How to Play Dare to Dream the Board Game #
In “Dare to Dream,” you’ll enter a world of relentless night terrors where Dreamers struggle to protect their fragile sleep from the insidious grasp of the Darkness. This is an asymmetric board game that pits one player, the embodiment of the Darkness, against the collective efforts of the Dreamers. Victory hinges on careful strategy, as the Dreamers must outlast the night while the Darkness seeks to wake them through waves of Monsters and Nightmares.
This guide will unravel how to play the “Dare to Dream” board game in detail, offering both a thematic and technical walkthrough for players of all experience levels. Whether you are the lurking Darkness or the desperate Dreamers, mastering this game requires understanding not only the mechanics but also the subtle interplay of fear, hope, and strategy.
Objective of the Game #
“Dare to Dream” revolves around survival versus predation. The Dreamers’ objective is straightforward: endure the night. If they can make it through 10 hours without collectively being awakened too many times (specific to the number of players), they win. However, for the Darkness, victory means disrupting this slumber by waking Dreamers multiple times using cunning, strategy, and the myriad horrors in their arsenal.
- Dreamers’ Goal: Work as a team to use your Guardians, Wards, and Items to fend off the Darkness.
- Darkness’ Goal: Wake the Dreamers 4/7/10 times in a 2/3/4 player game before the night ends.
Setting Up the Night #
Role Assignment #
Assign one player to be the Darkness. They will wield the full power of the Darkness Deck, a fearsome array of Monsters, Nightmares, and Actions. All other players are the Dreamers, banding together against this relentless force. Dreamers share the Dreamer Deck (their primary resource) and the Guardian Deck (their primary defense).
Player Count Adjustments #
- In 2-player games, remove Sleep Over Action cards and the Block Wall Ward card from the Dreamer Deck. These are unnecessary due to the reduced number of Guardians in play.
- Guardian and card distributions also differ:
- 2 Players: Each Dreamer selects 3 Guardians from 6 dealt cards, starting with 5 Dreamer cards.
- 3 Players: Each selects 3 from 5 dealt Guardians, with 5 Dreamer cards.
- 4 Players: Each selects 2 from 4 Guardians, starting with 4 Dreamer cards.
Sand Tokens and Time Tracker #
Sand represents the dwindling resources of the Dreamers and the power accumulated by the Darkness. Begin with 10 Sand Tokens, which are passed back and forth as costs are paid. The Time Tracker marks the passage of hours, starting at Hour 1.
Phases of Play #
Tuck-In Phase: Preparing for the Night #
This initial phase sets the stage for the struggle to come. Dreamers equip their Guardians with Items and place a Ward card in front of themselves. Items and Wards are critical for countering the Darkness’ advances:
- Each Guardian may hold one Item.
- Each Dreamer may place one Ward.
Once ready, Dreamers flip their cards to the Asleep side, signifying vulnerability. They cannot spend Sand or play cards while Asleep, leaving them exposed until danger manifests.
Hours 1–9: The Darkness Rises #
The night is broken into nine distinct phases where the Darkness makes calculated moves to disrupt the Dreamers’ rest.
-
Darkness Phase: The Darkness draws two cards, adding to their arsenal of Monsters and Nightmares. Awake Dreamers may adjust their defenses before the next step.
-
The Darkness Strikes or Lurks:
- Strike: The Darkness plays 1/2/2 cards face-down in front of them, depending on player count. Monsters, Nightmares, or Actions may be revealed later.
- Lurk: The Darkness chooses subtlety, allowing players to discard and redraw cards while plotting a future assault.
-
Reveal and Assign Monsters:
- When striking, the Darkness reveals face-down cards in any order, resolving effects. Nightmares unleash debilitating abilities before being discarded, while Monsters persist, aiming to wake the Dreamers.
- Monsters are assigned to Asleep Dreamers, who must allocate their Guardians to face these threats.
-
Combat Resolution: Combat pits Guardians against Monsters based on attributes (Shadow, Noise, or Dread). Compare the Guardian’s Strength in the chosen attribute to the combined Strength of all assigned Monsters:
- If the Guardian’s Strength is higher, they prevail.
- If the Strengths are equal or lower, the Guardian is defeated, and the Dreamer awakens.
-
End of the Hour:
- Any Dreamers who have been awake since the start of the hour return to sleep.
