Sequence of Play
1. Choose a sleep track for this turn (how deeply you wish to dream)
Place sleep marker on one of the three starting points
2. Draw and select dreams
Draw # dice from bag = number under sleep marker
Select two dreams and return them to the bag
3. Roll and resolve dreams
May spend a power die to reroll matching colored dreams
Roll the remaining dreams and resolve:
- Match symbols to spaces on Dreamer card
- Resolve in this order:
- Power: place in Power track (2 = 1+1)
- Hunt: place in Hunt row
- Exhaust: place in Exhaust row
- Shadow: place in Shadow row of matching color
then resolve Shadow effect
- Shadow of the Depths:
Draw 1 dream from bag, roll, add to unresolved dreams. If not Shadow, resolve first.
- Shadow of Envy:
Reroll the first dream in your Power row.
- Shadow of Imprisonment:
If you have any Exhaust in your Exhaust row, rotate one to Shadow side.
This reduces the effect of resting because you can only remove one Shadow.
- Shadow of Primeval Fear:
Take one Shadow of any color and move it to Hunt row. Do not rotate.
4. Attack spooks
May spend a power die to reroll matching colored spooks
May spend a power die to eliminate spooks:
- Discard power die
- Pick up any number of adjacent spooks of that color
- Roll all picked up Spooks. Cannot reroll.
- Return any Power dreams to bag
- Place Hunt, Exhaust, and Shadows back into Spooks rows, keeping rolled side face-up
- Shift all remaining Spooks down to fill in empty spaces
- May repeat as many times as you want as long as you pay with power dice
5. Check for filled rows
In this order:
- Hunt row: If >= 4 dreams, DEFEAT.
- Exhaust row: If >= 3, you are exhausted.
Draw 1 dream, then discard it + all matching colored power dice.
Cannot dream while exhausted. Must rest and end turn.
- Shadow row:
Return all dreams from Shadow row to bag
Take matching Nightmare and place above Bogeyman card.
If Nightmare already Awakened, GAME OVER. DEFEAT.
From now on, cannot return matching color dreams to bag. Must roll them.
6. Rest or dream again
REST: Return one Shadow or all Exhaust dreams to bag.
Move 2 Spooks (from bottom row) to Dreamer card. (No Shadow effect.)
If exhausted, must rest.
DREAM AGAIN: Increase sleep marker by one,
then return to Draw and Select Dreams
General Information
Power = sum value of Dreams of value 1 and 2
In solo mode:
- Cannot become Nightmare
- Dreams in Spooks row are called Spooks
WIN if:
Dreamer has 15 Power; OR
All Spooks have been moved to Dreamer card AND
Power >= Awakened Nightmares * 2
LOSE if:
Same Nightmare is Awakened twice; OR
Dice bag empty when player must draw; OR
Hunt row >= 4