RuleSage cited table rulings
← Rallyman: GT

You asked

How do I play?

Answered counted as answered

Asked with: Rallyman: GTbg-256589-en-1e

To play Rallyman: GT, follow these steps:
Determining Order of Play
At the start of each round, the order of play is determined by:
1. Speed: The car with the highest Gear marker plays first.[1][2]
2. Distance: If speeds are equal, the car furthest along the track plays first.[1][2]
3. Position: In the event of a tie in speed and distance, the car on the inside lane of the next corner plays first.[1][2]
Note: Cars on the track always play before those off of it.[2]
The Turn
Once the order is established, each player takes their turn one after the other.[1]
1. Choose your dice.[1][3]
2. Plan your movement by placing dice on the track.[4]
3. Choose to roll your dice one by one (the safe option) or all at once (to gain Focus tokens).[4]
4. Move your car one space along the track per die rolled, regardless of the result.[4]
5. Use dice to accelerate, brake, and coast.[1] Each die can only be used once per turn.[5][2]
6. You may stop and end your movement at any time, provided you do not suffer a Loss of Control.[4]
7. At the end of your turn, place a Gear marker next to your car showing your final speed and the color of the next round.[6][4] If you only rolled Coast dice, turn your existing Gear marker to the color of the next round.[4]
Rules of Movement
* You must move your car at least one space forward each turn, if possible.[5]
* Cars must always move forward, either in a straight line or diagonally, but never laterally.[5]
* The front edge of the space moved to must be further along the track than the previous space.[5]
* Only one car can occupy a space at a time; you may not move through a space occupied by another car.[5]
* Entering a corner at a gear higher than the indicated limit results in an immediate Loss of Control.[2]
Ending the Game
A game consists of one or more laps around a chosen circuit.[6] The first player to cross the finish line during their turn is the winner.[6]
[1] RULEBOOK Rallyman: GT — Rulebook · p.7 · Determining order of play · SPEED > DISTANCE > POSITION · In this example, order of play is as follows: · The Turn · During their turn a player will do the following: · Choosing your dice · …
[2] RULEBOOK Rallyman: GT — Rulebook · p.28 · SPEED > DISTANCE > POSITION · DICE - PAGE 8-9 · TRACK EFFECTS - PAGE 10-12 · Roll your Dice
[3] RULEBOOK Rallyman: GT — Rulebook · p.22 · The Turn · End of the game · Gaining seconds · Final time
[4] RULEBOOK Rallyman: GT — Rulebook · p.14 · Rolling the dice and moving your car · 1. ROLLING DICE ONE BY ONE
[5] RULEBOOK Rallyman: GT — Rulebook · p.10 · PUTTING IT ALL TOGETHER · The Rules of the Road · Moving · Corners
[6] RULEBOOK Rallyman: GT — Rulebook · p.20 · A PLAYER , S TURN ENDS WHEN...: · End of the game

That settles it — whose turn was it?

