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2 Nun 2 Run (fan expansion for Nuns on the Run) thumbnail

2 Nun 2 Run (fan expansion for Nuns on the Run)

Expansion for Nuns on the Run

2 Nun 2 Run (fan expansion for Nuns on the Run) Rulebook

Table of Contents

Table of Contents

  • Expansion Components
  • Printing
  • Updates and Changes
  • Symbology
    • Diases
    • Keys
  • Map Rules
    • Alter
    • Confessionals
    • The Cloister Alcove
    • Outer Path
    • The Garden
  • New Rules
    • New Guard Path
    • Doubles Team Expansion

Expansion Components

The expansion consists of the following:

  • The board (printed in Metric and Imperial layouts; may be printed as a poster at 24x36 inches or A1, or as a smaller version at the same size as the original game board)
  • 15 Guard path cards*
  • 8 Secret Wish cards*
  • 6 Doubles Team cards*

* Optional.

You will also need from the original game: the Rule Book, Log Sheets, Novice tokens, Guard figures, Noise and Vanished tokens, Captured and Turn markers, the Line of Sight edge, Novice Status and Movement cards, Guard Movement cards and Blessing cards.

Printing

The game board comes in both Metric and Imperial layouts. For best results it can be printed as a poster at 24x36 inches or A1; smaller options are also included for lower-cost printing. The board can be printed as two separate pieces, or at the same size as the original game board.

The relevant cards have been remastered and updated. If you wish, you can use the original cards instead. While the Location numbers will not be accurate, the Room names, Key numbers and Destinations remain unchanged. This is true for the Guard path cards and Secret Wish cards.

If you do want to print the new cards, both regular playing-card sized cards (66x88 mm) and Nuns on the Run sized cards (56x86 mm) are included, with or without backs. They can be printed professionally or cheaply and inserted into sleeves over the original cards. For the insert method, print either the A3 or the Ledger 56x86 mm file at a local print shop, then use a ruler and a craft knife to cut along the trim lines.

Updates and Changes

The cards have been updated, text on a few cards has been changed, and a few other slight changes have been made. This includes the new mini-expansion "Doubles Team" and a new Guard path card.

The new map also depicts some game elements differently. These are explained in the sections below.

Symbology

Valid movement spaces are represented by a circle with a number inside. The colour of this circle is significant, as printed.

  • Movement space (aka "Dot"): a brown circle with a number inside.
  • Movement space with special visibility rules: a dark red circle with a number inside.

If a movement space is red, it means that visibility is limited for that space, and that it may not conform to the normal rules of visibility. For example, the Confessional space is not visible to anyone not on that space, despite there not being a normal wall or door in the way.

Diases

(Printed as "Diases" in the source.)

The presence of a dias behind a movement space indicates secondary effects that happen at that location.

  • Guard destination: a dark hexagon with a number inside. A guard destination shows where Guard paths end. A guard may choose a new Guard path once she reaches this movement space.
  • Key collection space: a red hexagon with a number inside. Key collection spaces allow a novice with a Secret Wish card with their special key to collect her key from this space. Key collection cards are colour coded. You must stop at this space on your log to collect the key. Keys open all doors, but you may only pick up your Secret Wish key.
  • Key collection space with special visibility rules: a red hexagon with a number inside, with the dias indicator combined with the special visibility marking.

Dias indicators can be combined with other symbols.

Keys

Keys are colour coded and numbered. Locks are colour coded and can be opened with the correct colour key. A white lock can be opened with any colour key.

  • Example: the Green #3 key.
  • Example: a Green lock.
  • Example: a White lock.

Source note: the printed sentence "The colour of this circle." ends there in the source, and is transcribed as printed.

Map Rules

As with the original game, there are a few spaces where visibility needs to be clarified. See below if you are unsure. In all other cases, normal visibility rules apply, or the 6 dot rule for limit of sight lines.

Alter

(Heading printed as "Alter" in the source.)

Novices hidden behind the throne/alter can only be seen from (29) or (31).

Confessionals

The Confessionals can only be seen from inside the confessional: (44) or (48).

The Cloister Alcove

Nuns on space (139) can only be seen from (137). Additionally, the walls around (139) limit visibility for and from (137). Treat these walls as normal sight-blocking walls.

Outer Path

(158) is not visible from (156) and vice versa. However, (157) can see everything outside.

The Garden

Nothing in the garden limits visibility, aside from the corners of walls. Use the straight edge if in doubt.

New Rules

New Guard Path

The new Guard path card is titled "An Outside Walk to Clear the head" and reads "From Abbess' Quarters (23) to Pharmacy (120) via any outside route."

The outside walk card allows free movement for one guard between spaces (23) and (120). You do need to end or start inside the Pharmacy. However, when transitioning to another movement card, start from (119) (you still need to spend one movement to get here).

You may spend as long as you like in the highlighted outside areas, but you must finish on the correct destination space to choose a new Guard path.

Doubles Team Expansion

When playing with an even number of novices, deal a Doubles card to each player.

Optional: depending on difficulty, you can allow or disallow revealing which card you received.

Each player must retrieve their key and make it to the location shown on their card. They must be in that location on the same turn their Doubles partner is in the named location on their card. You are not allowed to talk about your movement, but you may show other players your movement log. The first team to get their keys, successfully meet at their location and make it back to their Cell wins.

The Doubles Team card "Loot the Storehouse" reads, on the new-rules card: "Meet at the Storehouse (153) with Key #8 (100)." The card-face text of the other Doubles Team cards (for example "Abbess' Chest Raid", which the source shows as meeting at the Abbess' Quarters (23) with a key) is not fully legible in the source image, so those cards are not transcribed here; use the card scans in the expansion's card files.