RuleSage cited table rulings
← Ikusa

You asked

How do I play?

Answered counted as answered

Asked with: Ikusabg-221-en-1e

The game of Ikusa is played in rounds, with each round consisting of a nine-action sequence.[1] Players perform most actions simultaneously, except for Action 7: Wage War, which is performed one player at a time in the turn order established during Action 2.[1]
Setup
1. Prepare planning trays by placing them in front of each player, placing all plastic military units of one color into the large compartment, and fitting the matching reference screen into the tray groove.[2]
2. Prepare the master tray by putting all common-use pieces (castles, fortification bases, ronin, dice, koku, battle markers, and the ninja) into it.[2]
3. Prepare army cards by placing the card matching your unit color next to your tray and setting it up with units (three daimyos, three bowmen, three swordsmen, and six gunners).[2]
4. Prepare experience markers by inserting them into the left-most hole ('1') of their respective sections on the army card.[2]
5. Deal province cards face down, one at a time, to each player, giving each player an equal share (extra cards are placed face up to indicate unowned provinces).[3]
6. Claim provinces by placing one ashigaru spearman from your planning tray in each province you own.[3]
7. Draw turn order markers by removing specific markers based on player count (remove '5' for 2 or 4 players; remove '4' and '5' for 3 players), mixing the remaining markers, and having each player draw one at random.[3]
8. Distribute koku by dividing the number of province cards held by 3 and rounding down.[3]
Action Sequence
1. Action 1: Plan: All players secretly and simultaneously allocate all of their koku into five bins (Turn Order, Build, Levy Units, Hire Ronin, and Hire Ninja) behind their reference screens.[1]
2. Action 2: Determine Turn Order: Players who placed the most koku in their Turn Order bin choose a marker first, followed by those with less koku, and finally players who placed no koku draw at random.[4]
3. Action 3: Build: Players who allocated two koku to their Build bin may build one castle or one fortress in a province they own.[5]
4. Action 7: Wage War: Players perform this action one at a time according to the established turn order.[1] This action includes phases such as conducting combat and final movement.[6]
5. Action 8: Remove Ronin.[6]
6. Action 9: Collect Koku.[6]
Objective and Winning
The object of the game is to be the first player to gain control of 35 provinces.[7][6] In a two-player game, the game ends and a player wins if they own at least 50 provinces at the end of any round.[8]
[1] RULEBOOK Ikusa — Rulebook · p.12 · Action Sequence · Action 1: Plan
[2] RULEBOOK Ikusa — Rulebook · p.10 · Setup · 1. Prepare Planning Trays · 2. Prepare Master Tray · 3. Set Up Army Cards · Samurai Bowmen and Samurai Swordsmen:
[3] RULEBOOK Ikusa — Rulebook · p.11 · 4. Deal Province Cards · 5. Claim Provinces · 6. Draw Turn Order Markers · 7. Distribute Koku
[4] RULEBOOK Ikusa — Rulebook · p.12 · Action 2: Determine Turn Order
[5] RULEBOOK Ikusa — Rulebook · p.13 · Action 3: Build
[6] RULEBOOK Ikusa — Rulebook · p.3
[7] RULEBOOK Ikusa — Rulebook · p.3 · Object of the Game
[8] RULEBOOK Ikusa — Rulebook · p.29 · Two-Player Rules · Quick-Play Rules · Setup · 1. Deal Province Cards · 2. Claim Your Provinces · 3. Draw Turn Order Markers · …

