When I Dream

When I Dream

RRP: £26.99
Now £14.60(SAVE 45%)
RRP £26.99
This product is limited to UK customers only.

Success! We will let you know when this product is available again.
Your email address has been unsubscribed!
Your email address has been unsubscribed!
Notify me when this product is available to purchase!
This email address is already subscribed to this product!
Nexy Day Delivery

You could earn

1460 Victory Points

with this purchase

The night has fallen and your mind is floating in the magical world of dreams. But the Dream Spirits want to have some fun tonight! They are giving their best and the dreams become strange and surreal. Become the dreamer, put on your sleeping mask and try to figure out your dream and which spirits are the Naughty ones. Become a good spirit and help the Dreamer by giving him clues ab…
Read More
Category Tags , , , SKU ZBG-ASMWHEEN01 Availability Out of stock
Share
Share this

Awards

Dice Tower

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • Variety of player roles and scoring objectives.
  • Ease of play and fast pace.
  • Wonderfully executed theme.
  • Excellent artwork and components.
  • Relatively high replay value.

Might Not Like

  • Pressure of being put on the spot.
  • Simplistic word-based gameplay isn’t for everyone!
  • Memory elements.
Find out more about our blog & how to become a member of the blogging team by clicking here

Related Products

Description

When you wake up from a fantastic dream, how much of it can you remember? That’s the angle in When I Dream, a fun, real-time party game from Repos Production. One person plays as the Dreamer, who wears a cloth sleeping mask (included in the box). Everyone else takes on the role of the ‘Dream Spirits’, who look to either help or hinder the Dreamer. There’s also memory and hidden role aspects at play, here…

The Dreamer must have eaten a lot of cheese before bed-time. They’re having quite the surreal, vivid dream! The other players get dealt secret roles, which they adopt for the round. They’ll either be a good Dream Spirit, where they want to give genuine clues to the Dreamer. Or, they’ll be a naughty Dream Spirit, where they want to cause the Dreamer to make mistakes. Or, they’ll be a trickster, whose aim is to give both correct and false clues throughout the round.

Clues to what, you ask? During the round, cards get drawn with words on them. It’s up to the Spirits, in turn order, to describe the word to the Dreamer using one-word clues. Of course, some Spirits are trying to confuse the Dreamer! The Dreamer can guess what the word is, and it gets put in either a correct or wrong pile. A new card gets flipped, and play continues for two minutes.

After the time runs out, then the Dreamer has to recount their dream in a story-telling aspect. For every clue they namedrop in the dream that was in the correct pile, they gain one point. The good Spirits earn one point per clue the Dreamer correctly guesses. The naughty Spirits earn one point for each clue the Dreamer gets wrong. Finally, the tricksters want the cards in the correct and wrong piles to be as even as possible to score points.

Games of When I Dream take no time at all to explain. No one’s going to fall asleep (for real) at the table during this!

Player Count: 4-10 players
Time: 20-40 minutes
Age: 8+

Dreams can reveal a lot about ourselves. They allow our imaginations to run free, synthesising memories of real world experiences with powerful emotional states and the utterly fantastical. We could even consider dreams to be reflective of modern board game design as a whole, where established concepts integrate freely with bold and innovative ideas. Perhaps it is fitting then that When I Dream is a game about dreaming that revisits and reworks some familiar mechanics in order to deliver a fresh experience.

Welcome to the Dream World

When I Dream, by Chris Darsaklis, is a real-time party game for between four and 10 players that plays out in roughly 30 minutes. The game takes place in the world of dreams where each round one player (the dreamer) attempts to recount elements of their dream using clues given to them by the other players (the dream spirits). Players score points depending on how effectively they fulfil these roles with the ultimate goal being to accumulate the highest score.

At the start of the round night falls and the dreamer gathers a number of dream spirit cards equal to the total number of players and deals everyone a face-down card. All the non-dreamer players look at the card that they were dealt without revealing it. Dream spirit cards represent the inhabitants of the dream world and determine scoring objectives for the round. Fairies will be looking to help the dreamer, boogeymen will hinder them, and sandmen will try to maintain a balance between the other dream spirits. It is important to note that the exact ratio of roles varies depending on the number of players and the card that is assigned to the dreamer always remains hidden which creates a degree of unpredictability.

