Sleeping Gods

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Sleeping Gods

Overview

Sleeping Gods is a cooperative campaign adventure game where players control Captain Sofi Odessa and her crew aboard the steamship Manticore. Mysteriously transported to a strange world called the Wandering Sea, players must explore an atlas of interconnected maps, complete quests, and discover totems to find a way home. The campaign spans approximately 10-20 hours across multiple sessions, with a save/load system allowing players to pause and resume.

Components

Setup

  1. Open atlas to page 2; place ship in region 2.
  2. Place Ship Board with the appropriate side up (1-2 or 3-4 players).
  3. Distribute 8 crew boards evenly among players; place Captain Sofi Odessa in center.
  4. Shuffle Ability deck; give each player 1 command token and 1 ability card.
  5. Assemble Event deck: shuffle by rarity, draw 6 Deadly, 6 Perilous, and 6 Mild cards, stack them (Deadly on bottom, Mild on top).
  6. Place starting Adventure Cards nearby (Gloria Walker, Soup, Gear, Flapjacks).
  7. Distribute synergy tokens to corresponding crew boards.
  8. Create Journey Log sheet; note normal or brutal mode.

Turn Structure

Each turn follows four phases:

Phase 1: Ship Action

Move the ship action figure to one of five rooms (must differ from previous turn):

Phase 2: Event

Draw and resolve one event card from the event deck.

Phase 3: Two Actions

Perform two actions (may repeat same action twice or skip for 1 command each):

Phase 4: End of Turn

Pass captain token to the player on the left; that player becomes the active player.

Actions

Challenge System

Challenges test crew skills (Strength, Perception, Savvy, Craft, Cunning):

  1. Select participating crew (other players pay 1 command to add their crew). Place 1 fatigue on each participant.
  2. Add relevant skill numbers from participants.
  3. Draw fate (top ability card number).
  4. Alter fate using crew abilities, adventure cards, or discarding ability cards (+1 per card).
  5. If total >= challenge number, succeed; otherwise apply failure consequences.

Combat System

  1. Retrieve enemy cards; shuffle and place face-up in a row.
  2. Distribute 4 combat action tokens among players.
  3. Attack Phase: Place token on a crew member, choose target enemy, draw fate + weapon accuracy. If total >= enemy defense, hit and place damage tokens on enemy. Enemy counterattacks if it survives (apply weapon block). On miss, deal 1 damage after counterattack.
  4. End of Round: Undefeated enemies attack (active player chooses targets).
  5. Continue rounds until all enemies defeated.

Command System

Command tokens can be spent at any time to equip ability cards, activate crew/adventure card abilities, transfer combat action tokens (1 command), or allow other players’ crew to participate in challenges (1 command).

Scoring / Victory Conditions

The campaign ends when reaching specific story outcomes. Final score is calculated:

Defeat occurs if all crew members reach 0 health or the ship accumulates 11 damage. In normal mode, the crew recovers at the nearest port but discards 6 event cards. In brutal mode, the campaign ends.

Special Rules & Edge Cases

Player Reference

Phase Action
1. Ship Action Move figure to a new room; gain its benefits
2. Event Draw and resolve 1 event card
3. Two Actions Travel, Explore, Market, Port, or Skip (x2)
4. End of Turn Pass captain token left

Skills: Strength, Perception, Savvy, Craft, Cunning

Challenge: Skill total + Fate draw + modifiers >= Challenge number = Success

Combat: Accuracy (weapon + fate) >= Defense = Hit; deal weapon damage to enemy