Bringer of Dreams and Nightmares
Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.
Strategic framing paraphrased from Phantaskippy’s Wiki Guide (canonical) + BGG openings thread 1971193.
| Field | Value |
|---|---|
| Expansion | Base Game |
| Complexity | High |
| Play Difficulty | 3 [VERIFY physical spirit panel] |
| Growth type | “one” — pick one growth per turn |
| Power summary (1–5) | Offense 1 · Control 2 · Fear 5 · Defense 2 · Utility 2 |
| Primary Elements | Moon (everything) · Air (Night Terrors + Spirits May Yet Dream) · Animal (Night Terrors L2/L3) |
| Special Rules | To Dream a Thousand Deaths (can’t destroy Invaders — converts would-be-destroys to 0/2/5 Fear + Push) |
| Aspects (JE) | Enticing · Violence [VERIFY] |
| Rei’s Guide | Not covered |
| latentoctopus | Not listed |
| Phantaskippy’s Guide | Wiki page |
Spirit Overview — Framing
Bringer is the terror-race driver — cannot destroy Invaders (except its own presence), and exists to hasten easier win conditions. Phantaskippy:
Your job on a team is to drive the terror level advance. Make up for your lack of destruction by hastening the easier win conditions.
Wiki-printed playstyle note:
Fear-generation engine that replaces would-be-destruction damage with Fear + Push. Dahan are the only source of Destroy on Bringer’s board — protect them.
Identity in one line: fear-engine + terror-race + fear-card-preview via Spirits May Yet Dream.
Complexity signal: High is correct. The damage-to-fear conversion rule inverts normal combat intuition; Dahan-preservation is existential; power-ordering matters (Call on Midnight’s Dreams Forget interaction).
Starting Setup
Put 2 Presence on your starting board in the highest-numbered Sands.
Growth Options (growthtype: “one” — pick one per turn)
| Growth | Effects | Best when |
|---|---|---|
| G1 | Reclaim + Gain 1 Power Card | Reclaim cycle |
| G2 | Reclaim 1 + Add Presence (Range 0) | Partial-reclaim + density |
| G3 | Gain 1 Power Card + Add Presence (Range 1) | Card + spread |
| G4 | Night Effect + +2 Energy | Energy spike |
Presence Tracks
- Energy track (7 slots):
energy2 → air → energy3 → moon → energy4 → any → energy5 - Card-play track (6 slots):
card2 → card2 → card2 → card3 → card3 → any
Starting income: 2 Energy, 2 Card Plays. Unusual — Bringer starts with 2 plays but generates no damage, so those plays feed Fear instead.
Core Mechanics & Special Rules
Special Rule: To Dream a Thousand Deaths
Your Powers never cause Damage, nor can they Destroy anything other than your own Presence. When your Powers would Destroy (or deal enough Damage to Destroy) Explorer/Town/City, instead generate 0/2/5 Fear. The Power Pushes all Explorer/Town it would Destroy.
Every damage instance converts to Fear + Push. A Power that would destroy a City generates 5 Fear and pushes; one that would destroy a Town generates 2 Fear and pushes; one that would destroy an Explorer generates 0 Fear and pushes (no fear on Explorer, because Destroy-Explorer is 0 Fear baseline).
Innate: Spirits May Yet Dream
- Speed: Fast · Target: Any Spirit
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 2 | Turn any face-down Fear Card face-up. (Earned/resolved normally, but players can see what’s coming.) |
| 2 | 3 | Target Spirit gains an element that they have at least 1 of. |
Fear-card-preview + ally element-gift. L1 is Bringer’s information weapon — in 4P it can turn a panic-turn into a planned one.
Innate: Night Terrors
- Speed: Fast · Range: 0 · Target: Invaders
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 1 | 1 Fear. |
| 2 | 2 | +1 Fear. |
| 3 | 3 | +1 Fear. |
Unique Cards (all 4, Wiki-verified)
Call on Midnight’s Dream
- 0 Energy · Fast · Range 0 · Any Land · Moon, Animal
- If target land has Dahan, gain a Major Power. If you Forget this Power, gain Energy equal to Dahan and you may play the Major Power immediately, paying its cost. OR If Invaders are present, 2 Fear.
The Major-gain engine — tied to Dahan count. Forgetting it converts Dahan to Energy for immediate Major-cast.
Dread Apparitions
- 2 Energy · Fast · Range 1 · Land with 1+ Invaders · Moon, Air
- When Powers generate Fear in target land, Defend 1 per Fear. 1 Fear.
Fear-into-Defend converter. Night Terrors generates Fear → Defend stacks. 1 Fear generated in target = Defend 1.
Dreams of the Dahan
- 0 Energy · Fast · Range 2 · Any Land · Moon, Air
- Gather up to 2 Dahan. OR If target land has Towns/Cities, 1 Fear for each Dahan, to a maximum of 3 Fear.
