Run Run Run! (2nd Edition)
Run Run Run! (2nd Edition) Rulebook
Table of Contents
Table of Contents
A Few Words About Cooperating
Run Run Run! is a cooperative game that can be played alone or with friends. You will win together, or lose together against the game. Victory depends on each of your choices during the game: you have to make the best individual choices, in the group's best interest.
It is possible (and advised) to discuss your choices with your fellow adventurers; however you always have the last word regarding your own decisions, even if the group does not agree with you. Every decent archaeologist has their pride, right?
Also, even though you may openly discuss your intentions, you may not show the tiles from your hand to the other players, nor describe them precisely. You may, however, point a finger to a specific Room, without saying anything, to let other players know that you would like to reserve this Room for a future turn (which does not prevent the other players from ignoring your wish if they decide against it).
Components
- 4 Catventurer cards
- 4 Catventurer figures
- 4 Mummy cards
- 4 Mummy figures and 3 Boss Mummy figures
- 3 Boss Mummy cards
- 3 Regroup tokens
- 6 Combat dice
- 3 Mummy dice
- 1 Pharaoh's Vault tile
- 64 Room tiles
- 5 Torch Mechanism tokens
- 5 Door Mechanism tokens
- 36 Heart tokens + spares
- 36 Torch tokens + spares
- 17 Sarcophagus tokens
Setup
- Place the Pharaoh's Vault tile in the middle of the table. The Pharaoh's Vault is divided into two rooms. The closed room contains the Pharaoh's Relics — this is the one you must stop the Mummies entering!
- Each player draws a Catventurer card.
- Shuffle the Regroup tokens and place them face-down to make a stack (with the Catventurer image showing).
- Shuffle the Sarcophagus tokens and place them face-down to make a stack (with the sarcophagus symbol showing).
- Shuffle the Door Mechanism tokens and place them face-down to make a stack (with the gear symbol in a circle showing).
- Place the Torch Mechanism tokens face-down in a separate stack (with the torch symbol in a circle showing). There's no need to shuffle the Torch Mechanisms since they all have the same value.
- Place the Torch tokens within easy reach of all players.
- Shuffle the four Mummy cards and place them face-down near the Pharaoh's Vault to form the Mummy pile. There are no Mummies awake at the start of the game, so place the four Mummy figures and the Heart tokens beside the Mummy pile for later.
- Each player places their matching Catventurer figure on the open room of the Pharaoh's Vault — the one that has a path to the outside.
- Take five Torch tokens and place them beside the Pharaoh's Vault as the shared supply of Torches for your group.
- Shuffle the Boss Mummy cards. Draw one Boss Mummy card and place it face-down to one side for later. Since you don't know which Boss Mummy figure you will need, place all three beside the Boss Mummy card. Put the other Boss Mummy cards back into the box without looking at them.
- At the beginning of the game, Mummies have a Power of 1. Place one Mummy die beside the Pharaoh's Vault. Place the two remaining Mummy dice and the six Combat dice within easy reach.
- Shuffle the Room tiles and place them face-down to make a draw deck (or several stacks if you wish), placed within easy reach.
- Give each player a starting hand of Room tiles as follows:
Overview of the Game
You win if: You wake the Boss Mummy and then eliminate all Mummies from the pyramid.
You lose if: Any Mummy reaches the final chamber in the Pharaoh's Vault.
Game Turn: After deciding who goes first, players take turns in clockwise order. On your turn, you must ALWAYS perform these two steps in this order:
- Mummies' Actions
- Player's Action
Mummies' Actions
Even when there are no Mummies awake (such as at the start of the game) you always roll all of the active Mummy dice during the Mummies' Actions. At the start of the game, Mummies have a Power of 1, which means only one Mummy die is active for you to roll. That value may increase during the game.
For EACH Mummy symbol you roll, perform the following two actions:
I - Move all Mummies
Move all Mummies (including the Boss, if any) by one Room. Each Mummy ALWAYS moves towards the Pharaoh's Vault, taking the shortest way to get there (if several routes are shortest, the active player decides).
