Where dreams come from...
Inside the unconscious mind of every being lives the world of dreams. Morpheus, the orchestrator of Nightmares and Paradise has filled countless minds with terror and wonder.
Over time Morpheus recruited help; he’s named them DreamWeavers, architects of the unconscious. It’s once again time for new recruits to join the realm!
Players form two teams, taking turns influencing a subject’s dream with their actions.
During their turn players will do 1 of the following:
- Draw cards and gain resources
- Play a card into the play area
- Complete an Objective
- Claim a dream (to score points)
The game progresses each time players draw a specific card (Suns). When 8 of these Sun cards
have been drawn the game ends.
DreamWeavers uses a Scoreboard as a point system. Teams will need to accumulate two types of points, (Nightmare and Paradise Stars). The Teams’ final score will be the lowest of the two types.
DreamWeavers Board game - Quick How to Play
Images
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I think this police dog is a is a goated card.
- I think this is a very powerful card.
- Um in two to three years for a cycle to stay current and supported, I think that also means two to three years in print.
- I don't think this game is big enough to be scalpable.
- All I can say is that I personally intensely dislike the trend of scalping scalping games or anything for that matter.
- And Snakebird Priestess, that is a very funny message.
- Which is certainly there are many non-obvious signs that someone is chat GPT.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The game plays until all of these sun cards have been drawn from the deck
- The team with the higher lower score wins
References (from this video)
- Flexibility to set the tempo of the round by spacing cards out or packing them in tightly.
- Provides a range of changeable and exploitable situations.
- Rule variations allow for equal or unequal teams and accommodate different player counts.
- Must claim a dream even if you don't want to if the pool is full and you have the essence.
- Often forces a choice between claiming an objective or claiming a dream.
- Cannot show cards to each other, requiring open communication.
- Impressing Morpheus and influencing the dreams of their subjects
- The sleepy world of dreams
Mechanics (from transcript analysis)
- area influence — Players place dreams marked with their team's essence color into a dream pool, influencing the dream scale and scoring based on the position of the dream scale and majority of essences.
- Hand Management — Actions often cost a card and an essence, and it takes a turn to recharge them, making hand management and resource optimization important.
- Objective claiming — Players can spend a turn to claim an objective based on whether the team's current dreams match card requirements, or claim the whole dream if enough essence is present.
- Set Collection — Teams compete for two types of points, blue paradise points and red nightmare points, and the team with the higher lower score wins.
- special abilities — Special effects, such as astral cards that can overlap dreams or lucid dreams which are a subject's special effect, can alter gameplay.
- tug-of-war — The game is described as a 'tug-of-war style game' where teams compete for points.
Video topics + discussion points
Quotes (from this video)
- The game plays until all of these sun cards have been drawn from the deck
- The team with the higher lower score wins