You asked
How do I play?
Answered counted as answeredAsked with: Tiny Epic Zombiesbg-244536-en-1e
That settles it — whose turn was it?
🔧 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 101 ms · ask 4003 ms · total 32236 ms
- single-flight (PR-5)
- queued 28130 ms · generation 4106 ms
- retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
- [{"page": 3, "score": 0.046696, "snippet": "The zombie outbreak has swept across the country, and the dead won't stay dead. Trapped in the Echo Ridge Mall, a small band of humans from all walks of life must save the world. They'll have to keep their heads cool and their guns loaded as they face a wall of undead horror. With some quick thinkin", "headingPath": "PROLOGUE · GAME MODES", "sharpsignalDocId": 1239}, {"page": 6, "score": 0.04598, "snippet": "Separate the cards by their types: Pickup Cards , Event Cards , Weapon Cards , and Backpack Cards . Take all of the Pickup Cards and Event Cards, shuffle them together and form DECK A face down. Take all of the Weapon and Backpack Cards, shuffle them together and draw 12 of them without revealing an", "headingPath": "ASSEMBLING THE SEARCH & SUPPLY DECKS · GAMEPLAY OVERVIEW · HUMAN PLAYERS' GOAL · ZOMBIE PLAYER'S GOAL", "sharpsignalDocId": 1239}, {"page": 8, "score": 0.032787, "snippet": "Each Turn, you MUST Move 3 times . Each Move could potentially consist of the following actions (A, B and C): Kill 1 Zombie Use Room's Ability AND/OR Interact with a Token Collect Items Search Current Store (see pg. 11) After a Human finishes their Turn, the Zombie Player checks to see if the Human ", "headingPath": "HUMAN TURN · ZOMBIE TURN (see pg. 12) · MOVE 1 ROOM · THE GOLDEN RULE", "sharpsignalDocId": 1239}, {"page": 12, "score": 0.032258, "snippet": "After the Human Player Searches the Store and reveals their facedown card, the Zombie Player takes their Turn. In order, follow these steps: Check for Noise Add New Zombies Deal/Draw new Search Cards The Zombie Player looks at the Search Card that was just revealed at the end of the last Human Playe", "headingPath": "ZOMBIE TURN · 1. CHECK FOR NOISE · 2. ADD NEW ZOMBIES", "sharpsignalDocId": 1239}, {"page": 7, "score": 0.031746, "snippet": "Each Human Player will track two essential 'resources' on their Player Card: Wounds and Ammo. They are tracked differently and have different functions. Wounds: When you take one Wound ( ), you move the Wound Token one space from left to right on the track. You should be mindful of how many Wounds y", "headingPath": "WOUNDS AND AMMO", "sharpsignalDocId": 1239}, {"page": 15, "score": 0.03125, "snippet": "G pick up Frequency Cards that appear in Stores. While a Player is carrying the Radio, they may 1 Part Token, 1 Objective Marker SETUP: OBJECTIVE: COMPONENTS: space listed on this card's track. on this card's track. Follow the arrows pace until all the ingredients are found. TEAM START the Objective", "headingPath": "3. DEAL / DRAW SEARCH CARDS · Only a Player carrying a Radio may pick up a Frequency Card in this game. The Store must be clear of Zombies in order to pick up the COMPLETING OBJECTIVES Place the Part Token in the Room with the 1 icon. Place the Objective Marker on the 'START' space of this card's track. Discover the cure by finding all 8 ingredients in the correct order. · GAME END · Human VICTORY: · Zombie VICTORY:", "sharpsignalDocId": 1239}, {"page": 5, "score": 0.030769, "snippet": "You may move 1 Objective Token or Supply Token in any Store into an adjacent Room. When a Player is Overrun in any Room with an Entrance Symbol, they take 1 additional . TEENAGER ZOMBIE ON YOUR TURN: 1. You MUST Move 3 times: > After each Move, you may kill 1 Zombie and, if the Store is empty, use y", "headingPath": "", "sharpsignalDocId": 1239}, {"page": 7, "score": 0.029412, "snippet": "ON YOUR TURN: 1. You MUST Move 3 times: > After each Move, you may kill 1 Zombie and, if the Store is empty, use your Room's ability or collect Items. 2. Search the Store / Add new Zombies: BACKPACK - Hold any number of items If you start your Turn in a Room without a Zombie, your first Move may tak", "headingPath": "EATEN ALIVE", "sharpsignalDocId": 1239}]
- citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
- [{"page": 6, "quote": null, "headingPath": "ASSEMBLING THE SEARCH & SUPPLY DECKS · GAMEPLAY OVERVIEW · HUMAN PLAYERS' GOAL · ZOMBIE PLAYER'S GOAL", "sharpsignalDocId": 1239}, {"page": 2, "quote": null, "headingPath": "", "sharpsignalDocId": 1239}, {"page": 2, "quote": null, "headingPath": "", "sharpsignalDocId": 1239}, {"page": 5, "quote": null, "headingPath": "", "sharpsignalDocId": 1239}, {"page": 2, "quote": null, "headingPath": "", "sharpsignalDocId": 1239}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 1239 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1239 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 0.83371 of 890 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
- debug row recorded
- Sep 7, 2026 03:10 UTC
retrieval — what the passage search returned
