RuleSage cited table rulings
← Lockup: A Roll Player Tale

You asked

How do I play?

Answered counted as answered

Asked with: Lockup: A Roll Player Talebg-240855-en-1e

A game of Lockup is played over six rounds.[1] Each round is divided into three phases, which must be performed in order:[1]
I. Roll Call Phase
1. Players take turns assigning their crew tokens to various locations in the prison, starting with the current first player and proceeding clockwise.[1]
2. On a turn, a player may assign one or more crew tokens to a single location, but they may not assign tokens to a location if they have already assigned tokens to that location on a previous turn in the current round.[1]
3. Players may not assign crew tokens to the LIBRARY location.[1]
4. Each player may assign up to two crew tokens face down (hidden from opponents), while the rest must be assigned face up (in a two-player game, players may assign up to three tokens face down).[1]
5. A player must pass if they have no more crew tokens to assign, or they may pass even if they have tokens remaining.[1]
6. Once a player passes, they can no longer participate in this phase.[1]
II. Lights Out Phase
1. Each location is resolved one at a time in numerical order, starting with the EXERCISE YARD and ending with the LIBRARY.[1]
2. To resolve each location:
* Determine crew strengths.[2]
* Gain suspicion.[2]
* Collect rewards.[2]
3. At each location, players collect rewards based on the relative strength totals of their assigned crew tokens.[1]
4. In order of strength rank, each player with one or more crew tokens at the location collects the reward (if any) for their strength rank.[2]
5. If there are suspicion cubes at the location, the player with the most strength gains all of those cubes and puts them on their crew board, unless that player's lookout is present; if a lookout is present, the next player in strength rank without a lookout gains the cubes.[2]
6. If no one has tokens at a location, or if all players with tokens have lookouts present, the suspicion cubes remain at the location.[2]
7. After collecting rewards, players return their crew tokens from that location to their holding cell.[2]
8. For each player who did not collect a reward, move their crew tokens from that location to the LIBRARY (unless the LIBRARY is the location currently being resolved, in which case tokens are returned to the holding cell).[3]
III. Patrol Phase
1. This phase is skipped during the sixth round.[3]
2. Players must discard resources back to the supply if they are over their storage limit.[3]
Ending the Game
1. After six rounds, the game end is triggered.[4]
2. Initiate one final raid, regardless of remaining suspicion cubes in the supply.[4]
3. Perform final scoring.[4]
4. If the player has more reputation stars than the guards, the player wins; otherwise, the guards win (including ties).[4]
[1] RULEBOOK Lockup: A Roll Player Tale — Rulebook · p.8 · How to Play v · ROUND OVERVIEW · I. ROLL CALL PHASE · Assigning Crew Tokens · Passing · II. LIGHTS OUT PHASE
[2] RULEBOOK Lockup: A Roll Player Tale — Rulebook · p.9 · 1. Determine Crew Strengths · 2. Gain Suspicion · 3. Collect Rewards
[3] RULEBOOK Lockup: A Roll Player Tale — Rulebook · p.9 · 4. Move Stragglers to the Library · III. PATROL PHASE · 1. Check Resource Limits
[4] RULEBOOK Lockup: A Roll Player Tale — Rulebook · p.18 · Reshuffle Decks · SOLITARY MODE - GAME END

