Manual in English

Incubo — Rules Manual

Mojito Studios · Board game · 2025
2 45–60 min Official PDF 13 pages
— rating Ludopedia
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GOAL OF THE GAME
The game consists of 3 Phases, each corresponding to the stages of R.E.M. sleep. In each Phase, you focus on Dream Cards to add them to your decks and strengthen your character. At the end of each of the 3 Phases, you will face a Monster together.
If you successfully defeat the Monster that appears at the end of the 3rd Phase, you win the game.
You lose if, at any point during the game, you run out of Chime Tokens.
To successfully complete the game, you must work together and discuss the best choices to overcome the Dream Cards, which will become increasingly challenging as the game progresses, and add them to your decks.
You may remove or pass Courage Cards (and Dream Cards, once added to the deck) to the other player in order to improve your or theirs Courage Deck.
You can definitely enjoy this game solo (Solo Rules, p. 23). However, it’s designed with two players in mind, and sharing the experience with someone else really brings out the best in the game.
Tommy, Alpha, and Nina are three friends born on the same day, united by a strong bond. When their dad introduces them to a new kitten, Lana, found on the street, the three friends find themselves having to manage the immense energy of the new arrival. At the end of the day, exhausted, they fall asleep, but during their sleep, they receive terrible news: Nina has been kidnapped! Tommy and Alpha embark on an adventure to try to save their friend, facing their own fears and growing together along the way. Thanks to mutual support and admirable determination, the two friends become strong enough to face any challenge that comes their way... even a new ball of fur!

Components
19 Alpha Courage Cards
19 Tommy Courage Cards
6 Alpha Fear Cards
6 Tommy Fear Cards
24 Dream Cards
11 REM Phase Monster Cards
6 +2 Chime Cards
50 Chime Tokens
2 Bedside Table Cards
1 Bed Board
2 Free Card Markers (1 per player)
6 Dice - 1 D4, 1 D6, and 1 D10 per player
this Rulebook
Powers tokens

D4 dice values: 0, 1
D6 dice values: 1, 2, 3
D10 dice values: 2, 3, 4, 5, 6

R.E.M. 1 and R.E.M. 2 and R.E.M. 3

Game Design: Francesco Messina

---

4 5
3/53/5
Free cards for Dream Card Sub-Phase. See Play Courage Cards, at
page 9.
Values relevant for Dream Card Sub-Phase, when setting the
Required Courage (page 8).
Courage value of the card for Alpha. The symbol may vary:
• = Starting Courage Card. See point 1 of the SETUP (p. 6).
• = Fear Card. See point 2 of the SETUP and Fear Cards, at
page 19.
• / = Monster Card (Phase 1/2). See point 6 of the
SETUP and Monster Card Sub-Phase, page. 14.
Card Power, if any.
More details under the CARDS POWERS, at pages 20 and 21.
MONSTER CARDS
Alpha
Side
Tommy
Side
Required Courage, or the value to be added to a die (page 14).
Monster Heads tell you how many of its parts you must defeat
(page 17).
Monster Heads show you how many free cards you have when
facing it.
3rd Phase Monsters show instead of the card’s Courage
value.
ANATOMY OF THE CARDS

---

SETUP
You are supposed to sit facing each other. One player will play as Alpha, the cat, and the other as Tommy, the kid.
1. Divide the 38 Courage Cards according to the small triangle at the bottom right of the player symbol to whom the card belongs ( for Alpha and for Tommy) and shuffle each of the 2 Courage Decks. The illustrations will also help you!
NOTE: The cards you use during the game will always display your player’s symbol in the bottom right corner, and you must always keep them oriented this way. You CANNOT use a card that does not display your symbol!
2. Divide the 12 Fear Cards according to the players’ symbols ( and ) and shuffle each deck face down to form the two player’s Fear Decks.
3. Give each player their own Free Cards Marker and Bedside Table Card, which is used to organize the gaming areas by placing the cards around it, making it easier to track the actions. Then, give each player their dice (1 D4, 1 D6, and 1 D10) and starting Courage and Fear Decks to place face down beside the Bedside Table Cards, in the corresponding spaces.
4. Place the Bed Board in the center of the table, ensuring that the Growth symbol (
+ + +
+++
) indicates one of you.
NOTE: The Growth symbol will tell you the next player that will take the defeated Dream Card. After a player takes a Dream Card, you must rotate the Bed Board to indicate the other player (see Dream Card Result, p. 12).
5. Shuffle all of the Dream Cards and divide them into 3 face down decks to create the 3 R.E.M. Phases Decks:
- 6 cards for R.E.M. 1 Deck,
- 12 cards for R.E.M. 2 Deck,
- and 6 cards for R.E.M. 3 Deck.
6. Next to these three decks, divide and place the corresponding Monster Cards for the 3 Phases (as indicated on them), and stack the +2 Chime Cards in a face-up deck.
7. Finally, place the 50 Chime Tokens within easy reach, leaving some space around for the Fear Reserve and the Chime Token discard area, which you will possibly fill during the game.

