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Run Run Run!

Run Run Run! Rulebook

Table of Contents

Table of Contents

  • Cooperation
  • Components
  • Setup
  • Goal of the Game
    • Game Turn
  • Mummies' Actions
    • I - Move one space
      • Consequences of movement
    • II - Place a heart
    • Mummy attack
  • Players' Actions
    • I - Explore
    • Using Sarcophagus tokens
    • Triangle of 3 identical symbols
    • Triangle of 3 different symbols
    • II - Fight
    • III - Cooperate
  • End of the Game
  • Adventurer Descriptions
  • Basic Mummy Descriptions
  • Boss Mummy Descriptions
  • Solo Mode
  • Player Aid
    • 1 - Mummy Movement
    • 2 - Player Actions (1 of 3)

Cooperation

Run Run Run is a game you can play solo, or in a group, in cooperative mode. This means you will all win together, or lose together.

Victory therefore depends on the ability of each player to make, throughout the game, the best individual choices for the benefit of everyone.

While it is of course possible (and advisable) to discuss with your fellow unfortunates the decisions to be made when taking your turn, each player nevertheless remains free in their final choice, even if it is contrary to the opinion of the group. An archaeologist worthy of the name has a minimum of pride, doesn't he?

Likewise, although you may openly discuss your intentions, it is forbidden to show the cards in your hand, and/or to describe them precisely. You may nevertheless point a finger, without a word, at a location on the table to indicate that you would like to reserve it for later. The other players are not obliged to respect this indication.

Components

  • 4 Adventurer tiles
  • 3 Concertation tiles
  • 4 Game Turn cards
  • 4 Adventurers (figurines)
  • 6 Combat Dice
  • 4 Mummy cards
  • 3 Boss Mummy cards
  • 4 Mummies and 1 Boss (figurines)
  • 4 Mummy Dice
  • Pharaoh's Room (2 tiles)
  • Location cards (x64)
  • Exit Door
  • Door Mechanism tokens (x3)
  • Torch Mechanism tokens (x5)
  • Hearts (x20)
  • Torches (x39)
  • Sarcophagus tokens (x17)

Setup

  1. Place the Pharaoh's Room in the centre of the table. Each player draws an Adventurer tile and places their Adventurer on the Pharaoh's Room.
  2. Place the Exit Door on one edge of the table. Place on it the 3 Door Mechanism tokens as well as the 5 Torch Mechanism tokens.
  3. Place the torches on the edge of the table. Then take 5 of them and place them right next to the "Pharaoh's Room". These are the 5 starting torches, belonging to all the players together.
  4. Shuffle the Sarcophagus tokens and make a pile of them on the edge of the table, sarcophagus side face up.
  5. Shuffle the 4 Mummy cards and make a face-down pile of them next to the Pharaoh's Room. Place the 4 mummies as well as 5 hearts nearby.
  6. Shuffle the Boss cards. Draw one without looking at it and place it face down on the edge of the table. The others are returned to the box without being looked at. Place the Boss mummy and the remaining hearts nearby.
  7. Make a pile with the Concertation tiles on the edge of the table.
  8. At the start of the game, the mummies have a power of 1. So place 1 Mummy Die next to the Pharaoh's Room.
  9. Place the 3 remaining Mummy Dice and the 6 Combat Dice in reserve on the edge of the table.
  10. Carefully shuffle the Location cards and make a face-down draw pile, which you place on the edge of the table.

From this draw pile, deal 5 cards to each player.

Goal of the Game

You win if:

You manage to connect the exit door to the labyrinth AND to eliminate all the mummies present in the pyramid (Boss included).

You lose if:

  • One of the team members must discard their last card in hand
  • A mummy manages to reach the Pharaoh's Room

Game Turn

The players decide who starts the game.

Then they each play their turn, clockwise.

During your turn, you must ALWAYS carry out the following two phases in this order:

  • The Mummies' Actions
  • The Players' Actions

Mummies' Actions

  • Roll the active Mummy Dice. (At the start of the game, the mummies' power is 1, so only one die is rolled, but this number can increase.)
  • For each mummy symbol rolled, carry out the following two actions:

I - Move one space

all mummies / boss already present. Each mummy moves by ALWAYS heading toward the Pharaoh's Room, taking the shortest path (if several solutions are possible, the player decides which one).

Note: the specificities of the mummies are presented at the end of the rules.

Consequences of movement

  • When moving, a mummy that enters a Location occupied by one or more players stops its movement and immediately ATTACKS all the players present (see box "Mummy attack").
  • If a mummy reaches the Pharaoh's Room, it triggers the terrible curse. The game is immediately lost for the players.

