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You asked

How many victory points does a player need to win?

Answered counted as answered

A player needs to reach 30 victory points to win the game [1].

[1] RULEBOOK Root — Law of Root · p.3 · 3.1 How to Win

Strategy guides → — community tips, kept separate from rulings

🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live
answerer pin (deploy-frozen, attribution only)
qwen3:4b-instruct-2507-q4_K_M@0edcdef34593
timings
search 107 ms · ask 3485 ms · total 3593 ms
single-flight (PR-5)
queued n/a ms · generation 3593 ms
retrieval refs (raw)
[{"page": 3, "score": 0.016393, "snippet": "/The first player to reach 30 victory points immediately wins the game. 3.1.1 Ties. If multiple players reach 30 victory points simultaneously, the tied player closest in clockwise order to the current player wins. (/This includes the current player.)", "headingPath": "3.1 How to Win", "sharpsignalDocId": 56}, {"page": 21, "score": 0.016129, "snippet": "During your Daylight, if you have at least 10 victory points, you may play a dominance card into your play area to activate it� Remove your score marker from the score track� For the rest of the game, you can only win by meeting the victory condition listed on your activated dominance card� Gently U", "headingPath": "Changing Your Victory Condition", "sharpsignalDocId": 57}, {"page": 3, "score": 0.015873, "snippet": "/The deck has four dominance cards, which let you win the game without scoring 30 victory points. 3.3.1 Activating. During your Daylight, if you have at least 10 victory points, you may activate a dominance card in your hand by placing it in your play area. Remove your score marker from the score tr", "headingPath": "3.3 Dominance Cards", "sharpsignalDocId": 56}, {"page": 2, "score": 0.015625, "snippet": "You can win in one of two ways: score 30 victory points or play and complete a dominance card � Dominance cards cannot be played early in the game, so we recommend learning about them later-they are described more on page 21� In Root, you will play one of four factions� Each scores victory points in", "headingPath": "Victory and Gaining Victory Points", "sharpsignalDocId": 57}, {"page": 3, "score": 0.015385, "snippet": "Each faction has a unique way to score victory points, but any faction can score victory points as follows. 3.2.1 Removing Buildings and Tokens. Whenever you remove an enemy's building or token, you score one victory point. 3.2.2 Cra/fting Items. Whenever you cra/ft an item (4.1), score the victory ", "headingPath": "3.2 Scoring Victory Points", "sharpsignalDocId": 56}, {"page": 7, "score": 0.015152, "snippet": "Your Evening has two steps in the following order. 7.6.1 Score Points. Score the victory points listed on the rightmost empty space of your Roosts track. 7.6.2 Draw and Discard. Draw one card, plus one card per uncovered draw bonus. /Then, if you have more than five cards in your hand, discard cards", "headingPath": "7.6 Evening", "sharpsignalDocId": 56}, {"page": 16, "score": 0.014925, "snippet": "Your Evening has three steps in the following order. 14.6.1 Incite. Any number of times, you may spend a card to place a mob token in a matching clearing that has no mob token but does have a Hundreds warrior (including your warlord) . 14.6.2 Oppress. You score victory points based on the number of ", "headingPath": "14.6 Evening", "sharpsignalDocId": 56}, {"page": 9, "score": 0.014706, "snippet": "Score the victory points listed in the new space. II Allied Status. If a relationship marker reaches the final space on the Allied track, you are now Allied with the faction shown by that relationship marker. (/Their warriors trust you!) a Aiding Ally. Each time you Aid an Allied faction, score two ", "headingPath": "9.2 Faction Rules and Abilities", "sharpsignalDocId": 56}]
citations (raw)
[{"page": 3, "quote": null, "headingPath": "3.1 How to Win", "sharpsignalDocId": 56}]
boost provenance — errata + base rulebook (E2/E3)
gate not evaluated for this ruling (boost, supersedence, and wrench all off at ask time), and the base-rulebook arm went unrecorded for the same reason — the wrench that would have stored it was off; rulesage.errata.boost-enabled=false, rulesage.errata.supersedence-enabled=false
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 6, 2026 23:59

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 Root — Law of Root (corpus doc 56) 3.1 How to Win p.3 0.016393 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 251
#2 RULEBOOK Root — Learning to Play (corpus doc 57) Changing Your Victory Condition p.21 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
#3 RULEBOOK Root — Law of Root (corpus doc 56) 3.3 Dominance Cards p.3 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
#4 RULEBOOK Root — Learning to Play (corpus doc 57) Victory and Gaining Victory Points p.2 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 Root — Law of Root (corpus doc 56) 3.2 Scoring Victory Points 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
#6 RULEBOOK Root — Law of Root (corpus doc 56) 7.6 Evening p.7 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 Root — Law of Root (corpus doc 56) 14.6 Evening p.16 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 Root — Law of Root (corpus doc 56) 9.2 Faction Rules and Abilities p.9 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

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 Root — Law of Root (corpus doc 56) 3.1 How to Win p.3 no quote on the wire
timing split
retrieval 107 ms · first delta n/a · total 3593 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued n/a ms · retrieval 107 ms · ask 3485 ms · gateway work 3593 ms · total 3593 ms
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 40s 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.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 6), 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.