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Game Manual 2.0: All That We See or Seem Is But A Dream Within A Dream. - Edgar Allan Poe

All that we see or seem is but a dream within a dream, according to Edgar Allan Poe. Similarly, H.P. Lovecraft believed that all of life is merely pictures in the brain and there is no difference between dreams born of reality and those born of imagination. The game Manual 2.0 lists the many components of the game, which involve exploring dreams and influencing dreamscapes through cards, boards, tiles, and tokens.

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Nicola Paoletti
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0% found this document useful (0 votes)
337 views20 pages

Game Manual 2.0: All That We See or Seem Is But A Dream Within A Dream. - Edgar Allan Poe

All that we see or seem is but a dream within a dream, according to Edgar Allan Poe. Similarly, H.P. Lovecraft believed that all of life is merely pictures in the brain and there is no difference between dreams born of reality and those born of imagination. The game Manual 2.0 lists the many components of the game, which involve exploring dreams and influencing dreamscapes through cards, boards, tiles, and tokens.

Uploaded by

Nicola Paoletti
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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All that we see or seem

Is but a dream within a dream.


– Edgar Allan Poe

G A M E M A N U A L 2.0
COMPONENTS
All life is only a set of pictures
in the brain, among which there

COMPONENTS
is no difference betwixt those born
of real things and those born
of inward dreamings, and no cause So what is all this stuff that you spilled out of the box.
to value the one above the other.
 – H. P. Lovecraft DO NOT SHUFFLE ANY DECK
TABLE OF CONTENTS UNTIL INSTRUCTED Starting INFLUENCE Market deck (81 cards)
2 COMPONENTS Influence cards without numbers
3 BEFORE YOU BEGIN or rules on their backs.During the campaign,
4 OVERVIEW / GAME SETUP many new cards from other Influence decks
STARTING THE CAMPAIGN 4 Dreamer boards
6 BASIC RULES (i.e. Dreamers Influence decks or Secret Influence cards)
DREAM GATE TILES will be added to the Influence Market.
DREAMSCAPE MAP
OTHER DREAMSCAPE RULES
8 TURN ORDER
DREAMERS & DREAMSCAPE PHASE
RESHUFFLE
SEALING/ UNSEALING
DISTRESS & DYING
9 DREAMERS ACTIONS
MOVEMENT ACTION
GRADUAL ACTIONS
10 ASSAULT/CONTACT ACTIONS 12 TURN cards
Board
BASIC ACTIONS CARD 4 Lucid mode Dreamer boards
BOOSTING INTENT They won’t be used in the game until you discover how
REROLLS
INFLUENCE CARDS
to open the Secret Mode decks during the campaign.
11 PROGRESS INFLUENCE CARDS
INFLUENCE MARKET
ITEMS
12 DREAMSCAPE PHASE
TURN CARDS
ENTITY TILE, MOVEMENT, EFFECTS Starting FATE deck (10 cards)
13 STATE TOKENS
Team First Player Belshazar
MASKS
CLOCK marker marker miniature
WISDOM CARDS
AWAKENING
14 DREAMWORLD MAP
SLUMBERS AND SLUMBER ENTITY
MORPHINGS
15 FATE CARDS 14 Masks (and 4 Mask stands)
DELTA PHASE
Starting FLAW deck (6 cards)
FLAW CARDS
SHOPPING
SEASON CARDS
16 SAVING YOUR GAME 4 Dreamer miniatures
ADDING A DREAMER
VARIANTS (Gambler, Specialist, Tough Guy, Free Spirit)
17 FAQ/ CLARIFICATIONS
18 STRATEGY GUIDE
19 INDEX
20 RULES SUMMARY 4 Dreamer INFLUENCE decks
(22 cards in each)
395 SECRET cards
CREDITS Don’t look at them until instructed!
GAME DESIGN: Michał Oracz
TESTING AND DEVELOPING (UNTIL DISTURBING SYMPTOMS
APPEAR): Krzysztof Belczyk, Bartłomiej Kalisz, Adrian Krawczyk,
Łukasz Krawiec, Ernest Kiedrowicz, Michał Lach, Jan Truchanowicz 4 Lucid mode Dreamer miniatures
TESTING AND DEVELOPING LEAD: Paweł Samborski They won’t be used in the game until you discover how
GRAPHIC DESIGN: Adrian Radziun, Andrzej Półtoranos
PAINTED EVERYTHING: Anna Myrcha, Ewa Labak, Michał to open the Secret Mode decks during the campaign.
Peitsch, Patryk Jędraszek, Jakub Dzikowski, Piotr Orleański, Piotr 4 BASIC ACTIONS cards
Foksowicz, Piotr Kryński, Łukasz Jaskulski, Maciej Łaszkiewicz
“Makilask”, Michał Sałata “Fajna Wizja”, Mateusz Bielski, Michał
Oracz
CHARACTER DESIGN AND BOX ART: Anna Myrcha
BEAUTIFUL 3D FIGURINES: Jędrzej Chomicki, Jakub Ziółkowski,
Piotr Gacek, Mateusz Modzelewski, Agnieszka Pogan, Marta
Biernacka 280 SECRET tiles
BEAUTIFUL 3D FIGURINES LEAD: Adrian Komarski Don’t look at them until instructed!
WORLD CONCEPT: Adrian Komarski, Anna Myrcha
5 Starting ITEM cards In this game, we use the term “tiles” for oversized
STORY: Michał Oracz, Andrzej Betkiewicz 4 Human Shapeshifter miniatures 100x100mm cards.
GAME VISION AND PROMOTION: Marcin Świerkot
PRODUCTION LEAD: Dawid Przybyła, Michał Matłosz
RULEBOOK 2.0: William Dovan, Michał Lach
LAYOUT AND COMPOSITION: Jędrzej Cieślak, Michał Oracz,
Patrycja Marzec, Rafał Janiszewski, Maria Pinkowska-Porzycka
PROOFREADING AND EDITING: Tyler Brown
THANK YOU VERY MUCH: Ken Cunningham, Christi Kropf, Jordan
Luminais, Tony Nguyen, Ian Sutton, Michael French, Joanna
Brzezińska, Anna Gajdziszewska, Marta Syc, Kamil Maleszka,
Maciej Wanicki, Kostek Weber. Thank you to all people who tested 4 packed Secret (Lucid) Mode decks
this game during its making. Special thanks to all Kickstarter 4 Creature Shapeshifter miniatures
(20 cards in each)
backers who helped us to make this game a reality.
Do not open them until instructed! 17 Dividers
They are used to separate decks in the box.
2
COMPONENTS 16 Ether markers
STOP! BEFORE YOU BEGIN...
The large quantity of cards, tiles, tokens and other things in the box can be a little intimidating
Used to mark acquired Ether – experience gained 5 Spirit tokens
at first. This section will help you sort everything before your first game.
by the Dreamers. Ether is spent to improve Dreamers,
buy new Influence cards, etc.
Ether is represented by in rules. CARDS
4 Dreamer Personal tokens 1] Put the 4 card packs labelled “Do not open this deck” at one end of the card tray without open-
Take these out if the game instructs you to use them. ing them.
2] Unwrap the remaining card packs but keep them in order!
order!

16 Distress markers The vast majority of these are SECRET CARDS and can be identi-
Used to mark the distress, fear, fatigue, doubts, and wounds fied by the card IDs in the top right corner on their backs. The card
of the Dreamers. 10 Story tokens IDs start with a Roman Numeral ((either either I or II)
II) followed by
Distress is represented by in rules. If the game doesn’t ask you to use number and sometimes a letter
a number
a  letter..
a particular Story token, use any of them.
The Roman Numeral explains which campaign the card is from.
The Number places cards into smaller groups (i.e. all cards from a single Dream).
Lastly, each card (or multiple cards of the same type) will have one corresponding letter.
16 Universal markers
3] Organize these in order (you should find these mostly in the correct order when you unwrap
Universal markers have many different uses that are
defined by cards and rules them) and place them in the main long well of the core box. These cards will therefore be arranged
4 State tokens like this:
Universal markers are represented by in rules.
I-01 A, I-01 B, I-01 C, ... I-02 A, I-02 B(x4), .... II-23 A and so on.

Don’t panic if some cards seem to be missing – this is deliberate. A full list of of cards can be found at
https://www.etherfields-secrets.com/forum/official-faq/list-of-all-secret-cards-and-tiles.
6 Shining Gems The rest of the cards do not have IDs on their card backs. They are starting cards. They can be packed with
Precious gems that Dreamers may use during specific actions.
their corresponding divider (see previous page):
Their significance expands during the campaign.
77 Sign tokens
Shining Gems are represented by in rules. Leave these in the box until you discover
their meaning and rules on a card!
The four
Dreamer Influence Decks.
Place a Basic Action card aid
with each deck.

Hour Counter Wall / Clock Hand


Entity Movement die Luck die token

5 Starting Item cards 12 Turn cards 6 Flaw cards


20 Threat tokens
These are generic tokens that have many different uses Hole token 6 Blank tokens
defined by cards and rules. They mostly represent dangers
or challenges. These tokens have two different sides.
Threat tokens are represented by in rules. 10 Fate cards 81 Starting Influence
Market cards

CARDS VS TILES
15 Entity tokens
6 Block tokens Unwrap the larger square cards and just like sorting the secret cards above, put them all in the larg-
Block tokens are represented by in rules. er storage well in the box. From now on, the larger square cards will be referred to as TILES
TILES,, while
standard sized cards will be called CARDS
CARDS..

OTHER COMPONENTS
2 Dream Gate Unpunch all other components and sort them according to the section on the left. Be careful not
Wisdom card holders
12 Morphing tokens tiles envelopes to discard the blank tokens. The rest of the dividers can be put aside for now (a complete reference
and 2 Dreamworld
Map tile holders for this can be found on page 16).

8 Terrain tokens
Waste Bag
When the game asks you
to remove a token from the
game, put it in the Waste
4 Key tokens Bag – it won’t be used in
the game anymore.
Secret Scripts
book
12 Intent markers (4 of each color)
3
GAME OVERVIEW
Etherfields is a narrative, cooperative deckbuilding campaign
game for 1-4 players (or 5 with the 5th player addon) set in a fan-
tastical world where a series of unique surreal dreamscapes await
GAME SETUP
“Begin at the beginning,” the King said, very gravely, “and go on till you come to the end:
exploration. then stop.”
The players take on the role of Dreamers and, throughout the  – Lewis Carroll, Alice in Wonderland
course of the campaign, they discover their forgotten pasts and If this is the first time you are playing the game, only carry out the highlighted sections of the Game Setup. Otherwise, complete the
desperate missions. entire Setup for each subsequent game.
Etherfields is an evolving game and as such, some of the rules 1] Place the game board down. A
will not be found within this rulebook – these will be explained 2] Storage: Place all of your owner Note cards and Items here B .
as they are introduced gradually. Note: if starting a campaign, you will not own any of these yet.
If this is your first time playing the game, choose a Dreamer
3] Dreamscape Board space: Place the 2 Setup Slumber Map tiles here C . If this is your first game, ignore this.
character archetype below. Otherwise, go to GAME SETUP.
4] Each Dreamer places their chosen Dreamer Board,
Board, Influence Cards,
Cards, Miniature and Basic Action Card in front of them.

STARTING THE CAMPAIGN


CHOOSING YOUR DREAMER
Each player chooses one of the Dreamers below to play and-
takes the Dreamer’s corresponding Influence Deck of 22 cards
A
(which they then shuffle) alongside an additional Basic Action
Board.
card,, miniature and Dreamer Board.
card
Don’t worry too much about your choice of Dreamers for now – later on
you’ll be able to switch them so just go with whichever one appeals to you.

The Gambler is a good choice if you like to B


C
play with fate and roll dice. The Gambler often
relies on luck, but she can also manipulate it.
She likes to deceive others but considers it
a game, not something serious. She has a prob-
lem with understanding the gravity of the situ-
ation, and, when she does, she pretends that
there is no problem at all.

The Specialist is an expert engineer and


craftsman. He relies on using Progress cards,
  which provide constant bonuses during the
game and slowly builds a  powerful game en-
gine. He chooses peaceful discourses and in-
depth analysis over fast or brutal solutions. He
has gathered more knowledge than the rest

DREAMER BOARDS
of the Dreamers altogether. He is a leader.

