Contents
- 1 Mystery of the Abbey Game Rules
- 1.1 Objective
- 1.2 Game Components
- 1.3 Setting Up the Game
- 1.4 Gameplay
- 1.5 Winning the Game
- 1.6 What We’ll Need
- 1.7 Setting Up the Game
- 1.8 Here’s the Goal of the Game
- 1.9 Here’s How to Play
- 1.10 Curiosity is Key
- 1.11 Discovering the Different Rooms Inside the Monastery
- 1.11.1 Confessional (Confessorium)
- 1.11.2 Cells (Cellula)
- 1.11.3 Library (Bibliotheca)
- 1.11.4 Parlor (Parlatorium)
- 1.11.5 Crypt (Crypta)
- 1.11.6 Whenever there is a big gathering at the Abbey, it happens in the Chapter Hall, which is also known as the Capitulum. I have the option of making a Revelation or bringing forth an Accusation during these meetings. However, there is no pressure or obligation for me to do either.
- 1.11.7 A Place for Peace: Courtyard and Cloister Explained
- 1.12 The Monastery’s Events
- 1.13 The Game Ends
Mystery of the Abbey Game Rules
Welcome to the mysterious world of the Abbey! In this game, you will unravel the secrets hidden within the sacred walls of an ancient monastery. Immerse yourself in an intriguing atmosphere, full of suspense and deduction. Are you ready to become a detective and solve the mysteries that lie before you?
Let’s dive in and explore the rules of the game. You’ll need your thinking cap on for this one!
Objective
Your mission is to uncover the identity of the murderer among the monks. Pay close attention to the clues and gather as much information as you can to solve the mystery.
Game Components
Inside the box, you’ll find:
- 1 game board
- 1 bell tower
- 1 Prior’s desk
- 1 dice tower
- 80 cards
- 90 wooden cubes
- 24 figurines
- 1 rulebook
Setting Up the Game
Before diving into the investigation, you need to set up the game. Place the game board in the center of the playing area. Each player chooses a color and takes the matching cubes and figurines.
Shuffle the suspect cards and deal one face-down to each player. This card represents their hidden identity. The murderer remains unknown even to the player controlling them.
Place the suspect cards that weren’t dealt face-down next to the game board. This forms the Suspect Pile.
Gameplay
The game is played in turns, with each player taking a specific action each round. During your turn, you can choose to:
- Move to a new location
- Ask a question to another player
- Make an accusation
Move your figurine to any location on the game board. Each location has a specific action associated with it. Use your deduction skills to decide where to go next.
Asking questions is a vital part of the game. You must try to gather information from other players without revealing too much about your own cards. Be strategic in the questions you ask and the answers you give.
If you think you have solved the mystery, you can make an accusation. Declare the murderer’s identity and present evidence to support your claim. But be careful, if you’re wrong, you’re out of the game!
Winning the Game
The game ends when a player correctly accuses the murderer or all players have made an accusation. If the accusation is correct, the game ends, and the detective who solved the mystery is the winner. If all players make an incorrect accusation, the player who accused last wins.
Now that you know the rules, it’s time to immerse yourself in the thrilling world of the Abbey. Unleash your inner detective and solve the mysteries that await you within these sacred walls!

Welcome! You’ve stumbled upon the peaceful Templars’ Abbey, a place of calm amidst the chaos of the road. I, too, arrived here late last night and was instantly enveloped in its tranquility. However, this morning, our serenity was shattered when we discovered the lifeless body of Brother Adelmo at the foot of the Monastery cliffs.
It’s baffling, isn’t it? Did Brother Adelmo, who was usually so nimble-footed, slip to his death? Or was there something more sinister at play? All the clues seem to point toward foul play, and now the Abbot has tasked us with a mission. He wants us, you and me and our companions, to delve into this mystery and find the answer to the question that looms over this place: “Who killed Brother Adelmo?”
What We’ll Need

