OK, here it is! Apologies for any mistakes; my notes were a little scrawly.
My approach to Bringer of Dreams and Nightmares in this game was a pretty straight-up “Energy-first” one, where I didn’t plan to place Presence from the Card Plays track until after hitting the last space or two of the Energy track. (Rather than, eg, going partway up then shifting, or driving for 3 plays right off the bat.) I got some good breaks and some bad; overall it felt like they came out a touch on the side of good, but even if a couple of them had gone the other way it probably would have meant 2-3 more Blight on the board going into late game, which wouldn’t have changed the outcome - I’d just have needed to be a little more restrained on the final turn (and would have been lower on Presence due to Downward Spiral).
Warning: experimental notation ahead! This is kinda like chess notation, meant more for enacting a replay with the pieces in front of you than for reading-only… but I’ve expanded out some of it to be more casually readable. (Eg, using words for Explorer/Town/City/Dahan/Presence/Blight instead of just their first letter.) Entries are generally of the form
[Source] Thing That Happens/where: What it does.
KEY: + is Add, - is Remove, x is Destroy, > is Gather, < is Push. * = Fear card earned. Lands are specified by boardname and land#, but since this is a single-board game it’s always c1 - c8. Comments are in blue italics.
Expansions: None
Adversary: Brandenburg-Prussia Lvl 3
Scenario: None
Boards: C
Spirits: Bringer of Dreams and Nightmares [BDN] on C
=== SETUP
[Invaders] Brandenburg L3: +Town in c3. Invader Deck is 11-3-2222-3333. Fear deck is 3-4-3.
[BDN] +2Presence/c6.
[Invaders] Explore/Jungle. +Explorer in c1, c4.
=== TURN 1
[BDN] Growth #3. Gain Minor: Enticing Splendor. {Poor Power draw - none of them have Moon. I choose Enticing Splendor for board control and because it at least has Air.} +Presence (top) in c1.
[BDN] +2 Energy = 2. Play Predatory Nightmares, Dreams of the Dahan. {0 Energy left.}
[BDN] Night Terrors (innate)/c1: 2 Fear.
[BDN] Dreams of the Dahan/c4: >2Dahan from c3.
{My plan at this point is to handle the c1 Jungle by Pushing a Town Slow with Predatory Nightmares, and jump into the c4 Jungle next turn to Defend and enable a Dahan counterattack. I Gathered from c3 because a Mountain Explore+Build could make things precarious there, and because defending c5 is a high priority - it’s already Blighted - so leaving Dahan there is good. Of course, c3 only has two lands to cascade to, so it’s not a great place to let Blight.}
[BDN] Spirits May Yet Dream (innate)/BDN. Reveal top (unearned) Fear card: “Dahan on their Guard”. {Defend 1 per Dahan. This changes my plan, since c4 can now handle itself.}
[Invaders] Build/Jungle. +Town in c1, c4.
[Invaders] Explore/Mountain. +Explorer in c3, c7.
[BDN] Predatory Nightmares/c7: 2 Fear*. <Town to c5.
=== TURN 2
[BDN] Growth #3. {Since I don’t need to jump to c4.} Gain Minor: Veil the Night’s Hunt. {Slightly better choices this turn. Veil the Night’s Hunt is useful mostly for its perfect elements, though Fast Explorer Pushes aren’t terrible… and in this case, it lets me not use Dread Apparitions on c1, so I can save it for the following turn. I hesitate briefly because I know I’ll really want my Dread Apparitions defense combo the turn after that (when the Stage III card will be in Ravage), but I realize I’ll be reclaiming right before then anyhow.} +Presence (top) in c5. {Central location. Also one I want to be able to defend because it has Blight, and it’s much easier to fuel Dread Apparitions at Range 0.}
[BDN] +3 Energy = 3. Play Veil the Night’s Hunt, Enticing Splendor. {2 Energy left.}
[BDN] Night Terrors (innate)/c1: 1 Fear.
[BDN] Veil the Night’s Hunt/c1: <Explorer to c2.
[BDN] Enticing Splendor/c6: >Explorer from c7.
