Thank you so much, everyone, for supporting Project Dreamscape! The last 30 days have been incredible, and we couldn't have done it without you!
Dr. Reed is the foremost pioneer in connecting the human mind to digital systems. It was his intention to see if people could work together while dreaming, but what he discovered was an untapped source of creativity that brings dreams to life. It doesn’t matter what age, gender, or race a person is--they have the potential for unimaginable ingenuity. Now you too can live your dreams by participating in Project Dreamscape.
Your turn starts by choosing whether or not to take a facedown card, called a Z card--these Z cards are currency in the game, but also count against you when it comes time to tally up the scores. Z cards are used to purchase cards from the Dreamscape, which are then placed in your REM stack. You must choose one of the two abilities on a card to activate when you collect it, but the real fun of the game comes from chaining these abilities together.
Any one of the eight dream abilities in Project Dreamscape, by itself, produces only a minor effect--take a card, flip a card, rearrange some cards, and so on. But with some clever card play, one dream ability can lead to another until you've collected several cards or even cleared the entire Dreamscape. This continues until there are not enough cards to fully refill the Dreamscape after a player’s turn. At that point, the game is over and it's time to score.
Scoring is simple. Just lay out your faceup cards in the order they were stacked, and then find matching abilities that appear on adjacent cards (the orientation of the cards does not affect scoring, but you may wish to rotate the cards to find these chains). Wherever two or more copies of an ability are next to one another, you score points as shown on the score chart. After scoring all of your chains, subtract points equal to the amount of Z cards you have, and that’s your final score.
For some examples of Project Dreamscape's chaining mechanics, check out Richard Ham's wonderful run-through:
Check out the full rules for more information, and the free print-and-play files on BoardGameGeek:
Project Dreamscape also has a single player variant, although it's currently only available digitally; however, we hope to include the rules in the box over the span of the campaign! You can find the rules for Virtual Dreaming on BoardGameGeek:
Inside Project Dreamscape, you'll find a sleep deck of 52 cards, two reference cards, five Z shield tokens, a full-color rulebook, a special active player marker, and an expansion deck consisting of 54 cards (three alternate dream types!). The game will come packaged in a sturdy two-piece box that measures approximately 3.5x5.5"--about twice the width of a deck of cards, and still very pocket-sized!
- "Small, portable, and challenging, Project Dreamscape engaged each of our players and kept them hooked. Each game provided new insight on new ways to manipulate and organize the Dream cards, mess with opponents, and create killer combos. Project Dreamscape is a game you can learn how to play in 5 minutes and take all afternoon to work out the many different ways to win. Now that’s a good game."
Cyrus Kirby, Father Geek (full preview)
- "It took a couple turns to understand some of the combos and nuances, and then we were off and running! Terrific, clever game!"
Chris Leder, Game Designer, Roll for It!
peaceful artistic style of Project Dreamscape guides you through a
quick, combo-making dream you'll want to have over and over again."
Brian Henk, Overworld Games, Designer of Good Cop Bad Cop
- "It's a fun game that I think will only get better with more plays."
Jason Glover, Greygnome Games
- "Deceptively cute, PD is a light, yet deeply strategic card game that keeps you on your toes until the very end."
Chris Chu, play-tester
- "A nice challenge in a small package. I like that I
can plan a couple of turns ahead and that my plans are never totally
wiped out, but I have to continually respond to changes in the available
Kell Brigan, play-tester
- "Project Dreamscape might put on a cute, simple facade, but there is deep strategy to be found in this dream world. The ability to rearrange the dreamscape and play powers off of other players' cards is a fresh and ever-changing way to formulate your strategy. Just don't plan too far in advance, because other players' sinister arrangements can plunge your perfect plan into deep sleep!"
John Shulters, play-tester
- Richard Ham, Rahdo Runs Through:
- Nick Meenachan, Board Game Brawl:
- Dave Taylor, To The Table: Full disclosure: David Taylor is a guy that I believe in and I enjoy his reviews, so I really wanted him to try out Project Dreamscape; however, I do support him on Patreon, so please keep that in mind.
- Jeff King, All Us Geeks: Full disclosure: Jeff King is also a good friend of ours, but as he explains in this video, that didn't even need to be considered:
All pledge levels from $16 and up will also include the premium Print-and-Play files, which feature the final files (including the cards, backs, box, and rules) sent to the manufacturer!
This very limited pledge level will get you a copy of the special edition (See the Dreamer pledge), as well as one of the original water color art pieces from Project Dreamscape’s eight dream types--not a print, but the original painting. These beautiful pieces of art measure 4x6" and will be handled by Julie herself in a stylish frame of her choice.
Each of these paintings are first-backed, first served. If you back at this level, please send me a private message letting me know which painting you’d like to have.
Want to see some larger versions of the artwork? Check out our gallery on BoardGameGeek!
If you would like to add one or more of the items below to your pledge, simply increase the dollar amount of your pledge by the price listed under each add-on. After the campaign is over, but long before shipping begins, I will send out a survey to ask you what add-ons you included in your pledge.
