RuleSage cited table rulings
← Roll Player Adventures

You asked

How do I setup the game?

Answered counted as answered

Asked with: Roll Player Adventuresbg-254708-en-1e

Campaign Setup
1. Find the 36 attribute dice and place them in the black drawstring bag.[1]
2. Leave the familiar dice in the game box.[1]
3. Take a blank party journal.[1]
4. Consult the chart in the campaign setup to find the values for the combat dice limit, play limit, and bonus play limit, based on the number of players, and record these values in the corresponding blanks on the party journal.[1]
5. Each player takes a character sheet and a blank character insert, sliding the character insert all the way into the character sheet so that the colored bars show through the slots.[1]
6. Each player records their own name in the corresponding space.[1]
7. Each player selects a pregenerated character and places the portrait card in the portrait space on their character sheet, ensuring every player has a character with a different class color.[1]
8. Each player records their character's name, race, and class, as indicated by their portrait card, in the corresponding spaces on their character sheet.[1]
9. Each player records '16' as their character's starting health in the corresponding space on their character sheet.[1]
10. Each player records their character's attribute scores, as indicated by their portrait card, in the corresponding spaces on their character sheet.[1]
11. Each player adds stamina cubes to the attribute rows on their character sheet, with the number of cubes equal to the character's corresponding attribute score.[1]
12. Each player finds the class card that matches their character's class and places it face up in the class ability space on their character sheet.[1]
13. Each player reviews the back of their portrait card to see which cards are required for their starting hand, then gathers the listed cards from the various market decks: armor, weapons, skills, traits, and scrolls.[1]
14. Each player places this starting hand of cards face down in the hand space on their character sheet.[1]
15. If playing on legendary difficulty, each player finds the base hand limit for the player count and records this value as 'X+' in the upper lefthand corner of the attribute score box for the attribute that matches their class color.[2]
16. Consult the chart and take the amount of starting gold based on the number of players, then place that number of gold coins in the corresponding space on the party journal.[3]
Adventure Setup
1. Place the party journal in the center of the table.[4]
2. Place the dice bag, skillbook, enemy deck, modifier deck, gold, XP, stamina, encounter tokens, bonus play tokens, favor markers, round markers, market decks, familiar deck, and party marker near the party journal.[4]
3. Place the discovery, title, and rare decks face down near the party journal without shuffling them.[4]
4. Find each player's character sheet with insert and portrait card.[4]
5. Give each player a player aid card.[4]
6. Find the storybook for the current adventure according to the campaign track on the party journal and give it to any player, who becomes the storyteller.[4]
7. Give the Tome of Encounters to the player on the storyteller's right, who becomes the tome keeper.[4]
8. Return all other storybooks to the game box.[4]
9. The storyteller opens the storybook to the first page and follows the adventure-specific setup.[4]
[1] RULEBOOK Roll Player Adventures — Rulebook · p.6 · Campaign Setup v · 1. Fill Dice Bag · 2. Prepare Party Journal · 3. Take Character Sheets · 4. Select Pregenerated Characters · 5. Record Character Details · …
[2] RULEBOOK Roll Player Adventures — Rulebook · p.21 · LEGENDARY HAND LIMIT
[3] RULEBOOK Roll Player Adventures — Rulebook · p.6 · 11. Take Starting Gold
[4] RULEBOOK Roll Player Adventures — Rulebook · p.8 · Adventure Setup v · 1. Prepare Party Journal · 2. Create Supply · 3. Discovery, Title, and Rare Decks · 4. Player Aids and Character Sheets · 5. Storybooks · …

That settles it — whose turn was it?