0-cost Dahan-Gather or Dahan-scaled Fear.
Predatory Nightmares
- 2 Energy · Slow · Range 1 from Sacred Site · Land with 1+ Invaders · Moon, Fire, Earth, Animal
- 2 Damage. Push up to 2 Dahan.
“2 Damage” — but via To Dream: 2 damage to Explorer/Town converts to Fear + Push. A Town at 1 Dmg becomes 2 Fear + Push.
Key Strategic Principles
- Moon is king. Reach Moon on the energy track by T3 — the opener’s only hard requirement.
- Major-heavy drafts. Phantaskippy: good energy generation + easy Major access + reclaim-1 = Major-friendly. Inverts usual advice.
- 1-damage Minors are trash. Bringer doesn’t accumulate damage across Powers.
- Dahan preservation is existential. “Don’t lose your Dahan, even if you have to slow your advance.”
- Preview Fear cards strategically. Spirits May Yet Dream at 4P = “extra action per player/board” value.
- Call on Midnight’s Dreams — spend elements BEFORE forgetting. Forgetting Call removes its element contribution.
- Reclaim-1 cadence matters — Bringer has no 2-presence growth option, so reclaim-alls cost tempo.
Possible Openings
Shared starting state
- 2 Presence on highest Sands.
- 4 Uniques in hand: Call on Midnight’s Dream (0E Fast, Moon/Animal), Dread Apparitions (2E Fast, Moon/Air), Dreams of the Dahan (0E Fast, Moon/Air), Predatory Nightmares (2E Slow, Moon/Fire/Earth/Animal).
- Starting income: 2 Energy, 2 Card Plays.
Opening A — Phantaskippy’s canonical 🟨 (default)
Goal: unlock Moon on energy track by T3 (T4 acceptable with poor card luck). G3 every turn until Moon is unlocked.
T1 · Growth: G3 (+1 Minor + Presence top-track, place in land with Invaders/Dahan).
- Top-track placement reveals Air.
T1 · Play (2E, 2 CP): Dreams of the Dahan + Predatory Nightmares.
- Triggers Spirits May Yet Dream L1 (2 Moon + 2 Air via starters) + Night Terrors L1 (1 Moon + 1 Air).
- Predatory Nightmares: push a Town about to Ravage; ideally leave 1 Dahan to kill the leftover Explorer via counter.
- Dreams of the Dahan: gather Dahan for T2.
T2 · Growth: G3 (+2E, +1 Presence top, place in land with Invaders/Dahan).
T2 · Play (4E, 2 CP): Dread Apparitions + Call on Midnight’s Dreams.
- Resolution order matters:
- Dread Apparitions at Range 0 (not Range 1 — you want Range 0 for Defend stacking).
- Innate Night Terrors for +2 Fear in that land → Defend 3.
- Spirits May Yet Dream (flip another Fear card).
- Call on Midnight’s Dreams LAST to learn a Major (if you Forget Call to cast the Major, you lose Call’s elements — so spend elements first).
- With 2 Dahan gathered for Energy, ~5E is typically available — “enough to cast 86% of Major powers.”
T3 · Growth:
- If T2 Major was castable and good: Reclaim 1 (G2) + cast it again alongside a Minor.
- If both have Moon: top-track placement brings a 3rd Moon → Spirits May Yet Dream L2 (element-gift).
- If T2 Major wasn’t castable: take presence+card growth again for another Major shot.
T4 target: Moon unlocked on energy track, one cast-Major in hand, 2+ face-up Fear cards known, Dahan still alive.
Past T4: Phantaskippy prefers the “any” element space over the 3rd card play — widens Major-threshold access.
Opening Decision
- Default Opening A. Phantaskippy flagged Bringer as the exception to his “two good starts” rule — Bringer has one clearly better line.
Card Priority Ratings
Uniques — Bringer-specific ranking
- Dread Apparitions — Fear-into-Defend stacking.
- Call on Midnight’s Dream — Major-gain engine.
- Dreams of the Dahan — 0-cost Gather + Dahan-scaled Fear.
- Predatory Nightmares — Fast-pushing Fear generation.
