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Coming soon from Imps and Monsters, BAG O' NIGHTMARES is a play on the nostalgia of those bags of plastic army men we used to play with as kids. Series 1 has an assortment of approx 2" plastic nightmares, and a small, plastic child cowering in fear.

In addition to being really awesome to play with and great for tearing apart legions of green army men, Bag O' Nightmares also includes rules for battling nightmare vs. nightmare. Take control of your fears as you face off against your playmates with a crew of nightmares captained by a somewhat nervous-looking child. [Beta rules are at the bottom of the page].

For more information
or for wholesale ordering contact Mike Capp:
cappy@impsandmonsters.com
425-492-4093

ArmyMenBagONightmaresFIGURES

THE STORY

Unknown to most, the world has been invaded by a psychic alien race. Traveling across the vast distance of space with just their minds these aliens have read the minds of the humans of earth and have taken on the appearance of their worst fears. In the shape of earth’s Nightmares they enter a person’s mind and use fear to force them to obey their rule to help with the Great Arrival. One-by-one they are gathering a host of mind-controlled human workers.

 

However, the children of earth have always had a more powerful imagination than adults and when the aliens attempted to subdue the minds of the children, their imagination became their best defense. The nightmares that once scared kids as they slept rose from the dark recesses of their mind to rise up and protect them from these alien invaders. As the children learnt o control their fears they harness the powers of their minds to imagine even more powerful nightmares to protect themselves from these aliens and to help free the minds of those who have been taken over by the aliens.

 

And so at night, battles are fought between the sleeping children’s nightmares and the nightmare images that the aliens have assumed. While during the day the children must try to escape from the clutches of the mind-controlled adults of the world as they grow increasingly stronger in numbers and begin the preparations for the “Great Arrival” – when the aliens Mothership and the appearance of the aliens’ true physical forms will finally arrive.

 

The Daydreamers

Some children had been suffering from daymares, waking dreams, and night terrors. These children were discovered to be highly imaginative and artistic, but their families have always feared that their imagination would get the better of them and have sent them to counseling and therapy sessions and even taken a few out of school. But these special children’s overactive imagination now seems to be the greatest hope for humanity. As they are the only ones who can bring their nightmares to life during the daytime to help defend against the alien’s psychic attacks.

THE GAME (BETA RULES)

 

ITEMS REQUIRED FOR PLAY

2 Bags of Nightmares (1 for each player)

4 Six-sided dice

12” Ruler

 

BASIC RULES

 

I. SET-UP

Each player starts with all (8?) of the Nightmares and one Dreamer included within one bag of Nightmares (Rules for using more Nightmares or mixing Nightmares can be found in the advanced rules). The game is played on a flat surface, preferably a table (roughly 4ft x 4ft).

 

Both players start on opposite sides of the table and each player must place their Dreamer within 6” of the table edge closest to them. Then all Nightmares must be placed within 12” of their Dreamer. After all models have been placed on the board the game officially begins.

 

II. STARTING THE GAME

To determine which player acts first both players roll one die. The player who rolls highest takes the first turn.

 

III. TAKING TURNS

During your turn each Nightmare model still in play may move up to their movement allowance and then they may take a single action. Repeat these steps for each Nightmare model in your army.

Every Turn each of your Nightmare models may use:

1 Move: All Nightmares may move 6” unless noted otherwise in their stats.

1 Action: All Nightmares may perform 1 action.

 

Once you have finished moving and taking actions with each Nightmare in your army then your turn is over and play proceeds to the next player. Play continues to go back and forth until the game ends.

 

IV. ACTIONS

Nightmares have access to different action (these are usually combat actions though some Nightmares have special abilities that also count as an action). For an action to be successful roll the number of dice listed under the nightmare’s stats and for each 4, 5, or 6 (4+) rolled the action was a success.

Attack – Strength: Must be within 1” of the target.

Attack – Power: Must be within 12” of the target.

Attack – Terror: Must be within 1” of the target (Only works against the opposing Dreamer)

 

IV. WINNING THE GAME

In order to win Nightmares you must completely deplete the opposing Dreamer’s Courage. If you succeed to do this then the game is over and you win.

 

DREAMERS

Dreamers are usually small children that have learned to control their own Nightmares. Dreamers have 2 major attributes:

 

Imagination: Indicates the number of times in a game that you may reroll any dice.

Courage: When a Dreamer’s Courage is reduced to 0 then the game is over.

 

Imagination

A Dreamer’s Imagination represents their creativity and cunning. In game terms it provides you with bonus dice that may be used to reroll any dice roll in the game.

 

Courage

Courage represents how much mental trauma the Dreamer can take from the opposing Dreamer’s Nightmares. Often times the higher a Dreamer’s Imagination score the lower their Courage; as it is easier for them to scare themselves with their strong imagination.

 

Dreamer Types

Billy

Imagination 1

Courage 6

Timmy

Imagination 2

Courage 4

Sally

Imagination 3

Courage 2

 

Nightmares

As Nightmares are simply the mental projections of the Dreamer’s worst fears, Nightmares can take on many different forms. All Nightmares have the following stats (some Nightmares have special qualities also included in their stats);

 

Life: How many times a Nightmare can be hit before being removed from play.

Strength: The number of dice they roll to perform an attack action (within 1”)

Power: Indicates the number of dice they roll to unleash a psychic blast (within 12”)

Terror: Indicates the number of dice they roll to drain a Dreamer’s Courage (within 1” of Dreamer)

Nightmare Type

Grunt

Life: 1

Strength: 1d6

Power: 1d6

Terror: 1d6

 

Elite

Life: 1

Strength: 1d6

Power: 1d6

Terror: 2d6

Special: Fly (12” move)

 

Sniper

Life: 1

Strength: 1d6

Power: 2d6

Terror: 1d6

 

Tank

Life: 3

Strength: 3d6

Power: N/A

Terror: 3d6

 

 

 

(Play Variant #1)

Endless monsters

Start the game without any Nightmares. The Dreamers start with 3points and gain 1 point at the beginning of each round and may summon Nightmare from their Nightmare bag. Each Nightmare costs points so you can go several round summoning up enough Imagination for a big monster or pop out smaller grunts with less imagination.

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