- The Time Tracker advances, bringing the Darkness closer to the climactic Final Showdown.
Hour 10: The Final Showdown #
The last hour is a desperate, all-out assault by the Darkness. Both sides receive reinforcements:
- The Darkness draws four cards and plays 2/4/4 cards face-down, depending on player count.
- Dreamers replenish their hands and re-equip Items and Wards as if it were the Tuck-In Phase.
The Darkness’ strategy during the final hour often shifts to overwhelming force, as this is their last chance to claim victory.
The Mechanics of Fear: Sand and Strategy #
Sand is a finite resource that Dreamers must spend to activate abilities, play Action cards, or utilize certain Items and Wards. However, every grain of Sand spent empowers the Darkness:
- Sand spent by Dreamers is added to the Darkness’ pool.
- The Darkness uses Sand to enhance Monsters or trigger powerful abilities.
Dreamers must manage their Sand economy carefully. Reckless spending can empower the Darkness, yet hoarding Sand may leave them vulnerable in critical moments.
Themes and Strategy for Each Role #
Playing as the Dreamers #
Success as a Dreamer requires tight teamwork. Open communication is encouraged but can tip the Darkness off to your plans. Discuss strategies carefully and make the most of your Guardian abilities, Items, and Wards. Focus on surviving until the 10th hour while minimizing wakeups.
Playing as the Darkness #
The Darkness thrives on chaos and dread. Use Nightmares to weaken and divide the Dreamers while leveraging Monsters to overwhelm their defenses. Every decision should force the Dreamers into difficult choices, depleting their resources and leaving them vulnerable.
FAQ #
Gameplay Mechanics #
Q: Can a Guardian use their ability more than once per hour?
A: Yes, unless the ability specifically states it is limited. For example, Theodore can spend 2 Sand to give +4 Strength to another Guardian or split it between two Guardians. However, Pyotr’s ability is limited to once per hour.
Q: If a Guardian is not affected by a specific type of Nightmare, does this automatically grant them victory against the corresponding Monster?
A: No. Immunity applies only to the effects of Nightmare cards, not Monster cards. For example, a Guardian immune to Shadow Nightmares ignores their effects but gains no bonus against Shadow Monsters.
Q: What happens if the Darkness has fewer than 3 Sand during the Final Showdown?
A: They take Sand from the Sand Box until they have 3 Sand.
Card-Specific Interactions #
Q: How does the Darkness’ “Crawling Horde” or “The Darkness Surges” work?
A: The Darkness reveals Monsters and assigns them following standard rules. Dreamers cannot use Actions or Abilities in response to these Monsters, making these cards especially potent.
Q: Can Wards like “Lava Lamp” or “Comforter” eliminate a Nightmare revealed due to an Action card?
A: Yes, if already in play, they can counter a Nightmare revealed by cards such as “Crawling Horde.”
Q: If a Guardian is fighting multiple Monsters with different attributes, how is combat resolved?
A: The Guardian must select an attribute present on at least one of the Monsters. The combined Strength of all Monsters applies to the chosen attribute, and the Guardian’s Strength in that attribute must exceed it to win.
Darkness and Sand Economy #
Q: Where does the Darkness take Sand from when instructed to “take 1 Sand”?
A: The Darkness always takes Sand from the Dreamers first, if possible.
Q: If a Dreamer spends Sand, does it immediately empower the Darkness?
A: Yes, Sand spent by Dreamers is given to the Darkness, strengthening their potential moves.
Winning and Scoring #
Q: Can the Darkness score points by defeating Guardians?
A: No, points are only scored when Dreamers are awoken, not when their Guardians are defeated.
Q: If the Darkness awakens all Dreamers during an hour, can they still score points in subsequent hours?
A: No, if all Dreamers are awake at the start of the next hour, the Darkness cannot score additional points unless they wake them again after they fall asleep.
Miscellaneous #
Q: Are Dreamers allowed to communicate openly about their cards?
A: Yes, Dreamers may discuss their cards freely. However, the Darkness hears everything, so strategic discretion is advised.
Q: During the Final Showdown in a 2-player game, does the Darkness still draw and play 4 cards?
A: Official clarifications suggest the Darkness should draw 4 cards but only play 2 cards in 2-player games for balance.