Inspired from K. Weikel's book Building Monsters comes the game called Dreams and Nightmares, where Dreamweavers and Nightmareweavers fight to take ahold of the Sleeper's dream using Monsters, Shadows, Humans, and even other Dreamweavers. Whoever gets hit directly three times loses, and the other Weaver takes control of the dream... Are you strong enough to keep fighting?
Welcome to the world where dreams and nightmares collide, battling over the dream of a Sleeper. There
are the Nightmareweavers, those who manifest nightmares from the tips of their fingers, and
Dreamweavers, who create fantastical dreams from the depths of their imagination. Build your deck
knowing you could be either Weaver, but beware of the Shadows and Humans—they will be the ones
who tip the scales for or against you. Who will take over the Dreamscape, and, ultimately, the dream?
It’s up to you.
are the Nightmareweavers, those who manifest nightmares from the tips of their fingers, and
Dreamweavers, who create fantastical dreams from the depths of their imagination. Build your deck
knowing you could be either Weaver, but beware of the Shadows and Humans—they will be the ones
who tip the scales for or against you. Who will take over the Dreamscape, and, ultimately, the dream?
It’s up to you.
Rules
- A Dreamweaver card is played like a Monster (can attack and be attacked by Monsters)
- Abilities activate once the Monster/Shadow/Human is placed with the ability listed on the card.
- Attacking ends your turn.
- Each player can only set one Monster/Shadow/Human down at a time.
- Each deck can have up to 60 cards.
- If a Dreamweaver plays a Nightmare Monster, the Dreamweaver can only use that monster every other turn.
- If a Nightmareweaver plays a Dream Monster, the Nightmareweaver can only use that monster every other turn.
- Monsters can only attack Monsters unless stated otherwise on the card.
- Monsters cannot attack Humans or Shadows unless the card says otherwise.
- Only one field card can be played at a time until removed from play.
- Only three cards of one name per deck (Ex: three Banshees, three Kylas, etc.). Sometimes there are variants of specific cards (ex: Alternate Kyla, Calculating Banshee, Chosen Cress, etc.). You can have up to three of each card name in your deck (three Kylas and three Alternate Kylas, three Banshees, three Calculating Banshees, and three Crazy Banshees).
- Shadows and Humans can attack everything.
- Shadows and Humans cannot attack Weavers directly.
- Monsters can only attack directly if there are no monsters on the opposing side of the Dreamscape.
- Start every turn with a card draw.
- Up to 3 Dreamweavers per deck.
- Up to 3 Humans per deck.
- Up to 3 Shadows per deck.
- You can only have three monsters on your side of the Dreamscape (board) at one time.
- You can place one equip per monster per turn (with a max of two equips attached to each monster).
Setup
- Equips are placed sideways beneath Monster cards.
- Field cards are placed sideways in the center of the Dreamscape
- Three monster cards are placed on the first row.
- Three trap cards are placed in the second row, lining up with the Monster cards.
- Trick cards that stay for three turns are placed next to the Trap cards.
Instructions
- Choose who will be the Nightmareweaver and who will be the Dreamweaver (by coin, by age, etc.)
- Draw seven cards.
- The first person to play draws a card and places down up to one monster card, one equip, and/or one field card. This person cannot attack their first turn.
- The second person places down up to one monster card, one equip, and one field card (if one is not already in play). This person may attack their first turn.
- Subtract the attacking Monster's ATK from the attacked monster's HP. If that Monster is knocked out (HP reaches 0), send it to Limbo (the discard pile).
- The first Weaver to get hit directly three times loses.
- Have fun!
Special Cards
Some cards require extra explanation on how to play. Here are the ones that might stump a Weaver, but they don't have anything complicated about them!
Upgrade Card
![Picture](/uploads/3/1/9/6/31965061/published/upgrade-trick-sea-monsters-theme.png?1551502067)
- To play this card, you need to have the card you’re wanting ot upgrade on the field and the Upgrade Card in your hand, along with the card you’re wanting to upgrade to. You cannot upgrade on the turn you place the Monster you’re upgrading from. First, play the Trick Card: Upgrade, and then place the card you’re upgrading to on / top of the card you’re upgrading from.
- Ex: In order to upgrade Cress to Chosen Cress, you need Cress on the board for one turn, and the Upgrade Card and Chosen Cress in your hand. You can then play the card Trick: Upgrade, followed by Chosen Cress, placing Chosen Cress on top of Cress on your side of the Dreamscape. You can then attack.
