The Ludarium · Teach sheet
Teach The Night Cage in ten minutes
1 to 5 players · About 50 minutes · Ages 14 and up
The goal: Everyone collects a Key, then all Prisoners gather on one Gate tile together to escape.
On your turn
- Stay or Move. Stay: discard 1 Draw Stack tile; gain 1 Nerve at the end of your turn.
- Move: go 1 space along a connected Passage. Only Gates hold more than one Prisoner.
- Staying draws a Monster? It must replace a tile connected to you instead of being discarded.
- You light one space around, no diagonals: fill newly lit Passages, discard tiles nobody lights.
- Crumbling tiles (cracked edges) become Pits on your next turn after stepping on them. Stay and you Fall.
- Falling: next turn, land on a fresh tile in an empty, unlit space in the Pit's row or column.
- Move or Fall in a Wax Eater's straight line and it attacks every Prisoner still in that line.
- Spend Nerve to Move Again, Block, Charge, Sustain, or Stay while Lights Out.
Three tips for your first game
- Every tile is wax. Move where you light the fewest new Passages you do not need.
- Before you Move, trace each Wax Eater's straight lines, including around the edges.
- Grab a Key the moment it appears; Key tiles crumble once you walk through.
Setup
- Remove the advanced tiles. Keep 6 Keys and 12 Wax Eaters (5 players: 7 Keys, 10 Wax Eaters).
- Use the 6x6 board side (7x7 for 5 players). Key and Nerve tokens go on their corners.
- Each Prisoner gets a status card, a candle token, a Start tile, and 1 Nerve.
- Set aside 4 T, 2 four-way, 2 straight Passages (5, 3, 2 for 5 players). Shuffle them.
- Shuffle the rest Pit side up into the Tile Holder. Put the set-aside stack on top.
- The host goes first; play goes clockwise. First turn: place your Start tile on any empty, unlit space.
Scoring
- Step onto a Key tile: take a Key token. One Key per Prisoner. Adjacent connected Prisoners may pass Keys.
- Hit by a Monster: discard 3 tiles from the Draw Stack and go Lights Out.
- Lights Out: see only your tile, Move every turn, relight when a Passage connects you to a lit Prisoner.
- Win: every Prisoner on the same Gate at once, each holding a Key.
Game end: When the Draw Stack runs out, Final Flickers begins: after every turn, remove one more lit tile from the board unless Nerve is spent to Sustain. Escape before the dark isolates anyone, or you lose together.