RuleSage cited table rulings
← Arcadia Quest: Inferno

You asked

How do I play?

Answered counted as answered

Asked with: Arcadia Quest: Infernobg-179803-en-1e

To play Arcadia Quest: Inferno, follow these steps:
Scenario Setup
1. Separate the required amount of each component before setting up the game board.[1]
2. Position the tiles listed in the scenario map with the same orientation presented on the map.[1]
3. Place door tokens as indicated on the scenario map, noting if they start "open" or "closed".[1]
4. Place portal tokens as indicated on the scenario map, ensuring the correct side is up.[1]
5. Shuffle all Brimstone cards, separate the requested amount, and distribute them face down on the indicated spaces.[1]
6. Place requested Quest tokens in indicated spaces with the colored side up.[2]
7. Shuffle 14 Exploration tokens face down, randomly pick the number requested by the scenario, and place them on indicated spaces face down.[2]
8. Shuffle 5 Spawn tokens face down, separate the number requested by the scenario, place them in indicated spaces, and flip them up.[2]
9. Gather requested Monster figures and place them in the spaces indicated on the map, and arrange the Monster cards for the specific scenario level next to the board.[2]
10. Arrange Quest cards next to the game board, tucking any associated Reward cards under the Quest cards if indicated.[2]
11. Place the Spawn tile next to the game board.[3]
12. Place piles of Wound, Death, and Damnation tokens, Coins, and Attack and Defense dice in a common area within reach of all players.[3]
13. Randomly assign players to Starting Areas by placing one Guild token from each player in a dice bag or closed hand and placing one token next to each Starting Area.[3]
14. Players sit around the table in the same order as their Starting Areas.[3]
15. Players place their Hero figures in any indicated spaces of their Starting Area (up to two figures per Space).[3]
Gameplay
1. The game is played over a series of Player Turns in clockwise order.[4]
2. The first player is chosen randomly for the first scenario of a campaign; otherwise, the first player is the one sitting to the left of the player who won the last scenario.[4]
3. On a turn, a player may choose to either ACTIVATE one Hero or REST their Guild, but never both.[4]
4. When a Hero is activated, the player may perform his Movement and one Attack in any order, or just one of those actions.[4]
5. Movement must be performed all at once, either before or after the Attack, and cannot be interrupted by the Attack.[4]
6. All Heroes have 3 Movement points per activation, which can be used to move one Space (orthogonally, not diagonally), use a portal, open/close a door, or reveal a Brimstone card.[4]
7. The sequence of turns continues uninterrupted until a player wins the scenario, ending the game.[4]
[1] RULEBOOK Arcadia Quest: Inferno — Rulebook · p.10 · SCENARIO SETUP
[2] RULEBOOK Arcadia Quest: Inferno — Rulebook · p.11 · SCENARIO SETUP
[3] RULEBOOK Arcadia Quest: Inferno — Rulebook · p.12 · SCENARIO SETUP
[4] RULEBOOK Arcadia Quest: Inferno — Rulebook · p.14 · CLOSE · ■ MOVEMENT · Move

One rule clearer, zero feelings hurt.

