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, 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.
It’s up to you.
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?
Deck Rules
- 50-60 cards per deck
- Limit 3 cards per name per deck (unless stated otherwise)
- Up to 3 different Humans and Shadows and Weavers per deck (9 total)
Before You Play
- Decide who will be the Nightmareweaver and who will be the Dreamweaver
- If a Nightmareweaver plays a Dream Monster, that monster can only attack every other turn (and vise-versa)
- Neutral Monsters can be played by both Weavers
- Decide who will go first
- Draw 7 cards for your hand. If you don’t have a playable Monster, put up to 7 cards back into your deck and draw the same amount you put back. Shuffle your deck.
Beginning Your Turn
- Stand rested cards (unless stated otherwise) and draw a card
- Play up to 1 Creature (3 maximum in Dreamscape unless stated otherwise). On place abilities activate.
- Play up to 3 Equip Cards (1 per Creature). When the Creature the card is equipped to is destroyed, the Equip Card is destroyed as well.
- Play up to 1 Trick Card. Abilities activate.
- Play up to 1 Field Card (1 maximum in Dreamscape unless stated otherwise). On place abilities activate.
- Play up to 3 Trap Cards
- Abilities activate once requirements are met (on either player’s turn)
- Unless it’s the first turn, attack with your Creatures in play by turning them sideways (rest position).
- Humans and Shadows cannot attack Weavers directly
- Monsters can attack Weavers directly if there are no other monsters on the field
- Subtract your Creature’s ATK (Attack Power) from the attacked Creature’s HP (Hit Points). When HP drops to 0, the Creature goes to Limbo (discard).
- Traps activate on either opponent’s side (if any).
- Trick Cards go to Limbo.
- End your turn.
That’s it! The first Weaver to be hit 3 times directly loses their grip on the dream.
Have fun!
Setup
Creature Categories
Neutral Monsters – Can be played without limitations by either Weaver
Dream Monsters – If played by a Nightmareweaver, they can only attack every other turn
Nightmare Monsters – If played by a Nightmareweaver, they can only attack every other turn
Shadows – Cannot attack Weavers directly
Humans – Cannot attack Weavers directly
Weaver – Cannot attack Weavers directly
Dream Monsters – If played by a Nightmareweaver, they can only attack every other turn
Nightmare Monsters – If played by a Nightmareweaver, they can only attack every other turn
Shadows – Cannot attack Weavers directly
Humans – Cannot attack Weavers directly
Weaver – Cannot attack Weavers directly
Card Types
Tricks
- Tricks can only be played once per turn unless stated otherwise.
- Up to 3 traps can be placed per turn (max 3 in play)
- Up to 3 equips can be placed per turn (max 1 per Creature)
- Placed sideways under Creature Cards
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
To Upgrade a Creature, you need this card.
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Morph Card
To Morph a Creature, the rules are more or less the same as Upgrade and Fusion
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Fuse Card
To Fuse two or more Creatures, the rules are more or less the same as Upgrade.
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