The Hollowing · Mission 3 of 10 · Find and escape
Pharmacy Run
Three cool boxes of insulin, each on a five-round clock once it leaves the freezer.
Host Pharmacy RunThe briefing
Eleven people are barricaded in the chapel on Elm Street, and two of them are children who need insulin twice a day. The last of it went yesterday.
The pharmacy kept its stock cold in boxes; so did the doctor who lives on the corner, and the grocer’s freezers may have more. The ice in a box lasts five rounds once it is out of the freezer: pick one up only when you can get it to the chapel in time. Bring three. Then stay inside with everyone and bar the door.
The goal
Carry 3 cool boxes of insulin (2 for a pair) into the chapel, each within 5 rounds of picking it up. One spoiled box can be replaced; a second spoils the night.
At the end of round 25 the insulin in the chapel is gone, and the boxes come too late.
What makes this night different
- A clock in every box: the ice lasts 5 rounds once a box is picked up. One spoiled box can be replaced; a second ends the night.
The cool boxes

Cool boxes
Rush the insulin to the chapel before it spoils. The way out is the Elm Street Chapel, always on the west edge of town. Everything around it is dealt fresh from the town tiles each game.
At a glance
| Type | Find and escape |
|---|---|
| Round track | 25 rounds, adjusted a little for the size of the team |
| The way out | Elm Street Chapel (CHAPEL) |
| Campaign | Chapter 4 of 10, Act I, the town |
| Players | 1–6, co-op. Alone you lead 2 to 6 survivors |
| Price | Free, in the browser |
If you make it
The chapel door shuts behind the last of you. Someone opens a cool box and starts to cry. For tonight, nobody inside is going to change.
How a round goes

Everyone acts at once
Each survivor gets three actions a turn: move, search a building, fight, open a door. Talk it over, then do it.

Then the horde moves
The Hollows walk toward whoever they can see, or toward the loudest noise. A shotgun saves you and calls the street. A baseball bat is quiet.

You get stronger, and so does it
Survivors level up and pick new skills. The stronger you get, the bigger the horde gets. Finish the mission before the round track runs out.
Next mission: Radio Silence · Previous: Last Bus Out · All missions
Questions
How long does Pharmacy Run take?
The round track is 25 rounds, adjusted a little for the size of your team. Most missions take about 45 to 60 minutes.
Can I play Pharmacy Run alone?
Yes. Alone, you lead the whole team: 2 to 6 survivors, each yours to play. Friends can join on their own phones with the room code, up to six players.
Is the map the same every time?
No. The Elm Street Chapel always stands on the west edge, but the rest of Marrow Falls is dealt from town tiles each game and turned at random.
Which twists can turn up?
Unless you turn twists off, one of these may be dealt: Blackout, The Pack, Walking Wounded, Restless, Echoes, Bitten. You can also pick one yourself in the lobby.
Where does it fall in the campaign?
Pharmacy Run is chapter 4 of 10, in Act I, the town. In the campaign your survivors bring their chosen skills and one item from the night before.
More from Rucksy: Play The Hollowing · Play Candlewake · The Hollowing: zombie survival board game · The Hollowing’s ten missions · The daily mission · Solo board games online · Candlewake: haunted house board game · Hidden traitor games online · Board games to play with friends online
The Hollowing and Candlewake are original games by Rucksy.