: Rue Morgue — Rulebook · p.19 · STASHING EQUIPMENT CARDS IN A HELICOPTER · DO NOTHING · #7 ZOMBIES' PHASE · STEP 1 - ACTIVATION
[5] RULEBOOK Zombicide Season 3: Rue Morgue — Rulebook · p.54 · OBJECTIVES · SPECIAL RULES

One rule clearer, zero feelings hurt.

🔧 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 214 ms · ask 8918 ms · total 9135 ms
single-flight (PR-5)
queued 0 ms · generation 9135 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 19, "score": 0.048412, "snippet": "You may own Companion miniatures, like Dog Companions. Apply the rules below when playing them around a vehicle, be it a car or helicopter. A Survivor has to spend an additional Action to allow a Companion to get in or out of a vehicle alongside him. A Companion can't get in or out without its Survi", "headingPath": "STASHING EQUIPMENT CARDS IN A HELICOPTER · DO NOTHING · #7 ZOMBIES' PHASE · STEP 1 - ACTIVATION", "sharpsignalDocId": 1176}, {"page": 6, "score": 0.048387, "snippet": "1  Choose a Mission. 2  Place the tiles.  3 \u0007 Place the doors, Objectives, and all tokens as indicated by the Mission. 4  \u0007 Assemble one to four teams. Each player joins a team (a team may have several players) and gathers 1 to 6 Survivors for him to play. Players sit around the table in any ord", "headingPath": "NIGHTSTICKS AND PANS · #4 GAME OVERVIEW", "sharpsignalDocId": 1176}, {"page": 64, "score": 0.044949, "snippet": "FIRST STEP When several targets share the same Targeting Priority Order, the players choose which ones are eliminated first. \u0007 Each Skinner Fatty comes with two Skinner Walkers. \u0007 A-Bomb Abomination: Impervious. Grabbing. \u0007 Skinner Runners have two Actions per Zombies' Phase. Choose the first player", "headingPath": "TURN SUMMARY · TARGETING PRIORITY · 1. ACTIVATION  ATTACK  OR MOVE", "sharpsignalDocId": 1176}, {"page": 58, "score": 0.04329, "snippet": "Playing with doors. Each door gives 5 experience points to the Survivor who opens it. Fireworks. The helicopter can be freely targeted with a Molotov or Sniper Rifle when landed on the Exit Zone. A successful hit makes it ­ explode in the same way as a Molotov, killing everything in the Exit Zone (i", "headingPath": "SPECIAL RULES", "sharpsignalDocId": 1176}, {"page": 6, "score": 0.031746, "snippet": "The player with the first player token takes his turn, activating his Survivors one at a time, in the order of his choice. Each Survivor can initially perform three Actions per turn, though Skills (and Team Actions, see page 35) may allow him to perform extra Actions as the game progresses. The Surv", "headingPath": "PLAYERS' PHASE · ZOMBIES' PHASE · END PHASE · WINNING AND LOSING", "sharpsignalDocId": 1176}, {"page": 15, "score": 0.030769, "snippet": "Starting with whoever holds the first player token, each player activates his Survivors one after another, in the order of his choice. Each Survivor can execute three Actions at the Blue Danger Level (not counting any free Action his Blue Level Skill or Team Actions may give him). The possible Actio", "headingPath": "#6 PLAYERS' PHASE · MOVE · SEARCH · OPEN A DOOR", "sharpsignalDocId": 1176}, {"page": 44, "score": 0.029851, "snippet": "Search: +1 card Draw an extra card when Searching with the Survivor. Shove* The Survivor can use this Skill, for free, once during each of his Activations. Select a Zone at Range 1 from your Survivor. All Zombies standing in your Survivor's Zone are pushed to the selected Zone. This is not a Movemen", "headingPath": "NOTE: Skills with a * are updated versions using Zombicide Season 3: Rue Morgue 's content.", "sharpsignalDocId": 1176}, {"page": 18, "score": 0.029412, "snippet": "While a landed helicopter can't move at all, a flying helicopter can cross the board very easily. The Survivor pilot can move the flying helicopter one or two Zones per Action spent. A helicopter flies from Zone to Zone using straight lines that run parallel to the edges of the board. Ignore all obs", "headingPath": "FLYING A HELICOPTER · STASHING EQUIPMENT CARDS IN A HELICOPTER", "sharpsignalDocId": 1176}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 5, "quote": null, "headingPath": "NIGHTSTICKS AND PANS", "sharpsignalDocId": 1176}, {"page": 6, "quote": null, "headingPath": "NIGHTSTICKS AND PANS · #4 GAME OVERVIEW", "sharpsignalDocId": 1176}, {"page": 64, "quote": null, "headingPath": "TURN SUMMARY · TARGETING PRIORITY · 1. ACTIVATION  ATTACK  OR MOVE", "sharpsignalDocId": 1176}, {"page": 19, "quote": null, "headingPath": "STASHING EQUIPMENT CARDS IN A HELICOPTER · DO NOTHING · #7 