RuleSage cited table rulings
← Dune: Imperium

You asked

How do I setup the game?

Answered counted as answered

Asked with: Dune: Imperiumbg-316554-en-1e

1. Place the game board in your play area [1]. 2. Place the Mentat on its side in the Mentat space [1]. 3. Place the four Alliance tokens on the marked areas of the Faction's Influence tracks (Emperor, Spacing Guild, Bene Gesserit, and Fremen) [1]. 4. Create a Conflict Deck by separating cards by their backs: shuffle the four Conflict III cards and place them face down in the marked area of the game board; shuffle the 10 Conflict II cards, then deal five face down on top of the Conflict III cards; shuffle the four Conflict I cards, then deal one face down on top of the Conflict II cards [1]. 5. Prepare the Intrigue Deck and Imperium Deck by shuffling them and placing them face down along the edge of the game board [1]. 6. Deal five cards face up from the Imperium Deck to form an Imperium Row [1]. 7. Place the Reserve cards in three stacks next to the Imperium Row: one for Arrakis Liaison, one for The Spice Must Flow, and one for Foldspace [1]. 8. Each player takes a Leader and places it in front of them [1]. 9. Each player chooses a color and takes all of its components [2]. 10. Each player takes 1 water and places it in their supply [2]. 11. Create a bank next to the game board containing the Solari, spice, and remaining water tokens [2]. 12. Place two Agents on your Leader and place your third Agent (your Swordmaster) next to the game board [2]. 13. Place one of your two discs on the Score track: on the 1 space for a 4-player game, or on the 0 space otherwise [2]. 14. Place your Combat marker on the 0 space of the Combat track [2]. 15. Place four cubes, one each, on the bottom spaces of the Influence tracks of the four Factions [2]. 16. Distribute your 12 troop cubes by placing three in one of the four circular garrisons (each player taking the one closest to them) and the rest in your supply [2]. 17. Place any remaining components in your supply in clear view of all players [2]. 18. Determine a first player randomly; they take the First Player marker [2]. 19. Each player takes a 10-card starting deck, shuffles it, and places it face down in their supply to the left of their Leader [2]. 20. For Solo or Two-Player games: Select a difficulty level from the provided chart [3]; choose two Leaders (one for each Rival) [3]; choose a color for each Rival [3]; place one of their cubes on each of the bottom spaces beneath the Influence tracks of the four Factions [3]; put the number of troops in their garrison based on your chosen difficulty and the rest in their supply [3]; place two of their Agents in their supply, and insert the Swordmasters into the Conflict deck, putting exactly the number of cards on top of them as indicated for your difficulty [3]; remove all '2P' marked cards from the House Hagal deck (the Reshuffle card and three Arrakeen cards), shuffle the remaining cards, and place the deck near your Rivals [3]; if required by your difficulty, place a 5 Solari token on the Mentat space [3]; you and your Rivals each start with 1 water, plus extra resources indicated for your chosen difficulty [3]; the Rival on your left takes the First Player marker [3]. 21. For Two-Player games specifically: Choose a color for House Hagal [4]; place one of its cubes on each of the bottom spaces beneath the Influence tracks of the four Factions and put the rest in its supply [4]; remove the three Arrakeen cards marked '1P' from the House Hagal deck, shuffle the remaining cards, and place them and House Hagal's three Agents near its supply [4].