Discard
Pile Area
Discard
Pile Area
Fear
Reserve
Chime
Discard
Area
Alpha
Playing
Area
Tommy
Playing
Area

---

8 9
GAMEPLAY
The game is divided into 3 R.E.M. Phases, indicated by two colored Sheep depicted in 3 consecutive stages of jumping over a fence:
and .
Try not to fall asleep; we’re only at the beginning of these rules!
Each Phase consists of 2 Sub-Phases:
• One where you face Dream Cards (until no more Dream Cards remain in that R.E.M. Deck)...
• And another where you must battle the Phase Monster together.
Dream Card Sub-Phase
I. Choose a Dream Card
First, draw a certain amount of cards from the appropriate R.E.M. Deck, depending on the R.E.M. Phase you are in:
• 1st R.E.M. Phase: Draw the top card of the R.E.M. 1 Deck. You’ll face that Dream Card.
• 2nd R.E.M. Phase: Draw 2 cards from the R.E.M. 2 Deck. Decide which one to face, and place the other one, face down, in the R.E.M. 3 Deck.
• 3rd R.E.M. Phase: Draw 3 cards from the R.E.M. 3 Deck (shuffle it before drawing, if it’s the first time you are taking cards from it). Decide which one to face and return the other two to the box.
In any case, place the Dream Card you will be facing in the center of the Bed Board, rotating it so that the player symbols and Sheep colors match the corresponding player (/Orange for Alpha, / Blue for Tommy). This Dream Card represents an adventure to face.
II. Set the Required Courage
Depending on the R.E.M. Phase you are in, everyone rolls 1 of their dice and adds the result to the value of one of their Sheep:
• 1st R.E.M. Phase: Roll the D4 dice and add the result to the value written on the leftmost Sheep.
• 2nd R.E.M. Phase: Roll the D6 dice and add the result to the value written on the Sheep in the middle.
• 3rd R.E.M. Phase: Roll the D10 dice and add the result to the value written on the rightmost Sheep.
This sum (Sheep value + die result), is the Required Courage for each side of the Dream Card: to beat your side, you must match (or exceed) it!
Example for the Required Courage of a 2nd R.E.M. Phase Dream Card:
Alpha and Tommy roll their D6 dice and add their result to the value on the Sheep right above the fence, on their side of the Dream Card:
2 2
0 04 4
3 3
2 2
0 01 1
0
0
0 0
1 1
1 1
+1 +1 2 2
0 0 4 4
33
2 2
0 0 1 1
0 0
0 0
1 1
1 1
+1 +1
Alpha’s Required Courage
Tommy’s Required Courage1
1
3 6
III. Play Courage Cards
To confront the Dream Card, you must use your Courage Cards by playing them from your decks. There is no specific turn order, nor is it necessary to take turns in between.
There is also no obligation to play the minimum number of free cards indicated on the Dream Card. The only requirement is that each one of you must play at least 1 Courage Card from your Courage Deck, and then, if necessary, you will agree on how to proceed – who will draw and play the next card, how far you are willing to go, whether to stop if the required Courage value on the Dream Card has been reached by both of you, and so on.
IMPORTANT: If you need to draw and there are no cards in your Courage Deck, shuffle your Discard Pile to form a new Courage Deck where to draw cards from.
Each of you has a number of free Courage Cards, as indicated on the Dream Card (you can use the Markers to keep track of the free cards available).
Once you have played these free cards, you may decide to continue drawing Courage Cards by spending 1 Chime Token for each.
Spend the Chime Token by taking them from the common reserve and setting them aside in the Chime Discard area.

