RuleSage cited table rulings
← Tribes of the Wind

You asked

How do I setup the game?

Answered counted as answered

Asked with: Tribes of the Windbg-362986-en-1e

Shared Area Setup:
1. Place the Game End token on the table within easy reach of all players.[1]
2. Place the Water and Pollution tokens on the table to form the supply.[1]
3. Shuffle all Element cards to form a face down draw pile in the middle of the table, leaving room for a discard pile.[1]
4. Draw the top 4 cards of the draw pile and set them aside, face down, to form the Elemental display.[1]
5. Draw 4 cards from the Village draw pile and set them aside, face up, to form the Village display.[1]
6. Draw 4 tiles from the Forest draw pile and place them Forest side up to form the Forest display.[1]
Player Setup:
1. Each player chooses their own Player board.[1]
2. Each player takes 4 Guide cards matching the character on their Player board and keeps them next to them.[1]
3. Each player takes 7 Wind Riders and places them in the Capital area of their Player board.[1]
4. Each player takes 5 Village markers and places them on the dedicated spot in the upper part of their Player board.[1]
5. Each player takes 16 Pollution tokens and places them in the Terrain area of their Player board (following the quantities indicated on each space).[1]
6. Each player takes 4 Temple markers and places them in the Temple area.[1]
7. Each player takes a card holder and draws 5 Element cards from the top of the draw pile, placing them in the holder with their backs toward opponents to form a starting hand.[1]
8. Determine a first player at random.[2]
9. Starting with the first player and proceeding clockwise, deal out the Starting tiles (with a symbol): the first player receives the '1' tile, the second receives the '2' tile, and so on.[2]
10. Place your tile with the colored side up on the space marked with a flag in the Terrain area of your Player board.[2]
11. Gain the Starting bonuses indicated in the upper right corner of your Starting tile (removing Pollution tokens, taking Water tokens, and moving Wind Riders).[2]
12. Draw a Village card from the top of the Village draw pile and slide it under the left side of your Player board.[2]
[1] RULEBOOK Tribes of the Wind — Rulebook · p.2 · GAME SETUP · Shared Area · PLAYER SETUP
[2] RULEBOOK Tribes of the Wind — Rulebook · p.2 · Personal Area

That's the page. Back to the table.

