You asked
How do I set up the game?
Answered counted as answeredTo set up the game, follow these steps: 1. Put the game board (consisting of the building market and card display) in the middle of the table and the scoring board at the end of the table [1]. 2. Give each player a starting tile to place on the table in front of them [1]. 3. Place one counter in the player's color on the 0/100 space of the scoring board for each player [1]. 4. Shuffle the 54 building tiles face down and stack them in the tile dispenser tower [1]. 5. Take four building tiles from the tower and place them in order on the four numbered squares of the building market, beginning with square 1 [1]. 6. Give each player a tile reserve board with a points table and place it in plain sight in front of them [1]. 7. Set aside the two scoring cards and shuffle the deck of currency cards [1]. 8. Deal starting money to each player by dealing currency cards face-up one at a time until the total is 20 or more for each player (the color of the currency does not matter) [1]. 9. Fill the four spaces of the card display by drawing one money card and placing it face-up on each space [1]. 10. Divide the remaining money cards into five roughly equal piles [1]. 11. Shuffle the first scoring card into the second pile and the second scoring card into the fourth pile [1]. 12. Stack the piles in the following order, from top to bottom: fifth pile, fourth pile, third pile, second pile, and finally the first pile at the very top [1]. 13. Place this completed pile on the leftmost space of the card display section on the game board [1]. 14. (For 2 players only) Remove one of each money card from the deck, resulting in a deck of 72 cards [2]. 15. (For 2 players only) Draw 6 building tiles from the tower and set them aside for "Dirk" in full view of both players [2].
🔧 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 232 ms · ask 5588 ms · total 5831 ms
- single-flight (PR-5)
- queued 0 ms · generation 5831 ms
- retrieval refs (raw)
- [{"page": 2, "score": 0.032787, "snippet": "Put the game board , consisting of the building market and card display, in the middle of the table and the scoring board at the end of the table. Each player is given a starting tile , which they place on the table in front of them, and 1 counter in their player color, which is placed on the 0/100 ", "headingPath": "Getting ready to play", "sharpsignalDocId": 138}, {"page": 1, "score": 0.032002, "snippet": "The best master builders from Europe and Arabia want to demonstrate their skills. However, whether they are stonemaisons from the north or horticulturalists from the south, they all want a proper wage and insist in being paid in their native currency. Employ the best teams of builders and ensure you", "headingPath": "Components · Object of the game", "sharpsignalDocId": 138}, {"page": 3, "score": 0.016129, "snippet": "Play proceeds in a clockwise direction, beginning with the starting player. The player whose turn it is must perform one of the three following actions: Take money Buy a building tile Redesign the Alhambra If a player buys a building tile, they must build it in their Alhambra at the end of the turn.", "headingPath": "How to play · Position a building tile · Take money · Buy a building tile · Redesign the Alhambra · Example:", "sharpsignalDocId": 138}, {"page": 6, "score": 0.015625, "snippet": "The third scoring takes place at the end of the game, when the building market can not be refilled any more. Here players who have the most, second most, and third most buildings of a kind can earn points. The points for each place are shown on the reserve board. The game ends when - at the end of a", "headingPath": "Example: · End of the game · Rules for playing with two players", "sharpsignalDocId": 138}, {"page": 4, "score": 0.015385, "snippet": "All purchased building tiles may only be placed at the end of a player's turn , either in their Alhambra , or on the player's reserve board . There is no limit to the number of buildings that may be on the reserve board. If a player has bought multiple buildings in a turn, they may choose in which o", "headingPath": "Position a building tile · The following combinations are NOT allowed:", "sharpsignalDocId": 138}, {"page": 5, "score": 0.015152, "snippet": "There are 3 scoring rounds during the game. The first two take place when the scoring cards are drawn from the pile of money cards. The third and final scoring round takes place at the end of the game . When a scoring card is drawn, it is put in front of the next player in turn order and the next ca", "headingPath": "Scoring · Points for the wall around your Alhambra · Points for having the most of each kind of building · First scoring · Second scoring · Example:", "sharpsignalDocId": 138}, {"page": 3, "score": 0.014925, "snippet": "You buy a building tile and pay the exact amount, thus having another turn. The tile is placed next to your Alhambra (not in the reserve). You decide to buy another building tile and you manage to pay the exact amount again. It is therefore still your turn and you decide to now redesign your Alhambr", "headingPath": "Example:", "sharpsignalDocId": 138}]
- citations (raw)
- [{"page": 2, "quote": null, "headingPath": "Getting ready to play", "sharpsignalDocId": 138}, {"page": 6, "quote": null, "headingPath": "Example: · End of the game · Rules for playing with two players", "sharpsignalDocId": 138}]
- 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 14:11
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 Alhambra — Rulebook (corpus doc 138) | Getting ready to play | p.2 | 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 Alhambra — Rulebook (corpus doc 138) | Components · Object of the game | p.1 | 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 Alhambra — Rulebook (corpus doc 138) | How to play · Position a building tile · Take money · Buy a building tile · Redesign the Alhambra · Example: | p.3 | 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 |
| #4 | RULEBOOK Alhambra — Rulebook (corpus doc 138) | Example: · End of the game · Rules for playing with two players | p.6 | 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 |
| #5 | RULEBOOK Alhambra — Rulebook (corpus doc 138) | Position a building tile · The following combinations are NOT allowed: | p.4 | 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 Alhambra — Rulebook (corpus doc 138) | Scoring · Points for the wall around your Alhambra · Points for having the most of each kind of building · First scoring · Second scoring · Example: | p.5 | 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 Alhambra — Rulebook (corpus doc 138) | Example: | p.3 | 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 |
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 Alhambra — Rulebook (corpus doc 138) | Getting ready to play | p.2 | no quote on the wire |
| [2] | RULEBOOK Alhambra — Rulebook (corpus doc 138) | Example: · End of the game · Rules for playing with two players | p.6 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 232 ms · first delta 2526 ms · total 5831 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 232 ms · ask 5588 ms · gateway work 5831 ms · total 5831 ms
- tokens in (the prompt the answerer read)
- 3254
- tokens out (what the answerer generated)
- 452
- tok/sec
- 138.2 tok/sec — 452 output tokens in 3.271 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 15s 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
- 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
errata registry — what the gate above had to match against
this game registers NO errata cards (edition 60), 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.