RuleSage cited table rulings
← One Deck Dungeon

You asked

How do I take my turn?

Answered counted as answered

Asked with: One Deck Dungeonbg-179275-en-1e

At the start of each turn, you must spend 2 time.[1][2] Then, you choose one of the following options:
Option 1: Explore
1. Add face-down doors from the encounter deck to the table until there are four total doors in play.[3]
2. If the stairs card is visible, you place as many closed doors as you can and the turn ends.[4]
3. If you cannot explore because there are already four doors in play or the stairs card is visible, you cannot perform this action.[3]
Option 2: Enter a Room
1. Select one of the doors in play.[5]
2. If the door is closed (face-down), flip it face-up.[5]
3. If the door was closed, you must choose to either:
* Start an encounter using that card.[5]
* Flee, which ends the turn immediately and leaves the card face-up as an open door.[5]
4. If the door was already open (face-up), start an encounter.[5]
5. You cannot choose to enter an already open door and then flee from it.[5]
Resolving an Encounter
If you start an encounter, the following steps occur:
1. (Only for Peril encounters) Make a choice and spend time immediately upon making the choice.[1][6]
2. (Only for certain players) Peril choice.[7]
3. Use Heroic Feat.[7][1]
4. Gather and roll dice.[7][1]
5. Use skills and/or potions and place dice.[7][1]
6. Suffer consequences.[7][1]
7. Claim loot.[7][1]
After the encounter is complete, the turn is over.[5] All dice are returned to the general supply, except for those stored on heroic feats or exiled.[5]
[1] RULEBOOK One Deck Dungeon — Rulebook · p.23
[2] RULEBOOK One Deck Dungeon — Rulebook · p.10 · Turns: Detailed rules · PHASE 1: TIME PASSES · PHASE 2: EXPLORE OR ENTER A ROOM
[3] RULEBOOK One Deck Dungeon — Rulebook · p.11 · TURN OPTION: EXPLORE · EXAMPLE TURN #1: EXPLORE
[4] RULEBOOK One Deck Dungeon — Rulebook · p.32 · Start of Turn / Explore · Rolling Dice and Using Skills
[5] RULEBOOK One Deck Dungeon — Rulebook · p.12 · TURN OPTION: ENTER A ROOM · EXAMPLE TURN #2: ENTER A ROOM · TURN #3 AND BEYOND:
[6] RULEBOOK One Deck Dungeon — Rulebook · p.33 · Rolling Dice and Using Skills · Q: How do I get potions? · Q: When can I use potions? · Damage, Time, and Prevention Skills · Q: What happens if the Stairs Card is visible and causes damage during Suffer Consequences?
[7] RULEBOOK One Deck Dungeon — Rulebook · p.9 · Turns: Overview · PHASE 2: EXPLORE OR ENTER A ROOM · OPTION 2: ENTER A ROOM

The book has spoken.