🔧 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 149 ms · ask 4989 ms · total 12081 ms
single-flight (PR-5)
queued 6941 ms · generation 5140 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 6, "score": 0.048412, "snippet": "Follow the steps below when starting a new campaign. Adventure setup is carried out before each new adventure within the campaign, but campaign setup only has to be done once, at the very start of the campaign. Find the 36 attribute dice and place them in the black drawstring bag. Leave the familiar", "headingPath": "Campaign Setup v · 1. Fill Dice Bag · 2. Prepare Party Journal · 3. Take Character Sheets · 4. Select Pregenerated Characters · 5. Record Character Details · …", "sharpsignalDocId": 744}, {"page": 8, "score": 0.048387, "snippet": "Once campaign setup is complete, follow these steps when starting each adventure: Place the party journal in the center of the table. Place the dice bag, skillbook, enemy deck, modifier deck, gold, XP, stamina, encounter tokens, bonus play tokens, favor markers, round markers, market decks, familiar", "headingPath": "Adventure Setup v · 1. Prepare Party Journal · 2. Create Supply · 3. Discovery, Title, and Rare Decks · 4. Player Aids and Character Sheets · 5. Storybooks · …", "sharpsignalDocId": 744}, {"page": 20, "score": 0.046642, "snippet": "As the party explores Ulos, they might gain or lose a member along the way. If the number of players in the party changes between adventures, the campaign can still go on! Just make the following adjustments to add or remove a player. Adjust the play limit to reflect the new player count. Refer to t", "headingPath": "Adding and Removing Players v · ADDING A PLAYER · REMOVING A PLAYER", "sharpsignalDocId": 744}, {"page": 6, "score": 0.031746, "snippet": "Consult the chart below and take the amount of starting gold based on the number of players. Place a number of gold coins equal to that amount in the corresponding space on the party journal. Campaign setup is now complete! If the party is now ready to start the first adventure of the campaign, cont", "headingPath": "11. Take Starting Gold", "sharpsignalDocId": 744}, {"page": 7, "score": 0.03125, "snippet": "Each player notes which market cards their imported character had in Roll Player , then gathers the cards of the same name from the various market decks: armor, weapons, skills, traits, and scrolls. Each player places this starting hand of cards face down in the hand space on their character sheet. ", "headingPath": "7. Build Starting Hands · 8. Take Starting Gold and XP", "sharpsignalDocId": 744}, {"page": 13, "score": 0.030303, "snippet": "Review the skillbook page to find the dice limit for this skill check. This is the number of dice that the players will add to the dice pool. The players may spend stamina, by moving it from their attribute rows to their fatigue boxes, to add a die of a specific color. Find the die in the dice bag a", "headingPath": "SKILL CHECK: BUILD THE DICE POOL", "sharpsignalDocId": 744}, {"page": 15, "score": 0.029851, "snippet": "Review the party journal to find the party's current combat dice limit. This is the number of dice that the players will add to the dice pool. The players may spend stamina, by moving it from their attribute rows to their fatigue boxes, to add a die of a specific color. Find the die in the dice bag ", "headingPath": "COMBAT: BUILD THE DICE POOL", "sharpsignalDocId": 744}, {"page": 16, "score": 0.029412, "snippet": "Each player gathers the cards from their hand space (but not from their spent space). The players may play cards from their hands to alter the dice in the dice pool. They can coordinate with each other to decide who should play which cards and in what order. See 'Card Icons' on page 22. Cards are pl", "headingPath": "COMBAT: MANIPULATE AND PLACE DICE · COMBAT: END OF ROUND", "sharpsignalDocId": 744}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 6, "quote": null, "headingPath": "Campaign Setup v · 1. Fill Dice Bag · 2. Prepare Party Journal · 3. Take Character Sheets · 4. Select Pregenerated Characters · 5. Record Character Details · …", "sharpsignalDocId": 744}, {"page": 21, "quote": null, "headingPath": "LEGENDARY HAND LIMIT", "sharpsignalDocId": 744}, {"page": 6, "quote": null, "headingPath": "11. Take Starting Gold", "sharpsignalDocId": 744}, {"page": 8, "quote": null, "headingPath": "Adventure Setup v · 1. Prepare Party Journal · 2. Create Supply · 3. Discovery, Title, and Rare Decks · 4. Player Aids and Character Sheets · 5. Storybooks · …", "sharpsignalDocId": 