🔧 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 92 ms · ask 4782 ms · total 13757 ms
single-flight (PR-5)
queued 8880 ms · generation 4877 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 7, "score": 0.04918, "snippet": "Order of play at the start of each round is determined by speed, then distance and finally by the position of each car. Speed - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track. Distance - If two or more cars are goi", "headingPath": "Determining order of play · SPEED > DISTANCE > POSITION · In this example, order of play is as follows: · The Turn · During their turn a player will do the following: · Choosing your dice · …", "sharpsignalDocId": 1185}, {"page": 6, "score": 0.047875, "snippet": "In Rallyman: GT , players will be racing each other around the track, vying to be the first car across the finish line! In Rallyman: GT, the order of play isn't constant - it can, and will, change each round, depending on how the race progresses. To help you to keep track of rounds, we've split them", "headingPath": "THE GAME · Rounds · ROUND AND GEAR MARKERS · Determining order of play", "sharpsignalDocId": 1185}, {"page": 14, "score": 0.04741, "snippet": "With your dice now laid out, do you play it safe OR do you risk it all to leave your opponents in the dust? Once you've chosen your dice and placed them on the track to plan your movement, you must now choose whether to roll your dice one at a time, or all at once! This is the safe option. It brings", "headingPath": "Rolling the dice and moving your car · 1. ROLLING DICE ONE BY ONE", "sharpsignalDocId": 1185}, {"page": 17, "score": 0.046875, "snippet": "To resolve a Loss of Control, the player checks their Dashboard. Both the speed of the car and the Danger Level of the tile where the Loss of Control occurred contribute to its effects. The column on the left indicates the Gear the car was in when the Loss of Control occurred. It will indicate what ", "headingPath": "Loss of Control", "sharpsignalDocId": 1185}, {"page": 22, "score": 0.045695, "snippet": "Your turn plays out exactly as it would in a normal game of Rallyman: GT . You choose your dice, roll them and move your car. At the end of your turn however, after placing down your Gear marker next to your car, record your turn on your score sheet. Each turn, tick the box that corresponds to your ", "headingPath": "The Turn · End of the game · Gaining seconds · Final time", "sharpsignalDocId": 1185}, {"page": 28, "score": 0.045285, "snippet": "\u0007 Speed Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track. \u0007 Distance If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays", "headingPath": "SPEED > DISTANCE > POSITION · DICE - PAGE 8-9 · TRACK EFFECTS - PAGE 10-12 · Roll your Dice", "sharpsignalDocId": 1185}, {"page": 19, "score": 0.044002, "snippet": "\u0007 Place the 0 or 00 Gear Marker (depending on the option chosen) next to the space where their car ended its movement. \u0007 Place the car in one of the three lanes on the Pit Stop tile (which does not need to be adjacent to where the car ended its movement), as listed below: \u0007 Tire Change: This lane al", "headingPath": "THE PLAYER MAY THEN...: · PIT STOP LANES:", "sharpsignalDocId": 1185}, {"page": 10, "score": 0.043935, "snippet": "By combining different dice in clever ways, you can overcome any obstacle the track - or your opponents - can throw at you. Y ou can even accelerate and decelerate with your Gear dice in the same turn. Just remember the golden rule: each die can only be used once per turn. Example: Patrick starts hi", "headingPath": "PUTTING IT ALL TOGETHER · The Rules of the Road · Moving · Corners", "sharpsignalDocId": 1185}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 7, "quote": null, "headingPath": "Determining order of play · SPEED > DISTANCE > POSITION · In this example, order of play is as follows: · The Turn · During their turn a player will do the following: · Choosing your dice · …", "sharpsignalDocId": 1185}, {"page": 28, "quote": null, "headingPath": "SPEED > DISTANCE > POSITION · DICE - PAGE 8-9 · TRACK EFFECTS - PAGE 10-12 · Roll your Dice", "sharpsignalDocId": 1185}, {"page": 22, "quote": null, "headingPath": "The Turn · End of the game · Gaining seconds · Final time", "sharpsignalDocId": 1185}, {"page": 14, "quote": null, "headingPath": "Rolling the dice and moving your car · 1. ROLLING DICE ONE BY ONE", "sharpsignalDocId": 1185}, {"page": 10, "quote": null, "headingPath": "PUTTING IT ALL TOGETHER · The Rules of the Road · Moving · Corners", "sharpsignalDocId": 1185}, {"page": 20, "quote": null, "headingPath": "A PLAYER , S TURN ENDS WHEN...: · End of the game", "sharpsignalDocId": 1185}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1185 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1185 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 