Dream Catchers is a cooperative casual game for 2 to 4 players. Players are dream catchers who visits children in their sleep to collect sweet dreams and remove nightmares to help them sleep tight for the night.
Play power cards to catch a sweet dream for the sleeping child or remove a nightmare to prevent them from attacking the poor kid. Players may trade cards with each other to help in their task.
Monsters appear throughout the night to attack the dream catchers and dreamer. If three monsters are hiding under the bed, they wake the child up and the game is lost!
Collect the required power cards and catch the nasty monsters. However some monsters are cunning and may escape if you lose the die roll!
At the end of each player's turn, time passes and dawn draws near. Help the child get a good sleep before the night is over and do it before the monsters wake the dreamer to win the game!
—description from the publisher
Steamwatchers: Discussion
Steamwatchers Runthrough
- Elite soldiers and leaders have cool designs.
- The game offers interesting strategic choices and player interaction.
- The diplomacy system allows for negotiation and temporary alliances.
- Some components can be fiddly (e.g., turrets).
- horrible frozen wasteland
Mechanics (from transcript analysis)
- Area Control — Each area controlled gives one vote for the reliquary.
- Area denial — Placing contracts or turrets to control or deny areas.
- area influence — Controlling areas with buildings or units.
- Card Drafting — Drawing and playing cards that affect gameplay.
- Combat — Units have strength and can attack areas.
- diplomacy — Trading cards and forming non-aggression pacts.
- Resource Management — Managing Algo fuel and contraband Algo fuel.
- scenario specific rules — Reliquary scenario with special rules affecting incubation level and area control voting.
- Secret objectives — Players vote for who gets the reliquary, with specific benefits for holding it.
- Set Collection — Collecting certain types of cards or tokens.
- special abilities — Factions and leaders have unique abilities that influence gameplay.
- upgrades — Players can upgrade their caravan and other components.
- Worker Placement — Placing tokens to activate actions.
Video topics + discussion points
Quotes (from this video)
- At last you have tracked down the careeners who made off with the tanker.
- The conclave agrees to elect a custodian for this most peculiar algae.
- I like spice, foreign, that's what they were called.
- You guys all work for me.
- The free fleet look like um, I get a very Borderlands vibe.
- Lovecraftian lore is cool.
- So we're going to play these two so, okay I need two level ones.
- I hate all of these.
- This one's the icebreaker you persuade the careeners to accompany the clans to their destination.
- I don't have a racist tattoo arm.
- So because you're essentially this or ti like the way it's moved here, to me it's two different kind of systems.
- So, are we fighting?
- As long as there will be humans it will be narcissists.
- Ew, she has four.
- Can you build a farm here since oh yeah you can yeah before you have to pay now go fuel.
- My incubation will go up twice.
- Hey, what if we all work together? No, we have to keep fighting.
- That's the only thing that makes sense in the post-apocalyptic wasteland.
- So you can have two turrets in there.
- My turn, um, yeah we're gonna move with my caravan.
- You're training to tell you what if you help me, I can help you out.
- You're winning because he also has a military assistance.
- So it is ten to ten, eleven to ten.
- That was close.
- So you're training the only thing that has movement right?
- Because you can't deploy across ice flows.
- This is really close.
- I win.
- So you're going up two, oh [ __ ]
- The free fleet don't betray anyone.
References (from this video)
- The board is busier with expansions.
- Trains are cool.
- The trains expansion is cool and offers variety.
- Minis are cool.
- The theme is neat.
- Components are great.
- Art is great.
- It's not hard to learn.
- Diplomacy cards add some negotiation.
- There is a penalty for betraying an alliance.
- The archon deck offers benefits.
- The sensor array adds a strategic element.
- The game is boring.
- The game doesn't matter until the last round.
- The steam watchers mechanic feels random.
- Playing with all expansions is too much.
- The base game is better for learning.
- Trains don't necessarily help players move across the map.
- Caravans provide limited movement after the initial rounds.
- The game winds down to a hate drafting game with the steam deck.
- Combat is predictable and all math.
- It's hard to recover from a bad first combat.
- The game doesn't reward attacking and failing.
- The game fails to blend mechanics effectively.
- Combat is too predictable.
- Losing units in combat can be very punishing.
- Leaders expansion is useless and unneeded.
- The game feels slow.
- There is a lack of incentive to fight.
