RuleSage cited table rulings
← Dungeon Twister

You asked

How do I play?

Answered counted as answered

Asked with: Dungeon Twisterbg-12995-en-1e

To play Dungeon Twister, follow these procedures:
Setup
1. Shuffle the 8 rooms without looking at them and place them face down to build a rectangular board 4 rooms long and 2 rooms wide.[1]
2. Each player chooses a color and places their starting line in front of them at the end of the labyrinth.[1]
3. Each player unfolds their color's screen and hides their 4 tokens (8 characters and 6 objects) behind it.[1]
4. Each player takes their 16 matching cards and places them in a face-down pile in front of them.[1]
5. Each player secretly chooses a starting team of 4 characters from the 8 available and places them face down on the 4 large dots on their starting line.[1]
6. Randomly determine who will go first in the token placement phase.[2]
7. Starting with the first player, players take turns placing one remaining token face-down in a room of their choice, provided the room's maximum capacity is not exceeded.[2]
8. Players continue until all remaining tokens are placed.[2]
9. Once all tokens are placed, each player simultaneously reveals the 4 characters on their starting line.[2]
10. The screens can then be laid down to be used as a quick-reference guide.[2]
Order of Play
1. Randomly determine who will go first.[2]
2. Players take turns alternatively.[2]
3. A player's turn consists of the following three phases in order:
1. Play an Action card.[2][3]
2. Use all or some of his Actions.[2][3]
3. Get 4 Action cards back in hand if no cards are left.[2][3]
Action Card Rules
1. The Active Player chooses an Action card from their deck and places it face-up in front of them.[2]
2. All of a player's Action cards must be stacked face-up so only the last card played is visible.[2]
3. During the first turn, the first player can only play a '2 Actions' card.[2]
4. During the first Action Card Cycle, a player can only play a card whose Actions number is inferior, equal, or superior by 1 to the highest Action card played since the beginning of the game.[2]
5. Once a '4 Actions' card has been played, any player can play any Action card for the rest of the game.[4]
6. The Active Player can carry out as many Actions as indicated on the played Action card, but is never required to use all of them.[4]
7. Unused Actions are lost and cannot be saved for the next turn.[4]
8. An Action must be fully resolved/completed before starting a new one.[4][3]
Possible Actions
Using Action Points (AP), a player may:
* Reveal a room.[4][3]
* Rotate a room.[4][3]
* Move one character.[4][3]
* Initiate Combat.[4][3]
* Use a character's Special Ability.[4][3]
* Use an object.[4][3]
Movement Rules
* A character can move to any adjacent square, including moving backwards.[3][5]
* A character can move over objects or wounded characters (friendly or enemy) and may stop on objects or friendly wounded characters.[3][5]
* A character can move over characters of their own color, but cannot stop on them.[3][5]
* A character can move over or stop on a Rotation Gear.[3][5]
* A character can cross over an opened or broken Portcullis.[3][5]
* A character cannot move diagonally.[2][3][5]
* A character cannot move over or stop on a Pit Trap.[3][5]
* A character cannot move over or stop on an enemy character.[3][5]
* A character cannot move through a closed Portcullis or a wall.[3][5]
* At the end of movement, a character cannot stand on the same square as an unwounded character (regardless of color), a wounded enemy character, or two other tokens.[3][5]
Combat
* If more than one character is adjacent to one or more of an opponent's characters, all living (unwounded) characters must participate in the Combat.[6]
* The attacking player adds the Combat value of all their adjacent characters, and the defending player does the same.[6]
* Each player plays only one Combat card for their team.[6]
* When a character
[1] RULEBOOK Dungeon Twister — Rulebook · p.3 · Game set-up · Choosing Your Starting Team
[2] RULEBOOK Dungeon Twister — Rulebook · p.4 · Placing the remaining tokens · Order of Play · playing an Action card
[3] RULEBOOK Dungeon Twister — Rulebook · p.16 · Object of the Game · Order of Play · Using 1 AP allows you to: · Move a Character · 1 st Golden Rule:
[4] RULEBOOK Dungeon Twister — Rulebook · p.5 · playing an Action card · using all or part of your Actions · Using 1 AP allows you to · Golden Rule #1:
[5] RULEBOOK Dungeon Twister — Rulebook · p.7 · Moving a character · During his movement, a character can: · During his movement, a character cannot:
[6] RULEBOOK Dungeon Twister — Rulebook · p.8 · Group Combat · Wounded characters

So says the rulebook. So plays the table.