II - Place a heart

on a free space on top of the mummy pile. When you place the 5th and last heart, a mummy wakes up! Turn the card over, place the 5 hearts on it (these are the mummy's life points) and place the corresponding mummy figurine on the Location card of your choice in the labyrinth. If you must add more hearts than necessary, the mummy wakes up AND the excess hearts are placed on the next Mummy card.

Example of waking a Mummy: The blue player must add a mummy. They can add the mummy wherever they wish on one of the Location cards of the labyrinth. Taking into account that a mummy arriving in the Pharaoh's Room leads to defeat for the adventurers, it will here be preferable to choose one of the Location cards furthest from the Pharaoh's Room.

Mummy attack

  • If a mummy meets an Adventurer during its movement, it stops immediately and wounds the Adventurer in question. If several Adventurers are in the same Location, they decide how to share the damage. Taking damage means randomly discarding from one's hand as many cards as there are damage symbols on the mummy.
  • If several mummies attack at the same time, each of them deals its own damage.
  • Finally, if a player loses their last card, they succumb to the attack and the game is lost for all players.

Players' Actions

On your turn, carry out ONE of the following actions: EXPLORE or FIGHT or COOPERATE

I - Explore

ADD A LOCATION FROM YOUR HAND to those already on the table so as to enlarge the labyrinth.

To be able to add a Location to the labyrinth, you must respect two golden rules:

  • A corridor must always be connected to another corridor.
  • The player must be able to move their Adventurer onto the Location they have just placed, WITHOUT having to cross a Location occupied by mummies.

Example: The blue player can add their Location at A, B or E. But not at C (forbidden connection), nor at D. The blue Adventurer could not move onto the new Location without passing through the mummy space.

2. MOVE YOUR ADVENTURER

As soon as you have added a Location in compliance with the rules above, move your Adventurer onto this Location (see box specific to movement rules).

The basic movement of each character is 3 LOCATIONS maximum. Move your Adventurer from Location to Location to travel through the labyrinth.

It is nevertheless possible to move further than the basic movement, at the cost of a few sacrifices:

You may choose to discard 1 CARD from your hand. EACH EXIT shown on the discarded card gives you 1 LOCATION of additional movement.

Example: By discarding this card, the player can move a maximum of 6 Locations (3 for the basic movement, plus 3 because the discarded card has 3 exits).

3. LIGHT THE LOCATION YOU HAVE JUST PLACED (IF NECESSARY)

Locations with a torch are already lit. It is not necessary to add a Torch token to them.

For a Location without a torch, you must add a Torch token from the common reserve to light this Location.

If you must use a Torch token but have none left, apply the following effect IMMEDIATELY:

  • ADD A HEART on the top card of the Mummy pile. If it is the 5th heart, a mummy appears (see page 6 "Example of waking a Mummy").

In the exceptional case where you must add a heart but all the mummies are already in play, they all advance one space.

4. DRAW NEW CARDS

Add one card to your hand for each corridor connection made.

Example: By adding this Location, the blue player makes two corridor connections. They therefore draw two new cards!

5. APPLY THE EFFECTS OF THE LOCATION

A - If you placed a Sarcophagus Location:

Take the first token from the sarcophagus pile and reveal it.

Using Sarcophagus tokens

You may use the tokens you own at any time.

During one of your turns (including immediately after drawing the token), you may use a token EITHER for the effect shown below, OR to teleport your Adventurer to any other Location of the labyrinth, whatever the distance.

  • Torches token: Draw the number of torches indicated. Here, two Torch tokens to add to the common reserve.
  • x2 token: BEFORE attacking a mummy, DISCARD this token. In this case, the damage you deal will be doubled.
  • Locations token: Draw the number of Locations indicated. Here, two Locations.
  • Shield token: Discard the shield to receive no damage when a mummy attacks you.
  • Trap token: Immediately reveal the top Mummy card of the pile. To do so, complete its life to 5 hearts, then place the corresponding figurine on the Location card of your choice. Unlike the other tokens, you cannot use the Trap to teleport.
  • Secret passage token: The secret passage allows you to create a path through the walls or to connect two Locations that do not respect the corridor connection constraints.

Example: Adding Location A is impossible, EXCEPT with the help of the secret passage, which creates the necessary connection. As a result, the player draws 2 cards (they created two connections, one normal and one thanks to the secret passage).

B - If you trigger a mechanism

Some Locations show one of the following three Egyptian symbols on the floor: (eye, spiral/ring, ankh).

When you add a Location, check whether one (or several) triangles of IDENTICAL or DIFFERENT symbols have been formed. The triangles thus formed allow a mechanism to be triggered.

