RuleSage cited table rulings
← Street Masters

You asked

How do I play?

Answered counted as answered

Asked with: Street Mastersbg-218421-en-1e

Street Masters is a cooperative board game for 1-4 players.[1] The object of the game is for the players to defeat the boss before the enemies’ sinister plan comes to fruition.[1] Players also lose the game if any fighter is defeated.[1]
Setup
1. Each player chooses 1 fighter deck, locates the chosen fighter's double-sided character card, and places it faceup (with the Charging symbol) in their play area.[2]
2. Each player shuffles their fighter deck and places it facedown next to their character card, leaving room for a discard pile.[2]
3. Each player draws a starting hand of 4 cards, collects their fighter's figure, and may perform one mulligan by discarding cards from their opening hand and drawing replacements.[2]
4. Players collectively choose an enemy deck.[2]
5. Locate the boss card and place it faceup in the enemy play area.[2]
6. Shuffle the enemy deck and place it facedown near the enemy play area, leaving room for a discard pile.[2]
7. Locate the figures for the chosen enemy deck and place them near the enemy play area.[2]
8. Place colored bases on enemy minions so that each minion figure of a specific type has a different colored base than any other figures of that type.[2]
9. Players collectively choose a stage deck and locate the stage's double-sided reference card.[2]
10. Place the stage reference card (Setup side up) in the stage play area and shuffle the stage deck, placing it facedown near the stage play area, leaving room for a discard pile.[2]
11. Place the chosen stage's map tile in the middle of the table.[2]
12. Follow any special stage setup rules, then flip the reference card to its Stage Rules side.[2]
13. Place 1 crate token on each crate icon on the map.[2]
14. Place the boss' figure on the boss start space, and each fighter places their fighter figure on any fighter start space.[2]
15. Create supply pools for damage, defense, power, and objective tokens.[2]
16. Place all dice within easy reach of all players.[2]
17. Shuffle the loot cards into a deck and place it facedown near the board.[2]
18. Each fighter takes 1 turn card, placing it near their play area with the 'Fighter Turn' side faceup.[2]
Enemy Turn
1. The players collectively activate each card in the enemy play area by resolving its Activate ability from left to right.[1][3]
Stage Turn
1. STAGE ACTIVATION PHASE: The players activate each card in the stage play area by resolving its Activate ability from left to right.[3]
2. STAGE DRAW PHASE: The players draw and resolve 1 card from the stage deck.[3]
3. STAGE END PHASE: Each player flips their turn card so that the 'Fighter Turn' side is faceup, and play continues to the next round.[3]
Fighter Turn
Each fighter performs a turn in an order of the group's choosing.[1] During a fighter turn, resolve these phases in order:
1. THREAT PHASE: Refresh each card in your fighter play area (not threat area) and then draw and resolve 1 enemy card.[1][4]
2. ACT PHASE: Perform the following steps in an order of your choosing:[4]
* MOVE STEP: Move up to 3 spaces.[4]
* CARD STEP: Play 1 card from your hand.[4]
* ACTION STEP: Perform 1 of the following actions:
* SPRINT ACTION: Move up to 3 spaces.[4]
* DEFEND ACTION: Gain 1 random defense token.[4]
* CARD ACTION: Resolve the Action effect on a card in your play area.[4]
* INTERACT ACTION: Resolve the Interact effect on any card in play.[4]
3. REACT PHASE: Activate each card in your threat area, left to right, by resolving its Activate ability.[4]
4. DRAW PHASE: Draw 1 card and flip this card.[4]
[1] RULEBOOK Street Masters — Rulebook · p.2
[2] RULEBOOK Street Masters — Rulebook · p.5 · GAME SETUP · CHOOSE FIGHTERS · CHOOSE ENEMY DECK 2 · CHOOSE STAGE 3 · SETUP MAP 4 · PREPARE TOKEN POOLS, DICE, AND LOOT CARDS 5 · …
[3] RULEBOOK Street Masters — Rulebook · p.12 · ENEMY RETREATING · OBJECTIVE TOKENS AND OBJECTIVE CARDS · OBJECTIVE ITEMS
[4] RULEBOOK Street Masters — Rulebook · p.2

