RuleSage cited table rulings
← Dice Miner

You asked

How do I play?

Answered counted as answered

Asked with: Dice Minerbg-310632-en-1e

To play Dice Miner, follow these steps:
Setup
1. Choose the First Starting Player by having each player roll a tunnel die; the highest roller goes first (Beer is the best result; reroll ties).[1]
2. Each player chooses a hero and takes its card, starting with the player to the right of the first starting player and moving counterclockwise.[1]
3. Fill the Mountain by putting all dice in a bag, shaking it, and pouring dice onto the mountain until there are 20.[1]
Gameplay
The game is played in three rounds, each consisting of four phases:[2]
1. Excavation Phase
1. Players take turns clockwise, starting with the first player, picking "on top" dice from the mountain.[2]
2. When a die is chosen, it is added to the player's trove, kept on the same face it showed on the mountain.[2]
3. If a player has dice showing Beer, they may choose to share Beer by rolling a Beer die and giving the new result to another player; if they do this, they may pick two dice from the mountain instead of one.[2]
4. The phase continues until the mountain is empty.[2]
2. Magic Phase
1. Players take turns clockwise, starting with the player who would have picked a die next if the mountain had not run/run out.[3]
2. A player may pick one magic die in their trove to spend; for each diamond-shaped magic symbol shown, they choose an unspent die in their trove (excluding hazard dice) and reroll them.[3]
3. This process repeats for each unspent magic die in the trove.[3]
4. The next player takes their turn once a player has spent all magic dice or chooses not to spend any more.[3]
3. Scoring Phase
1. Write down each player's score for the round.[4]
2. Score Tunnel dice by identifying sequences that start with 1; sequences are worth the sum of their faces, and a single 1 is worth one point.[4]
3. Score Treasure dice by awarding one point per gem shown; the player with the most gems doubles their treasure points (if there is a tie, no one doubles).[4]
4. Hazard dice generally score one negative point for each cave-in or dragon shown, but pickaxe faces on tool dice make cave-ins positive, and shield faces make dragons positive.[5] Note that multiple pickaxes or shields have a multiplying effect on the hazards they counteract.[6]
5. Magic dice and Beer dice do not score points.[4]
4. Replenish Phase
1. Cache Dice: Players with tool dice showing chest symbols count the chests and may choose up to that many dice to cache for the next round.[6]
2. Reroll Dice: Players reroll all uncached dice in their trove.[6]
3. Identify a New Starting Player: The player with the fewest total points so far becomes the new starting player (break ties randomly).[6]
4. Fill the Mountain: Using the remaining dice in the bag, pour dice onto the mountain until it is filled as it was during setup.[6]
5. Note: In the third round, the Replenish Phase is skipped.[6]
Ending the Game
1. The game ends after the third round's Scoring Phase.[6]
2. The player with the most total points wins.[6]
3. In the event of a tie, tied players reroll their entire troves, conduct an additional Magic Phase, and add it all up in an additional Scoring Phase; if still tied, players continue rerolling troves until a winner is determined.[6]
[1] RULEBOOK Dice Miner — Rulebook · p.3 · Setup · solo mode
[2] RULEBOOK Dice Miner — Rulebook · p.4 · Gameplay · 1. Excavation Phase · Sharing Beer
[3] RULEBOOK Dice Miner — Rulebook · p.5 · 2. Magic Phase · Heroes
[4] RULEBOOK Dice Miner — Rulebook · p.6 · 3. Scoring Phase · Tunnel Dice · Treasure Dice
[5] RULEBOOK Dice Miner — Rulebook · p.6 · Hazard Dice & Tool Dice
[6] RULEBOOK Dice Miner — Rulebook · p.7 · Hazard Dice & Tool Dice · 4. Replenish Phase · Victory!

The book has spoken.

