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You cannot add "Dreamscape: Will'O the Wisp" to the cart because the product is out of stock.
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Dreamscape
60m - 90m
1 - 4 Players
Ages 10+
Pattern Building is a system where players place game components in specific patterns in order to gain specific or variable game results. For example: placing chips on 2, 4, 6, 8 on a board gets the player an action card they can use later in the game.
Pattern Building
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Fantasy
44.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Freya2226
Świetna i mam wrażenie niedoceniana gra w tworzenie krajobrazów sennych. Proste zasady, ciekawa mechanika, sporo optymalizacji. Na pierwszy rzut oka wydaje się, że ma bardzo krótką kołderkę, a niewiele będziemy w stanie zrobić, ale jest to mylne wrażenie. Gra ma idealną długość, nie kończy się za szybko, ale też nie ciągnie - jest czas, żeby akurat wszystko zaplanować i stworzyć swoje krajobrazy, ale tym samym trzeba naprawdę dobrze pomyślić i przeliczyć, bo jeden błąd może skutkować rozwaleniem strategii i już coś nie pyknie. Ogółem bardzo przyjemna, miło łechce zwoje mózgowe i tym samym ma odczuwalny klimat. + promosy: Głębokie sny Przeznaczenie
Boolbar
Ridiculously hard solo mode that also prevents you playing the game normally if you want the slightest chance of winning even on the easiest level. Otherwise it is a nice game. I'm trying to work on a more sensible solo mode that gives a challenge while actually allowing you to play the game as intended! [update] Gave up and sold it.
DuneTiger
You ever see a dog or a cat that looks super cute and you go to pick it up, but it's f***ing unexpectedly chonky? I mean, you can still do it, it's not that hard, but damn, wtf are they feeding this thing? That's Dreamscape. In marketing, there's a lot of emphasis on theme, but in play, it is actually as themeless as your typical abstracts with names like [i]Mungo[/i] or [i]Tryptum[/i] or [i]Touchy Uncle[/i]. However, it is not soulless and despite its dream thing or whatever being completely meaningless in the long run, it is a surprisingly crunchy game that ends far too soon. Not, mind you, because I want to enjoy the game so much more, but because I've hardly accomplished a dang thing! A couple more rounds and I woulda had it! Anyways, the short of it is a delightful logistical puzzle where other players can seriously ruin your day (but not in a ragey way). You'll have a hand of cards with various patterns on them and it's your job to build those patterns on your player board. This is ultimately achieved by getting the discs you need from the main board, carefully arranging them in a manner that doesn't hose your future, and then moving your little man to where he needs to be. Then you score that card, but everything else remains, meaning you'll have to use abilities from cards in front of you or from the main board to finagle the arrangement of pieces to complete other cards without burning all of your actions. The more valuable cards are appropriately more complex to pull off. As a result, the game was surprisingly longer than I expected it to be, giving everyone at the table a personal mindbender to work with. Honestly, this isn't for those zero-sum type of players that think hindering others is advantageous. That's just a waste of your time in this game as the few rounds afforded to you means that you want to make the most of your turn by chaining moves, gathering discs to trade in, and basically exploiting the ruleset as best you can. That doesn't mean that you won't hinder others and in fact, you'll do so more often than not completely by accident. But part of the fun is working with what you have to accomplish what you can, and if that means scraping the scum of the 'easy' pile, then so be it. That of course suggests that the strategy against other players is a little bit loosey-goosey as the focus tends to be more on your own plate than what's on the plate of others, and that's totally fine, but some people looking for a more tactical, strategic outing might be disappointed. It's not that it's not there, but it's enough to be doing your own thing than trying to compete with the other guy. Where you end up is where you end up. At least that's how it feels to me.