RuleSage cited table rulings
← Caper: Europe

You asked

How do I play?

Abstained — no grounded answer; closest passages below counted as honest abstain

Asked with: Caper: Europebg-328565-en-1e

I looked through Caper: Europe's rulebook and couldn't find a solid answer to that one — and I'd rather tell you so than guess at your table. Try asking it another way, or ask me about setup, turns, or how the game ends: those I know cold.

The closest rulebook passages are below — check them before ruling.

RULEBOOK Caper: Europe — Rulebook · p.4 · Round structure · Thief Rounds · thief card color
Begin each round by looking at the Round Tracker. The icon next to the Round Tracker shows 1. from which deck you deal cards, 2. how many cards each player gets, and 3. which Mastermind goes first that round. The first round begins with the Round Tracker next to this icon. The icon is adjacent to th
RULEBOOK Caper: Europe — Rulebook · p.4 · on a thief turn: · Each Location has slots for up to 3 Thieves per side, shown by the mark.
Place a Thief at an available Location slot on your side. Gain the number of Coins listed on the Thief. Resolve any icons that are triggered (pgs. 9 - 10). Once those three Location slots are filled on your side, you can no longer play Thieves there. However, your opponent may still play Thieves to
RULEBOOK Caper: Europe — Rulebook · p.11 · Quickstart guide and Overview:
Choose a City and shuffle its cards into each appropriate Core deck. Place 3 Locations onto the board along with the Thief and Gear decks. Randomly place the Stolen Goods out onto the board. Place the Coins, Round Tracker, and Caper Trackers into their areas. Begin the Round by drawing cards indicat
RULEBOOK Caper: Europe — Rulebook · p.3 · setup
1 Set the Table · Sit across the table from the other Mastermind. Place the board between you with the long side facing each player. Place the 10 Coins next to one end of the board to form the supply. Set up the Decks · Locate and separate the core Thief, Gear, and Location cards into their own deck
RULEBOOK Caper: Europe — Rulebook · p.5 · Gear Rounds · Assembling a Crew · gear card colors
Three Gear rounds also occur during the game, so pairing the right Gear with the right Crew is critical for success. During these rounds, Masterminds play Gear onto their Thief cards. Each Thief can hold a maximum of 3 Gear cards. Some Gear have a Coin cost that must be paid in order to be played. T
🔧 debug — where this ruling came from
outcome
ABSTAINED — Abstained — no grounded answer; closest passages below
warm abstain
  • this ruling — W1 — generic warm abstain · receipt: none (generic)
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 237 ms · ask 1201 ms · total 1439 ms
single-flight (PR-5)
queued 0 ms · generation 1439 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.047379, "snippet": "Begin each round by looking at the Round Tracker. The icon next to the Round Tracker shows 1. from which deck you deal cards, 2. how many cards each player gets, and 3. which Mastermind goes first that round. The first round begins with the Round Tracker next to this icon. The icon is adjacent to th", "headingPath": "Round structure · Thief Rounds · thief card color", "sharpsignalDocId": 541}, {"page": 4, "score": 0.047183, "snippet": "Place a Thief at an available Location slot on your side. Gain the number of Coins listed on the Thief. Resolve any icons that are triggered (pgs. 9 - 10). Once those three Location slots are filled on your side, you can no longer play Thieves there. However, your opponent may still play Thieves to ", "headingPath": "on a thief turn: · Each Location has slots for up to 3 Thieves per side, shown by the mark.", "sharpsignalDocId": 541}, {"page": 11, "score": 0.047073, "snippet": "Choose a City and shuffle its cards into each appropriate Core deck. Place 3 Locations onto the board along with the Thief and Gear decks. Randomly place the Stolen Goods out onto the board. Place the Coins, Round Tracker, and Caper Trackers into their areas. Begin the Round by drawing cards indicat", "headingPath": "Quickstart guide and Overview:", "sharpsignalDocId": 541}, {"page": 3, "score": 0.046898, "snippet": "1 Set the Table · Sit across the table from the other Mastermind. Place the board between you with the long side facing each player. Place the 10 Coins next to one end of the board to form the supply. Set up the Decks · Locate and separate the core Thief, Gear, and Location cards into their own deck", "headingPath": "setup", "sharpsignalDocId": 541}, {"page": 5, "score": 0.046244, "snippet": "Three Gear rounds also occur during the game, so pairing the right Gear with the right Crew is critical for success. During these rounds, Masterminds play Gear onto their Thief cards. Each Thief can hold a maximum of 3 Gear cards. Some Gear have a Coin cost that must be paid in order to be played. T", "headingPath": "Gear Rounds · Assembling a Crew · gear card colors", "sharpsignalDocId": 541}, {"page": 7, "score": 0.044118, "snippet": "Points Location