{I don’t have the elements for Spirits May Yet Dream this turn.}
[Fear] Dahan on Their Guard (T1) {Defend 1 per Dahan}
[Invaders] Ravage/Jungle. c1: xTown (1 Fear); c4: xTown,Explorer (1 Fear)
[Invaders] Build/Mountain. +City in c3. {I’ve cleared c7.}
[Invaders] Explore/Jungle+Wetland. +Explorer in c1, c4, c5. {Not c8, which I’ve managed to isolate. There was a 50-50 shot it’d be relevant.}
=== TURN 3
[BDN] Growth #4. +2 Energy = 4; +Presence (top) in c3 {defensive}
[BDN] +3 Energy = 7. Play Dread Apparitions and Call on Midnight’s Dreams. {5 left}
[BDN] Spirits May Yet Dream (innate)/BDN. Reveal top (unearned) Fear card: “Belief Takes Root”. {Hmm, I’m going to overkill on Defense in c3. This gives me the freedom to use Call on Midnight’s Dreams for gaining a Major Power instead of Fear… but right now I think I’d rather have the Fear. I’ll be gaining a Power Card when I reclaim after this turn anyhow.} {I hit 3 Moon, but the bonus element was irrelevant.}
[BDN] Dread Apparitions/c3: 1 Fear*; Defend 1.
[BDN] Night Terrors (innate)/c3: 3 Fear; Defend 3. {Net Defend 4}
[BDN] Call on Midnight’s Dreams/c3: 2 Fear*; {Terror Level 2} Defend 2. {Net Defend 6}
[Fear] Belief Takes Root (T2) {+1 Energy per SS with Invaders. Defend 2 in lands with Presence}: +1 Energy = 6.
[Fear] Dahan Raid. c1: xExplorer
[Invaders] Ravage/Mountain. {c3 does 6 Damage, has Defend 6.}
[Invaders] Build/Jungle+Wetland. +Town in c4; +City in c5.
[Invaders] Escalation. c2: +Town. {c2 has a City, 4 adjacencies, and no Blight. I’m eyeing it as a place to let the Invaders congregate so I can scare the ever-living pants off of them, particularly since I’ve successfully defended the could-have-been-problematic c3.}
[Invaders] Explore/Wetland. +Explorer in c5. {This is good and bad. Good because c8 is still isolated, bad because it means I’m facing a Ravage-Build-Ravage in the c5 pit.}
===TURN 4
[BDN] Growth #1. Reclaim All. Gain Major: Poisoned Land. {My other choices were Powerstorm, Accelerated Rot, and Indomitable Claim. Indomitable Claim would my top choice for solo Bringer in most circumstances - but my Blight situation is really good, so I decide to try something riskier that I’m less certain will work.} Forget: Enticing Splendor. {It was a toss-up between this - better control - and Veil the Night’s Hunt - better elements. If Enticing Splendor had let me stretch to hit Poisoned Land’s threshold, I’d have kept it, but even the +Any wouldn’t let me hit it with just 2 plays. Also, keeping Veil the Night’s Hunt once again kept me from having to use Call on Midnight’s Dreams for my defense combo.}
[BDN] +3 Energy = 9. Play Dread Apparitions and Veil the Night’s Hunt. {6 Energy left.}
[BDN] Spirits May Yet Dream (innate)/BDN. Reveal top (unearned) Fear card: Overseas Trade Seems Safer. {Irrelevant, even at Terror 2. An earlier Fear card cleared the one Jungle where it would have helped.} {Bonus element is again irrelevant this turn.}
[BDN] Dread Apparitions/c5: 1 Fear; Defend 1.
[BDN] Night Terrors (innate)/c5: 3 Fear; Defend 3. {Net Defend 4}
[BDN] Veil the Night’s Hunt/c5: <Explorer to c1. {The other point of damage to something doesn’t persist because it’s Bringer.}
[Fear] Overseas Trade Seems Safer (T2).
[Invaders] Ravage/Jungle+Wetland. c1: xExplorer. c4: +Blight, xDahan,Town (1 Fear). c5: xCity (2 Fear*). {5 Damage, Defend 4. Dahan counterattack for 4.}
[Invaders] Build/Wetland. c5: +City.
[Invaders] Escalation. c6: +Town. {Here because it’s at my Presence so more readily defendable, because it has more unblighted adjacent lands than c7, and because I’m already planning on letting c2 blight uncontested if Sands comes up.}
[Invaders] Explore/Jungle. +Explorer in c1, c4. {Unlucky break; puts pressure on c4. I’d have preferred Mountain or Sands.}
===TURN 5
{Going into this turn, I really want to play Poisoned Land on c2: It’ll do 8 Fear, which is two full Fear Cards. And it’s Slow, so if I want the benefit of those Fear cards next turn, I need to use it this turn. But I just can’t make it work while also defending the pit in c5. So instead:}
[BDN] Growth #2. +Presence (top) in c3. {Getting Range 1 from a Sacred Site in every land except c8.} Reclaim One: Dread Apparitions.
