Asmodee -When I Dream-Jeu de Plateau (Repos Production RPWD0001) Version Espagnole

£13.495
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Asmodee -When I Dream-Jeu de Plateau (Repos Production RPWD0001) Version Espagnole

Asmodee -When I Dream-Jeu de Plateau (Repos Production RPWD0001) Version Espagnole

RRP: £26.99
Price: £13.495
£13.495 FREE Shipping

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Description

As you recount the dream, feel free to dramatize your dream. Be inspired by your answers to create a dreamy, funny, zany story... Boogeymen always want the Dreamer to guess incorrectly, and earn 1 point per wrong guess at the end of a round. Likewise, group dynamics established by individual personalities and existing relationships amongst players add further nuance to proceedings. Fairies and dreamers will find anecdotal references to shared experiences particularly useful in boosting each other’s scores, whilst boogeymen can disrupt this type of play by subtly twisting words and their associated meanings. Opportunistic sandmen will find themselves having to rapidly switch roles throughout the round as they desperately try to maintain a balance between correct and incorrect elements. This may seem chaotic at first but after a few rounds you’ll realise that the game is at its best once everyone starts to relax and feed off of each other’s ideas and energy organically. If there is the same number of dream cards on both sides, they score one point for each card on the yellow side plus two extra points.

Even still, this blindfold is both a blessing and a curse. It adds novelty and induces a fun kind of stress when it removes your sight. Leaving you wondering what everyone else is doing. Also, without the constant distraction your eyeballs afford you, you’ll notice yourself leaning in and being more engaged with the other players. Navigate hilarious relationship milestones that will leave your feelings reeling as you play. Only by correctly predicting who makes your friends swoon will you live happily ever after with your own Dream Crush! The Dreamer gets a point per correct guess. At the end of a round, before opening their eyes the Dreamer gets a chance to recap their dream, telling a story using the words they guessed throughout the round. If the Dreamer manages to use every word they guessed correctly in their retelling, they gain 2 bonus points. Once the two minutes are up day breaks and scoring occurs. At this point the dreamer is given the opportunity to recount their dream by attempting to incorporate all of the single word elements that they have guessed during the round. Once the dreamer has attempted this, they uncover their eyes and all of the other players reveal their dream spirit cards. For example:"In my dream, I saw a ROOSTER who fought against a VAMPIRE fora HAMBURGER while a DOG was playing DRUMS"The oldest player becomes the Dreamer for the first round. They take the sleep mask and place it in front of themselves.

In this totally timeless fantasy dating game, investigate your heart and choose your favourite Crush, then guess who your friends are crushing on! Don’t be afraid to ask for clarification here and there; team efforts plus critical thinking make all the difference! Additional Ideas to Gather Once all players have put together their own personal drawing representing that particular theme using their tokens it’s time for everyone to start guessing together. Starting with the storyteller each person will take turns explaining what their drawing represents and why they think it matches up with that words from the card ” once anyone guesses correctly then they get to take another turn at coming up with another word/drawing combo. There is no correct answer so every player is free to be creative! The winner is whoever collects 5 correct answers first! Setting Up the Game In When I Dream, players take turns as the Dreamer trying to guess as many secret dream words as they possibly can. The Dreamer wears a blindfold (or otherwise covers their eyes) while every other player offers clues, one at a time, during a 2-minute round.

NEWSLETTER

Each day, the Fairies and the Dreamer score points for each Element the Dreamer identified correctly. The Boogeymen score points each time the Dreamer is incorrect. The Sandmen score extra points when the Fairies and the Boogeymen score the same number of points. At the beginning of each round, the dreamer wears the sleep mask (or closes their eyes) and falls into slumber with their own unique dream. Players who are good spirits must aid the Dreamer by giving them clues to help them guess what their dreams are about. Those playing as naughty spirits are striving to make them guess wrong, and those who are playing as the sandman must aim to strike a balance between both.

Like Dixit, individuals will frequently find themselves challenged to contribute ideas on the spot, which youngsters or non-native speakers may find difficult. Furthermore, players who prefer to plan out their moves in a more thoughtful and structured manner may struggle to adapt to the rapid pace. Our group also found that frequent Americanisms in the English language version seemed counter-intuitive, considering the fact that accurate wordplay is a fundamental gameplay mechanic! Final Thoughts on When I DreamDream spirits continue giving hints in a rotation until the dreamer takes a guess. The dreamer can guess after one word or use the whole sand timer on one dream card if they prefer. Meanwhile, the sandmen get to play Judge Judy and executioner. Siding with whichever faction is behind, they get the best experiences of both previous roles. Some of the most creative minds in the world will say that a lot of their best ideas come from their dreams. The dreamer must guess what is on the dream card. If they guess correct, it goes to the side of the team playing good spirits. If the guess is wrong, the card is won by the naughty spirits. Fairies always want the Dreamer to get the word correctly, and earn 1 point per correct guess at the end of a round.

Before the player removes the mask, they will recount their Dream to the group, mentioning all the elements that they can remember. They may then remove their mask and tally their points. The Dreamer will score one point for each Dream card that finds its way to the yellow side, as will the Fairies, and the Boogeymen score a point for each card that finds its way to the blue side. The cards are then removed from the table, and a new round begins. END OF GAME If there is a one-card difference, they score one point for each card on the side with the most cards.However, things aren’t so straight forward. The clue-givers are given secret roles at the start of each round, and the role they receive determines the way they score points.



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