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Board Games BuzzVerdict

Nuns on the Run

3.3 / 5
How we rate

2010 · 2-8 Players · 45-60 min · Competitive / Hidden Movement


Nuns on the Run flips the typical hidden movement formula on its head. Instead of one person hiding while everyone else searches, most players are the ones sneaking around while just one or two players patrol as the abbey guards. Novices must navigate the darkened hallways of a convent, locate their secret wish item, and sneak back to bed without being caught. The theme is charming, the concept is immediately appealing, and the game creates plenty of amusing moments as players push their luck darting past guard routes.

Sneaking Through the Abbey

The reversed hidden movement structure is the game’s strongest feature. Having most players secretly tracking their positions on paper while the guard players move openly on the board creates a unique dynamic. Novices see exactly where the guards patrol and can plan their routes accordingly, but guards can hear noises and spot movement, creating detection mechanics that generate genuine tension.

With a large group, Nuns on the Run becomes an entertaining social experience. Five to six players hits the sweet spot where enough novices create overlapping stealth chaos while the guards have enough suspects to investigate. The tense moments when a guard turns a corner toward your secret position produce laughs and gasps in equal measure.

The theme works wonderfully. Something about sneaking nuns pursuing forbidden wishes in a darkened abbey captures a playful spirit that more serious hidden movement games lack. It’s approachable in a way that makes it viable for groups beyond the hobby gaming crowd.

Rules That Need Confession

The rulebook is Nuns on the Run’s biggest weakness. Ambiguous situations arise frequently, and the rules don’t always provide clear answers. Groups end up creating house rules to fill gaps, which means different tables essentially play different versions of the game. For a relatively simple concept, the execution introduces more confusion than necessary.

The guard experience can be frustrating. Without enough information to make informed decisions, guards sometimes wander aimlessly while novices complete their objectives with minimal challenge. When the guards lack meaningful tools to narrow down novice locations, their turns feel more like random patrolling than clever hunting.

Pacing varies significantly between sessions. Games where guards quickly corner novices end too abruptly, while games where novices avoid detection easily can drag as guards exhaust their limited options. The fifteen-round limit provides a natural endpoint, but some sessions reach it without much drama.

Chaos Creates Comedy

Nuns on the Run works best as a social experience rather than a strategic one. Groups that embrace the comedic theme, narrate their sneaking adventures, and don’t take the competitive element too seriously will have the best time.

Should You Join Nuns on the Run?

Larger groups looking for a lighthearted hidden movement game with an irresistible theme will find entertainment here. It’s accessible to non-gamers and creates memorable moments with the right crowd. Skip it if rules ambiguity frustrates your group, if you prefer tighter hidden movement designs, or if your typical group size is below four players.

The Verdict

Nuns on the Run succeeds through charm. The theme is delightful, the reversed hidden movement creates fun dynamics, and large groups will generate plenty of memorable stealth stories. Its messy rules and inconsistent pacing prevent it from competing with more refined designs, but as a social gaming experience with a unique premise, it fills a niche that more serious hidden movement games don’t attempt.