RuleSage cited table rulings
← Lords of Waterdeep: Scoundrels of Skullport

You asked

How do I set up the game?

Answered counted as answered

To set up the game, follow these steps: 1. Randomly remove 25 Intrigue cards, 30 Quest cards, and 12 Building tiles from those included with the Lords of Waterdeep base game [1]. 2. Shuffle the remaining Intrigue cards and Quest cards with the corresponding types from each module [2][1]. 3. Shuffle the remaining Buildings with those from both modules [1]. 4. For the Undermountain module: shuffle its components with the corresponding components of the Lords of Waterdeep base game [2], then place the Undermountain game board near the main Lords of Waterwords game board within easy reach of all players [2][3]. 5. For the Skullport module: shuffle its components with the corresponding components of the Lords of Waterdeep base game [2], shuffle the Buildings from the Skullport module with those from the base game [4], and place the two Skullport game boards near the main Lords of Waterdeep game board within easy reach of all players [2][4]. 6. Prepare the Corruption track by placing 1 Corruption token on the '-1' space and 3 tokens on all other spaces (specifically, 3 tokens on each of the spaces labeled '-2' through '-9') [2][4]. 7. Each player chooses a color and takes a number of that color's Agents according to the number of players [2]. For the long game, take the number of Agents shown in the long game column (e.g., 5 agents for 2 players, 4 agents for 3 players, 3 agents for 4 or 5 players, and 2 agents for 6 players) [2][1]. 8. Proceed with setup as normal [2][1][4][3].

[1] RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook · p.5 · PLACING RESOURCES ON ACTION SPACES · ADVENTURER CARAVANS · SIX-PLAYER GAMES · OPTIONAL RULE: LONG GAME · LONG GAME · OPTIONAL RULE: USING TWO MODULES
[2] RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook · p.16 · RULES REFERENCE · SETUP · CORRUPTION · FINAL SCORING · OPTIONAL RULE: USING TWO MODULES
[3] RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook · p.6 · OPTIONAL RULE: USING TWO MODULES · SETUP
[4] RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook · p.7 · SETUP · THE CORRUPTION TRACK
🔧 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 354 ms · ask 8856 ms · total 9227 ms
single-flight (PR-5)
queued 0 ms · generation 9227 ms
retrieval refs (raw)
[{"page": 16, "score": 0.032787, "snippet": "These instructions summarize the rules for the Undermountain and Skullport modules. Each player chooses a color and takes a number of that color's Agents according to the number of players. If you decide to play the long game, take the number of Agents shown in that column. | Number of Players | Nor", "headingPath": "RULES REFERENCE · SETUP · CORRUPTION · FINAL SCORING · OPTIONAL RULE: USING TWO MODULES", "sharpsignalDocId": 116}, {"page": 6, "score": 0.032002, "snippet": "6 The rumored wealth of Undermountain entices adventurers to brave the mysteries and monsters beneath the City of Splendors. The risks and the rewards are greater for undertaking Quests that require more Gold and Adventurers. Shuffle each type of card from the Undermountain module with those from th", "headingPath": "OPTIONAL RULE: USING TWO MODULES · SETUP", "sharpsignalDocId": 116}, {"page": 5, "score": 0.031754, "snippet": "Jennifer assigns an Agent to Builder's Hall, which has 2 Gold on its action space. She first collects the 2 Gold, then continues the Builder's Hall action. This set includes sixteen Adventurer Caravan tokens, four of each kind, which can be used with either module. Each token represents 5 Adventurer", "headingPath": "PLACING RESOURCES ON ACTION SPACES · ADVENTURER CARAVANS · SIX-PLAYER GAMES · OPTIONAL RULE: LONG GAME · LONG GAME · OPTIONAL RULE: USING TWO MODULES", "sharpsignalDocId": 116}, {"page": 7, "score": 0.031258, "snippet": "Corruption Symbol The Skullport module includes a new resource: Corruption. Unlike Adventurers and Gold, having Corruption in your tavern penalizes you at the end of the game. Corruption is represented by the icon on cards and Buildings, and by skull-shaped wooden tokens on the Corruption track. Eac", "headingPath": "SETUP · THE CORRUPTION TRACK", "sharpsignalDocId": 116}, {"page": 15, "score": 0.029211, "snippet": "Accumulating Buildings: Buildings that accumulate resources when purchased and at the start of each round (such as Caravan Court) do not start accumulating until they are put into play. Heroes' Garden: Assigning an Agent to Heroes' Garden gives you the opportunity to complete the chosen Quest immedi", "headingPath": "ADVANCED BUILDINGS · LORD CARDS", "sharpsignalDocId": 116}, {"page": 9, "score": 0.02904, "snippet": "This section lists the various Buildings that players can assign their Agents to. Each module's game board has three basic Buildings. The set symbol listed beside the name of each Building below indicates to which module the Building belongs. These buildings are always available to assign Agents to ", "headingPath": "APPENDIX 1: NEW BUILDINGS · BASIC BUILDINGS · ENTRY WELL · HALL OF MIRRORS · THE GRIM STATUE · HALL OF THE VOICE · …", "sharpsignalDocId": 116}, {"page": 3, "score": 0.02758, "snippet": "Welcome back to Waterdeep, the City of Splendors! Scoundrels of Skullport ™ is the first expansion set for the Lords of Waterdeep ™ board game. This expansion contains two new game modules, Undermountain and Skullport , each of which can be added to the base game to expand and alter the experience. ", "headingPath": "INTRODUCTION · UNDERMOUNTAIN · SKULLPORT · GAME COMPONENTS · 37 wooden pieces: · 116 cards: · …", "sharpsignalDocId": 116}, {"page": 14, "score": 0.015625, "snippet": "Gaining Agents: In certain situations, you might add an Agent to your pool during reassignment from Waterdeep Harbor (for example, on reassigning an Agent, you complete the Recruit the Lieutenant or Research Chronomancy Quest). In that event, you assign that Agent immediately, before the next Agent ", "headingPath": "GENERAL RULES", "sharpsignalDocId": 116}]
citations (raw)
[{"page": 5, "quote": null, "headingPath": "PLACING RESOURCES ON ACTION SPACES · ADVENTURER CARAVANS · SIX-PLAYER GAMES · OPTIONAL RULE: LONG GAME · LONG GAME · OPTIONAL RULE: USING TWO MODULES", "sharpsignalDocId": 116}, {"page": 16, "quote": null, "headingPath": "RULES REFERENCE · SETUP · CORRUPTION · FINAL SCORING · OPTIONAL RULE: USING TWO MODULES", "sharpsignalDocId": 116}, {"page": 6, "quote": null, "headingPath": "OPTIONAL RULE: USING TWO MODULES · SETUP", "sharpsignalDocId": 116}, {"page": 7, "quote": null, "headingPath": "SETUP · THE CORRUPTION TRACK", "sharpsignalDocId": 116}]
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 08:31

