RuleSage cited table rulings
← Twilight Struggle

You asked

How do I take my turn?

Answered counted as answered

Asked with: Twilight Strugglebg-12333-en-1e

A turn in Twilight Struggle has the following structure:
1. Improve DEFCON Status: If the DEFCON level is lower than 5, add one to the DEFCON status (towards Peace).[1]
2. Deal Cards: Each player receives enough cards to bring their total hand size to 8 on turns 1-3, or to 9 on turns 4-10 (excluding 'The China Card').[1]
3. Headline Phase: Each player secretly selects a card from their hand and reveals them simultaneously; these are called 'Headline cards' and their Events take place in this phase.[1]
4. Action Rounds: Players play cards as either Events or Operations.[2]
* If a player plays a card as an Operation, and the card's Event is associated only with their opponent, the Event still occurs.[2]
* The phasing player decides whether an opponent's triggered event takes place before or after the Operations are conducted.[2]
* If a player has insufficient cards to take the required number of actions, they must sit out the remaining Action Rounds while the opposing player completes the turn.[3]
5. Check Military Operations Status: Each player determines if they are penalized Victory Points for failing to perform enough Military Operations (the number required is equal to the current DEFCON status).[3][4]
6. Reveal Held Card: During Tournament or competitive play, both players should reveal any held cards to ensure all required scoring cards are played.[3]
7. Flip 'The China Card': If 'The China Card' was passed face-down during the turn, flip it face-up.[3]
8. Advance Turn Marker: Move the Turn Marker to the next turn.[3]
* If it is the end of turn 3, shuffle the Mid War cards into the draw deck.[3]
* If it is the end of turn 7, shuffle the Late war cards into the draw deck.[3]
9. Final Scoring: Performed only after Turn 10.[3]
[1] RULEBOOK Twilight Struggle — Rulebook · p.4 · 4.0 GAME SEQUENCE
[2] RULEBOOK Twilight Struggle — Rulebook · p.5 · 5.0 CARD PLAY
[3] RULEBOOK Twilight Struggle — Rulebook · p.5 · 4.0 GAME SEQUENCE
[4] RULEBOOK Twilight Struggle — Rulebook · p.9 · 8.2 Required Military Operations

One rule clearer, zero feelings hurt.