- 1 Board map representing the Templars’ Abbey
- 6 Monk miniatures cast in stone resin (1 per player)
- 6 Deduction notebooks (1 per player)
- 90 Illustrated cards:
- 1 pad of 50 Suspect sheets
- 3 Wooden Monk dice
- 1 Mass bell for calling the monks to Mass
- 1 Rules booklet
Setting Up the Game
First, let’s get everything ready for our game. Place the Templars’ Abbey board map in the center of the table, where we can all see it. Now, it’s time to choose our characters. Each of us will pick a colored monk miniature made of stone resin, and put it in the Chapel, which we’ll call Ecdesia. These miniatures will be our pawns throughout the game.
Hey there! Let’s dive into the world of the Abbey’s Deduction game. We’ll need a color Suspect sheet and a Deduction notebook for each player. The Suspect sheets are placed inside the notebooks to keep them hidden from everyone else. These notebooks also provide a handy reference of the different rooms in the Abbey and some investigation strategies.
Now it’s time to set up the game board. Shuffle the stacks of Library books, Scriptorium books, and Event cards separately and place them face down in their designated spots on the board. Don’t forget to put the Crypt cards in their spot too. As the game goes on, any cards that are played will go back under their respective pile.
Here comes the suspense! Shuffle the 24 Suspect cards and secretly place one face down beneath the Abbey’s game board. This card reveals the culprit’s identity, and it’s up to us to uncover it. Let the investigation begin!
When setting up the game, we need to ensure that the suspect cards are placed face down in the upper corner of the Abbey’s board. The number of cards we distribute to each player will depend on how many people are playing.
If there are three or six players, we will place 5 suspect cards face down. If there are four or five players, we will place 3 suspect cards face down. These cards will go on the corresponding suspect positions.
Once the suspect cards are in place, we can deal the rest of the cards to the players. The number of cards each player receives will also vary depending on the number of players:
- For 3 players, we will deal 6 cards to each player.
- For 4 players, we will deal 5 cards to each player.
- For 5 players, we will deal 4 cards to each player.
- For 6 players, we will deal 3 cards to each player.
Next, we will give the Mass bell and the eight Mass cards, which are stacked in chronological order (Matins, Lauds, Prime, Terce, Sexte, None, Vespers, and Compline), to the first player. To determine the first player, we will roll one of the Monk dice. If the dice shows the color of a monk that is not in play, we will re-roll until it does. This rule applies to all dice rolls throughout the game.
Alright, here’s how the game works. I’m the first player, so I start by putting the Mass cards in front of me. Then, at the beginning of my first turn, I’ll place the bell on the circled 1 on the topmost Matins card.
Next, we roll two dice to see which monks have been to confession. We’ll place one dice in each of the two confessionals. These will determine the last two monks who confessed.
Now, we’re all set to explore the Abbey and uncover the culprit behind the murder!
Here’s the Goal of the Game
Listen up! The Abbey of the Templars is an important stop on the journey to Saint-Jacques. It’s currently inhabited by twenty-four monks, each with their own unique qualities and physical characteristics.
Alright, each monk has five important characteristics:

- Order: Templar, Franciscan, Benedictine – 8 monks of each order
- Title: Father, Brother, Novice – 6, 9, and 9 respectively
- Hood: hooded, unhooded – 12 each
- Facial Hair: bearded, clean-shaven – 12 each
- Girth: fat, thin – 12 each
I have to work hard to question the people who live in the monastery and explore all the different rooms in the Abbey so I can find out the specific details about the culprit, like their order, title, hood, facial hair, and girth, along with their name.
If I correctly figure out the culprit’s specific characteristics (getting the right order, title, hood, facial hair, and girth) and their name, I’ll earn victory points. The more accurate my deductions, the more points I’ll get.
Hey there! Let me explain how the game works. In the game, you earn points by correctly revealing or accusing someone. These revelations and accusations are kept track of throughout the game, and at the end, the points are tallied up to determine the winner. The player with the most points is declared the winner, although it’s not always the person who found the culprit.
Now, I’ll give you a quick overview of the rules. These rules are designed for 3-5 players.
Here’s How to Play
During each turn, players take their actions one by one, going clockwise starting with the first player of that turn. Here’s what you need to do:

