RuleSage cited table rulings
← Root

You asked

How do I take my turn?

Answered counted as answered

A player's turn consists of three phases in order: Birdsong, Daylight, and Evening [1][2]. **Birdsong** (The details for this phase are described on each player's faction board) [2]. **Daylight** Depending on the faction, the Daylight step follows these structures: For the Skunk faction: 1. Captain Acts: You may take up to four actions (or up to three if the Acting Captain was placed in a forest with Ready in Birdsong this turn) in any order and combination [3]: * I Move: Take a move with the Acting Captain (you may move Skunks along with it) [3]. * II Battle: Initiate a battle in the Acting Captain's clearing [3]. * III Filch: Once per turn, either craft a card by activating the Acting Captain, or take 1 item from the Crafted Items box of an enemy faction in the Acting Captain's clearing [3]. * IV Item Action: Flip a face-up item in your Stash face down to take its action [3]: * a Dash (M): Move the Acting Captain up to twice, ignoring rule [3]. * b Assault (S): Initiate a battle in the Acting Captain's clearing; take all warriors you hit as a Prisoner, moving each to a separate forest with no Prisoners [3]. * c Skirmish (C): Move the Acting Captain from a forest, then initiate a battle in the destination clearing, ignoring the first hit taken [3]. * d Nab (B): Initiate a battle in the Acting Captain's clearing; if the Acting Captain is hit, move it to an adjacent forest instead (or remove it as normal if it cannot be moved); if not hit, you may move it after the battle [3]. * e Revel (T): Place 1 acclaim and 1 Skunk at the Acting Captain (if in a forest, just place the Skunk); if acclaim is already in the clearing, place 2 Skunks instead [3]. * f Gift (X): Place 1 acclaim in the clearing and draw 1 card (if in a forest, just draw 1 card); if acclaim is already in the clearing, draw 2 cards instead [3]. * g Serve (H): Place 1 acclaim in the Acting Captain's clearing [3]. For the Corvid faction: You may take up to three actions, in any order and number [4]: 1. Move: Take a move [4]. 2. Plot: Remove a Corvid warrior, plus another Corvid warrior per plot placed this turn, from a clearing with no plot tokens to place a facedown plot token there [4]. 3. Battle: Initiate a battle [4]. 4. Trick: Swap two plot tokens on the map (both must be face up or face down) [4]. **Evening** The Evening step follows these steps in order: 1. Discard and Return Revealed Cards: Discard any bird cards revealed this turn, then return all other revealed cards to your hand [5]. 2. Craft: You may craft by activating citadels and markets [5]. 3. Draw and Discard: Draw one card, plus one card per card draw icon showing; then, if you have more than five cards in your hand, discard cards of your choice until you have five [5]. After a player ends Evening, the next clockwise player (or the player to your left) begins their turn [1][2].

[1] RULEBOOK Root — Law of Root · p.2 · 1.4 Game Structure
[2] RULEBOOK Root — Learning to Play · p.2 · Flow of Play
[3] RULEBOOK Root — Law of Root · p.22 · 18.5 Daylight
[4] RULEBOOK Root — Law of Root · p.15 · 13.5 Daylight
[5] RULEBOOK Root — Law of Root · p.14 · 12.6 Evening

