When I Dream

2016 · Real-time

When I Dream

Players take turns as the Dreamer who closes their eyes and wears a mask while the other players are secretly assigned roles: helpful spirits, naughty spirits, or tricksters. Over a timed round, spirits draw cards showing dream elements and give one-word clues to the Dreamer; the Dreamer may guess items at any time. Correct guesses score for the helpful spirits and the Dreamer, incorrect guesses score for the naughty spirits, and tricksters score for balancing the two piles. After the timer, the Dreamer narrates a short story using the guessed words for bonus points, then roles rotate and a new round begins.

Players
4–10 best 6
Playing time
20–40 min
Age
8+
Complexity
1.2 / 5
6.6 on Ludoyafrom $45.06DeductionParty GameCommunication LimitsHidden RolesMemory

On Ludoya's tables

Full stats in Ludoya
237
Plays logged
465
Players
35m 40s
Average play
82
In collections
10
On wishlists

6.6/10

from 45 Ludoya reviews

  • Mestremuten5.0

    Rating: 2/5 Production value: 3/4 Is the game in my collection/Love to have?: 0/1

    First impressions · 2 plays

  • Javo7.0

    Juego para jugar en grupos grandes. Divertido y entretenido. Cumple la función.

    No plays logged

  • setropo2.0

    La forma perfecta de cargarse el Dixit

    First impressions · 1 play

Read the reviews and rate it

Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Can we give clues that are just part of the word, sound like it, or are translations?

No — players cannot give clues that are derived from the Element, sound similar to it, or translate it into another language (see page 2).

What happens if someone gives an improper clue?

The current Dream card is placed in front of that player as a penalty and that player will lose 1 point at the end of the game; continue with the newly revealed card and make sure the Dreamer knows the card changed (see page 2).

Can the Dreamer be told whether their guess was correct or not?

No — the Dreamer must not be told if an answer was right or wrong; players must remain discreet (see page 2).

How many times can the Dreamer guess each card?

The Dreamer may interrupt and give one, and only one, guess per card; correct guesses place the card on the Yellow side and incorrect ones on the Blue side (see page 2).

What happens when the 2‑minute sand timer runs out?

When time is up the Dreamer may give one last answer (optional); if they decline, the last card remains on top of the deck with no effect (see page 2).

How do Sandmen score points?

Sandmen compare the number of cards on each side: if equal they score 1 point per Yellow card plus 2 extra points; if there's a one‑card difference they score the greater of the two numbers; if the difference is two or more they score the smaller of the two numbers (see page 3).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.