- The Bell – If it’s your turn, you get to move the bell. Start off by moving it to the next spot on the Mass card. If it’s already on spot number 4, move it off the card, call the Mass, and activate the effects of the Mass card.
- Pawn Movement – Move your pawn around the board. You can move it one or two steps in any direction. Each room in the Abbey is marked by a change in color on the floor, and counts as one step. It’s important to note that you can’t use a two-step move to immediately go back to the room you were in.
- Encounters – If your pawn ends up in a room where another player’s pawn is already present, you have to ask that player a question. (See The Questions section below for more information).
- Action – When you find yourself in a new room, go ahead and take any actions that are appropriate for that room.
Curiosity is Key
When my pawn lands in a room already occupied by another player’s pawn, I have the opportunity to question that player. It’s a chance to gather more information and gain an advantage in the game. I can choose to question any player who is present in the room with me.
The player being questioned is faced with two options:
- They can choose to remain silent by placing their finger to their lips, refusing to answer my question.
- Alternatively, they can choose to answer my question. If they do, they also get the chance to ask me a question in return. I must answer their question truthfully.
Since all players have taken an oath to be honest, we must answer questions to the best of our knowledge and memory. It’s important to be truthful to maintain the integrity of the game.
I have the freedom to ask any question I want, as long as it doesn’t involve revealing a suspect’s name. I can include names in my question, but I must ensure the question itself doesn’t directly identify a suspect.
Let’s look at some questions:
- “How many bearded monks do you have in your hand?”
- “Do you have the ‘Father Sergio’ card?”
- “How many Benedictines have you crossed out from your suspect^ list?”
- “Have you eliminated ‘Father Bruno’ from your list of suspects?”
- “Are you going to Chapter Hall?” (Of course, your opponent is then stuck with their answer).
Discovering the Different Rooms Inside the Monastery
Let me tell you about the different rooms in the Abbey and what happens in each of them. It’s pretty interesting!
First is the Chapel, or as we say in Latin, the Ecclesia. This is where everyone starts the game. It’s also where we all go for Mass after we’ve played four turns. It’s an important place in the Abbey.
Confessional (Confessorium)
Welcome to the Confessional, where secrets are spilled and sins confessed. I’m the last player who visited this confessional, so I’ll reach into the hand of that player and randomly draw a Suspect card.
Now it’s my turn to confess, so I’ll turn the dice to my pawn’s color to show that I’ve been here. Remember, only one player can be in each confessional at a time.
But be careful! There’s one confessional that can only be accessed through the Courtyard, not directly from the Chapel.
Cells (Cellula)
When a Monk has a cell, they expect it to be their private space, where nobody else should enter. However, if someone dares to visit their cell, they might randomly draw a Suspect card from the Monk’s hand, which is indicated by the color of the cell. Each cell can only accommodate one pawn at a time.
But here’s the interesting part: even if there is already a pawn in the cell, the owner can still enter it. It’s like catching an intruder red-handed! When this happens, the intruder must immediately return the card they took from the Monk’s hand. If they no longer have that card, they have to draw another one randomly from their own hand. The intruder is then sent to the Chapel for Penance as punishment.
Now, let’s talk about the Scriptorium. This is a place where lucky monks can discover valuable insights from the books they find. If you want to experience the same, simply draw a “Scriptorium” card and see what secrets it holds for you.

If you have a special book (the one with a star on the card), you can take it out of the scriptorium. Just keep the card face down in front of you and use it when it’s needed, as mentioned on the card.

