#54 - Dreams
Dreams are a new landscape card. You can choose one to use much like you would a Project, Way, Event, etc. They all have abilities that trigger during each player's Night phase, rewarding that player for accomplishing some goal during their turn.
Dream of Flying
Dream
At the end of your Night phase, if you have 3 or more cards in hand: Set aside a card from your hand. At the start of your next turn, put it into your hand.
Dream of Being Lost
Dream
At the end of your Night phase, if you have any unused actions: You may put an Action card from your discard pile on top of your deck.
Dream of Wealth
Dream
At the end of your Night phase, if you have any unused buys: +1 Coffers.
Dream of Death's Ferryman
Dream
At the end of your Night phase, if you have 2 or more Silvers in play: You may gain a Silver.
I was mulling around with the idea of cards that want you to achieve some mini-goal within the game. I like how the different landscape cards make you care about deck construction in different ways. I went for the simplest idea: just reward players for doing something specific. They wanted to work as close to the end of turn as possible, but not necessarily mess with clean-up. Thankfully, we have this neat Night phase that's been around for a few years. That's where the idea originated for theming these cards as Dreams: what you do during the day impacts how you dream at night. They aren't the most innovative ideas, but I like the overall feel of them. I'd say they're closest to Landmarks, just without the VP focus. (Another reason I avoided making VP related Dreams.) I went for well-established recurring dreams and tried to make something sensible out of each. If people like them, I might try making the whole deck.