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 82 ms · ask 5027 ms · total 38777 ms
single-flight (PR-5)
queued 33665 ms · generation 5112 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 8, "score": 0.048916, "snippet": "A game of Lockup is played over six rounds. Each round is divided into three phases, which must be performed in order. Roll Call Phase Lights Out Phase Patrol Phase During this phase, players take turns assigning their crew tokens to various locations in the prison. This starts with the current firs", "headingPath": "How to Play v · ROUND OVERVIEW · I. ROLL CALL PHASE · Assigning Crew Tokens · Passing · II. LIGHTS OUT PHASE", "sharpsignalDocId": 1225}, {"page": 17, "score": 0.047643, "snippet": "Follow the setup instructions for a two-player game, but with the following changes: Do not use an instant goal card. Remove both \"Big Book of Stealth\" cards and both \"Cutthroat Crafting\" cards from the tome deck. Place a reputation marker of a second color on the '10' space of the reputation track,", "headingPath": "SOLITARY MODE - SETUP · SOLITARY MODE - ROLL CALL PHASE", "sharpsignalDocId": 1225}, {"page": 13, "score": 0.044776, "snippet": "There are three different types of goals: leader goals , instant goals , and end game goals . In every game, there will be one goal card of each type available. If a player meets the requirement of a goal card at any point during the game, they may immediately claim it. Leader goals are claimed duri", "headingPath": "Claiming Goals v · LEADER GOAL CARDS · INSTANT GOAL CARDS", "sharpsignalDocId": 1225}, {"page": 16, "score": 0.043496, "snippet": "The advanced setup offers a new way to play the game, with each crew having unique starting conditions and a trait from the Roll Player universe. Can you prove victorious as the Obnoxious Insectoids, the Greedy Goblins, or the Nimble Gnolls? Follow the setup instructions for the standard game, but w", "headingPath": "Advanced Setup v · Solitary Mode v · GUARD BOARD · GUARD DECK · LOCATION DECK", "sharpsignalDocId": 1225}, {"page": 7, "score": 0.032258, "snippet": "Game Board. Set the game board in the middle of the table. Make sure to choose the correct side for the number of players in the game: the 1-2 player side or the 3-5 player side. Round Marker. Place the round marker on the '1' space of the round track. Cube Supplies. Place the suspicion cubes on the", "headingPath": "v Game Setup v", "sharpsignalDocId": 1225}, {"page": 7, "score": 0.031746, "snippet": "From the goon deck, draw five goon cards and place one, face up, in each of the labeled goon spaces on the game board (next to the SEWERS , INFIRMARY , SMITHY , COMMISSARY , and CHOW HALL locations). Suspicion Cubes. For each active goon card that has one or more suspicion icons, take that many susp", "headingPath": "v Game Setup v", "sharpsignalDocId": 1225}, {"page": 10, "score": 0.030769, "snippet": "If there are empty card spaces in the item display, refill them with new cards drawn from the top of the item deck, so that there is a number of cards in the display equal to the number of players plus one. (Remember: Some item spaces are only used at specific player counts!) If there is a goon card", "headingPath": "2. Refill Item Display · 3. Advance Goon Cards · 4. Add Suspicion Cubes · Game End v · FINAL SCORING", "sharpsignalDocId": 1225}, {"page": 13, "score": 0.030303, "snippet": "End game goals are only scored during final scoring. Some end game goals can only be scored by one or two players. To score one of these end game goals, a player must have the most (or second most) items of a certain type at game end. The player with the most scores eight reputation stars, and the p", "headingPath": "END GAME GOAL CARDS", "sharpsignalDocId": 1225}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 8, "quote": null, "headingPath": "How to Play v · ROUND OVERVIEW · I. ROLL CALL PHASE · Assigning Crew Tokens · Passing · II. LIGHTS OUT PHASE", "sharpsignalDocId": 1225}, {"page": 9, "quote": null, "headingPath": "1. Determine Crew Strengths · 2. Gain Suspicion · 3. Collect Rewards", "sharpsignalDocId": 1225}, {"page": 9, "quote": null, "headingPath": "4. Move Stragglers to the Library · III. PATROL PHASE · 1. Check Resource Limits", "sharpsignalDocId": 1225}, {"page": 18, "quote": null, "headingPath": "Reshuffle Decks · SOLITARY MODE - GAME END", "sharpsignalDocId": 1225}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1225 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1225 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 0.91347 of 2265 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 7, 2026 03:09 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 Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) How to Play v · ROUND OVERVIEW · I. ROLL CALL PHASE · Assigning Crew Tokens · Passing · II. LIGHTS OUT PHASE p.8 0.048916 (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 Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) SOLITARY MODE - SETUP · SOLITARY MODE - ROLL CALL PHASE p.17 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 Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) Claiming Goals v · LEADER GOAL CARDS · INSTANT GOAL CARDS p.13 0.044776 (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 Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) Advanced Setup v · Solitary Mode v · GUARD BOARD · GUARD DECK · LOCATION DECK p.16 0.043496 (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 Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) v Game Setup v p.7 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 Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) v Game Setup v p.7 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
#7 RULEBOOK Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) 2. Refill Item Display · 3. Advance Goon Cards · 4. Add Suspicion Cubes · Game End v · FINAL SCORING p.10 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 Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) END GAME GOAL CARDS p.13 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 Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) How to Play v · ROUND OVERVIEW · I. ROLL CALL PHASE · Assigning Crew Tokens · Passing · II. LIGHTS OUT PHASE p.8 #1 0.048916 (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 Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) SOLITARY MODE - SETUP · SOLITARY MODE - ROLL CALL PHASE p.17 #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
#3 RULEBOOK Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) v Game Setup v p.7 #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
#4 RULEBOOK Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) Crafting Items v · CRAFTING ITEMS · RESERVING ITEMS · Special Effect Icons v p.14 #9 0.029911 (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 Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) 1. Determine Crew Strengths · 2. Gain Suspicion · 3. Collect Rewards p.9 #14 0.027972 (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
#6 RULEBOOK Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) 4. Move Stragglers to the Library · III. PATROL PHASE · 1. Check Resource Limits p.9 #12 0.028577 (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
#7 RULEBOOK Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) Reshuffle Decks · SOLITARY MODE - GAME END p.18 #18 0.013699 (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
#8 RULEBOOK Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) Advanced Setup v · Solitary Mode v · GUARD BOARD · GUARD DECK · LOCATION DECK p.16 #4 0.043496 (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 Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) How to Play v · ROUND OVERVIEW · I. ROLL CALL PHASE · Assigning Crew Tokens · Passing · II. LIGHTS OUT PHASE p.8 no quote on the wire
[2] RULEBOOK Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) 1. Determine Crew Strengths · 2. Gain Suspicion · 3. Collect Rewards p.9 no quote on the wire
[3] RULEBOOK Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) 4. Move Stragglers to the Library · III. PATROL PHASE · 1. Check Resource Limits p.9 no quote on the wire
[4] RULEBOOK Lockup: A Roll Player Tale — Rulebook (corpus doc 1225) Reshuffle Decks · SOLITARY MODE - GAME END p.18 no quote on the wire
timing split
retrieval 82 ms · first delta 1768 ms · total 38777 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 33665 ms · retrieval 82 ms · ask 5027 ms · gateway work 5112 ms · total 38777 ms
tokens in (the prompt the answerer read)
3552
tokens out (what the answerer generated)
645
tok/sec
199.4 tok/sec — 645 output tokens in 3.235 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 17s ago)
answerer host (measured by rulesage)
reachable (for 22h, checked 6s 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 1155), 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.