If the book doesn’t have any star, just read the words on the card out loud. Whatever the card says will happen right away.
If there is a dice on the card, then you have to roll a dice to decide which player it affects.
Library (Bibliotheca)
Hidden away in a distant corner of the library lie the most precious books and the forbidden texts.
Only those with the fewest cards are allowed to enter the library. To step inside, you must ensure that two things are true: 1. No one else has fewer cards than you, and 2. There is at least one person with more cards than you.
You can only visit the library once during the entire game.
Once you’re inside, draw a “Bibliotheca” card and read it out loud. Its effects will take effect immediately.
Parlor (Parlatorium)

Guess what?! Exciting news from outside the Abbey has just reached us in the Parlor!
Now, here’s the deal: if there are any Suspect cards left in the suspects draw pile on the game board, you simply draw the top one and add it to your own hand of cards.
But, if all the Suspect cards have already been drawn, fear not! You have another option. You can pick any player you want and ask them to show you a Suspect card. Just remember, you can only specify one or two characteristics of the card you want to see. For example, you could say, “Hey, show me a Templar” or “I want to see a bearded novice.”
Now, pay close attention because this is the crucial part: if the person you asked actually has one or more cards that match your description, they must show you one (and I mean only one) of those cards. However, if they don’t have any cards that meet your criteria, they can simply say so and they don’t have to show you anything. But hey, keep in mind that everyone here has pledged to be honest!
Crypt (Crypta)

When I pray over the holy relics of Saint Galbert that are entombed within the Crypt, I am filled with an overwhelming sense of joy!
As I draw a card from the “Crypta” deck, I can’t help but feel a rush of excitement. I know that I can use this card later in the game to play an extra turn, right after completing my normal one. It’s like a special treat that I can’t wait to indulge in. I need to keep in mind that I can only have one Crypta card at a time, though.
Whenever there is a big gathering at the Abbey, it happens in the Chapter Hall, which is also known as the Capitulum. I have the option of making a Revelation or bringing forth an Accusation during these meetings. However, there is no pressure or obligation for me to do either.

A Place for Peace: Courtyard and Cloister Explained
Picture this: a serene space, bathed in natural light, where tranquility and calmness reign. That’s what you’ll find in a courtyard (known as an aula) and a cloister (referred to as a claustrum). These two spaces are essential elements of a larger structure, like a monastery or castle, designed for contemplation and peaceful reflection.
Now, let’s break it down. The courtyard, also called aula, is an open area within a building, usually surrounded by walls or buildings on all sides. It’s like a secret garden, a hidden gem where you can escape the noise and chaos of the world outside. Here, you can find solace in the simple elegance of nature and architecture.
Next, we have the cloister, or claustrum, which is a covered walkway that encircles the courtyard. Its purpose is to connect different parts of the building, providing a path for silence and introspection. As you navigate through the cloister, you are shielded from distractions, allowing your mind to wander and delve into deep thoughts.
So, why are these spaces so important? Well, they offer a retreat from the fast-paced, bustling world. In our busy lives, it’s crucial to have somewhere to recharge and find inner harmony. The courtyard and cloister invite you to pause, to breathe, and to take a moment for yourself.
Furthermore, these spaces hold historical and cultural significance. They have witnessed countless stories unfold within their walls – stories of monks and scholars seeking knowledge, of travelers finding shelter, and of individuals searching for answers to life’s big questions.
When you enter a courtyard or walk through a cloister, you step back in time, connecting with centuries of human experience. It’s a humbling experience, realizing that you are part of a much larger narrative.
So, my friend, if you find yourself in need of respite, comfort, or inspiration, look no further than a courtyard or cloister. These architectural wonders are not merely empty rooms; they are sanctuaries for the soul.

When you explore the Abbey, you’ll come across rooms that serve as living spaces for the inhabitants. These rooms don’t have any other purpose, but they are an important part of the Abbey’s life. Moving through these rooms counts as one of the two steps you’re allowed to take on each turn.
The Monastery’s Events
Mass
Even though silence is observed in the Abbey, rumors seem to spread the most during Mass, which is held in the Chapel (known as Ecdesia) every four turns. Mass sets the pace for monastic life. Here’s what happens during Mass:

