Nun run game




















The number of dots that you move determines how you are moving; see below. Write a "K" on your log sheet next to the location when you pick up your keys. Once you have the keys, you may pass through any locked door including other color keyholes, and of course into the locked room with your object in it. If you are ever captured, you may keep your keys.

If you are seen, move your novice token from your cell to that dot. As long as you are in a guard's line of sight move your token in addition to keeping your log. If you move to a dot and leave the guards' line of sight, place a Vanished token between the dot you were last seen at and the next dot in the direction you traveled.

You do not have to move in the direction of Noise or Vanished tokens. You may move in any direction while tokens or a visible novice are on the board. This enables you to try and cut off a novice or to go after another novice you suspect of being closer! If you have reached your Secret Wish location, you must end your movement for the turn. Write an "SW" on your movement log next to the location to indicate that you have picked up your object.

If you are caught by the guard, you are required to walk not run in the direction of your cell by the most direct route, as long as you are visible to the guard. Flip your novice status card over to "caught" as a reminder. If your status card has its "caught" side up, do not place Vanished tokens and do not roll the die for noises you get a short reprieve from being caught! In addition, if you end a turn out of the line of sight of the guards, return your token to your cell and flip your novice status card to the "on the run" side.

During the next turn, the normal novice movement rules apply. If you have already reached your Secret Wish location and then are captured, you must go there again and then return to your cell to win. At this point, you reveal your movement card corresponding to the distance you moved this turn. Each of the other players simultaneously does the same. Your options are:.

In general, the faster you move, the louder you are while you are moving, and the greater the chance that a guard will hear you. If either guard played her Walking card during the previous turn, you and the other novices must each roll the die clockwise from the guard player.

You apply the Noise roll modifier for the movement card you just played. The modified result is the distance that walking guards can hear the noises your novice made.

Count from dot to dot along any path and through doors. If a guard is in the roll's range, you must place a noise token next to the guard figure in the direction of the shortest path from you to the guard.

If there are two equal but separate paths that the noise can travel on, place a Noise token on either, or both, path s. Example: The Abbess is at dot Theresa walks, and ends her move at dot Then she rolls a 6 and applies her -1 Noise roll modifier for walking. This gives a result of 5, and she is within 5 dots of the Abbess!

Theresa places a noise token near the door next to 23, and hopes the Abbess stays in the Entry Hall As the guard player, you control the Abbess and the Prioress referred to collectively as the guards.

You move around the convent, looking for and capturing novices who are out of their cells, sneaking around the convent. You win if you accumulate capture points equal to the number of players. You also win if no novice has won by the end of the 15th turn. With 8 players, the two guard players win or lose as a team!

As the guard player, you move your Abbess and the Prioress figures in pre-planned paths from dot to dot. Normally, if novices remain quiet and unspotted, you follow the colored paths on the board. However, you can leave those paths if you suspect either by seeing or hearing a novice is out of her cell!

Novices: Unless a guard sees you, your token stays in your cell on the board, even though you might be roaming around the convent! You will record your movement on your log sheet. You start the game with a set of guard path cards. Each guard should always have one of these cards assigned to her face up. Anytime you complete a path with a guard figure, discard the used path card.

Then, from your remaining cards, choose another guard path card that shows the figure's current location. At the beginning of the game, you may choose from any of the 8 cards showing the Abbess' Cell on it location Each guard has her own path, and each may start a new path independently of the other. Of course, this is cool, because in various horror games you may be killed several times, and you can die as many times, as you want, because you know that in the end you will be safe and sound.

And if you are here, you are looking for a something extraordinary. Games about Nuns will help you to feed yourself with a tasty horror game and at the same time explore the world, of which you know very little. No matter, whether you will fall in love with the horrible Nun from the first sight, you will keep coming back to playing it again and again, so terribly attractive this character is.

Of course, the characters are different, and location, and various peculiarities, but the main idea is similar: you are a very nice person, who is trapped in an awful place, and you are haunted by someone very vicious. The Nun is one in a range of usual horror games, but you will see that it is different in a way. It will be easy for those, who have already played Granny or Slender Man, and if you are familiar with the gaming style of these games, you can easily load The Nun, and be sure that you will like it just the same, as above-mentioned games.

Well, this is more interesting, because you can imagine yourself on his place, and in this case you are a usual student, and she is in school.

Wait a minute and enjoy the moment. Your main goal, as you may have already guessed, is to find the exit and to stay alive. You need to find the way, and you can do it only by exploring the school and studying carefully every object. And the other part of players, which is obviously smaller, is nuns, who are looking for the novices, and they need to take care for the safety of abbey.

What do you usually do, when you are in an unknown place for the first time? Of course, you start exploring every corner in order to find something interesting.

Maybe, abbey has some magical power inside, and this can make your wishes come true? Well, this theory deserves to be proved or discarded, and only you can do it. You have to find all the keys and discover secrets of this place, if you chose to be a novice.

If your choice is Abbess or Prioress, than you should take care about the abbey and its secrets. It means that you should explore every corner in search of novices, and if you find one, you should transport him or her to the room, where this novice has to sleep. But if novice is free to move to any part of the abbey, you have strict itinerary, which may be changed only if you hear someone, who is breaking the rules of the abbey.



0コメント

  • 1000 / 1000