Triangle of 3 identical symbols

It allows you to find new torches. A secret cache opens at the intersection of the three Location cards, revealing new torches. The players rebuild their common reserve back up to 5 torches.

IMPORTANT: each Location can only be used once to activate a torch mechanism.

Place a token (Torch Mechanism token) on the intersection thus created, to show that each of the 3 Locations has already been used to obtain torches.

Example: By adding Location A, the player creates a triangle of three Locations with the same symbol. If the group had 3 torches left, it recovers 2 (to bring the stock back up to 5 torches).

Later in the game, adding Location B at this spot does not allow new torches to be obtained, because the two other Locations with the same symbol have already been used.

Triangle of 3 different symbols

It allows you to trigger a Door-opening Mechanism for the exit door.

Take the Door Mechanism token from the top of the pile on the door, and place it at the intersection of the three Locations.

IMPORTANT: each Location can only be used once to activate a Door mechanism. But this same Location can be used to activate a Torch mechanism.

Example: By adding Location A, the player creates a triangle of three different symbols. If this were the last mechanism, the exit door is added, with the Boss protecting it!

Triggering the 3rd and last mechanism leads to the opening of the exit door. The exit door is immediately connected to the labyrinth at the exit of your choice. Turn the Boss mummy of this game face up, and place its figurine on the door.

All the mummy cards are removed from the game (even if the top one has hearts on it). No new mummy will enter the labyrinth after the Boss appears. But the game is not yet won!

Note: each Boss mummy has its own specificities, presented at the end of the rules.

II - Fight

It only takes a single mummy arriving in the Pharaoh's Room to lose the game. Fighting is the only way to get rid of this threat.

The Location cards you have in hand have a double use. They can of course serve, when you choose to explore, to enlarge the known area of the labyrinth. But they are also used for combat: each Location card has a combat strength equal to the number of exits on the card (a strength from 1 to 6).

If you choose to fight, the procedure is as follows:

  • Move from Location to Location (see box "Movement" page 8) and stop your movement on the first Location occupied by a mummy.
  • Discard Location cards from your hand to determine the number of Combat Dice you will roll.

Example: The player discards the two cards shown (one with strength 3, one with strength 2). Their combat strength is 3+2=5. They will therefore roll 5 dice.

Note:

  • You can never roll more than 6 Combat Dice.

  • You must keep at least one card in hand, otherwise death is immediate and the game is lost.

  • Roll the dice and apply their result:

    • Burst symbol: Each face obtained with this symbol allows you to remove one heart from the corresponding mummy's card.
    • Question mark symbol: Each face obtained with this symbol allows the Adventurer to trigger their special ability (see description at the end of the rules).
    • Hexagon with plus symbol: Each face obtained with this symbol allows you to draw one Location card.
    • Footstep symbol: Each face obtained with this symbol allows you to move to a neighbouring Location at the end of the combat.

IMPORTANT:

  • When a mummy loses its last heart, it is eliminated. Its card is then placed in the pile of remaining mummies. This pile must be reshuffled. If hearts were already present on the top card of the pile, put them back once the Mummy cards have been shuffled.
  • It may happen that an Adventurer finds themselves on a Location with several mummies. In this case, they divide the damage dealt as they see fit among the different mummies present.

III - Cooperate

When all seems lost, calling a halt, regrouping and agreeing on the course to follow can allow new leads to be glimpsed.

But beware! You can only do it 3 times in the game.

If you choose to call a halt:

  • Take one of the Concertation tiles from the pile and remove it from the game (place it in the box). When all the tiles have been used, this option is no longer available.
  • Do not move your character.
  • Regroup. All the other players wishing to call a halt with you move their Adventurer so as to join you on your Location (this movement is free, whatever the distance, but you cannot cross a Location occupied by a mummy).
  • Each player present chooses from 0 to 2 cards from their hand to offer for exchange. These cards are placed face down in the centre of the table.
  • The players also receive new cards. They add for free two cards drawn at random from the DISCARD pile of Location cards, plus 2 additional cards from the discard pile for each torch they choose to sacrifice.
  • Share these cards as you wish (the sharing is not necessarily equal).

It is entirely possible to decide that one of them takes several cards, while another takes none.

  • During this halt, the participants may also exchange / give each other tokens obtained thanks to the sarcophagi.

What happens if there are no more cards in the Location draw pile?

The end is near... You will have to manage with the cards you have left. Play following the rules, but without drawing new cards!

End of the Game

The game can end in several different ways:

  • If you have managed to connect the Exit Door card to the labyrinth, and you have rid the labyrinth of all enemies, then you win!

  • But in the following situations:

    • One of the players has no more cards in hand
    • A mummy reaches the Pharaoh's Room

    Then you lose the game... And all of humanity trembles before the danger!