The Tough Guy is tenacious and resilient. 3 4


He prefers simple actions – mostly using brute DESCRIPTION
force. He doesn’t like prattling and thinking
1 – Influence deck (face-down).
a  problem over and over, but you may rely
on him when you’re in trouble. He won’t hesi- 2 – Influence Discard pile (face-up).
tate to go as far as sacrificing himself. He may 3 – Gained .
look grim, but he’s rather cool and composed,
4 – Suffered .
until something unleashes his fury.
5 – Active Progress cards zone.
zone.

1 2
The Free Spirit likes to bend the rules.
Even the basic rules of the game! She can’t ac-
cept any barriers or laws, and she navigates
her own path. She identifies with her soul and
consciousness, she treats her physical body as
something less important. Sometimes, she
acts rather childish.

4
5] Place the following into their positions:
a) Turn
a) Turn Cards D – Shuffle and place face-down on the
Turn Discard slot.
b) Fate
b) Fate Cards E – Shuffle and place face-down on the Fate
deck slot.
c) Slumber
c) Slumber deck / Entity slot G – Set aside the Delta Phase
Tile (green back), shuffle the remaining cards and place them on
H
top of it. This is also a place for Entity tiles.
d) Flaws
tiles.
Flaws Cards F – Shuffle and place face-down on the
J G D
Flaw deck slot.
e) Slumber
e) Slumber Map Tiles H – Shuffle and place remaining tiles
on the Slumber Map Tiles slot.
f ) Season
) Season Cards I – Ensure that the top card is the same
from your previous game.
g) Take
g) Take out the Wisdom card holder housing all found Wis- I L
dom cards.
h) Dream
h) Dream Gate Tiles – Take out your available Dream Gate
Tiles from the special envelop. When starting any Dream they will
be placed on J . Do not do it yet!
i) Place all discovered Dreamworld Map Tiles on the Dream-
world Map board K .
6] Place all dice, tokens and markers in separate piles near
the board. If they have been unlocked, both universal and per-
sonal Sign tokens can be placed out also otherwise leave these
F
in the box.
7] Place the Hour Counter at the corresponding hour of the K
Clock based on how many Dreamers are playing: 1/2/3/4/5
Dreamers = 5/4/3/2/1 Hours L
8] Resolve the Awakening Card starting from Step 4. 4. After the
“Placing 2 Starting/Setup Slumber Map tiles” tiles” step (the tiles are
labelled on the back), place your Dreamers in any of the spaces.
E
Note: During this resolution, players may change their Dreamer, their In-
fluence deck composition, and which Masks they want to make active.

IF THIS IS YOUR FIRST GAME, SECRET SCRIPTS


YOU ARE READY TO START THE GAME.
FAMILIARIZE YOURSELF WITH THE REST OF THIS PAGE.
REVEAL Etherfields uses a Book of Secret Scripts to reveal its sto-
THEN, TAKE AND RESOLVE TILE 1-01X Whenever the game asks you to reveal a  card or tile with ries and game events. Whenever you see a reference to "s. ####"
(The First Dream Gate tile).
tile). To learn how to resolve this card a  specific code, find it in the Secret deck/tiles (by checking turn to the relevant number in the Book of Secret Scripts and
continue to BASIC RULES on the next page). the code on its back) and reveal it. Place it in corresponding slot read it aloud.
or nearby game board if it doesn't have a designated slot (which An updated digital version of the Book of Secret Scripts can
happens mostly in case of Dream specific cards). be found at: https://etherfields-secret-scripts.web.app/.
If, when asking you to reveal a specific card/tile, the game

ELEMENTS IN THE BOX only gives a letter instead of a full code, it means the revealed MULTIPLE CHOICES
card/tile comes from the current Dream instead of the Secret
When the game instructs you to do something and there
You can leave the following elements in the box (take them out deck/tiles.
are several applicable options (like moving an Entity when
as needed):

!
you have several possible paths), the Dreamers choose an op-
– Influence Market Deck – shuffle before drawing. tion as a group. Further, if you do not satisfy the requirements
– Item Market – shuffle before drawing. If this is your first to make a certain choice, you may not choose it. This applies to
game, the Item Market is empty. There will be many references to “DREAM“DREAMS” S” and the whole group if the choice is directed to all the Dreamers.
– Secret Cards and Tiles – These stay presorted in order. “SLUMBERS”ERS” throughout both the rulebook, cards and
– Unused Masks.
Masks. tiles and it may initially be easy to confuse the two.
RULES PRECEDENCE
Generally DREAMS are confined larger adventures while
When a rule on a card, tile or script contradicts the rulebook,
SLUMBERS are shorter mini encounters between them.
the rule on that card, tile or script takes precedence.
DREAMS use DREAMSCAPE MAP TILES (found within
Throughout the rest of the rulebook, these the unique Secret cards and tiles of the Dream). Your adventure
highlighted sections are designed to provide a small will start in a Dream. PLAYER COUNT ICON ( )
amount of guidance for the first game you play. The SLUMBERS use SLUMBER (DREAMSCAPE) MAP TILES indicates the Player Count. It is always equal to the number
rulebook has been structured with the intention that DECK. of players in the game (e.g.: if there are 4 players in the game, this
& the SLUMBER DECK.
you dive into the First Dream  – the game's tutorial  – icon means “4”).
Finally, if we zoom further out to a bird’s-eye global
without necessarily reading the rulebook cover-to-
perspective, our Dreamers – collectively as a group – navigate
cover but referencing it from time to time as you run
into new concepts. This portion of the game is designed
the DREAMWORLD MAP K in order to gain passage into “/” SYMBOL
Dreams, encountering numerous Slumbers along the way. You’ll The “/” symbol means “or.”
to slowly introduce you to all the rules.
be introduced to Slumbers and the Dreamworld Map later.

5
BASIC RULES
FLOW OF THE GAME
Throughout the course of the campaign, players explore a variety of Dreams and their Dreamscapes in order to unravel their purpose and identity. These are
longer, unique expanded adventures that feature a variety of environments and storylines. In between these Dreams, they travel across the Dreamworld map
and encounter Slumbers – shorter mini-encounters – that expose them to the denizens and creatures that inhabit this world.

THIS TUNNEL
DREAM GATE TILES
“Ever have that feeling where you’re not sure
THE DREAMSCAPE MAP MUST END SOMEWHER
E!

if you’re awake or dreaming?” Ignorance, that blind old fool who steers a wayward path, has set the course on which we sail
 – Neo, The Matrix into a night of uncertainty
 – Dead Can Dance, In the Wake of Adversity
While in Dreams or Slumbers, the game takes place on the Dreamscape, which consists of Map tiles that represent what the Dreamers
Secret tile code
experience within the Dream or Slumber. Miniatures are used to represent the Dreamers and the Entities they encounter. Each map tile is
divided into 4 spaces. When a map tile is revealed, turn it face-up and align the tile’s code with the corresponding code on the game board
on the DREAMSCAPE MAP area (upper portion of the game board).
Dreamworld Keys Cost
Note that Map tiles or cards do not always occupy a whole Map tile slot. Sometimes a tile may overlap two slots, lying partly on both
Map Location or a card may be placed at an angle. In such a case, it is important to check the code of the tile is (A1, B2, etc) is aligned with the code on the
game board and the grid lines match up.
If this is your first game, the Dream Gate tile has instructed you to reveal only the Setup tile (Tile 1-01 SETUP). Turn it over and place
it over the top of the A2 Dreamscape (upper) location on the main board
Setup

DREAMER'S ENTRANCE
Number of
Turn cards
Introduction Dreamers will always enter the Dreamscape on the Dreamer’s
Dreamer's Entrance
Entrance . This icon is placed between 2 spaces. It means that
it refers to both of them. Place your miniatures on either of these
spaces. Place your dreamers in either of the 2 available spaces on
Dream Gates are used to enter Dreams. Usually they will have the A2 Tile.
a specific District on the Dreamworld map where you can enter
them (see DREAMWORLD MAP, MAP, pg 14) and also a listed key MAP ACTIONS
requirement to do so. For the First Dream you can ignore those Map actions are those that can be found on Map tiles. Those
requirements. Dreams can be stored in between each game ses- with the symbol are single use only. After using the action,
sion in the envelope provided. block it with a token (see DREAMER ACTIONS,
ACTIONS, pg 9 for
Entity Spawn
more details about performing actions).
To enter a Dream resolve the following:
– If the Slumber Dreamscape is present, discard it first (i.e.:
all Slumber Map tiles, Quirk cards, etc.).
WALLS
There is also a wall close-by – this is an impassable barrier that you
There is no Slumber Map currently so you can ignore this for now.
can’t move through or measure Range through (see MOVEMENT
– Setup: Resolve all the listed steps here prior to beginning ACTIONS,, pg 11 for more detail).
ACTIONS
the Dream. Generally this will require you to prepare by taking

ENTITY SPAWN
all the appropriate cards out of the box and placing them within
reach and also by setting up its starting Dreamscape Map Tiles.
Remember! Never look at the front side of any Secret There is no Entity present at the moment so you don’t need
Card or Tile unless instructed to reveal, peek or gain it. to  worry about this just yet but keep these rules in the back of
your mind.
– Turn Deck: Randomly draw the listed number of Turn
Spawned Entities (see ENTITY
ENTITY,, pg 12) always appear in spac-
cards and place them face-up in the Turn deck slot. This de-
es bearing the icon. If several spaces are available, you
termines how much time you have to complete the Dream (see
can choose between them. When spawning several Entities, if
TURN CARDS,
CARDS, pg 12). The rest are discarded face-down to the
there is more than one space available allocate them as even-
Turn Discard Pile.
ly as possible. Examples of Map Actions.
– Introduction: Read this reference within the Secret
Scripts booklet for this specific Dream after you have set up the
Dream. / / /
– Then flip the Dream Gate tile to its other side and place it
on the Dream Gate slot. Any special rules are listed here along In the Dreamscape, if there is any space with a TURN
with the GOAL of the Dream and also the script number to re- SUIT icon, check to see if it corresponds to the current Turn Suit
solve if you run Out of Turns. on the current Turn card. If it does, the first Spawned Entity must
– Finally the Dreamers enter the Dreamscape and the first be placed in that corresponding space. HELLO?
Turn begins…
IS THERE ANYBODY
OUT THERE?
6
OTHER DREAMSCAPE RULES
If this is your first game, you may skip this page for now. Most of this information won't be neccessary to play for now.

OTHER DREAMSCAPE ICONS LIMIT OF MINIATURES


& ENTITY TOKENS PER SPACE
Shining Gem Slots – When you’re in a space
with a , you may spend 1 and place it in that
. From this moment, the effect described next Each space can hold a maximum of 4 miniatures and/or Entity tokens, after which it is considered full. Dreamers can move through full
to that is active. You may use this action without spaces, but cannot stop on them. Entities entering full spaces (either by Moving or by Spawning) causes Dreamers to be pushed out to any
paying additional costs. If you’re in a space with an active you adjacent space chosen by the players. However if the full space contains only 1 Dreamer, that Dreamer cannot be pushed and the Entity
may recover that but will also deactivate the effect of the . ends its Movement within range 1 of the space.
Big Entities: Big Entities are those whose miniatures or tokens are bigger than normal. They occupy the whole space in which they
Trap – whenever you Move through a  space
stand and cannot be pushed out in any way. When a Big Entity enters a space, it pushes all other miniatures and/or Entity tokens in that
(or end Movement/Relocation on it), you trigger the
space to any adjacent spaces chosen by the players and also causes it to end its Movement.
Trap effect. The Trap effect is described in
the Slumber/Dream. Note: In some Dreams, you will find spaces completely cut off by Walls. The Dreamers may be able to Relocate to these spaces in various ways. If 4 Dreamers
occupy such a space, no Entity can spawn or Relocate there.

