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DreamQuest

DreamQuest Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Setup
  • How to Play
    • Playing a Trial
  • Heroes' Powers
    • The Protector's Power
    • The Dreamer's Power
  • Dream Points
    • Protector
    • Dreamer
    • Recovering Dream Points
  • Treasure Cards
  • End of the Game
  • Recording My Story
  • Create Your Legend
    • Progression
    • Customization
    • Trophies
  • I Am a Legend (last page of the guide)

Components

  • 2 adventure notebooks
  • 1 Dreamer's guide, including 1 sticker sheet
  • 2 Hero boards
  • 2 dice
  • 16 Treasure cards
  • 7 Quest cards
  • 3 Shield tokens
  • 3 Nightmare tokens
  • 5 Challenge tokens
  • 2 Dream Point tokens

Game Setup

Start by filling in the information on the last page of the guide, then each stick on your character. You both begin the adventure with the status of Adventurer.

  1. Each take your Hero board and your die. The Dreamer (male or female) is the young Hero or Heroine. The Protector (male or female) is the older one.
  2. Each place a Dream Points marker on your board so that the number 7 is visible in the center of the marker. (This number is the number of Dream Points, or DP, with which you begin the adventure.)
  3. Place the 3 Shield tokens on the Protector's board.
  4. Place the 3 Nightmare tokens on the Dreamer's board.
  5. Shuffle the Treasure cards and form a face-down draw pile. (A discard pile is placed next to it.)
  6. Keep the other tokens and the Quest cards nearby.
  7. Open adventure notebook no. 1 and begin reading it. It can be read by the oldest player, depending on each person's reading level.

How to Play

The game consists of completing a quest by taking up the challenges revealed in each new Chapter. After reading the few introductory pages, you arrive at Chapter 1. A banner at the top right tells you the chapter number.

When you arrive at a new Chapter, read the atmospheric text aloud, then follow the instructions that tell you how to move forward in the story. You may be asked to make a choice, face a threat, use an object... Once the Chapter is finished, go to a new Chapter as shown in the example ("Go to 30").

Playing a Trial

Begin by placing in front of you the Challenge tokens corresponding to the trial. The trial shows its Power (the number of Dream Points lost on a failure).

  1. Roll your die, each of you.
  2. Apply the die effects.
    • Failure: go to step 3.
    • Success: remove one Challenge token corresponding to the symbol shown. Example: if you roll 1 sword, you remove one sword Challenge token.
    • Special: apply the result shown on your Hero board. Example: if you have 2 swords, you remove two sword Challenge tokens.
    • After each adventure, you may gain a new symbol. See p. 7.
  3. Dodge the damage. Only if not all Challenge tokens have been removed. If you have a shield on your die, you are protected and do not lose any Dream Points. If you do not have a shield on your die, you lose as many Dream Points as the Power of the trial.

Repeat the steps until all Challenge tokens have been removed. When the trial is passed, read the continuation of the text and continue the adventure.

Heroes' Powers

The Protector's Power

During a trial, the Protector may discard a Shield token from their Hero board to protect the Dreamer, if the Dreamer does not roll a shield on their die.

The Dreamer's Power

At any time, the Dreamer may remove a Nightmare token from their board to give the Protector back as many Dream Points as indicated under the Nightmare token. (Start by removing the tokens at the top.)

Dream Points

What happens when you lose all your Dream Points?

Protector

When the Protector loses all their Dream Points, they turn into a little lynx:

  • They can no longer use their Shield tokens.
  • They can no longer take part in trials, nor use the power of Treasure cards.
  • But they can still discard Treasure cards to recover Dream Points.

Dreamer

When the Dreamer loses all their Dream Points:

  • They remove a Nightmare token from their board and recover all their Dream Points (start by removing the tokens at the top).
  • If the Dreamer removes their 3rd Nightmare token (the bottom token), they wake up and the game is over. Read End of the Game (see p. 6).

Recovering Dream Points

  • Discard one or more Treasure cards to recover, or give back, Dream Points to one of the players (see p. 6).
  • Use the power of a Treasure card.
  • Use the Dreamer's power to give Dream Points back to the Protector (see above).

Treasure Cards

During your adventure, you will find Treasures to help you complete your Quest.

  • Place your Treasure cards to the right of your board.
  • When a player uses the power of a Treasure card, that card is then discarded.
  • There is no limit to the number of Treasure cards a player can own.
  • A player can only use the power of the Treasure cards they hold.
  • Players may exchange cards before starting a new chapter.
  • A player may, at any time, discard one or more Treasure cards to let one of the 2 players gain as many Dream Points as cards discarded.

End of the Game

At the end of each game, Victory or Defeat, your heroes gain experience and become stronger.

VICTORY: You reached the end of the adventure without the Dreamer waking up. Congratulations!

  • Remember to stick Adventure Stickers no. 1 and no. 2 in adventure notebook no. 1.
  • After gaining experience, set off on adventure again and face even more terrifying trials.
  • Read the section titled Create Your Legend (see p. 7).

DEFEAT: You wake up and feel that your Quest is unfinished.

  • Regain your strength and dive back into the adventure by reading the section titled Create Your Legend (see p. 7).
  • Start a new game by repeating the initial game setup.

Recording My Story

During your Quest, you can save your progress to create your personalized book. To do so, note your progress on a sheet of paper. Each time you arrive on a page with the red banner, note the number.

At the end of your adventure, go to our website elixeer.fr, in the personalization section, and enter the numbers you collected to receive your personalized novel as a PDF file or a printed edition.

Create Your Legend

The adventures you will live will let you discover the Realm of Dreams and go from the status of Adventurer to that of Legendary Hero. You can follow your progress on the last page of this guide, titled "I Am a Legend".

Progression

At the end of each game (victory or defeat), choose the Hero who gains experience and stick a badge in their progress bar, on the last page of this guide, starting with Hero.

Customization

When an adventurer changes level (Adventurer > Hero > Legend), they choose a new symbol to stick on their board. (There is no point in having a shield twice.)

Trophies

You will face powerful creatures in the Realm of Dreams, called Nightmares. When you have found a Nightmare and managed to defeat it, stick the trophy corresponding to that Nightmare in the space provided in the Nightmare Hunter section on the last page of this guide.

I Am a Legend (last page of the guide)

  • Name, First name, Date of my 1st adventure, Name of my Protector (fields to fill in).
  • Heroes' Progression: Before starting your first game, each stick your sticker (Dreamer / Protector).
  • Nightmare Hunter: Stick here the trophy corresponding to the Nightmare you defeated.