744}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 744 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 744 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 0.92020 of 2757 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Oct 24, 2026 23:13 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 Roll Player Adventures — Rulebook (corpus doc 744) Campaign Setup v · 1. Fill Dice Bag · 2. Prepare Party Journal · 3. Take Character Sheets · 4. Select Pregenerated Characters · 5. Record Character Details · … p.6 0.048412 (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 Roll Player Adventures — Rulebook (corpus doc 744) Adventure Setup v · 1. Prepare Party Journal · 2. Create Supply · 3. Discovery, Title, and Rare Decks · 4. Player Aids and Character Sheets · 5. Storybooks · … p.8 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 Roll Player Adventures — Rulebook (corpus doc 744) Adding and Removing Players v · ADDING A PLAYER · REMOVING A PLAYER p.20 0.046642 (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 Roll Player Adventures — Rulebook (corpus doc 744) 11. Take Starting Gold p.6 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 Roll Player Adventures — Rulebook (corpus doc 744) 7. Build Starting Hands · 8. Take Starting Gold and XP p.7 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 Roll Player Adventures — Rulebook (corpus doc 744) SKILL CHECK: BUILD THE DICE POOL p.13 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
#7 RULEBOOK Roll Player Adventures — Rulebook (corpus doc 744) COMBAT: BUILD THE DICE POOL p.15 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 Roll Player Adventures — Rulebook (corpus doc 744) COMBAT: MANIPULATE AND PLACE DICE · COMBAT: END OF ROUND p.16 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 45 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 Roll Player Adventures — Rulebook (corpus doc 744) Campaign Setup v · 1. Fill Dice Bag · 2. Prepare Party Journal · 3. Take Character Sheets · 4. Select Pregenerated Characters · 5. Record Character Details · … p.6 #1 0.048412 (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 Roll Player Adventures — Rulebook (corpus doc 744) Combat v · COMBAT: SETUP p.15 #13 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
#3 RULEBOOK Roll Player Adventures — Rulebook (corpus doc 744) 11. Take Starting Gold p.6 #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
#4 RULEBOOK Roll Player Adventures — Rulebook (corpus doc 744) LEGENDARY HAND LIMIT p.21 #24 0.012048 (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 Roll Player Adventures — Rulebook (corpus doc 744) p.24 #19 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
#6 RULEBOOK Roll Player Adventures — Rulebook (corpus doc 744) Skill Checks v · SKILL CHECK: SETUP p.13 #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
#7 RULEBOOK Roll Player Adventures — Rulebook (corpus doc 744) Adding and Removing Players v · ADDING A PLAYER · REMOVING A PLAYER p.20 #3 0.046642 (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
#8 RULEBOOK Roll Player Adventures — Rulebook (corpus doc 744) Adventure Setup v · 1. Prepare Party Journal · 2. Create Supply · 3. Discovery, Title, and Rare Decks · 4. Player Aids and Character Sheets · 5. Storybooks · … p.8 #2 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)) 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 Roll Player Adventures — Rulebook (corpus doc 744) Campaign Setup v · 1. Fill Dice Bag · 2. Prepare Party Journal · 3. Take Character Sheets · 4. Select Pregenerated Characters · 5. Record Character Details · … p.6 no quote on the wire
[2] RULEBOOK Roll Player Adventures — Rulebook (corpus doc 744) LEGENDARY HAND LIMIT p.21 no quote on the wire
[3] RULEBOOK Roll Player Adventures — Rulebook (corpus doc 744) 11. Take Starting Gold p.6 no quote on the wire
[4] RULEBOOK Roll Player Adventures — Rulebook (corpus doc 744) Adventure Setup v · 1. Prepare Party Journal · 2. Create Supply · 3. Discovery, Title, and Rare Decks · 4. Player Aids and Character Sheets · 5. Storybooks · … p.8 no quote on the wire
timing split
retrieval 149 ms · first delta 1358 ms · total 12081 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 6941 ms · retrieval 149 ms · ask 4989 ms · gateway work 5140 ms · total 12081 ms
tokens in (the prompt the answerer read)
2608
tokens out (what the answerer generated)
747
tok/sec
202.7 tok/sec — 747 output tokens in 3.686 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 8s 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 678), 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.