Flying rule – effects or actions given in this blue frame are


not related to the space in which the frame is located, but concern COMPONENT LIMITATIONS
the whole Dreamscape. If such a  frame contains an action, you Whenever you should gain or place a component and there are not enough left in the pool (lack of or markers, Keys, tokens,
may perform it regardless of range. Shapeshifter miniatures, etc.), that component is not gained/placed.
If there is no action inside the Flying Rule but instructions is the only exception to this rule. If a Dreamer should suffer and there are none left in the pool, all Dreamers fail (see Distress
(e.g.: resolving a script) it should be resolved as soon as this Fly- and Dying,
Dying, pg 8).
ing Rule is revealed. The number of components of a given type is NOT dependent on the numbers of Dreamers. This rule applies to any component gained
from the Secret cards of a Dream (Influence/Item/Note cards, etc.). For instance, if you already found a special Item in a Dream, that Item
Drawing Bonus – at the start of the Dreamers won’t be there anymore if you visit that Dream again (e.g., because you were previously defeated). You do not gain a second copy of that Item.

2
Phase, if you’re in a space with a Drawing Bonus,
draw a number of additional Influence cards equal
to the number shown on this bonus icon during the
Draw step.
step.
Remember that a Drawing Bonus does not modify your Hand Size limit.
Stairs – this icon doesn’t have any effect unless
another card or rule directly addresses it.

PLEASE, DON’T
BLOCKED SPACE – Neither Enti-
LEAVE ME
IN THIS ABYSS
ties nor Dreamers may Move or mea- ...
sure range through a  Blocked space.
If you want to Move to a space behind
a  Blocked space (or use an action tar-
geting that space), you must measure
the range around it  – this may some-
times be impossible.

TERRAIN SYMBOLS AND TERRAIN TOKENS

Terrain Symbols don’t have any effect unless another card


or rule directly addresses them.
When a Terrain symbol is at the center of a Map tile, all 4 spac-
es on this tile are considered as having that symbol.
If a Terrain symbol is on the line between 2 spaces of a Map tile,
both spaces are considered as having that symbol.
Terrain tokens (placed in a space / 2 spaces / tile) follow the
same rules as Terrain symbols.
Whenever there are both and Terrain symbols in the
same space at the same time, the symbol is ignored.

7
TURN ORDER
Gameplay within both Dreams and Slumbers is divided into Turns
Turns.. Each Turn consists of a Dreamers Phase (where the players act
SEALING AND UNSEALING CARDS
“All around me darkness gathers, Fading is the
simultaneously) followed by a Dreamscape Phase (where the game acts):
sun that shone,
We must speak of other matters, You can be
me when I’m gone.”
DREAMERS PHASE  Neil Gaiman, The Kindly Ones
Sealing cards is one of the most common negative effects in

1) DRAW STEP the game. It removes a number of cards from your Influence deck
until you find a way to Unseal them.
Each Dreamer draws 4 Influence cards,
cards, not exceeding their Hand Size Limit,
Limit, which by default is 6 cards
cards*.
*. If you reach your hand Seal X cards: Reveal X Influence cards from the top of your
limit, you stop drawing and at no time can you have more cards than this limit. If you can draw, you cannot choose to draw fewer cards deck and place them in the Sealed pile. Sealed cards are unavail-
than required. Before you draw you may discard any number of cards from your hand. able until you manage to recover them through an Unseal effect.
*Some effects and cards may increase this limit. Unseal X cards: Take X cards from the top of your Sealed
At any time,
time, if your Influence deck runs out of cards while drawing, reshuffle your Discard pile,
pile, creating a new deck, and draw the pile and place them in your Discard pile. They will become avail-
rest of the required cards. However, this comes at a price (see RESHUFFLE below). able again after you reshuffle your deck.
We suggest to place your Sealed pile below your Dreamer board
to mark those cards as unavailable.
2) CARD AND ACTION STEP Note: Only Influence cards can be Sealed. Other cards in your deck (like
Dreamers move across the Dreamscape, perform actions and play cards (see DREAMERS ACTIONS,
ACTIONS, pg 9). Dreamers can take their Flaw cards) are omitted while Sealing (you just skip the Flaw card and draw
actions simultaneously without worrying about player order* unless a specific situation calls for it. This phase ends when all players another card). After resolving the Seal effect, any drawn Flaw card is
agree there is nothing more they wish to do. Then, proceed to the Dreamscape Phase. placed back on the top of the deck.
*See pg 16 if you would like to play with a structured turn order. You may use the First Player marker if you do so. Note: If you should Seal cards, but you do not currently have cards in your
Influence deck, you do NOT need to reshuffle NOR Seal your cards.

RESHUFFLE!
At any time you have to draw cards but the deck is empty, after reshuffling your Discard Pile and forming a new DISTRESS AND DYING
Influence Deck – suffer 1 OR Seal 3 Cards. “For in this sleep of death what dreams
To push away the menace of death, you must choose between suffering dangerous Distress or sacrificing cards from your deck may come.”
by Sealing them. The easiest way to remove Distress and recover these Sealed cards is the special Delta Phase tile, hidden in the
 – William Shakespeare
Slumber deck (see DELTA PHASE
DELTA PHASE,, pg 15).
is used to mark distress, fear, fatigue, doubts and wounds
If the game allows you to reshuffle your Influence deck, even though you still have some cards in it, reshuffle all the remaining
suffered by the Dreamers. When obtained, place them next
cards and the cards in your Discard pile to form a new Influence deck. As this was not triggered by having to draw cards
to your Dreamer board.
you do NOT have to take the reshuffle penalty.
Dreamers lose when:
– Any Dreamer suffers an 8th and  all
dies immediately, and all

DREAMSCAPE PHASE
Dreamers lose.
– Whenever a Dreamer should suffer , but there are none
left in the pool (there are a total of 16 markers in the game), all
1) ENTITY AND DREAM EVENT STEP Dreamers lose.
– When a Dreamer has fewer than 6 cards in total (includ-
The current Turn card determines which effects of this Dream are resolved and in what order. These effects can be found on the Entity
ing cards in their influence deck, hand, and Discard Pile but not
tile(s), Dream Gate tiles or any revealed Secret cards (see TURN CARDS,
CARDS, pg 12).
Active Progress cards and Sealed cards they immediately die and
The Dreamers cannot use any actions or card effects during this phase unless a card allows it specifically or there is a special icon
all Dreamers lose.
present on it.
Occasionally, there are no effects during this step – this is the case for most of the initial part of your First Dream. If the Dreamers lose, resolve the Death Wisdom card (reveal
II-42 I Secret card if it is not revealed yet – there is a reminder on

2) DISCARD TURN STEP


your Basic Action card).
card).
If Dreamers lose in a Dream,
a Dream, they additionally discard the cur-
The current Turn card is discarded at the end of the Turn. All effects with “until the end of this Turn” timing cease to be in effect now. rent Dreamscape. and return all cards and tiles of this Dream (ex-
Then if there are cards remaining in the Turn Order deck, a new Turn begins with the Dreamers Phase again. If no cards remain, resolve cept for those already gained by Dreamers or added to the game
“Out of Turns”
the “Out Turns” effect (as described on the Dream Gate/Slumber Tile). decks) to the Secrets. Keep the Dream Gate tile of this Dream so
that you may still come back to try again.

HAND SIZE LIMIT


s in hand, at any time.
6
You can never have more than 6 card
until you have 6 cards in hand,
When drawing cards, you only draw
never more.
Hand Size limit.
Some special rules may modify your
limit.
cards does not increase your Hand Size
A bonus that allows you to draw more

8
DREAMERS ACTIONS
As I easily get inner contact with myself, I notice distress grabbing for my throat.
INFLUENCE CARDS
I knew who I was this morning,
but I’ve changed a few times since then.
It is time to reach out. To find something that isn’t there. You see the signs, they’re on the road.  – Lewis Carroll, Alice in Wonderland
 – The Gathering, Analog Park
Intent Ether cost
While in a Slumber/Dream, each Dreamer may perform vari- – The cost of this action is always 0 Intent. Using it of buying this card
ous actions. Most of them can be found: is free.
– on the Basic Actions card. – Suffer the shown amount of to pay this cost
– on the Dreamer’s Influence cards. (gain ).
– on the active Dreamer’s Progress cards.
cards.
More about suffering – see page 8
– on the Dreamer’s active Mask
Mask..
– The cost of this action is given in . To use this Additional
– on the active Items shared by the Team. Action/effect
action, you must discard the given amount of . requirement
More actions may be available in the Dreamscape – on Slum- cost
ber/Map tiles, Dream Gate tiles, Entity tiles, etc. ! Map actions can only be carried out if the Dreamer’s
The following section describes how to perform actions. miniature is in that action’s space (unless it is an Assault
Assault//
The various game elements on which these actions can be found Contact action – see pg 10). Action/effect
are detailed later in this rulebook.

PERFORMING ACTIONS
When you want to perform an action, you first have to pay its
cost (and sometimes meet some additional conditions). Influence cards represent all the abilities and powers in the
The cost is always indicated at the beginning of each action. Dreamers’ physical and psychological arsenals. At the start of
Usually, it’s an amount of Intent ( , , or ). BASIC ACTIONS CARD the campaign, each Dreamer only has access to their 22 starting
Intent is a basic resource in the game. It represents how Influence cards.
cards. However, this deck will improve and evolve as
a Dreamer chooses to interact with the world or the manner in- they gain new cards by visiting Dreams or buying them from the
which they would solve a particular problem. Intent has 3 colors: Influence Market.
– Awareness. It’s mostly related to conversation, ob- Each Dreamer places their deck on the left side of their Dream-
servation, understanding, and technology. er board and they will draw cards from this deck during the game.
Played and discarded cards are placed face-up in the Discard pile,
– Cunning. It’s mostly related to movement, clever-
on the right side of the Dreamer’s Board.
ness, avoidance, acting, and deception.
Except for Progress cards (see next section), you may only
– Wrath. It’s mostly related to physical effort, fight- play Influence cards from your hand either for their Intent or for
ing, tenacity, or arguing. their action/effect. Unless specified otherwise, you can only play
To use an action, pay for its cost by discarding a combination Influence cards during the Dreamers Phase.
Phase.
of Influence cards from your hand and/or active Items until you The cards bearing the RAPID icon are an exception to this
reach the required amount of the particular type of Intent. In- rule. They can be played at any time during your action (even in the
fluence cards are discarded to a personal Influence Discard pile Each Dreamer has their own Basic Actions card that lists middle of  another action), other Dreamers rounds or during the
while Items used in this way are discarded into the Item Storage. the actions discussed before as well as several other ones: Dreamscape Phase (making sure to pay their costs before doing so).
Move – Spend any number of to Move the same number
The Intent that a discarded Influence/Item card gives is shown Example: You need to pay 8 for an action. You start paying 4
of spaces.
in its upper left corner. If a card has multiple Intent colors “Find the Pattern”
but do not have enough to finish it. You decide to play “Find Pattern”
to choose from, you must choose which one you want to use when More about Movement – see Movement on page 11.
in the middle of your action – its effect allows you to immediately Seal
discarding it. If you are discarding a card in this way you may not Effort – Once a turn, lose X hours to move X spaces (see it and draw 3 additional cards. Luckily two of them have 4 and you use
use its printed action ability. Intent is gained immediately when THE CLOCK, pg 13).
THE CLOCK, those to finish paying for the action.
discarding the card and any excess Intent is lost. Peek a Card – Discard 1 card to take a 5-second peek Some cards will have additional requirements before you can
Example: A cost has a requirement of either 6 or 6 . You decide at 1 Secret card/tile from the current Dream with an Influence/ use their Actions/effect (e.g.: being on a space with specific Ter-
to pay 6 by discarding one card providing 1 and 2 , one with Item/Flaw/Fate or Slumber back. rain symbol).
3 and an active item with 2 . The excess 1 is lost and cannot be Gain a Shining Gem – Discard 3 Influence cards from
reserved to pay for another action. The 1 was never gained, since the card your hand to gain a .
was used for the 2 Use A Shining Gem - Discard 1 to reroll any roll (of any
die, rolled by any player).
Remove Morphings – Discard 1 Key or 1 to discard
1 Morphing (see MORPHINGS
MORPHINGS,, pg 13) from an Entity within range 1.
Boosting Your Intent – See the description on page 11.
Examples of Intent costs on the Influence / Items cards. This is a reminder of the consequences when you roll (the worst
outcome).
Dreamer’s Death – It’s a reminder of what happens when
Dreamers exceed their limit. Resolve Secret Card II-42 I
(Death) Wisdom Card (see Distress and Dying, Dying, pg 8).

