You may spend command at any time, even on other players’ turns.
A challenge is a test of skill that you must overcome.
Players must keep their abilities cards in hand secret until they are played. They may not show them or give them to other players.
Each player has a hand limit of 3 ability cards. If after drawing new Ability Cards your hand size has exceeded the limit, you must immediately discard down to 3 cards. You may select the card(s) to discard.
Abilities on ability cards generally only apply to the crew member to which they are equipped unless otherwise specified on the card.
If an ability description says “you,” it means the player that controls the crew member to which the card is equipped.
Apply the effect the moment that you equip the ability card.
Note: Each time you reach the end of the event deck (except the last time), be aware that the storybook will instruct you to discard all of your equipped ability cards.
When it is your turn, you are the active player.
Captain Odessa is always controlled by the active player as indicated by the captain token.
The active player chooses where to place damage on failed challenges and which crew members are targeted by enemies at the end of combat rounds.
At the end of your turn, pass the captain token to the player on the left. That player is now the active player.
Adventure cards represent the people, equipment, knowledge, and totems you find on your journey. When you gain an adventure card, place it near the other adventure cards you own, face up near the ship board. You can use the abilities on these cards by placing command tokens on them (except weapons, which are explained below). You gain adventure cards by exploring or by purchasing market cards (market cards are a type of adventure card). Any player can use adventure cards you own at any time, even to help another player in a challenge or combat.
Designer’s Note: In the later stages of your campaign, it is likely that you will have twenty or more adventure cards. To keep the play area organized, you may wish to place some of the cards that you don’t plan to use in a pile to the side. For example, you might own two recipes that are very similar except one of them is obviously better. In this case, you likely won’t need the inferior recipe and can place it to the side, to clean up the play area.
In each combat round, players may use their combat action tokens in any order to have crew members attack…
First, place a combat action token on a crew member you control and choose one of their weapons to use. If a crew member already has 2 combat action tokens, they cannot attack again until the next combat round. (Remember: If you are the active player, you control Captain Odessa.)
Choose an enemy card to be the target of the attack.
Draw fate and add that number to the weapon’s accuracy number. This total must meet or exceed the targeted enemy defense number in order to hit. Otherwise, you miss. After you draw, you may use adventure card and crew board abilities that add to accuracy.
If you hit, place a number of damage tokens on the enemy card equal to the damage on the weapon you used. When placing damage on an enemy card, you must place all damage from the same attack adjacently (think of it as one slash or hit). You cannot place damage diagonally, and each square can only hold one damage token. You cannot place damage on or skip a square that already has a damage token. The damage does not need to be placed in a straight line (you can change directions, make “T” shapes, etc.). If every square containing a heart symbol is covered, the enemy is defeated. Return the defeated card to the enemy deck and slide any remaining enemy cards together so that they are adjacent.
Splash Damage: When placing damage on an enemy card, you may place some of it on adjacent enemy cards as long as it follows the damage-adjacency rule and at least half of the damage (rounded up) is dealt to the enemy card that you originally targeted.
Covering Enemy Squares: Each enemy square can only hold 1 damage token. When you place a damage token on a square, all abilities in the square are disabled.
Double or Triple Hearts: Some enemy hearts have a number 2 or 3 on them. These hearts require a hit of 2 or 3 damage to cover (although you still only place one damage token on the square).
Counterattack: If the enemy card you attacked was not defeated, it counterattacks immediately. It deals damage equal to its basic attack damage plus any uncovered damage symbols on its card. Place this damage on the crew member who attacked. Apply any block from the weapon you used, which lets you ignore 1 damage per 1 block. You may also use block from adventure cards and crew abilities at this time. If the crew member runs out of health, choose another crew member to take any remaining damage, and so on.
Missing: If you miss, you still get to deal 1 damage, after the enemy counterattack (you deal 0 damage in this case if you have 2 fatigue). Abilities that increase attack damage can be used even if you miss.
After all players have used their combat action tokens, all enemies that have not yet been defeated attack the crew and activate their end of round abilities.
Block prevents incoming damage to a crew member during combat.
Block from weapons is only effective against enemy counterattacks.
Block from other sources can be used any time during combat.
Draw 1 ability card and gain the specified number of command tokens. Also remove any command tokens placed on all crew members (even those controlled by other players) and adventure cards and return them to the supply.
