RuleSage cited table rulings
← Roll Through the Ages: The Bronze Age

You asked

How do I play?

Answered counted as answered

Asked with: Roll Through the Ages: The Bronze Agebg-37380-en-1e

Setup
1. Each player takes a score sheet, a pegboard, 6 pegs, and a pencil.[1]
2. Each player sets his food peg to 3 and each of his five goods pegs to 0.[1]
3. Determine a start player and hand him 3 dice.[1]
4. The start player draws a 'Star' on his score sheet to determine who takes the last turn of the game.[1]
Turn Sequence
A player may do all of the following steps, if possible (and/or as dictated by the die roll):
1. Roll dice and collect goods and food.[1]
* Roll 1 die for each city in your possession (players start with 3 cities).[2]
* Set aside any dice with a skull on them.[2]
* You may keep or re-roll any remaining dice; after a second roll, set aside any dice with skulls.[2]
* You may keep or re-roll any dice that do not have skulls on them; after a third roll, you must keep the results.[2]
* Add goods to your pegboard by shifting pegs one position to the right, starting from the bottom row (Wood) and proceeding upwards (Stone, Pottery, Cloth, and Spearheads).[2]
* If you earn more than 5 goods, start at the bottom row again.[2]
* Advance your food peg 1 position for each food symbol on your food dice.[2]
2. Feed cities and resolve disasters.[1]
* Each city requires 1 food; subtract 1 food from your pegboard for each city in your possession.[2]
* If you do not have enough food, each unfed city costs 1 point (check a box in the Disasters section of your score sheet).[2]
* If a player's dice show more than 1 skull, a Disaster occurs.[2]
3. Build cities and/or monuments.[1]
* For each worker shown on your dice, check off a box in a city or a monument.[3]
* Once all boxes in a city are checked, the city is built and you gain one additional die for future turns.[3]
* If you are the first to complete a monument, circle the larger point value; others completing it later receive the smaller value.[3]
4. Buy no more than one development.[1]
* Purchase a development by spending coins and goods equal to or above its cost.[3]
* If spending a type of goods, you must spend all of that type of goods for the value listed under its peg before shifting it to the leftmost position.[3]
* No change is given for excess value.[3]
5. Discard goods in excess of six and pass the dice.[1]
* You may only keep 6 goods total.[3]
* If you have more than 6, discard excess goods by moving pegs to the left on the tracks.[3]
* After discarding, pass the dice to the player on your left.[3]
Game End and Scoring
1. The game ends when one player buys their 5th development or each monument has been built at least once.[4]
2. Play continues until all players have had an equal number of turns, with the last player being the player to the right of the start player.[4]
3. Tally scores:
* Add points for every development and monument.[4]
* Players with Architecture add 1 point for every monument built (0 to 7 points).[4]
* Players with Empire add 1 point for every city they have (3 to 7 points).[4]
* Subtract 1 point for every box checked in the Disasters section of the score sheet.[4]
4. The player with the highest score wins; in a tie, the winner is the player whose remaining goods are worth the most.[5]
[1] RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook · p.3 · Table 3 - Developments · Object · Components · Setup · Order of Play
[2] RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook · p.4 · 1. Roll Dice and Collect Goods and Food · Collect Goods · Collect Food · Feed Cities · Tracking Lost Points · Resolve Disasters
[3] RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook · p.5 · 3. Build Cities and/or Monuments · 4. Buy a Development · 5. Discard Goods in Excess of 6 and Pass Dice
[4] RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook · p.5 · Game End
[5] RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook · p.6 · Winning the Game · Rules for 3-player Games · Rules for 2-player Games · Rules for Solitaire Play · Trading Game · There's More!

