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Lucid
Lucid
by DriveThruCards (2021)
Player Count
2 to 5

Player Ages
12+

Playing Time
30 minutes to 1 hour
Categories
  • Card Game
  • Bluffing
  • Designers
  • Abram Jopp
  • Mechanisms
  • Betting/Wagering
  • Simultaneous Action Selection
  • Hand Management
  • Card Drafting
  • Artists
  • Abram Jopp
  • Family
  • Dreams & Nightmares
  • Rating: 9/10 from 1 users

    Description

    Lucid is a game of risk, anticipation, drafting, and resource management. Each player takes the role of a dream-diver trying to study the consciousness of their subject, while also acting as a subject trying to mislead and evade their diver.

    Players draft and build 12 card decks from a pool of 97 unique cards. These are Dream cards that they will be trying to hide from their diver, Dive cards that will define their methods of interpreting their subject's cards, and Lucid cards which will shape their overall strategy.

    Each player plays as a Diver, trying to find their Subject’s valuable cards, and a Subject, trying to hide their valuable cards from a Diver.

    Lucid is meant to give all the fun and stimulation of a drafting + deck-builder, in far less time, and with all the sneaky clever moments of a bluffing game.

    Quick Rules Overview:

    Lucid has 3 card types. Every 12-card deck contains 4 cards of each type.
    Dreams - These are the cards you try to hide from your diver.
    Dives - These are the cards you use to interpret your opponent’s cards, generally searching for dreams.
    Lucids - These cards give you a specific bonus while active, and can be resolved for a larger bonus when replaced by another lucid.

    Every round each player will:

    Draw 3 cards

    Prepare 3 cards:
    Place 3 cards in front of you face-down, in 3 positions. Outer, Middle, and Inner.

    Interpret one of their subject’s cards:
    Your subject is the player to your left. You interpret one of their cards by flipping it face-up. You can do this by choosing any one of their 3 prepared cards, or by flipping up and following the instructions of a Dive card that you have prepared. Interpreting a card gives you resources and buries the card, disrupting your subject’s plans.
    When you interpret a card, you will receive a bonus based on which position it was in.

    Swap Lucids:
    If you prepared a Lucid and your Diver did not find it, you can resolve your current active Lucid and replace it with the new one you prepared. You can also resolve your active Lucid and not replace it.

    Have a Dream:
    If you prepared a Dream and your Diver did not find it, you can reveal the Dream and do its effect.

    Clean up:
    Bury all prepared cards that are still face down and pass the first player token. If a player has 30 Insight, the game ends and the player with the most insight wins.

    (View the full rulebook on the Lucid Website)

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