Examples of Intent costs on the Map / Entity tiles / Secret cards.

9
Unless otherwise specified Progress cards are not discarded
when used. Placed Progress cards remain in your Progress zone GRADUAL ACTIONS
until a game effect forces you to discard them (Dreamer’s death,
Awakening, etc.).
You may have two identical active Progress cards, but most
of them will not duplicate their own effect. Gradual actions are actions that scale with the number
of Dreamers and they are marked by a icon that appears after
INFLUENCE MARKET the basic cost to indicate how many times that cost must be paid
to perform it. These may be paid in several steps over several
& BUYING NEW INFLUENCE CARDS Turns (i.e.: gradually). Each time the basic cost is paid, an Intent
The Influence Market is a pool of unacquired Influence cards Marker can be used to show that it has been paid. Place it near
available to the Dreamers when they go Shopping on the Dream the Action.
Additionally, each individual starting Influence deck has its World map (pg 14). These mechanics will be explained as the game Example: There are 3 Dreamers in the game, and you want to perform
own special feature – a character specific action –
action – printed on progresses. They can be left in the game box (you should not look a gradual action labelled as 3 . One Dreamer decides to spend 6
the back of each card. Dreamers may perform this action when at them) and taken out only when required. The Influence Market to place 2 Intent markers on this action. On a later turn (or even during the
the card is on the top of their deck. As the campaign proceeds, the will change during the campaign with cards being added from same turn) another Dreamer will only need to pay 3 to perform that action.
more cards a Dreamer adds to their deck, the less this action will Dreams.
Note: Some gradual actions have a cost given in two Intent colors. When
be available as they gradually lose their original identity. When you are instructed to “Buy “Buy Influence Cards”,
Cards”, each
paying for such an action, you must choose an Intent color and pay the full
Gained Influence cards (from Dreams, from the Influence Mar- Dreamer may draw the top 3 cards of the Influence Market
cost using that color. eg. if there are 4 Dreamers in play, 3 /3
ket) are placed face-up on top of the Dreamer’s Discard Pile.Pile. and buy any number of them with their available , placing
means either 12 or 12 , not a combination of both.
them face-up on top of your Discard Pile. Any remaining cards
Return all Intent markers to the pool after the action is per-
PROGRESS INFLUENCE CARDS
are returned to the bottom of the Market. The cost of each
Influence card in the Influence Market is indicated in its upper formed. Intent markers are limited and if you need one of a spe-
right corner. cific color but there aren’t enough left, you may take an Intent
“Dreams grow if you grow.”  – Zig Ziglar marker from another action.
You mainly gain during Slumbers, as a  Loot for victory
and also through completing Dreams. Any Intent marker placed on an action is considered to be
When the game asks you to RETURN a card to the Influence yours, even if it was placed by another Dreamer.
Market, remove this card from your deck and put it at the bottom When there are several miniatures of a  given type of Entity
of the Influence Market – it doesn’t matter if this card was from in play, Intent markers placed on the Entity tile are not assigned
Ether cost to any of the miniatures. They are only assigned (and then dis-
Intent Progress your starting deck, bought from the Influence Market or gained
of buying this card carded) to a specific miniature when the gradual action is actually
placement cost in a Dream.
During the Buying cards step, if you draw a starting card of an- performed.
other Dreamer, you may buy this card – and start using the spe- Note: the notation “ xX” just means a higher action cost, not a gradual
cial action on its back, even though you are not that Dreamer. action that you may pay in steps. For example, with 3 Dreamers in play,
Additional Action/effect
At the start of the game the Influence Market consists of all x2 , means you must pay 6 at once.
requirement cost Influence cards with no secret code number on their back.

ASSAULT / CONTACT ACTIONS


At the start of the game the Items Market is empty
Action/effect

Examples of Assault
Assault//Contact actions.
Progress cards are special types of Influence cards that pro-

20-40
vide persistent abilities to your Dreamers when they are played. Assault//Contact actions  – marked specifically with "Assault
Assault "Assault""
or "Contact
"Contact"" keywords – are used the same way as normal actions
INFLUENCE DECK CARD LIMITS
They can be used normally for Intent when discarded from your
hand but the actions/effects on them cannot be used until they are with a few exceptions:
placed into your Progress Zone (beneath your Dreamer board) At specific moments of the game (during game setup Not every action is a Contact action. Not every action is an As-
by paying the listed cost on the top of the card.card. From then ing), you’ll have the opportunity to add or re-
or  Awakening), sault action.
on, you may use any action or effect on this card. Once played, an move cards from your Influence deck. Be sure to check the – Unlike map actions which require you to be in the action’s
active Progress card cannot be discarded to use as Intent. number of cards in your deck during this step to ensure space to use, Assault
Assault//Contact actions can be performed from the
Each Dreamer may have a  maximum of 4 Progress cards you’re within the deck limit of 20-40 cards. During this step: Assault//Contact range of 1 space away. This can be modified
base Assault
in their Progress zone but some Masks (see MASKS
MASKS,, pg 13) and
– You must have a minimum of 20 cards in your Influence by some Influence or Item cards.
other cards may modify this. If you want to place a new Progress
deck (if, for any reason, you have less than 20 cards available, – You can bold the effect of an Assault
Assault//Contact action by pay-
card when you have already reached your limit, you must first
you must add all your available cards to your deck). ing its cost multiple times.
discard one of your placed Progress cards (active or flipped) be-
– You can have a  maximum of 40 cards in your Influ- Example: You perform an Assault action with a  cost of 3 . You can
fore you can place the new one. You cannot voluntarily discard
ence deck. Excess cards are placed back in the box, in the spend 9 at once to apply the effect of this action three times.
a placed Progress card otherwise.
slot dedicated to your Dreamer (with your Divider). These
Flipping Progress Cards – Being told to flip a progress unused cards, cannot be used in the game until the next
– If you pay the cost of an action multiple times, you can
card causes you to turn it face-down. The card’s action can no choose a different target for each effect.
deckbuilding step.
longer be used until it is unflipped but the card still counts to-
– During the deckbuilding step, you must add all Flaw Example: You perform a Contact action with a cost of 3 , and decide
ward your placed Progress cards limit.
cards in your possession to your Influence deck (they do not to pay 9 . There are 2 Entities in range that can be targeted by the action.
Some rules refer to / / icons – this refers to the num- count toward the 20-40 limit). You can decide to target the first entity twice, and the second Entity once.
ber of your active Progress cards of the corresponding col-
Note: If the number of cards in your Influence deck exceeds 40 or
or (flipped cards do not count).
drops under 20 during the game, nothing happens. The card limit is
only checked during the deckbuilding step.

10
LUCK DIE WALLS ITEMS
Many cards and effects require the use of the Luck
die to determine a  random outcome. The effect
of the roll is indicated on these components.
If a result of a roll isn’t stated, it means that nothing D
happens. II

A result is usually severely negative, is just negative or neutral,


and , , and are usually positive. B C
A

BOOSTING YOUR INTENT I The mystifying oddities that can be found scattered through-
out the Dreamworld act as useful aids to help the Dreamers over-
Once per turn, when you spend at least 1 Intent (even if it’s less
Neither Entities nor Dreamers may Move or measure range come their many challenges.
than the required cost) to pay for any action, you may decide af-
through Walls. If you want to Move to a space behind a Wall (or At any one time there can only be a maximum of 3 ACTIVE
terwards to roll the Luck die to add additional Intent to this ac-
use an action targeting that space), you have to measure the range ITEMS** which are placed in their designated spaces on the board.
ITEMS
tion. The various outcomes depend on the following results:
around it. Any Dreamer can use these – either by discarding them for their
– The action is failed and you don’t reclaim discarded Influ- Intent or using them for their effects. Note that not all items are
Some Walls do not cover the entire edge of their space (they
ence cards used to pay for this action. Additionally
Additionally,, discard 1  discarded after using their effect unless specifically stated.
have an opening in their center, or cover just half their space).
or suffer 1 or Seal 3 cards.
This means that the Wall on that edge is disabled. *There is a 4th Item Slot on the board that may also be unlocked.
– No Intent is added. If this means that the action fails, you Two adjacent tiles may sometimes display a tiny gap between You may have found some STARTING ITEMS during the Ini-
don’t reclaim discarded Influence cards used to pay for this action. their Walls, just on their edges. These gaps don’t disable the Wall. tial Dream (3 that you got to keep as ACTIVE ITEMS and the
– add 1/2/3 Intent of the same color. A) The Dreamer moves 1 space. remaining 2 that were sent to your STORAGE
STORAGE).). If you didn’t find
The Luck die is always used as the last source of add- B) The Dreamer cannot perform this Move because diagonal movement them, these would have made their way to the ITEM MARKET
ing Intent to the action – after rolling the die, you can’t add is not allowed. for you to buy later through Shopping Locations on the Dream-
any more Intent to this action. If you fail to gather the required world Map.
C) To perform a legal move to space I, the Dreamer must move 2 spaces.
number of Intent, the used Intent is lost, even though you didn’t All other Item cards owned by the Dreamers are not considered
perform the action. D) To perform a legal move to space II, the Dreamer must move 4 spaces
to be active but placed face-down in the Storage slot.
(the Wall prevents them from taking the shorter path).
You may also use the Luck die when performing a Movement When the game allows you to RESTORE AN ITEM (e.g.:
action to Move farther. It counts only as 1 Movement. If roll was through the effect of an Influence card or Script event), draw one
failed, the Dreamer does not Move at all. randomly from the STORAGE and place it in an Active Item slot.
If there are no slots available, you must discard one of your other

MOVEMENT ACTIONS
active Items or the Item you just drew back into the Storage. Gen-
erally DISCARDED ITEMS will go into the STORAGE (however
Her feet half rested half floated, some may go back to the ITEM MARKET which you can obtain
again by SHOPPING – see pg 15). 15).
upon the floor; Earth scarcely held her down,
so fast was she becoming a thing of dreams.
 – Lord Dunsany, The King of Elfland’s Daughter
A Move action is performed by discarding either Influence
cards or Active Item cards with Intent and then moving the
Dreamer miniature as many spaces as there were Intent
RANGE
Most actions and effects requiring a target have a specif-
on these. Movement is only ever orthogonal (vertical or horizon-
tal) but never diagonal*. ic range. This is the maximum range of this action / effect.
Actions and effects can always target spaces that are closer
*Some Influence/Item cards may alter this rule and even provide other
than maximum range.
bonuses to movement...
Range 0 means the same space.
Relocation – Relocating means moving to another space, Range 1 means an adjacent space and/or closer spaces.
ignoring range, Walls, and any other obstacles – much like
a “teleportation”.

Range 0 Range 1

REROLLS
Many effects allow you to reroll a  die result (some- Range 2 Range 3
times this only applies to your roll, sometimes to any
G
roll, including other Players' and Entity rolls).
“In any range” or “unlimited range” doesn’t mean you may af- E W E DIGGIN
There is no limit to the number of rerolls you can per- R
form, as long as you can meet the conditions and pay all fect spaces behind Walls or Blocked spaces – you still must be able WHY A GRAVES? ?
costs given on the card/rule allowing that reroll. to find a legitimate connection between you and the targeted space.
EMPTY IVE IN THEM
TS TO L
When you reroll the die, only the result of the last roll If a  rule states “in any space,” you may ignore range, Walls and
W AN
WHO
is applied. Previous results are ignored. Blocked spaces.