A challenge is a test of skill that you must overcome. Each challenge is associated with one of the five crew skills: strength, cunning, savvy, perception, or craft.
A basic challenge looks like this:
Fail: −3 health
In this example, you must achieve a total of 5 strength or higher. If you fail you will take the failure consequence.
To overcome a challenge, follow these steps:
Decide which of your crew members participate (from crew members that you control and Captain Sofi Odessa). Crew members with 2 fatigue cannot participate. You cannot use a crew member more than once per challenge. Place 1 fatigue token on each crew member that participates. You can choose to have no crew members participate and simply move on to the draw fate step.
If another player wants to use the crew members they control to participate in the challenge, they must pay 1 command. This cost is the same no matter how many crew members they use. They must also give each of their participating crew members 1 fatigue.
Example: Tom is the and chooses Captain Sofi Odessa to participate. Zoey decides to participate with two of her crew members, and she pays 1 command to do so. Determine the sum of the specified skills on participating crew members (which is usually 1 per crew member plus any relevant equipped ability cards they have) and move to the next step.
Draw Fate: Draw a card from the ability deck and check the fate number in the top left corner of the card. Add the participating crew skill to this number. The resulting number is your total skill.
You may now use crew abilities, adventure cards, and equipped ability cards to alter the outcomes of the fate draw by spending command to activate their abilities. Any player may also discard ability cards in hand to give +1 skill of the type specified on the card. Players may discard any number of ability cards.
If the final skill number is equal to or greater than the required challenge number, you succeed. Otherwise, you fail and must take consequences.
Discard the ability card used for “drawing fate.”
If you obtain a high enough skill number, ignore any listed failure consequences. Read the next line and follow the instructions.
If you fail, apply the consequences listed after the word “fail.” These are some of the possible consequences:
Sometimes there will be a “Failure Description” listed to describe what happened in the story. Read this only if you fail.
After applying the consequences for failing, if you were not instructed to turn to a different story number, apply any effects on the next line and continue reading as if you had succeeded.
Designer’s Note: Failure doesn’t always mean that you aren’t able to complete your task. Occasionally it does, but often it just means that you suffer injury or negative consequences in your effort to complete the task.
Start the first combat round and continue with combat rounds until either all enemy cards are defeated or all crew members have 0 health. A combat round consists of the following:
Attack and Counterattack: Players may use their combat action tokens in any order. Each attack action is (often) followed by a counterattack from a targeted enemy.
End of Round: After all players have used their combat action tokens, all enemies that have not yet been defeated attack the crew and activate their end of round abilities.
Check For Victory / Start New Round: If any enemies remain, reclaim your combat action tokens and start a new round of combat. If all enemies are defeated, place them back in order in the enemy deck and remove all combat action tokens and synergy tokens from crew boards. Then complete your story in the storybook.
See rulebook pages 26–27 for examples.
When a story section ends with the word COMBAT, followed by a list of numbers, you must start a combat and defeat enemies before you can continue your story. Follow these steps to set up combat.
Command represents your crew’s readiness and ability to work together. You must pay command to activate crew abilities and adventure cards, to equip ability cards to crew members, and to help other players on their turn by using your crew members.
You may spend command at any time, even on other players’ turns (with some exceptions, as explained below).
Play an ability card from your hand to one of your crew members. This is known as “equipping an ability.” This represents time that the crew member spends training and readying for adventure. Pay the command cost listed at the top right of the ability card to the supply. Then tuck the ability card beneath the bottom edge of the crew board so that the skill icon and any ability is showing.
You may pay command to activate one of your crew member’s abilities. Place the required command on their crew board to indicate that they have used an ability, then gain the effects. You may not use another ability on this crew member until all command tokens have been removed from their crew board.
You may pay command to activate an adventure card ability. Place the required command on the adventure card to indicate you have used its ability, then gain the effects. You may not use this ability again until all command tokens have been removed from this adventure card. All players share ownership of adventure cards. Any player can use adventure cards you own at any time, even to help another player in a challenge or combat.
Some ability cards require you to spend command to activate their ability after they have been equipped to a crew member. You do not need to place this command on the ability card (just return it to the supply). You may not spend command that has been placed on a crew board or adventure card.
