RuleSage cited table rulings
← Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition)

You asked

How do I play?

Answered counted as answered

Asked with: Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition)bg-132028-en-1e

Game Setup
1. Choose a Firefight to play and determine who commands each force.[1][2]
2. Each Firefight specifies the number of maps, overlays, units, Command Action Points (CAPs), Victory Points (VPs), Hit Markers, and Action Cards used, as well as the number of rounds, Victory Conditions, and special rules.[1][2]
3. Each player takes a Track Sheet and marks his starting CAP level with a blue CAPs Marker.[1][2]
4. Each player places a green Action Point (AP) Marker on the '0' AP space.[1][2]
5. Each player places his yellow VP Marker on '0' Victory Points.[1][2]
6. Either player may place the Round Marker on the Round 1 Box of his Track Sheet.[1]
7. Configure the maps as described by the Firefight.[1]
8. Place the starting forces on the map as specified by the Firefight.[1]
Turn Progression
A round consists of a series of alternating player turns.[3] Play continues with players alternating turns until both pass consecutively, at which point the round ends.[4]
During a player's turn, he may take one of the following actions:
* Unit (AP) Action: Choose any fresh unit and activate it by advancing the green AP Marker to 7APs on the green Unit AP Track.[3] This activated unit may take an action by spending these APs; if it has APs remaining after an action, it may take additional actions by spending more APs in later turns within the same round.[3] A unit is marked as spent if it has spent all its APs or if the player chooses to activate a different fresh unit with 7APs.[3]
* Opportunity Action: Take one action with any fresh unit that is not the activated unit, marking that unit as spent after the action.[3]
* Command (CAP) Action: Take one action with any fresh, activated, or spent unit by spending Command Action Points (CAPs).[3] The unit's status (fresh or spent) does not change.[3]
* Card Action: Play an Action or Weapon Card.[3] Action Cards must be played during a player's turn and constitute an action.[5]
* Stall Action: The player takes none of the above actions but must spend either 1AP from the currently activated unit or 1CAP to avoid taking a Pass Action.[3]
* Pass Action: The player takes no actions and spends no AP or CAP.[3] If the passing player has an activated unit, they must flip it to its spent side and lose any unused APs.[3]
Note on Cards:
* Playing a Bonus Card does not constitute an action and can be played in conjunction with another action.[6]
* Event Cards are played immediately.[6]
Scoring and Ending the Game
* Victory Points (VPs): VPs are won by destroying enemy units and taking objectives, as specified by the Firefight's Victory Conditions.[4]
* Ending a Round: A round ends when both players pass consecutively.[3][4]
* Winning: A player wins the Firefight if they have met their Victory Conditions and have more Victory Points than their opponent.[4]
[1] RULEBOOK Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook · p.2 · Section 1 - Game Structure & Turn Progression · 1.0 Game Setup
[2] RULEBOOK Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook · p.2
[3] RULEBOOK Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook · p.3 · 2.2 Taking Turns
[4] RULEBOOK Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook · p.2 · Game Overview
[5] RULEBOOK Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook · p.22 · Action Cards · Follow Me! (x3) · Rally Up! (x3) · Rapid Deployment (x2) Card #05 · Battlefield Confusion (x2) Card #06 · Seek Cover! (x2) · …
[6] RULEBOOK Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook · p.11 · 8.0 Cards · 8.1 Action Cards · 8.2 Bonus Cards · 8.3 Event Cards

Now you know — make it count.