The dreamer covers their eyes and the dream spirit players shuffle the deck of illustrated dream cards to create a draw pile. Each dream card contains two single word elements, one of which remains covered for the duration of the round. The sand timer is flipped, and the dreamer now has exactly two minutes to correctly guess as many elements as possible by interpreting verbal clues given to them by the other players.

Starting with the player to the left of the dreamer and then moving around the table, each dream spirit must offer a single word clue which may or may not relate to the element shown on the topmost dream card. If they hesitate or are unable to supply a word they may pass to the next player who may in turn play a word or pass. At any moment the dreamer may interrupt to guess the element or, if they are completely stumped, pass. If they guess correctly the topmost dream card is placed on the right hand side of the draw pile, conversely if they guess incorrectly or pass the card is placed on the left hand side. Play then resumes as before with the newly revealed dream card.

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.

The dreamer and fairies score one point for each correctly guessed dream card, and boogeymen score one point for each card that was incorrect. The dreamer scores an additional two bonus points if they managed to recount all of the elements contained on the dream cards that were correct. Sandmen compare the number of dream cards on each side of the board. If the number of cards is the same they score one point for each correctly guessed card plus two bonus points, if there is a one card difference they score a number of points equal to the greater of the two numbers, and if there is a difference of two or more cards they score a number of points equal to the smaller of the two numbers.

The dream cards on the board are rotated and flipped and placed at the bottom of the draw pile and the next round starts with the player to the left of the dreamer becoming the new dreamer. The game ends once every player has had the opportunity to be the dreamer for a round.

We are the Music Makers….

Like the best party games, When I Dream incorporates a number of highly interactive elements into its core gameplay. Dream spirits are challenged to think on their feet as they try to communicate ideas as efficiently as possible whilst also disguising their roles. Creative thinking, word association and memory all play a part in the overarching strategy of the game and due to the imposed time limit and speed of play, each round carries a strong sense of urgency. Because of this, players will always feel involved as their individual actions provide vital context for everyone around the table.

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.

The theme of dreams is cleverly integrated into both the mechanics and presentation of the game. As the dreamer you will find that you start to create brief mental images of the words that are thrown your way, and attempting to construct a coherent narrative using these fragments feels particularly thematic when day breaks at the end of a round. As boogeymen and sandmen revel in subtle misdirection, fairies must utilise inventive wordplay in order to keep the dreamer on the right track.

The suggestion that players are mischievous spirits tinkering with the fabric of dreams is a novel concept, and the rich variety of beautifully illustrated dream cards featuring artwork from a host of different artists, (including contributions from Vincent Dutrait, Julien Delval, Regis Torres and Christine Deschamps) combined with details such as the bed shaped card holder, sleep mask and evocatively designed score tokens, contribute to an overall feeling of quality.

Reality Check

Most gamers would be remiss not to acknowledge the profound influence of Jean-Louis Roubira’s Dixit as a landmark design that helped to popularise board games in the late 2000s. The game was defined by both its simplicity and its left-field approach to player interaction that saw individuals interpreting signs and indicators contained within surrealistic imagery to convey messages pertinent to only a small proportion of the group. Players that have spent some time with this game will immediately recognise parallels in the design of When I Dream.

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 Dream

Minor criticisms aside, When I Dream ultimately manages to accomplish what it sets out to achieve with fast, engaging gameplay, wonderfully detailed components, and a compelling theme. The fact that every round has the potential to be different thanks to the continuously shifting player roles and ample selection of double-sided dream cards, adds a lot in the way of replay value, so if you’re looking for an imaginative, easy to play game that strongly emphasises player interaction and works well with a large group, your dreams may have come true!

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • Variety of player roles and scoring objectives.
  • Ease of play and fast pace.
  • Wonderfully executed theme.
  • Excellent artwork and components.
  • Relatively high replay value.

Might not like

  • Pressure of being put on the spot.
  • Simplistic word-based gameplay isnt for everyone!
  • Memory elements.