RuleSage cited table rulings
← Wandering Towers

You asked

How do I play?

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

Asked with: Wandering Towersbg-355483-en-1e

I looked through Wandering Towers'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 Wandering Towers — Rulebook · p.4 · PLAYING THE GAME · THE MOVEMENT CARDS · Cards That Move a Wizard
Play goes clockwise, beginning with the starting player. On your turn, you must play 2 cards from your hand face up on the discard pile, one at a time. For each card you play, perform its move if at all possible. Alternatively, you may forgo both actions to discard your entire hand and advance any 1
RULEBOOK Wandering Towers — Rulebook · p.7 · TEAM VARIANT
In a 4- or 6-player game, you can agree to play in 2-player teams. All of the usual rules apply, with the following exceptions: On your turn, either you may ask your teammate if they have a useful card for you, or your teammate may offer you a card. You cannot exchange any other information, and thi
RULEBOOK Wandering Towers — Rulebook · p.5 · END OF THE GAME
If you have no more empty potion bottles, and all of your wizards are in Ravenskeep, you trigger the end of the game: Finish the round, so everyone has had the same number of turns. If only one player has all their wizards in Ravenskeep, and no more empty potion bottles, they win the game! If severa
RULEBOOK Wandering Towers — Rulebook · p.7 · COOPERATIVE MODE · GOAL OF THE GAME · SETUP · PLAYING THE GAME · END OF THE GAME · NASTY VARIANT
All of the Solo Mode rules apply, with the following exceptions: Fill all 6 potion bottles and get all 12 wizards to Ravenskeep using as few cards as possible. 30 or fewer is still your goal! 0 Agree whether to play with spells and potions. 4 If you are playing with spells and potions, place 3 magic
RULEBOOK Wandering Towers — Rulebook · p.3 · GOAL OF THE GAME
Fill all of your potion bottles and get all of your wizards into Ravenskeep (it doesn't matter which you do first). Move your wizards into Ravenskeep with good timing. Fill your potion bottles by moving towers onto wizards to imprison them. But if your own wizards are imprisoned, you must free them
🔧 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 166 ms · ask 1487 ms · total 1656 ms
single-flight (PR-5)
queued 0 ms · generation 1656 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.048916, "snippet": "Play goes clockwise, beginning with the starting player. On your turn, you must play 2 cards from your hand face up on the discard pile, one at a time. For each card you play, perform its move if at all possible. Alternatively, you may forgo both actions to discard your entire hand and advance any 1", "headingPath": "PLAYING THE GAME · THE MOVEMENT CARDS · Cards That Move a Wizard", "sharpsignalDocId": 676}, {"page": 7, "score": 0.047643, "snippet": "In a 4- or 6-player game, you can agree to play in 2-player teams. All of the usual rules apply, with the following exceptions: On your turn, either you may ask your teammate if they have a useful card for you, or your teammate may offer you a card. You cannot exchange any other information, and thi", "headingPath": "TEAM VARIANT", "sharpsignalDocId": 676}, {"page": 5, "score": 0.046875, "snippet": "If you have no more empty potion bottles, and all of your wizards are in Ravenskeep, you trigger the end of the game: Finish the round, so everyone has had the same number of turns. If only one player has all their wizards in Ravenskeep, and no more empty potion bottles, they win the game! If severa", "headingPath": "END OF THE GAME", "sharpsignalDocId": 676}, {"page": 7, "score": 0.046696, "snippet": "All of the Solo Mode rules apply, with the following exceptions: Fill all 6 potion bottles and get all 12 wizards to Ravenskeep using as few cards as possible. 30 or fewer is still your goal! 0 Agree whether to play with spells and potions. 4 If you are playing with spells and potions, place 3 magic", "headingPath": "COOPERATIVE MODE · GOAL OF THE GAME · SETUP · PLAYING THE GAME · END OF THE GAME · NASTY VARIANT", "sharpsignalDocId": 676}, {"page": 3, "score": 0.031746, "snippet": "Fill all of your potion bottles and get all of your wizards into Ravenskeep (it doesn't matter which you do first). Move your wizards into Ravenskeep with good timing. Fill your potion bottles by moving towers onto wizards to imprison them. But if your own wizards are imprisoned, you must free them ", "headingPath": "GOAL OF THE GAME", "sharpsignalDocId": 676}, {"page": 5, "score": 0.030769, "snippet": "If you move a tower in such a way that it newly covers wizards, you imprison them until they are uncovered and thus visible again. When you imprison one or more wizards (even if only your own), you may fill one of your empty potion bottles (no matter how many wizards you imprisoned) by flipping it o", "headingPath": "Imprisoning Wizards · CASTING A SPELL", "sharpsignalDocId": 676}, {"page": 6, "score": 0.030159, "snippet": "All of the usual rules apply, with the following exceptions: Get all 12 wizards to Ravenskeep using as few cards as possible. 