RuleSage cited table rulings
← Zombicide Season 2: Prison Outbreak

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How do I play?

Answered counted as answered

Asked with: Zombicide Season 2: Prison Outbreakbg-137988-en-1e

The game is played over a series of game turns.[1]
Setup
1. Choose a Mission.[1]
2. Place the tiles.[1]
3. Place the doors, the cars, and Objectives.[1]
4. Put aside the pimpmobile cards (Gunblades) and all Nailbat, Nightstick, Molotov, and Wounded cards; also keep a single Claw Hammer, Fire Axe, and Pistol card.[1]
5. Shuffle the Zombie cards into one deck and the Equipment cards into another, then place both decks face down close to the board.[1]
6. Each player chooses Survivors based on the number of players: 1 player (4 to 6 Survivors), 2 players (3 Survivors per player), 3 players (2 Survivors per player), or 4 to 6 players (1 Survivor per player).[1]
7. Place the chosen Survivor miniatures on the starting Zone as indicated by the Mission.[1]
8. Place your Survivor's Identity Card in front of you showing the 'standard' version (unless you are an experienced player beginning with Zombivors).[1]
9. Place an experience tracker on the first square in the blue area of the Danger Bar and a Skill counter on the first corresponding Skill.[1]
10. Randomly deal starting equipment: a Claw Hammer, Fire Axe, Pistol, and enough Nightsticks so each Survivor gets one card; if a Survivor's starting Skill lists weapons, they receive those cards as well.[1]
11. Decide who will be the first player and give them the 'first player' token.[1]
Players' Phase
1. Starting with the player holding the 'first player' token, each player activates their Survivors one after the other in any order.[2][3]
2. The player activates all of their Survivors; when finished, the next player's turn begins, playing clockwise.[2]
3. Each Survivor initially has three Actions to spend (increasing to four at the Yellow Danger Level), and some may have a free Action.[2][3]
4. Actions can be chosen from the following list:
* MOVE: Move one Zone.[2]
* SEARCH: Indoor only; draw one card from the Equipment deck (only one per turn per Survivor).[2]
* OPEN A DOOR: Requires special Equipment or Skill; spawns Zombies inside a building if it is the first door.[2]
* REORGANIZE INVENTORY: Exchange equipment with another Survivor in the same Zone.[2]
* RANGED COMBAT: Requires equipped Ranged weapon.[2]
* MELEE COMBAT: Requires equipped Melee weapon.[2]
* GET IN OR GET OUT OF A CAR: Cannot get in if Zombies are present.[2]
* CHANGE SEATS IN A CAR: Move to a different empty seat.[2]
* DRIVE A CAR: If allowed by the Mission; must be in the driver's seat; attacks every Actor in the Zones travelled.[2]
* TAKE AN OBJECTIVE TOKEN OR ACTIVATE AN OBJECT: Must be in the Survivor's Zone.[2]
* MAKE NOISE.[2]
* DO NOTHING.[2]
Zombie Activation
1. All Zombies spend one Action doing one of two things:
* ATTACK: Zombies in the same Zone as a Survivor attack them.[2]
* MOVE: Zombies that did not attack move.[2]
2. Zombies favor visible Survivors, then noise, choosing the shortest path.[2]
3. If a Zombie is a Runner, they undergo the Activation step again to resolve a second Action.[2]
4. Zombies spawn in Spawn Zones (drawn clockwise) based on the highest Danger Level among active Survivors.[4]
[1] RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook · p.6 · PRISON OUTBREAK : A STANDALONE GAME AND AN EXPANSION.
[2] RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook · p.48 · TURN SUMMARY · EACH TURN BEGINS WITH: · TARGETING PRIORITY
[3] RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook · p.13 · #6 PLAYERS' PHASE
[4] RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook · p.48 · 2. SPAWN

The sage rests. The game continues.

