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Let’s Dream
A card game about the abandonment of stillness into dreams.
The Setting
In the future, there is only stillness. Through order and control, peace has been achieved. Imposed upon
society by society, there is no conflict, no excess and no noise. The mundane is our domain now that
extremes have been abandoned.
But there are always edges and flaws to any plan. The people still crave some form of stimulation, something
to break them out of the tedium of their perfect lives.
You are a dreamcaster. At night, you broadcast your dreams on illegal servers, turning your daily experiences
into fantasies for the public. Each night brings a different audience with their own demands. You’ve seven
days to make as much money as you can before society finds the dream server and shuts it down. But you’re
not alone. Other dreamcasters are broadcasting their own dreams and only the best will get the tips on offer
from the audience.
So gather your experiences and still you mind…
Let’s Dream.
Setting Up Play
To start play, separate out the two decks, one of audience cards and one of experience cards. Shuffle each
deck.
In addition to the cards, you’ll need tokens to keep track of how much money each player has and some
paperclips for marking how often an experience card has been used.
Give each players 3 tokens to start.
Turn Order
The order of play for each day is thus:
1. Gain experiences
2. Draw the audience
3. Build dreams
4. Reveal and tell dreams
5. Resolve tips
6. Experiences become boring
7. Discard
8. A new day
The Game
Gaining Experience
During the day you go about your mundane life. You do so with your night’s audience in mind, so you’re trying
to experience as much as possible. This requires you to spend tokens. For each token spent, take one card
from the experience deck. Draw the card face down, showing noone what it is.
Being too Busy
If you decide to have more than three experiences, then you’ve had a busy day. A busy day means it’s hard
for you to be still enough to broadcast your dreams.
Every extra experience you draw reduces the values by one of all experiences used that night.
Play Example
Tom pays five token so that he can have five experiences that day. This is two more than three, so he has
had a busy day. Now every experience he uses that night is worth two less.
Draw the Audience
At the start of each night, the audience logs onto the dream server. A fickle bunch, what they want to watch
changes every night. The server polls the audience and puts together requirements for the dreamcasters.
Drawing from the audience deck, set out four audience requests. The first request has one card, the second
two, the third three and the fourth four. The requests will be made up characters, themes and emotions that
the audience wants to experience that night.
The amount of tokens available to earn depends on the number of cards in each request. Place beside each
request half as many tokens as there are players for each card in the request, rounded down.
Play Example
Request three has three cards in it. There are five players, so each card is worth two. Thus 3 x 2 = 6 tokens
are placed next to this request.
Build Dreams
Now they know what the audience wants, the dreamcasters can start to craft their dreams. Keeping what
they’re doing secret, they pick an audience request and try to fulfill it with their experiences.
At the same time, the players select which experience cards they are going to use that night.
More cards than are needed can be used to craft the dream, making it more powerful. Any combination of
cards may be used, provided the requirements are met.
Play Example
The requirement is for a sad dream about an item. Bob has and
glum
food
so he meets the requirements.
Wanting to make the dream more powerful he adds an extra card,
revenge
.
When every player is ready, the cards are placed face down next to the request they are intended to fulfill.
Once submitted, the cards can’t be changed.
Share the Dreams
Taking turns, each player reveals the experiences they’ve used for their dream.
The players should describe their dreams, bringing out how the mundane experiences of the dreamcaster’s
waking life has influenced and shaped the dream. Dreamcasters are encouraged to abandon logic and
stillness as much as possible.
Getting Paid
The tokens that a dreams earns is based on its score. The score of a dream is the sum of value of the
experiences used to create it.
The highest scoring dream on a request takes half the available tokens, rounding up. The next highest scoring
takes half again, also rounding up. This continues until there are no tokens left.
Play Example
The audience request has 6 tokens available. Tom scored 6, Bob 3 and Dave 1. Tom takes half (3 tokens),
Bob get 2 (half of 3 rounded up) and Dave has the last remaining 1.
Alternative Scoring System
Distribute the tokens according what proportion of the sum of all dreams a dream has.
Play Example
There are 10 tokens available. Tom scored 6, Bob 3 and Dave 1. The total score of all dreams is 10 (6+3+1).
Tom get 6/10 of the tokens, Bob gets 3/10 of the tokens and Dave gets 1/10 of the tokens.
Experiences Become Boring
Experiences become less interesting as they are used to form dreams. Every time an experience is used, add
a paperclip to it. Each paperclip reduces the value by one. Experiences cards can be reduced to having no
value but they don’t become negative. Experiences with no value can still be used to meet dream requests.
A New Day
There is no hand limit, but in the morning you can discard any experiences that you no longer want. Put them
in a separate discard pile The previous night’s audience requests are placed in a discard pile. Should either
deck run out of cards, reshuffle the discard piles.
Play continues until the end of the seventh night. The winner is the dreamcaster with the most tokens.
Alternative Rule
The winner is the dreamcaster who earnt the most tokens over the course of the game.
Cards
Plik z chomika:
polonusx
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