30 or fewer is your goal! (You have no potion bottles to fill.) 4 Do not include any magic spells. 8 Use any 12 wizards. Their colors don't matter at all: They're all yours. ", "headingPath": "SOLO MODE · GOAL OF THE GAME · SETUP · PLAYING THE GAME · END OF THE GAME · SOLO WITH SPELLS", "sharpsignalDocId": 676}, {"page": 3, "score": 0.029851, "snippet": "Fill each tower to its number as follows: Starting with the first tower clockwise along the path from Ravenskeep, do the following: In turn order, place 1 of your wizards on this tower. If the number of wizards on that tower matches the number of blue ghost lights in the tower's space, skip to the n", "headingPath": "SETUP", "sharpsignalDocId": 676}]
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 676 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 676 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 20, 2026 09:28 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 Wandering Towers — Rulebook (corpus doc 676) PLAYING THE GAME · THE MOVEMENT CARDS · Cards That Move a Wizard p.4 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 Wandering Towers — Rulebook (corpus doc 676) TEAM VARIANT p.7 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 Wandering Towers — Rulebook (corpus doc 676) END OF THE GAME p.5 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
#4 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) COOPERATIVE MODE · GOAL OF THE GAME · SETUP · PLAYING THE GAME · END OF THE GAME · NASTY VARIANT p.7 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
#5 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) GOAL OF THE GAME p.3 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 Wandering Towers — Rulebook (corpus doc 676) Imprisoning Wizards · CASTING A SPELL 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
#7 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) SOLO MODE · GOAL OF THE GAME · SETUP · PLAYING THE GAME · END OF THE GAME · SOLO WITH SPELLS p.6 0.030159 (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 Wandering Towers — Rulebook (corpus doc 676) SETUP p.3 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 14 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 Wandering Towers — Rulebook (corpus doc 676) TEAM VARIANT p.7 #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
#2 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) COOPERATIVE MODE · GOAL OF THE GAME · SETUP · PLAYING THE GAME · END OF THE GAME · NASTY VARIANT p.7 #4 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)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) SETUP p.3 #10 0.014493 (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 Wandering Towers — Rulebook (corpus doc 676) CONTENTS p.2 #12 0.013889 (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 Wandering Towers — Rulebook (corpus doc 676) END OF THE GAME p.5 #3 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
#6 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) GOAL OF THE GAME p.3 #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 Wandering Towers — Rulebook (corpus doc 676) SOLO MODE · GOAL OF THE GAME · SETUP · PLAYING THE GAME · END OF THE GAME · SOLO WITH SPELLS p.6 #7 0.030159 (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
#8 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) PLAYING THE GAME · THE MOVEMENT CARDS · Cards That Move a Wizard p.4 #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

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 166 ms · first delta 1523 ms · total 1656 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 166 ms · ask 1487 ms · gateway work 1656 ms · total 1656 ms
tokens in (the prompt the answerer read)
2964
tokens out (what the answerer generated)
9
tok/sec
163.6 tok/sec — 9 output tokens in 0.055 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 47s 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
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 609), 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.