🔧 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 220 ms · ask 19918 ms · total 20140 ms
single-flight (PR-5)
queued 0 ms · generation 20140 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 15, "score": 0.04866, "snippet": "The Survivor gets in or out of a car in his Zone. To get in a car, the Zone must have no Zombies and either the driver's seat or one of the three passenger's seats must be empty for the Survivor to occupy. There are no restrictions to getting out of a car. The Survivor vacates the seat he's currentl", "headingPath": "GET IN OR OUT OF A CAR · CHANGE SEATS IN A CAR · DRIVE A CAR · TAKE OR ACTIVATE AN OBJECTIVE · PULL A SWITCH · MAKE SOME NOISE! · …", "sharpsignalDocId": 1003}, {"page": 6, "score": 0.044337, "snippet": "1  Choose a Mission. 2  Place the tiles. 3  Place the doors, the cars, and Objectives. 4  \u0007 Put aside the pimpmobile cards (Gunblades) and all Nailbat, Nightstick, Molotov, and Wounded cards. Also keep a single Claw Hammer, Fire Axe, and Pistol card. 5  \u0007 Shuffle the Zombie cards into one deck ", "headingPath": "PRISON OUTBREAK : A STANDALONE GAME AND AN EXPANSION.", "sharpsignalDocId": 1003}, {"page": 14, "score": 0.032258, "snippet": "You can only Search Zones inside a building (except for indoor alleys) and only if there are no Zombies in the Zone. The player draws a card from the Equipment deck. He may then place it in the Survivor's inventory or immediately discard it. A Survivor can only perform a single Search Action per tur", "headingPath": "SEARCH · OPEN A DOOR · REORGANIZE YOUR INVENTORY AND TRADE WITH ANOTHER SURVIVOR", "sharpsignalDocId": 1003}, {"page": 41, "score": 0.031746, "snippet": "The yellow Switch for the rotating security gate. When the yellow Switch is activated, the rotating security gate rotates a quarter turn to the left or to the right (choose the direction of rotation each time the Switch is used). The Survivor activating the yellow Switch for the first time also take", "headingPath": "SPECIAL RULES", "sharpsignalDocId": 1003}, {"page": 39, "score": 0.03125, "snippet": "The yellow Switch for the rotating security gate. When the yellow Switch is activated, the rotating security gate rotates a quarter turn to the left or to the right (choose the direction of rotation each time the Switch is used). The Survivor activating the yellow Switch for the first time also take", "headingPath": "SPECIAL RULES", "sharpsignalDocId": 1003}, {"page": 6, "score": 0.030769, "snippet": "The player with the 'first player' token takes his turn, activating his Survivors one at a time, in the order of his choice. Each Survivor can initially perform three Actions per turn, though Skills may allow him to perform extra Actions as the game progresses. The Survivor uses his Actions to kill ", "headingPath": "PLAYERS' PHASE · ZOMBIES' PHASE · END PHASE · WINNING AND LOSING", "sharpsignalDocId": 1003}, {"page": 45, "score": 0.030303, "snippet": "The violet Switch. Activating the violet Switch opens the violet cell doors. The Survivor activating the violet Switch for the first time also takes the violet Objective and gains 5 experience points. The violet cell doors close when the violet Switch is set back to its original setting. The white S", "headingPath": "OBJECTIVES", "sharpsignalDocId": 1003}, {"page": 30, "score": 0.029851, "snippet": "Exploring methodically. Each Objective gives 5 experience points to the Survivor who takes it. Observation stuff. Set one Scope card and one Rifle card in the observation tower shown on the map. A Survivor in this observation tower can use one Action to take both cards. The rotating security gate. T", "headingPath": "SPECIAL RULES", "sharpsignalDocId": 1003}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 6, "quote": null, "headingPath": "PRISON OUTBREAK : A STANDALONE GAME AND AN EXPANSION.", "sharpsignalDocId": 1003}, {"page": 48, "quote": null, "headingPath": "TURN SUMMARY · EACH TURN BEGINS WITH: · TARGETING PRIORITY", "sharpsignalDocId": 1003}, {"page": 13, "quote": null, "headingPath": "#6 PLAYERS' PHASE", "sharpsignalDocId": 1003}, {"page": 48, "quote": null, "headingPath": "2. SPAWN", "sharpsignalDocId": 1003}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1003 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1003 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 0.88915 of 2571 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 5, 2026 15:34 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 Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) GET IN OR OUT OF A CAR · CHANGE SEATS IN A CAR · DRIVE A CAR · TAKE OR ACTIVATE AN OBJECTIVE · PULL A SWITCH · MAKE SOME NOISE! · … p.15 0.04866 (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 Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) PRISON OUTBREAK : A STANDALONE GAME AND AN EXPANSION. p.6 0.044337 (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 Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) SEARCH · OPEN A DOOR · REORGANIZE YOUR INVENTORY AND TRADE WITH ANOTHER SURVIVOR p.14 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
#4 RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) SPECIAL RULES p.41 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
#5 RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) SPECIAL RULES p.39 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
#6 RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) PLAYERS' PHASE · ZOMBIES' PHASE · END PHASE · WINNING AND LOSING p.6 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
#7 RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) OBJECTIVES p.45 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
#8 RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) SPECIAL RULES p.30 0.029851 (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 Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) PRISON OUTBREAK : A STANDALONE GAME AND AN EXPANSION. p.6 #2 0.044337 (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 Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) LINE OF SIGHT p.7 #18 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
#3 RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) MELEE · RANGED p.19 #37 0.010417 (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 Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) MOVEMENT · DOOR-BREACHING, ZOMBIE-KILLING, AND NOISY EQUIPMENT p.8 #30 0.011494 (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 Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) TURN SUMMARY · EACH TURN BEGINS WITH: · TARGETING PRIORITY p.48 #9 0.028898 (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 Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) #6 PLAYERS' PHASE p.13 #17 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
#7 RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) p.7 #38 0.010309 (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 Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) 2. SPAWN p.48 #11 0.026882 (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 Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) PRISON OUTBREAK : A STANDALONE GAME AND AN EXPANSION. p.6 no quote on the wire
[2] RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) TURN SUMMARY · EACH TURN BEGINS WITH: · TARGETING PRIORITY p.48 no quote on the wire
[3] RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) #6 PLAYERS' PHASE p.13 no quote on the wire
[4] RULEBOOK Zombicide Season 2: Prison Outbreak — Rulebook (corpus doc 1003) 2. SPAWN p.48 no quote on the wire
timing split
retrieval 220 ms · first delta 5110 ms · total 20140 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 220 ms · ask 19918 ms · gateway work 20140 ms · total 20140 ms
tokens in (the prompt the answerer read)
3493
tokens out (what the answerer generated)
811
tok/sec
54.5 tok/sec — 811 output tokens in 14.892 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 2s 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 933), 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.