0.89290 of 1578 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 5, 2026 15:11 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 Rallyman: GT — Rulebook (corpus doc 1185) Determining order of play · SPEED > DISTANCE > POSITION · In this example, order of play is as follows: · The Turn · During their turn a player will do the following: · Choosing your dice · … p.7 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK Rallyman: GT — Rulebook (corpus doc 1185) THE GAME · Rounds · ROUND AND GEAR MARKERS · Determining order of play p.6 0.047875 (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 Rallyman: GT — Rulebook (corpus doc 1185) Rolling the dice and moving your car · 1. ROLLING DICE ONE BY ONE p.14 0.04741 (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 Rallyman: GT — Rulebook (corpus doc 1185) Loss of Control p.17 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 Rallyman: GT — Rulebook (corpus doc 1185) The Turn · End of the game · Gaining seconds · Final time p.22 0.045695 (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 Rallyman: GT — Rulebook (corpus doc 1185) SPEED > DISTANCE > POSITION · DICE - PAGE 8-9 · TRACK EFFECTS - PAGE 10-12 · Roll your Dice p.28 0.045285 (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 Rallyman: GT — Rulebook (corpus doc 1185) THE PLAYER MAY THEN...: · PIT STOP LANES: p.19 0.044002 (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 Rallyman: GT — Rulebook (corpus doc 1185) PUTTING IT ALL TOGETHER · The Rules of the Road · Moving · Corners p.10 0.043935 (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 37 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 Rallyman: GT — Rulebook (corpus doc 1185) Determining order of play · SPEED > DISTANCE > POSITION · In this example, order of play is as follows: · The Turn · During their turn a player will do the following: · Choosing your dice · … p.7 #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
#2 RULEBOOK Rallyman: GT — Rulebook (corpus doc 1185) The Turn · End of the game · Gaining seconds · Final time p.22 #5 0.045695 (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 Rallyman: GT — Rulebook (corpus doc 1185) THE GAME · Rounds · ROUND AND GEAR MARKERS · Determining order of play p.6 #2 0.047875 (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 Rallyman: GT — Rulebook (corpus doc 1185) PUTTING IT ALL TOGETHER · The Rules of the Road · Moving · Corners p.10 #8 0.043935 (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
#5 RULEBOOK Rallyman: GT — Rulebook (corpus doc 1185) THE PLAYER MAY THEN...: · PIT STOP LANES: p.19 #7 0.044002 (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 Rallyman: GT — Rulebook (corpus doc 1185) A PLAYER , S TURN ENDS WHEN...: · End of the game p.20 #9 0.02967 (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 Rallyman: GT — Rulebook (corpus doc 1185) SPEED > DISTANCE > POSITION · DICE - PAGE 8-9 · TRACK EFFECTS - PAGE 10-12 · Roll your Dice p.28 #6 0.045285 (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 Rallyman: GT — Rulebook (corpus doc 1185) Rolling the dice and moving your car · 1. ROLLING DICE ONE BY ONE p.14 #3 0.04741 (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 Rallyman: GT — Rulebook (corpus doc 1185) Determining order of play · SPEED > DISTANCE > POSITION · In this example, order of play is as follows: · The Turn · During their turn a player will do the following: · Choosing your dice · … p.7 no quote on the wire
[2] RULEBOOK Rallyman: GT — Rulebook (corpus doc 1185) SPEED > DISTANCE > POSITION · DICE - PAGE 8-9 · TRACK EFFECTS - PAGE 10-12 · Roll your Dice p.28 no quote on the wire
[3] RULEBOOK Rallyman: GT — Rulebook (corpus doc 1185) The Turn · End of the game · Gaining seconds · Final time p.22 no quote on the wire
[4] RULEBOOK Rallyman: GT — Rulebook (corpus doc 1185) Rolling the dice and moving your car · 1. ROLLING DICE ONE BY ONE p.14 no quote on the wire
[5] RULEBOOK Rallyman: GT — Rulebook (corpus doc 1185) PUTTING IT ALL TOGETHER · The Rules of the Road · Moving · Corners p.10 no quote on the wire
[6] RULEBOOK Rallyman: GT — Rulebook (corpus doc 1185) A PLAYER , S TURN ENDS WHEN...: · End of the game p.20 no quote on the wire
timing split
retrieval 92 ms · first delta 2237 ms · total 13757 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 8880 ms · retrieval 92 ms · ask 4782 ms · gateway work 4877 ms · total 13757 ms
tokens in (the prompt the answerer read)
4025
tokens out (what the answerer generated)
511
tok/sec
200.6 tok/sec — 511 output tokens in 2.547 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 13s ago)
answerer host (measured by rulesage)
reachable (for 22h, 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.
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 1115), 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.