When Nightmares Come - An Investigative Skirmish Wargame of Supernatural Horror
A solo and cooperative skirmish wargame for investigating and battling the supernatural mysteries of the modern world.
When Nightmares Come is a tabletop miniatures wargame about
modern day monster hunting and occult investigations. Players will form a
team of paranormal vigilantes; self-taught occult specialists and
monster hunters who call themselves the Nightwatch. These self-appointed
members of the 'watch look to tackle the supernatural horrors and
investigate the strange disturbances that plague their city.
The core of the game, using the Action Dice Pool with its multiple die
types, is fast and bloody, with tiered enemies, flexible player classes,
quick combat resolution, and straightforward mission objectives.
When Nightmares Come also contains a roleplaying element that
allows for non-combat challenges and dramatic encounters. This system
uses the same dice types as the core game's Action Dice Pool and
emphasizes quick resolutions. This narrative system adds a fresh
dimension to the core miniatures experience, particularly in longer
campaigns where the promise of different foes and new storylines
encourages long-term playability.
What Is This?
When Nightmares Come (henceforth abbreviated as Nightmares) is a miniatures wargame of supernatural horror and occult investigation. Set in the modern era, the enemies aren’t soldiers or criminals; they’re unnatural creatures and inhuman beings. Things from beyond the veil, formed of malevolence and hunger. In the world of Nightmares, monsters are real and you’re charged with hunting them down.
Nightmares is a solo/cooperative tabletop adventure wargame that uses miniature figures. Up to five players will form a team of paranormal vigilantes; self-taught occult specialists and monster hunters who call themselves the Nightwatch.
These self-appointed ‘watchmen’ have banded together to investigate mysterious disappearances, thefts, and murders, or any crime they suspect to have been committed by supernatural forces. Despite the obvious danger, not to mention the utter disbelief shown by the rest of society, these brave souls have vowed to exterminate the terrors that lurk in the shadows.
Nightmares is an open-world, open-miniature wargame. Even though it is modern and horror-themed, most of the mundane and occult terminology is intentionally generic. Neutral categories and classifications keep the focus on in-game effects and leave players free to adjust wording to their specific narrative setting.
What Do I Need?
Nightmares is designed with 28mm figures in mind and is meant to be played on a 2’ x 2’ game table/play area (close encounters, indeed). Players will need the usual tools for a tabletop wargame: figures, assorted terrain and appropriate scatter pieces, a ruler or measuring tape, a full set of polyhedral dice like those used in RPGs (two sets would be handy), a set of standard wargame blast and teardrop templates (3” and 5” diameter, plus a 9” teardrop), and some tokens to mark a model’s status such as Activated, Stunned, Wounded, etc.
What Does It Involve
A typical Case – a full mini-campaign – can be played with thirty-six miniatures: thirty enemy models in three different types, one boss monster, and five player characters. Ideally, the enemy forces should center around a common theme (undead, vampires, were-creatures, eldritch cultists) but players are free to use which ever figures they have on hand for both monsters and hunters. A typical game – one mission with both a narrative and tactical portion – can be run in under ninety minutes.
Basic Game Mechanics
Nightmares uses a range of polyhedral dice – D4, D6, D8, and D10 – to determine in-game actions, events, and resolve combat and non-combat challenges.
For player characters, three dice – D6, D8, and D10 – will define their character’s core Characteristics for Narrative Scenes and form their Action Dice pool for Tactical Engagements. When attempting to act, (Move, Fight, Defend, Interact, etc.) players will roll one of those dice. A result of four or better (4+), after modifiers, is a Success. Less than four is a Failure, and players can try again with a different die type.
Occasionally, players can roll two of the same die type and choose the better result. This Two Dice Bonus (TDB) is given for actions related to their character specialization and simply grants players a better chance at a Success, not a chance at two Successes.
For enemy models, only one of those three die types will be their Action Die. Action Die types vary according to the quality – or Caste – of the enemy, and are used to resolve all their actions. Here, as well, a result of four or better (4+), after modifiers, is considered a Success. Less than four is a Failure, and enemies can try again as long as they have Action Dice remaining.
The D4 is used on certain loot or event tables and to determine enemy entry points.
What’s In This Book?
This rule book is divided into nine sections: this Introduction, Character Creation, Dark Spawn, Rules of Engagement, The Supply Closet, Narrative Scenes, Tactical Engagements, Full Cases, and Last Words.
Be aware that some terms and game mechanics are mentioned early on in the book and explained in detail later. References to appropriate sections are provided wherever possible, as are examples and summaries. It’s recommended that players read through this book once in its entirety, then go back to make characters before they undertake their first investigation.
Now gear up. You have monsters to kill.
Good Hunting.