If a Mummy enters THE FIRST ROOM IN THE PHARAOH'S VAULT: The Mummy stops and does not move any further this turn, no matter how many Rooms it has left to move. The Vault has a sturdy door protecting the Pharaoh's Relics, which takes time for the Mummy to break through. The door won't stop the Mummy forever though. The Catventurers must defeat the Mummy before the next time it moves!
If a Mummy moves again while IN THE Pharaoh's Vault: The Mummy breaks through the final door and reaches the Pharaoh's Relics, unleashing a terrible curse. All players instantly lose!
II - Place a Heart
Place a Heart token on one of the free spots of the top card of the Mummy pile. When you place the fifth Heart, the Mummy awakens! Tip up the card so that the Heart tokens slide off the bottom edge, and then flip the Mummy card over to reveal the Mummy's details, and place it so the Hearts are below the bottom edge. The five Hearts become the Mummy's health points.
Place the matching Mummy figure in any Room of the maze. If you need to place more Hearts than the Mummy requires, first the Mummy awakens, then you place any remaining Hearts on the next top Mummy card.
Example: A Mummy awakens! The blue player must add a Mummy to the maze. They can choose any Room, but the game ends in defeat if a Mummy reaches the final chamber of the Pharaoh's Vault, so it's best to place the Mummy as far from the Vault as possible!
Mummy abilities & Penalty effects
Mummies do not attack players directly, and they will not stop if they enter the same Room as a player. Their only goal is to get to the Relics in the Pharaoh's Vault and unleash the curse.
When a Mummy awakens, it may have a lightning-bolt symbol, indicating an immediate effect. For example, you may need to discard Room tiles or Torches.
Some Mummies also have a symbol for +1 Power to the Mummy dice. This means while the Mummy is active, you must roll an extra die during the Mummies' Actions. The extra die is removed again when you defeat that Mummy.
An arrow symbol means the Mummy always moves one extra Room during the Mummies' Actions, even if you roll no other Mummy symbols.
Penalty symbols:
- Discard a Room tile. Your group decides who should discard the tile(s) — but remember, you're not allowed to reveal exactly which Room tiles you have.
- Discard a Torch token from the shared supply.
- Add a Heart token to the top card of the Mummy pile.
Player's Action
On your turn, choose one of the following three actions: EXPLORE or FIGHT or COOPERATE — Then DRAW. No matter which action you choose, at the end of your turn, always draw a Room tile.
Player Action - Explore
Exploring is how you find new rooms in the pyramid.
1. CHOOSE A ROOM TILE FROM YOUR HAND and place it on the table to expand the maze. To add a Room to the maze, you MUST follow these two rules:
- You must join your tile onto an existing path without blocking off an open doorway.
- You must be able to move your Catventurer onto the tile you just placed.
Be sure to leave at least one open doorway in the maze when you place your tile, or you will be trapped forever!
Example: The blue player may add their Room tile at A, B, C, or D. They cannot place it at E because that would block off one of the two paths at that position with a wall.
2. MOVE YOUR CATVENTURER. After you add a Room tile to the maze, you must move your Catventurer to that Room. Your basic move is up to three Rooms. You must move your Catventurer from one Room to another adjacent Room by following the path that connects the Rooms.
However, you may move further than your basic move if you're willing to pay the price. You may discard one Room tile from the draw deck (NOT from your hand) for each extra Room you wish to move into. Beware! When the draw deck runs out, you must make do with the tiles you have, so be sure to use them carefully.
You cannot explore a location if you cannot reach it by a combination of your basic move of three Rooms plus discarding extra Room tiles.
You can enter and leave the same Room as a Mummy when you move through the maze. Mummies only care about reaching the Vault.
What if you only want to move? You may also use the Explore action just to move, to advance your Catventurer through the maze without placing a tile. You still draw a new Room tile at the end of your turn as usual.
3. LIGHT UP THE ROOM YOU JUST PLACED (IF NECESSARY). Rooms that already have a Torch symbol do not need to be lit up. You don't need to add a Torch token. Rooms that do not have a Torch symbol require a Torch token to be added from the shared supply. If a Room requires a Torch token but your group has no Torches remaining, immediately apply the following effect:
- Add a Heart on the top Mummy card. If it's the fifth Heart, the Mummy awakens!
