You asked
How do I set up the game?
Answered counted as answered1. Lay out the game board [1]. 2. Each player chooses a color and takes a number of that color's Agents based on the number of players (4 agents for 2 players; 3 agents for 3 players; 2 agents for 4 or 5 players) [2][1]. 3. Each player places 1 more Agent of his or her color near the Round 5 space of the rounds track [2][1]. 4. Each player places his or her score marker on the scoring track at the position labeled '0' [2][1]. 5. Place the Adventurer cubes and Gold within easy reach of all players [1]. 6. Place the Building stack, Quest deck, and Intrigue deck in the appropriate spaces of the gameboard [1]. 7. Draw 3 Building tiles and place them face up in each of the 3 spaces in Builder's Hall [1]. 8. Each player takes a player mat [1]. 9. Deal 1 Lord card face down to each player [1]. 10. Deal 2 Quest cards face up to each player [1]. 11. Place 1 face-up Quest card in each of the 4 spaces of Cliffwatch Inn [1]. 12. Deal 2 Intrigue cards face down to each player [3][1]. 13. Place 3 VP tokens on each space of the rounds track [4][1]. 14. The player who has most recently been to another city goes first and receives the First Player marker [3][1]. 15. The starting player gets 4 Gold, and each subsequent player receives 1 more Gold than the player to his or her right until all players have received starting Gold [3][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 224 ms · ask 8198 ms · total 8435 ms
- single-flight (PR-5)
- queued 0 ms · generation 8435 ms
- retrieval refs (raw)
- [{"page": 13, "score": 0.032522, "snippet": "Lay out the game board. Each player chooses a color and takes a number of that color's Agents that depends on the number of players. | Number of Players | Agents per Player | | 2 | 4 | | 3 | 3 | | 4 | 2 | | 5 | 2 | Each player also places 1 more Agent of his or her color near the Round 5 space of th", "headingPath": "seTup · seQuenCe of play · Rules RefeRenCe · aCTions in a TuRn", "sharpsignalDocId": 127}, {"page": 3, "score": 0.032018, "snippet": "4 The Lords of Waterdeep ™ game is played in eight rounds . The player with the most Victory Points at the end of the final round is the winner. Before you can start playing, you'll need to spend a bit of time setting up the game. The game board represents the various Wards of the city of Waterdeep.", "headingPath": "Game ComponenTs · How To win · seTup · Game boaRd · aGenTs · sCoRe maRkeRs", "sharpsignalDocId": 127}, {"page": 5, "score": 0.032002, "snippet": "8 The Lords of Waterdeep game is played in rounds . During each round, players take turns in which they assign their Agents to various tasks. The game ends after 8 rounds have passed. The player with the most VP at the end of the eighth round is the winner. The rounds track on the game board starts ", "headingPath": "sTaRT play · seQuenCe of play · sTaRT of Round · aCTions in a TuRn", "sharpsignalDocId": 127}, {"page": 4, "score": 0.015873, "snippet": "Intrigue cards let you secretly manipulate others to advance your ends. But be careful-your fellow Lords of Waterdeep are also skilled in intrigue! Shuffle the Intrigue cards and deal 2 cards face down to each player. Keep these cards hidden from your opponents. See 'Play Intrigue Card' on page 9 fo", "headingPath": "inTRiGue CaRds · sTaRT play", "sharpsignalDocId": 127}, {"page": 5, "score": 0.015385, "snippet": "If you have any Agents in your pool, you assign 1 of them. To assign an Agent, place it on any unoccupied action space of a Building, whether a basic Building or one that has been put into play. You cannot place an Agent on an action space that contains another Agent (yours or another player's) or o", "headingPath": "assiGn aGenT · buildeR's Hall", "sharpsignalDocId": 127}, {"page": 3, "score": 0.015152, "snippet": "Each player takes a player mat that matches his or her Agents' color. This helps keep track of various game resources. Agent Pool: Here is where you keep Agents that you have not yet assigned (see 'Assign Agent' on page 8). At the end of the round, all of your assigned Agents return to your pool. Ta", "headingPath": "playeR maTs", "sharpsignalDocId": 127}, {"page": 13, "score": 0.014925, "snippet": "Assign Agent: Place 1 Agent from your pool on an unoccupied