You may also spend command to:
Important: Any time you must “pay” or “spend” command, return it to the supply unless you are using it to activate an ability on an adventure card or crew board. When activating an ability on an adventure card or crew board, place the command on the card/crew board.
Each player controls 2 or more crew. Crew take damage and fatigue throughout the game.
See also: Crew Board Suggested Layout
This can only be added to an attack the crew member performs. The damage cannot be dealt by itself, and it cannot be added to another crew member’s attack.
You cannot use this to block damage dealt to another crew member.
You cannot use this on another crew member’s attack.
This can be used to remove status from any crew member.
This can be used on any fate card draw, even if drawn by another player.
Remove 1 damage from the ship when you use this ability.
If you draw fate 1, you may use this ability to redraw fate.
Damage is physical and mental injury to a crew member or an enemy, represented by damage tokens (the blood drop). If the storybook or a card says “−1 health,” it means take 1 damage. When a crew member takes damage, place the indicated amount of damage tokens on the crew board.
When you are instructed to “Restore health” to a crew member, remove the specified number of damage tokens.
This symbol represents the amount of damage dealt by a crew member or enemy card in an attack.
Health is the amount of damage a crew member can take and still function normally. If a crew member has damage equal to their health (known as having 0 health), they can no longer attack, participate in challenges, or activate any of their crew board abilities or ability cards until they regain at least 1 health. Thematically, at 0 health they are nearly unconscious, able to speak and move, but badly hurt.
If all crew members have 0 health, you are defeated.
A crew member’s damage cannot exceed their health—any excess must be placed on another crew member.
Gain the specified number of command tokens. Also, you may draw up to 3 search tokens. Draw each token one at a time before deciding to continue drawing or stop. Apply any ship damage shown on all tokens, but keep the rewards from only one token. After applying the effects, place the search tokens in a discard pile. If you run out, shuffle the search tokens and make a new draw pile.
Draw a card from the ability card deck and check the number in the top left corner. Immediately discard this card. You draw fate for skill challenges, attacks, and more.
Designer’s Note: In this deck, 1s and 6s are half as common as the other numbers.
Any enemies that remain after all players have used their combat action tokens now attack the crew and activate their end of round abilities .
Note: Players can choose to skip to the end of round phase even if they haven’t used all of their combat action tokens in a round.
Each enemy attacks one at a time and in order from left to right, dealing damage to crew members.
Now players reclaim their combat action tokens and a new combat round begins.
Enemies deal damage equal to their basic damage plus any bonus damage on squares. If a square with enemy damage is covered by a damage token, this bonus damage is disabled.
Enemies with a wing symbol have the flying ability, which means they have +1 defense against any weapons that do not have the “ranged” attribute .
This enemy blocks 1 damage each time a crew member deals damage to it, until this ability is disabled.
Often before combat starts, you can see the combined levels of the enemies. Here is a helpful chart to give you a general idea of how difficult the combat will be.
Draw the top card of the event deck and read it aloud. Apply the effect or complete the challenge.
Over the course of each campaign, you will go through the event deck 3 times. Each time you reach the end of the event deck, follow these instructions:
First Time: After you have drawn all cards from the event deck, finish the current player’s turn. On the next turn, read paragraph 1 in the storybook instead of drawing an event card.
Second Time: After you have drawn all cards from the event deck, finish the current player’s turn. On the next turn, read paragraph 1.2 instead of drawing an event card.
Third Time: After you have drawn all cards from the event deck, finish the current player’s turn. On the next turn, read paragraph F1 instead of drawing an event card.
Explore one of the locations with a red circle outline on the region where the ship is located. When you explore, you make choices, complete challenges, and/or participate in combat.
First, choose a location to explore and open the storybook to the paragraph number listed on the location on the map.
Read the first box of text in the story (read aloud unless you are playing solo). At the end of each story paragraph, one of the following will occur:
Keywords: Sometimes, a story will refer to a keyword found on a quest card.
Note: Do not read ahead or turn to any further paragraphs until you have made your choice or completed your challenge. You are not meant to know what comes in a future paragraph before you make your choice.
Some stories start with a town or city name in bold. In this case, the story structure often allows you to select all of the various choices in the same visit, one by one. You may not, however, select the same choice more than once during each explore action at the town/city.