---

IMPORTANT: You have 50 shared Chime Tokens available, and when these are used up, you lose the game. You can earn Chime Tokens through abilities conferred by cards; however, the maximum limit of 50 tokens cannot be exceeded, and any tokens obtained beyond this limit are considered lost.
When you play a Courage Card, you can place it in one of the three available rows indicated on the Bed Board: Play, Pass, or Elimination (see Dream Card Result, p. 12).
You must choose the row immediately after drawing the Courage Card, and once placed, the card cannot be moved.
For each Dream Card to be faced, you can place only 1 Courage Card for free in the Pass row and only 1 for free in the Elimination row. If you want to place more cards in one of these two rows, you must pay 1 Chime Token each card you play there, taking them from the common reserve.
IMPORTANT: All the cards that you play contribute to your total Courage for the Dream Card you are facing, regardless of the row.
IMPORTANT: Cards without a player’s symbol cannot be passed (as they cannot be used by the that player). You cannot place Fear Cards in either the Pass or Elimination rows.
+ + +
+++
Elimination Row
Play Row
Play Row
Pass Row
Pass Row
Playing cards Example
This Dream Card’s Required Courage for Alpha is 1 (0 from the leftmost Sheep + 1 from the D4), with 1 Free Card.
Tommy rolled a 0 on his D4, so he must match a Required Courage of 0 to beat his side.
A. Tommy begins, and draws his first free card. This Courage Card has , enough to match his Required Courage. Tommy also notices that, on Alpha’s side, the card he just played has and a Power. Therefore, he decides to place it, for free, on the Pass row. Since Tommy defeated his side, they decide Alpha will play his turn now.
B. Alpha draws a card which has , effectively making the challenge even harder! This card also has a Power that Alpha must activate immediately, but since they cannot have more than 50 Chime Tokens the benefit is lost. However, it has a Power on Tommy’s side, and because of this, Alpha decides to place the card in the Pass row.
C. Alpha has played his only free card, but he wishes to continue: they agree on spending 1 Chime Token (moving it to the Chime Discard Area) to allow Alpha to draw 1 more Courage card from his Courage Deck.
This new card has . Added to the previous , is enough to match the Required Courage (-1+2 = 1, Required Courage = 1).
Alpha places this last card on the Play row and they decide to stop.
A
B
C
0
1