cards depict the scene of the heist. Each of the 3 Locations includes 4 Stolen Goods, a Location Card, a Caper Track, and slots for 3 Thieves on both sides. A Location will reward Points to the Mastermind who has moved its closer to their side at the end of the game. The further a Ma", "headingPath": "locations and how to win them · coins in caper - limited supply", "sharpsignalDocId": 541}, {"page": 2, "score": 0.030769, "snippet": "LOCATIONS · Move the Caper Tracker closer to your side of the board to win a Location's Points and Bonuses at the end of the game. CARDS · Even if you don't win a Location, your Thief and Gear cards may award you standalone Points or Points through sets. STOLEN GOODS · Aquire unique Stolen Goods fro", "headingPath": "ways you'll score points", "sharpsignalDocId": 541}, {"page": 8, "score": 0.030366, "snippet": "Your Opponent plays Simple Disguise on The Banker. They move the 1 space toward their side for the on the Simple Disguise and then 1 more space once for the Set Effect on The Colonel. 1 On your turn, you respond by paying 2 Coins to play a Blazeblaster on The Artist. Note : now that the Artist has 3", "headingPath": "gear turn examples", "sharpsignalDocId": 541}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 541 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 541 boosted
answered-before recall
no past answered ruling for this game matched closely enough
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
debug row recorded
Sep 7, 2026 12:31 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 Caper: Europe — Rulebook (corpus doc 541) Round structure · Thief Rounds · thief card color p.4 0.047379 (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 Caper: Europe — Rulebook (corpus doc 541) on a thief turn: · Each Location has slots for up to 3 Thieves per side, shown by the mark. p.4 0.047183 (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 Caper: Europe — Rulebook (corpus doc 541) Quickstart guide and Overview: p.11 0.047073 (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 Caper: Europe — Rulebook (corpus doc 541) setup p.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)) 300
#5 RULEBOOK Caper: Europe — Rulebook (corpus doc 541) Gear Rounds · Assembling a Crew · gear card colors p.5 0.046244 (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 Caper: Europe — Rulebook (corpus doc 541) locations and how to win them · coins in caper - limited supply p.7 0.044118 (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 Caper: Europe — Rulebook (corpus doc 541) ways you'll score points p.2 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 Caper: Europe — Rulebook (corpus doc 541) gear turn examples p.8 0.030366 (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 17 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 Caper: Europe — Rulebook (corpus doc 541) setup p.3 #4 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
#2 RULEBOOK Caper: Europe — Rulebook (corpus doc 541) gear turn examples p.8 #8 0.030366 (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 Caper: Europe — Rulebook (corpus doc 541) set effects p.6 #11 0.029324 (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 Caper: Europe — Rulebook (corpus doc 541) Gear Rounds · Assembling a Crew · gear card colors p.5 #5 0.046244 (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
#5 RULEBOOK Caper: Europe — Rulebook (corpus doc 541) locations and how to win them · coins in caper - limited supply p.7 #6 0.044118 (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 Caper: Europe — Rulebook (corpus doc 541) burning cards p.7 #10 0.029469 (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 Caper: Europe — Rulebook (corpus doc 541) Quickstart guide and Overview: p.11 #3 0.047073 (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 Caper: Europe — Rulebook (corpus doc 541) on a thief turn: · Each Location has slots for up to 3 Thieves per side, shown by the mark. p.4 #2 0.047183 (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
timing split
retrieval 237 ms · first delta 1332 ms · total 1439 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 237 ms · ask 1201 ms · gateway work 1439 ms · total 1439 ms
tokens in (the prompt the answerer read)
2773
tokens out (what the answerer generated)
9
tok/sec
180.0 tok/sec — 9 output tokens in 0.050 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 46s ago)
answerer host (measured by rulesage)
reachable (for 22h, 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
ABSTAINED — Abstained — no grounded answer; closest passages below
abstain rationale
I don't have enough information.
BOILERPLATE, not reasoning: this is the answerer's fixed abstention phrase, the same sentence it emits whenever it declines. It records THAT the answerer declined and never why — no per-ruling reason was captured, because none was sent. Hostile corpus/LLM text, rendered escaped
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 473), 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.