- In the Chapel (Ecdesia), we place all the pawns of the players.
- You and the other players will each give one or more suspect cards to the player on your left. The number of cards you give is determined by the Mass card. If you don’t have enough suspect cards, just give away all the ones you have and keep the ones you receive.
- We draw an event card, which you can identify by the illustration of the Abbey on its back. I will read the text on the card out loud, and we will immediately apply its effect. Some events will only affect a certain player or room, and we will determine that by rolling a die.
When we play the game Mass: The Sin Eaters, we follow certain rules to ensure fairness and fun. Here are the steps you need to take:
- Give the deck of Mass cards and the bell to the player who played last in the previous turn. This player will be the first player in the new turn.
- At the start of their first turn, the first player moves the Mass card that was just played to the bottom of the deck. Then, they reveal the next card and place the bell on the first position.
Revelations
If you want to make a revelation in the game, you can go to the Abbot in the Chapter Hall (Capitulum). By making a revelation, you publicly announce to all the players that you have discovered a characteristic of the guilty monk. Remember, you can only reveal one characteristic.
When we play the game of revelations, we write down all the clues on a sheet of paper and check them at the end to find out who the culprit is. Each correct clue earns us +2 points, but if we have any false clues, we lose -1 point for each one.
Here are some examples of valid clues: “The culprit is a Franciscan”, “The culprit has no hood”, and “The culprit is a Father.”
Now, let’s look at some examples of invalid clues: “The culprit is a bearded Franciscan” (we can only specify one characteristic), and “The culprit is not a novice” (we need to give a positive characteristic, not a negative one, to determine if they are a Father or a Brother).
If someone else has already revealed that Benedictine is the culprit, I can’t say the same thing. However, I can reveal that the culprit is a Franciscan.
Making an Accusation
I can’t make an accusation if there are still Suspect cards to be found in the parlor.
To make an accusation, I have to go to the Abbot in the Chapter Hall (Capitulum) and publicly say the name of the monk I suspect is the culprit.
If the monk I accuse has their card in another player’s hand, that player has to show it to everyone to prove that the accused monk is innocent. Then, my pawn will be moved to the Chapel for Penance (see below), and I will lose 2 points for making an unfair accusation.
If neither you nor I have the accused monk card, then we can safely assume that the accused is guilty. We can confirm this by looking at the card that is hidden under the game board. In this case, the game is over, and the player who correctly guessed the culprit earns 4 points.
Now it’s time to calculate each player’s score and determine the winner. To do this, we’ll use the scoring system described below. The player with the highest score is declared the champion. If there’s a tie, the player who uncovered the culprit is the ultimate winner.
Penance

If I catch another player searching through my cell or falsely accusing someone, they must apologize. And the same goes for me if I forget to move the Mass bell or call Mass every fourth turn before moving my pawn.
We can also agree to give a punishment to any player who makes a mistake by playing out of turn, asking a forbidden question, or getting too excited and spilling consecrated wine, coffee, or whisky on the game board.
When a player is in penance, their pawn is placed in the Chapel (Ecdesia), and they have to spend a whole turn praying. This means they skip their next turn and can’t ask or answer any questions during that time. If a pawn goes to penance right before Mass, they have to skip their first turn after Mass.
The Game Ends
So, here’s how we determine the winner in this game. It’s not necessarily the person who figures out the culprit, but instead, it’s the player with the highest number of points. When we do find the culprit, we calculate the score like this:
- If you reveal something correctly, you get 2 points.
- If you reveal something incorrectly, you lose 1 point.
- When you discover the real culprit with a correct accusation, you earn 4 points.
- If you make a false accusation, you lose 2 points.
If there happens to be a tie, the winner is the player who actually finds the culprit. Not a bad way to win, right?
You can choose to play multiple games and add up the points to see who the ultimate champion is. It’s a fun twist to keep you on your toes!
Variants

If you’re looking for a different kind of game, one that requires more strategy and less uncertainty, you can make some adjustments to the rules. Here’s what you can do:
- Close the Library and get rid of those dangerous books.
- Take out all of the event cards.
- If you have two books in your hand, you can’t enter the Scriptorium.
For a shorter game:
- Use the movement and turn rules for six players.
- Remove the Matins Mass card and start the game with the Laud cards.