---

12 13
IV. Dream Card Result
You draw and play Courage Cards until one of these two
conclusions is reached (or until you run out of Chime Tokens and
lose the game):
• Both Required Courage values have been reached (see also
Exceeding Courage, p. 18):
You defeated the Dream Card, and the player with the Growth
Symbol on their side of the Bed Board take that Dream Card
and add it to their Discard pile, thus growing their Courage
Deck by adding a new Dream (or Monster) Card.
Rotated the Bed Board 180 degrees so that the player who did
not take the defeated Dream Card will be the next to obtain one
when won.
• You agree to stop and abandon the adventure, suffering Terror:
Terror is the difference between the sum of the Required
Courage values for each player minus the sum of the Courage
values both of you managed to add with your cards, with a limit
of the Required Courage +1, per player. You lose as many Chime
Tokens as the value of Terror. Place half of these, rounded
down, in the Fear Reserve area. You will use those to remove
Fear Cards from the game (see Fear Cards, p. 19).
Place the unwon Dream Card on top of the R.E.M. 3 Deck.
In any case, add the cards in your Play row and in the other player’s
Pass row to your Discard Pile, and return to the box the cards you
have played in the Elimination row. The other player does the same.
Once an R.E.M. Deck runs out of Dream Cards, you will face the
corresponding Phase Monster.
IMPORTANT: If you have played all the Courage cards, but need to
play more (i.e. you have no cards in your Courage Deck or in your
Discard Pile), you must stop and abandon the adventure.
If this happens while you are facing a Monster, check if you have
beaten enough of its parts:
• If yes, see
IV. Monster Result (p. 15).
• If not, you lose the game!
+ + +
+++
Stop and abandon
example:
Alpha’s Required Courage:
1 (D4) + 2 (leftmost Sheep) = 3
Alpha’s Total Courage:
-1-2 = -3
Tommy’s Required Courage:
0 (D4) +1 (leftmost Sheep) = 1
Tommy’s Total Courage:
-1-2+1= -2
Elimination
Row
Play
Row
Play
Row
Pass
Row
In the previous example, both the Required Courage values were
reached. Since the Growth symbol indicates Tommy, he adds the
Dream Card to his Discard Pile, along with the card that Alpha placed
in the Pass row (B). Alpha adds the card he placed in the Play row (C)
and the card that Tommy placed in his Pass row (A) to his Discard Pile
instead.
The Bed Board is rotated 180°, to indicate that Alpha will be the one to
take the next Dream Card (or Monster Head) they’ll defeat.
Alpha and Tommy decide to stop and suffer Terror.
Terror, is equal to the difference between the two Required Courages
(3+1 = 4) and the sum of the Courage values they added with their
cards (-3-2 = -5). So, in this case, Terror is 4-(-5) = 9.
They take 9 Chime Tokens from the reserve, place half of them
(rounded down) in the Fear Reserve, and discard the remaining 5.
Alpha adds the 2 cards Tommy placed in the Pass row to his Discard
Pile, and discards the 2 cards he placed in the Eliminations row.
Tommy, adds the card he placed in the Play row to his Discard Pile.
Finally, they place the Dream Card on top of R.E.M. 3 Deck. They DO
NOT rotate the Bed Board.
0
1

---

14 15
Monster Card Sub-Phase
I. Setup the Monster
Each player adds a Fear Card to their Courage discard pile, by
drawing the card on top of their Fear Deck.
Then, take the Phase Monster Cards (or Card) for the ongoing
Phase and place them in a straight line so that the Head (with both
and ) is in middle of the table (on the Bed Board) and the
Arms, if any, are in front of the corresponding player (according to
and ):
II. Set the Required Courage for the Head of the Monster
Depending on the R.E.M. Phase you are in, roll 2 dice and add the
sum of the numbers drawn this way to the Courage value written
on the Monster’s Head Card:
• 1st R.E.M. Phase: Roll the two D4 dice.
• 2nd R.E.M. Phase: Roll the two D6 dice.
• 3rd R.E.M. Phase: Roll the two D10 dice.
IMPORTANT: The Required Courage for the Monster Arms is written
on those cards, and you don’t need to roll the dice for them.

III. Play Courage Cards
During this Sub-Phase, you must declare on which Monster Card
you want to play your Courage Cards before you draw them.
Draw Cards, one at a time, and play them beside the Monster Card
you decided to face, on your playing area.
The Required Courage of each single Monster Card is considered
common to both players, so you will add up the Courage values of
all cards both of you played on that Monster Card.
IMPORTANT: In this Sub-Phase, the Pass and Elimination rows are
not used and you are not allowed to exchange Courage Cards with
the other player or to eliminate Courage Cards, except for Fear
Cards (see Fear Cards, p.19).
IV. Monster Result
Once you have defeated a certain number of Monster Cards (as
indicated on the Head), the Monster has been successfully beaten.
Add the Monster Cards you have defeated to your Courage discard
piles:
• Monster Head goes to the player indicated by the Growth
symbol on the Bed Board. Then, rotate the Bed Board 180
degrees.
• Monster Arms, if any, go to the corresponding player (according
to
and ).
+ + +
+++ MONSTER HEAD MONSTER HEAD
Art to be added Art to be added
5 5
5 5
6 6
3/5 3/5
4 4
4 4
Example for the Required Courage of a R.E.M. 1 Phase Monster:
Alpha and Tommy roll their D4 dice and add their results to the value
written on two Sheep visible in the Monster Head:
The Required Courage to defeat the Head of this R.E.M. 1 Monster is 7.
1
0
7
Alpha
Playing
Area
Tommy
Playing
Area
Tommy's side
Alpha's side

