You asked
How do I set up the game?
Answered counted as answeredFor a 2-player game: 1. You and your opponent each select an army [1]. 2. Either player selects a third army color to be 'neutral' [1]. 3. Set aside 40 Infantry pieces from each selected army [1]. 4. Remove the Secret Mission cards and the two 'wild' cards [1]. 5. Shuffle and deal the remaining cards, facedown, into three equal piles: one for you, one for your opponent, and one for the neutral army [1]. 6. Ensure each player, including the neutral army, receives 14 cards [1]. 7. Place one of your Infantry onto each of the 14 territories shown on the cards you received [1]. 8. Your opponent does the same with their cards [1]. 9. Place one neutral Infantry onto each of the 14 territories that the neutral army received [1]. 10. After every territory on the board has been claimed, you and your opponent take turns placing your remaining troops: place two troops onto any one or two of the territories you occupy, until you have run out of your initial 40 Infantry pieces [1]. 11. Take turns placing one neutral troop onto any neutral territory you want, to block your opponent's possible advance, until all 40 of the neutral army's initial Infantry pieces have been used [1]. 12. Return the two 'wild' cards to the deck and shuffle [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 210 ms · ask 5656 ms · total 5876 ms
- single-flight (PR-5)
- queued 0 ms · generation 5876 ms
- retrieval refs (raw)
- [{"page": 7, "score": 0.032522, "snippet": "In Classic RISK, you must conquer the entire world...and be the last army standing. Eliminate all of your opponents and occupy every territory on the board. First each player selects an army. Then count out how many troops each player gets to start the game, depending on how many people are playing.", "headingPath": "GAME 2: Classic RISK (3-5 players) · OBJECT OF THE GAME · SETUP · WINNING · GAME 3: RISK FOR 2 PLAYERS · OBJECT OF THE GAME", "sharpsignalDocId": 165}, {"page": 7, "score": 0.032266, "snippet": "You and your opponent each select an army. Then either of you selects a third army color to be 'neutral.' Once three armies have been selected, set aside 40 Infantry pieces from each. These will be the troops you use to start the game. Remove the Secret Mission cards and the two 'wild' cards. Then s", "headingPath": "HOW TO PLAY · ATTACKING · WINNING", "sharpsignalDocId": 165}, {"page": 6, "score": 0.030536, "snippet": "If you eliminate an opponent by defeating his or her last troop on the gameboard, you win any territory cards that player has collected. If winning them gives you six or more cards, you must immediately trade in enough sets to reduce your hand to four or fewer cards, but once your hand is reduced to", "headingPath": "ELIMINATING AN OPPONENT · WINNING · Remember, every turn is made up of three actions:", "sharpsignalDocId": 165}, {"page": 8, "score": 0.030331, "snippet": "Capital RISK is a shorter version of Classic RISK, for those players who want a quicker game or for those who just want to experience a different version of RISK. Before you play Capital RISK, you should read the complete rules for Classic RISK. To capture all opposing Headquarters, while still cont", "headingPath": "GAME 4: CAPITAL RISK (3-5 players) · OBJECT OF THE GAME · HOW TO PLAY · WINNING · 4 players: · 5 players: · …", "sharpsignalDocId": 165}, {"page": 2, "score": 0.03031, "snippet": "In RISK, the goal is simple: conquer your enemies' territories by moving your troops in and engaging in battle. Depending on the roll of the dice, you will either defeat your enemy, or you will be defeated. If you defeat all of your enemy' s troops in a territory, you have conquered that territory a", "headingPath": "INTRODUCTION · HOW TO USE THIS GUIDE · THE GAMEBOARD · THE ARMIES", "sharpsignalDocId": 165}, {"page": 6, "score": 0.030018, "snippet": "If during your turn you capture an enemy territory, you get to take one territory card from the top of the deck. (You only get one card, even if you captured several territories.) You are trying to collect sets of three cards in any of the following combinations: When you collect a set of three terr", "headingPath": "TERRITORY CARDS · 3 cards of the same troop design · OCCUPIED TERRITORIES BONUS", "sharpsignalDocId": 165}, {"page": 4, "score": 0.015873, "snippet": "First, take the number of troops you want to attack with, and push them across the line into the defending territory. You can attack with up to three troops; no matter how many troops you have in a territory, you can only attack with one, two, or three. An important rule to remember: you can never l", "headingPath": "THE BATTLE:", "sharpsignalDocId": 165}, {"page": 4, "score": 0.015625, "snippet": "Let's take a closer look at these actions. At the beginning of every turn (including your first), you will receive new troops. The number of territories you occupy. The value of the continents you control. First, count the number of territories you currently occupy; then, divide the total by three (", "headingPath": "On every turn, you will do · 1. RECEIVING NEW TROOPS · This is based on: · TERRITORIES · CONTINENTS · three things, in this order: · …", "sharpsignalDocId": 165}]
- citations (raw)
- [{"page": 7, "quote": null, "headingPath": "HOW TO PLAY · ATTACKING · WINNING", "sharpsignalDocId": 165}]
- 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 14:35
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 Risk — Rulebook (corpus doc 165) | GAME 2: Classic RISK (3-5 players) · OBJECT OF THE GAME · SETUP · WINNING · GAME 3: RISK FOR 2 PLAYERS · OBJECT OF THE GAME | p.7 | 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 Risk — Rulebook (corpus doc 165) | HOW TO PLAY · ATTACKING · WINNING | p.7 | 0.032266 (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 Risk — Rulebook (corpus doc 165) | ELIMINATING AN OPPONENT · WINNING · Remember, every turn is made up of three actions: | p.6 | 0.030536 (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 Risk — Rulebook (corpus doc 165) | GAME 4: CAPITAL RISK (3-5 players) · OBJECT OF THE GAME · HOW TO PLAY · WINNING · 4 players: · 5 players: · … | p.8 | 0.030331 (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 Risk — Rulebook (corpus doc 165) | INTRODUCTION · HOW TO USE THIS GUIDE · THE GAMEBOARD · THE ARMIES | p.2 | 0.03031 (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 Risk — Rulebook (corpus doc 165) | TERRITORY CARDS · 3 cards of the same troop design · OCCUPIED TERRITORIES BONUS | p.6 | 0.030018 (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 Risk — Rulebook (corpus doc 165) | THE BATTLE: | 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 |
| #8 | RULEBOOK Risk — Rulebook (corpus doc 165) | On every turn, you will do · 1. RECEIVING NEW TROOPS · This is based on: · TERRITORIES · CONTINENTS · three things, in this order: · … | p.4 | 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 |
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 Risk — Rulebook (corpus doc 165) | HOW TO PLAY · ATTACKING · WINNING | p.7 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 210 ms · first delta 3562 ms · total 5876 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 210 ms · ask 5656 ms · gateway work 5876 ms · total 5876 ms
- tokens in (the prompt the answerer read)
- 3629
- tokens out (what the answerer generated)
- 314
- tok/sec
- 137.9 tok/sec — 314 output tokens in 2.277 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 31s 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 88), 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.