🔧 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 124 ms · ask 18301 ms · total 37658 ms
single-flight (PR-5)
queued 19230 ms · generation 18428 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 2, "score": 0.046871, "snippet": "The attacker hits if his AV is greater than or equal to the defender's DV ( AV ≥ DV = Hit ). When a player's unit is hit, he randomly draws a Hit Marker from the Hit Marker draw pile, looks at it, and places it under the affected unit. The various Hit Markers affect units in different ways. A unit m", "headingPath": "Game Overview", "sharpsignalDocId": 1110}, {"page": 2, "score": 0.045536, "snippet": "AV = AR + 2D6 Ex: The Pioneers attack an enemy unit with a red DR. The Pioneers roll a 9 for a red 13AV (4AR + 9 2D6 roll). The player then compares this AV to the defender’s Defense Value (DV), which is a unit’s DR modified by the Defense Modifier (DM) of the terrain it occupies. DV = DR + DM Ex: A", "headingPath": "", "sharpsignalDocId": 1110}, {"page": 2, "score": 0.045245, "snippet": "In this section you will learn how to set up a Firefight, command your forces, and play through a Firefight round. The Firefights provided in Conflict of Heroes represent historical situations for you and your friends to battle through. Follow these steps to set up a Firefight: Choose a Firefight to", "headingPath": "Section 1 - Game Structure & Turn Progression · 1.0 Game Setup", "sharpsignalDocId": 1110}, {"page": 2, "score": 0.044404, "snippet": "These notes will give you an insight into why the rules work the way they do as well as discuss some of the history that influenced the game design. Optional Rules: Throughout the rule book, you will see Optional Rules printed in brown. We recommend that you play a section’s rules at least once befo", "headingPath": "", "sharpsignalDocId": 1110}, {"page": 20, "score": 0.043905, "snippet": "When two players play a Firefight designed for four, they may consolidate each side's forces into one. This includes consolidating all CAP's from both forces, minus one, onto one track sheet and drawing and combining the cards for both factions into one hand. The player controls all units of both fo", "headingPath": "20.1 Two Players Playing a 3 or 4 Player Firefight · 20.2 Solo Expansion", "sharpsignalDocId": 1110}, {"page": 21, "score": 0.043549, "snippet": "This highlights the incredible importance a good command structure played. Therefore, successful play is dependent on management of CAPs. Carefully designed systems like these subtly affect game play tactics and are the backbone of Conflict of Heroes. The CoH rules system has been finely tuned, but ", "headingPath": "Designer's Game Development Notes", "sharpsignalDocId": 1110}, {"page": 3, "score": 0.041667, "snippet": "A round consists of a series of alternating player turns. During a player's turn, he may take one action, stall, or pass. An action is defined as any single thing a unit does such as moving one hex, attacking once, rallying, etc. Each action costs a certain number of Action Points ( AP s). A unit is", "headingPath": "2.2 Taking Turns", "sharpsignalDocId": 1110}, {"page": 2, "score": 0.030769, "snippet": "Overview & Setup 01 4. Either player may place the Round Marker on the Round 1 Box of his Track Sheet. See Track Sheet example above. 5. Configure the maps as described by the Firefight. 6. Place the starting forces on the map as specified by the Firefight. Unit setup locations are designated by the", "headingPath": "", "sharpsignalDocId": 1110}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 2, "quote": null, "headingPath": "Section 1 - Game Structure & Turn Progression · 1.0 Game Setup", "sharpsignalDocId": 1110}, {"page": 2, "quote": null, "headingPath": "", "sharpsignalDocId": 1110}, {"page": 3, "quote": null, "headingPath": "2.2 Taking Turns", "sharpsignalDocId": 1110}, {"page": 2, "quote": null, "headingPath": "Game Overview", "sharpsignalDocId": 1110}, {"page": 22, "quote": null, "headingPath": "Action Cards · Follow Me! (x3) · Rally Up! (x3) · Rapid Deployment (x2) Card #05 · Battlefield Confusion (x2) Card #06 · Seek Cover! (x2) · …", "sharpsignalDocId": 1110}, {"page": 11, "quote": null, "headingPath": "8.0 Cards · 8.1 Action Cards · 8.2 Bonus Cards · 8.3 Event Cards", "sharpsignalDocId": 1110}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1110 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1110 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 0.88907 of 2398 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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) Game Overview p.2 0.046871 (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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) p.2 0.045536 (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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) Section 1 - Game Structure & Turn Progression · 1.0 Game Setup p.2 0.045245 (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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) p.2 0.044404 (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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) 20.1 Two Players Playing a 3 or 4 Player Firefight · 20.2 Solo Expansion p.20 0.043905 (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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) Designer's Game Development Notes p.21 0.043549 (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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) 2.2 Taking Turns p.3 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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) p.2 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

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 80 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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) p.2 #4 0.044404 (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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) Section 1 - Game Structure & Turn Progression · 1.0 Game Setup p.2 #3 0.045245 (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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) 2.2 Taking Turns p.3 #7 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)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#4 RULEBOOK Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) Action Cards · Follow Me! (x3) · Rally Up! (x3) · Rapid Deployment (x2) Card #05 · Battlefield Confusion (x2) Card #06 · Seek Cover! (x2) · … p.22 #11 0.029031 (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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) 8.0 Cards · 8.1 Action Cards · 8.2 Bonus Cards · 8.3 Event Cards p.11 #9 0.030092 (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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) p.2 #14 0.025987 (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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) p.22 #10 0.029911 (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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) Game Overview p.2 #1 0.046871 (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 Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) Section 1 - Game Structure & Turn Progression · 1.0 Game Setup p.2 no quote on the wire
[2] RULEBOOK Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) p.2 no quote on the wire
[3] RULEBOOK Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) 2.2 Taking Turns p.3 no quote on the wire
[4] RULEBOOK Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) Game Overview p.2 no quote on the wire
[5] RULEBOOK Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) Action Cards · Follow Me! (x3) · Rally Up! (x3) · Rapid Deployment (x2) Card #05 · Battlefield Confusion (x2) Card #06 · Seek Cover! (x2) · … p.22 no quote on the wire
[6] RULEBOOK Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition) — Rulebook (corpus doc 1110) 8.0 Cards · 8.1 Action Cards · 8.2 Bonus Cards · 8.3 Event Cards p.11 no quote on the wire
timing split
retrieval 124 ms · first delta 4654 ms · total 37658 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 19230 ms · retrieval 124 ms · ask 18301 ms · gateway work 18428 ms · total 37658 ms
tokens in (the prompt the answerer read)
3936
tokens out (what the answerer generated)
725
tok/sec
53.0 tok/sec — 725 output tokens in 13.678 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 15s ago)
answerer host (measured by rulesage)
reachable (for 22h, checked 6s 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 1040), 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.