---

16 17
If there’s any Monster Card you did not defeat, add Fear Cards to
your Courage Discard piles:
• Undefeated Monster Head: Each player adds a Fear Card to
their Courage Discard pile, by drawing the card on top of their
Fear Deck.
• Undefeated Monster Arm: The corresponding player (according
to and ) adds a Fear Card to their Courage Discard pile,
by drawing the card on top of their Fear Deck.
IMPORTANT: you do not suffer Terror against R.E.M. Phase
Monsters!
After defeating a Monster, the next R.E.M. Phase begins, and if you
beat the 3rd R.E.M. Phase Monster you win the game!
+ + +
+++
Example of a R.E.M. 1 Phase Monster Card Sub-Phase:
Tommy and Alpha rolled their D4 dice to determine the Required
Courage for the Monster Head (1+0+6 = 7).
They have 5 free cards each to defeat 2 of the 3 Monster Cards, as
indicated on the Monster Head.
They agree on facing the Monster Arm on Tommy’s side, given it’s
lower Required Courage (2).
A. Alpha plays his 1st free card. It has 11 and a Power that allows
Alpha to play 1 card for free. He decides to activate it on this
same Monster Arm, but draws a
-2-2
.
B. They decide it’s Tommy’s turn to play, that draws a 22. Their
total Courage is now (1-2+2 =) 1. Tommy draws his 2nd free
card, a -1-1 (that lowers their Courage back to 0). Tommy then
draws his 3rd free card, which is another 22: they reached
the Required Courage of the Monster Arm, so they flip it!
C. They decide to face the other Monster Arm (Required Courage
= 3), and Tommy plays his 4th free card. It has 00, so they
decide it’s Alpha’s turn to play. He draws his 2nd free card, a
22, then draws his 3rd free card, a 00. They are missing 1
Courage, that Alpha manages to add with his 4th free card, a
11. They matched the Required Courage, so they flip the Arm!
D. They could stop now, given they have defeated 2 of the 3
Monster Cards, but since they still have some free cards to
play, they try to face the Head. Tommy plays his 5th and last
free card, a -1-1.
Alpha plays his last free card, a -1-1. They are out of free cards,
so Alpha spends a Chime token to play one more card, which is,
unfortunately, a 00. They are far from the Required Courage
(7), so they decide to stop.
E. To end the Monster Phase, Alpha adds the cards he played and
the Monster Arm on his side to his Discard Pile, Tommy does
the same with the cards relevant to him.
Since they did not beat the Monster Head, each of them also
adds 1 Fear Card to their Discard Pile, taking it from their own
face-down Fear Deck.
A B
C
D
1
0