🔧 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 185 ms · ask 6517 ms · total 6705 ms
single-flight (PR-5)
queued 0 ms · generation 6705 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.048652, "snippet": "Randomly determine who will go first in this phase. Starting with the first player, players take turns placing one of their remaining tokens face-down in the room of their choice. A token can be placed in any room as long as the maximum number of tokens for this room is not exceeded (see figure 1). ", "headingPath": "Placing the remaining tokens · Order of Play · playing an Action card", "sharpsignalDocId": 1269}, {"page": 16, "score": 0.047938, "snippet": "The winner is the first player who earns 5 victory points (VP). You earn 1 VP when you eliminate an opposing character. You earn 1 VP when one of your characters escapes from the labyrinth. The Treasure is worth 1 extra VP if one of your characters escapes from the labyrinth carrying it. The Goblin ", "headingPath": "Object of the Game · Order of Play · Using 1 AP allows you to: · Move a Character · 1 st Golden Rule:", "sharpsignalDocId": 1269}, {"page": 5, "score": 0.047123, "snippet": "3 3 2 2 8 rooms shuffled and placed face down As soon as a '4 Actions' card has been played, any player can play any Action card for the rest of the game. The Active Player can carry out as many Actions as are indicated on the Action card he just played. He is never required to use all of them. Unus", "headingPath": "playing an Action card · using all or part of your Actions · Using 1 AP allows you to · Golden Rule #1:", "sharpsignalDocId": 1269}, {"page": 11, "score": 0.046432, "snippet": "If the Active Player no longer has any Action cards in hand, he gets all of his Action cards back. This player has just carried out a complete Action card cycle. This is called 'recycling'. The game is over when a player earns his fifth VP. The Active Player can then use all his remaining Actions wh", "headingPath": "recycling Action cards · Finishing a Game · USING THE CARDBOARD FIGURINES · PLAYING WITH A TIMER · PLAYING WITH HIGHER VICTORY SCORES", "sharpsignalDocId": 1269}, {"page": 3, "score": 0.046239, "snippet": "Shuffle the 8 rooms without looking at them and place them face down to build a rectangular board with a length of 4 rooms and a width of 2 rooms. Each player chooses a color and places his starting line in front of him at the end of the labyrinth (see figure 1). Each player unfolds that color's scr", "headingPath": "Game set-up · Choosing Your Starting Team", "sharpsignalDocId": 1269}, {"page": 11, "score": 0.046154, "snippet": "The labyrinth is made up of 6 rooms (3 pairs). The starting lines are used according to the Standard Rules. Each player uses 6 characters and 4 objects. Remove the Wall-Walker , the Mekanork , the Speed Potion and the Armor . Each player must place 4 of his characters on his starting line. Each play", "headingPath": "A BEGINNER'S GAME (SIMPLIFIED RULES) · HANDICAP", "sharpsignalDocId": 1269}, {"page": 9, "score": 0.029851, "snippet": "Most characters have one or more Special Abilities. Some of them are permanent and do not require the player to spend AP to use them; others require 1 AP to be activated. Refer to the character description to learn about each character's Special Abilities. Unless otherwise specified, a wounded chara", "headingPath": "Use a Character's Special Ability", "sharpsignalDocId": 1269}, {"page": 7, "score": 0.029412, "snippet": "1 Room to reveal. 2 Slide the room away from the structure. 3 and 4 Flip the room by lifting on the side you pulled away. 5 Room revealed Move to any adjacent square (including moving backward). Move through objects and wounded characters (friendly or enemies), even stop on objects and friendly woun", "headingPath": "Moving a character · During his movement, a character can: · During his movement, a character cannot:", "sharpsignalDocId": 1269}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 3, "quote": null, "headingPath": "Game set-up · Choosing Your Starting Team", "sharpsignalDocId": 1269}, {"page": 4, "quote": null, "headingPath": "Placing the remaining tokens · Order of Play · playing an Action card", "sharpsignalDocId": 1269}, {"page": 16, "quote": null, "headingPath": "Object of the Game · Order of Play · Using 1 AP allows you to: · Move a Character · 1 st Golden Rule:", "sharpsignalDocId": 1269}, {"page": 5, "quote": null, "headingPath": "playing an Action card · using all or part of your Actions · Using 1 AP allows you to · Golden Rule #1:", "sharpsignalDocId": 1269}, {"page": 7, "quote": null, "headingPath": "Moving a character · During his movement, a character can: · During his movement, a character cannot:", "sharpsignalDocId": 1269}, {"page": 8, "quote": null, "headingPath": "Group Combat · Wounded characters", "sharpsignalDocId": 