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 Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) RULES REFERENCE · SETUP · CORRUPTION · FINAL SCORING · OPTIONAL RULE: USING TWO MODULES p.16 0.032787 (at the 2-arm ceiling (0.03279) — the top of a 2-arm fuse; whether more arms ran here was never recorded) 300
#2 RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) OPTIONAL RULE: USING TWO MODULES · 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)) 300
#3 RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) PLACING RESOURCES ON ACTION SPACES · ADVENTURER CARAVANS · SIX-PLAYER GAMES · OPTIONAL RULE: LONG GAME · LONG GAME · OPTIONAL RULE: USING TWO MODULES p.5 0.031754 (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 Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) SETUP · THE CORRUPTION TRACK p.7 0.031258 (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 Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) ADVANCED BUILDINGS · LORD CARDS p.15 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
#6 RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) APPENDIX 1: NEW BUILDINGS · BASIC BUILDINGS · ENTRY WELL · HALL OF MIRRORS · THE GRIM STATUE · HALL OF THE VOICE · … p.9 0.02904 (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 Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) INTRODUCTION · UNDERMOUNTAIN · SKULLPORT · GAME COMPONENTS · 37 wooden pieces: · 116 cards: · … p.3 0.02758 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 300
#8 RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) GENERAL RULES p.14 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

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 Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) PLACING RESOURCES ON ACTION SPACES · ADVENTURER CARAVANS · SIX-PLAYER GAMES · OPTIONAL RULE: LONG GAME · LONG GAME · OPTIONAL RULE: USING TWO MODULES p.5 no quote on the wire
[2] RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) RULES REFERENCE · SETUP · CORRUPTION · FINAL SCORING · OPTIONAL RULE: USING TWO MODULES p.16 no quote on the wire
[3] RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) OPTIONAL RULE: USING TWO MODULES · SETUP p.6 no quote on the wire
[4] RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) SETUP · THE CORRUPTION TRACK p.7 no quote on the wire
timing split
retrieval 354 ms · first delta 6427 ms · total 9227 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 354 ms · ask 8856 ms · gateway work 9227 ms · total 9227 ms
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 48s ago)
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)
set up

this game registers NO errata cards (edition 38), 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.