Sometimes a story will say “gain explore A,” or another letter. In this case, gain the explore token with the appropriate letter. Follow the instructions if a paragraph mentions a specific explore token.
When you return to the ship, return all explore tokens to the supply.
When crew members participate in challenges, they gain fatigue, represented by a fatigue token. Each crew member can hold up to 2 fatigue tokens.
Each fatigue token is double-sided. If a crew member has only 1 token, place the blank side face up. If a crew member has a 2nd fatigue token, it should have the “−1 damage” side face up. This causes the crew member to deal −1 damage in combat. A crew member with 2 fatigue tokens cannot participate in challenges, but can continue to participate in combat.
You can remove fatigue mainly by cooking recipes or performing a port action.
Draw 2 ability cards (1 ability card if playing with 1 or 2 players) and gain the specified number of command tokens. Also, you may discard exactly 1 ability card from your hand to remove 1 fatigue from any crew member.
When you start a new campaign, write your name and date on a new journey log sheet. You use this sheet to track certain information when you save your game during the campaign (and also as a memento of your journey). You can also keep notes on the world map to help you remember important information. You can use world map notes from previous campaigns when you play a new campaign.
When you take a “visit a port” action, you may pay XP (experience points) to buy level cards for your crew members. Each crew member has specific level cards. You may look through these cards at any time.
Keep track of XP you gain on your journey log sheet. Cross off or mark when you spend these points buying level cards.
When you buy a level card, immediately equip it to the associated crew member. You can equip an ability by tucking the card beneath the crew board so that the character image on the card is hidden. This card remains equipped for the remainder of the campaign. (Do not shuffle it into the ability deck at any time.) Level cards do not count toward the 2-card limit for equipped ability cards. Once equipped, you may not discard level cards to use other abilities or to add to an attack.
The ship must be in the same region as a market location.
Draw 7 cards from the market deck (market cards are adventure cards that you can purchase). You may purchase any number of them according to their cost listed in coins on the card near the card name. Place any that you purchase near the ship board, next to your other adventure cards, face up. Place any cards that you do not purchase from the market at the bottom of the market deck.
Exception: If you purchase a weapon, equip it to one of your crew. Each crew member may equip any number of weapons.
The ship must be in the same region as a port. You may then perform any or all of the following actions once. (Port actions are listed on the port board.)
Inn: Pay 4 coins. Each crew member restores 2 health and removes 1 fatigue.
Shipyard: Pay any number of materials resource tokens or coins to the supply to repair 1 ship damage per materials token/coin you pay (in any combination).
Healer: Pay 1 coin to restore all health to a crew member. You can do this for any number of crew members at a cost of 1 coin per crew member.
Spend XP: You may spend XP to purchase level cards for any crew members.
Draw 1 ability card and gain the specified number of command tokens. Also, remove any 3 command tokens (2 if playing with 1 or 2 players) placed on crew members (even crew members controlled by other players) and adventure cards and return them to the supply.
When the storybook says “Gain quest x,” retrieve the matching quest card from the deck and place it face up near the atlas. (Keep all other quests secret and in order.)
When the storybook says “Lose quest x,” or “Complete quest x,” place the specified card in the used quest box. Once quests are in this box, you cannot retrieve them (unless you are resetting the game for a new campaign).
Sometimes, a story will require you to have a keyword in order to read it, or you will need a specific keyword to make a choice.
Keywords are located on quest cards that you own. If you own the quest card, you have the keyword.
If a story paragraph starts with, If keyword X, turn to X, then you must follow these instructions if you have the listed keyword. If there are multiple keyword instructions at the start of a story, resolve them in order.
If a choice says Requires keyword X, it means that you must have a specific keyword to choose it. Even if you have the specified keyword, you are not forced to select that choice. You may select another choice.
A region of the sea on the atlas. Regions are separated by dotted lines, land, the spiral binding of the atlas, and the edge of the page. The ship cannot reside on or move through land, only sea regions.
As you explore locations and complete event cards, you sometimes gain these useful resources.
Grain (food): One of the ingredients used when activating recipe adventure cards.
Meat (food):One of the ingredients used when activating recipe adventure cards.
