If you start your turn FALLING, then:
a. Choose an empty space to land on (if there are no available spaces you choose one existing one),
b. Draw and place a tile (if possible),
c. Place your Prisoner on the tile, and
d. Illuminate all Passages (unless you are Lights Out).
STAY:
- Gain 1 Nerve.
- Discard a tile from the Draw Stack (if the discard is a monster, then swap it with a connected tile instead).
MOVE:
- Move 1 space.
If you STAYED on or MOVED from a Crumbling tile, it is flipped and becomes a pit.
If the tile you are now on is a Pit, FALL immediately.
If you MOVED or FELL while in line of sight of a Monster, trigger that Monster.
Any Prisoner still within the line of sight of a triggered Monster is hit: Discard 3 tiles from the Draw Stack and go LIGHTS OUT.
a. Remove and discard tiles no longer Illuminated.
b. DRAW, ORIENT, and PLACE newly Illuminated tiles.
c. IF A LIGHTS OUT PRISONER WAS RELIT THIS TURN, current player draws their newly Illuminated tiles.
Spend a Nerve to Move Again (go to MOVE step).
Discard an additional Illuminated tile from anywhere on the board.