RuleSage cited table rulings
← Dungeon Fighter

You asked

How do I play?

Answered counted as answered

Asked with: Dungeon Fighterbg-102548-en-1e

A game of Dungeon Fighter is played over several rounds, each consisting of three phases:
1. Movement Phase [1][2]
2. Encounter Phase [2]
3. Maintenance Phase [2]
During the Movement Phase, the party moves to a new room in the dungeon.[1][2]
To fight a monster, starting with the first player, each player takes a turn "swinging" at the monster by following these steps:
1. Choose One Die: The player chooses one of the colored dice in his play area to throw at the target board. If he has no dice in his play area, he must either take one bonus die from the chest token or the party suffers damage.[3]
2. Throw the Die: The player throws the die at the target board, following the rules for throwing dice.[3] The die must bounce at least once on the play surface outside the target board before touching the board.[4]
3. Check If the Hero Made Contact or Missed: The player checks the conditions to see if the hero missed.[3] A throw counts as a miss if the die does not bounce at least once outside the target board before touching the board, if it touches the table through the holes in the target board, if it lands on one of the bones on the target board, or if it lands outside the target board.[4]
4. If the hero made contact, he deals damage to the monster equal to the number of the target board section the die lands in (plus bonuses from equipment, if any).[3] If the die lands showing the special icon, the player activates the hero's ability related to that die's color.[4]
5. Reduce the monster's hit points on the hit point sheet by the amount of damage dealt.[3]
A fight can end in one of two ways:
1. The heroes defeat the monster: This occurs if they have collectively dealt enough damage to reduce the monster's hit points to '0' or less, and the party proceeds to the Maintenance phase.[4]
2. All heroes have fainted: This occurs if the heroes suffer damage that reduces their hit points to '0' or less, resulting in the party losing the game.[4]
[1] RULEBOOK Dungeon Fighter — Rulebook · p.4 · The Game Round · 1) Movement Phase
[2] RULEBOOK Dungeon Fighter — Rulebook · p.4
[3] RULEBOOK Dungeon Fighter — Rulebook · p.5 · FIGHT THE MONSTER
[4] RULEBOOK Dungeon Fighter — Rulebook · p.7 · FIGHT THE MONSTER · Rules for Throwing Dice · Ending a fight · Swing and a Miss!

Settled. Play on.

