RuleSage cited table rulings
← Ghost Fightin' Treasure Hunters

You asked

How do I play?

Answered counted as answered

Asked with: Ghost Fightin' Treasure Huntersbg-146312-en-1e

On their turn, each player must perform actions in the following order:[1]
1. Roll the movement die (the numbered die).[1]
2. Reveal a Ghost Card if necessary.[1]
* If a Ghost icon appears on the movement die, flip over the top Ghost Card from the draw pile and place it beside the board to form a discard pile.[1]
* If there is a letter on the card, place a Ghost Figure in the room with the matching letter.[1]
* If the flipped card is the Shuffle Card, collect all cards (draw pile and discard pile), shuffle them together, and set them beside the board as a new draw pile.[1]
3. Move up to the number shown on the die.[1]
* A player may choose to remain on their current space, but must still roll the die and draw a card if necessary.[2]
* You may move through rooms (each room counts as one space) and through the hallway (each square is one space).[1]
* You must enter and exit rooms through a door.[1]
* You may not move diagonally.[1]
* You may not move through locked doors (blue or green).[3]
* You may move through spaces occupied by other Treasure Hunter Movers in the hallway, but you may not stop in an occupied space.[1]
* If you cannot move past another mover, you must stop in the first empty space behind them.[1]
* Moving ends if you pick up or drop off Jewels, or fight Ghosts.[2]
4. Pick Up/Drop Off Jewels.[1]
* If you end your move in a room with a Treasure Jewel, you may pick it up and place it in your mover's backpack.[2]
* A mover can only carry one Treasure Jewel at a time.[2]
* If you move outside the house with a Jewel, your movement ends and you drop the Jewel in a pile beside the door.[2]
5. Fight Ghosts.[1]
* If you end your move in a room with a Ghost Figure, you must fight it.[2]
* To fight a Ghost Figure, roll 1 Battle Die (the die with symbols).[2]
* If you roll the Ghost Icon, you may remove 1 Ghost Figure from the room.[2]
* If at least 1 other player is in the room, the player whose turn it is may roll 2 Battle Dice; each Ghost Icon rolled removes 1 Ghost Figure from the room.[2]
* If you roll a Haunting or a Blank, take no actions and there is no penalty.[2]
[1] RULEBOOK Ghost Fightin' Treasure Hunters — Rulebook · p.3 · PLAYING THE BASIC GAME · TURN SEQUENCE · 1. Rolling the Movement Die · 2. Placing Ghost Figures on the Board · 3. Moving
[2] RULEBOOK Ghost Fightin' Treasure Hunters — Rulebook · p.4 · 3. Moving · 4. Picking up Treasure Jewels · 5. Dropping off Treasure Jewels · 6. Fighting Ghosts · HAUNTED ROOMS
[3] RULEBOOK Ghost Fightin' Treasure Hunters — Rulebook · p.3