Strategy guides → — community tips, kept separate from rulings

🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 184 ms · ask 13667 ms · total 13861 ms
single-flight (PR-5)
queued 0 ms · generation 13861 ms
retrieval refs (raw)
[{"page": 22, "score": 0.032266, "snippet": "Your Daylight has two steps in the following order. 18.5.1 Captain Acts. In any order and combination, you may take up to four actions as follows with the Acting Captain, shown in your Acting Captain slot. (If the Acting Captain was placed in a forest with Ready in Birdsong this turn, you take up to", "headingPath": "18.5 Daylight", "sharpsignalDocId": 56}, {"page": 2, "score": 0.030536, "snippet": "1.4.1 Turn Structure. Each player's turn has three phases: Birdsong, Daylight, and Evening. Anything that says 'at start of' a phase happens before everything else in the phase, and anything that says 'at end of' happens a/fter everything else in the phase but before the start of the next phase, if ", "headingPath": "1.4 Game Structure", "sharpsignalDocId": 56}, {"page": 4, "score": 0.029211, "snippet": "When you move, take any number (more than zero) of your warriors and pawns from one clearing and move them on a linking path (2.2) to one adjacent clearing. 4.2.1 You Must Rule. To take a move, you must rule the origin clearing, destination clearing, or both. VOCFS 4.2.2 No Movement Limits. A given ", "headingPath": "4.2 Move", "sharpsignalDocId": 56}, {"page": 15, "score": 0.02895, "snippet": "You may take up to three actions, as follows, in any order and number. 13.5.1 Move. Take a move. 13.5.2 Plot. Remove a Corvid warrior, plus another Corvid warrior per plot you have placed this turn, from a clearing with no plot tokens to place a facedown plot token there. 13.5.3 Battle. Initiate a b", "headingPath": "13.5 Daylight", "sharpsignalDocId": 56}, {"page": 26, "score": 0.028629, "snippet": "H.1.1 Gaining from Supply. When a player's score marker enters a space with a hireling marker, they take the hireling marker and place it below their Evening (as a reminder) . At the end of their turn, they take any hireling card from the supply, roll for control (H.1.2), and flip over the hireling ", "headingPath": "H.1 Gaining and Losing Hirelings", "sharpsignalDocId": 56}, {"page": 3, "score": 0.027799, "snippet": "Give the booklet to the Marquise player and ask them to read the text aloud as they take the actions described. When their turn is over, pass the booklet to the Eyrie player so they can do the same. Continue this until you reach the end. /The booklet also answers some common questions and gives stra", "headingPath": "Play", "sharpsignalDocId": 75}, {"page": 32, "score": 0.026398, "snippet": "Take any of your warriors and pawns from one clearing and move them along a linking path to one adjacent clearing. You must rule the origin, destination, or both. A given piece can be moved any number of times per turn.", "headingPath": "Move (4.2)", "sharpsignalDocId": 56}, {"page": 10, "score": 0.026084, "snippet": "First, you can cra/ft any cards in your hand using workshops. /Then, you can take up to three of the following actions. » Battle: Initiate a battle. » March: Take up to two moves. » Recruit: Place one warrior at each recruiter. You may take this action only once per turn. » Build: Place one building", "headingPath": "Daylight", "sharpsignalDocId": 75}]
citations (raw)
[{"page": 2, "quote": null, "headingPath": "1.4 Game Structure", "sharpsignalDocId": 56}, {"page": 2, "quote": null, "headingPath": "Flow of Play", "sharpsignalDocId": 75}, {"page": 22, "quote": null, "headingPath": "18.5 Daylight", "sharpsignalDocId": 56}, {"page": 15, "quote": null, "headingPath": "13.5 Daylight", "sharpsignalDocId": 56}, {"page": 14, "quote": null, "headingPath": "12.6 Evening", "sharpsignalDocId": 56}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base-rulebook boost: not recorded (this ruling predates it); rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base-rulebook boost: not recorded (this ruling predates it)
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)
debug row retained until
Oct 31, 2026 01:41

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. How many arms fused this ruling was NOT RECORDED (it predates the boost trail, ran on the path that stored none, or stored one that could not be read), and the ceiling depends on that count (ceiling = arms/(k+1) at k=60): 2 arms top out at 0.03279; 3 arms top out at 0.04918. So a score above 0.03279 here is not an anomaly: it is arithmetic proof a boost arm voted, and the measured band 0.016–0.033 (taken on two-arm asks) is what does not apply. 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 Root — Law of Root (corpus doc 56) 18.5 Daylight p.22 0.032266 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300
#2 RULEBOOK Root — Law of Root (corpus doc 56) 1.4 Game Structure p.2 0.030536 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300
#3 RULEBOOK Root — Law of Root (corpus doc 56) 4.2 Move p.4 0.029211 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300
#4 RULEBOOK Root — Law of Root (corpus doc 56) 13.5 Daylight p.15 0.02895 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300
#5 RULEBOOK Root — Law of Root (corpus doc 56) H.1 Gaining and Losing Hirelings p.26 0.028629 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300
#6 RULEBOOK Root — Learning to Play (corpus doc 75) Play p.3 0.027799 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300
#7 RULEBOOK Root — Law of Root (corpus doc 56) Move (4.2) p.32 0.026398 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 219
#8 RULEBOOK Root — Learning to Play (corpus doc 75) Daylight p.10 0.026084 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300

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 Root — Law of Root (corpus doc 56) 1.4 Game Structure p.2 no quote on the wire
[2] RULEBOOK Root — Learning to Play (corpus doc 75) Flow of Play p.2 no quote on the wire
[3] RULEBOOK Root — Law of Root (corpus doc 56) 18.5 Daylight p.22 no quote on the wire
[4] RULEBOOK Root — Law of Root (corpus doc 56) 13.5 Daylight p.15 no quote on the wire
[5] RULEBOOK Root — Law of Root (corpus doc 56) 12.6 Evening p.14 no quote on the wire
timing split
retrieval 184 ms · first delta n/a · total 13861 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 184 ms · ask 13667 ms · gateway work 13861 ms · total 13861 ms
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 58s ago)
stream path
not recorded — this ruling predates the stream-path column (V41)
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 6), 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.