🔧 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 77 ms · ask 5145 ms · total 5224 ms
single-flight (PR-5)
queued 0 ms · generation 5224 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 3, "score": 0.04918, "snippet": "Choose the First Starting Player. Each player rolls a tunnel die. The highest roller will go first in the first round. (Count Beer as the best result! Reroll ties.) Choose Heroes. Starting with the player to the right of the first starting player and moving counterclockwise around the table, each pl", "headingPath": "Setup · solo mode", "sharpsignalDocId": 1157}, {"page": 4, "score": 0.047619, "snippet": "Dice Miner is played in three rounds . Each round has four phases . Excavation Phase Magic Phase Scoring Phase Replenish Phase In the Excavation Phase, players take turns picking dice from the mountain. The starting player goes first. Turns go clockwise around the table. When it's your turn, choose ", "headingPath": "Gameplay · 1. Excavation Phase · Sharing Beer", "sharpsignalDocId": 1157}, {"page": 2, "score": 0.047379, "snippet": "In Dice Miner , a sloped mountain board is filled with dice. Players take turns choosing dice from it. Each time the mountain is emptied, players score based on the faces showing on their dice. The mountain is filled, mined, and scored three times. In each of these rounds, players keep the dice they", "headingPath": "Overview · 27 Tunnel Dice · 10 Hazard Dice · 7 Tool Dice · 8 Treasure Dice · 8 Magic Dice · …", "sharpsignalDocId": 1157}, {"page": 8, "score": 0.045037, "snippet": "Game Design: Joshua DeBonis & Nikola Risteski Producer & Developer: Jeff Tidball Cover and Hero Art: Grzegorz Pedrycz Mountain Art: Lil Chan Graphic Design: Brigette Indelicato Mountain Engineering & Production Consulting: Jason Beaudoin Proofreading: Jenae Pedersen Additional Concept Art: Lil Chan ", "headingPath": "Credits", "sharpsignalDocId": 1157}, {"page": 5, "score": 0.032258, "snippet": "In the Magic Phase players take turns, clockwise around the table, using their magic dice. The player who would have picked a die next if the mountain had not run out goes first. When it's your turn, you may pick one of the magic dice in your trove to spend . For each diamond-shaped magic symbol it ", "headingPath": "2. Magic Phase · Heroes", "sharpsignalDocId": 1157}, {"page": 6, "score": 0.030769, "snippet": "In the Scoring Phase, write down each player's score for this round. Each type of die scores differently, with two exceptions: Dice showing Beer don't score. Beer is great in the Excavation phase, but is no help with points. Magic dice don't score either. They help with rerolls in the Magic Phase, b", "headingPath": "3. Scoring Phase · Tunnel Dice · Treasure Dice", "sharpsignalDocId": 1157}, {"page": 7, "score": 0.030303, "snippet": "There are two important rules about how tools counteract hazards: A single pickaxe turns all cave-ins in the same trove positive, and a single shield turns all dragons in the same trove positive. Multiple pickaxes and/or multiple shields in the same trove have a multiplying effect on the hazards the", "headingPath": "Hazard Dice & Tool Dice · 4. Replenish Phase · Victory!", "sharpsignalDocId": 1157}, {"page": 1, "score": 0.029851, "snippet": "game design by Joshua DeBonis & Nikola Risteski 1-4 players | 20-30 Minutes | Ages 10+ The Dwarves once lived beneath three mighty mountains. Layers of rock protected their settlements from the Dragons, their ancient enemies. Millennia ago, after centuries of war, the Dwarves defeated the Dragons, w", "headingPath": "", "sharpsignalDocId": 1157}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 3, "quote": null, "headingPath": "Setup · solo mode", "sharpsignalDocId": 1157}, {"page": 4, "quote": null, "headingPath": "Gameplay · 1. Excavation Phase · Sharing Beer", "sharpsignalDocId": 1157}, {"page": 5, "quote": null, "headingPath": "2. Magic Phase · Heroes", "sharpsignalDocId": 1157}, {"page": 6, "quote": null, "headingPath": "3. Scoring Phase · Tunnel Dice · Treasure Dice", "sharpsignalDocId": 1157}, {"page": 6, "quote": null, "headingPath": "Hazard Dice & Tool Dice", "sharpsignalDocId": 1157}, {"page": 