$15 - Roll-Up Game Mat
Painted by Julie Okahara, this completely optional (but totally awesome) roll-up mat depicts a field of dreamers with the cards placed over them representing their dreams. Directly below them are the Z shields from the back of the deck which depict the Z card cost for the card in that space. Above, their collective dream features the sun (the draw pile), and the moon (the discard pile). This mat measures 10x15" and has an 1/8" rubber backing.
$15 - Extra Copy
Grab additional copies of Project Dreamscape for only $15 each. A great way to save on shipping!
All backer rewards will ship from the US.
Project Dreamscape will cost about $5 to ship domestically, and this is built into the cost of the game. For international shipments, there is a small extra charge to help with shipping costs:
- Base game: +$4 for international shipping
- Base game and the game mat: +$4 for international shipping
- Base game and Tower: +$8 for international shipping
- Collector's Edition: +$10 for international shipping
- Collector's Edition and artwork: +$20 for international shipping
These premiums are only applied once. For example, if you order two copies of Project Dreamscape, you will still only pay the $4 one time; however, while Project Dreamscape is naturally import-friendly thanks to its small size and low price point, anything more than the base game may be subject to extra fees.
We will be holding a local pick up event when the games arrive, at a location in the Sacramento, CA area. The option to attend will be available when surveys go out.
A word from Ben Haskett...
Sarah and Will organize a game designers meeting each month, where local designers can get together and play test each other's games. I was first invited to attend the meet-up about two years ago (where we became good friends), and it was at one of these meetings that I first played Project Dreamscape.
I remember the first couple of turns very well, as I struggled a little bit to find my footing. I understood the basics; you use facedown cards to buy faceup cards, you play one of the two options on each card, you chain them together... but on my third or fourth turn, the game just clicked for me. I realized that these eight dream types, while perhaps a bit mild when played alone, could be combined for a very satisfying "never-ending turn" effect found in games like Dominion. By the end of the first game, I knew we had to take Project Dreamscape to the next level.
The two of them already had an artist in mind, Julie Okahara, who created some beautiful watercolor art for the game. Playful and dreamy, with just a hint of uneasiness, her paintings were a perfect fit for the game's tone. Her work typically utilizes mixed media, which is in full effect here--if you look closely at the card art, you can see that sections are cut out to reveal all sorts of glittered and textured papers.
The design goal with Project Dreamscape was to create a big experience in a small package--not a micro game, mind you, but simply a small game that packed a lot of compelling decisions into a 30-minutes experience. The mechanics came first, and the theme was later integrated as Will lay awake at night tying to pair something with the game; when you're asking yourself, "What do people want the most?" late at night, I suppose it's easy to understand why Will settled on sleep as an appropriate theme.
For more insight into Sarah and Will's design process, check out their designer blog posts on Project Dreamscape:
- How I Designed Project Dreamscape
- Mechanics First
- Setting Design Goals
- Incorporating Play Styles
- Unexpected Group Think
- Timing & Number of Players
- Expanding Meaningful Choices
- Modifying for Production
- Incorporating Play-Tester Feedback
- Items for the Future
- Unconventional Player Interaction
- The Finished Look
All of Project Dreamscape's artwork was hand-painted by the talented Julie Okahara. For more information about her wonderful art, check out her website at www.julieokahara.com.
To get a closer look at the artwork that Julie painted, check out our gallery on BoardGameGeek.
Huge thanks to all of our play-testers!
Trey Alsup, Dave Berlin, Jessica Berlin, Kell Brigan, Chris Chu, Dominique DeMille, Olivia DeMille, Jareth Elkins, Charlie Fish, Jon Fromm, Jason Glover, Patrick Girvin, Sarah Graybill, Brian Henk, Jacob Knoester, Alexia Lara, Luis Lara, George Lavana, Chris Leder, Walter J Little V, Cody Parcell, Ben Ritter, Brian Ritter, Jon Robinson, Robert Salls, Nick Shaw, John Shulters, Roland Strebe, David Studley, Jason Taylor, Trent Twaddell, John Vang.
Risks and challenges
This will be the second Kickstarter campaign I’ve run. While my first campaign was very successful, there was still a lot to learn from the experience that I will be able to apply directly to Project Dreamscape. There may be unforeseen circumstances (my first campaign is a testament to them!), but I pride myself on being open and honest about every step of the process; even if it’s bad news, I’ll make sure you’re aware.
I have two personal goals with this campaign, and the first is to deliver on time. Having been through the process now, I feel like I have a better understanding of where delays might occur, and I've taken measures to solve those issues beforehand. Further, Project Dreamscape has the benefit of being a small card game. This will greatly reduce the amount of time required by the manufacturer to produce a proof copy, and mitigate the chance for issues--in other words, Project Dreamscape will be able to begin production very soon after the close of the campaign.
My second goal is to make shipping easier for international backers--there was some behind-the-scenes confusion in my first campaign concerning how EU shipments were to be handled. Project Dreamscape will ship out to backers from the US, but to touch on the game's size once more, it's small enough that one copy of the game will easily ship from the US in a small package and almost certainly not get held for additional customs/broker fees.Learn about accountability on Kickstarter
- (30 days)