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Somnia

How to Play

One Dreamer, one night. Build the dream, walk it, meet what waits, and wake up.

Wake up: Acquire Archetypes

Daydream3 Archetypes3 Cycles
Nap6 Archetypes7 Cycles
Deep Sleepall 1215 Cycles

1The shape of a night

Night3 · 7 · 15 Cycles
Cycle3 Dreams = 9 phases
DreamReveal · Explore · Meet
A Dream card: Quiet
Dream 1 · phases 1–3
A Dream

A Dream card is drawn. Every Dream hurts: endure its effect, then play your phases.

1Reveal2Explore3Meet
The Winged Turtle, the first Dreambeast
Dream 2 · phases 4–6
A Dreambeast lands

The Cycle’s Dreambeast lands on a Landscape of its suit. It chases you and bleeds you every dusk until beaten.

4Reveal5Explore6Meet
An Archetype card
Dream 3 · phases 7–9
An Archetype stirs

Choose 1 of 3 Archetypes. It appears on its home Landscape. Reach it and Meet it to Acquire it.

7Reveal8Explore9Meet
Dawn Draw 4 Psyche. A stronger Cycle begins. ↻ back to Dream 1

2Every phase: your stat is free Actions

Your Dreamer’s three stats are your free Actions in their phase, every Dream. Lucidity → Reveal, Elasticity → Explore, Willpower → Meet.

Revealphases 1 · 4 · 7
Free Actions = Lucidity
  • Each Action places 1 Landscape from the Vault beside the dream.
  • ★ marks the home of an Archetype you may call.
Explorephases 2 · 5 · 8
Free Actions = Elasticity
  • First, every Dreambeast chases you 1 step.
  • Each Action is 1 step to a next-door Landscape.
Meetphases 3 · 6 · 9
Free Actions = Willpower
  • Each Action: fight a Dreambeast, Meet an Archetype, use a Landscape action, or tap an Object.
  • As Meet ends, Archetypes slip 1 Landscape away.

Want more Actions?

Spend 1 Psyche of the phase’s suit: + its value. Free Actions are used first. Paid-for Actions you leave unused become Glimmer ✧, which pays in the Lost & Found.
The Rested

Example: The Rested

Lucidity 2 · Elasticity 1 · Willpower 0
Places 2 Landscapes and walks 1 step for free. To fight, spend a Willpower card: a 3 gives 3 Meet Actions. Its Power (1 Power Token, in Reveal): each Landscape placed draws 1 Psyche.

3Fight: the dice battle

1 · Play a Spread1 to 3 Psyche cards, any suit. It costs 1 Meet Action.
2 · Count your PowerCard values + your stat if a card matches the beast’s suit + every Dream Form the spread makes.
3 · RollYou both roll your Power in d6. Each 5 or 6 is a hit. More hits wins; ties go to you.
4 · ResultWin: Accept it: take 2 Power Tokens, an Object of its suit, or a missing Set piece. Lose: the cards are spent; it stays.
Echo2 of one value
Ladder3 in a row
Chord3 of one suit
Trinity1 of each suit
Trifecta3 of a kind
Unitythree 1s
  • Dream Forms add dice when your Spread makes the pattern, and they stack: 1-2-3 in three suits is a Ladder and a Trinity. Level them up in the Lost & Found.
  • A Dreambeast’s Power is its printed Power + the Cycle. Each one wards one Form (that Form loses 1–5 dice against it).
  • Aim for the beast’s Power + 2: you win about 3 times in 4.
Winged Turtle

Example: Cycle 1, the Winged Turtle

A Willpower beast, Power 3 + Cycle 1 = 4. You play a Willpower 2 and a Lucidity 2 (an Echo) with Willpower 1: 2 + 2 + 1 + 1 for the Echo = 6 dice against its 4.

4Archetypes

The only goal. Collect enough and you wake.

  • Meeting one costs 1 Meet Action on its Landscape.
  • It opens with an Event: Bright costs Psyche and helps; Dim is free and hurts.
  • Then a Spread that makes a Dream Form against Power 12.
  • Win: Acquire it: +1 Archetype, +1 Power Token, and its power is yours.

5Psyche is life

Your hand is your health, your coin, and your dice.

  • Start with 6. Draw 3 as each round begins and 4 more at dawn.
  • At dusk, each Dreambeast still standing Represses 1 Psyche from the Waking Mind (your draw deck) to the Subconscious.
  • Return brings Psyche back. If the Waking Mind empties, you never wake.

6Objects & Sets

The Lost & Found opens after every Dream.

  • 3 Objects and 1 Insight (a Form level or upgrade). Pay with Psyche value; Glimmer ✧ pays first.
  • Finish a Set (Body 5 · Elements 4 · Jewelry 3 · Sticks 3) to Acquire an Archetype.
  • Started a Set? The shop shows a missing piece, a beaten beast can pay one, and The One Mimics one.

7Death & Power Tokens

You die… and wake back up on The Bed.

  • No Psyche left? You die: lose your Objects, redraw a hand of 6. Keep tokens, Forms and Archetypes. The 6th death ends the night.
  • Power Tokens: start with 2, hold up to 6. Each one activates a power: your Dreamer’s, or an Acquired Archetype’s. Each Dreamer has one Power for the phase of its best stat; no passives.
One Dream, in order Dream card→ Reveal→ Explore (beasts chase)→ Meet→ Dusk (beasts bleed, Archetypes slip)→ Lost & Found↻ Out of Cycles? The Long Night bleeds harder each dusk. In game, ? explains every rule. Play Ainmos ↗

Hire a Professional Dungeon Master today and set out on your next exciting adventure!

About DM Zemo:

Real name Phil Carroll. Born and raised in New Jersey.
Acquired Dungeons & Dragons Adventure Game boxed set.
Taught himself AD&D in 1999.
Couldn’t find a consistent group to DM.
Taught himself 3rd Edition in 2001 (good riddance THAC0!).
Still could not find a steady group.
Moved to Minnesota in 2014.
Organized a steady 5th edition group.
Has DM’d many 5th Edition games since
Stays sharp learning RPG systems and obscure lore.
Fan of multiple Live Play TTRPG shows.
Builds pantheon spreadsheets for fun.

Codes out a digital encyclopedia with emergent updates.