7, "quote": null, "headingPath": "Hazard Dice & Tool Dice · 4. Replenish Phase · Victory!", "sharpsignalDocId": 1157}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1157 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1157 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 0.90824 of 2670 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 6, 2026 13:12 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 Dice Miner — Rulebook (corpus doc 1157) Setup · solo mode p.3 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK Dice Miner — Rulebook (corpus doc 1157) Gameplay · 1. Excavation Phase · Sharing Beer p.4 0.047619 (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 Dice Miner — Rulebook (corpus doc 1157) Overview · 27 Tunnel Dice · 10 Hazard Dice · 7 Tool Dice · 8 Treasure Dice · 8 Magic Dice · … p.2 0.047379 (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 Dice Miner — Rulebook (corpus doc 1157) Credits p.8 0.045037 (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 Dice Miner — Rulebook (corpus doc 1157) 2. Magic Phase · Heroes p.5 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
#6 RULEBOOK Dice Miner — Rulebook (corpus doc 1157) 3. Scoring Phase · Tunnel Dice · Treasure Dice 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 Dice Miner — Rulebook (corpus doc 1157) Hazard Dice & Tool Dice · 4. Replenish Phase · Victory! p.7 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 Dice Miner — Rulebook (corpus doc 1157) p.1 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 10 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 Dice Miner — Rulebook (corpus doc 1157) Setup · solo mode 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 Dice Miner — Rulebook (corpus doc 1157) 2. Magic Phase · Heroes p.5 #5 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)) vector + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Dice Miner — Rulebook (corpus doc 1157) 3. Scoring Phase · Tunnel Dice · Treasure Dice p.6 #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)) vector + the doc-priority boost arm the re-ranker chose it
#4 RULEBOOK Dice Miner — Rulebook (corpus doc 1157) Hazard Dice & Tool Dice p.6 #10 0.014493 (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 Dice Miner — Rulebook (corpus doc 1157) p.1 #8 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)) vector + the doc-priority boost arm the re-ranker chose it
#6 RULEBOOK Dice Miner — Rulebook (corpus doc 1157) Hazard Dice & Tool Dice · 4. Replenish Phase · Victory! p.7 #7 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)) vector + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Dice Miner — Rulebook (corpus doc 1157) Overview · 27 Tunnel Dice · 10 Hazard Dice · 7 Tool Dice · 8 Treasure Dice · 8 Magic Dice · … p.2 #3 0.047379 (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 Dice Miner — Rulebook (corpus doc 1157) Gameplay · 1. Excavation Phase · Sharing Beer p.4 #2 0.047619 (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 Dice Miner — Rulebook (corpus doc 1157) Setup · solo mode p.3 no quote on the wire
[2] RULEBOOK Dice Miner — Rulebook (corpus doc 1157) Gameplay · 1. Excavation Phase · Sharing Beer p.4 no quote on the wire
[3] RULEBOOK Dice Miner — Rulebook (corpus doc 1157) 2. Magic Phase · Heroes p.5 no quote on the wire
[4] RULEBOOK Dice Miner — Rulebook (corpus doc 1157) 3. Scoring Phase · Tunnel Dice · Treasure Dice p.6 no quote on the wire
[5] RULEBOOK Dice Miner — Rulebook (corpus doc 1157) Hazard Dice & Tool Dice p.6 no quote on the wire
[6] RULEBOOK Dice Miner — Rulebook (corpus doc 1157) Hazard Dice & Tool Dice · 4. Replenish Phase · Victory! p.7 no quote on the wire
timing split
retrieval 77 ms · first delta 1188 ms · total 5224 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 77 ms · ask 5145 ms · gateway work 5224 ms · total 5224 ms
tokens in (the prompt the answerer read)
2728
tokens out (what the answerer generated)
804
tok/sec
202.1 tok/sec — 804 output tokens in 3.979 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 47s 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 1087), 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.