
2021 · Fighting
Sleeping Gods
Players take the role of a 1929 steamship captain and her crew, stranded in a strange archipelago called the Wandering Sea. The group explores islands, meets characters, and pursues hidden divine totems in order to find a way home. The game plays as a cooperative campaign that supports one to four players, with saveable progress tracked on a journey log and flexible player swapping between sessions. Exploration uses an atlas of modular pages that unfold the world as the ship sails, while a storybook system presents locations, decisions, and branching consequences that shape characters and future events.
- Players
- 1–4 best 4
- Playing time
- 60–120 min
- Age
- 13+
- Complexity
- 3.3 / 5
About the game
- Design
- Art
- Publisher
Expansions
See them in LudoyaPhotos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 609
- Plays logged
- 236
- Players
- 2h 26m
- Average play
- 257
- In collections
- 79
- On wishlists
- 3
- Pre-ordered
7.8/10
from 76 Ludoya reviews
Ivan9.7 Diversión 5/5 · Interacción 4/5 · Atractivo 5/5 · Originalidad 5/5 · Rejugabilidad 5/5 · Accesibilidad 5/5
No plays logged
Una grandíssima aventura, que m'encantaria completar al 100% i disposar del temps per fer-ho.
No plays logged
Никита Исаев10.0 Веселье 5/5 · Взаимодействие 4/5 · Привлекательность 5/5 · Оригинальность 5/5 · Реиграбельность 4/5 · Доступность 3/5
No plays logged
Upcoming events with this game
All eventsRules questions
Answered from the rulebook by Ludoya's rules assistant.
How many actions do we get on a turn — and when do we draw an event card?
On your turn you first take a ship action, then draw and resolve one event card, then perform two actions (you may do the same action twice), then end your turn (pass the captain). (p.6, p.10)
Can I spend command on other players’ turns or use my command to help them?
Yes — you may spend command at any time, even on other players’ turns (with some exceptions); you can spend command to equip/activate abilities, give combat tokens, or have other players use crew in a challenge (which itself costs command). (p.17–18, p.19)
How do challenges work — what do I draw and add to meet the target number?
Choose participating crew (each gains 1 fatigue), total their skill values, then draw a fate card from the ability deck and add its fate number to your crew skill total; you may then spend command or discard ability cards to modify the result, and if the final number meets/exceeds the challenge you succeed. (p.19)
When I hit in combat how do I place damage, and what about enemy counterattacks?
When you hit you place all damage from that attack adjacently on the enemy card (no diagonal, one token per square), and if the enemy is not defeated it immediately counterattacks dealing its basic damage plus uncovered bonus symbols to the attacking crew member (you may apply block against the counterattack). (p.23–24)
Can I equip an ability card in the middle of combat or a challenge?
No — you may not equip an ability card in the middle of combat or in the middle of a challenge; equipping costs command and must be done outside those sequences. (p.17)
If a crew member is reduced to 0 health during combat, can they still finish their attack?
If a crew member reaches 0 health during the enemy counterattack they still resolve their attack (they get to deal 1 damage if they missed) and may use abilities until the end of their combat action, but afterward they cannot participate in challenges or combat until healed to at least 1 health. (p.24–25)
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Game facts (players, playing time, age, credits) from BoardGameGeek.