- If you cannot add a Heart because all Mummies are already active, they all move one Room closer to the Pharaoh's Vault. If this happens when a Mummy is already in the Pharaoh's Vault, the curse is unleashed and all players lose!
4. APPLY THE EFFECTS OF THE NEW ROOM.
A - If you placed a Sarcophagus Room tile: Take the top Sarcophagus token from the stack and reveal the reward on the token.
Using Sarcophagus Tokens: You may use your Sarcophagus tokens at any time DURING YOUR TURN (including as soon as you reveal the token). Discard the token after you use it.
- Add the indicated number of Torches to the shared supply (e.g. three tokens).
- Before you attack a Mummy, discard this token to double the amount of damage you inflict.
- Draw the indicated number of Room tiles (e.g. two tiles).
- Inflict one additional damage when you attack a Mummy.
- Draw a Room tile and add a Torch token to the supply.
IMPORTANT: You can also discard a Sarcophagus token to sneak through the secret passages in the pyramid, and move immediately to any Room in the maze.
B - If you triggered a mechanism: Some Rooms have one of the three Egyptian symbols. Each time you add a Room to the maze, check if you formed a triangle with three IDENTICAL or three DIFFERENT symbols. The Rooms must be properly connected to the maze, but they do not need to be directly connected to each other to form a triangle.
THREE IDENTICAL SYMBOLS: Making a triangle with three identical symbols reveals a secret cache of new Torches hiding between the three Room tiles. This allows you to add five Torch tokens to the shared supply. Place a Torch Mechanism token between the three tiles you used to activate the mechanism as a reminder that those three tiles have been used to obtain new torches.
IMPORTANT: Each Room tile can only be used once in a Torch Mechanism combination. Once all of the Torch Mechanism tokens are used, there are no more caches to discover, and placing three identical symbols has no further effect.
Example: Adding a Room at A forms a triangle of three identical symbols. Your Catventurers immediately add five Torches to the shared supply. Adding a new Room at B later in the game does not create a new triangle since the other two tiles have already been used as part of a Torch Mechanism.
THREE DIFFERENT SYMBOLS: Making a triangle with three different symbols triggers one of the three Door Mechanisms needed to wake the Boss Mummy. You must unlock the mechanisms of the pyramid to defeat the Boss Mummy, but beware! Each Door Mechanism token has a hidden trap!
Flip the top Door Mechanism token in the stack to reveal its penalty. You may be required to discard some Room tiles or Torch tokens, or add Hearts to the Mummy about to wake. Room tiles to be discarded are chosen at random from a player's hand, but your group can decide amongst themselves who should discard the tiles, spreading out the penalty over one or more players. If the whole group does not have enough items, discard as close to the correct number as possible and continue.
Once you have completed the penalty, place the Door Mechanism token face-down in the middle of the three tiles (with the Gear symbol showing) as a reminder that those tiles have been used for a Door Mechanism.
IMPORTANT: Each Room tile can only be used once in a Door Mechanism combination. However, you can use the same Room for a Door Mechanism and a Torch Mechanism.
Example: By adding a Room at A, you created a triangle of three different symbols and activated the Door Mechanism. If it was the final one, the Boss Mummy wakes!
Triggering the third (and final) mechanism wakes the Boss Mummy! After completing the Door Mechanism penalty as usual, flip the Boss Mummy card face-up and place the matching figure on any Room of your choice in the maze. Add the number of Heart tokens shown on the card as the Boss Mummy's health points.
Remove all Mummy cards from the game that are not already active (even if there are Hearts on the top Mummy card). Any active Mummies stay, but once the Boss arrives, no new Mummy can enter the maze. However, the game is not won yet!
DIFFICULTY LEVEL:
- In a standard game, you must complete three Door Mechanisms to wake the Boss Mummy.
- For a difficult game, complete four Door Mechanisms.
- For an insane game, complete five Door Mechanisms.
