The Night Cage

Turn Progression

menu

0. FALLING

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).

1. STAY or MOVE

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.

2. PITS FORM

If you STAYED on or MOVED from a Crumbling tile, it is flipped and becomes a pit.

3. FALLING

If the tile you are now on is a Pit, FALL immediately.

4. TRIGGER MONSTERS

If you MOVED or FELL while in line of sight of a Monster, trigger that Monster.

5. HIT BY MONSTERS

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.

6. LIGHT & DARKNESS

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.

* OPTIONAL

Spend a Nerve to Move Again (go to MOVE step).

** IF FINAL FLICKERS

Discard an additional Illuminated tile from anywhere on the board.