Vegetables (food): One of the ingredients used when activating recipe adventure cards.
Artifacts: These tokens can be spent as 2 coins at any time. There are also some special locations that allow you to spend artifacts to gain rare treasures or effects.
The words “materials” and “vegetables” are short for “materials token” and “vegetables token.” Each token represents a variety of building materials or vegetables. “Gain 1 materials” means “Gain 1 materials token.”
Move the ship action figure to one of the five ship rooms and apply the effect.
Ship room effects vary depending on the number of players in the game. When a room shows two numbers over the command token symbol, check the player count symbol at the top right corner of the ship board. This tells you what amount of command to take (depending on the number of players).
When playing with 3–4 players, use the side of the ship board that has this symbol.
On this side of the ship board, the Quarters room gives 4/5 command tokens. If playing with 3 players, you gain 4 command when you use this room, and 5 command if playing with 4 players. Also, you return 3 command on cards to the supply.
When instructed to take ship damage, draw 1 ability card per damage, then place a cube on the room(s) with a matching fate number. Each ship room can only take 2 damage and the hull can take 1 damage. If a room already has 2 damage, you may choose where to place the damage. If a room has 2 damage, it cannot be used during the ship action phase. If the ship ever has 11 damage cubes, you are defeated.
Repair refers to removing ship damage. If you “repair 2,” you remove any 2 damage from the ship.
You can spend coins and materials to repair when you visit a port.
Draw 1 ability card and gain the specified number of command tokens. Also, restore 1 health to any crew member.
There are 5 types of crew skills in the game. Most crew members start with 2 to 4 skills.
Strength: Used when anything requires physical effort or endurance.
Perception: Used to search, use hand-eye coordination, detect, or use senses. Also used to hide and sneak.
Savvy: Used when anything requires knowledge, either from study or experience.
Craft: Used when something must be built, repaired, taken apart, maintained, or refined. Also used to run the ship’s engines and to travel.
Cunning: Used when you must convince, lead, speak, deceive, devise, or plot.
There are five types of status tokens in the game. When a crew member gains a status, place the appropriate token on their crew board. Each crew member can have multiple status tokens, but may not have more than one copy of each status. Crew members gain status tokens in stories and combat. Crew members can remove status tokens through character and adventure card abilities.
Venom: The crew member takes 1 damage at the start of each player’s turn. Once a crew member with venom reaches 0 health, ignore the venom status token. It does not continue to deal damage to other crew members.
Frightened: The crew member cannot be used for attack actions.
Weakened: −2 to each of the crew member’s skills.
Madness: The crew member takes 1 damage when they participate in skill challenges.
Low Morale: You must pay 1 extra command to use the crew member in skill challenges.
When the game refers to “the supply,” it means the components that you currently do not own. For example, if you are instructed to “return a meat token to the supply,” you take the token from your ship board and return it to the pile of components off to the side of the board. When you are told to “pay,” “discard,” or “remove” something, it means to return it to the supply.
Limited Components: All components are limited, which means that if you run out, you cannot gain or use more, with one exception: damage tokens. If you run out of damage tokens, use something else to keep track.
Captain Odessa: When activated, the crew member may place damage diagonally.
Gregory: You may activate this token when the crew member reaches 0 health. Restore 2 health to the crew member.
Marco: When activated, the crew member can deal an extra 2 damage during an attack. This damage may not be placed on enemy heart symbols (but can be placed on enemy abilities and attack damage). This damage must be placed adjacently to the other damage in the same attack, as normal.
Rafael: When activated, gain 2 block.
This action allows you to move the ship to a new region. Regions are separated by dotted lines, land, the spiral binding of the atlas, and the edge of the page. Whenever you travel, you perform a CRAFT challenge:
First decide if you want one of your crew members (with a craft skill) to participate. If so, place 1 fatigue token on their crew board. (You may travel without using a crew member.)
Next, draw fate. If you used a crew member, add 1 for each craft symbol they have. You may also discard ability cards with craft symbols from your hand to add 1 per card to the total. Check the result on the travel table on the ship board (see above) for the distance you may travel. For each distance you may move to 1 adjacent region. For example, a result of 8 would allow you to travel up to 3 distance.
