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Nuns on the Run (Second Edition) Game Review

Hidden movement games occupy a strange corner of the tabletop world. Compared to juggernauts like deckbuilding, worker placement, and engine building, the genre feels like it has been locked in the crypt, occasionally rattling the door to remind everyone it still exists.

Nuns on the Run is a perfect example of that. Originally released in 2010, the game flipped the typical hidden movement structure on its head. Instead of many players hunting one, a single player searches for several invisible ones. Throw in a genuinely charming religious theme that somehow manages to poke fun without punching down, and you have something worth paying attention to.

The Lord’s Work This is Not

Our story starts with life in the abbey not going quite as planned. Most players are novice nuns who have very clearly not yet grasped what life in the cloth actually demands of them. Locked away somewhere in the abbey is a relic of their former life: a love letter, a bottle of booze, a box of cookies. The goal is simple: sneak out of bed, grab the key, retrieve their precious contraband, and make it back before anyone notices they are gone.

Standing between the novices and their contraband are the two nun pieces, both controlled by…

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Inkwell Game Review

Inkwell, designed by Jasper Beatrix, Lewis Graye, and Joey Palluconi, and published by DVC Games, is a beautiful object. There are a handful of games centered around illuminated manuscripts, an aesthetic for which I will always be a sucker, and this is far and away the most pleasing. The title, in gold foil over a detailed illumination, is a feast for the eyes. The components in the box are no less filling, though I wish I could extend the compliment beyond the aesthetics. Inkwell is, I think, three games all at once, and it doesn’t quite succeed as any of them.

The most obvious reference point, the one I’ve seen repeated the most in BGG reviews and on social media, is Azul. While I understand the point of comparison, the games don’t really have much in common at all. You choose your bits from a public central board and put them in matching slots within your own private sphere, but that’s about it. The specifics are so different that they undermine any meaningful commonality. You could describe the games as similar, but you’d be doing both Inkwell and Azul a disservice.

When choosing ink from an inkwell, you take all the cubes, regardless of color, and add them to accommodating spots on your board. Your choices change what’s…

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