🔧 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 204 ms · ask 3750 ms · total 3958 ms
single-flight (PR-5)
queued 0 ms · generation 3958 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 5, "score": 0.047712, "snippet": "To fight, players throw dice at the target board attempting to deal the monster enough damage to defeat it. Starting with the first player, each player takes a turn 'swinging' at the monster by following these steps: Choose One Die: The player chooses one of the colored dice in his play area to thro", "headingPath": "FIGHT THE MONSTER", "sharpsignalDocId": 1271}, {"page": 3, "score": 0.047643, "snippet": "Before playing, set up the game as follows: Assemble the Board: Place the four board pieces together to form one large target board. Use the letters at the edge of the each piece to line up the correct pieces. Then place the board in the central play area. Choose Dungeon Floors: Shuffle the four fin", "headingPath": "Setup", "sharpsignalDocId": 1271}, {"page": 7, "score": 0.046898, "snippet": "· The throwing player may stand or sit, and he may throw from anywhere around the table - except when some room or card icon requires a specific throw requirement (see 'Specific Throw Requirements' on page 11). Players throw the die with their dominant hand (i.e., the had they write with) unless ins", "headingPath": "FIGHT THE MONSTER · Rules for Throwing Dice · Ending a fight · Swing and a Miss!", "sharpsignalDocId": 1271}, {"page": 6, "score": 0.045262, "snippet": "6 If the hero missed, he suffers damage equal to the mon- ster’s damage value. Reduce the hero’s hit points on its hero sheet by the amount of damage suffered. If the hero has fewer than one hit point, he faints to feign death. He cannot act again during this encounter. 4. P ass the Dice: The player", "headingPath": "", "sharpsignalDocId": 1271}, {"page": 3, "score": 0.043364, "snippet": "Appointing a Leader: A party without a leader is just asking for trouble! Players choose one player to be the party leader. If players cannot decide, randomly appoint one player to be the leader. He places the leader token and the three hero dice in his play area. Note : The leader and the first pla", "headingPath": "CREATING THE DUNGEON", "sharpsignalDocId": 1271}, {"page": 4, "score": 0.043301, "snippet": "4 The Game Round A game of Dungeon Fighter is played over several rounds, each consisting of three phases: 1) m ovement Phase 2) Encounter Phase 3) m aintenance Phase 1) Movement Phase The dungeon consists of rooms connected by corridors. During this phase, the party moves to a new room in the dunge", "headingPath": "", "sharpsignalDocId": 1271}, {"page": 11, "score": 0.03125, "snippet": "He places the die onto the card, bends the card down, and releases it to fling the die at the target board. Head Shot: The player throws the die into the air, making it bounce off his head before hitting the table. Spin Shot: The player throws the die, making it spin like a top before touching the t", "headingPath": "Specific Throw Requirements (weapons, rooms, or monsters)", "sharpsignalDocId": 1271}, {"page": 11, "score": 0.030303, "snippet": "Standard rules for throwing a die apply unless specified otherwise. Bank Shot: The player places the game box or an upright hero sheet on the table in the position of his choice. He then throws the die, which must touch the placed object before touching the target board. \u0007 Note: The die must still b", "headingPath": "Specific Throw Requirements (weapons, rooms, or monsters)", "sharpsignalDocId": 1271}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "The Game Round · 1) Movement Phase", "sharpsignalDocId": 1271}, {"page": 4, "quote": null, "headingPath": "", "sharpsignalDocId": 1271}, {"page": 5, "quote": null, "headingPath": "FIGHT THE MONSTER", "sharpsignalDocId": 1271}, {"page": 7, "quote": null, "headingPath": "FIGHT THE MONSTER · Rules for Throwing Dice · Ending a fight · Swing and a Miss!", "sharpsignalDocId": 1271}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1271 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1271 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 0.92782 of 1607 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 6, 2026 13:50 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 Fighter — Rulebook (corpus doc 1271) FIGHT THE MONSTER p.5 0.047712 (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 Fighter — Rulebook (corpus doc 1271) Setup p.3 0.047643 (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 Fighter — Rulebook (corpus doc 1271) FIGHT THE MONSTER · Rules for Throwing Dice · Ending a fight · Swing and a Miss! p.7 0.046898 (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 Fighter — Rulebook (corpus doc 1271) p.6 0.045262 (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 Fighter — Rulebook (corpus doc 1271) CREATING THE DUNGEON p.3 0.043364 (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 Fighter — Rulebook (corpus doc 1271) p.4 0.043301 (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 Fighter — Rulebook (corpus doc 1271) Specific Throw Requirements (weapons, rooms, or monsters) p.11 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
#8 RULEBOOK Dungeon Fighter — Rulebook (corpus doc 1271) Specific Throw Requirements (weapons, rooms, or monsters) p.11 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

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 26 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 Fighter — Rulebook (corpus doc 1271) Setup p.3 #2 0.047643 (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 Fighter — Rulebook (corpus doc 1271) CREATING THE DUNGEON p.3 #5 0.043364 (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 Fighter — Rulebook (corpus doc 1271) CREATING THE DUNGEON p.3 #10 0.029572 (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
#4 RULEBOOK Dungeon Fighter — Rulebook (corpus doc 1271) The Game Round · 1) Movement Phase p.4 #14 0.028175 (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 Fighter — Rulebook (corpus doc 1271) p.4 #6 0.043301 (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
#6 RULEBOOK Dungeon Fighter — Rulebook (corpus doc 1271) FIGHT THE MONSTER · Rules for Throwing Dice · Ending a fight · Swing and a Miss! p.7 #3 0.046898 (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
#7 RULEBOOK Dungeon Fighter — Rulebook (corpus doc 1271) Specific Throw Requirements (weapons, rooms, or monsters) p.11 #7 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)) vector + the doc-priority boost arm the re-ranker chose it
#8 RULEBOOK Dungeon Fighter — Rulebook (corpus doc 1271) FIGHT THE MONSTER p.5 #1 0.047712 (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 Fighter — Rulebook (corpus doc 1271) The Game Round · 1) Movement Phase p.4 no quote on the wire
[2] RULEBOOK Dungeon Fighter — Rulebook (corpus doc 1271) p.4 no quote on the wire
[3] RULEBOOK Dungeon Fighter — Rulebook (corpus doc 1271) FIGHT THE MONSTER p.5 no quote on the wire
[4] RULEBOOK Dungeon Fighter — Rulebook (corpus doc 1271) FIGHT THE MONSTER · Rules for Throwing Dice · Ending a fight · Swing and a Miss! p.7 no quote on the wire
timing split
retrieval 204 ms · first delta 1571 ms · total 3958 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 204 ms · ask 3750 ms · gateway work 3958 ms · total 3958 ms
tokens in (the prompt the answerer read)
2504
tokens out (what the answerer generated)
471
tok/sec
202.1 tok/sec — 471 output tokens in 2.330 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 52s 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 1201), 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.