Morph Card
![Picture](/uploads/3/1/9/6/31965061/published/trick-morph-dreams-and-nightmares.png?1551502080)
- Like the Upgrade card, you need to have both the Trick: Morph card in your hand, as well the Dreamscape. You can then attack. Morph Card as the card one of your Monsters will morph into. The card that will morph has to be on the field one turn before morphing.
- Ex: In order to morph Dametria into Dametria’s Dolphin, you have to have Dametria on the field for at least one turn. Trick: Morph and Dametria’s Dolphin has to be in your hand to play the Morph card. Place Dametria’s Dolphin on top of Dametria. You can then attack.
Fuse Card
![Picture](/uploads/3/1/9/6/31965061/editor/trick-fuse-dreams-and-nightmares.png?1551502090)
- The same rules apply to Trick: Fuse as Morph and Upgrade, with a slight twist. You have to have both cards you’re wanting to fuse in play for at least one turn.
- Ex: In order to fuse Cass and Cassandra into Cass/ Cassandra, you have to have both Cass and Cassandra on the field for one turn, and you have to have Trick: Fuse in your hand. You can then attack.
Field Card
![Picture](/uploads/3/1/9/6/31965061/published/peregrine-s-dreamscape-field-dreams-and-nightmares.png?1551502108)
Field cards are placed sideways in the center of the field until they’re removed. These effect the whole Dreamscape.
Field cards stay on the board until removed by Ability, Trap, or Trick.
Field cards stay on the board until removed by Ability, Trap, or Trick.
Trick Cards
![Picture](/uploads/3/1/9/6/31965061/published/monster-under-timmy-s-bed-trick-dreams-and-nightmares.png?1551502116)
Trick cards cannot be placed face-down on the field like a trap.
Some Trick cards stay on the field. These only stay for three turns before they’re placed into Limbo.
Some Trick cards stay on the field. These only stay for three turns before they’re placed into Limbo.
Equip Cards
![Picture](/uploads/3/1/9/6/31965061/editor/fairy-wings-equip-dreams-and-nightmares.png?1551502122)
Up to three equips can be placed per turn, one per Monster.
- Each monster can have up to two equip cards.
Equips can only be removed with abilities. Tricks, Traps. or Field cards.
Trap Cards
![Picture](/uploads/3/1/9/6/31965061/published/trap-glitch-dreams-and-nightmares.png?1551502839)
- Can have up to three (face-down) trap cards on the field.
- When placed, place them face-down behind your Monsters.
- They activate when one of your monsters are attacked or when they take damage.
- Only one Trap activates per attack received/damage received.
Shadow/Equip Monster Cards
![Picture](/uploads/3/1/9/6/31965061/published/dark-sophia-equip-shadow-dreams-and-nightmares.png?1551502923)
Some Shadows can be equipped.
if a Shadow does not say It can be equipped, play the Shadow like normal (placed as a Monster).
if a Shadow does not say It can be equipped, play the Shadow like normal (placed as a Monster).
Terms Used
Limbo
Dreamscape
Weaver
Basic deck
- Limbo is your discard pile.
Dreamscape
- This means the entire playing field.
- There are two sides: the Dreamweaver’s side and the Nightmareweaver’s side.
Weaver
- This is a neutral term for the players, whether they're a Dreamweaver or a Nightmareweaver.
Basic deck
- 1 Atreya (fairy monster)
- 1 Black dragon (dark monster)
- 1 Blue dragon (water monster)
- 1 Cyan dragon (fusion: blue and white dragon) (water monster)
- 1 Dark Elf Queen (fairy type) (upgrade) — nightmare
- 1 Dragon’s Lair
- 1 Elf Queen (fairy type) (upgrade) — dream
- 1 Green dragon (plant monster)
- 1 Orange Dragon (fusion: yellow and red dragon) (fire/unknown monster)
- 1 Red dragon (fire monster)
- 1 Crystal dragon (light monster)
- 1 Yellow dragon (unknown monster)
- 3 Cieansweep (trick)
- 3 Dragon (fire monster)
- 3 Dragon Claws (equip)
- 3 Dragon wings (equip)
- 3 Elf (fairy type) — neutral
- 3 Elvin armor (equip)
- 3 Elvin writing (trick)
- 3 Fairy forest (field)
- 3 Fairy shoes (equip)
- 3 Fairy tricks (trick)
- 3 Fairy wings (equip)
- 3 Fusion card
- 2 Mountains
- 3 Rayne (fairy (trick) (field) monster)
- 2 Siren (water monster)
- 3 Upgrade (trick)
- 1 Imaginary Fairy
- 1 Lost Boy (Human)
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