Player Action - Fight
As soon as any Mummy sets foot in the final chamber of the Pharaoh's Vault, you lose! Fighting them is the only way to get rid of this threat. Room tiles in your hand can be used to expand the maze when you decide to explore, but you can also use them to fight. The Combat Strength of each tile is equal to the number of exits the tile has (1 to 6). Use this process when you choose to fight:
-
Move through the maze using the same steps as for Exploring. Move up to three Rooms plus any extra Rooms if you choose to discard one tile from the draw deck for each extra Room you wish to move. Stop as soon as you encounter a Mummy.
-
Discard Room tiles from your hand to determine the number of Combat dice you can roll, up to a maximum of six.
Example: Discarding these two tiles allows you to roll 5 dice since there are three exits on the left tile and two exits on the right tile.
-
Roll the dice and apply the results:
- Remove a Heart from the Mummy card of the Mummy you attacked.
- Use your Catventurer's Special Ability.
- Draw a Room tile.
- Lure a Mummy away from the Pharaoh's Vault. You may move your Catventurer and the Mummy to an adjoining Room, once for each Footprint symbol.
Rerolling: If your dice roll did not go as well as you hoped, you can discard one Torch token from the shared supply for each die you wish to reroll. Keep the symbols on the other dice unchanged. You can do this once in your turn, and then you must apply the results, whatever they are.
IMPORTANT: As soon as a Mummy loses its last Heart, it is eliminated. Place the matching Mummy card at the bottom of the Mummy pile - it may rise again!
A Catventurer may face several Mummies at once. In that case, the Catventurer splits the damage as they wish between the Mummies in that Room.
Player Action - Cooperate
When all hope seems to be lost, take a break and regroup with your friends to find solutions. Be careful though, as you can only do this a limited number of times.
If you choose to take a break and regroup:
- Each other player who is willing and able to take a break may join you in your current Room. Such a move is free, regardless of the distance.
- Take the top Regroup token from the stack. The group gains the benefits shown on the token, and the token is returned to the box. Once your group has used all three Regroup tokens, you can no longer perform this action.
- Players who decided to regroup now choose up to two Room tiles from their hand and place them face-down in the middle of the table for an exchange.
- Reveal all tiles chosen for exchange. Players who decided to regroup may discuss how they want to share them. You may decide to give several tiles to the same player, or to share them equally, as you wish.
- You can also use this break to exchange Sarcophagus tokens, or give them to another player for free.
OPTIONAL ACHIEVEMENT RATING: The Regroup tokens are there to be used, but if you defeat the Boss with some tokens remaining, you can rate your victory as follows:
- Platinum - 3 tokens left.
- Gold - 2 tokens left.
- Silver - 1 token left.
- Bronze - 0 tokens left.
Remember! Draw a New Tile
At the end of your turn, no matter which action you chose, always draw a new Room tile. There's no penalty if you use up all your tiles during your turn, because you always draw a new tile at the end.
Running out of Room tiles: If the draw pile of Room tiles is empty, you must make do with the tiles you have in your hand. Keep playing, but ignore any effect that would allow you to draw new tiles.
End of the Game
If you managed to complete the Door Mechanisms and defeat the Boss and all the other Mummies roaming through the corridors, you win! However, if a Mummy reaches the final chamber of the Pharaoh's Vault, you immediately lose (and put all mankind at risk!).
The Catventurers
Each Catventurer has a special ability. For each special-ability symbol rolled when attacking Mummies, one of the following applies, depending on the Catventurer:
- Draw a Room tile.
- Draw a Sarcophagus token.
- Add a Torch token to the shared supply.
- Inflict 1 extra damage.
The Mummies
- Mummy 1: Discard a tile: When this Mummy wakes, one player must discard a random Room tile from their hand. Extra Mummy die: While this Mummy is in the maze, roll one extra Mummy die at the beginning of each player's turn, during the Mummies' Actions step.
- Mummy 2: Extra Mummy Die: While this Mummy is in the maze, roll one extra Mummy die at the beginning of each player's turn, during the Mummies' Actions step. Extra move: This Mummy moves one extra Room further than indicated on the dice at the beginning of each player's turn.
- Mummy 3: Discard a tile: When this Mummy wakes, one player must discard a random Room tile from their hand. Extra move: This Mummy moves one extra Room further than indicated on the dice at the beginning of each player's turn.
