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Niedostępna

Máquina dos Sonhos

Liczba graczy: 2
Czas gry: 15 - 40 minut
Wiek od: 14 lat
Wydanie oryginalne: Board Game Bureau
Opis w języku angielskim: In a retro-futuristic reality, renowned scientist James Watt, known for his revolutionary inventions, embarked on a new and mysterious journey. In his laboratory, full of gears and glass tubes, Watt developed an extraordinary machine capable of exploring the deepest recesses of the human mind during sleep: the "Máquina dos Sonhos" (Dream Machine)! A complex cont... czytaj dalej
Opis w języku angielskim:
In a retro-futuristic reality, renowned scientist James Watt, known for his revolutionary inventions, embarked on a new and mysterious journey. In his laboratory, full of gears and glass tubes, Watt developed an extraordinary machine capable of exploring the deepest recesses of the human mind during sleep: the "Máquina dos Sonhos" (Dream Machine)!

A complex contraption that had a helmet adorned with electrodes and allowed people's dreams and nightmares to be guided and observed in real time. The dreamlike images were projected onto a tube screen, revealing surreal landscapes and fantastic creatures. With each experiment, Watt came closer to unraveling the secrets of dreams, navigating between the unknown and the impossible.

To win, the player must reproduce on the matrix (a board made up of 9 cards in a 3X3 matrix) the positioning of the elements of two cards from the machine. To do this, players will have a number of actions that will increase (2 to 6) with each new round, returning to the lowest number of actions at the end of the trail on the card responsible for this count. As actions, players can add and subtract elements in the matrix (sheep and fences) or move them if they are already in the matrix. Sheep are positioned and/or moved on the cells of the matrix, while fences are positioned and/or moved in the spaces between the cells. There are two types of cards that can be completed by players: dream cards (which give the player additional actions) or nightmare cards (which give the opponent additional actions). In addition, the cells of the matrix can be turned over, showing their other side (grass/stones). To turn over a cell of the matrix, the player must make a sheep "jump" over a fence between 2 cells. With this, he can choose whether or not to turn one of the cells (never both) that were part of the action.
Players also have an impediment marker that restricts the manipulation of a cell during the opponent's next turn. After spending, this marker returns when the player uses an action.

—description from the designer

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