11
DREAMSCAPE PHASE ENTITY TILES
SLUMBERS.. There are minor differ-
There are two types of Entity Tiles: those that can be found in DREAMS and those found in SLUMBERS
And if you gaze long enough into an abyss,
the abyss will gaze back into you. ences between the two and SLUMBER ENTITY TILES will be covered later under the SLUMBERS section.
 – Friedrich Nietzche
ENTITIES are the boogiemen and ethereal beings that wan- SETUP: Begin with the Setup section in the upper right
der the dream world. They are represented on the Dreamscape corner. This may sometimes prepare a certain number of Turn
and Slumber maps by their relevant miniature(s) or token(s). cards, Spawn Entity tokens/miniatures and complete any addi-
They act after the Dreamers have passed in the DREAMSCAPE Setup tional Setup steps.
PHASE and  their actions are determined by what is displayed Movement (For more about Spawning, see ENTITY SPAWNING, pg 6).
Turn Cards and the Entity Tile(s).
on the Turn
on the  Tile(s). value
ENTITY MODELS: Models placed by the Dreamers (from
Begin the Dreamscape Phase by examining the current face-up
Influence cards, Note cards) are NOT considered to be Entities.
Turn Card.
Entity unless stated otherwise by the game.
Interactions INTERACTIONS: Interactions are actions you can perform
TURN CARDS with (or against) the Entity. If you are within the required range
from the Entity, you can perform that action. As a reminder As-
sault/Contact actions have a base range of 1.
ENTITY EFFECTS: See left – ENTITY & DREAM/SLUM-
BER EFFECTS
Note: “If Dreamer is in range X”, means within range X of any of that En-
Entity
tity’s tokens/miniatures. Being in range of more than one token/miniature of
Effects
that Entity has no further effect – you are only affected by them once (unless
the tile specifies that the effect scales with the number of Entities in range).
Turn cards serve two functions: both to count the Turns
in Slumbers/Dreams and also to indicate how Entities and the
ever-changing Dreamscapes of Slumbers and Dreams behave and
respond.

ENTITY MOVEMENT
All of these effects are usually found on the ENTITY TILE but
COUNTING TURNS can also be found on other Secret cards depending on the Dream/
Slumber. Entities will Move during the step on Turn cards during
At the beginning of every Slumber/Dream, shuffle the speci- If a Turn card specifies an effect but there are no game ele- the Dreamscape Phase. Each Entity has its own Movement val-
fied number of Turn cards and randomly place them face-up on ments where it is featured then skip that effect. ue,, indicated on the Entity tile. During this step, roll the Entity
ue
the Turn deck slot. Turns can be found on the top righthand cor- You may find that this is the case for the first half of the First Movement die*:
ner of Slumber Tiles and Dream tiles. Place the remaining Turn Dream.
cards face-down in the Turn discard pile. When several effects are supposed to happen during the same
The topmost card – the “current Turn card” – should be the The Entity Moves 1 space only.
step, resolve them in any order, but consider that they all happen
only visible card and, at the end of each Turn (after going through The Entity Moves by the number of spaces indicated by its
simultaneously.
all its effects – see below), this is discarded and a new one re- movement value.
If the game instructs you to do something at the end of the
vealed for the next Turn. When you run out of Turn cards, the Turn, do it after resolving all steps. The Entity Moves by its Movement value, then roll again
Slumber/Dream ends – resolve the Out of Turns effects described and resolve the new roll.
on the Slumber/Dream Gate tile. tile.
OTHER TURN CARD RULES Entities always Move toward the closest Dreamer unless stated
otherwise in their Movement special rules. If several Dreamers are
Morphing Effect – Makes the Entity stronger BLOCKING STEPS / ADDING TURNS in the same range, Players decide how the Entity will Moves. If it is
(see MORPHINGS
MORPHINGS,, pg 13). “Block 1 step of the current
When the game asks you to “Block in a space with a Dreamer already and performs a Movement or it
Turn card”,
card”, choose and mark one of the steps with a  . This does not have a legal path to its target, it does not Move. When an
Basic Effect – A lesser negative effect. step is skipped when resolving the Turn Card. Entity enters the targeted Dreamer’s space, it stops its Move.
“Add 1 Turn,”
When the game asks you to “Add Turn,” take the bottom Entities also do not use Map Actions in any way (so they won’t
Special Effect – A stronger negative effect. card of the Turn discard pile and place it at the bottom of the follow you through shortcuts, etc.).
Turn deck.
* Movement should be rolled separately for each Entity. However, you may
Turn card effects
TURN CARD SUITS ( , , , ). decide to roll only once for all Entities with all of them using the result of this
Each Turn card bears the symbol of one of the four Turn Suits. roll. You can change this preference based on your group and experiences.
ENTITY & DREAM/SLUMBER EFFECTS They don’t have any effect unless another card or rule directly
The Entity ignores the Movement die. It's often followed with
At the beginning of the Dreamscape Phase, each step on the addresses them.
an additional set of rules concerning the specific Entity.
current Turn card is resolved from top to bottom.
bottom. These steps LOOT
consist of 3 main effects (shown below) and an Entity Move- Each Turn card has a separate Loot section. Resolve it whenev-
ment step . er the game asks you to gain Loot – generally when you achieve
For example, if BASIC EFFECT Victory during a SLUMBER
a Victory
a  a  SLUMBER.. When gaining Loot, you always
shows on the TURN CARD, this particular gain the Loot of the current Turn card.
ENTITY would cause Dreamers within 1 Sometimes, you may have to choose between different Loot op-
range to suffer 1 . Likewise SPECIAL EF- tions, like 1 shared reward for the Team or smaller ones for each
FECT would cause Dreamers within 2 Dreamer.
range to SEAL 2 cards. Whenever a Slumber tile asks to gain Loot after the last Turn
card has been discarded, consider the Loot from this last discard-
ed Turn card.
12
MORPHINGS MASKS THE CLOCK
MORPHINGS (applied mainly during the step on
Sometimes it’s hard for us to find the truth You may have found some references to gaining or losing
TURN ORDER cards) in particular, add a boost to the ENTI-
TY making it stronger and more dangerous as long as the token
In a world we no longer seem to understand HOURS. At the beginning of a normal game, the CLOCK is setup
HOURS.
 – Brendan Perry, This Boy according to the number of players with the HOUR COUNTER
is on the ENTITY TILE.
TILE. When you add 1 or more MORPHING on the number of HOURS you have. These can be used to either
TOKENS, draw them randomly and place them face-up on the move or gain more Turns – spending X HOURS for X Movement
ENTITY tile. It is recommended you use a small cup or opaque or TURNS respectively.
bag to do this. Remember that as a basic action you can remove Whenever the game causes you to lose/gain Hours, the Hour
a Morphing by spending a or a Key. Removed Morphings go Counter is moved down/up the track by the same amount, re-
back to the Morphing Pool. spectively.

WISDOM CARDS
Each ENTITY effect that inflicts inflicts 1 addi-
tional
From time to time, you will acquire WISDOM CARDS during
Each ENTITY effect that Seals your cards, Seals 2 ad- the course of the campaign. These cards add new rules that
ditional cards change the game or offer the Dreamers new possibilities.
Throughout the course of the First Dream, the Dreamers will
have obtained their first two Masks. When worn, they provide Place the Wisdom cards in their dedicated card holder. It can
ENTITY Movement is raised by 2. When you roll , it hold up to 18 cards (9 on each side).
you with special powerful abilities.
still only Moves 1 space. All the Wisdom cards you have gained are always considered
Each Dreamer may only wear one of them at a time – this is
your Active Mask, normally chosen at the beginning of each game active..
active
All ENTITY effects with range have that range in- There is a possibility to have too many Wisdom cards to fit
session (place it in a plastic stand). The ability on the back of this
creased by 1 space. in  the card holder. In such a case, players may simply choose
Mask may be used at any time.
If the Mask’s action can be used Once per Turn, you may place which cards to keep in the card holder for the ease of use. Regard-
All MASKS worn by the Dreamers are inactive. All less of their choice, all the Wisdom cards are considered active.
it at the top of your deck after using it as a reminder and remove
effects are applied immediately (e.g.: hand or Progress
it at the beginning of the next Turn during the Draw step.
card limit reductions cause immediate discards).
When you are instructed to Restore a Mask you replace your
Active Mask with one of your other Masks (or if both Masks were
All placed PROGRESS cards are inactive. All effects
discarded, to make one of them Active). When you are instructed
are applied immediately. New ones can be placed but
to discard a Mask you lose it, place it either back in the box or
will remain inactive.
off to the side. If you like you may choose to place your Sealed
cards underneath or atop discarded Masks. When you gain a new
Dreamers cannot reroll dice results in any way.
Mask you may immediately wear it, discarding your current Ac-
tive Mask.
Unused Masks can be placed back into the box. The Secret Cards
Dreamers cannot use their for rerolls (but can
(II-41 S cards)
cards) representing your Dreamers’ Masks can be used
gain more). They can however still pay for effects that
to remind which Dreamer owns which Mask from game to game.
cost .

FINISHING DREAMS/SLUMBERS
After finishing a Slumber / Dream, do not discard Influence cards from your hand, placed Progress cards, Shining Gems or other
, bonuses, unless a rule specifies otherwise. Do not reshuffle your Discard piles or decks. Leave all Sealed cards as they are
SPACE
TIME, ARE JUST Dreamers return to the Team marker on the Dreamworld Map, unless the Slumber/Dream tells you to do otherwise. Be very care-
ATTER ful that you pay attention to following the instructions of Dream conclusion passages properly, lest you miss a step that prevents
AND M ILLUSION. you from proceeding through the campaign.
AN
After your First Dream, your Dreamers will be instructed to “Awaken” (see AWAKENING below).
After Awakening, you’ll find yourself on the Dreamworld Map and on the doorstep to the City.

AWAKENING
Awakening is a recovery/reset mechanic discovered when you have completed the First Dream that allows your Dreamers the op-
portunity to completely remove their Distress and Sealed cards, albeit at the cost of obtained Keys, and placed Progress Cards.
Dreamers will awaken at the “Awakening” Location on the Dreamworld Suburbia District. This can be resolved at any moment after
resolving the Location effect on the Dreamworld Map. See the Awakening Wisdom card for the detailed steps involved. Note that
during this resolution players will be able to change their Dreamers, change their Influence deck composition and choose between
their available Masks to make active.

STOP! YOU SHOULD KNOW ENOUGH NOW TO COMPLETE THE FIRST DREAM.
CONTINUE ONWARDS ONCE YOU HAVE COMPLETED IT.

13
Once you’ve completed the First Dream, read on.
SLUMBERS SLUMBER ENTITY TILES
DREAMWORLD MAP SLUMBERS are mini-encounters you will sometimes discover
when moving around the Dreamworld, drawn from a SLUMBER Movement
So, if a city has a personality, TILE deck. At the end of the First Dream and for each subsequent value
maybe it also has a soul. Maybe it dreams. game following, this deck is setup by placing all the Slumber tiles
 – Neil Gaiman you have accumulated throughout the course of the game on top
of the DELTA PHASE SLUMBER TILE (green-backed – see the Setup
Paths DELTA PHASE,
PHASE, pg 15).
SUBURBIA
B2 B3 This Slumber deck will change throughout the course of the B4
campaign and will primarily consist of Slumber Entities,
Entities, dan-
Interactions
gerous or benevolent, that the Dreamers confront throughout
these encounters. If the tile drawn is not one of these, just follow
its instructions. Whenever the game asks you to add a new Slum-
ber tile to the Slumber deck, add it to the bottom of that deck.
Entity effects
Early on in the game you’ll find that there is only one ENTITY
ENTITY,,
“Wraith,”” in this deck alongside two cards that will change
the “Wraith,
based on how many active Progress cards you have placed. Don’t Deliverance
be in a rush to unlock these until you feel ready, as they add more
Locations
difficult ENTITIES to the game.
Team THE SLUMBER DREAMSCAPE MAP Out of Turns / Skip
Marker For the most part, Slumber Entity encounters will occur on
the Slumber Dreamscape Map, Map, similar to a regular Dreams-
cape Map in a Dream. SLUMBER ENTITY TILES are very similar to those found
During Awakening and after concluding every Dream, clear in Dreams except that they have a few features unique to Slumbers:
AWAKENING the Dreamscape of any Dream Map tiles (if they haven’t been al- – Setup: Turns – Similar to the beginning of a Dream, set
Shortcuts ready) and place the 2 STARTING/SETUP SLUMBER Dreams- miniature(s) up and form a Turn deck with a specified number
cape Map tiles.
tiles. Remember to follow normal map tile placement of Turn cards. This is how much time you have to complete the
rules when setting these up (by correctly aligning the printed codes encounter. If you run out of Turns, perform the “Out “Out of Turns/
The DREAMWORLD MAP is a global bird’s eye map of where
with the codes on the game board). The rest of the unlocked Slum- Skip Effect.”
Effect.”
your Team is currently located. Starting with your Team Marker
ber Dreamscape Map tiles are shuffled and placed facedown on – Out Of Turns / Skip – If the Slumber Entity has a skip
on the AWAKENING space you will move around following the
their relevant space on the board. These will be drawn and placed effect, the Dreamers may decide, at the start of any Turn, to re-
big arrows until you reach other locations with map icons. Un-
xyz
xyzSlumber
xyz Map
xyzSlumber
Slumber
SlumberMap
Map
Map

as Fate Card effects (see FATE CARDS).