🔧 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 161 ms · ask 3276 ms · total 3439 ms
single-flight (PR-5)
queued 0 ms · generation 3439 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 5, "score": 0.04866, "snippet": "If a player has insufficient cards to take the requisite number of actions for the turn, that player must sit out of the remaining Action Rounds while the opposing player completes the turn. E. Check Military Operations Phase: Each player determines if they are penalized Victory Points for failing t", "headingPath": "4.0 GAME SEQUENCE", "sharpsignalDocId": 245}, {"page": 4, "score": 0.048387, "snippet": "Headline Phase: Each player secretly selects a card from their hand. Once both players have made their choice, they reveal their cards to each other simultaneously. These cards are called 'Headline cards' and their Events take place in this phase (and if the event title has an asterisk, are removed ", "headingPath": "4.0 GAME SEQUENCE", "sharpsignalDocId": 245}, {"page": 4, "score": 0.046635, "snippet": "4.1 Twilight Struggle has ten turns. Each turn represents between three and five years, and will involve six or seven normal card plays by each player. At the beginning of the game, each player receives eight cards from the Early War deck. At the beginning of turn 4, the Mid War deck is shuffled int", "headingPath": "4.0 GAME SEQUENCE", "sharpsignalDocId": 245}, {"page": 5, "score": 0.045228, "snippet": "5.1 Cards may be played in one of two ways: as Events or Operations. Ordinarily, players will hold one card in their hand at the end of the turn. All other cards will be used for events or operations. Players may not forgo their turn by declining to play a card, or by discarding a card from their ha", "headingPath": "5.0 CARD PLAY", "sharpsignalDocId": 245}, {"page": 10, "score": 0.031746, "snippet": "10.2.1 The Victory Point Track shows a range of scoring possibilities from US-20 (US automatic victory) to USSR-20 (USSR automatic victory). At the start of the game, place the VP marker in the center of the chart, on the box marked At Start. This box represents zero points, or total equilibrium of ", "headingPath": "10.2 The Victory Point Track · 10.3 VICTORY", "sharpsignalDocId": 245}, {"page": 6, "score": 0.030769, "snippet": "6.2.1 Realignment rolls are used to reduce enemey Influence in a country. To attempt a Realignment roll, the acting player need not have any Influence in the target country or in any adjacent country-although this improves the chance of success greatly. However, you opponent must have at least 1 Inf", "headingPath": "6.2 REALIGNMENT ROLLS", "sharpsignalDocId": 245}, {"page": 11, "score": 0.029851, "snippet": "Once all regions have been scored, victory goes to the player who has accrued most VPs. If the VP marker is on a positive number, the US wins; if the VP marker is on a negative number, the USSR wins. If the VP marker is on zero, the game ends in a draw. These rules are optional, and are not required", "headingPath": "10.3 VICTORY · 11.0 TOURNAMENT PLAY", "sharpsignalDocId": 245}, {"page": 17, "score": 0.029412, "snippet": "#6: The Situation in Europe at the end of Turn 2. (DEFCON increases to 3, Mil Ops requirements met by both players, no lost points. Deck reshuffled.) US: maRShall Plan (4 Ops) Soviets: decolonization (2 Ops) Ugh, not only has the Soviet player gotten all his big cards, Chris has nabbed decolonizatio", "headingPath": "Action Rounds · TURN 3 · Headline Phase", "sharpsignalDocId": 245}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "4.0 GAME SEQUENCE", "sharpsignalDocId": 245}, {"page": 5, "quote": null, "headingPath": "5.0 CARD PLAY", "sharpsignalDocId": 245}, {"page": 5, "quote": null, "headingPath": "4.0 GAME SEQUENCE", "sharpsignalDocId": 245}, {"page": 9, "quote": null, "headingPath": "8.2 Required Military Operations", "sharpsignalDocId": 245}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 245 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 245 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 0.90822 of 1460 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Oct 24, 2026 23:09 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 Twilight Struggle — Rulebook (corpus doc 245) 4.0 GAME SEQUENCE p.5 0.04866 (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 Twilight Struggle — Rulebook (corpus doc 245) 4.0 GAME SEQUENCE p.4 0.048387 (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 Twilight Struggle — Rulebook (corpus doc 245) 4.0 GAME SEQUENCE p.4 0.046635 (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 Twilight Struggle — Rulebook (corpus doc 245) 5.0 CARD PLAY p.5 0.045228 (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 Twilight Struggle — Rulebook (corpus doc 245) 10.2 The Victory Point Track · 10.3 VICTORY 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
#6 RULEBOOK Twilight Struggle — Rulebook (corpus doc 245) 6.2 REALIGNMENT ROLLS p.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)) 300
#7 RULEBOOK Twilight Struggle — Rulebook (corpus doc 245) 10.3 VICTORY · 11.0 TOURNAMENT PLAY p.11 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
#8 RULEBOOK Twilight Struggle — Rulebook (corpus doc 245) Action Rounds · TURN 3 · Headline Phase p.17 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 80 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 Twilight Struggle — Rulebook (corpus doc 245) 4.0 GAME SEQUENCE p.5 #1 0.04866 (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 Twilight Struggle — Rulebook (corpus doc 245) 5.0 CARD PLAY p.5 #4 0.045228 (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 Twilight Struggle — Rulebook (corpus doc 245) TURN 2 · Headline Phase · Action Rounds p.15 #29 0.012195 (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 Twilight Struggle — Rulebook (corpus doc 245) 6.4 THE SPACE RACE p.7 #26 0.012821 (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 Twilight Struggle — Rulebook (corpus doc 245) Cards: · Victory: p.12 #25 0.012987 (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
#6 RULEBOOK Twilight Struggle — Rulebook (corpus doc 245) 8.2 Required Military Operations p.9 #12 0.02605 (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 Twilight Struggle — Rulebook (corpus doc 245) A Late War Scenario for Twilight Struggle · Markers: · Events in play counters p.12 #38 0.010526 (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
#8 RULEBOOK Twilight Struggle — Rulebook (corpus doc 245) 4.0 GAME SEQUENCE p.4 #3 0.046635 (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 Twilight Struggle — Rulebook (corpus doc 245) 4.0 GAME SEQUENCE p.4 no quote on the wire
[2] RULEBOOK Twilight Struggle — Rulebook (corpus doc 245) 5.0 CARD PLAY p.5 no quote on the wire
[3] RULEBOOK Twilight Struggle — Rulebook (corpus doc 245) 4.0 GAME SEQUENCE p.5 no quote on the wire
[4] RULEBOOK Twilight Struggle — Rulebook (corpus doc 245) 8.2 Required Military Operations p.9 no quote on the wire
timing split
retrieval 161 ms · first delta 1224 ms · total 3439 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 161 ms · ask 3276 ms · gateway work 3439 ms · total 3439 ms
tokens in (the prompt the answerer read)
3331
tokens out (what the answerer generated)
432
tok/sec
202.2 tok/sec — 432 output tokens in 2.137 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 36s 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 9s 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 171), 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.