[1] RULEBOOK Dune: Imperium — Rulebook · p.4 · GAme components
[2] RULEBOOK Dune: Imperium — Rulebook · p.5 · GAme components
[3] RULEBOOK Dune: Imperium — Rulebook · p.20 · setup
[4] RULEBOOK Dune: Imperium — Rulebook · p.19 · two-plAyer GAmes
🔧 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 218 ms · ask 13043 ms · total 13272 ms
single-flight (PR-5)
queued 0 ms · generation 13272 ms
retrieval refs (raw)
[{"page": 5, "score": 0.04918, "snippet": "Want to enhance your DUNE: IMPERIUM experience? Check out the Dire Wolf Game Room companion app for your PC, smartphone or tablet. Each player takes 1 water and places it in their supply. Create a bank next to the game board containing the Solari, spice, and remaining water tokens. These are not mea", "headingPath": "GAme components", "sharpsignalDocId": 87}, {"page": 20, "score": 0.047131, "snippet": "Select a difficulty level from the chart at the right. Choose two Leaders, one for each Rival. During the game, these Rivals will use only the Signet ability on their Leaders, ignoring the ability on the left. Your opponents can't play Paul Atreides or Helena Richese. (For your first solo game, Earl", "headingPath": "setup", "sharpsignalDocId": 87}, {"page": 19, "score": 0.045037, "snippet": "In a two-player game, a third, Rival player, House Hagal, competes against you and your opponent, serving a spoiler role. It operates by its own set of rules. It doesn't collect resources, build a deck, earn rewards, or score Victory Points. It does, however, use the House Hagal cards as described e", "headingPath": "two-plAyer GAmes", "sharpsignalDocId": 87}, {"page": 4, "score": 0.032258, "snippet": "Do you prefer to learn by watching a video? Place the game board in your play area, and then place the following components on it: Place the Mentat on its side in the Mentat space. Place the four Alliance tokens on the marked areas of the Faction's Influence tracks (Emperor, Spacing Guild, Bene Gess", "headingPath": "GAme components", "sharpsignalDocId": 87}, {"page": 6, "score": 0.03125, "snippet": "You start the game with a 10-card deck containing the same cards as the other players. Adding to and changing that deck is the key element of play in a deck-building game. During each round, you may acquire new cards to add to your deck. Because cards do many different things, each player's deck and", "headingPath": "deck buIldInG", "sharpsignalDocId": 87}, {"page": 10, "score": 0.030769, "snippet": "At the start of each round, the current Conflict card is revealed, offering rewards for which the players will compete in Combat. Whenever the cube icon appears on a card or board space, you recruit one troop. Take a troop from your supply and place it in your garrison on the game board. (If you run", "headingPath": "Deploying Troops to the Conflict", "sharpsignalDocId": 87}, {"page": 8, "score": 0.030303, "snippet": "Each round begins by revealing a new Conflict card from the top of the Conflict Deck. Place it face up in the space next to the Conflict Deck (on top of any Conflict cards from previous rounds). Next, each player draws five cards from their own deck, forming their hand for the round.", "headingPath": "phAse 1: round stArt", "sharpsignalDocId": 87}, {"page": 16, "score": 0.030018, "snippet": "Acquire. Some cards have a special acquire box, shown underneath their cost. You gain the effect here one time, at the moment you acquire the card (and not later, when you play it from your hand). Acquire a Foldspace card from the Reserve. Agent. From the Swordmaster space, you can gain your third A", "headingPath": "Icon GuIde And AddItIonAl terms", "sharpsignalDocId": 87}]
citations (raw)
[{"page": 4, "quote": null, "headingPath": "GAme components", "sharpsignalDocId": 87}, {"page": 5, "quote": null, "headingPath": "GAme components", "sharpsignalDocId": 87}, {"page": 20, "quote": null, "headingPath": "setup", "sharpsignalDocId": 87}, {"page": 19, "quote": null, "headingPath": "two-plAyer GAmes", "sharpsignalDocId": 87}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 87 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 87 boosted
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
Nov 2, 2026 08:40

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. 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 Dune: Imperium — Rulebook (corpus doc 87) GAme components p.5 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK Dune: Imperium — Rulebook (corpus doc 87) setup p.20 0.047131 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Dune: Imperium — Rulebook (corpus doc 87) two-plAyer GAmes p.19 0.045037 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Dune: Imperium — Rulebook (corpus doc 87) GAme components p.4 0.032258 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Dune: Imperium — Rulebook (corpus doc 87) deck buIldInG p.6 0.03125 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Dune: Imperium — Rulebook (corpus doc 87) Deploying Troops to the Conflict p.10 0.030769 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Dune: Imperium — Rulebook (corpus doc 87) phAse 1: round stArt p.8 0.030303 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 284
#8 RULEBOOK Dune: Imperium — Rulebook (corpus doc 87) Icon GuIde And AddItIonAl terms p.16 0.030018 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 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 Dune: Imperium — Rulebook (corpus doc 87) GAme components p.4 no quote on the wire
[2] RULEBOOK Dune: Imperium — Rulebook (corpus doc 87) GAme components p.5 no quote on the wire
[3] RULEBOOK Dune: Imperium — Rulebook (corpus doc 87) setup p.20 no quote on the wire
[4] RULEBOOK Dune: Imperium — Rulebook (corpus doc 87) two-plAyer GAmes p.19 no quote on the wire
timing split
retrieval 218 ms · first delta 7373 ms · total 13272 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 218 ms · ask 13043 ms · gateway work 13272 ms · total 13272 ms
tokens in (the prompt the answerer read)
2564
tokens out (what the answerer generated)
868
tok/sec
148.3 tok/sec — 868 output tokens in 5.853 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 22s 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)
setup

this game registers NO errata cards (edition 18), 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.