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Dreams of Yesterday Crowdfunding Preview

Thespokentoken's podcast

Release Date: 03/21/2023

 Note, the following preview is based on a prototype copy of the game and final components may change or otherwise be altered from what is described here.

 

Dreams of Yesterday has proven to be an impactful project that is in fact greater than the sum of its parts. This is notable here because of the parts that have gone into it. From design to art and layout to publishing, Dreams appears to be designed to afford a unique experience at the game table, in a short amount of time. My initial interaction with the title was fraught with my own trepidation to “get things right” that is, I have tremendous respect for the work of Board game designers and publishers, in this case Weird Giraffe, and had no intention of giving any less than my best effort. This added some undue pressure and in that moment I missed some key ways the game is presenting its world, telling its story and immersing players in its culture. This cautionary tale, I may add, is one for ALL games: Relax, and remember why you are here, and have fun!

 

I did in fact have fun and the “light-bulb” moment for me at solo was augmented by the same experience for my Co-Host Alex, at the multiplayer sessions. The game lays a tableau before you and then lets your imagination run wild with how you are acquiring the resources you need to win. Are you out in the field in a modern setting, or the far flung past, is this some sort of time traveling affair? The possibilities are numerous and all could fit. Then there is the clever way you move about the histories, I cannot say enough about the mechanic other than to note that at first I was not sure it was necessary within the game engine at all, that it was perhaps too clever here and caused a bit of confusion in what should have been a straightforward micro-game. Then I used it, saw how simply elegant the different starting location both balances the game and bestows it with so much theme. As competing curators, no matter how you are gaining these artifacts, you would not be starting from the same places and looking in the same areas, at first! In the drive to be the best in the field, you would want to be able to say you made the discovery, with no major help from your rival, certainly. This little touch is so thematic, and again multifaceted in implementation to the game that it is a joy to interact with.

 

This is a recurring theme with the game: multi use segments within the design. The cards themselves are dual sided, giving greater variety to items in game in a smaller footprint while adding to the richness of the choices you are able to make. Will you complete an exhibit, change your current power, or flip the card completely and extend a current exhibit? The cards provide you with meaningful decisions to be made and all the information to make them quickly. Small illustrations on the bottom right corners of the cards inform what's on the other side, cost is relayed in the same area of each card and there is good use in the prototype of overall color to quickly signify what the card is all about. The design is clearly a minimal design with a thought towards portability. But Dreams of Yesterday never feels like this was done just for that effect, this is a thrilling aspect to the design of this title.

 

For my experience this is a tight, taught design that is clever as it is fun. Themed in a way that I would neither run to or from in my non gaming time. When it comes to board games I will go pretty far afield of my usual interests in the name of playing and/or discovering a good game. More often than not I am not disappointed and find a memorable experience that I want to share with others, learn from, and simply enjoy my time with.

Dreams of Yesterday in this current state is one of them.



Disclaimer: the Publisher, Weird Giraffe Games provided a prototype copy for this non-paid preview of the game.

 

*****

Originally aired in the episode, with excerpts from the publisher's description.

 

Dreams of Yesterday is the very cleverly designed 27 card sequel to Dreams of Tomorrow! However instead of saving the future by connecting dreams into the past, you're museum curators competing to create the best museum exhibit you can that will change the future. One copy of the game will play 1-3 players, while two decks will allow for up to 6 players.



Dreams of Yesterday has quite the development team behind it, with design by Heather O'Neill of 9th level Games, illustration by Beth Sobel, and graphic design by Katie Khau and María Gabriela Patiño.



In this micro-game 1-6 players will move about the Histories of time collecting resources and artifacts to place in one of the two exhibits in your museum! You are free to build your exhibits as you see fit and this will help direct what resources you aim for as you vie to put together the most pleasing exhibits first, or before the deck of cards runs out. Once that happens you count up the score and the most points is the winner!



Setting up the game is straightforward, you lay out the Histories based on the number of players, removing cards as directed, based on player count. In this case we discuss setting up for two players, so we would remove Five cards to the box without looking at them.



The Histories area is made up of the items you acquire to make your museum's exhibits: Astonishing Antiques, Bygone Bones, Cultural Curiosities, Diverse Discoveries and Unusual Urns. Your resources will consist of Knowledge, Prestige and money.



Then lay out a five card tableau in two rows, the top row with three, the bottom row with two, the empty space is the starting point for player one.



On your turn, you start from the empty space and move one or two spaces clockwise, additionally you may spend one resource each to move an extra space, OR flip one of the cards in your movement range over to its other side. If you do not wish to, or cannot move, draw cards from the draw deck until you receive resources, discarding all drawn cards to the discard pile.



When you have finished moving you either claim the resource you have stopped on, or pay the cost for the artifact and place it in your exhibit right away. If you took a card from the grid, draw a card from the draw pile, pick a side to display and place it where you started from, if you drew one from the deck pick one of the cards already on the grid in your movement range, flip it over and place it where you started from. This way no matter your choice you end with creating a new opening in the grid and a new starting place for the next player.



Placing an artifact in your exhibit is quite important, in fact this is the meat of the game, lets dig into it a little bit now.



Artifacts all have a cost associated with them, and one of several ingenious powers to use when they are on the end of an exhibit, uncovered. When placing a new artifact in your exhibit you have a choice to place on the right edge utilizing its special ability, or to tuck it under the left edge and keep your previous power intact while still growing your overall exhibit. These powers range from moving an extra space on the Histories, rearranging cards in the exhibit itself, even after they are placed, which is not normally allowed to giving you extra resources to use in future purchases. Pay the cost, place the artifact in the best possible position for your exhibit, that's it!



Scoring is done at game end and is driven by your exhibits placement; You get 1 point for each single type of artifact, 3 points for each two that match, 6 for Three, 10 points for four matches, 15 points for five matches, and 21 points for six identical artifacts placed in a row. More than six counts as a separate set.



There are a few keys to placing artifacts in exhibits to gain those all important points in end game, lets look a few of those now:



Placing matching artifact types is the main way to multiply the scoring as you gain more points for the larger number of matches you can complete. There are also end caps to exhibits in the form of Special Urns that on top of completing a given exhibit, grant points as they are placed. These Urns also contain special conditions that when found in your exhibit grant bonus points. These range from numbers of matching items, to collections of artifacts in specific order and can really help drive up your end game scoring!



Scoring is done at game end and is driven by your exhibits placement; You get 1 point for each single type of artifact, 3 points for each two that match, 6 for Three, 10 points for four matches, 15 points for five matches, and 21 points for six identical artifacts placed in a row. More than six counts as a separate set.



Game turns alternate between players until either the replenish deck runs out, thus the Histories cannot be updated, or one curator has completed both exhibits with Urns!



Now you have all that you need to set up and play Dreams Of Yesterday, Published by Weird Giraffe Games, designed by Heather O'Neill of 9th level Games, illustrated by Beth Sobel, with graphic design by Katie Khau and María Gabriela Patiño.


For The Spoken Token Podcast, I’m Larry Neal.