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 120 ms · ask 5761 ms · total 5886 ms
single-flight (PR-5)
queued 0 ms · generation 5886 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 6, "score": 0.04918, "snippet": "Players compare their total points. The player with the highest score wins! In the event of a tie, award the game to the tied player whose remaining goods are worth the most. Use the normal rules above, but before play begins, each player should cross off the Hanging Gardens. This monument is not us", "headingPath": "Winning the Game · Rules for 3-player Games · Rules for 2-player Games · Rules for Solitaire Play · Trading Game · There's More!", "sharpsignalDocId": 964}, {"page": 3, "score": 0.048387, "snippet": "Players: 1-4 • Ages: 8 and up • Duration: 30-40 minutes Score the most points by becoming the most advanced and prestigious civilization by accumulating cities, monuments, and developments while avoiding disasters. 4 Pegboards 24 Pegs 7 Dice 1 Pad of Score Sheets This Rulebook Each player takes a sc", "headingPath": "Table 3 - Developments · Object · Components · Setup · Order of Play", "sharpsignalDocId": 964}, {"page": 5, "score": 0.047123, "snippet": "The game is over at the end of the round when: One player buys his 5th development, or Each monument has been built at least once by any of the players in the game. Play until all players have had an equal number of turns. The last player should be the player to the right of the start player. (Remem", "headingPath": "Game End", "sharpsignalDocId": 964}, {"page": 4, "score": 0.031746, "snippet": "Roll 1 die for each city in your possession. (Players start with 3 cities.) Set aside any dice that have a skull on them. You may now keep or re-roll any of your remaining dice. After this second roll, again set aside any dice with a skull on them. (Add them to any dice with skulls from the first ro", "headingPath": "1. Roll Dice and Collect Goods and Food · Collect Goods · Collect Food · Feed Cities · Tracking Lost Points · Resolve Disasters", "sharpsignalDocId": 964}, {"page": 5, "score": 0.030769, "snippet": "For each worker shown on your dice, check off a box in a city or a monument. Once you've checked off all the boxes in a city, you've built it - circle the die icon on top. You'll now begin your turn with one more die per turn. You can build up to 4 new cities (for a total of 7 cities) giving you a m", "headingPath": "3. Build Cities and/or Monuments · 4. Buy a Development · 5. Discard Goods in Excess of 6 and Pass Dice", "sharpsignalDocId": 964}, {"page": 2, "score": 0.030303, "snippet": "Each purchased development modifies the rules in the following ways: | Cost | Points | Development | Effect | | 10 | 2 | Leadership | After your last roll, you may select 1 die and roll it again. You may re-roll a die with a skull on it. You must accept the new result. | | 10 | 2 | Irrigation | Drou", "headingPath": "Table 3 - Developments", "sharpsignalDocId": 964}, {"page": 1, "score": 0.029851, "snippet": "| Result | Collect | Effect | | 3 Food | Add 3 food to your peg board. | | | 1 Good | Worth 1 good. Add multiple goods to separate rows, e.g., 1 = 1 wood; 2 = 1 wood + 1 stone; 3 = 1 wood + 1 stone + 1 pottery, and so on. | | | 2 Goods and 1 Skull | Worth 2 goods and 1 skull. After rolling all dice,", "headingPath": "Table 1 - Dice Results · Table 2 - Disaster Results", "sharpsignalDocId": 964}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 3, "quote": null, "headingPath": "Table 3 - Developments · Object · Components · Setup · Order of Play", "sharpsignalDocId": 964}, {"page": 4, "quote": null, "headingPath": "1. Roll Dice and Collect Goods and Food · Collect Goods · Collect Food · Feed Cities · Tracking Lost Points · Resolve Disasters", "sharpsignalDocId": 964}, {"page": 5, "quote": null, "headingPath": "3. Build Cities and/or Monuments · 4. Buy a Development · 5. Discard Goods in Excess of 6 and Pass Dice", "sharpsignalDocId": 964}, {"page": 5, "quote": null, "headingPath": "Game End", "sharpsignalDocId": 964}, {"page": 6, "quote": null, "headingPath": "Winning the Game · Rules for 3-player Games · Rules for 2-player Games · Rules for Solitaire Play · Trading Game · There's More!", "sharpsignalDocId": 964}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 964 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 964 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 0.89354 of 2555 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 7, 2026 02:51 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 Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) Winning the Game · Rules for 3-player Games · Rules for 2-player Games · Rules for Solitaire Play · Trading Game · There's More! p.6 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) Table 3 - Developments · Object · Components · Setup · Order of Play p.3 0.048387 (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 Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) Game End 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 Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) 1. Roll Dice and Collect Goods and Food · Collect Goods · Collect Food · Feed Cities · Tracking Lost Points · Resolve Disasters p.4 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 Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) 3. Build Cities and/or Monuments · 4. Buy a Development · 5. Discard Goods in Excess of 6 and Pass Dice p.5 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
#6 RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) Table 3 - Developments p.2 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
#7 RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) Table 1 - Dice Results · Table 2 - Disaster Results 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 7 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 Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) Game End 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 Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) Table 3 - Developments · Object · Components · Setup · Order of Play p.3 #2 0.048387 (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 Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) 1. Roll Dice and Collect Goods and Food · Collect Goods · Collect Food · Feed Cities · Tracking Lost Points · Resolve Disasters p.4 #4 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)) vector + the doc-priority boost arm the re-ranker chose it
#4 RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) Table 3 - Developments p.2 #6 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
#5 RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) Table 1 - Dice Results · Table 2 - Disaster Results p.1 #7 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 Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) Winning the Game · Rules for 3-player Games · Rules for 2-player Games · Rules for Solitaire Play · Trading Game · There's More! p.6 #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
#7 RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) 3. Build Cities and/or Monuments · 4. Buy a Development · 5. Discard Goods in Excess of 6 and Pass Dice p.5 #5 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

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 Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) Table 3 - Developments · Object · Components · Setup · Order of Play p.3 no quote on the wire
[2] RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) 1. Roll Dice and Collect Goods and Food · Collect Goods · Collect Food · Feed Cities · Tracking Lost Points · Resolve Disasters p.4 no quote on the wire
[3] RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) 3. Build Cities and/or Monuments · 4. Buy a Development · 5. Discard Goods in Excess of 6 and Pass Dice p.5 no quote on the wire
[4] RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) Game End p.5 no quote on the wire
[5] RULEBOOK Roll Through the Ages: The Bronze Age — Rulebook (corpus doc 964) Winning the Game · Rules for 3-player Games · Rules for 2-player Games · Rules for Solitaire Play · Trading Game · There's More! p.6 no quote on the wire
timing split
retrieval 120 ms · first delta 1512 ms · total 5886 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 120 ms · ask 5761 ms · gateway work 5886 ms · total 5886 ms
tokens in (the prompt the answerer read)
3186
tokens out (what the answerer generated)
859
tok/sec
200.8 tok/sec — 859 output tokens in 4.277 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 53s ago)
answerer host (measured by rulesage)
reachable (for 23h, checked 4s 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 894), 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.