Lucidity: The Bogeymen

Solo mode for Lucidity: Six-sided Nightmares

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:


4. Attack spooks

May spend a power die to reroll matching colored spooks

May spend a power die to eliminate spooks:

  1. Discard power die
  2. Pick up any number of adjacent spooks of that color
  3. Roll all picked up Spooks. Cannot reroll.
  4. Return any Power dreams to bag
  5. Place Hunt, Exhaust, and Shadows back into Spooks rows, keeping rolled side face-up
  6. Shift all remaining Spooks down to fill in empty spaces
  7. May repeat as many times as you want as long as you pay with power dice


5. Check for filled rows

In this order:

  1. Hunt row: If >= 4 dreams, DEFEAT.
  2. 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.
  3. 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:

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