Adventurer Descriptions

Adventurers, in order of the tiles shown (blue, purple, green, orange):

  • Blue: For each question mark obtained in combat, the Player draws a Location card.
  • Purple: For each question mark obtained in combat, the Player draws a Sarcophagus token.
  • Green: For each question mark obtained in combat, the Player inflicts one additional damage.
  • Orange: For each question mark obtained in combat, the Player adds a torch to the reserve. One may sometimes own more than 5 torches in the reserve.

Basic Mummy Descriptions

  • Mummy 1: Attack: one of the Adventurers present discards one card at random. Additional Mummy Dice: as long as this mummy is present in the labyrinth, roll 2 additional Mummy Dice at the start of each turn during the Mummies' Actions phase.
  • Mummy 2: Attack: one of the Adventurers present discards one card at random. Movement: the mummy moves one more Location than the result shown by the dice at the start of each player's turn. Additional Mummy Die: as long as this mummy is present in the labyrinth, roll 1 additional Mummy Die at the start of each turn during the Mummies' Actions phase.
  • Mummy 3: Attack: one Adventurer present discards two cards at random, or two Adventurers present lose one card each.
  • Mummy 4: Attack: one of the Adventurers present discards one card at random. Discard torches: when this mummy appears, the players immediately discard 2 of their Torch tokens.

Boss Mummy Descriptions

  • Boss (8 hearts): Place 8 hearts on the card. Attack: the Adventurer present on the same Location as the Boss loses 4 cards, drawn at random from their hand. If several Adventurers are present, the penalty is always 4 cards but is to be shared among the players present. Movement: the Boss moves one Location more than the result shown by the dice at the start of each player's turn.
  • Boss (10 hearts): Place 10 hearts on the card. Attack: the Adventurer present on the same Location as the Boss loses 3 cards, drawn at random from their hand. If several Adventurers are present, the penalty is always 3 cards but is to be shared among the players present. While this mummy is in play, the players present do not benefit from their special ability. Movement: the Boss moves one Location more than the result shown by the dice at the start of each player's turn.
  • Boss (12 hearts): Place 12 hearts on the card. Attack: the Adventurer present on the same Location as the Boss loses 2 cards, drawn at random from their hand. If several Adventurers are present, the penalty is always 2 cards but is to be shared among the players present. Movement: the Boss moves one Location more than the result shown by the dice at the start of each player's turn.

Solo Mode

If you decide to attempt the adventure alone, choose your Adventurer and set off on the adventure by applying the same rules as in a multiplayer game.

You can always carry out the "cooperate" action. Even if nobody joins you to carry out the action, it will allow you to recover Locations from the discard pile.

Player Aid

1 - Mummy Movement

  • Roll a number of Mummy Dice equal to the current power of the mummies. Each mummy symbol equals one movement of every mummy by one step along the shortest path toward the treasure. For each mummy face obtained, place a heart on the top mummy card. When 5 hearts have been placed on a mummy card, it wakes up and appears in the labyrinth.
  • A mummy stops as soon as it meets an Adventurer.
  • At the end of this phase, each mummy attacks ALL the Adventurers present on the same Location as it.

2 - Player Actions (1 of 3)

Exploration

  • Add a tile from your hand to the labyrinth.
  • Move your Adventurer onto this tile (see box page 8).
  • Light this Location. If you have torches left, place one on it. Otherwise add a heart to the Mummy card being woken.
  • Draw one card per connection made.
  • Apply the effects of the Location.
    • If it is a sarcophagus card, draw a Sarcophagus token.
    • If you form a triangle of three identical Locations, trigger a Torch mechanism and top up your reserve of torches to 5.
    • If you form a triangle of three different Locations, trigger a Door mechanism.

Combat

  • Move your Adventurer onto a mummy (see box page 8).
  • Discard cards from your hand.
  • Roll as many dice as there are exits on these cards and apply the results.
    • Burst: Inflicts 1 damage on the mummy. Adjust its life gauge accordingly.
    • Question mark: Allows the Adventurer to trigger their special ability.
    • Hexagon with plus: Allows the Adventurer to draw a Location card.
    • Footstep: Allows the Adventurer to move to a neighbouring Location at the end of the combat.

Damage may be divided among several mummies, as the player sees fit.

Cooperation

  • Discard a Concertation tile and draw 2 cards from the DISCARD pile.
  • Regroup on a single Location.
  • Each Adventurer present may put 0 to 2 cards from their hand up for exchange.
  • Each torch spent may allow drawing 2 cards from the DISCARD pile.
  • Share these cards as you wish (the sharing is not necessarily equal).