Hazards: If you move into a region with a hazard, you must successfully complete the hazard’s challenge or take negative consequences. The challenge type and difficulty are on the left of the icon, and the consequence for failure is on the right. If it is a damage icon, take ship damage. If you are successful in the challenge, do not take the consequences.
Edge of the Map: If you reach the edge of the map and want to keep going in the same direction, you may do so as long as there is an icon indicating which page to turn to (although some pages are unavailable unless you have the Tides of Ruin expansion). Follow these steps:
Designer’s Note on Travel: The Manticore has enough coal in its stores to last you the entire trip, so you do not need to worry about fuel.
Starting with the first player, players take turns in clockwise order. Follow these steps on your turn:
Perform 2 of the following actions: travel, explore, market, or port.
Each crew board includes a weapon. Some adventure cards are also weapons.
You can equip an adventure card weapon to a crew member (or give it to a different crew member) at any time outside of combat.
Flying enemies have +1 defense against any weapons that do not have the ranged attribute.
In Sleeping Gods, the atlas includes 9 maps to explore, but if you examine the map on your journey log, you can see that this is only part of the game world. These extra maps and locations are included in the Tides of Ruin expansion.
Follow these instructions if you are starting a new campaign. If this is your first campaign, we recommend using the quick start guide first. If you are setting up the game to continue a campaign see: Resetting.
At the start of any player’s turn, you can decide to stop playing and save your game. You only need to do this if you want to pack up the game. This is simply a way to keep track of your progress so you can continue another time. A campaign takes around 10–20 hours to complete, so if you have a dedicated space to keep the game set up, you do not need to save the game.
To save the game and pack up mid-campaign, follow these steps:
You can add or remove players at the end of any turn. Follow these steps to add a player:
Follow these steps to remove a player:
Note: Remember to turn the ship board to the correct side depending on the number of players in the game.
To reset the game for a new campaign, follow these steps:
At the end of the campaign, write down your final score on your journey log sheet.
Whenever you find a totem, mark the appropriate box on the achievement sheet. When you complete various campaign endings, mark the specified endings boxes on the achievement sheet. As you discover totems and endings, you gain “unlocked cards”.
Unlocked cards are specific cards in the quest deck. Mark the unlocked cards you achieve when you have the specified number of totems/endings.
Examples: To gain the unlocked cards “quests 171–172,” you would need to have discovered a minimum of 4 totems/endings. To gain the “quests 169–170” unlocked cards, you would need to have discovered a minimum total of 7 totems/endings.
Each time you start a new campaign, check the achievement sheet to see which unlocked cards you start with. You do not gain these cards during a campaign, only when you start a new campaign.
Once you have gained an unlocked card, it forever remains “unlocked” and you can use it in all future campaigns. You may choose which unlocked cards to use at the start of each campaign.
Your main goals in Sleeping Gods are to find totems and survive the dangers of the Wandering Sea. As you journey, there are a number of ways that you can meet defeat. Defeat means something different depending on the mode you are playing (normal or brutal). There are two ways you can be defeated:
If playing normal mode, the game is more forgiving when you are defeated. In story terms, if crew members’ health is reduced to 0, the crew somehow escapes, wandering back to port, but it takes days. If the ship takes 11 damage, the crew barely keeps her afloat, limping back to port for repairs, but they lose quite a bit of time doing so.
After checking a “defeat” box on your journey log, follow these instructions when you are defeated in normal mode:
If the event deck runs out while discarding, count the remaining event cards you need to discard and place an equal number of damage on the event deck slot. The damage is placed here to remind you how many cards you must discard the next time the storybook instructs you to make a new event deck. However, if this is your third time through the event deck, you don’t need to keep track because you won’t be making a new event deck.
If playing brutal mode, the game is more realistic, ending in complete failure when you are defeated. The campaign ends and you must reset the game and start a new campaign to play again.
Make sure to mark any totems you found on your journey on the game achievement sheet. Write down your final score on your journey log.
Rule book errata has been incorporated into the entries throughout this site.
Adventure Card 20: Add the following text to this card: ‘Return this card to the box after completing quest 74.’
Adventure Card 28: This card should say: ‘Gain 1 fatigue after you deal damage with this weapon. If you already have 2 fatigue, you cannot use it.’
Adventure Card 74: Change printed ability to: ‘Ignore the effects of the event card you draw this turn.’
