Irmã Nuna (2024)
Playtime: 60
Min. Age: 14
Number of Players:
2 - 4
Publisher:
Ludovia Estúdio
Designers:
Alexander F. Francisco
Artists:
Alexander F. Francisco
Mechanics:
Action / Event,
Zone of Control,
Worker Placement,
Take That,
Turn Order: Progressive,
Victory Points as a Resource,
Dice Rolling
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Irmã Nuna brings a comedic horror atmosphere in a fictional colonial Brazil where players take on the roles of aristocrats who are secretly vampires!
The nun, who gives the game its name, discovers this fact and, after being excommunicated by the Bishop, one of the vampires, gains superpowers to fight against the threat and defend the villagers.
Each round, village cards must be placed around a rondel on which a dice tower/platform, representing Irmã Nuna, will be positioned.
Players must invade the villages, placing their meeples (minions) in the villages according to their strategy. After the invasion phase, all meeples will, in a clockwise direction and alternately, execute the actions of the villages. These actions will interfere with the dice value (moving the Nun) and with the positioning of the meeples among the villages.
At the end of each round, all meeples in the village where Sister Nuna is pointing will be exorcised and will not gain the vitality reward provided by the village.
The surviving meeples will collect their vitality and a new round will begin.
At the end of the rounds, the Aristocrat whose minions have gained the most vitality will be the winner!
The game uses mechanics of dice rolling, worker placement, take that, asymmetric players, and progressive turn order.
The nun, who gives the game its name, discovers this fact and, after being excommunicated by the Bishop, one of the vampires, gains superpowers to fight against the threat and defend the villagers.
Each round, village cards must be placed around a rondel on which a dice tower/platform, representing Irmã Nuna, will be positioned.
Players must invade the villages, placing their meeples (minions) in the villages according to their strategy. After the invasion phase, all meeples will, in a clockwise direction and alternately, execute the actions of the villages. These actions will interfere with the dice value (moving the Nun) and with the positioning of the meeples among the villages.
At the end of each round, all meeples in the village where Sister Nuna is pointing will be exorcised and will not gain the vitality reward provided by the village.
The surviving meeples will collect their vitality and a new round will begin.
At the end of the rounds, the Aristocrat whose minions have gained the most vitality will be the winner!
The game uses mechanics of dice rolling, worker placement, take that, asymmetric players, and progressive turn order.
We currently have no price data for this game.
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ag.gameitem.lastUpdated: 2025-05-07 18:02:30.983