The Beckoning Dream

Rituals

Unless something says otherwise, play the game according to these rituals.

I - The Future is Immutable

When you Draw cards from your Future, it is always in order, taking the top card of the Future without inspecting or discerning what card it might be. Once a Future has been shuffled and set face down, the order is set and can not be altered.

II - Instinct is Still a Choice

Any time you must interact with your Present and it is empty, you instead resolve the interaction using your Future, in order. You do not get to look at the card or act on its identity as part of the interaction; your Dreamer is acting on pure instinct.

III - Time is a Circle

Any time you must interact with your Future and it is empty, shuffle your Past to create a new Future, Blind Burn, and then resolve the original interaction. This ritual ensures that everything ends. The cards are finite. Your time in this realm is finite. Use them wisely.

IV - Dreams Must End

If your Past, Present, and Future are all empty, you wake up after the current card is resolved. You can no longer act or affect this Dream as your mind is now back in the waking world. To those in the Dreamlands, it might appear that your Dreamer has died, retreated to a hiding place, or simply vanished from existence.

V - Ambiguity is Inevitable

If it is unclear how a rule is supposed to work, know that a specific rule overrules a general rule. So if a Boon says you can Select a card from your Past, you can do that even though the normal Select rules say you have to choose a card from your Present. Lucid Shift allows you to change your Future, despite the fact that ritual I declares the Future to be immutable.

When something changes the usual mechanics, perform the minimal amount of alterations necessary to facilitate the change and otherwise use the normal process. If it is truly unclear, make a decision and keep the action going!

X - Replenishment

Rest is essential. Fuel feeds the fire of our souls. Whenever you need to take a break, do so. If you have a question, ask it. If you need to change something to preserve your mind and ensure that this dream is a safe one, change it.

The same applies to your Dreamer. If there is ever a circumstance where you need to play, Select, Reveal, etc. a card outside of the normal flow of events (i.e. not part of the procedures of a Conflict), act as if you were ending a turn in Initiative once that interaction is complete. I.e. place cards that are not in specific zones in their owner’s Past(s) and Draw cards so that the number of cards in your Present is equal to your Awareness.

At the discretion of the GM / table, if something occurs in the dream that is particularly restful, soothing, or restorative to the Dreamers, everyone can increase their Awareness by 1 (not to exceed maximum). These moments should be rare and profound, with Awareness typically only returning via the Lookout (see Cups Effects). They can never occur during a Conflict.