Top 10 Minor Draft Picks (Moon/Air, elements > damage)
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Call of the Dahan Ways | 1 | Slow | Moon, Earth | Dahan-scaling + Moon (Phantaskippy’s top pick) |
| 2 | Entrancing Apparitions | 1 | Fast | Moon, Air | Moon + Air prime |
| 3 | Strange Tales of the Sky | 1 | Fast | Moon, Air | Moon + Air |
| 4 | Predatory Nightmares (extra copy) | 0 | Fast | Moon, Animal | Moon + Animal |
| 5 | Gift of Power | 1 | Fast | Moon | Moon-feeder |
| 6 | Pull Beneath the Hungry Earth | 0 | Slow | Moon, Earth | 0-cost Moon |
| 7 | Call to Bloodshed | 0 | Slow | Moon, Animal | 0-cost Moon + Animal |
| 8 | Visions of Fiery Doom | 1 | Slow | Moon, Fire | Moon + Fire |
| 9 | Rain of Blood | 1 | Slow | Moon, Fire, Water | Moon + utility |
| 10 | Bats Scout for Raids | 1 | Fast | Moon, Air, Animal | Three-prime |
Top 5 Major Draft Picks (Phantaskippy’s perfect-pick list)
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Volcanic Eruption | 8 | Slow | Moon, Fire, Earth | Phantaskippy: “who cares if you can’t meet the threshold” — damage becomes Fear |
| 2 | Cast Down into the Briny Deep | 5 | Slow | Sun, Moon, Water | Destroy → massive Fear via To Dream |
| 3 | Poisoned Land | 4 | Slow | Moon, Fire, Water | Destroy-scale → Fear-scale |
| 4 | Entrancing Apparitions | — | — | — | (if Major exists in pool — check Wiki) |
| 5 | Utter a Curse of Dread and Bone | 3 | Slow | Sun, Moon, Air | Fear-scaling Major |
Cards to Avoid
| Card | Reason |
|---|---|
| 1-damage Minors | Useless — Bringer doesn’t accumulate damage per Power |
| Fear-heavy Minors | Low priority — Bringer generates Fear natively |
| Single-land destroy-no-damage cards | Destroy → Fear conversion only works when Damage converts |
Adversary Matchup Matrix
| Adversary | Opening | Rating | Matchup note |
|---|---|---|---|
| England (L3–L4) | A | ★★★★★ | Terror-2 win adversary — Bringer is elite |
| Sweden | A | ★★★★☆ | Terror-2 win friendly |
| Brandenburg-Prussia | A | ★★★☆☆ | Build-pressure fights Fear tempo |
| France-Plantation | A | ★★★☆☆ | [VERIFY] |
| Scotland | A | ★★☆☆☆ | Coastal Cities hardens against Terror win |
| Habsburg Mining | A | ★★☆☆☆ | Weak — hardens against fear win; needs real destroyer |
| Russia | A | ★★★☆☆ | [VERIFY] |
| Habsburg Livestock | A | ★★☆☆☆ | [VERIFY] |
Board / Map Configuration
Boards with dense starting Dahan are best — Dahan preservation is non-negotiable. [VERIFY per-board ratings].
Game-Phase Strategy
Early (T1–3)
- G3 every turn until Moon unlocked.
- Spirits May Yet Dream L1 on every turn with 2 Moon + 2 Air.
- Predatory Nightmares + Dreams of the Dahan cycle.
Mid (T4–6)
- Major-integration (Volcanic Eruption, Cast Down, Poisoned Land).
- Call on Midnight’s Dreams → Forget for instant Major-cast.
Late (T7+)
- Terror 2/3 race.
- Dread Apparitions board-wide Defend stack.
Synergy Partners (Multiplayer)
- Damage-dealers who wound — VSE (Rituals half-kills), River (push+damage), Lightning (city softener). Bringer pushes wounded Towns without resetting damage.
- Presence-granters — Green’s Gift of Proliferation, Keeper — accelerate Bringer’s slow growth.
- Avoid doubling on pure fear — two Bringers / Bringer+Shadows-Madness = redundant tempo.
Common Mistakes
- Letting Dahan die early. “Don’t lose your Dahan, even if you have to slow your advance to reclaim Dread Apparitions.”
- Flipping Fear cards you can’t use. Check if the card resolves this turn — sometimes skip flipping for T+1 planning.
- Drafting 1-damage Minors. Wasted on Bringer.
- Casting Call on Midnight’s Dreams before spending its elements. Forgetting Call removes its element contribution.
- Going wide too fast without Moon. Unlocking Moon T3 is the opener’s only hard requirement.
- Over-using Reclaim All. Bringer has no 2-presence growth + no reclaim-with-presence option, so Reclaim-Alls compound tempo loss.
Tempo Profile
| Turn | Target state |
|---|---|
| 1 | G3 + Dreams of the Dahan + Predatory Nightmares; Night Terrors L1 + Spirits L1 |
| 2 | G3 + Dread Apparitions + Call on Midnight; Major gained + castable |
| 3 | G2 Reclaim-1 + cast Major; Moon unlocks |
| 4 | G3 + Minor; Moon on track + Major in hand |
| 5–7 | Major-cycle via Reclaim-1; Fear-race to T2/T3 |
| 8+ | Major board-wide closes |
Source Notes
- Mechanics:
data/references/wiki/bringer-of-dreams-and-nightmares.json(Wiki-parsed 2026-04-23). - Primary strategy: Phantaskippy’s Wiki Guide.
- BGG openings: thread 1971193.