That's the page. Back to 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 101 ms · ask 6487 ms · total 6590 ms
single-flight (PR-5)
queued 0 ms · generation 6590 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 29, "score": 0.04918, "snippet": "The rules for a two-player game are the same as for a three-, four-, or fi ve-player game, with the following exceptions: Each player chooses and controls two different color sets of military units. For each color, use a separate planning tray, reference screen, etc. All actions for each color set a", "headingPath": "Two-Player Rules · Quick-Play Rules · Setup · 1. Deal Province Cards · 2. Claim Your Provinces · 3. Draw Turn Order Markers · …", "sharpsignalDocId": 1184}, {"page": 30, "score": 0.047371, "snippet": "| Number of Players | Provinces Owned Per Player | Spearmen on Board Per Player | Spearmen Left in Tray Per Player | Provinces Still Unoccupied | | 5 | 13 | 25 | 11 | 3 | | 4 | 17 | 29 | 7 | 0 | | 3 | 22 | 34 | 2 | 2 | Each player sets up his or her army card as follows: A. Place one daimyo in each ", "headingPath": "Game-Board State after Setup · 5. Set up Your Army Card · 6. Place Your Army Markers · Game Play · Winning The Game", "sharpsignalDocId": 1184}, {"page": 12, "score": 0.045921, "snippet": "Ikusa is played in rounds. Each round of play is made up of nine actions, called the action sequence. Players perform each action in the action sequence simultaneously, except for Action 7: Wage War . One player at a time performs all four phases of the Wage War action, in the turn order established", "headingPath": "Action Sequence · Action 1: Plan", "sharpsignalDocId": 1184}, {"page": 12, "score": 0.045335, "snippet": "During this action, each player will take a turn order marker to establish the turn order for Action 7: Wage War of the current round of play. The player who takes the '1' will wage war fi rst; the player who takes the '2' will wage war second; and so on. The player who placed the most koku in his o", "headingPath": "Action 2: Determine Turn Order", "sharpsignalDocId": 1184}, {"page": 3, "score": 0.043697, "snippet": "Conduct Combat ..................................20 Phase D. Final Movement ................................... 27 8. Remove Ronin .....................................................28 9. Collect Koku .......................................................28 Winning the Game ......................", "headingPath": "", "sharpsignalDocId": 1184}, {"page": 9, "score": 0.042671, "snippet": "Each player has a planning tray and a reference screen. The screen fi ts into the tray, forming a tray/screen combination. Tray: The large compartment of your planning tray holds your military units (when they're not in use on the game board or on your army card). The fi ve smaller compartments (bin", "headingPath": "Planning Trays & Reference Screens · The Master Tray · Turn Order Markers · Dice", "sharpsignalDocId": 1184}, {"page": 3, "score": 0.032258, "snippet": "The object of Ikusa ™ is to be the fi rst player to gain control of 35 provinces. All players begin the game with the same number of provinces. You'll gain more by capturing them from your opponents. First, outplan your opponents by spending your wealth wisely. Will you recruit more military units? ", "headingPath": "Object of the Game", "sharpsignalDocId": 1184}, {"page": 11, "score": 0.030303, "snippet": "Remove the four blank province cards and set them aside. (Save them to replace any lost or damaged cards.) Shuffl e the province cards, then deal them out face down, one at a time, to each player. Deal out the maximum number of cards to give each player an equal share. The deal comes out even in a f", "headingPath": "4. Deal Province Cards · 5. Claim Provinces · 6. Draw Turn Order Markers · 7. Distribute Koku", "sharpsignalDocId": 1184}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 12, "quote": null, "headingPath": "Action Sequence · Action 1: Plan", "sharpsignalDocId": 1184}, {"page": 10, "quote": null, "headingPath": "Setup · 1. Prepare Planning Trays · 2. Prepare Master Tray · 3. Set Up Army Cards · Samurai Bowmen and Samurai Swordsmen:", "sharpsignalDocId": 1184}, {"page": 11, "quote": null, "headingPath": "4. Deal Province Cards · 5. Claim Provinces · 6. Draw Turn Order Markers · 7. Distribute Koku", "sharpsignalDocId": 1184}, {"page": 12, "quote": null, "headingPath": "Action 2: Determine Turn Order", "sharpsignalDocId": 1184}, {"page": 13, "quote": null, "headingPath": "Action 3: Build", "sharpsignalDocId": 1184}, {"page": 3, "quote": null, "headingPath": "", "sharpsignalDocId": 1184}, {"page": 3, "quote": null, "headingPath": "Object of the Game", "sharpsignalDocId": 1184}, {"page": 29, "quote": null, "headingPath": "Two-Player Rules · Quick-Play Rules · Setup · 1. Deal Province Cards · 2. Claim Your Provinces · 3. Draw Turn Order Markers · …", "sharpsignalDocId": 1184}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1184 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1184 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 0.89554 of 2154 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 5, 2026 15:00 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 Ikusa — Rulebook (corpus doc 1184) Two-Player Rules · Quick-Play Rules · Setup · 1. Deal Province Cards · 2. Claim Your Provinces · 3. Draw Turn Order Markers · … p.29 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK Ikusa — Rulebook (corpus doc 1184) Game-Board State after Setup · 5. Set up Your Army Card · 6. Place Your Army Markers · Game Play · Winning The Game p.30 0.047371 (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 Ikusa — Rulebook (corpus doc 1184) Action Sequence · Action 1: Plan p.12 0.045921 (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 Ikusa — Rulebook (corpus doc 1184) Action 2: Determine Turn Order p.12 0.045335 (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 Ikusa — Rulebook (corpus doc 1184) p.3 0.043697 (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 Ikusa — Rulebook (corpus doc 1184) Planning Trays & Reference Screens · The Master Tray · Turn Order Markers · Dice p.9 0.042671 (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 Ikusa — Rulebook (corpus doc 1184) Object of the Game p.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)) 300
#8 RULEBOOK Ikusa — Rulebook (corpus doc 1184) 4. Deal Province Cards · 5. Claim Provinces · 6. Draw Turn Order Markers · 7. Distribute Koku p.11 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 49 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 Ikusa — Rulebook (corpus doc 1184) Object of the Game p.3 #7 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
#2 RULEBOOK Ikusa — Rulebook (corpus doc 1184) Action 3: Build p.13 #16 0.027047 (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 Ikusa — Rulebook (corpus doc 1184) Two-Player Rules · Quick-Play Rules · Setup · 1. Deal Province Cards · 2. Claim Your Provinces · 3. Draw Turn Order Markers · … p.29 #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
#4 RULEBOOK Ikusa — Rulebook (corpus doc 1184) 4. Deal Province Cards · 5. Claim Provinces · 6. Draw Turn Order Markers · 7. Distribute Koku p.11 #8 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)) vector + the doc-priority boost arm the re-ranker chose it
#5 RULEBOOK Ikusa — Rulebook (corpus doc 1184) Action 2: Determine Turn Order p.12 #4 0.045335 (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 Ikusa — Rulebook (corpus doc 1184) Action Sequence · Action 1: Plan p.12 #3 0.045921 (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 Ikusa — Rulebook (corpus doc 1184) p.3 #5 0.043697 (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 Ikusa — Rulebook (corpus doc 1184) Setup · 1. Prepare Planning Trays · 2. Prepare Master Tray · 3. Set Up Army Cards · Samurai Bowmen and Samurai Swordsmen: p.10 #18 0.026357 (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 Ikusa — Rulebook (corpus doc 1184) Action Sequence · Action 1: Plan p.12 no quote on the wire
[2] RULEBOOK Ikusa — Rulebook (corpus doc 1184) Setup · 1. Prepare Planning Trays · 2. Prepare Master Tray · 3. Set Up Army Cards · Samurai Bowmen and Samurai Swordsmen: p.10 no quote on the wire
[3] RULEBOOK Ikusa — Rulebook (corpus doc 1184) 4. Deal Province Cards · 5. Claim Provinces · 6. Draw Turn Order Markers · 7. Distribute Koku p.11 no quote on the wire
[4] RULEBOOK Ikusa — Rulebook (corpus doc 1184) Action 2: Determine Turn Order p.12 no quote on the wire
[5] RULEBOOK Ikusa — Rulebook (corpus doc 1184) Action 3: Build p.13 no quote on the wire
[6] RULEBOOK Ikusa — Rulebook (corpus doc 1184) p.3 no quote on the wire
[7] RULEBOOK Ikusa — Rulebook (corpus doc 1184) Object of the Game p.3 no quote on the wire
[8] RULEBOOK Ikusa — Rulebook (corpus doc 1184) Two-Player Rules · Quick-Play Rules · Setup · 1. Deal Province Cards · 2. Claim Your Provinces · 3. Draw Turn Order Markers · … p.29 no quote on the wire
timing split
retrieval 101 ms · first delta 3368 ms · total 6590 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 101 ms · ask 6487 ms · gateway work 6590 ms · total 6590 ms
tokens in (the prompt the answerer read)
3098
tokens out (what the answerer generated)
641
tok/sec
202.3 tok/sec — 641 output tokens in 3.169 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 3s ago)
answerer host (measured by rulesage)
reachable (for 23h, checked 4s 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 1114), 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.