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 100 ms · ask 10658 ms · total 14988 ms
single-flight (PR-5)
queued 4228 ms · generation 10760 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 5, "score": 0.04741, "snippet": "To set up the game, players perform the following steps in order: Each player chooses 1 fighter deck, locates the chosen fighter's double-sided character card in that deck, and places that card so the Charging 6 symbol is faceup in their play area. Then, each player shuffles their fighter deck and p", "headingPath": "GAME SETUP · CHOOSE FIGHTERS · CHOOSE ENEMY DECK 2 · CHOOSE STAGE 3 · SETUP MAP 4 · \u0007 PREPARE TOKEN POOLS, DICE, AND LOOT CARDS 5 · …", "sharpsignalDocId": 1233}, {"page": 12, "score": 0.045235, "snippet": "The enemy turn consists of the players collectively activating each card in the enemy play area by resolving the Activate effect of each card (from left to right). Remember that the boss' character card begins play in the enemy play area, so there will be at least 1 card to activate during each enem", "headingPath": "ENEMY RETREATING · OBJECTIVE TOKENS AND OBJECTIVE CARDS · OBJECTIVE ITEMS", "sharpsignalDocId": 1233}, {"page": 2, "score": 0.043908, "snippet": "Street Masters is a cooperative board game for 1-4 players. Each player takes on the role of a unique fighter facing off against a villainous enemy faction led by a powerful boss. The object of the game is for the players to defeat the boss before the enemies' sinister plan comes to fruition. Player", "headingPath": "OVERVIEW · MODES OF PLAY · GOLDEN RULE", "sharpsignalDocId": 1233}, {"page": 15, "score": 0.043794, "snippet": "To begin a story, the group, prior to standard game setup, chooses 1 story deck to be the active story. Refer to the 'Prologue' side of that story deck's 'Part 1' card and read the narrative out loud for all players. Then, begin setting up the first story stage. Refer to the Stage Setup card to see ", "headingPath": "BEGINNING A STORY · SETTING UP A STORY STAGE · WINNING AND LOSING A STORY STAGE · COMPLETING A STORY · PERKS & PENALTIES", "sharpsignalDocId": 1233}, {"page": 5, "score": 0.043656, "snippet": "New players should begin learning the game in Arcade Mode, choosing 'The Brotherhood' enemy deck and the 'Gone Ballistic' stage, and at least one fighter should choose the 'Kyoryu' fighter deck. Learning the game single player is also recommended, but not required. When cards are played (or drawn fr", "headingPath": "YOUR FIRST GAME · PLAYING & RESOLVING CARDS", "sharpsignalDocId": 1233}, {"page": 14, "score": 0.042397, "snippet": "To avoid confusion and potential tracking issues, players should only have 1 story active at a time (this does not include “Hero Stories, ” of which there can be 1 active per fighter). Cards that are added to the story pool are put into play at the start of each stage of that story. See “The Story P", "headingPath": "", "sharpsignalDocId": 1233}, {"page": 6, "score": 0.041667, "snippet": "6 GAMEPLAY OVERVIEW DETAILED GAMEPLAY Street Masters is played over a series of rounds, with each round consisting of the following turns completed in order: FIGHTER TURN During a single round, each fighter individually takes a fighter turn. The fighter currently taking a fighter turn is referred to", "headingPath": "", "sharpsignalDocId": 1233}, {"page": 7, "score": 0.030679, "snippet": "Forced movement effects (such as retreat or other effects that forcibly move fighters) indicate how the fighter should move, in which case the fighter must satisfy the entire movement cost, if able. If an enemy Event is drawn, the active fighter refers to the card text to resolve the card’s effect. ", "headingPath": "", "sharpsignalDocId": 1233}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 2, "quote": null, "headingPath": "", "sharpsignalDocId": 1233}, {"page": 5, "quote": null, "headingPath": "GAME SETUP · CHOOSE FIGHTERS · CHOOSE ENEMY DECK 2 · CHOOSE STAGE 3 · SETUP MAP 4 · \u0007 PREPARE TOKEN POOLS, DICE, AND LOOT CARDS 5 · …", "sharpsignalDocId": 1233}, {"page": 12, "quote": null, "headingPath": "ENEMY RETREATING · OBJECTIVE TOKENS AND OBJECTIVE CARDS · OBJECTIVE ITEMS", "sharpsignalDocId": 1233}, {"page": 2, "quote": null, "headingPath": "", "sharpsignalDocId": 1233}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1233 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1233 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 0.89714 of 2936 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 5, 2026 15:32 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 Street Masters — Rulebook (corpus doc 1233) GAME SETUP · CHOOSE FIGHTERS · CHOOSE ENEMY DECK 2 · CHOOSE STAGE 3 · SETUP MAP 4 · PREPARE TOKEN POOLS, DICE, AND LOOT CARDS 5 · … p.5 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
