This guide is intended to help new players, and those struggling with Bringer of Dreams and Nightmares. It is not intended to cover all of what the Spirit can do, or to propose a "correct" playstyle. It is hopefully a good starting spot for players to gain an appreciation and understanding through playing themselves.
Theme
Bringer, or BoDan to those who want to die horribly every night for the rest of their lives, doesn't damage or destroy, instead he uses visions of destruction to terrorize those he chooses.
It is effective though, because while a flood is terrible it is explainable, but when the entire town having the same vivid nightmare, only to wake up and see the town wasn't washed away can shake people to their core. The kind of fear that causes people to abandon their homes and start a new town up in the hills, or maybe off the island altogether is the domain of Bringer of Dreams and Nightmares.
Unique mechanics.
Bringer of Dreams and Nightmares cannot destroy anything but its own presence. It can remove, but it cannot destroy. It also only counts damage per power, when a power card would cause damage, even damage from Dahan or beasts, you count to see what it would destroy, resolve the push and fear, and any left over damage disappears. For this reason Bringer loves situations where one spirit has damaged towns or cities, but hasn't finished them off. Bringer can then "destroy" them without dealing as much damage or resetting the damage already done, you just push the damaged towns.
With Bringer's spirits may yet dream, you can flip fear cards face up so you know what they are going to do. You can flip earned fear cards or unearned fear cards, and you don't have to flip the top card, you can flip any fear card that is face down.
Role and basic strategy.
Your job on a team is to drive the terror level advance. Make up for you lack of destruction by hastening the easier win conditions.
Dahan are key to your survival. Protect them and win ravages. Don't lose your Dahan, even if you have to slow your advance to reclaim Dread Apparitions don't let your Dahan die early, they are your only source of destruction until other spirits can come help.
Starting your game.
Most spirits have at least two really good starts, but to me, Bringer is the #1 exception to that rule, as it has one clearly better way to go.
Your goal is to unlock the moon element on your energy track by turn 3, although turn 4 is fine if your situation and card luck dictate it. You start with 2 plays, 2 energy and cards that are well suited to get you a flipped fear card and tier 2 Night Terrors both of your first 2 turns.
Your innates are key, especially flipping fear cards, and once you have moon unlocked you can start unlocking all of your innates every turn.
Your early growth you want to gain cards and spread out, so your third growth option is your go to each turn. If you get to turn 3 and have no element luck feel free to reclaim one and make a second sacred site. It isn't ideal, but you are better off not spreading as far than missing your fear bonuses.
After you unlock moon you have a decision to make, you are 2 from that any element, and 3 from a third card play. I find the any element path better, as it helps my major powers, but others may find 3 cards a better route if the game looks to last.
Once you have moon start grabbing major powers, you should have a good amount of cards that help you get your innates, so for major powers you don't need to worry about lining up elements as much.
Guide to power selection.
My minor powers priority list:
1. Elements. Your innates are awesome, and your minor powers exist to feed them.
2. Defend. Dahan are your only way to destroy invaders in your board early on, defend cards are fantastic.
3. Powers that destroy towns or that deal 2+ damage. 1 damage is nearly worthless to you.
4. Fear. You make this on your own, the others are better.
Major powers it is important to remember your damage to fear exchange rate. +3 fear, push 1 town is roughly equal to 2 damage. I like major powers that give me 3+ damage, as that equals 5 or more fear. Also, remember that Bringer loves powers that destroy beneficial tokens or Dahan, as you get to skip that part of the power.
For major powers, your card play is limited and your innates should be good without majors feeding them, so the priority is a bit different for me:
1. Damage and destruction, don't go for thresholds you won't reach easily, and love those "destroy all Dahan" clauses.
2. Huge bursts of fear.
3. Elements.
Some perfect powers for Bringer.
Call of the Dahan ways. Moon and beast, you should always meet the theshold and replacing towns with Dahan is great.
Entrancing Apparitions. Moon and air, defend and a fast gather. Really strong.
Volcanic Eruption. Who cares if you can't meet the threshold.
Cast down into the briny deep. I mean who doesn't love that card.
Poisoned land. Damage.
Final tips.
1. Learn to use the flipped fear cards well, and earn one every single turn. That way when you start gaining more than one a round they are still face up. Earning and using the flipped cards well is my #1 key to getting the most out of Bringer. When flipping fear cards think about if you will have enough time to incorporate that card into your planning, you may want to pass on flipping earned fear cards if they will activate that turn, s o you can set up and plan your next turn with the flipped fear card's effect known.
2. Dahan, Dahan, Dahan. Can't stress enough how big it is to keep them alive and destroying invaders in ravages. Defend abilities are huge for that reason.
3. Spread out and win battles late. Your Night Terrors innate and Dread Apparitions is a deadly combo. Mixed with Dreams of the Dahan and that any element space giving you a beast icon you can easily take down an entrenched army of invaders. Late game with your 4th growth option you can leap across the island and turn the tide of large battles.
I hope you enjoy, and that this guide can help others learn to love this spirit.