[BDN] +4 Energy = 10. Play Dread Apparitions and Call on Midnight’s Dreams. {8 Energy left.}
[BDN] Spirits May Yet Dream (innate)/BDN. Reveal earned Fear card: “Seek Safety”. {If I’d known this was coming up when choosing Powers, I could have played Poisoned Land this turn, because I’d have been able to move a Town from c5 to c2. This would also have made Poisoned Land more effective, doing 10 Fear instead of 8.} Gain Element: Moon. {Speculative, in case I draw into Terrifying Nightmares later this turn. I remember it’s awesome for Bringer and has a Moon-based threshold.}
[BDN] Dread Apparitions/c5: 1 Fear; Defend 1.
[BDN] Night Terrors (innate)/c5: 3 Fear*; Defend 3. {Net Defend 4.}
[BDN] Call on Midnight’s Dreams/c5: Gain Major: The Land Thrashes in Furious Pain. {My other choices were The Jungle Hungers, Infinite Vitality, and Terrifying Nightmares. Terrifying Nightmares is great for midgame Bringer, basically “6 Fear and make a land safe” most turns - the obvious choice; again, I decided to try something different. Infinite Vitality combos nicely with Poisoned Land, but so does The Land Thrashes in Furious Pain…} Forget: Veil the Night’s Hunt. {I opt NOT make use of the “If you Forget this Power…” clause on Call on Midnight’s Dreams. This is unusual for me, but I’m not hurting for Energy, and doing so lets me set up a better Turn 6 and 7.}
[Fear] Seek Safety (T2). c2: >Town from c5.
[Fear] Isolation (T2). c1: -Explorer.
[Invaders] Ravage/Wetland. c5: xCity (2 Fear)
[Invaders] Build/Jungle. +Town in c4.
[Invaders] Explore/Coastal. +Explorer in c1, c2, c3.
===TURN 6
[BDN] Growth #3. Gain Major: Talons of Lightning. {Other options: Blazing Renewal, Dissolve the Bonds of Kinship, Cleansing Floods. I’m planning on winning this turn during Slow Powers, but if I’ve misestimated and don’t, Talons of Lightning can target c3 for 10 Fear before the Turn 7 Invader Phase.} Forget: Dreams of the Dahan. +Presence (top) somewhere I failed to note - c1?
[BDN] +4 Energy = 12. Play Poisoned Land and The Land Thrashes in Furious Pain {5 Energy left}
[BDN] Night Terrors (innate)/c3. 2 Fear*. {Terror Level 3!}
[BDN] Set “Any” Element to: Moon.
[BDN] Spirits May Yet Dream (innate)/BDN. Gain Element: Earth.
[Fear] Trade Suffers (T3). Don’t use. {I want c2 and c3 full of Towns and Cities - and the Coastal Build makes it semi-irrelevant even if not.}
[Invaders] Ravage/Jungle. c1: xExplorer. c4: xDahan, +Blight, cascade +Blight to c2. {Yes, let’s cascade Blight into the land I’m about to use Poisoned Land on - the Invader’s Cities shall dream nightly of the land’s death presaging their own!..}
[Invaders] Build/Coastal. +Town in c3, +City in c2.
[Invaders] Escalation. +Town in c5.
[Invaders] Explore/Sands. +Explorer in c2, c6.
[BDN] Poisoned Land/c2: +Blight, cascade +Blight to c3. 11 Fear**. {1 base + 2 “City kills”} <Explorer to c5.
[BDN] The Land Thrashes in Furious Pain/c2: 12 Fear*††. <Town to c5. {2 Blight present + 4 adjacent = 8 Damage = Would Destroy 2 Cities + 1 Town} THRESHOLD HIT (3 Moon 3 Earth): Repeat on c3. 7 Fear††. {6 Damage = would Destroy City + Town} <Town to c4.
{That’s 32 Fear in one turn. Not bad!}
=== GAME ENDS: Terror Victory {…with 18 overkill Fear past victory, and another 12-14 coming the following Fast phase, for a total of 30-32 extra Fear prior to the Turn 7 Ravage. At 4 Fear/card, I’d be resolving 10 or 11 of them the next Invader Phase.}