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 127 ms · ask 5971 ms · total 6100 ms
single-flight (PR-5)
queued 0 ms · generation 6100 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 3, "score": 0.04918, "snippet": "On their turn, each player can take the following actions, but they must do so in the order listed: Roll Movement Die Reveal Ghost Card (if necessary) Move Pick Up/ Drop Off Jewels Fight A player's turn always begins by rolling the movement die (the numbered die). The result shows 2 things: whether ", "headingPath": "PLAYING THE BASIC GAME · TURN SEQUENCE · 1. Rolling the Movement Die · 2. Placing Ghost Figures on the Board · 3. Moving", "sharpsignalDocId": 1084}, {"page": 2, "score": 0.045591, "snippet": "1 Game Board 4 Treasure Hunter Movers 12 Ghost Cards 1 Shuffle card 24 Ghost Movers Players work as a team to escape from the house with all 8 Treasure Jewels before 6 of the rooms become haunted. Win or lose, you do it together! Each player takes a TREASURE HUNTER MOVER. Place the movers outside th", "headingPath": "BRIAN YU · OBJECT · THE BASIC GAME SETTING UP THE BASIC GAME", "sharpsignalDocId": 1084}, {"page": 4, "score": 0.043691, "snippet": "Picking up Treasure Jewels If you end your move in a room with a Treasure Jewel, you may pick it up and place it in the back- pack of your Treasure Hunter Mover. If there is a ghost in the room, you must also fight it (more on that later). Keep it there until you succeed in dropping it off (see #5). ", "headingPath": "", "sharpsignalDocId": 1084}, {"page": 1, "score": 0.042911, "snippet": "Picking up Treasure Jewels If you end your move in a room with a Treasure Jewel, you may pick it up and place it in the back- pack of your Treasure Hunter Mover. If there is a ghost in the room, you must also fight it (more on that later). Keep it there until you succeed in dropping it off (see #5). ", "headingPath": "", "sharpsignalDocId": 1084}, {"page": 3, "score": 0.04281, "snippet": "Picking up Treasure Jewels If you end your move in a room with a Treasure Jewel, you may pick it up and place it in the back- pack of your Treasure Hunter Mover. If there is a ghost in the room, you must also fight it (more on that later). Keep it there until you succeed in dropping it off (see #5). ", "headingPath": "", "sharpsignalDocId": 1084}, {"page": 2, "score": 0.042095, "snippet": "Picking up Treasure Jewels If you end your move in a room with a Treasure Jewel, you may pick it up and place it in the back- pack of your Treasure Hunter Mover. If there is a ghost in the room, you must also fight it (more on that later). Keep it there until you succeed in dropping it off (see #5). ", "headingPath": "", "sharpsignalDocId": 1084}, {"page": 5, "score": 0.031746, "snippet": "Once all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win! If all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels, the players lose! Also, if each Treasure Hunters is in a different room and a) the room contain", "headingPath": "WINNING THE BASIC GAME · LOSING THE BASIC GAME · SETTING UP THE ADVANCED GAME · DRAW + SHUFFLE CARDS · DOOR LOCKED CARDS", "sharpsignalDocId": 1084}, {"page": 4, "score": 0.03125, "snippet": "On their turn, a player may choose to remain on the space they currently occupy (including outside the house) and not move their TREASURE HUNTER MOVER, but they still have to roll the MOVEMENT DIE and draw a card, if necessary. Picking up TREASURE JEWELS (see #4), dropping off TREASURE JEWELS (see #", "headingPath": "3. Moving · 4. Picking up Treasure Jewels · 5. Dropping off Treasure Jewels · 6. Fighting Ghosts · HAUNTED ROOMS", "sharpsignalDocId": 1084}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 3, "quote": null, "headingPath": "PLAYING THE BASIC GAME · TURN SEQUENCE · 1. Rolling the Movement Die · 2. Placing Ghost Figures on the Board · 3. Moving", "sharpsignalDocId": 1084}, {"page": 4, "quote": null, "headingPath": "3. Moving · 4. Picking up Treasure Jewels · 5. Dropping off Treasure Jewels · 6. Fighting Ghosts · HAUNTED ROOMS", "sharpsignalDocId": 1084}, {"page": 3, "quote": null, "headingPath": "", "sharpsignalDocId": 1084}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1084 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1084 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 0.90247 of 1702 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 5, 2026 15:24 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 Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) PLAYING THE BASIC GAME · TURN SEQUENCE · 1. Rolling the Movement Die · 2. Placing Ghost Figures on the Board · 3. Moving p.3 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) BRIAN YU · OBJECT · THE BASIC GAME SETTING UP THE BASIC GAME p.2 0.045591 (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 Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) p.4 0.043691 (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 Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) p.1 0.042911 (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 Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) p.3 0.04281 (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 Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) p.2 0.042095 (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 Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) WINNING THE BASIC GAME · LOSING THE BASIC GAME · SETTING UP THE ADVANCED GAME · DRAW + SHUFFLE CARDS · DOOR LOCKED CARDS p.5 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
#8 RULEBOOK Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) 3. Moving · 4. Picking up Treasure Jewels · 5. Dropping off Treasure Jewels · 6. Fighting Ghosts · HAUNTED ROOMS p.4 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

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 Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) PLAYING THE BASIC GAME · TURN SEQUENCE · 1. Rolling the Movement Die · 2. Placing Ghost Figures on the Board · 3. Moving p.3 #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 Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) Haunting a Room · Unhaunting a Room p.4 #35 0.011236 (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
#3 RULEBOOK Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) p.3 #24 0.013889 (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 Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) p.2 #25 0.013699 (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
#5 RULEBOOK Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) p.6 #26 0.013514 (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
#6 RULEBOOK Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) 3. Moving · 4. Picking up Treasure Jewels · 5. Dropping off Treasure Jewels · 6. Fighting Ghosts · HAUNTED ROOMS p.4 #8 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)) vector + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) p.1 #23 0.014085 (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
#8 RULEBOOK Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) BRIAN YU · OBJECT · THE BASIC GAME SETTING UP THE BASIC GAME p.2 #2 0.045591 (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 Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) PLAYING THE BASIC GAME · TURN SEQUENCE · 1. Rolling the Movement Die · 2. Placing Ghost Figures on the Board · 3. Moving p.3 no quote on the wire
[2] RULEBOOK Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) 3. Moving · 4. Picking up Treasure Jewels · 5. Dropping off Treasure Jewels · 6. Fighting Ghosts · HAUNTED ROOMS p.4 no quote on the wire
[3] RULEBOOK Ghost Fightin' Treasure Hunters — Rulebook (corpus doc 1084) p.3 no quote on the wire
timing split
retrieval 127 ms · first delta 3137 ms · total 6100 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 127 ms · ask 5971 ms · gateway work 6100 ms · total 6100 ms
tokens in (the prompt the answerer read)
4451
tokens out (what the answerer generated)
575
tok/sec
200.5 tok/sec — 575 output tokens in 2.868 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 16s ago)
answerer host (measured by rulesage)
reachable (for 22h, checked 5s 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 1014), 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.