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 rank | document | heading | page | fused RRF score | snippet chars |
|---|---|---|---|---|---|
| #1 | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | PROLOGUE · GAME MODES | p.3 | 0.046696 (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 Tiny Epic Zombies — Rulebook (corpus doc 1239) | ASSEMBLING THE SEARCH & SUPPLY DECKS · GAMEPLAY OVERVIEW · HUMAN PLAYERS' GOAL · ZOMBIE PLAYER'S GOAL | p.6 | 0.04598 (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 Tiny Epic Zombies — Rulebook (corpus doc 1239) | HUMAN TURN · ZOMBIE TURN (see pg. 12) · MOVE 1 ROOM · THE GOLDEN RULE | p.8 | 0.032787 (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 Tiny Epic Zombies — Rulebook (corpus doc 1239) | ZOMBIE TURN · 1. CHECK FOR NOISE · 2. ADD NEW ZOMBIES | p.12 | 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 |
| #5 | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | WOUNDS AND AMMO | 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 |
| #6 | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | 3. DEAL / DRAW SEARCH CARDS · Only a Player carrying a Radio may pick up a Frequency Card in this game. The Store must be clear of Zombies in order to pick up the COMPLETING OBJECTIVES Place the Part Token in the Room with the 1 icon. Place the Objective Marker on the 'START' space of this card's track. Discover the cure by finding all 8 ingredients in the correct order. · GAME END · Human VICTORY: · Zombie VICTORY: | p.15 | 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 Tiny Epic Zombies — Rulebook (corpus doc 1239) | 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 | |
| #8 | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | EATEN ALIVE | p.7 | 0.029412 (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 the answerer read — the passages it actually had in front of it
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 42 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 at | document | heading | page | fused rank | fused RRF score | carried by | how it got its slot |
|---|---|---|---|---|---|---|---|
| #1 | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | WOUNDS AND AMMO | p.7 | #5 | 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 |
| #2 | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | ASSEMBLING THE SEARCH & SUPPLY DECKS · GAMEPLAY OVERVIEW · HUMAN PLAYERS' GOAL · ZOMBIE PLAYER'S GOAL | p.6 | #2 | 0.04598 (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 Tiny Epic Zombies — Rulebook (corpus doc 1239) | p.2 | #22 | 0.012195 (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 | |
| #4 | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | p.2 | #27 | 0.011494 (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 | |
| #5 | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | p.5 | #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 Tiny Epic Zombies — Rulebook (corpus doc 1239) | GAME SETUP (For a Cooperative vs. Zombie Game) | p.4 | #19 | 0.012658 (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 |
| #7 | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | p.2 | #26 | 0.011628 (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 Tiny Epic Zombies — Rulebook (corpus doc 1239) | GAME SETUP (For a Cooperative vs. Zombie Game) | p.4 | #11 | 0.014085 (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 |
chosen chunks — what the answer actually cited
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.
| # | document | heading | page | quote chars |
|---|---|---|---|---|
| [1] | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | ASSEMBLING THE SEARCH & SUPPLY DECKS · GAMEPLAY OVERVIEW · HUMAN PLAYERS' GOAL · ZOMBIE PLAYER'S GOAL | p.6 | no quote on the wire |
| [2] | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | p.2 | no quote on the wire | |
| [3] | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | p.2 | no quote on the wire | |
| [4] | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | p.5 | no quote on the wire | |
| [5] | RULEBOOK Tiny Epic Zombies — Rulebook (corpus doc 1239) | p.2 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 101 ms · first delta 2417 ms · total 32236 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 28130 ms · retrieval 101 ms · ask 4003 ms · gateway work 4106 ms · total 32236 ms
- tokens in (the prompt the answerer read)
- 4049
- tokens out (what the answerer generated)
- 313
- tok/sec
- 197.0 tok/sec — 313 output tokens in 1.589 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 5s 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.
disposition
- outcome
- ANSWERED — Answered
- abstain rationale (n/a — this ruling answered)
- answered — no abstain rationale applies
setup-shape — why the checklist band did or didn't render
- decision
- NOT_SETUP_SHAPED — no setup-shape pattern matched this question
errata registry — what the gate above had to match against
this game registers NO errata cards (edition 1169), 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.