1269}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1269 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1269 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 0.87861 of 3188 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 6, 2026 10:47 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 Dungeon Twister — Rulebook (corpus doc 1269) Placing the remaining tokens · Order of Play · playing an Action card p.4 0.048652 (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 Dungeon Twister — Rulebook (corpus doc 1269) Object of the Game · Order of Play · Using 1 AP allows you to: · Move a Character · 1 st Golden Rule: p.16 0.047938 (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 Dungeon Twister — Rulebook (corpus doc 1269) playing an Action card · using all or part of your Actions · Using 1 AP allows you to · Golden Rule #1: p.5 0.047123 (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 Dungeon Twister — Rulebook (corpus doc 1269) recycling Action cards · Finishing a Game · USING THE CARDBOARD FIGURINES · PLAYING WITH A TIMER · PLAYING WITH HIGHER VICTORY SCORES p.11 0.046432 (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 Dungeon Twister — Rulebook (corpus doc 1269) Game set-up · Choosing Your Starting Team p.3 0.046239 (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 Dungeon Twister — Rulebook (corpus doc 1269) A BEGINNER'S GAME (SIMPLIFIED RULES) · HANDICAP p.11 0.046154 (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 Dungeon Twister — Rulebook (corpus doc 1269) Use a Character's Special Ability p.9 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
#8 RULEBOOK Dungeon Twister — Rulebook (corpus doc 1269) Moving a character · During his movement, a character can: · During his movement, a character cannot: p.7 0.029412 (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 27 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 Dungeon Twister — Rulebook (corpus doc 1269) playing an Action card · using all or part of your Actions · Using 1 AP allows you to · Golden Rule #1: p.5 #3 0.047123 (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 Dungeon Twister — Rulebook (corpus doc 1269) Placing the remaining tokens · Order of Play · playing an Action card p.4 #1 0.048652 (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 Dungeon Twister — Rulebook (corpus doc 1269) Object of the Game · Order of Play · Using 1 AP allows you to: · Move a Character · 1 st Golden Rule: p.16 #2 0.047938 (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 Dungeon Twister — Rulebook (corpus doc 1269) Group Combat · Wounded characters p.8 #11 0.028446 (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 Dungeon Twister — Rulebook (corpus doc 1269) Use a Character's Special Ability p.9 #16 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 Dungeon Twister — Rulebook (corpus doc 1269) Moving a character · During his movement, a character can: · During his movement, a character cannot: p.7 #8 0.029412 (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 Dungeon Twister — Rulebook (corpus doc 1269) A BEGINNER'S GAME (SIMPLIFIED RULES) · HANDICAP p.11 #6 0.046154 (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 Dungeon Twister — Rulebook (corpus doc 1269) Game set-up · Choosing Your Starting Team p.3 #5 0.046239 (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 Dungeon Twister — Rulebook (corpus doc 1269) Game set-up · Choosing Your Starting Team p.3 no quote on the wire
[2] RULEBOOK Dungeon Twister — Rulebook (corpus doc 1269) Placing the remaining tokens · Order of Play · playing an Action card p.4 no quote on the wire
[3] RULEBOOK Dungeon Twister — Rulebook (corpus doc 1269) Object of the Game · Order of Play · Using 1 AP allows you to: · Move a Character · 1 st Golden Rule: p.16 no quote on the wire
[4] RULEBOOK Dungeon Twister — Rulebook (corpus doc 1269) playing an Action card · using all or part of your Actions · Using 1 AP allows you to · Golden Rule #1: p.5 no quote on the wire
[5] RULEBOOK Dungeon Twister — Rulebook (corpus doc 1269) Moving a character · During his movement, a character can: · During his movement, a character cannot: p.7 no quote on the wire
[6] RULEBOOK Dungeon Twister — Rulebook (corpus doc 1269) Group Combat · Wounded characters p.8 no quote on the wire
timing split
retrieval 185 ms · first delta 1565 ms · total 6705 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 185 ms · ask 6517 ms · gateway work 6705 ms · total 6705 ms
tokens in (the prompt the answerer read)
2956
tokens out (what the answerer generated)
1024
tok/sec
201.6 tok/sec — 1024 output tokens in 5.079 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 20s ago)
answerer host (measured by rulesage)
reachable (for 23h, checked 1s 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 1199), 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.