- The game is too short for meaningful negotiation.
- There are too many resources that don't matter.
- The resources that do matter are too lean for negotiation.
- There's a limitation on wagering resources.
- The lore and clan names are stupid.
- The steam deck mechanic is criticized.
- Scythe
- Dune
- Rising Sun
- Twilight Imperium
- Catan
- Frostpunk
- Nemesis
- Other Fields
- Cosmic Encounter
- Blood Rage
Mechanics (from transcript analysis)
- action selection — Players select actions, implied by the progression through rounds and the use of resources like 'algo fuel'.
- Area Control — Players fight for and control 'farms' and 'areas' on the map. The game involves controlling steam vents and specific locations.
- Combat — Combat is a core mechanic but is described as predictable and 'cookie-cutter'. Players can predict outcomes based on known card values. Losing units can be very punishing.
- Deck Building — Mentioned in the context of 'steam watcher cards' that can grant 'lucky me level threes'.
- Drafting — Players draft clans and deployment cards. Hate drafting is mentioned as a strategy for the steam deck.
- Movement — Movement is discussed, particularly concerning trains and caravans. Players can move through water spaces, but can get stuck in corners of the map. Caravans initially provide movement but become limited.
- Negotiation — The 'diplomacy deck' adds a level of negotiation. Alliances and non-aggressive pacts are mentioned, with penalties for betrayal.
- Set Collection — Players collect 'steam vents' and 'farms' for points. There are also 'watcher titles' which players compete over.
- Worker Placement — Implied through placing units on the board and moving them to claim areas or objectives.
Video topics + discussion points
Quotes (from this video)
- boy this game is so boring
- oh my god do i not care for anything in it
- this game doesn't matter until the very last round
- it's just boring
- this game literally really just winds down to a hate drafting game with the steam deck
- it almost feels like everyone like we had what three fights
- this game just it doesn't suck it's just like i don't see why it was made
- it's like you're trying to be both scythe and commit at the same time and do it and failing in both
- i keep on thinking of like this game would just be better if it had the same map as scythe but like slightly larger
- it sucks
- this game doesn't suck it's just boring which is kind of the same thing
- i'll give it a five i think it's a perfectly average game i wouldn't necessarily want to play it again just because it's boring
- go by scythe
- this is just a prime example of how not to make a game a board game
- i'll give it a four
- i think it's neat and like if we were playing with our group i would probably play it to show them if we had time
- i didn't like it but i also feel like if i played it a few more times i could probably get a better idea of what i want to do but i don't want to do that
- it's not bad it just is not for me
References (from this video)
- Tactile and cooperative
- Family-friendly
- Some shapes may be hard to interpret by touch
- tactile perception and cooperative guessing
- Dixit
Mechanics (from transcript analysis)
- clue_distribution — the dream catcher distributes 4 clue cards to players
- role_based_cooperation — one player is the dream catcher who gives clues to others
- tactile_guessing — players feel raised shapes under cards to guess the matching image
Video topics + discussion points
Quotes (from this video)
- Simple to play
- Simple to learn
- I quite enjoy this
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Hey everybody, I'm Tom Vasel.
- This game is about giving good gifts or bad gifts to other people, and you have to figure out which gift they would most want and which gift they would least want.
- It's a pretty good ice breaker type game.
- It works well, okay, seven out of 10.
- Guilds of London, this is a game that does not get talked about much these days, but it is a solid Euro style game with these different guilds in the middle.
- Ice Cool, this game still getting played. It's one of the best kids games ever designed, but also for everyone.
- Mint Control is one of the worst. They really their follow-ups were not nearly as good.
- Dia de Dead from Radical 8 Games. I really wanted to like this game. I like the theming of it, the idea of dice moving up these steps it just misses the mark, 5.5.
- Positano, I was very surprised by this game, one of my bigger surprises from last year.
- It's mean, it's nasty, but it's also short, which makes it very palatable, eight out of 10.
- And Three Chapters, a little card game, one of the last gasps from Amigo USA before they disappeared.
- But I really like Three chapters. You're You're You're spending three turns where basically you are drafting cards and playing cards, and they're going to score at different times.
- So, there you go, folks. The games I reviewed 1, 5, and 10, and 20 years ago.
- Thanks for watching. I'm Tom Vasel, and this has been look back on The Dice Tower.