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Nuns on the Run
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- For 2-8 players
- Takes 45-60 minutes to play
- Casual social game
- Takes 45-60 minutes to play
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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to be sure, your sin will find you out.umbers 32:23 The novices are on the loose. Temptation has lured them out of their cells, and they hope not to be caught by the abbess and the prioress. But the guards are swift and their hearing is excellent, so it will take craftiness and a bit of luck in order to make it back to their beds without being caught. In Nuns on the Run you explore the exciting nocturnal world of a grand abbey filled with intrigue and deception. As the old abbess, the noble prioress, or a simple novice you become hunter or prey. Everyone gets a special lessing,but only the novices try to fulfill a ecret wish.They must sneak through the dimly lit halls, corridors, and gardens, seeking keys and treasures unique to their goal. Meanwhile, the vigilant abbess and prioress patrol their routes, ever watchful of young novices who should be fast asleep in their austere cells. Are you wily enough, or sneaky enough to fulfill your quest and win the night?
Recommended Ages:10 – 14
From the Manufacturer
“…to be sure, your sin will find you out.” —Numbers 32:23 The novices are on the loose. Temptation has lured them out of their cells, and they hope not to be caught by the abbess and the prioress. But the guards are swift and their hearing is excellent, so it will take craftiness and a bit of luck in order to make it back to their beds without being caught. In Nuns on the Run you explore the exciting nocturnal world of a grand abbey filled with intrigue and deception. As the old abbess, the noble prioress, or a simple novice you become hunter or prey. Everyone gets a special “blessing,” but only the novices try to fulfill a “secret wish.” They must sneak through the dimly lit halls, corridors, and gardens, seeking keys and treasures unique to their goal. Meanwhile, the vigilant abbess and prioress patrol their routes, ever watchful of young novices who should be fast asleep in their austere cells. Are you wily enough, or sneaky enough to fulfill your quest and win the night? Nuns on the Run is a very casual, social game for 2-8 players ages 10 and older. You can play a game in about 45-60 minutes. Nuns on the Run contains: 1 game board, 1 pad of movement log score sheets, 2 stand-up player figures, 12 noise/vanished tokens, 6 novice tokens, 66 cards, 1 six-sided die, 1 turn marker, 1 captured marker, 1 straight-edge, and a rulebook.
Legal DisclaimerNot for ages under 5 years old.
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|Sold By||Amazon.com||Empire Games SC||stores123||QB's & Pitchers||Amazon.com||Amazon.com|
|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||10.88 x 2.62 x 7.56 in||11.75 x 11.75 x 3 in||10.75 x 14.75 x 2.25 in||11.6 x 2.8 x 11.6 in||3 x 12 x 12 in||7.56 x 10.88 x 2.62 in|
|Item Weight||1.75 lbs||3.55 lbs||3.22 lbs||2 lbs||2.29 lbs||1.8 lbs|
Top customer reviews
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In short, the game is split into the naughty nuns (up to 6) who are out of their rooms. Each nun is playing for themselves. Patrolling the Abbey, and making sure all the nuns stay in their rooms are the two guards (always 2, can be played by either one of two people). The guards form a team and win or lose together. In the games I've played, it has been necessary for me to always play both guards.
The complexity and potential misunderstandings come from the fact that only the guards player tokens are placed on the board. The nuns, who are sneaking through the Abbey looking for their stuff, are not placed, except under line-of-sight (LOS) rules. Because the nuns are hidden, each spot on the board is given a location number, and the nuns must mark their locations on paper each turn. Each turn you play there are also choices each nun and guard must make on their movement speeds, which affect whether they can potentially be heard by a guard. i.e. a running nun will be heard at farther distances than a nun who is standing still.
So each turn consists of the nuns deciding their movement speed and then marking their locations on their game sheet. The nuns then make a noise roll and check if a nun has potentially heard them. The sneaking nuns have freedom to choose their own movement on the board. Nuns also have some cards they can play in a tight spot.
The guards go second each turn. The guards can choose their movement speeds. A walking guard can hear a nun better then a running guard. But unlike the nuns, the guards have per-determined movement paths that are decided by card draws. Once a path is completed than a new path is chosen. If a nun is within LOS, then that nun places their playing piece on the game board. A guard can only move freely while a nun is within LOS or if they have heard noise. Once there is no noise, or the nun is out of LOS, the guard must return to their paths. In order to catch nuns, the guards have a slightly higher running speed than the nuns.
All in all, it's a lot of silly fun. My kids get nervous whenever they think they're about to be heard or caught. The main issues come from not always knowing LOS rules. There are three big areas on the game board and the rulebook attempts to help LOS by having a matrix in the back of the rules to resolve LOS issues. It is helpful, but having to refer to it too often slows the game down. Now that my family knows the rules better, the game flows more quickly. Most games are done within an hour with three players.
Another issue is the age range of the game. It is largely accurate. The rules are complicated enough that younger players won't understand it very quickly. An 8yr old who can read well might be able to play, but younger children can not. This poses a problem with my family since my youngest was 5 when I bought the game, and she hates when she is excluded from any boardgames. The solution I found to include her was for me to play as both guards, while my older children play the nuns. Then I have my youngest help me select movement speeds for the guards, roll the die, and move the guard game pieces around the board. This has been a good compromise since the guard game pieces stay on the board constantly and it makes it easier for my youngest to understand the flow of the game and feel included. Most games I've bought with age ranges that says my youngest is too young to play I've been able to fully include her with minor changes, but this game really requires an older child to understand. I don't know why the upper age range is 14 since older children and adults should find the game quite fun too.
While we've have fun with three players, I think a 4-5 person game would be the best in terms of enjoyment and time to play.