Market Card (Tincture Recipe): This card has an outdated materials symbol used in the prototype and should have the final symbol.
Story 4.3: The text says, ‘Draw 8 adventure cards,’ but it should say, ‘Draw 8 market cards.’
Story 58: Add a note at the start of this story: ‘Note: This location is treated as a town. You may only make each choice once per explore action.’
Story 58.1: Add an option D that says: ‘Do not bid. (Turn to 58)’
Story 72: After the phrase, ‘Gain Dinosaur Egg Token,’ add this text: Return to the ship.
Story 82.4: The text should say to ‘turn to 82.6’ instead of 84.6.
Story 98: Just before it says, ‘Gain 1 materials. Return to the ship,’ it should say, ‘C. Leave this place.’
Story 146: Choice B should be CUNNING 6.
Story 160.9, 160.10, 160.11: Gain adventure card 16 instead of the listed 23.
Story 208: Gain adventure card 90 instead of the listed 192.
Story F1: Add the following to the defeat instructions: ‘…journey log sheet and start at F1 again. In addition to removing all of your crew damage, ship damage, and fatigue, remove all status effects and return all command to the supply. Collect 7 extra command and 10 XP. If you are defeated a 2nd time, simply mark a defeat and continue to F2. If you are defeated while playing brutal mode…’
Player count: This should be listed as 1-4, not 2-4.
No, players cannot swap crew members between turns.
When you use the deck, draw 1-3 tokens as normal. After this, draw 1 extra token. The damage from this token does not apply. Then, as normal, choose the reward from 1 token. This ability is useful because it means you could draw 2 tokens when using the Deck action but only take damage from the first (if it has damage). Only 4 tokens have a negative effect, so your chances of taking damage go down quite a bit. Also, if you’re looking for specific food or resources, this helps you find it.
Yes, you should start with them. (Note: The intro scenario in the Quick Start Guide gives you quests 1 and 2.)
Right. There are intentionally several ways for players to repair ship damage.
Yes. If you enter a hazard space you must complete the hazard’s challenge or take negative consequences (and you always draw fate even if you decide not to fatigue anybody). After that you can take the remaining movement.
No. You can choose to not give any crew member fatigue and simply move on to the draw fate step of the challenge.
In this rare case, the non-active player doesn’t need to spend a command.
As for the “sight” challenge, that is something we missed. It should be “perception.”
No, you may not. If, for example, you place 1 damage in a corner that is already surrounded by damage tokens from previous attacks, any unused damage is simply not placed.
You can only move weapons between crew members outside of combat.
If Rafael misses an attack and is reduced to 0 health by the counterattack, but then places damage on a space with a synergy symbol, you still get to place Rafael’s synergy token on another character board.
Any one crew member (you choose).
You trigger abilities sequentially, so you can get the bonus damage from Adrenaline, then discard it for another damage, for +2 total (4 total damage in the example above).
Yes. Once you’re in the “apply damage” phase, you can use various abilities and discard cards, but it won’t modify what combat step you’re in.
First Strike goes first. Doesn’t matter if it’s a hit or a miss.
Yes, you could cook these recipes with no food tokens.
Yes, you can.
Any time, except during combat. “During combat” means any time after you’ve looked at the enemy cards and before they are defeated. If you see there is combat about to happen, the game rules allow you to eat before fighting (thematically, you ate the food before the fight started).
You can only pay 1 coin for 2 grain in this event (you cannot repeat it and buy more grain).
Sleeping Gods is designed to be challenging. Normal mode can be quite difficult, especially for your first campaign. For a slightly easier campaign, apply the following rules:
You can implement these changes even in the middle of a normal mode campaign if you’re finding it too difficult. Just be sure to write easy mode on your campaign sheet. Place the letter E after your final score when you complete the campaign (this is for final score comparison purposes).
If playing brutal mode, the campaign ends when you are defeated. You must reset the game and start a new campaign to play again.
If playing with this variant, you may roll a six-sided die any time you must draw fate, instead of drawing fate.
Designer’s Note: Some groups may prefer this, but the downside is that it adds more chaos to the game. In the current system, you can manipulate your ability deck somewhat by holding onto low numbers in hand, or equipping low numbers to crew members so they are not in the deck. You can also make rough calculations based on how many 1s and 6s you’ve seen drawn (because 1s and 6s are half as common as other numbers). When using dice, you lose these benefits.
