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Dream World

Game ID: GID0103945
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Description

User Summary

This turn-based RPG involves combat, puzzles and trivia as a way to earn experience, gold and items. Experience points convert to learning points, which allow the character's skills and attributes to be improved. Gold may be used to purchase better equipment and potions. The game features limited energy, to encourage players to spend time doing things besides gaming. Guilds are featured as a way to cooperate to defeat certain major bosses.

Description

User Summary

This turn-based RPG involves combat, puzzles and trivia as a way to earn experience, gold and items. Experience points convert to learning points, which allow the character's skills and attributes to be improved. Gold may be used to purchase better equipment and potions. The game features limited energy, to encourage players to spend time doing things besides gaming. Guilds are featured as a way to cooperate to defeat certain major bosses.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
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Showing 1–1 of 1
Video 23Kc0w8Wcu4 Hungry Gamer Rules Teach at 0:09 sentiment: positive
video_pk 88467 · mention_pk 292686
Hungry Gamer - Dream World video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong, dreamlike art reminiscent of Mysterium
  • Clever Delta scoring mechanic that rewards reading other players
  • Short play time (around 20 minutes) makes it a strong filler game
  • Small box but high component value; highly portable
  • Backer price around $15 with free shipping; retail later planned
  • Easy to teach and accessible to new players
Cons
  • Limited depth due to reliance on a single main mechanic
  • Delta scoring can be slow to grasp for new players
  • Footprint inside the box (column layout) is larger than expected for a small-box game
  • Not airplane-friendly due to setup and layout
Thematic elements
  • Psychological dream interpretation and personal reflection
  • Dream world / unconscious mind exploration
  • abstract, dreamlike logic
Comparison games
  • Mysterium
  • Unconscious Mind
Mechanics (from transcript analysis)
  • Blind card play with face-down reveal — Players simultaneously select a card from their hand and place it face-down; cards are revealed and ordered by number to resolve scoring.
  • Compact, quickly-playing box mechanics — Designed as a quick, 20-minute game with a small footprint that still offers deep strategic decisions via Delta scoring.
  • Compound Scoring — Each round is scored by comparing cards across two columns (Sun side then Moon side), with scores determined by the difference and suits.
  • Delta scoring and bonus tokens — Scores are based on the delta between two cards; bonus tokens can be flipped to modify scoring and provide bonuses.
  • End conditions and tie-breaks — Game ends when a column is fully flipped; ties are resolved by predefined tie-break rules.
  • End Game Bonuses — Plus-one and other bonus tokens influence final points and can be earned by flipping cards or meeting conditions.
  • Hand Management — If you cannot score, you may take cards from the table or take a special card to adjust your hand for future rounds.
  • Post-round card management — If you cannot score, you may take cards from the table or take a special card to adjust your hand for future rounds.
  • Professor card option — A professor action lets you play a different card or reveal other players’ plays before you choose, adding information-based strategy.
  • Simultaneous Reveal — Players simultaneously select a card from their hand and place it face-down; cards are revealed and ordered by number to resolve scoring.
  • Sun side / Moon side progression — Play proceeds on one side then the other, progressing down a column and changing scoring options each round.
  • Token-based bonuses and flip mechanics — Plus-one and other bonus tokens influence final points and can be earned by flipping cards or meeting conditions.
  • Two-sided scoring (Sun/Moon) with column-based goals — Each round is scored by comparing cards across two columns (Sun side then Moon side), with scores determined by the difference and suits.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • art it reminds me in so many ways of mysterium
  • I love mysterium I really do it's one of my favorite party games
  • the art and those dreams and these dreams are every bit as amazing as those
  • that is the highest praise that I can possibly give of dream world it's awesome
  • you can finish in 20 minutes
  • it's a big game in a small box
  • it's quick it's easy it's just one of those games that I will probably always have with me when I go to conventions
References (from this video)
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