---

18 19
End of the Game
• If, at any point during the game, you need to draw Chime
Tokens to continue playing and the Reserve is empty, the game
ends immediately and you lose.
You run out of time! The Terror was too strong and you were
not able to save Nina. Alpha and Tommy wake up suddenly...
Phew! Fortunately, it was just a dream.
• If you defeat the 3rd R.E.M. Phase Monster you win.
Nina is safe! Moments of celebration and a hearty breakfast
await our heroes upon waking up!
For curiosity, you can add up the total value of Courage cards
available to the players and use it as a reference for the next game.
ADDITIONAL CORE RULES
Now that you know how to play your cards, keep the following rules
in mind: they are essential for the game’s functionality and have
been separated for clarity.
Exceeding Courage
If you match (or exceed) the required Courage on your side of the
Dream Card, you have completed your part of the challenge and do
not need to draw more cards.
However, you might still want to draw more to improve your deck
or to help the other player overcome their part of the Dream Card
by providing 1 Courage, if needed. When you exceed the Required
Courage on your side of a Dream Card, you can infuse up to 1
Courage to the other player from your excess, effectively reducing
their Required Courage by 1.
Remember that Monster Cards Required Courage is in common!
Card Powers
Some cards have Powers, and unless otherwise indicated in the
rulebook, Powers only apply to the cards belonging to the player
who played them. Most Powers are not mandatory to use, but if
you decide to, you resolve the effect only once. After use, rotate
the card by 45 degrees as a reminder. You can use the Power of
that specific card again when you draw it again in a future turn.
Fear Cards
When you draw a Courage Card, you might find a Fear Card. A Fear
Card can either be played or removed entirely from the game:
• Play the Fear Card: You can only place it in the Play row. Its
Courage value will count towards your total Courage and you
must immediately activate any Power it might have.
• Remove the Fear Card: By mutual agreement, if you have at
least 2 Chime Tokens in the Fear Reserve, you can spend them
to remove the Fear Card from the game. Pay the 2 Chime
Tokens by taking them from the Fear Reserve (and placing
them in the Token Discard) and remove the Fear Card from the
game by returning it to the box. Then, the other player takes a
+2 Chime Card (if available; see Chime Cards, below) from the
Chime Deck and adds it to their Courage discard pile. The other
player has just helped you face one of your greatest fears! As a
reward, they have earned some time.
Remember that Chime Tokens are added to the Fear Reserve as
explained in the Dream Card Result section (p. 12).
Chime Cards
When you draw a Courage card, you might reveal a +2 Chime
Card. In this case, put the card back in the +2 Chime Deck, and
immediately add 2 Chime Tokens (if available) to the Chime
Reserve, taking them from the Chime Tokens discard area.
IMPORTANT: Since Chime Cards and Fear Cards that you remove
from the game are not placed in the Playing Area rows, they do not
count towards the total number of cards played when counting
Free Cards or resolving Powers with “play” effects.
TYPES OF CARDS
Dream
Starting
Fear
R.E.M. 1 Monster
R.E.M. 2 Monster
R.E.M. 3 Monster

---

20 21
CARDS POWERS
FEAR CARDS POWERS
+N+N Draw and play N cards from your deck, one at a time.
Copy the Power of another card. Place the = token on that card.
Add 1 card to the Elimination row for free.
11
Return 1 card from the Play row to the bottom of your
Courage Deck.
11
Return 1 card from the Play row to the bottom of your
Courage Deck and draw the 1 on top of it to play.
-3-3
Activate it when you would suffer Terror to reduce it by 3.
Required Courage is in common, and is equal to the sum of
the Required Courages.
xx22
xx22
Count the Courage value printed on a card twice. Place
the x2 token on that card.
11
Both players return 1 of the cards in their Play row to the
bottom of their Courage Deck.
00=00
Raise to 0 the negative Courage value of a card (can
affect Fear Cards). Place the 0 token on that card.
Reduces to 0 the Courage value of your strongest
Courage card.
Discard the card with the lowest
Courage value among the positive ones.
-1-1
Lose 1 Chime Token by taking it from the common reserve and
placing it in the Discard area.
33
xx Look at the top 3 cards of your Courage Deck and return them
on top of it in the order of your choice.
33
xx
Look at the top 3 cards of your Courage Deck.
Choose 1 to discard and return the other 2 back on
top of the Courage Deck, in the order of your choice.
11
33
xx
Look at the top 3 cards of your Courage Deck.
Choose 1 to return to the box and 2 to return back on
top of the Courage Deck, in the order of your choice.
+N+N
Add N Chime Tokens to the Reserve, taking them from the
Discard Area.
+1+1
+1+1
Infuse 1 Courage to the other player (regardless of the
Courage you added).
1111
Activate it when you draw a Fear Card to
spend only 1 Chime Token (from the Fear
Reserve) to remove it from the game.
nn+n+nnn
nn nn +n+n
If you have played at least 2 N
Courage value cards, activate it to
get +N Courage. Place the +N token
on top of an N card.
+3+3xx22xx11 +1+1
Spend 1|2 Chime token(s) from the
Common Reserve to get +1|+3 Courage.
11
22
xx
11
Look at the top 2 cards of your Courage Deck. Choose 1
to add to your discard pile and 1 to play.
11
Shuffle your Discard Pile and randomly draw 1 Card from
there to play.
Add 1 card to the Pass row for free.
11
minmin
max=max=00
max=max=00
minmin
+1+1
+1+1 +1+1

