You asked
How do I setup the game?
Answered counted as answered1. Split into 2 teams as evenly as possible [1]. 2. Seat all members of the same team on the same side of the table, facing the opposing team [1]. 3. Each team takes 1 Screen and draws 4 Keyword Cards from the top of the deck, placing them in the Screen's slots without showing them to the opposing team [1]. 4. Each team takes 1 Note Sheet [1]. 5. Choose a name for your team and write it in the provided space [1]. 6. Each team takes the deck of Code Cards corresponding to the colour of their Screen (black or white) [1]. 7. Place the sand timer, Interception Tokens, and Miscommunication Tokens in the centre of the table [1].
🔧 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 220 ms · ask 5229 ms · total 5459 ms
- single-flight (PR-5)
- queued 0 ms · generation 5459 ms
- retrieval refs (raw)
- [{"page": 6, "score": 0.032002, "snippet": "Make a 2-player Encryptor team. This team sits facing the Interceptor, and takes 1 Note Sheet, 1 Screen, 1 Code Card deck, and 4 Keyword cards that they place in their screen like in the standard game. The Interceptor takes 1 Note Sheet.", "headingPath": "Setup", "sharpsignalDocId": 101}, {"page": 1, "score": 0.031545, "snippet": "DECRYPTO pits two teams of 2 to 4 players against each other.* The general idea of the game is to transmit information to your own team without the other team understanding. To win you have to walk a fine line: The instructions you give need to be clear enough for your teammates to understand, while", "headingPath": "Game Principles and Goal", "sharpsignalDocId": 101}, {"page": 2, "score": 0.016393, "snippet": "Split into 2 teams as evenly as possible. Seat all the members of the same team on the same side of the table , facing the opposing team. Each team takes 1 Screen and draws 4 Keyword Cards from the top of the deck, which they place in the Screen's slots without showing them to the opposing team. Eac", "headingPath": "Setup and Components", "sharpsignalDocId": 101}, {"page": 2, "score": 0.016129, "snippet": "The game takes place over a number of Rounds (to a maximum of 8), with most games usually lasting between 4 and 6 Rounds. If neither team has won by the end of the 8th Round, the game automatically ends. At the beginning of each Round, each team names their Encryptor. This role will be held by each ", "headingPath": "gameplay", "sharpsignalDocId": 101}, {"page": 3, "score": 0.015625, "snippet": "Repeat Steps 3-7 with the opposite team. The Black team's Encryptor reads their clues out loud, the players from both teams try to work out the code, etc. You must finish the Round even if one (or both!) of the teams have met one of the victory conditions. There is a very good chance that your under", "headingPath": "Record the clues for this Round in the spaces at the bottom of the Note Sheet.", "sharpsignalDocId": 101}, {"page": 3, "score": 0.015385, "snippet": "When the Round has ended, check to see if one of the teams has either won or lost the game. If at least one of the following conditions has been met, the game ends. Otherwise begin a new Round. If a team has 2 Interception Tokens, they've won the game. If a team has 2 Miscommunication Tokens, they'v", "headingPath": "End of Round and End of Game", "sharpsignalDocId": 101}, {"page": 6, "score": 0.014925, "snippet": "The game follows the standard rules for Steps 1 through 7, except for the distribution of Tokens. If the Interceptor manages an Interception, they receive 1 Interception Token, as usual. If the Encryptors fail a communication, however, they do not receive a Miscommunication Token. Instead, the Inter", "headingPath": "Gameplay", "sharpsignalDocId": 101}, {"page": 6, "score": 0.014706, "snippet": "A single player, called the 'Interceptor' , plays against a team made up of 2 Encryptors. Each Round, an Encryptor draws 1 Code Card and comes up with 3 clues, like in the standard game. To win, the Interceptor must collect 2 Interception Tokens in 5 Rounds or less.", "headingPath": "Overview", "sharpsignalDocId": 101}]
- citations (raw)
- [{"page": 2, "quote": null, "headingPath": "Setup and Components", "sharpsignalDocId": 101}]
- 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 02:26
retrieval — what the search arm returned
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 rank | document | heading | page | fused RRF score | snippet chars |
|---|---|---|---|---|---|
| #1 | RULEBOOK Decrypto — Rulebook (corpus doc 101) | Setup | p.6 | 0.032002 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) | 237 |
| #2 | RULEBOOK Decrypto — Rulebook (corpus doc 101) | Game Principles and Goal | p.1 | 0.031545 (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 Decrypto — Rulebook (corpus doc 101) | Setup and Components | p.2 | 0.016393 (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 Decrypto — Rulebook (corpus doc 101) | gameplay | p.2 | 0.016129 (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 Decrypto — Rulebook (corpus doc 101) | Record the clues for this Round in the spaces at the bottom of the Note Sheet. | p.3 | 0.015625 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) | 300 |
| #6 | RULEBOOK Decrypto — Rulebook (corpus doc 101) | End of Round and End of Game | p.3 | 0.015385 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) | 300 |
| #7 | RULEBOOK Decrypto — Rulebook (corpus doc 101) | Gameplay | p.6 | 0.014925 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) | 300 |
| #8 | RULEBOOK Decrypto — Rulebook (corpus doc 101) | Overview | p.6 | 0.014706 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) | 266 |
chosen chunks — what the answer actually cited
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.
| # | document | heading | page | quote chars |
|---|---|---|---|---|
| [1] | RULEBOOK Decrypto — Rulebook (corpus doc 101) | Setup and Components | p.2 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 220 ms · first delta n/a · total 5459 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 220 ms · ask 5229 ms · gateway work 5459 ms · total 5459 ms
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 56s 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.
disposition
- outcome
- ANSWERED — Answered
- abstain rationale (n/a — this ruling answered)
- answered — no abstain rationale applies
setup-shape — why the checklist band did or didn't render
- 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
errata registry — what the gate above had to match against
this game registers NO errata cards (edition 32), 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.