Remember to equip ability cards early on in each event deck. They drastically improve your ability to succeed at challenges, but it’s easy to forget to equip them. Also, at the end of each event deck, you’ll have to discard all equipped ability cards, so it’s a good idea to equip them early on in each event deck.
If you find yourself constantly running out of health or have too much fatigue, use the ship’s deck action more often so you can get food. Use your recipes, and go to the market to get better recipes that more efficiently replenish health and remove fatigue.
The further you venture from the starting region, the harder things get. If you are having trouble surviving, try to obtain a few useful adventure cards and buy one or two level cards before venturing to a new map.
When you’re presented with combat, you can always see the difficulty level before you start. Use the enemy difficulty table to gauge if you’ll be able to deal with it. Level 3-8 is fairly easy. Level 14+ is very hard! Many times, you have the option of avoiding combat. If so, you may want to take this option if you’re not ready (even though you usually earn fewer rewards).
If you can’t avoid combat and you die, don’t worry too much. The game was designed knowing that this would happen sooner or later. Follow the directions to return to the nearest port and remove all damage.
Sleeping Gods is all about balancing resources. Don’t use crew members on every challenge. Sometimes it’s better to just draw fate without gaining any fatigue if the failure consequences aren’t too bad (for example, 1-2 damage) or the skill number is low (4-6). Save your resources for when you really need them.
If things are consistently too hard, slow down. Don’t leave the starting maps too early. Spend some turns just building up command and equipping ability cards to crew members. It’s important to equip ability cards and level cards so that crew members have a lot of one type of skill (like 3 or 4 strength on one crew member, for example).
Try to get some better recipes in the early maps before moving on to the other maps. The further you get from the starting area, the harder things get.
Make sure to use Gloria! Her ability is extremely useful.
Getting better weapons makes a huge difference in combat. Try to buy or find at least one weapon before leaving the starting maps.
Plan out your attacks during combat so that you take advantage of synergy tokens. Use splash damage to hit enemies with high defense. Careful planning with the other players can lead to much lower crew health loss. Winning combat also gives you more XP, which is important for your long-term success.
Zoey moves the ship to a region with a hazard of ghostly fog. She must attempt a challenge of CUNNING 5. She places a fatigue token on Captain Odessa to add her cunning. She draws a fate of 1. Captain Odessa has 1 cunning, so 1+1=2, a failure (she needed 5 or more). Zoey takes 1 low morale token and places it on Captain Odessa.
Zoey moves the ship to a region with a hazard of rocky shores. She attempts a SAVVY 5 challenge. She chooses Gregory and Kannan to participate, giving her 2 savvy. She draws 2, so the total is 2+2=4, so she must take 1 ship damage. If she had obtained at least 5, she would have ignored the ship damage.
Zoey wants to travel to a new map. She decides to move across the western edge of the current map. This leads to pg. 13 (as indicated by the blue arrow), so she turns to pg. 13. She must enter on the opposite side of this new map, so she starts on a region bordering the eastern edge. She can choose to start on either region, and she chooses the northern region.
This site is an official rules reference for Sleeping Gods by Red Raven Games.
This site is great for finding a specific rule quickly. It is intended to supplement the rulebook, not replace it.
The best ways to learn the game are to use the Quick Start Guide included in the box, watch a how-to-play video, or have someone teach you. This site is also a great teacher’s aid for any of those methods.
Think of each individual rule entry as a separate webpage. If you want to jump back, hit your browser's Back button. If you want to go to the home page, simply close the entry. More pro tips…
Game Design and Illustration: Ryan Laukat
Writing: Malorie Laukat, Ryan Laukat, Brenna Asplund
© 2020 Red Raven Games
Please join the discussion at Board Game Geek, or send bug reports and other comments directly via email to email@example.com.
Here are a few tips to make a Rulepop site even more useful.
Each rule entry has its own URL. You can copy it from your browser’s address bar, or share it directly from your browser. It’s very handy when discussing rules online.
You can save the site to your mobile device’s home screen. It acts like an app!
Gesture navigation is very natural and satisfying on touch screens. Try it out!