🔧 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 188 ms · ask 3084 ms · total 3276 ms
single-flight (PR-5)
queued 0 ms · generation 3276 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 16, "score": 0.046432, "snippet": "In an encounter, the party must try and cover as many active challenge boxes as possible. In a combat encounter, all challenge boxes on the encounter card are active. In a peril encounter, only the box under the chosen option is active. The other box is ignored entirely. There are challenge boxes on", "headingPath": "STEP 4: USE SKILLS AND PLACE DICE", "sharpsignalDocId": 1001}, {"page": 9, "score": 0.032787, "snippet": "Every game turn in One Deck Dungeon is shared by the entire party. You will act together to face encounters and overcome them, which will of course result in wondrous loot! On the following pages are detailed descriptions of each part of the game turn. Here's a list of everything that will happen in", "headingPath": "Turns: Overview · PHASE 2: EXPLORE OR ENTER A ROOM · OPTION 2: ENTER A ROOM", "sharpsignalDocId": 1001}, {"page": 12, "score": 0.032258, "snippet": "All the action in One Deck Dungeon lies behind doors. When the party uses their turn to enter a room , you must select one of the doors in play. If the door is closed (face-down), first open the door by flipping it face-up. Then, the party can choose to either start an encounter or flee . If you fle", "headingPath": "TURN OPTION: ENTER A ROOM · EXAMPLE TURN #2: ENTER A ROOM · TURN #3 AND BEYOND:", "sharpsignalDocId": 1001}, {"page": 10, "score": 0.031746, "snippet": "Every turn has two phases, and the turn is shared by the entire party. You must spend two time at the start of each turn. The passage of time in One Deck Dungeon is represented by discarding cards off the top of the encounter deck. For each time ( ) spent, discard one card face-up into a discard pil", "headingPath": "Turns: Detailed rules · PHASE 1: TIME PASSES · PHASE 2: EXPLORE OR ENTER A ROOM", "sharpsignalDocId": 1001}, {"page": 11, "score": 0.03125, "snippet": "To explore , add face-down doors from the encounter deck to the table until there are four total doors in play. Open doors (face-up cards that you fled from) count toward the limit of four, as do closed doors from previous explore turns. You cannot explore if there are already four doors (whether op", "headingPath": "TURN OPTION: EXPLORE · EXAMPLE TURN #1: EXPLORE", "sharpsignalDocId": 1001}, {"page": 5, "score": 0.030769, "snippet": "Stack the experience level cards (level 1 on top, level 4 on the bottom). Shuffle all the encounter cards together into a deck. Place the stairs card underneath the deck. Slide the dungeon card under the Turn Reference, so that only the first floor of the dungeon is showing. Return the unused heroes", "headingPath": "Setup steps:", "sharpsignalDocId": 1001}, {"page": 18, "score": 0.030366, "snippet": "After suffering consequences (and surviving), the encounter card is claimed as loot. The party chooses to take it either as an item , a skill , a potion , or XP . In the case of an item or a skill, the party chooses which hero claims the card as loot. Potions and XP are shared by the entire party. Y", "headingPath": "STEP 6: CLAIM LOOT", "sharpsignalDocId": 1001}, {"page": 32, "score": 0.029851, "snippet": "Q: Can I enter an already-open door and then flee from it? A: No. You can only flee if you open a closed door. Q: What happens if the Stairs Card is revealed while exploring? A: You place as many closed doors as you can, and then the turn is over. In a 4P game, if you would place a door with just on", "headingPath": "Start of Turn / Explore · Rolling Dice and Using Skills", "sharpsignalDocId": 1001}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 23, "quote": null, "headingPath": "", "sharpsignalDocId": 1001}, {"page": 10, "quote": null, "headingPath": "Turns: Detailed rules · PHASE 1: TIME PASSES · PHASE 2: EXPLORE OR ENTER A ROOM", "sharpsignalDocId": 1001}, {"page": 11, "quote": null, "headingPath": "TURN OPTION: EXPLORE · EXAMPLE TURN #1: EXPLORE", "sharpsignalDocId": 1001}, {"page": 32, "quote": null, "headingPath": "Start of Turn / Explore · Rolling Dice and Using Skills", "sharpsignalDocId": 1001}, {"page": 12, "quote": null, "headingPath": "TURN OPTION: ENTER A ROOM · EXAMPLE TURN #2: ENTER A ROOM · TURN #3 AND BEYOND:", "sharpsignalDocId": 1001}, {"page": 33, "quote": null, "headingPath": "Rolling Dice and Using Skills · Q: How do I get potions? · Q: When can I use potions? · Damage, Time, and Prevention Skills · Q: What happens if the Stairs Card is visible and causes damage during Suffer Consequences?", "sharpsignalDocId": 1001}, {"page": 9, "quote": null, "headingPath": "Turns: Overview · PHASE 2: EXPLORE OR ENTER A ROOM · OPTION 2: ENTER A ROOM", "sharpsignalDocId": 1001}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1001 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1001 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 0.85548 of 1204 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Oct 24, 2026 21:56 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 One Deck Dungeon — Rulebook (corpus doc 1001) STEP 4: USE SKILLS AND PLACE DICE p.16 0.046432 (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 One Deck Dungeon — Rulebook (corpus doc 1001) Turns: Overview · PHASE 2: EXPLORE OR ENTER A ROOM · OPTION 2: ENTER A ROOM p.9 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
#3 RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) TURN OPTION: ENTER A ROOM · EXAMPLE TURN #2: ENTER A ROOM · TURN #3 AND BEYOND: 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
#4 RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) Turns: Detailed rules · PHASE 1: TIME PASSES · PHASE 2: EXPLORE OR ENTER A ROOM p.10 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
#5 RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) TURN OPTION: EXPLORE · EXAMPLE TURN #1: EXPLORE p.11 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
#6 RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) Setup steps: 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 One Deck Dungeon — Rulebook (corpus doc 1001) STEP 6: CLAIM LOOT p.18 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
#8 RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) Start of Turn / Explore · Rolling Dice and Using Skills p.32 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 40 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 One Deck Dungeon — Rulebook (corpus doc 1001) TURN OPTION: ENTER A ROOM · EXAMPLE TURN #2: ENTER A ROOM · TURN #3 AND BEYOND: p.12 #3 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
#2 RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) Turns: Overview · PHASE 2: EXPLORE OR ENTER A ROOM · OPTION 2: ENTER A ROOM p.9 #2 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)) vector + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) Setup steps: p.5 #6 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
#4 RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) p.23 #18 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
#5 RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) Rolling Dice and Using Skills · Q: How do I get potions? · Q: When can I use potions? · Damage, Time, and Prevention Skills · Q: What happens if the Stairs Card is visible and causes damage during Suffer Consequences? p.33 #10 0.028595 (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
#6 RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) Turns: Detailed rules · PHASE 1: TIME PASSES · PHASE 2: EXPLORE OR ENTER A ROOM p.10 #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)) vector + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) Start of Turn / Explore · Rolling Dice and Using Skills p.32 #8 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)) vector + the doc-priority boost arm the re-ranker chose it
#8 RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) TURN OPTION: EXPLORE · EXAMPLE TURN #1: EXPLORE p.11 #5 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