🔧 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 212 ms · ask 4113 ms · total 4327 ms
single-flight (PR-5)
queued 0 ms · generation 4327 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 2, "score": 0.04918, "snippet": "1 Place the Game End token on the table within easy reach of all players. 2 Place the Water and Pollution tokens on the table to form the supply. 3 Shuffle all Element cards to form a face down draw pile in the middle of the table. Leave some room next to the draw pile for the discard pile (discarde", "headingPath": "GAME SETUP · Shared Area · PLAYER SETUP", "sharpsignalDocId": 1116}, {"page": 4, "score": 0.046898, "snippet": "Each time you build a Village, take one Village card of your choice from the display. You can either immediately use its right side for its effects, or keep the card to try and complete the objective on its left side by the end of the game. right side ! If you choose the right side , immediately res", "headingPath": "Village Card · 2. Refill your hand", "sharpsignalDocId": 1116}, {"page": 3, "score": 0.045724, "snippet": "Every round, each player takes their turn in clockwise order starting with the first player (see Setup). The round ends when all players have taken their turn. A new round then begins, and play proceeds like this until a player triggers the end of the game by building their 5 th Village. When this h", "headingPath": "HOW TO PLAY · Play an Element Card · 1. Take an action", "sharpsignalDocId": 1116}, {"page": 2, "score": 0.032258, "snippet": "G Determine a first player at random. Starting with that player and proceeding clockwise, deal out the Starting tiles (with a symbol): the first player receives the '1' tile, the second receives the '2' tile, and so on. Place your tile with the colored side up on the space marked with a flag in the ", "headingPath": "Personal Area", "sharpsignalDocId": 1116}, {"page": 4, "score": 0.031746, "snippet": "Each Player board features two specific requirements known as the 'Guide Requirements'. If you meet a Guide Requirement, you may choose one of your Guide cards at the end of your turn. This gives you access to a new power. Each requirement can only be met once. If you meet both of your Guide Require", "headingPath": "GUIDE POWERS · Guide Requirements", "sharpsignalDocId": 1116}, {"page": 3, "score": 0.03125, "snippet": "Discard 3 Element cards from your hand (you don't have to meet their requirements, and you do not trigger their effects) to place a temple. 3 Tip: This action may be useful (even at the beginning of the game) if all of your cards' requirements are difficult or impossible to meet, or if you want to r", "headingPath": "Place a Temple", "sharpsignalDocId": 1116}, {"page": 5, "score": 0.030303, "snippet": "= ? 3 2 4 5 + 1 2 1 6 3 5 6 + 5 = 4 + 4 4 2 5 5 + 6 2 2 1 4 3 = At the end of your turn in which you met one of your Guide Requirements, choose one of your Guide cards and slide it under the right part of your Player board. You can use the card's effect from your next turn onward. It is possible to ", "headingPath": "Guide Requirements · END OF THE GAME · Final Scoring", "sharpsignalDocId": 1116}, {"page": 5, "score": 0.029412, "snippet": "Here is Joachim's board at the end of the game. He does not have the Game End token (0 VP). He has placed 5 Village markers (5 × 3 = 15 VP). He has only placed 2 Temples (0 VP). His board contains 7 tiles (3 VP). He only has one Terrain space with Pollution tokens (7 VP). He completed the objective ", "headingPath": "Example · TWO-PLAYER GAME · DON'T FORGET!", "sharpsignalDocId": 1116}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 2, "quote": null, "headingPath": "GAME SETUP · Shared Area · PLAYER SETUP", "sharpsignalDocId": 1116}, {"page": 2, "quote": null, "headingPath": "Personal Area", "sharpsignalDocId": 1116}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1116 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1116 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 0.91271 of 1684 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 11, 2026 20:46 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 Tribes of the Wind — Rulebook (corpus doc 1116) GAME SETUP · Shared Area · PLAYER SETUP p.2 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK Tribes of the Wind — Rulebook (corpus doc 1116) Village Card · 2. Refill your hand p.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)) 300
#3 RULEBOOK Tribes of the Wind — Rulebook (corpus doc 1116) HOW TO PLAY · Play an Element Card · 1. Take an action p.3 0.045724 (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 Tribes of the Wind — Rulebook (corpus doc 1116) Personal Area p.2 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 Tribes of the Wind — Rulebook (corpus doc 1116) GUIDE POWERS · Guide Requirements p.4 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 Tribes of the Wind — Rulebook (corpus doc 1116) Place a Temple p.3 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 Tribes of the Wind — Rulebook (corpus doc 1116) Guide Requirements · END OF THE GAME · Final Scoring p.5 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
#8 RULEBOOK Tribes of the Wind — Rulebook (corpus doc 1116) Example · TWO-PLAYER GAME · DON'T FORGET! p.5 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 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 Tribes of the Wind — Rulebook (corpus doc 1116) GAME SETUP · Shared Area · PLAYER SETUP p.2 #1 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) vector + full-text + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Tribes of the Wind — Rulebook (corpus doc 1116) Place a Temple p.3 #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
#3 RULEBOOK Tribes of the Wind — Rulebook (corpus doc 1116) Guide Requirements · END OF THE GAME · Final Scoring p.5 #7 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)) vector + the doc-priority boost arm the re-ranker chose it
#4 RULEBOOK Tribes of the Wind — Rulebook (corpus doc 1116) Village Card · 2. Refill your hand p.4 #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)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#5 RULEBOOK Tribes of the Wind — Rulebook (corpus doc 1116) Example · TWO-PLAYER GAME · DON'T FORGET! p.5 #8 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)) vector + the doc-priority boost arm the re-ranker chose it
#6 RULEBOOK Tribes of the Wind — Rulebook (corpus doc 1116) GUIDE POWERS · Guide Requirements p.4 #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
#7 RULEBOOK Tribes of the Wind — Rulebook (corpus doc 1116) Personal Area p.2 #4 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
#8 RULEBOOK Tribes of the Wind — Rulebook (corpus doc 1116) HOW TO PLAY · Play an Element Card · 1. Take an action p.3 #3 0.045724 (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 Tribes of the Wind — Rulebook (corpus doc 1116) GAME SETUP · Shared Area · PLAYER SETUP p.2 no quote on the wire
[2] RULEBOOK Tribes of the Wind — Rulebook (corpus doc 1116) Personal Area p.2 no quote on the wire
timing split
retrieval 212 ms · first delta 1780 ms · total 4327 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 212 ms · ask 4113 ms · gateway work 4327 ms · total 4327 ms
tokens in (the prompt the answerer read)
3405
tokens out (what the answerer generated)
501
tok/sec
201.1 tok/sec — 501 output tokens in 2.491 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 30s ago)
answerer host (measured by rulesage)
reachable (for 22h, checked 0s 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
NO_APPROVED_CHECKLIST — setup-shaped, but no approved setup checklist exists for this game
pattern that matched
SETUP — "setup" / "set up"
matched words (in the normalized question)
setup

this game registers NO errata cards (edition 1046), 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.