CARDS). solve the “Out of Turns” effect instead of playing that Slum-
like gameplay within Dreams/Slumbers, there are no set Turns on
ber. If this effect does not take into account any element placed
When the current
When
When thethe
current
current
TurnWhen
Suitthe
is current
:
Turn
Turn Suit
Suitis is : :
Turn Suit is :
3 :
3 33 Dreamer
: :

the Dreamworld Map and movement between the big arrows is


Relocate your :
Relocate
Relocate your
yourDreamer
Dreamer
toRelocate
any your Dreamer
space.
666 111 toto
any
any
to any
space.
space.
space.
6 1
during the setup, the Dreamers may decide to Skip the Slumber
starting
starting
starting
starting

free (i.e.: doesn’t cost Intent). Smaller arrows are more danger- If the current

even before it has started. Usually this will give a negative penalty
If If
thethecurrent
current
TurnIfSuit
theiscurrent :
Turn
Turn Suit
Suitis is : :
A1A1A1 A2
A2A2 A3
A3
A3
Turn
6 Suit : is
6 6Hour.
:
A4
A4
A4
A1 A2 A3 Gain 1 6
: :
: A4

ous SHORTCUTS
SHORTCUTS.. When moving using a shortcut, each Dream-
: Gain
Gain 1 Hour.
1 Hour.
: : Gain 1 Hour.
If the current Turn : Suit
If If
the
the
current
current
Turn
TurnSuit
Suit
is If,the current during
ignore Turn Suit If the current
is is , ignore
, ignore during
during

to the Dreamers (but not always).


theisDreamscape
, ignore Phase.
during If If
thethe
current
current
thethe
Dreamscape
Dreamscape Phase.
Phase. TurnIfSuittheiscurrent :
the Dreamscape Phase. Turn
Turn Suit
Suitis is : :
Turn Suit is :
:
: :
You may place :

er must Seal 1 card.


YouYou may
may place
place
1 Progress
You may place
card
1 Progress
1 Progress card
card
1 Progress
(from hand) card
for free.
Quirk
Quirkcard
Quirk
(from
(from hand)
hand) forforfree.
free. Quirk card
Quirkcard
card Quirk
Quirk
Quirkcard
card
(from hand) for free.

– Deliverance – This will be a mechanic unlocked later


card card
slot
slot
slot slot
slot
slot
slot slot
3

The description of all icons visible on the Dreamworld Map can


:
3 33 Dreamer
Relocate your
: :
:
Relocate
Relocateyour
yourDreamer
Dreamer
toRelocate
any your Dreamer
space.
toto
any
any space.
space.
to any space.

Seal 1 card.
Seal
Seal1 card.
1 card.
in the campaign.
be found on the Dreamworld Map Wisdom card. This card be-
Seal 1 card.

– GAIN LOOT – Resolve the Loot Section of the Current


comes available after finishing the First Dream.
3 :
33 : :
B1B1B1 B2B2
B2 B3B3
B3 B4
B4
B4 Relocate
Relocate
3 Dreamer
Relocate your
your
your
:
Dreamer
Dreamer
B1 B2 B3 B4 toRelocate
any
toto
any
any
your Dreamer
space.
space.
space.

Turn card – usually occurs if you end a Slumber successfully


to any space.
: :
: : : :
Each Dreamer’s:hand Each Dreamer’s :
Each
Each Dreamer’s
Dreamer’s hand
hand Each
EachDreamer’s
Dreamer’s
sizeEach
limitDreamer’s
is increased hand Each Dreamer’s

The reasons for traversing these paths are two-fold: to gain


size
size
limit
limitis is
increased
increased limit is
by 1. is increased
size limit If the current limit
limit is is
byby 1. 1. by 2.is
increasedlimit
by 1. If If
thethe
current
current increased
increased byby2. 2.
TurnIfSuit
theis
current
: increased by 2.
Turn
Turn Suit
Suit
is is : :
Turn
6 Suit: is :

(but not always).


66 : :
Unseal 61 card.:
555
5
Unseal1 card.
Unseal 1 card.
Unseal 1 card.
222

more Keys in order to enter Dream Gates and to prepare your


2 222
2

– “This Slumber ends.” – The Slumber ends immediately.


Dreamers for the upcoming Dreams by completing Slumbers
Discard the current Slumber tile to the bottom of the Slumber deck
(see Slumbers
Slumbers,, to the right)—and in doing so placing Progress 5

and all Entity tokens/markers/miniatures related to that Slumber


:
5 51 card.
C1C1C1 C2
C2C2 C3
C3C3
Unflip 5
: :
:
1 card.
1 card. C4
C4C4
C1 C2 C3 Unflip
Unflip
Unflip 1 card. C4

cards, obtaining and ).


back to the box. Slumber Map tiles, Quirk cards, tokens, or mark-
You can now try to make your first move on the Dreamworld
Quirk
Quirkcard
Quirk Quirk card
Quirkcard
card
card Quirk
Quirk
Quirkcard
card
card
slot slot

ers not associated with the current Slumber tile remain. Dreamers
slot
slot
slot slot
slot
slot

map. After doing so and resolving the Location, read the rest of
:
: :
If the current Turn : Suit
If If
thethecurrent
current Turn
Turn
Suit
Suit
isIf the current Turn
, ignore . Suit

miniatures also remain in the spaces where they are at the end of
is is , ignore
, ignore . .
is , ignore .
3 :
3 33 Dreamer
Relocate your
: :
:
Relocate
Relocateyour
yourDreamer
Dreamer

the rulebook.
toRelocate
any your Dreamer
space.
toto
any
any space.
space.
to any space.

444 333 starting


starting
starting
the Slumber and start there in the next Slumber. The next Slumber
4 3 starting

will begin with everything as it is now. Now, go back to the Dream-


world Map.
The Slumber Dreamscape in the later stages of a campaign.

STATE TOKENS
During the game, Dreamers and Entities may be
Dazed – The maximum range of Entity effects/ Paralyzed – The affected Entity/Dreamer is unable
Dreamer Actions is reduced to 1 to until the end of the to Move/Relocate until the end of the Turn/Dreamers
affected by various States.
Turn/Dreamers Phase. Phase.
State tokens, when gained, are placed next to the
targeted miniature/Entity and only affect it alone.
When you should place a State token and there are
none left in the pool, the effect is ignored. Note that Stunned – Any caused by effects of the stunned Poisoned – The affected Entity is unable to gain new-
target are ignored for this Turn. er Morphings until the end of the Dream/Slumber.
tokens share different States on the opposite sides
and this may limit which States are able to be placed.

14
FATE CARDS DELTA PHASE FLAW CARDS
Draw and
If there place 1 Dre Discard
ams card 1
is a free
Quirk slot cape Slumber tile. to remove this to remove

DELTA PHASE
in the Discard 1 ely. OR reso
lve it imm this card
place this
card ther Dreamscape, it immediat
e. OR resolve ediately.

The current Dream cycle ends,


and a new one begins...
Now, resolve the Delta Phase
instead of a Slumber.
1) Each Dreamer may choose 1 option: s card
Place thi ss zone.
– Cure all their Progre
, in your
GS NUMBING FEAR
JELLY LE
– Unseal all their cards,
mer Seals 1
card, – Unflip all their Progress cards, ning int
o mud,
g? I'll come out in a
If each Drea und tur puddin moment,
Team – Reshuffle their Influence deck, Is the gro turning into just give me a little
Relocate the this legs more time.
Location of or are my more
to the chosen Map tile.
– Restore their Mask. act ions cos
t1 You cannot use
Dreamworld The max Your Mo
ve
space. from your Influe
nce cards this Turn.
imum ran for each
OR is 1 and
cannot be
ge of Ass
ault acti 2) Reset Hours to your limit, dependin d this car
d. Discard this card
ffle the Fate
deck. increased ons g 4 : discar at the end of the
You may reshu
in any way
. on the number of players: Turn.

1 player – 5 Hours,
2 players – 4 Hours,
3 players – 3 Hours,
Fate cards represent short interludes, small adventures or 4 players – 2 Hours, a FLAW CARD,
When the game instructs you to gain a FLAW CARD, draw one
5 players – 1 Hour.
events that you encounter across the Dreamworld. 3) Shuffle the Slumber Deck and place from the FLAW DECK and put it on the top of your Discard pile.
the Delta Phase tile at the bottom.
When you enter a location, draw a FATE card from the top Keep on moving down this endless road, These are negative effect cards that clutter your Influence deck.
but take a detour sometime to visit dreams
of the FATE DECK and resolve it. Each card contains all the rules shrouded in mists of your desires and
memories. Whenever you draw a Flaw card from your Influence deck, you
needed to resolve it. must resolve it immediately. Depending on the Flaw card, some
Sometimes a FATE card will ask you to draw and place a Slum- Eventually you will encounter the last GREEN-COLORED will be placed into your Discard pile afterward or into your Prog-
ber Dreamscape Map tile – these extend the existing Slumber SLUMBER TILE.
TILE. This is the DELTA PHASE and it gives all the ress Zone (applying a persistent negative effect) – these are not
Dreamscape (use the Map tile placement rules regarding code Dreamers a little respite as they enter deeper into the DREAM- counted toward the active Progress card limit.
alignment). After drawing a Map tile, if any Map tile on the board WORLD..
WORLD Most Flaw cards can be removed from your deck for a  price
has an empty Quirk space,
space, place this Fate card into that space When this card is resolved Dreamers may: (generally 1 ) after which it is returned to the bottom of the
(if there is more than 1 empty space, choose any of them). Flaw deck.
– Cure all their
Otherwise, the Fate card is discarded to the bottom of the Fate deck. Remember that Flaw cards are omitted when having to Seal
– Unseal all their cards
FATE cards with Quirks on them (or Quirk cards) create cards and are then placed back on top of your Influence deck (see
– Unflip all their Progress cards
opportunities for certain spaces on the Map or negative/positive Sealing Cards,
Cards, pg 8).
– Reshuffle their Influence deck
effects for the whole Dreamscape (depending on the card). During the deckbuilding step, you must add all your Flaw cards
– Restore their Mask
to it (they do not count toward the 20-40 limit).
Hours are reset according to the number of players – 1/2/3/4/5
PLAYING CARDS Players – 5/4/3/2/1 Hours respectively.
Afterward, all of the other DISCARDED SLUMBER TILES are OVERLAY CARDS
IN THE DREAMWORLD reshuffled and placed on top of this tile again to begin the cycle anew.
The Overlay cards are Secret cards which contain parts of the
Most of the time, Influence cards and Items are used in Slum- Remember that the Slumber Dreamscape Map remains unchanged. Dream Map. These cards should be immediately placed on the
bers and Dreams, not on the Dreamworld Map. However there are Dreamscape when revealed,
revealed, in the way that allows them to fit
exceptions  – some cards will have specific references to move-
ment across the Dreamworld map or affect resolution of location
SHOPPING correctly onto the current Dreamscape Map and the Dream board
grid (there is actually only one correct way of placing such cards).
effects. If you manage to make your way to a SHOPPING LOCATION Each Overlay card changes the Dreamscape in some way, some-
In order to use these cards however, you must have them you may use your SHOPPING CARD ((11-41C 11-41C)) to allow each times they will even add a new part to it. When an Overlay card is
in your hand or as active Progress cards as there is no draw step Dreamer to choose one of the following: placed in the Dreamscape, it cannot be removed unless the game
on the Dreamworld Map. This might be a good reason to end Buy Influence Cards – Draw 3 cards from the INFLU- specifically allows you to do so.
Slumbers/Dreams with them in your hand. ENCE MARKET DECK and buy as many of these as they want When you should place an Overlay card, any miniature/token/
Other cards, while not specifically referencing the Dream- by paying the COST in the top right of the card. Place these marker occupying its dedicated spot is placed on the top of the
world, can also be played if they have an immediate effect that cards to your personal discard pile. Any unbought cards are Overlay card in the same (albeit changed) place.
is useful on the Dreamworld Map or when resolving a Fate card placed at the bottom of the Market deck. Note: Overlay cards must be placed very precisely. Most of the time, they
(e.g.: for rerolls). If you can find a  use for an Influence card or OR are not simply oriented horizontally or vertically and must be rotated in
an Item, you may use it on the Dreamworld Map. Buy 1 Item – Draw a random item from the ITEM MARKET some way.
and gain it for 2 placing it in an ACTIVE ITEM slot (discard- I THINK OUR WORLD
ing one if full). IS GETTING
MORE AND MORE OU
If you don’t buy any cards or items gain 1 . Return the Shop-
ping card back to the SECRETS afterward. Usually you will have
T OF TUNE.
the opportunity to gain these back by finishing Dreams.