---

22 23
Symbols Clarifications
= You must immediately activate this Power, if possible.
Clarifications on rules
• When you activate a Power you must resolve its effect entirely.
• If a Power cannot be resolved, ignore it.
• When a Power allows you to “play” 1 or more cards, any of those
cards that are not placed in one of the rows (i.e. Fear Cards that you
remove and Chime Cards) do not count towards that amount.
• A Power token keeps its effect active even if the card that placed it
is removed from the Playing Area.
• Powers can affect the Courage value of Fear Cards.
• Counting the Courage value of a Card twice will add the value
printed on that card to itself. Use it on a -2 and you will get a -4!
• When the Required Courage is in common and you active
+1+1
,
just add 1 to the total Courage value you managed to add so far.
• Activating when facing a Monster doesn't affect the game
because the Required Courage is already in common.
• Powers that let you add cards to the Pass and Elimination rows of
the Playing Area cannot be used when facing Monsters because
those rows are not available in those Sub-Phases of the game.
Tweak the difficulty
If you want a harder challenge, don't use the Chime Cards and/or
lower the amount of maximum Chime Tokens you can have.
SOLO RULES
To play solo, you only use one of the two starting decks: during the
setup, chose one and return the other to the box.
Most of the game plays the same, with the following changes:
• You start with 35 Chime tokens, and you can't have more.
• To defeat a Dream card, you only need to match the Required
Courage on your side. Set it as usual by rolling only your dice.
• You can't infuse Courage, any exceeding is lost.
• Cards you play in the Pass row, end up in a separate face-down
Companion deck.
• To draw 1 card from the Companion deck, shuffle it, and spend 1
Chime token. Cards from the Companion deck can only be played in
your the Elimination row, taking into account the other player's side
of the card.
• The Growth symbol on the Bed Board always points at you (i.e.
defeated Dream Cards will end only in your Discard Pile).
• When you are facing a Monster, ignore the arms on the other
player's side, and halve both the Required Courage value printed on
all Monster Heads and the amount of free cards you have available
to play, rounded up.
Roll only your dice to determine the value to match, as usual.
• Ignore powers that require the second player. If you can partially
apply a power, resolve only the possible part.
You can tweak the difficulty of your solo games, too, by removing the
Chime Cards and/or changing the amount of maximum Chime tokens.
Example: You activate
11
22
xx
11
and draw a
-2-2
and a
. You
decide to discard the latter and to deal with the
because you
have tokens available in the Fear Reserve. Once removed the
from the game, you can draw another card from your Courage Deck
because the Fear Card was never placed in your Playing Area.
Example: You use
xx22
and place a x2 token on a
22
card, resulting
in
44
. You then use to copy
xx22
and apply this effect to the card
that already has the x2 token on it, placing another token. The Power
adds the value printed on the card, resulting in the card having 66.
Example: You decide to play a , whose effect
m a x=m a x=00 reduces to 0
the Courage value of one of your cards. You place the 0 token on the
affected card. Later, you manage to return that to your deck, but
since the token is still in play, its effect remains active.

---

Companion Deck
Example of playing solo rules
Alpha is facing a Dream Card, and rolled their dice to set the Required Courage, which is 1 (1+0 = 1).
A. Alpha plays his only free card: it has -1-1 and 11, so they play it on the Pass Row.
B. Alpha remembers they passed a couple of strong cards to the Companion Deck, so they decide to spend 1 Chime Token to draw from there, plus another one, because they are out of Free Cards. The card has 22 on Tommy's side, enough to beat the Dream! Alpha plays it on their own Elimination Row and succesfully completes this adventure.
C. The Dream Card will go into their Discard Pile, the -1-1 will go into the Companion deck, and the 22 is removed from the game entirely.
Designer: Francesco Messina
Illustrator: Matteo Sorighe
Publisher: Mojito Studios.
© 2024, Mojito Studios is a DXP, LLC trademark.
4362 Northlake Boulevard, Suite 213, Palm Beach Gardens, FL 33140, USA
facebook.com/mojitostudios | www.mojitostudios.com | info@mojitostudios.com

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