🔧 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 98 ms · ask 8988 ms · total 16766 ms
single-flight (PR-5)
queued 7677 ms · generation 9089 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 10, "score": 0.047938, "snippet": "The Campaign Book contains detailed descriptions of all the scenarios that make up the campaign. Once a scenario has been chosen to play, it must be set up on the play area. The entry for the scenario contains a detailed list of all the components used in it, as well as the quantity required. To ens", "headingPath": "SCENARIO SETUP", "sharpsignalDocId": 1006}, {"page": 14, "score": 0.045635, "snippet": "A game of Arcadia Quest: Inferno is played over a series of Player Turns, in clockwise order. The first player takes his turn, then the player to his left takes his turn, and so on. This sequence goes on uninterrupted until a player wins the scenario, ending that game. The first player to take his t", "headingPath": "CLOSE · ■ MOVEMENT · Move", "sharpsignalDocId": 1006}, {"page": 34, "score": 0.045009, "snippet": "Play a Scenario. Any scenario in the Campaign Book can be played in this mode, just be sure to use the Monster cards at the level that has been chosen by the group. Alternatively, you may want to create your own scenarios, using the modular game tiles and coming up with custom Quests! Determine the ", "headingPath": "OPTIONAL: EPISODIC MODE", "sharpsignalDocId": 1006}, {"page": 9, "score": 0.044337, "snippet": "In order to defeat the evil Underlord, the Heroes will need to fight their way down the three Circles of Inferno, to the demon's throne room. As they progress, they diminish the power base of the Underlord, while gaining more power for themselves. Only after much adventuring will they be ready to pu", "headingPath": "ANATOMY OF A HERO", "sharpsignalDocId": 1006}, {"page": 26, "score": 0.032258, "snippet": "Each scenario includes a number of Quests that the Heroes must accomplish in order to be victorious. The specific Quest cards for each scenario are listed in their description, and they're divided into two kinds: Player vs. Player (PvP) and Player vs. Environment (PvE). PvP Quests relate to defeatin", "headingPath": "QUESTS QUESTS", "sharpsignalDocId": 1006}, {"page": 29, "score": 0.03125, "snippet": "Some Brimstone cards allow the player to activate a Monster on the board that belongs to a specific Monster Tier. The player chooses the Monster he wishes to activate, and performs its Movement and/or Attack, in any order, using that Monster's normal stats and choosing any Hero as the primary target", "headingPath": "ACTIVATING MONSTERS", "sharpsignalDocId": 1006}, {"page": 12, "score": 0.030769, "snippet": "10. Spawn tile Place the Spawn tile next to the game board. 11. Common Area Place the piles of Wound tokens, Death tokens, Damnation tokens, and Coins, as well as the Attack and Defense dice, in a common area around the game board, within reach of all players. PLAYER 3 STARTING AREA PLAYER 2 STARTIN", "headingPath": "SCENARIO SETUP", "sharpsignalDocId": 1006}, {"page": 33, "score": 0.030622, "snippet": "The reverse side of the Campaign Sheet is used to keep track of the Guilds, indicating which Heroes each player chose and what their current Upgrade cards and Death Curses are. During a campaign, after each scenario is finished (but before its Upgrade Phase), players will make a record of what they ", "headingPath": "■ SELF SACRIFICE", "sharpsignalDocId": 1006}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 10, "quote": null, "headingPath": "SCENARIO SETUP", "sharpsignalDocId": 1006}, {"page": 11, "quote": null, "headingPath": "SCENARIO SETUP", "sharpsignalDocId": 1006}, {"page": 12, "quote": null, "headingPath": "SCENARIO SETUP", "sharpsignalDocId": 1006}, {"page": 14, "quote": null, "headingPath": "CLOSE · ■ MOVEMENT · Move", "sharpsignalDocId": 1006}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1006 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1006 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 0.91458 of 2236 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 7, 2026 02:57 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 Arcadia Quest: Inferno — Rulebook (corpus doc 1006) SCENARIO SETUP p.10 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
#2 RULEBOOK Arcadia Quest: Inferno — Rulebook (corpus doc 1006) CLOSE · ■ MOVEMENT · Move p.14 0.045635 (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 Arcadia Quest: Inferno — Rulebook (corpus doc 1006) OPTIONAL: EPISODIC MODE p.34 0.045009 (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 Arcadia Quest: Inferno — Rulebook (corpus doc 1006) ANATOMY OF A HERO p.9 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
#5 RULEBOOK Arcadia Quest: Inferno — Rulebook (corpus doc 1006) QUESTS QUESTS p.26 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 Arcadia Quest: Inferno — Rulebook (corpus doc 1006) ACTIVATING MONSTERS p.29 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
#7 RULEBOOK Arcadia Quest: Inferno — Rulebook (corpus doc 1006) SCENARIO SETUP p.12 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
#8 RULEBOOK Arcadia Quest: Inferno — Rulebook (corpus doc 1006) ■ SELF SACRIFICE p.33 0.030622 (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 Arcadia Quest: Inferno — Rulebook (corpus doc 1006) CLOSE · ■ MOVEMENT · Move p.14 #2 0.045635 (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 Arcadia Quest: Inferno — Rulebook (corpus doc 1006) SCENARIO SETUP p.10 #1 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
#3 RULEBOOK Arcadia Quest: Inferno — Rulebook (corpus doc 1006) SCENARIO SETUP p.11 #11 0.029762 (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 Arcadia Quest: Inferno — Rulebook (corpus doc 1006) SCENARIO SETUP · CHARACTER · ALLY · ENEMY · CLOSE p.13 #16 0.025196 (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 Arcadia Quest: Inferno — Rulebook (corpus doc 1006) SCENARIO SETUP p.12 #7 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
#6 RULEBOOK Arcadia Quest: Inferno — Rulebook (corpus doc 1006) ACTIVATING MONSTERS p.29 #6 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
#7 RULEBOOK Arcadia Quest: Inferno — Rulebook (corpus doc 1006) OPTIONAL: EPISODIC MODE p.34 #9 0.030092 (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
#8 RULEBOOK Arcadia Quest: Inferno — Rulebook (corpus doc 1006) OPTIONAL: EPISODIC MODE p.34 #3 0.045009 (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 Arcadia Quest: Inferno — Rulebook (corpus doc 1006) SCENARIO SETUP p.10 no quote on the wire
[2] RULEBOOK Arcadia Quest: Inferno — Rulebook (corpus doc 1006) SCENARIO SETUP p.11 no quote on the wire
[3] RULEBOOK Arcadia Quest: Inferno — Rulebook (corpus doc 1006) SCENARIO SETUP p.12 no quote on the wire
[4] RULEBOOK Arcadia Quest: Inferno — Rulebook (corpus doc 1006) CLOSE · ■ MOVEMENT · Move p.14 no quote on the wire
timing split
retrieval 98 ms · first delta 5828 ms · total 16766 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 7677 ms · retrieval 98 ms · ask 8988 ms · gateway work 9089 ms · total 16766 ms
tokens in (the prompt the answerer read)
3236
tokens out (what the answerer generated)
635
tok/sec
200.8 tok/sec — 635 output tokens in 3.162 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 56s 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 936), 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.