NOTE CARDS
Note cards are usually one-use cards which can be used

SEASON CARDS in a specific situation or in a particular Dream. The instructions


on how to use them are found on their back and front sides.
Season cards alter some rules when you are travers- All Note cards gained during the game are kept in the Storage
ing the Dreamworld. Generally you will cause positive and can be used by any Dreamer.
Seasons to occur if you complete Dreams with a Victory.
Conversely failing a Dream will cause a negative Season to
occur. There are hints on the Season cards to let you know
which positive or negative effect will occur for winning/ DREAMWORLD MAP IN ETHERFIELDS 2.0
failing which Dreams. Note that dying does not cause Sea- Your first few moves on the Dreamworld Map may seem very
sons to change. simple and straightforward. Do not mind that. The world will
evolve as time goes on!

15
Note cards Storage
To mark gained Note cards shared by the Team.
Note cards will appear during the campaign.

Removed cards
To mark which cards are removed
SAVING YOUR GAME
After resolving any Location effects on the Dreamworld Map, you may pause and save your campaign. In order to not lose the you
from the game. have collected you may resolve a Buying Influence cards step once. Afterward, if any Dreamer has remaining they discard all their
remaining and gain 1 Secret Card II-41 R which allows you to gain 1 when you setup again for the next game.
Carry out Steps 1-3 of the Awakening Wisdom card:
Current Dream
To mark the current Dream’s position 1] Discard all Influence cards (from deck, hand and Progress zone)
in the Secret cards so that you can easily put it back. 2] Cure all and Unseal all cards
3] Discard all Keys and
Then, place the rest of the cards and tiles in their corresponding slots in the box (using the proper Dividers):
Influence Market – Each Dreamer’s deck with their Basic Action cards and Mask cards (II-41 S).
– All Team cards from the Storage (e.g.: note cards)
– the Turn deck
Item Market – the Flaws deck
– the Slumber Map deck
– the Fate deck
Turn deck – the Slumber deck
– the Seasons deck
– keep the active Season card at the top
Fate deck – Dream Gate tiles should be placed in the special envelope
– Sign tokens that are still available
– Remaining components should be separated and stored in bags
Flaw deck “Death of a Dreamer”
If you are within a Dream when you decide to do this you must treat it as a “Death Dreamer” (Secret card II-42 I).

ADDING A NEW DREAMER


Season deck
The Season deck will appear during the campaign.

Large Dividers: Each game of Etherfields is self-contained enough to allow you to play each session with a different number of Dreamers.
If the last session was played with fewer than four Dreamers and a new player wants to join the game, all they have to do is pick an un-
used Dreamer archetype and join the adventure. If it’s the other way around, just play without the absentees. They’ll still be able to join
Removed tiles the Team during the next session. If a player cannot participate in the session, their Dreamer can be handled by a new player (provided
To mark which tiles are removed the original player agrees).
from the game.


Slumber deck
Slumber deck will appear during the campaign.
VARIANTS
The Thorn Knight: If you have the Thorn Knight add-on, its Wisdom card is active from the start of the game. It contains all rules
needed to use it in your games.
Classic Card Rules: Once per Dream, the Team may use a classic deck of poker cards to influence one of their chosen effects
Slumber Map tiles
related to Morphings
Morphings,, , , Hours or Sealed Cards.
Cards. Shuffle and draw 3 cards at random – these are the Luck cards.
cards. With these
decide whether you want to back out or try your Luck. If you do, draw 3 more cards at random – these are the Drawback cards.
cards.
If the sum* of the Luck cards is higher than the sum of the Drawback cards resolve the positive effects, otherwise resolve the nega-
Current Dream tive one instead depending on which effect you tried to influence.
To mark the current Dream’s position
in the Secret tiles so that you can easily put it back. * A Jack counts as 11, a Queen as 12, a King as 13, an Ace as 14, and a Joker as 15.

STRUCTURED ROUNDS POSITIVE EFFECT NEGATIVE EFFECT


Alternatively if you would like a more structured turn order, you
may start with the First Player and go clockwise with each Dreamer
MORPHINGS Discard all Morphings on an Entity. Add 2 Morphings on an Entity.
performing a round involving one Dream action (Map Action, Dream
or Entity tile interaction) and as many other actions (e.g.: Movement,
Gain all available
Basic actions, actions from Influence/Item cards) and activities (plac- Dreamers discard ALL
(distribute between Dreamers)
ing Progress cards, gaining Shining Gems, etc.) as they want. You may
always pass the current round and act again in another round if you HOURS Add 2 Hours Lose all Hours
wish. Each Dreamer can perform as many rounds as they wish until
everyone runs out of cards to play or passes in a row. The First Player
Any 1 Dreamer cures 2 Any 1 Dreamer suffers 1
receives the First Player Marker and is also responsible for resolv-
ing any indecision or conflict between the players. This marker will
pass clockwise to the next player at the start of each new Turn. SEALING CARDS Each Dreamer Unseals 5 cards Each Dreamer Seals 5 cards.
FAQ/ CLARIFICATIONS COMPANIONS
INFLUENCE CARDS Companions are friendly beings that Dreamers can summon
– The actions/effects on Influence cards occur simultaneous- during Slumber/Dream.
ly for the majority of instances. The only exception is when there Companions for purpose of rules are not Dreamers nor En-
are specified timings or stepwise order. tities. They still count to the miniature/token space limit. They
WORLD MAP are ignored by all Actions and/or effects caused by Dreamers,
– “Relocate Team Marker” – You must Relocate to a different Dreams, or Entities unless their Progress/Note card says other-
location. wise.
– All of the “Once per Turn” actions / effects can be used only COMPANION LIST:
once during each travel between Slumbers/Dreams on the Dream- – Locker
world Map. – Ghost
ENTITY – Penguin
– An Entity is considered to be every Entity token/miniature – Box Knight
with a specific name and all shapeshifters. Miniatures placed by – Etherwolf
the Dreamers (from Influence cards, Note cards) are NOT consid- – Riddler
ered to be Entities. unless stated otherwise by the game. – Flying Cat
– If you are in the range of multiple tokens/minis of the same
Entity, you are affected by it only once (unless their effects scale
based on their numbers).
– The limit for Entities using Creature Shapeshifter minia-
tures or Human Shapeshifter miniatures is 4 – because there are
only 4 Creature Shapeshifter miniatures and 4 Human Shape-
shifter miniatures available. The Entity tile card will tell you
which to use.
– When an Entity is equidistant to two or more eligible Dream-
ers and has to move towards them, the Dreamers pick the outcome.
TURN CARD
If the game asks you to resolve all effects of the current Turn
card during the Dreamers Phase, don’t discard the current Turn
card afterward.
DECK MANAGEMENT
Only reshuffle decks when a game component/element in-
structs you to do so.
SOLO PLAY
When playing solo, you may find some cards less suited than
others for solo play. You may remove such a card from the game
and draw another one. Don’t do this too often, as you may dis-
cover that you removed a  really good card but didn’t notice its
usefulness before.
FIRST MEMORIES CARDS
These cards are disposable. After the condition is met and the
card’s effect is resolved, remove it from the game.

SPOILERS AND HINTS


You will find errata, hints and walkthroughs for the Dreams and riddles that trouble you at
HTTP://WWW.ETHERFIELDS-SECRETS.COM/FORUM

You may also find a community based app, that helps with introducing to the game, at
HTTP://WWW.AWAKENREALMS.COM/ETHERFIELDSAPP/

17
A BRIEF STRATEGY GUIDE ETHER DREAMS
Whenever you find yourself in a situation where you think you has other uses than buying Influence Cards. You may spend A thorough exploration of Dreams will allow you to better
cannot do anything, see if using any of the following might be it to discard nasty Morphings from Entities and to remove Flaws understand them and gain more knowledge about the world
a way out: from your deck. Items you do not find in Dreams also make their of Etherfields. Checking all Note cards available (even some from
way into the Item Market where you can buy them with as well. previous Dreams) may make finishing the current Dream easier
– cards in hand (both their Intent and actions).
– your Dreamer’s special action if visible on the back or grant special rewards.
of the Influence deck. ITEMS Don’t forget to also check the back of the Dream Gate tile
– actions listed on the Basic Actions cards (e.g., discarding for tips or rules you may have forgotten.
Items are not only a terrific Intent boost but have significant
3  cards to gain a Shining Gem, discarding Morphing tokens, It may be an idea to have a scrap piece of paper to record a few
gameplay effects ranging from generating additional keys or avoid-
peeking on the Secret card). brief notes to help you with more intricate puzzles.
ing unwanted Slumbers. Note that you do not have to discard many
– Boosting your Intent by rolling the Luck die. Do not hesitate to use the Clock in order to add more Turns
of the Items after use, unless you are using them for their Intent.
– using your Shining Gems. if you feel you do not have enough time, especially if you are play-
ing solo. Don’t forget that you may use Hours to move as well
– using your Mask ability.
– using any of the Wisdom cards you have.
BOOSTING INTENT in  case you find yourself almost within range of an Entity with
– using any of the Progress cards you have placed. It is useful to sometimes boost your Intent using a Luck die. no cards left in your hand.
– using any of the active Items (either for its Intent or Action). Many effects grant you die rerolls, so don’t be afraid to use this.
– using the Clock (either to Move or to add a Turn card).
THE DREAMWORLD
– looking for a Sign token match.
– looking for any hints hidden in the Dreamscape (be it writ- NAVIGATING SLUMBERS Carefully plan your travel on the Dreamworld Map. Take note
ten or graphic). Slumbers – particularly the easy ones – are a good way to build of more efficient routes with more rewards and less penalties.
up your Dreamer’s Progress card zone in order to prepare your- Some actions and Items that work only on the Dreamworld may

REMEMBER YOUR MASK self for Dreams. Not all Slumbers will require you to combat ene-
mies – use your Dreamer’s strengths to their advantage.
come in handy here as well. Also don’t forget about the potential
positive (and negative) effects of Seasons on your travels.
Mask effects allow you to avoid a lot of penalties while paying As Turn cards are open information, time completing the Try to time when you will encounter the Delta Phase so that
relatively low costs. During the Awakening, you may exchange Slumber with the most desired Loot while avoiding negative En- you are refreshed just prior to entering a new Dream. If you find
your Mask for any other Mask you have, especially if it better suits tity effects. If there is little benefit in completing the Slumber or yourself in a fix, do not hesitate to use Awakening. It might be
your deck or can help you in the upcoming Dream. it is too difficult, consider skipping it. This option sometimes has better to lose your placed Progress cards in exchange for the loss
less punishing effects than if you were to try and defeat the Entity. of large amounts of Distress and Sealed cards.
BALANCE YOUR DECK A certain game mechanic (Deliverance) unlocked later will al-
When you play solo or with 2 players, it is wise not to overspe- low you to remove or alter certain Slumbers.
cialize your deck e.g.: if both players have aggressive heavy
decks, they might have a problem encountering creatures that
require more to manage. You can always rebuild your deck
during an Awakening.

