How to play Lucidity Six-Sided Nightmares
Check out our easy-to-read how-to-play Lucidity game rules online guide.Players: 1 to 4 | Game duration from: 20 mins | Game Complexity: EASY How to play Lucidity: Six-Sided Nightmares rules in simple steps Lucidity: Six-Sided Nightmares rules pdf / rulebook
|Renegade Game Studios Lucidity: Six-Sided Nightmares||$30.00 $25.21||Buy on Amazon|
What is the goal?
Lucidity is a dice collection and manipulation game for 2-4 players. You fall into the dream realm when you close your eyes: a world of vivid hallucinations and dark monsters. To break the monsters’ hold on you, you must draw power from the dream realm.
- You draw dice randomly from a shared bag each turn.
- Choose if you want to rest (and clear your card of one or two dreams) or try again and go deeper this time – rolling more dice each time.
To win, you must roll 15 power symbols – freeing yourself from the dream world. You may become twisted and turned by the monsters if you collect too many of the wrong symbols.
Your game will completely change if you become a Nightmare. If you want to win, you must consume the dreams of the remaining Dreamers, or send minions after them to prevent them from becoming more powerful than you. The strongest Nightmare wins if no one escapes.
You cannot win without dreams. Without control, however, you may end up becoming the very thing you fear.
Contents:80 x Dice (in 4 colors)
20 x Dreams of the Depths
20 x Dreams of Envy
20 x Dreams of Imprisonment
20 x Dreams of Primeval Fear
1 x Black Cotton Bag
4 x Dreamer Cards
Multiplayer game on one side
Single player game on reverse
5 x Nightmare Cards
4 x Primary Nightmares
1 x Nightmare of Temptation (variant)
4 x Turn Summary Cards
4 x Glass Sleep Markers
- The players place their Dreamer cards multiplayer-side up.
- A Dreamer\’s multiplayer side is the side with the Power row along the bottom edge. The other side is for single player (The Bogeymen).
- Each player takes a sleep marker and a summary card.
- Place the four Nightmare cards (Depths, Envy, Imprisonment, and Primeval Fear) in the middle of the table (both sides identical except for art).
- You can substitute the Nightmare of Envy or Primeval Fear with the Nightmare of Temptation (set to green or red side as appropriate). Adding this Nightmare is optional for mixing up the game. It is suggested that you only use it after you are familiar with the basic rules.
- Shake the bag to mix the 80 dice (dreams). Set it nearby.
- The player who last had a bad dream goes first.
- Play continues clockwise.
Turn Order (Dreamer)
On your turn, do the following in order:
1. CHOOSE A SLEEP TRACK
At the beginning of every turn, decide how deeply you wish to dream.
2. DRAW AND SELECT DREAMS
Draw a number of dreams from the bag equal to the number under your sleep marker.
Select two dreams and return them to the bag.
Note: The summary card lists the faces on each color of dream.
THE DEPTHS: Drown you in dreams.
ENVY: Give and take Power easily.
IMPRISONMENT: End your turn early.
PRIMEVAL FEAR: High risk, high reward.
3. ROLL AND RESOLVE DREAMS
As you roll the remaining dreams, match the symbols rolled to the spaces on your Dreamer card.
Dream Rerolls: You may spend a or from your Power row at any time to reroll any number of unresolved dreams that match that spent dream\’s color.
Put the spent dream on the Nightmare matching its color, or back in the bag if that Nightmare has already been claimed.
Order of Resolution
Always resolve dreams in the following order:
Note: If a row is full, place any additional dreams of that symbol adjacent to that space. Continue to apply Shadow eﬀ ects. The fourth space in the Shadow rows is only used in a two player game.
4. CHECK FOR FILLED ROWS
After resolving all rolled dreams, check to see if any rows on your Dreamer card are filled, in the following order
Having four or more dreams in your Hunt row eliminates you. You return them all to your bag. You take no more turns, but you are considered a “next player” for various skills.
You are exhausted if you have three or more dreams in your Exhaust row. Pull a random dream from the bag. Return it to the bag, along with all and on your Power row that match its color.
Exhaustion prevents you from dreaming again. You must End your turn, but you may still become a Nightmare.
You become a Nightmare if you have three or more dreams in any Shadow row (or four or more in a two player game). You are a Nightmare of the color matching your most filled Shadow row. You may choose between tied colors.
Return all dreams on your Dreamer card except for and to the bag.
Place the matching Nightmare card over your Shadow rows. Take all and on that card and add them to your Power row.
Then end your turn. In future turns, you play as a Nightmare (see p 8).
Remove all dice apart from Power when you become a Nightmare.
5. REST OR DREAM AGAIN
If you are Exhausted or at the end of a Sleep Track, you must rest. Otherwise, choose to Rest or Dream Again:
By resting you regain some control over your dreams. Return either one or all dreams on your Dreamer card to the bag. Then end your turn.
If you press your luck, you gain more insights but lose control. Increase your sleep marker by one step. Do not switch Sleep Tracks.
Turn Order (Nightmare)
Any player who has claimed a Nightmare card is considered a Nightmare. Nightmare players are not Dreamer players. On your turn, you may either Consume Power or Send Minions to attack a Dreamer.
Those who claim a Nightmare card are considered Nightmares. The Dreamer is not a Nightmare.
You can either consume power or send minions on your turn to attack a Dreamer.
Take one or of your color from any player’s Power row (Nightmare or Dreamer player) and add it to your own. Then end your turn.
Draw two random dreams. Give one back and one to a Dreamer player. They must immediately roll and resolve it. End your turn.
Every time a Dreamer player chooses to resolve certain symbols on a dream of your color (as indicated on your Nightmare card),you take that dream, turn it into a and add it to your Power row, then may choose to activate a special ability.Each Nightmare card describes which symbols are taken as and what abilities you can trigger. Because all Nightmares take dreams of their own color, there can never be two Nightmares of the same color.
Two Player Games
Players in a two player game will only become Nightmares if they fi ll all four spaces of a Shadow row.
Ending the Game
At the end of any player’s turn, if any player (Nightmare or Dreamer) has 15 or more Power (signified by the and symbols), then every other remaining Dreamer player takes a final turn before the game ends.
At the end of the game, the player with the most Power wins. ( counts as + .) Either they have escaped the dream world, or they have become the most powerful Nightmare and consumed all of the others.
If there are ever no Dreamers remaining, the game ends immediately and the Nightmare with the most Power wins.
The “Worst Case” Rule
If you ever draw or roll more dreams than you are allowed to, the next player in turn order may select the excess which are to be returned to the bag. Then you must roll/reroll the dreams. If you ever return more than two dreams to the bag, the next player in turn order may pick dreams of any color out of the bag to replace them. If you return a dream to the bag, you cannot change your mind and take it back out again.