action space of a Building. You cannot skip your turn if you have Agents available to assign. If you have no Agents left to assign, you cannot take a turn. Play proceeds to the next player until all Agents have been assigned. Reassign Agent", "headingPath": "2. Complete Quest · final sCoRinG", "sharpsignalDocId": 127}, {"page": 4, "score": 0.014706, "snippet": "Each Building, whether printed on the game board or a tile in Builder's Hall, contains the same kinds of information. See 'Assign Agent' on page 8 for more information. Name: You can look up more detailed information about the Building by finding its name in Appendix 1: Buildings beginning on page 1", "headingPath": "ReadinG a buildinG · CaRds · loRd CaRds · QuesT CaRds", "sharpsignalDocId": 127}]
- citations (raw)
- [{"page": 13, "quote": null, "headingPath": "seTup · seQuenCe of play · Rules RefeRenCe · aCTions in a TuRn", "sharpsignalDocId": 127}, {"page": 3, "quote": null, "headingPath": "Game ComponenTs · How To win · seTup · Game boaRd · aGenTs · sCoRe maRkeRs", "sharpsignalDocId": 127}, {"page": 4, "quote": null, "headingPath": "inTRiGue CaRds · sTaRT play", "sharpsignalDocId": 127}, {"page": 5, "quote": null, "headingPath": "sTaRT play · seQuenCe of play · sTaRT of Round · aCTions in a TuRn", "sharpsignalDocId": 127}]
- 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 14:02
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 Lords of Waterdeep — Rulebook (corpus doc 127) | seTup · seQuenCe of play · Rules RefeRenCe · aCTions in a TuRn | p.13 | 0.032522 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) | 300 |
| #2 | RULEBOOK Lords of Waterdeep — Rulebook (corpus doc 127) | Game ComponenTs · How To win · seTup · Game boaRd · aGenTs · sCoRe maRkeRs | p.3 | 0.032018 (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 — Rulebook (corpus doc 127) | sTaRT play · seQuenCe of play · sTaRT of Round · aCTions in a TuRn | p.5 | 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 |
| #4 | RULEBOOK Lords of Waterdeep — Rulebook (corpus doc 127) | inTRiGue CaRds · sTaRT play | p.4 | 0.015873 (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 |
| #5 | RULEBOOK Lords of Waterdeep — Rulebook (corpus doc 127) | assiGn aGenT · buildeR's Hall | p.5 | 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 |
| #6 | RULEBOOK Lords of Waterdeep — Rulebook (corpus doc 127) | playeR maTs | p.3 | 0.015152 (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 Lords of Waterdeep — Rulebook (corpus doc 127) | 2. Complete Quest · final sCoRinG | p.13 | 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 Lords of Waterdeep — Rulebook (corpus doc 127) | ReadinG a buildinG · CaRds · loRd CaRds · QuesT CaRds | p.4 | 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) | 300 |
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 Lords of Waterdeep — Rulebook (corpus doc 127) | seTup · seQuenCe of play · Rules RefeRenCe · aCTions in a TuRn | p.13 | no quote on the wire |
| [2] | RULEBOOK Lords of Waterdeep — Rulebook (corpus doc 127) | Game ComponenTs · How To win · seTup · Game boaRd · aGenTs · sCoRe maRkeRs | p.3 | no quote on the wire |
| [3] | RULEBOOK Lords of Waterdeep — Rulebook (corpus doc 127) | inTRiGue CaRds · sTaRT play | p.4 | no quote on the wire |
| [4] | RULEBOOK Lords of Waterdeep — Rulebook (corpus doc 127) | sTaRT play · seQuenCe of play · sTaRT of Round · aCTions in a TuRn | p.5 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 224 ms · first delta 5635 ms · total 8435 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 224 ms · ask 8198 ms · gateway work 8435 ms · total 8435 ms
- tokens in (the prompt the answerer read)
- 3384
- tokens out (what the answerer generated)
- 384
- tok/sec
- 139.1 tok/sec — 384 output tokens in 2.761 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 50s 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.
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
- SERVED — setup-shaped and this game's approved setup checklist is offered above
- pattern that matched
- SETUP — "setup" / "set up"
- matched words (in the normalized question)
-
set up
errata registry — what the gate above had to match against
this game registers NO errata cards (edition 49), 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.