SETUP
Put 2 on your starting board in the highest-numbered Sands.
PLAY STYLE
With most Spirits, Terror Victories are a backup plan if the main push against the Invaders stalls out for too long, but Bringer turns Fear into a more viable primary strategy. Its transformation of damage & destruction into Fear can turn Major Powers into tremendous sources of terror and panic. However, the only real offense Bringer has is the Dahan fighting back. While it does have some defensive ability, it is fundamentally poor at clearing areas of Invaders.
COMPLEXITY
Bringer of Dreams and Nightmares Official FAQ Entries
SPECIAL RULES
TO DREAM A THOUSAND DEATHSYour Powers never cause Damage, nor can they Destroy anything other than your own .
When your Powers would Destroy (or deal enough Damage to Destroy) //, instead generate 0/2/5 . The Power Pushes all / it would Destroy.
Notes: A single Power cannot Destroy a given Invader more than once. Powers that cause Damage via are affected just like all others. All effects other than Damage/Destroy work as usual.
SUMMARY OF POWERS
When the moon is bright, and the leaves overhead are thin enough to let stray beams fall to earth, the Bringer of Dreams and Nightmares may sometimes be spied, an apparition of pale light and deep shadow. Seen this way, it will neither stop nor acknowledge attempts to communicate with it, whether by Dahan or Spirit. It might not even be there at all: perhaps it's a reflection of a self somewhere else entirely; the realm of the The Pathmaker, or some strange road that borders it.
But beings which dream hear from the Bringer frequently, even if they rarely remember it. Certain patterns may even call its attention, if drawn with sand and scatters with breath before sleep. Since the Invaders came, it has tended towards more terrifying forms, even well before the current conflict arose.
Bringer of Dreams and Nightmares draws a distinction only between dreams it carries to slumbering minds and those which arise independent of its touch. It may bear visions of wonder or terror, of prophecy or muddled echoes of past experience; they may illuminate or deceive or simply confuse. It has existed since long before the Dahan arrived, bearing dreams to those few Spirits which receive them from without, but there is little question that its nature changed - and enlarged - once humanity began living on Spirit Island. Some speculate that it is related to those which prey upon the not-yet-departed souls of the dead, though others counter that it does not seem to feed off dreams, merely carry them.
Even amongst other Spirits, it communicates almost entirely through the touch of dreams, either by manifesting in some form suitable to the dreamscape, or by taking a few moments of its mind-to-mind contact for more direct - if often no less cryptic - communication. Spirits are generally better able than humans to retain these fleeting memories, though humans sometimes help interpret a vexing conversation for some Spirit poorly suited to nuanced interpretation.
Speaking of which:
Specific powers:
Overall In smaller games, the primary challenge of Bringer of Dreams and Nightmares is "don't lose": it's so good at scaring the pants off the Invaders that it can readily blow through to a Fear Victory before the Invader Deck runs out, even against high-level Adversaries. However, it also has fewer teammates to help it with defense, so may be overrun before it can ever reach that victory. In larger games, there are more Spirits to help keep Bringer's starting board from turning into a pit of Blight, but the impact of its Fear is diluted by the larger Fear Pool. "Diluted" does not, however, mean "eliminated": any game with Bringer of Dreams and Nightmares will involve more Fear Cards and reach Terror Levels 2 and 3 faster, helping the situation all over the island.
Bringer of Dreams and Nightmares/Antistone's Opening[1]
Bringer of Dreams and Nightmares/breppert's Opening[2]
Bringer of Dreams and Nightmares/Phantaskippy's Guide[3]
Card Plays on your bottom track grant twice as many Plays during the Spirit Phase. These extra Card Plays can only be used for Power Cards with Damage or Destroy instructions.
When To Dream A Thousand Deaths generates , generate +1 per affected / (to 1/3/5 for //, respectively).
There are no rulings at this time.