NOT ALL CARDS ARE NEEDED


Some cards might not fit your particular deck strengths. When
you gain a new card, think whether it will compliment your deck
and playstyle. The more cards you have in your deck, the smaller
chance you will draw useful cards in any given situation. On the
other hand if you have a smaller deck, you will run out of cards
sooner and suffer negative effects more often. A recommended
deck size is 30 cards. Remember also that the more customised
your Influence cards, the less the availability of your Dreamer’s
innate back-of-card action.

SHINING GEMS
allow you to reroll ANY die (even the Entity Movement Die).
You may be able to slow down a powerful Entity by doing this. If
you find yourself with too many cards in your hand with no use
consider discarding 3 cards to gain 1 . Later in the game you
will find a Wisdom card that allows even more use out of them.

18
INDEX
Active Items slots 11 Fate cards 2, 15 Rerolls 11
INDEX OF COMMON SYMBOLS
– Wrath Intent

– Cunning Intent
Adding New Players 16 Fate Deck slot 5 Reshuffle Influence deck 8
Assault 9, 10, 12 Fate Quirk card 14, 15 Restore Item 11 – Awareness Intent
Awakening 5, 13, 14 First Player marker 2, 16 Restore Mask 13
Basic Actions 9 Flaw cards 2, 15 Return Influence card – Wrath Intent marker
Basic Actions Assault 10 Flaw Deck slot 5 to Influence Market 10
Basic Actions Contact 10 Flaw Discard 15 Return Item to the Item Market 10 – Cunning Intent marker
Basic Actions Effort 9 Flaw Remove 15 Revealing Secret cards / tiles 5
Big Entities 7 Flaw Sealing 8, 15 Rolling for Entity Movement 12 – Awareness Intent marker
Block 1 Step 12 Flipping a card 10 Round 16
Block tokens 3, 6, 19 Flying Rule 7, 19 Saving 16 – Number of Wrath placed Progress cards
Blocked space 7, 11 Gain Loot 12, 14 Sealing Influence card 8
Board 2, 4, 5, 6, 14 Gradual actions 10 Season cards 15 – Number of Cunning placed Progress cards
Boosting your Intent 9, 11, 18 Hand size limit 8 Season cards slot 5
Buying new Influence cards 10,15,16 Hours 5, 13 Secret cards 2, 3 – Number of Awareness placed Progress cards
Buying new Item cards 11,15 Influence card 9 Secret cards code and setup 3
Classic cards 16 Influence card Progress zone 10 Secret cards Note cards 15 – Rapid action / effect
Clock 5, 13 Influence card back 10 Secret cards Overlay cards 15
Clock Hours 5, 13 Influence card Buying 10 Secret cards Revealing 5 , – Player Count icon
Contact 10, 12 Influence card Deck 4 Secret tiles 2, 3
Dazed 14 Influence card Deck limits 10 Secret tiles Revealing 5 , – Gradual action
Death of a Dreamer 8, 9, 16 Influence card Draw 8 Shining Gems 3
Deliverance 14 Influence card Flip a card 10 Shining Gems Actions cost 9
Discard Item 11 – Free action / effect
Influence card Hand size limit 8 Shining Gems Slot 7
Distress 3, 7, 8, 9 Influence card Intent 9, 10 Shortcuts 14
Distress actions cost 9 – Ether
Influence card Progress 10 Skip 14
Distress limit 7 Influence card Remove 10, 17 Slumbers 5
Distress reshuffle 8 Influence card Reshuffle 8 Slumbers After you have finished 13 – Distress
Distress suffering 8 Influence card Return 10 Slumbers Deck slot 5
Draw step 7, 8 Influence card Sealing 8 Slumbers Dreamscape 5 – Shining Gem
Drawing Bonus 7 Influence card Unsealing 8 Slumbers Dreamscape Phase 12
Dream 5, 6 Influence card Slumbers Entity tiles 5, 14 – Shining Gem slot
Dream After you have finished 14 Using on the Dreamworld Map 15 Slumbers Map tiles 14
Dream Entity tiles 5, 12 Influence Discard pile 4, 8, 9, 10 Slumbers Map tiles slot 5 – Threat token
Dream Gate tiles 6 Influence Market 5, 10 Slumber tiles 14
Dream Gate tiles Introduction 6 Intent 9, 10 Space 6 – Universal marker
Dream Gate tiles Keys Cost 6 Intent Boosting your Intent 9, 11, 18 Spawn 12, 14
Dream Gate tiles Secret tile code 6 Intent markers 10 Stairs 7 – Block token / single-use Map Actions
Dream Gate tiles Setup 6 Interactions 12 State tokens 3, 14
Dream Gate tiles slot 5 Item Market 5, 11, 15 Storage 4 – Entity Spawn space
Dreamer 4 Items 11 Story tokens 3
Dreamer board 4 Items Active slots 11 Stunned 14 – Dreamer Entrance space
Dreamer Movement 11 Items Restore 11 Suffering Distress 8
Dreamer Personal tokens 3 Items Using on the Dreamworld Map 15 Team marker 2, 13, 14 , , , – Terrain symbols / tokens
Dreamers Actions 9, 10, 11 Keys Cost 6 Terrain symbols / tokens 3, 7 (Light, Darkness, Swamp, Water)
Dreamers Entrance 6, 19 Lack of Components 7 This Slumber ends 14
Dreamers Phase 8, 20 Limit of Entity tokens per space 7 Thorn Knight 16 – Stairs
Dreamscape 6, 7, 14 Limit of Influence cards 10 Threat tokens 3
Dreamscape icons 7 Limit of miniatures per space 7 Trap 7 – Wall
Dreamscape Phase 8, 12 Locations 14 Turn Add Turns 12
Dreamscape space 6 Loot 12, 14 Turn cards 12 – special space – this icon have many
Dreamworld Map 5, 14, 15 Luck die 3, 11 Turn cards In Dream 12 different uses that are defined by cards and
Dreamworld Map Locations 14 Map Actions 6, 9 Turn cards In Slumber 12 rules.
Dreamworld Map Paths 14 Masks 2, 13 Turn Deck slot 5
Dreamworld Map Shortcuts 14 Masks Discard 13 Turn Discard pile slot 5 – Trap
Dreamworld Map Shortcuts effect 14 Masks Restore 13 Turn Discard Step 8
Effort 9 Morphings 3, 13 Turn Order 8 – Drawing bonus
Entity 12, 14 Movement and Relocation 11 Turn Suits 6, 12
Entity Big Entities 7 Movement die 3, 12 Unsealing Influence card 8 , , , – Entity Movement value
Entity Deliverance 14 Movement value 12 Universal markers 3
Entity Dream Entity tiles 12 Multiple choices 5 Unlimited range 11 / / – Entity Movement die results
Entity Entities Effects 12 Note cards 15 Walls 11
Entity Interactions 12 Number Of Turn cards 12 Wisdom cards 13
Entity Limit of Entity tokens per space 7 / / / / – Luck die results
Out Of Turns 8, 12, 14
Entity Morphings 3, 13 Overlay cards 15
Entity Movement and Movement die 12 / / / – Turn Suit symbols
Paralyzed 14
Entity Movement value 12 Paths 14
Entity Setup 12, 14 Personal tokens 3
Entity Skip 14 – Morphing effect
Player Count icon 5, 19
Entity Slot 5 Poisoned 14
Entity Slumber tiles 14 Progress cards 10 – Basic Effect
Entity Spawn 12, 14 Progress zone 10
Entity This Slumber ends 14 Quirk card 14, 15
Ether 3, 18, 19 Quirk space 15 – Special Effect
Ether Buying new cards 10, 15 Range 11
Ether Cost 9, 10 Rapid action / effect 9
Ether Saving and restoring the game 16 Relocation 11 – Flying rule

19
RULES SUMMARY MORPHINGS
MORPHINGS (applied during the step on TURN
ORDER cards) in particular, add a boost to the ENTITY making it
stronger and more dangerous as long as the token is on the ENTITY
TURN ORDER MOVEMENT TILE.. When you add 1 or more MORPHINGS TOKENS,
TILE TOKENS, draw
them randomly and place them face-up on the ENTITY tile. It is
Dreamers and Entities Move by crossing consecutive spaces
DREAMERS PHASE vertically and horizontally, but never diagonally.
recommended you use a small cup or opaque bag to do this. Remember
that as a basic action you can remove a Morphing by spending a .
1] Draw Step
Draw 4 Influence cards not exceeding Hand Size limit (default
is 6 cards). At no time can you have more cards than this limit.
RANGE Each ENTITY effect that inflicts inflicts 1 addi-
– Range of 0 means the space you are on. tional
– If you reach your hand limit, you stop drawing. – Range 1 means an adjacent space and/or closer spaces.
– If you can draw, you cannot choose to draw fewer cards than – Range of 1 or more means you may target spaces in that
required. Each ENTITY effect that Seals your cards, Seals 2 ad-
range or closer than the number stated on the action.
– Before you draw you may discard any number of cards from ditional cards
“Range is always counted only at the start of performing an Ac-
your hand.
tion. Range is not counted through walls.”
– At any time, if your Influence deck runs out of cards while ENTITY Movement is raised by 2. When you roll ,
drawing (not only during the draw step), reshuffle your Discard it still only Moves 1 space.
pile into a new deck and draw the rest of the required cards but
suffer 1 OR Seal 3 Cards.
ENTITY MOVEMENT
Entities Move during the Dreamscape Phase, when the steps All ENTITY effects with range have that range in-
2] Card and Action Step
of the current Turn card are resolved. During the step with , creased by 1 space.
Dreamers freely perform actions until everyone runs out roll the Entity Movement die:
of cards or chooses to pass:
All MASKS worn by the Dreamers are inactive. All
– Dream action: either a Map/Dream Gate tile action or
The Entity moves 1 space only. effects are applied immediately (eg. hand or progress
an Entity tile Interaction
The Entity moves by the number of spaces indicated by its card limit reductions cause immediate discards).
– Move actions
– Basic Actions Movement value.
– Actions from Influence cards The Entity moves by its Movement value, then roll again All placed PROGRESS cards are inactive. All effects
– Actions from active Item cards and resolve the new roll. are applied immediately. New ones can be placed but
– Or activities: This Entity ignores the Movement die. will remain inactive.
– Placing Progress cards
– Gaining Shining Gems
Entities always Move toward the closest Dreamer unless stat- Dreamers cannot reroll dice results in any way.
ed otherwise in their Movement special rules. When they enter
DREAMSCAPE PHASE the targeted Dreamer’s space, they stop their Move.
Dreamers cannot use their for rerolls (but can
1] Entity and Dream Event Step If an Entity does not have a legal path to its target (e.g. to any
gain more). They can however can still pay for effects
Dreamer), it does not Move.
Resolve Entity and Dream effects according to the current that cost .
Turn card
2] Discard Turn step BOOSTING YOUR INTENT STATE TOKENS
Discard the current Turn card. Once per Turn, when you spend at least 1 Intent (even if it’s less
During the game, Dreamers and Entities may be affected
than the required cost) to pay for any action, you may decide af-
by various States.
terward to roll the Luck die to add additional Intent to this action.
State tokens, when gained, are placed next to the targeted min-
Depending on the outcome:
iature/Entity and only affect it alone.
– That action is failed and you don’t reclaim discarded Influ- When you should place a State token and there are none left
ence cards used to pay for this action. Additionally
Additionally,, discard 1  in the pool, the effect is ignored. Note that tokens share different
or suffer 1 or Seal 3 cards. States on the opposite sides and this may limit which States are
– No Intent is added. If this means that the action fails, able to be placed.
you don’t reclaim discarded Influence cards used to pay for this Dazed – The maximum range of Entity effects/
action. Dreamer Actions is reduced to 1 to until the end of the
– add 1/2/3 Intent of the same color. Turn/Dreamers Phase.
The Luck die is always used as the last source of add-
ing Intent to the action – after rolling the die, you can’t add
any more Intent to this action. If you fail to gather the required Stunned – Any caused by effects of the stunned
number of Intent, the used Intent is lost, even though you didn’t target are ignored for this Turn.
perform the action.
You may also use the Luck die when performing a Movement
Paralyzed – The affected Entity/Dreamer is un-
action to Move farther.
able to Move/Relocate until the end of the Turn/
Dreamers Phase.

Poisoned – The affected Entity is unable to gain


newer Morphings until the end of the Dream/Slumber.

20

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