RuleSage cited table rulings
← Luxor

You asked

How do I play?

Answered counted as answered

Asked with: Luxorbg-245643-en-1e

Setup
1. Place the game board in the center of the playing area.[1]
2. Place the sarcophagi in the tomb chamber in the center of the game board.[1]
3. Place the Horus board and the scoring board next to the game board.[1]
4. Mix the scarabs face down and keep them above the Horus board as a general supply, along with the wild card treasure tiles and the keys.[1]
5. Put the die next to the game board.[1]
6. Each player chooses a color and takes the corresponding player marker, scoring marker, and 5 adventurers.[1]
7. Each player places 2 of their adventurers on the starting space (the stairs) in an upright position; these are "active".[1]
8. The remaining 3 adventurers start "inactive," placed lying down on the spaces next to each of the 3 Anubis statues.[1]
9. Place all scoring markers on the '0/100' space on the scoring track.[1]
10. Give the first player token to the youngest player.[1]
11. Shuffle the basic cards and deal 5 to each player; players must not change the order of these cards.[1]
12. The remaining cards form the draw pile in the center of the game board.[1]
13. Sort Horus cards by their levels and stack them face up on the corresponding spaces of the Horus board.[1]
Sequence of Play
1. The active player chooses either the leftmost or rightmost card in their hand and plays it.[2]
2. The player moves one of their adventurers forward into the temple a number of tiles corresponding to the number on the card.[2] (Note: If the card shows an icon, the player moves one adventurer one tile forward or backward;[3] if the card shows a die icon, the player rolls the die and then advances an adventurer that number of tiles [3]).
3. If an active adventurer moves past an Anubis statue where an inactive adventurer is lying down, that inactive adventurer becomes active and is moved onto the start space (stairs) in an upright position.[4]
4. The player performs the action shown on the tile upon which the adventurer ended its movement.[2]
5. The player draws a new card from the draw pile and places it in the middle of their hand.[2] (Exception: If the player took a Horus card during their turn, they do not draw a new card [5]).
6. The next player takes their turn in a clockwise direction.[2]
Ending the Game
1. The game ends at the end of the round when a second adventurer has entered the tomb chamber.[6]
2. (Exception: If no player can make a legal move during a game round, the game ends immediately [6]).
3. Players proceed to final scoring.[6]
[1] RULEBOOK Luxor — Rulebook · p.2 · General components · Player components · The playing cards
[2] RULEBOOK Luxor — Rulebook · p.3 · The tiles · Important: Handling of cards · Sequence of play · 1) Playing a card and moving adventurers · 2) Performing an action · 3) Drawing a card
[3] RULEBOOK Luxor — Rulebook · p.4 · 1) Playing a card and moving adventurers · Basic Cards: · Horus cards: · Choosing an adventurer and moving · Starting movement from an empty space:
[4] RULEBOOK Luxor — Rulebook · p.4 · New adventurers entering the game
[5] RULEBOOK Luxor — Rulebook · p.5 · 3) Drawing a card
[6] RULEBOOK Luxor — Rulebook · p.6 · End of the game and final scoring · VP's for Adventurers: · Sarcophagi: · Keys:

