Nerve is the only resource in The Night Cage you can spend. Apart from your Key, everything else lives on the board or in the Draw Stack. The rules describe it as a way to bend the rules in your favor, and that is a good way to think about it: each token is a small exception you can claim at the right moment. This lesson covers where Nerve comes from, what it costs, and when each use earns its place.
Where Nerve comes from
Every Prisoner starts the game with one Nerve token. You gain another each time you Stay, up to a limit of 2. The official FAQ settles the timing: Nerve from Staying arrives at the very end of your turn, even after any Final Flickers discard, so you cannot spend it on the turn you earn it.
You may spend one or both of your Nerve on a single turn, and you can mix uses, such as Move Again twice, or a Charge and a Block.
What a Stay costs
A Stay is not a rest. It has a price and some side effects:
- One tile of wax. You discard the top tile of the Draw Stack face up onto the Discard Board. You do not choose it, so it may be a Key or a Gate.
- A Monster may arrive. If that tile is a Monster, you do not discard it. You must replace one of the tiles connected to you with it.
- No Monster triggers. Staying never sets off a Monster attack.
- Crumbling floors. If you Stay on a Crumbling tile you stepped onto last turn, you Fall.
Compare that with a Move, which draws one tile for each open, unlit Passage from your new space: none if your neighbors already light them, up to three on a four-way. So a Stay is sometimes the cheaper action, and sometimes the dearer one. It tends to make the most sense when you are already where you need to be: keeping a Key tile lit for a friend, holding a Gate, waiting for a Lights Out Prisoner to reach you, or sitting in a Wax Eater’s line while nobody needs to Move.
One case is easy to miss. The limit is 2, so a Prisoner who already holds 2 Nerve gains nothing from a Stay but still burns the tile. At 2 Nerve, Stay only when you have another reason to.
The five ways to spend Nerve
Move Again. After your turn resolves, spend a Nerve to go back to the Move step and Move one more space. You may do this with one or both tokens. Each extra Move is a full Move: it draws tiles, and it can trigger Monsters. Use it to reach a Key tile before it falls out of the light, to get adjacent to a Lights Out friend, or to close the last gap to a Gate.
Stay while Lights Out. A Lights Out Prisoner is compelled to Move every turn. A Nerve lets you Stay anyway, but you do not gain a Nerve for it. This is useful when the lit friend who can relight you is on their way, or when every way forward leads blind toward a Monster you know is there.
Block. When a Monster hits you, spend a Nerve to discard 2 tiles instead of 3. Each Prisoner who is hit decides on their own. Block only changes the discard from 3 to 2; nothing in the rules lets it stop Lights Out.
Charge. Normally you cannot Move onto a Monster. A Charge lets you, at the price of a Nerve. You immediately suffer its attack and go Lights Out, so you do not light the unlit spaces next to it, and you Move onto an existing or newly drawn tile. The rules say this is for rare moments, mostly in the Advanced game. In the standard game, consider it when the only route to the last Key or the Gate runs through a Monster.
Sustain. During Final Flickers, spend a Nerve to skip removing a lit tile from the board after your turn. Each Sustain keeps one more piece of the labyrinth alive for one more turn.
Holding Nerve for the end
Most uses of Nerve are worth more as the game goes on. Early on, a missed Move Again costs a little time. In Final Flickers, no new tiles come in, the board shrinks by one tile at the end of every turn, and the group has to converge on one Gate before someone is cut off. That is exactly when Move Again and Sustain matter most. The rules also note that during Final Flickers the extra tile is removed only after all extra Moves made with Nerve, so you finish every Move before choosing which lit tile to remove.
A modest plan follows from this. Top up Nerve with Stays when you have another reason to Stay anyway. Avoid spending your last token on a comfort Move when the Draw Stack is running low. And talk about Nerve as a group: knowing who holds 2 and who holds none tells everyone who can rescue whom when the candles start to fail. Final Flickers and the Endgame picks up from here.
For a wider look at shared decisions in co-op games, see our piece on the quarterback problem in cooperative games.
Next lesson
Lights Out and Relighting in The Night Cage
Next, Lights Out: what changes when your candle goes dark, how to move blind without walking into trouble, and how to regroup so a friend relights you.
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Learn The Night Cage, teach it in ten minutes, then make every tile of candlelight count: dodge the Wax Eaters, keep your Keys, spend Nerve well, and escape before Final Flickers. Free, one short lesson at a time.
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