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
- 1 Ship Board (double-sided for 1-2 or 3-4 players)
- 9 Crew Boards (one per crew member)
- 1 Atlas (9-page foldout game world)
- 1 Storybook
- 90 Adventure Cards, 32 Market Cards, 180 Quest Cards
- 54 Event Cards (18 Mild, 18 Perilous, 18 Deadly)
- 78 Enemy Cards, 60 Ability Cards, 24 Level Cards
- 35 Damage Tokens, 7 Five-Damage Tokens
- 14 Command Tokens, 18 Fatigue Tokens
- 4 Combat Action Tokens, 9 Synergy Tokens
- 8 Explore Tokens (A-H), 11 Ship Damage Cubes
- 41 Coin Tokens, 6 each of Meat/Vegetables/Grain/Materials/Artifacts
- 1 Ship Miniature, 1 Ship Action Figure, 1 Captain Token
Setup
- Open atlas to page 2; place ship in region 2.
- Place Ship Board with the appropriate side up (1-2 or 3-4 players).
- Distribute 8 crew boards evenly among players; place Captain Sofi Odessa in center.
- Shuffle Ability deck; give each player 1 command token and 1 ability card.
- Assemble Event deck: shuffle by rarity, draw 6 Deadly, 6 Perilous, and 6 Mild cards, stack them (Deadly on bottom, Mild on top).
- Place starting Adventure Cards nearby (Gloria Walker, Soup, Gear, Flapjacks).
- Distribute synergy tokens to corresponding crew boards.
- 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):
- Bridge: Draw 1 ability card, gain command tokens, remove all command from crew/adventure cards.
- Galley: Draw 2 ability cards (1 with 1-2 players), gain command, optionally discard 1 ability card to remove 1 fatigue from any crew.
- Deck: Gain command tokens, draw up to 3 search tokens (apply all ship damage shown, keep rewards from one).
- Quarters: Draw 1 ability card, gain command, remove 3 command tokens (2 with 1-2 players) from crew/adventure cards.
- Sick Bay: Draw 1 ability card, gain command, restore 1 health to any crew member.
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):
- Travel: Perform craft challenge to move ship to a new region.
- Explore: Visit a location in the current region (red circle outline) and read the corresponding storybook entry.
- Market: Purchase from 7 drawn market cards using coins.
- Port: Use inn (pay 4 coins, each crew restores 2 health and removes 1 fatigue), shipyard (repair ship damage), healer (pay 1 coin per crew, restore all health), or spend XP on level cards.
- Skip: Gain 1 command per action skipped.
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):
- Select participating crew (other players pay 1 command to add their crew). Place 1 fatigue on each participant.
- Add relevant skill numbers from participants.
- Draw fate (top ability card number).
- Alter fate using crew abilities, adventure cards, or discarding ability cards (+1 per card).
- If total >= challenge number, succeed; otherwise apply failure consequences.
Combat System
- Retrieve enemy cards; shuffle and place face-up in a row.
- Distribute 4 combat action tokens among players.
- 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.
- End of Round: Undefeated enemies attack (active player chooses targets).
- 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:
- 2 points per adventure card (4 if totem)
- 1 point per quest card
- 2 points per level card
- 1 point per 2 remaining coins
- 1 point per artifact
- 10 points for reaching an ending
- -10 per defeat (normal mode)
- +25 bonus for brutal mode
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
- Fatigue: Crew gain 1 fatigue when participating in challenges. At 2 fatigue: -1 damage in combat, cannot participate in challenges.
- Status Tokens: Venom (1 damage/turn), Frightened (cannot attack), Weakened (-2 to all skills), Madness (1 damage when participating in challenges), Low Morale (costs 1 extra command for challenges). No duplicates of the same status on one crew member.
- Ship Damage: Draw 1 ability card per damage; place damage cube on matching room. Rooms with 2 damage cubes cannot be used. Hull holds 1 damage maximum.
- Event Deck Cycling: The event deck recycles 3 times per campaign, with special story paragraphs read at each recycling.
- Synergy Tokens: Start each combat on crew boards. When crew places damage on an enemy synergy square, place their token on a different crew board to grant that crew access to the original crew’s special ability.
- Ability Card Hand Limit: 3 cards maximum. Each crew can have 2 equipped ability cards (not counting level cards/weapons).
- Enemy Abilities: First Strike (enemy attacks first), Flying (+1 defense vs non-ranged), Regen (removes damage at end of round), and various status-giving abilities.
- Adding/Removing Players: Can occur at end of any turn; redistribute crew evenly. Flip ship board if player count crosses 1-2/3-4 threshold.
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