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Gamehelpnunsontherun

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Overview

The novices are on the loose! Temptation has lured them out of their rooms, and they are hoping not to get caught by the abbess the prioress. The nuns are quick and have excellent hearing, but with some cunning and luck the novices should be able to return to their rooms without getting caught.

One player (or two players as a team, if playing with eight players) controls the nuns (the abbess and the prioress). The nuns move through the abbey, looking for naughty novices. Nuns move in public and their player tokens on the game board reflect their actual location.

All other players are novices. Each novice has a key and a secret wish. The first novice to collect their key, then collect their secret wish, and finally return to their room wins the game. Novices move in secret. Their player token always appear to be in their room, unless they are visible to a nun.

Novices Turn

Novice Movement
Action Distance Noise
Stand 0 Die roll - 3
Sneak 1 - 2 Die roll - 2
Walk 3 - 4 Die roll - 1
Run 1 - 5 Die roll + 1

Novices Move and Roll for Noise

Each novice moves 0 - 5 spaces per turn (double on the first turn) and then rolls a die for noise, applying a -3 to +1 modifier based on their chosen action. The novice must place a noise token next to each nun within that distance.

Visibility and Vanish Tokens

The novices' locations are secret, but their chosen actions (stand, sneak, walk, run) and noise results are public. However, if a novice is ever in the same room as a nun, their location becomes public. Their player token on the game board is moved to reveal their actual location. If they leave the room (no longer visible), they place a vanish token at their last known location and their player token appears back in their room.

Rooms are separated by curtains, doors, and walls.

Nuns Turn

Nun Movement
Action Distance Noise
Walk 3 - 4 ✅ Die roll
Run 5 - 6 ❌ None

Nuns Move

Nuns move 3 - 6 spaces per turn along a colored path. If a nun doesn't have a path (at the start of the game, or immediately upon reaching their current path's destination), they choose a new one before moving. Colored circles on the game board highlight the nuns' paths.

Nuns must follow their path unless:

  • They see a novice (a novice is in the same room)
  • They see a vanish token (a novice was in the same room)
  • There is a noise token next to them

Nuns Catch Novices

If a novice and a nun are in the same space, the novice is immediately caught. Novices who are caught lose their secret wish (if already obtained) and must walk towards their room via the shortest possible path. While "caught", novices cannot pick up their secret wish, do not place noise tokens or vanish tokens, and cannot be caught again. Novices may choose to go back "on the run" if they end their movement in a room without a nun.

Clear Tokens

After both nuns move, all noise tokens and vanish tokens are cleared.

Nuns Roll For Noise

Each nun that walked can roll a die to listen for noise. All novices within that distance must place a noise token next to the nun.

End of Game

  • A novice wins immediately by making it back to their room with their secret wish. If multiple novices win on the same turn, ties are broken based on who was caught the fewest times.
  • The nuns win immediately if they catch novices equal to the number of players.
  • The nuns win immediately at the end of round 15.