- Mummy 4: Discard a tile: When this Mummy wakes, one player must discard a random Room tile from their hand. Discard Torches: When this Mummy wakes, discard two Torches from the shared supply.
If your group does not have enough items for the penalty when a Mummy or Boss Mummy awakens, discard as close to the correct number as possible and continue.
The Boss Mummies
- Boss Mummy (12 Hearts): When this Boss Mummy wakes, place 12 Hearts on the card. Extra move: The Boss always moves two Rooms more than the number shown on the Mummy dice. No special abilities: Any question mark symbols rolled have no effect. No lure: The Boss cannot be moved by a lure symbol.
- Boss Mummy (13 Hearts): When this Boss Mummy wakes, place 13 Hearts on the card. Discard tiles: When the Boss wakes, players must discard a total of four random Room tiles from their hand(s). Extra move: The Boss always moves one Room more than the number shown on the Mummy dice. No lure: The Boss cannot be moved by a lure symbol.
- Boss Mummy (16 Hearts): When this Boss Mummy wakes, place 16 Hearts on the card. Discard tiles: When the Boss wakes, players must discard a total of two random Room tiles from their hand(s). Extra move: The Boss always moves one Room more than the number shown on the Mummy dice. No lure: The Boss cannot be moved by a lure symbol.
SPECIAL BOSS Mummy Abilities: While a Boss Mummy with this symbol is in play, any question mark symbols rolled when a player attacks have no effect. Boss Mummies cannot be lured away from the Vault. Any lure symbols rolled when a player attacks have no effect.
Solo Play
Run Run Run! can be played solo using the same rules as a multi-player game. Choose your Catventurer, explore the pyramid, and defeat the Boss and its Mummies! You can still use the "Cooperate" Player Action: even if there is no-one else to join in, you can still benefit from the rewards on the Regroup tokens.
Summary
On each player's turn, first do the Mummies' Actions, then the Player's Action.
Mummies' Actions
- Roll as many Mummy dice as the current Mummies' Power. The starting Power is 1, but some Mummies add more dice while they are active.
- For each Mummy symbol rolled, move each Mummy one Room closer to the Pharaoh's Vault. If a Mummy enters the Vault, it moves no further that turn, but if a Mummy moves when it is already in the Vault, the curse is unleashed and all players lose immediately.
- For each Mummy symbol rolled, also place a Heart token on the next Mummy to wake (the top card of the Mummy deck). The Mummy awakens once it has five Hearts (the tokens become its health points). Place the Mummy's figure in the maze as far from the Vault as possible.
Player's Action (Choose 1 out of 3)
Explore...
- Play a Room tile from your hand to expand the maze. Do not block off any passageways.
- Move your Catventurer onto the new Room.
- Light the Room. If the new Room does not have a Torch symbol on the tile, place one of the group's Torches. If you have no more Torches, add a Heart to the top Mummy card instead.
- Check for any Room effects:
- If you played a Sarcophagus Room tile, draw a Sarcophagus token.
- If you made a triangle of 3 identical symbols, trigger a Torch Mechanism token.
- If you made a triangle of 3 different symbols, trigger a Door Mechanism token and complete its penalty. If that was the final Door Mechanism, the Boss Mummy wakes!
Fight...
- Move your Catventurer onto a Room with a Mummy.
- Discard tiles from your hand to determine how many Combat dice to roll (max 6).
- Roll Combat dice equal to the number of exit passageways on the tiles you discarded.
- Discard one Torch token for each die you wish to reroll (optional).
- Apply the effects of the symbols you rolled. You may split the damage among several Mummies if they are in the same Room as you.
Combat dice symbols: Remove one Heart from the Mummy. Use your Special Ability. Draw a Room tile. Lure a Mummy into an adjacent Room.
Cooperate...
- All cooperating Catventurers regroup by moving to the same Room as you.
- Reveal the top Regroup token and gain its benefits, shared as you wish.
- Each cooperating Catventurer may exchange or share up to two Room tiles from their hand with other players.
...Then DRAW A ROOM TILE.