RuleSage cited table rulings
← La Isla

You asked

How do I play?

Answered counted as answered

Asked with: La Islabg-154246-en-1e

The game is played in multiple rounds.[1] Each round consists of a card phase, followed by four action phases: A, B, C, and D.[2][1] All players carry out action A first, then B, then D, while action C must be played in clockwise order.[2]
Card Phase
1. Each player draws 3 cards from the face-down draw piles of their choice.[2][3]
2. Players assign one card to each of the letters A, B, and D on their cardholders.[2][3]
- The card assigned to A is used to perform a special function.[3]
- The card assigned to B is used to receive a resource.[3]
- The card assigned to D is used to move a marker.[3]
Action Phases
1. Action A: Take the card assigned to A and add it face up to your cardholder, leaving only the top half (the special function) visible.[3] You may use this special function from this point on.[3]
2. Action B: Take the card assigned to B and add it face up to a discard pile.[2] Take a resource from the general supply that matches the one indicated on the card and add it to your personal supply.[2]
3. Action C: In clockwise order starting with the current starting player, players may place an explorer onto the island.[2]
- Place explorers onto the middle of colored landscape spaces so that the space's symbols remain visible.[2]
- Placing an explorer costs two resources of the same color as the space.[2]
- If you cannot or do not want to place an explorer, you may instead take one resource of your choice from the general supply.[2]
- To start, take an explorer from your personal supply; once your supply is exhausted (after the fifth round), you may move an already-placed explorer elsewhere on the island.[2]
4. Action D: Take the card assigned to D and add it face up to the discard pile.[4] Move the purple marker corresponding to the animal type on the card one space higher on the animal track.[4] You immediately score 1 victory point for each animal of that type you possess.[4]
End of the Game
The game ends at the end of a round if the total value of the areas of the five purple animal markers is at least 7 (for 2 players), 9 (for 3 players), or 11 (for 4 players).[5][4]
Final Scoring
At the end of the game, players score additional points as follows:[5]
1. 10 victory points for each complete set of 5 different animal tiles (large animal tiles count as 2).[5]
2. Victory points equal to the scoring multiplier (the value of the area occupied by that animal's purple marker) for each animal tile possessed.[5]
3. 1 victory point for every 2 remaining resources.[5]
The player with the most victory points is the winner.[6] In the case of a tie, the winner is the tied player with more resources left over; if a tie persists, there are multiple winners.[5]
[1] RULEBOOK La Isla — Rulebook · p.2 · Give each player: · GAMEPLAY
[2] RULEBOOK La Isla — Rulebook · p.2 · GAMEPLAY · Î Action B · Î Action (Main Action) C
[3] RULEBOOK La Isla — Rulebook · p.2 · Card Phase · Action Phases › › › › A B C D · Î Action A
[4] RULEBOOK La Isla — Rulebook · p.1 · Î Action D · GAME END
[5] RULEBOOK La Isla — Rulebook · p.1 · Final Scoring · Action · D · GAME END · Th e Summary Sheet
[6] RULEBOOK La Isla — Rulebook · p.1 · INTRODUCTION · GAME COMPONENTS

The table has its answer — dice up.

