Table of Contents
Nuns on the Run
Setup
- Guards:
- Guard figures are placed in Abbess's Cell (loc 26)
- Draw a Blessing card for each guard figure (face down)
- Take the guard movement cards
- Take a path card starting at the Abbess's Cell, 1 for each guard (face up)
- Novices:
- Novice tokens in own cell (loc 1-6)
- Take a Secret Wish card (face down)
- Take 4 movement cards
- Draw 1 random Blessing card (face down)
- Status card and log sheet
Game Turn
- Novices move (twice in turn 1, using the same movement card)
- Note movement on logs
- Check for Line of Sight, for each dot you move through
- If leaving Line of Sight, place a vanished token between the last space seen and where you moved to
- You cannot move through a guard
- Reveal movement cards
- Roll for making noises
- Guards move
- Move guard figures
- Guard must move along path unless there is any token on the board
- Novices: check for Line of Sight for each dot movement
- Reveal movement cards
- Remove all tokens
- Roll for hearing noises
- Move turn marker
- When a guard completes a path, discard the path card and choose a new one
- If a novice is ever in the Line of Sight of a guard, they must place their player token on the board
- A novice is captured when a guard moves onto the same space
- When a novice is caught, they lose their secret wish, but not their keys.
Goal
- Guards
- Accumulate capture points greater than the # of players
- If no novice wins by the end of the 15th turn
- Novices
- Obtain key
- Obtain Secret Wish
- Return to cell before the end of turn 15
Game End
- When a novice has her key and secret wish and returns to her cell
- When the guards accumulate more capture points than # of players
- When 15 turns have been completed