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 One Deck Dungeon — Rulebook (corpus doc 1001) p.23 no quote on the wire
[2] RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) Turns: Detailed rules · PHASE 1: TIME PASSES · PHASE 2: EXPLORE OR ENTER A ROOM p.10 no quote on the wire
[3] RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) TURN OPTION: EXPLORE · EXAMPLE TURN #1: EXPLORE p.11 no quote on the wire
[4] RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) Start of Turn / Explore · Rolling Dice and Using Skills p.32 no quote on the wire
[5] RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) TURN OPTION: ENTER A ROOM · EXAMPLE TURN #2: ENTER A ROOM · TURN #3 AND BEYOND: p.12 no quote on the wire
[6] RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) Rolling Dice and Using Skills · Q: How do I get potions? · Q: When can I use potions? · Damage, Time, and Prevention Skills · Q: What happens if the Stairs Card is visible and causes damage during Suffer Consequences? p.33 no quote on the wire
[7] RULEBOOK One Deck Dungeon — Rulebook (corpus doc 1001) Turns: Overview · PHASE 2: EXPLORE OR ENTER A ROOM · OPTION 2: ENTER A ROOM p.9 no quote on the wire
timing split
retrieval 188 ms · first delta 1129 ms · total 3276 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 188 ms · ask 3084 ms · gateway work 3276 ms · total 3276 ms
tokens in (the prompt the answerer read)
2624
tokens out (what the answerer generated)
420
tok/sec
202.7 tok/sec — 420 output tokens in 2.072 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 42s ago)
gateway schema (read from the running child)
schema head 0042_definer_search_path (live revision not readable by this principal)
answerer host (measured by rulesage)
reachable (for 5h, 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
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 931), 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.