Settled. Play 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 233 ms · ask 4246 ms · total 4483 ms
single-flight (PR-5)
queued 0 ms · generation 4483 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.04866, "snippet": "First, the active player chooses their leftmost or rightmost card, then plays it face up on the discard pile in the center of the game board. If the card shows a number, the player moves one of their adventurers that number of tiles towards the tomb chamber. If the card shows the icon the player mus", "headingPath": "1) Playing a card and moving adventurers · Basic Cards: · Horus cards: · Choosing an adventurer and moving · Starting movement from an empty space:", "sharpsignalDocId": 972}, {"page": 2, "score": 0.048387, "snippet": "Place the game board in the center of the playing area. Place the sarcophagi in the tomb chamber in the center of the game board. Place the Horus board and the scoring board next to the game board. Mix the scarabs face down and keep them above the Horus board as a general supply, along with the wild", "headingPath": "General components · Player components · The playing cards", "sharpsignalDocId": 972}, {"page": 3, "score": 0.048139, "snippet": "Position of adventurers | 2. Gained sarcophagi | 3. Keys still owned Number of collected treasure tile sets | 5. Victory points from scarabs The right column shows the victory points depending on the number of collected treasure tile sets. In Luxor, the players are not allowed to change the order of", "headingPath": "The tiles · Important: Handling of cards · Sequence of play · 1) Playing a card and moving adventurers · 2) Performing an action · 3) Drawing a card", "sharpsignalDocId": 972}, {"page": 4, "score": 0.046875, "snippet": "When one of a player's active adventurers moves past an Anubis statue where one of their inactive adventurers is still lying down, that inactive adventurer becomes active. Move the newly active adventurer onto the start space (stairs) in an upright position. That adventurer has now entered the game,", "headingPath": "New adventurers entering the game", "sharpsignalDocId": 972}, {"page": 8, "score": 0.045235, "snippet": "The player moves one of their adventurers 1, 2 or 3 tiles forward. If that adventurer lands on a treasure tile, the player may claim it even if the number of their adventurers on that tile is one less than the number of the required adventurers. 1-Die: First, the player rolls the die, then chooses a", "headingPath": "1 Adventurer less:", "sharpsignalDocId": 972}, {"page": 6, "score": 0.044563, "snippet": "The game ends at the end of the round when a second adventurer has entered the tomb chamber. Special rules for moving into the tomb chamber: In order to move an adventurer its final move into the tomb chamber, the player must play a card that allows them to move the exact number of spaces it would t", "headingPath": "End of the game and final scoring · VP's for Adventurers: · Sarcophagi: · Keys:", "sharpsignalDocId": 972}, {"page": 5, "score": 0.030769, "snippet": "The player draws a new card from the draw pile and places it in the middle of their hand. Exception: If the player had taken a Horus card during their turn, they do not draw a new card now. Whenever the draw pile is exhausted, shuffle the discard pile and use it as new draw pile. Example: As there a", "headingPath": "3) Drawing a card", "sharpsignalDocId": 972}, {"page": 5, "score": 0.030303, "snippet": "When an adventurer has completed its movement, the player performs the action of the tile on which the movement ended. The effects of the different tiles are described below: The player checks if they have at least as many of their own adventurers on this tile as the number of depicted adventurer ic", "headingPath": "2) Performing an action · Treasure tile: · Next, the player checks if there is an icon on the now empty space. · Temple tiles: · Horus tile: · Osiris tiles:", "sharpsignalDocId": 972}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 2, "quote": null, "headingPath": "General components · Player components · The playing cards", "sharpsignalDocId": 972}, {"page": 3, "quote": null, "headingPath": "The tiles · Important: Handling of cards · Sequence of play · 1) Playing a card and moving adventurers · 2) Performing an action · 3) Drawing a card", "sharpsignalDocId": 972}, {"page": 4, "quote": null, "headingPath": "1) Playing a card and moving adventurers · Basic Cards: · Horus cards: · Choosing an adventurer and moving · Starting movement from an empty space:", "sharpsignalDocId": 972}, {"page": 4, "quote": null, "headingPath": "New adventurers entering the game", "sharpsignalDocId": 972}, {"page": 5, "quote": null, "headingPath": "3) Drawing a card", "sharpsignalDocId": 972}, {"page": 6, "quote": null, "headingPath": "End of the game and final scoring · VP's for Adventurers: · Sarcophagi: · Keys:", "sharpsignalDocId": 972}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 972 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 972 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 0.90253 of 2052 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 5, 2026 13:07 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 Luxor — Rulebook (corpus doc 972) 1) Playing a card and moving adventurers · Basic Cards: · Horus cards: · Choosing an adventurer and moving · Starting movement from an empty space: p.4 0.04866 (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 Luxor — Rulebook (corpus doc 972) General components · Player components · The playing cards p.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)) 300
#3 RULEBOOK Luxor — Rulebook (corpus doc 972) The tiles · Important: Handling of cards · Sequence of play · 1) Playing a card and moving adventurers · 2) Performing an action · 3) Drawing a card p.3 0.048139 (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 Luxor — Rulebook (corpus doc 972) New adventurers entering the game p.4 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
#5 RULEBOOK Luxor — Rulebook (corpus doc 972) 1 Adventurer less: p.8 0.045235 (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 Luxor — Rulebook (corpus doc 972) End of the game and final scoring · VP's for Adventurers: · Sarcophagi: · Keys: p.6 0.044563 (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 Luxor — Rulebook (corpus doc 972) 3) Drawing a card 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
#8 RULEBOOK Luxor — Rulebook (corpus doc 972) 2) Performing an action · Treasure tile: · Next, the player checks if there is an icon on the now empty space. · Temple tiles: · Horus tile: · Osiris tiles: p.5 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