#2 RULEBOOK Street Masters — Rulebook (corpus doc 1233) ENEMY RETREATING · OBJECTIVE TOKENS AND OBJECTIVE CARDS · OBJECTIVE ITEMS p.12 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
#3 RULEBOOK Street Masters — Rulebook (corpus doc 1233) OVERVIEW · MODES OF PLAY · GOLDEN RULE p.2 0.043908 (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 Street Masters — Rulebook (corpus doc 1233) BEGINNING A STORY · SETTING UP A STORY STAGE · WINNING AND LOSING A STORY STAGE · COMPLETING A STORY · PERKS & PENALTIES p.15 0.043794 (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 Street Masters — Rulebook (corpus doc 1233) YOUR FIRST GAME · PLAYING & RESOLVING CARDS p.5 0.043656 (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 Street Masters — Rulebook (corpus doc 1233) p.14 0.042397 (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 Street Masters — Rulebook (corpus doc 1233) p.6 0.041667 (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 Street Masters — Rulebook (corpus doc 1233) p.7 0.030679 (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 48 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 Street Masters — Rulebook (corpus doc 1233) YOUR FIRST GAME · PLAYING & RESOLVING CARDS p.5 #5 0.043656 (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 Street Masters — Rulebook (corpus doc 1233) p.2 #10 0.029418 (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 Street Masters — Rulebook (corpus doc 1233) GAME SETUP · CHOOSE FIGHTERS · CHOOSE ENEMY DECK 2 · CHOOSE STAGE 3 · SETUP MAP 4 · PREPARE TOKEN POOLS, DICE, AND LOOT CARDS 5 · … p.5 #1 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
#4 RULEBOOK Street Masters — Rulebook (corpus doc 1233) OVERVIEW · MODES OF PLAY · GOLDEN RULE p.2 #3 0.043908 (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 Street Masters — Rulebook (corpus doc 1233) ATTACHING CARDS TO ENEMIES WITHOUT CARDS · CHARACTER CARDS & FIGURES · DOUBLE-SIDED CARDS AND FLIPPING CARDS · DUPLICATE CHARACTERS p.13 #20 0.024892 (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
#6 RULEBOOK Street Masters — Rulebook (corpus doc 1233) p.2 #29 0.022949 (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 Street Masters — Rulebook (corpus doc 1233) p.2 #17 0.026334 (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 Street Masters — Rulebook (corpus doc 1233) ENEMY RETREATING · OBJECTIVE TOKENS AND OBJECTIVE CARDS · OBJECTIVE ITEMS p.12 #2 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

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 Street Masters — Rulebook (corpus doc 1233) p.2 no quote on the wire
[2] RULEBOOK Street Masters — Rulebook (corpus doc 1233) GAME SETUP · CHOOSE FIGHTERS · CHOOSE ENEMY DECK 2 · CHOOSE STAGE 3 · SETUP MAP 4 · PREPARE TOKEN POOLS, DICE, AND LOOT CARDS 5 · … p.5 no quote on the wire
[3] RULEBOOK Street Masters — Rulebook (corpus doc 1233) ENEMY RETREATING · OBJECTIVE TOKENS AND OBJECTIVE CARDS · OBJECTIVE ITEMS p.12 no quote on the wire
[4] RULEBOOK Street Masters — Rulebook (corpus doc 1233) p.2 no quote on the wire
timing split
retrieval 100 ms · first delta 2510 ms · total 14988 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 4228 ms · retrieval 100 ms · ask 10658 ms · gateway work 10760 ms · total 14988 ms
tokens in (the prompt the answerer read)
3866
tokens out (what the answerer generated)
913
tok/sec
112.0 tok/sec — 913 output tokens in 8.154 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 27s ago)
answerer host (measured by rulesage)
reachable (for 22h, checked 7s 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 1163), 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.