🔧 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 83 ms · ask 4725 ms · total 9654 ms
single-flight (PR-5)
queued 4845 ms · generation 4809 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 2, "score": 0.048652, "snippet": "in the color of their choice, placed in front of them. 1 cardholder 6 explorers in the same color. Place one of them onto the 0/50 space of the victory point track, and the remaining 5 below the letter C on the player's cardholder. Place the remaining explorers (2 per color) in a general supply pile", "headingPath": "Give each player: · GAMEPLAY", "sharpsignalDocId": 1231}, {"page": 2, "score": 0.048172, "snippet": "Each round consists of a card phase, followed by action phases A, B, C, and D Card phase: Each player draws 3 cards, and assigns them to the letters A, B, and D of their cardholders Th is card grants a special function Th is card yields one resource Th is card moves the corresponding animal marker D", "headingPath": "GAMEPLAY · Î Action B · Î Action (Main Action) C", "sharpsignalDocId": 1231}, {"page": 2, "score": 0.046898, "snippet": "When playing the game for the fi rst time, carefully remove all cardboard pieces from their frames. Fold and fasten the cardholders so that the game summaries A-D are visible at the bottom of their front sides (see the fi gure on page 1). Important! Th ere is one extra tile for each type of animal (", "headingPath": "GAME SETUP", "sharpsignalDocId": 1231}, {"page": 2, "score": 0.046875, "snippet": "In the card phase, all players draw 3 cards from the face down draw piles of their choice, and add the cards to their hands. Each card has three possible uses: Perform a special action (top) Receive resource (bottom left) Move marker ahead (bottom right) Place these cards face down below your cardho", "headingPath": "Card Phase · Action Phases › › › › A B C D · Î Action A", "sharpsignalDocId": 1231}, {"page": 1, "score": 0.046642, "snippet": "Take the card you assigned to the letter D and add it face up to the discard pile. Th en, move the purple marker corresponding to the animal type on your card one space higher on the animal track. You (and only you!) immediately score 1 victory point for each animal of that type that you possess. La", "headingPath": "Î Action D · GAME END", "sharpsignalDocId": 1231}, {"page": 1, "score": 0.045228, "snippet": ".... typically either modify the standard game rules or improve the strength of an action. As soon as a special function is covered by another card, its eff ect is lost, with two exceptions: If you received a new explorer from the general supply, then you keep the explorer even after the correspondi", "headingPath": "Th e Special Functions", "sharpsignalDocId": 1231}, {"page": 1, "score": 0.030622, "snippet": "Explore the mysterious island of La Isla, and hunt for longthought-extinct animals: the gentle Dodo, the vigilant Giant Fossa, the elusive Golden Toad, the dexterous Sardinian Pika and the graceful Owlet Moth. Use your explorers to fi nd as many animals as possible Place your explorers onto various ", "headingPath": "INTRODUCTION · GAME COMPONENTS", "sharpsignalDocId": 1231}, {"page": 1, "score": 0.029851, "snippet": "In addition to the victory points scored during the game, each player now receives additional points as follows: 10 victory points for each complete set of 5 diff erent animal tiles (remember: the large animal tiles count as 2). For each animal tile the player possesses, the player scores victory po", "headingPath": "Final Scoring · Action · D · GAME END · Th e Summary Sheet", "sharpsignalDocId": 1231}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 2, "quote": null, "headingPath": "Give each player: · GAMEPLAY", "sharpsignalDocId": 1231}, {"page": 2, "quote": null, "headingPath": "GAMEPLAY · Î Action B · Î Action (Main Action) C", "sharpsignalDocId": 1231}, {"page": 2, "quote": null, "headingPath": "Card Phase · Action Phases › › › › A B C D · Î Action A", "sharpsignalDocId": 1231}, {"page": 1, "quote": null, "headingPath": "Î Action D · GAME END", "sharpsignalDocId": 1231}, {"page": 1, "quote": null, "headingPath": "Final Scoring · Action · D · GAME END · Th e Summary Sheet", "sharpsignalDocId": 1231}, {"page": 1, "quote": null, "headingPath": "INTRODUCTION · GAME COMPONENTS", "sharpsignalDocId": 1231}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1231 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1231 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 0.89464 of 2240 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 7, 2026 03:10 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 La Isla — Rulebook (corpus doc 1231) Give each player: · GAMEPLAY p.2 0.048652 (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 La Isla — Rulebook (corpus doc 1231) GAMEPLAY · Î Action B · Î Action (Main Action) C p.2 0.048172 (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 La Isla — Rulebook (corpus doc 1231) GAME SETUP p.2 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 La Isla — Rulebook (corpus doc 1231) Card Phase · Action Phases › › › › A B C D · Î Action A p.2 0.046875 (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 La Isla — Rulebook (corpus doc 1231) Î Action D · GAME END p.1 0.046642 (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 La Isla — Rulebook (corpus doc 1231) Th e Special Functions p.1 0.045228 (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 La Isla — Rulebook (corpus doc 1231) INTRODUCTION · GAME COMPONENTS p.1 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
#8 RULEBOOK La Isla — Rulebook (corpus doc 1231) Final Scoring · Action · D · GAME END · Th e Summary Sheet 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 9 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 La Isla — Rulebook (corpus doc 1231) GAMEPLAY · Î Action B · Î Action (Main Action) C p.2 #2 0.048172 (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 La Isla — Rulebook (corpus doc 1231) INTRODUCTION · GAME COMPONENTS p.1 #7 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)) vector + full-text the re-ranker chose it
#3 RULEBOOK La Isla — Rulebook (corpus doc 1231) Give each player: · GAMEPLAY p.2 #1 0.048652 (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
#4 RULEBOOK La Isla — Rulebook (corpus doc 1231) Final Scoring · Action · D · GAME END · Th e Summary Sheet 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
#5 RULEBOOK La Isla — Rulebook (corpus doc 1231) Th e Special Functions p.1 #6 0.045228 (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 La Isla — Rulebook (corpus doc 1231) Card Phase · Action Phases › › › › A B C D · Î Action A p.2 #4 0.046875 (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 La Isla — Rulebook (corpus doc 1231) GAME SETUP p.2 #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
#8 RULEBOOK La Isla — Rulebook (corpus doc 1231) Î Action D · GAME END p.1 #5 0.046642 (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 La Isla — Rulebook (corpus doc 1231) Give each player: · GAMEPLAY p.2 no quote on the wire
[2] RULEBOOK La Isla — Rulebook (corpus doc 1231) GAMEPLAY · Î Action B · Î Action (Main Action) C p.2 no quote on the wire
[3] RULEBOOK La Isla — Rulebook (corpus doc 1231) Card Phase · Action Phases › › › › A B C D · Î Action A p.2 no quote on the wire
[4] RULEBOOK La Isla — Rulebook (corpus doc 1231) Î Action D · GAME END p.1 no quote on the wire
[5] RULEBOOK La Isla — Rulebook (corpus doc 1231) Final Scoring · Action · D · GAME END · Th e Summary Sheet p.1 no quote on the wire
[6] RULEBOOK La Isla — Rulebook (corpus doc 1231) INTRODUCTION · GAME COMPONENTS p.1 no quote on the wire
timing split
retrieval 83 ms · first delta 1245 ms · total 9654 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 4845 ms · retrieval 83 ms · ask 4725 ms · gateway work 4809 ms · total 9654 ms
tokens in (the prompt the answerer read)
3443
tokens out (what the answerer generated)
698
tok/sec
200.6 tok/sec — 698 output tokens in 3.480 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 7s 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 1161), 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.