Plush Patrol: Until Dawn

Tabletop · 2–4 Players · Semi-Cooperative

You are a plush toy on night watch. Keep the Nightmares away from a warm, peaceful bed until morning, and collect more Dream Dust than anyone else.

Project Info

Tag: Semi-Cooperative / Time Track / Tableau Building
/ Variable Player Powers / Hand Management
Players: 2-4
Team Size: 2

Roles

Gao Anqi — Everything except the simulator
- Game design and full rulebook
- Card design and art: Nightmares, Bosses, Equipment, Events, Guardian cards, icons, card backs
- 3D-printed prototype: pawns, tokens, Dreamweaving pieces

Teammate — Simulation testing
- Wrote the Python simulator that plays a full night by the rules

Concept

High Concept

The bed is warm. The room is quiet. The Nightmares are on their way. You are a plush toy on the night shift. Fight them off, weave dreams, and make sure the bed is still safe at sunrise.

The Twist

Everyone shares one Slumber meter. If it hits zero, everyone loses. If the bed survives until dawn, only one plush wins: the one with the most Dream Dust.

You're teammates against the night, and rivals for the credit.

What it should feel like

  • Night watch. The clock never stops. New Nightmares arrive every hour.

  • Taking credit. Hitting a Nightmare earns Dream Dust and protects you from its penalty.

  • Weaving. Dreamweaving is safe, steady income, but it uses time you could spend defending the bed.

How It Plays

Components

Each player picks a character and gets a player board with a Dreamweaving Track. The table shares a Clock Board, a Nightmare Track, and an Equipment Board.

The deck list: 40 Nightmares, 4 Bosses, 32 Events, 55 Guardian cards, 63 Equipment cards.

One Hour of the Night

Four Actions

The night runs from 00:00 to 7:00. Every hour has the same three steps.

Every player has 60 minutes each hour. Pick an action, pay its minutes, and move your pawn forward on the Time Track. The player furthest back always goes next, even if they just moved.

Attack: Hit a Nightmare and take Dream Dust from it. Take its last Dream Dust to get the Defeat Reward.

Dreamweave: Add a piece to your Dreamweaving Track. Fill a stage to Lock it and score its Dream Dust.

Equip: Take a card from the Equipment Display into your Weapon, Headwear, or Clothing slot.
Build each slot Lv.1 → Lv.2 → Lv.3.

Draw: Draw 2 Guardian cards.

Dawn

At end of 7:00, no more actions. Resolve in order:

  1. Any time penalties turn into lost Dream Dust.

  2. Nightmares still in play Haunt one last time.

  3. If Slumber is 0, everyone loses.

  4. Otherwise, each unlocked Dreamweaving piece scores 1 Dream Dust.

  5. Most Dream Dust wins.