ZOMBIES' PHASE · STEP 1 - ACTIVATION", "sharpsignalDocId": 1176}, {"page": 54, "quote": null, "headingPath": "OBJECTIVES · SPECIAL RULES", "sharpsignalDocId": 1176}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1176 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1176 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 0.90434 of 2467 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 5, 2026 12:53 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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) STASHING EQUIPMENT CARDS IN A HELICOPTER · DO NOTHING · #7 ZOMBIES' PHASE · STEP 1 - ACTIVATION p.19 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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) NIGHTSTICKS AND PANS · #4 GAME OVERVIEW p.6 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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) TURN SUMMARY · TARGETING PRIORITY · 1. ACTIVATION  ATTACK  OR MOVE p.64 0.044949 (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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) SPECIAL RULES p.58 0.04329 (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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) PLAYERS' PHASE · ZOMBIES' PHASE · END PHASE · WINNING AND LOSING p.6 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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) #6 PLAYERS' PHASE · MOVE · SEARCH · OPEN A DOOR p.15 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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) NOTE: Skills with a * are updated versions using Zombicide Season 3: Rue Morgue 's content. p.44 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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) FLYING A HELICOPTER · STASHING EQUIPMENT CARDS IN A HELICOPTER p.18 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 80 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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) NIGHTSTICKS AND PANS · #4 GAME OVERVIEW p.6 #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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) TURN SUMMARY · TARGETING PRIORITY · 1. ACTIVATION  ATTACK  OR MOVE p.64 #3 0.044949 (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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) NIGHTSTICKS AND PANS p.5 #80 0.007246 (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
#4 RULEBOOK Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) OBJECTIVES · SPECIAL RULES p.54 #13 0.026501 (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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) STASHING EQUIPMENT CARDS IN A HELICOPTER · DO NOTHING · #7 ZOMBIES' PHASE · STEP 1 - ACTIVATION p.19 #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
#6 RULEBOOK Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) PLAYING THE A-BOMB ABOMINATION p.21 #11 0.027271 (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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) 2. SPAWN p.64 #10 0.027652 (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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) NO SPAWN LOCATOR? · COLORED SPAWN ZONES · EXTRA ACTIVATION CARDS p.23 #15 0.025739 (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 Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) NIGHTSTICKS AND PANS p.5 no quote on the wire
[2] RULEBOOK Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) NIGHTSTICKS AND PANS · #4 GAME OVERVIEW p.6 no quote on the wire
[3] RULEBOOK Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) TURN SUMMARY · TARGETING PRIORITY · 1. ACTIVATION  ATTACK  OR MOVE p.64 no quote on the wire
[4] RULEBOOK Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) STASHING EQUIPMENT CARDS IN A HELICOPTER · DO NOTHING · #7 ZOMBIES' PHASE · STEP 1 - ACTIVATION p.19 no quote on the wire
[5] RULEBOOK Zombicide Season 3: Rue Morgue — Rulebook (corpus doc 1176) OBJECTIVES · SPECIAL RULES p.54 no quote on the wire
timing split
retrieval 214 ms · first delta 5473 ms · total 9135 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 214 ms · ask 8918 ms · gateway work 9135 ms · total 9135 ms
tokens in (the prompt the answerer read)
3137
tokens out (what the answerer generated)
717
tok/sec
201.6 tok/sec — 717 output tokens in 3.557 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 47s ago)
answerer host (measured by rulesage)
reachable (for 22h, checked 8s 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 1106), 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.