RuleSage cited table rulings
← Lords of Waterdeep

You asked

How do I score the skulls?

Answered counted as answered

Asked with: Lords of Waterdeepbg-110327-en-1e · Lords of Waterdeep: Scoundrels of Skullportbg-134342-en-1e

At the end of the game, scoring for the skulls (Corruption tokens) is as follows: * Each Corruption token in your Tavern is worth negative Victory Points [1]. * The exact negative value depends on how much Corruption has been collected throughout the game [1]. * The empty space closest to the '-1' space on the Corruption track indicates the number of VP lost for each Corruption token in a player's Tavern [2].

[1] RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook · p.7 · SETUP · THE CORRUPTION TRACK
[2] RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook · p.16 · RULES REFERENCE · SETUP · CORRUPTION · FINAL SCORING · OPTIONAL RULE: USING TWO MODULES
🔧 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 256 ms · ask 8897 ms · total 9173 ms
single-flight (PR-5)
queued 0 ms · generation 9173 ms
retrieval refs (raw)
[{"page": 13, "score": 0.032522, "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": 7, "score": 0.032266, "snippet": "Corruption Symbol The Skullport module includes a new resource: Corruption. Unlike Adventurers and Gold, having Corruption in your tavern penalizes you at the end of the game. Corruption is represented by the icon on cards and Buildings, and by skull-shaped wooden tokens on the Corruption track. Eac", "headingPath": "SETUP · THE CORRUPTION TRACK", "sharpsignalDocId": 116}, {"page": 3, "score": 0.031754, "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": 0.031258, "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": 10, "score": 0.030835, "snippet": "10 These 24 tiles represent additional advanced Buildings that players can purchase. Up to 3 Building tiles are face up and available for purchase at Builder's Hall at any time. The tomb of the Melairkyn dwarf king is not a place to tread lightly. Location: Sargauth Level Cost: 5 Gold Action: Take 5", "headingPath": "SKULL ISLAND · ADVANCED BUILDINGS · BELKRAM'S TOMB · CITADEL OF THE BLOODY HAND · CRYPTKEY FACILITATIONS · THE DEEPFIRES · …", "sharpsignalDocId": 116}, {"page": 13, "score": 0.030777, "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": 6, "score": 0.029877, "snippet": "A few Quests have the notation 'Plot Quest,' which indicates that they are especially important to successfully managing Waterdeep. Plot Quests have ongoing effects in addition to providing rewards. For example, Recover the Magister's Orb has a one-time reward of 6 VP . However, it also grants an on", "headingPath": "ploT QuesTs · end of Round · endinG THe Game · final sCoRinG", "sharpsignalDocId": 127}, {"page": 4, "score": 0.029437, "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}]
citations (raw)
[{"page": 7, "quote": null, "headingPath": "SETUP · THE CORRUPTION TRACK", "sharpsignalDocId": 116}, {"page": 16, "quote": null, "headingPath": "RULES REFERENCE · SETUP · CORRUPTION · FINAL SCORING · OPTIONAL RULE: USING TWO MODULES", "sharpsignalDocId": 116}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 127 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 127 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 12:54

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 Lords of Waterdeep — Rulebook (corpus doc 127) 2. Complete Quest · final sCoRinG p.13 0.032522 (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
#2 RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) SETUP · THE CORRUPTION TRACK p.7 0.032266 (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 Lords of Waterdeep — Rulebook (corpus doc 127) Game ComponenTs · How To win · seTup · Game boaRd · aGenTs · sCoRe maRkeRs p.3 0.031754 (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 Lords of Waterdeep — Rulebook (corpus doc 127) sTaRT play · seQuenCe of play · sTaRT of Round · aCTions in a TuRn p.5 0.031258 (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 Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) SKULL ISLAND · ADVANCED BUILDINGS · BELKRAM'S TOMB · CITADEL OF THE BLOODY HAND · CRYPTKEY FACILITATIONS · THE DEEPFIRES · … p.10 0.030835 (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 Lords of Waterdeep — Rulebook (corpus doc 127) seTup · seQuenCe of play · Rules RefeRenCe · aCTions in a TuRn p.13 0.030777 (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 Lords of Waterdeep — Rulebook (corpus doc 127) ploT QuesTs · end of Round · endinG THe Game · final sCoRinG p.6 0.029877 (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
#8 RULEBOOK Lords of Waterdeep — Rulebook (corpus doc 127) inTRiGue CaRds · sTaRT play p.4 0.029437 (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 Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) SETUP · THE CORRUPTION TRACK p.7 no quote on the wire
[2] RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) RULES REFERENCE · SETUP · CORRUPTION · FINAL SCORING · OPTIONAL RULE: USING TWO MODULES p.16 no quote on the wire
timing split
retrieval 256 ms · first delta 8491 ms · total 9173 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 256 ms · ask 8897 ms · gateway work 9173 ms · total 9173 ms
tokens in (the prompt the answerer read)
4008
tokens out (what the answerer generated)
94
tok/sec
145.5 tok/sec — 94 output tokens in 0.646 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 23s 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
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

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.