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 13 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 Luxor — Rulebook (corpus doc 972) 1) Playing a card and moving adventurers · Basic Cards: · Horus cards: · Choosing an adventurer and moving · Starting movement from an empty space: p.4 #1 0.04866 (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 Luxor — Rulebook (corpus doc 972) New adventurers entering the game p.4 #4 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
#3 RULEBOOK Luxor — Rulebook (corpus doc 972) 3) Drawing a card p.5 #7 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)) vector + the doc-priority boost arm the re-ranker chose it
#4 RULEBOOK Luxor — Rulebook (corpus doc 972) Summary of Horus cards: · Advance all adventurers: · Advance the last adventurer to the second to last adventurer: p.8 #10 0.028595 (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 Luxor — Rulebook (corpus doc 972) End of the game and final scoring · VP's for Adventurers: · Sarcophagi: · Keys: p.6 #6 0.044563 (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 Luxor — Rulebook (corpus doc 972) The tiles · Important: Handling of cards · Sequence of play · 1) Playing a card and moving adventurers · 2) Performing an action · 3) Drawing a card p.3 #3 0.048139 (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 Luxor — Rulebook (corpus doc 972) 1 Adventurer less: p.8 #5 0.045235 (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 Luxor — Rulebook (corpus doc 972) General components · Player components · The playing cards p.2 #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

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 Luxor — Rulebook (corpus doc 972) General components · Player components · The playing cards p.2 no quote on the wire
[2] RULEBOOK Luxor — Rulebook (corpus doc 972) The tiles · Important: Handling of cards · Sequence of play · 1) Playing a card and moving adventurers · 2) Performing an action · 3) Drawing a card p.3 no quote on the wire
[3] RULEBOOK Luxor — Rulebook (corpus doc 972) 1) Playing a card and moving adventurers · Basic Cards: · Horus cards: · Choosing an adventurer and moving · Starting movement from an empty space: p.4 no quote on the wire
[4] RULEBOOK Luxor — Rulebook (corpus doc 972) New adventurers entering the game p.4 no quote on the wire
[5] RULEBOOK Luxor — Rulebook (corpus doc 972) 3) Drawing a card p.5 no quote on the wire
[6] RULEBOOK Luxor — Rulebook (corpus doc 972) End of the game and final scoring · VP's for Adventurers: · Sarcophagi: · Keys: p.6 no quote on the wire
timing split
retrieval 233 ms · first delta 1358 ms · total 4483 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 233 ms · ask 4246 ms · gateway work 4483 ms · total 4483 ms
tokens in (the prompt the answerer read)
3178
tokens out (what the answerer generated)
615
tok/sec
201.5 tok/sec — 615 output tokens in 3.052 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 50s ago)
answerer host (measured by rulesage)
reachable (for 23h, 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 902), 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.