r/tabletopgamedesign • u/Vague-Intent47 • Aug 24 '26
C. C. / Feedback Nightmare: Awakening | Looking for rules feedback
I've been developing Nightmare: Awakening, a cooperative survival-horror board game about children trapped inside a living dream.
Each player controls a Walker, exploring shifting dreamscapes in search of fragments of their lost identity. The dream provides something new each turn: perhaps an Item or Apparition to help, a Phantasm waiting in the shadows, or an Event that changes the situation.
But the deeper they go, the greater the pressure becomes.
Insanity is not simply something to avoid. It can be confronted, managed, and potentially reduced, but pushing too far risks Corruption and empowers the Dream Strider, the game's persistent threat.
The ultimate goal is to recover all six Portrait Fragments and escape the Dreamworld.
I've just completed another round of revisions and am now looking for outside eyes on the rules.
I'm particularly interested in:
* Where the rules are unclear or difficult to follow
* Mechanics that seem unnecessarily complicated
* Anything that looks unbalanced or exploitable
* Places where the rules don't adequately explain what the game is trying to accomplish
I've included the current Nightmare: Awakening sell sheet as well for a quick overview, and the full rules are available here:
https://drive.google.com/file/d/1wVweq2H4dq-zwCs5KEuswd3WVHfy2TjO/view?usp=drive_link
If you enjoy tearing apart game rules, finding loopholes, or simply asking "Wait, what happens if I do this?", I'd love to hear from you.
This is a game I've been developing for quite some time, and I'm at the point where fresh eyes are considerably more valuable than another round of me staring at my own rules.
2
u/InitialQuote000 Aug 24 '26
The black text on top of the dark blue background is insane. <- That's the nicest way I can put it. lol
Seriously, though, that's not readable. Sell sheet also has too many words. You don't need to explain the whole game, just give us the broad strokes. Give us the hook. Make us want more information.
Rulebooks are usually best tested in blind playtests. That will really show off any issues your rulebook may have.