Dream-Gate
Wondrous Journey

Neutral
Location

Dreamlands.

Shroud: 1. Clues: 0

Bonded (Gate Box).

Dream-Gate is connected to each other revealed location, and vice versa. Enemies and investigators other than Luke Robinson cannot enter Dream-Gate.

Forced - At the end of the investigation phase: Set Dream-Gate aside, out of play. (If Luke Robinson is here, move him to any revealed location.)

Frej Agelii
The Dream-Eaters #15.
Dream-Gate

Dream-Gate
Pointless Reality

Neutral
Location

Dreamlands.

Shroud: 6. Clues: 0

Bonded (Detached from Reality).

Enemies and investigators other than Luke Robinson cannot enter Dream-Gate.

After you successfully investigate Dream-Gate: Flip it.

Forced - At the end of the investigation phase: Set Dream-Gate aside, out of play. (If Luke Robinson is here, move him to any revealed location, and he takes 2 horror.)

Frej Agelii
The Dream-Eaters #15.
Dream-Gate
Reviews

When you're using Luke Robinson you can play Event for the connecting location. So any event with Investigate is usable for this case.

For Example:

  • Combo with Fieldwork to use Read the Signs to guarantee success with 9 skill (+2 skill, 4 Will, 3 Intellect) to deal target Shroud.
  • Combo with Fieldwork to use Seeking Answers to guarantee success with 5 skill (+2, 3 Intellect) to 1 Shroud here, Dream-Gate: Pointless Reality Note: I get the correct image for anyone who uncomfortable with mistake like me.

Update: Fix misunderstood of Fieldwork

Note

AquaDrehz · 170
Don't really see the advantage of Fieldwork combined with Dream-Gate. There are no clues on Dream-Gate - how does Fieldwork benefit from it? - Also you don't move to the location when using Lukes ability to play an event at a connecting location so it also does not help there. — tdctaz · 42
Sorry, you also need to be Luke Robinson to use his ability to play Read the Signs at the connecting location too. — AquaDrehz · 170
Like tdctaz says, Luke's ability and Dream-Gate don't combo with Fieldwork in any meaningful way. — TheNameWasTaken · 3
I think he means the following. If you use gatebox, you "move" into the dreamwold, triggering fieldwork. Then you can play any clue event with a test and his ability at a connecting location to benefit from fieldwork's bonus. Or investigate the empty dreamgate and take an adjacent clue with Seeking Answers. — Django · 3892
@Django, but moving into the dreamworld doesn't trigger fieldwork, because fieldwork only triggers if the location you move to 'has at least 1 clue on it' which Dream-Gate doesn't (at least not without help from Vantage Point, but that's a bit much). — Death by Chocolate · 1021
You are right Death by Chocolate that's my miostake. — AquaDrehz · 170

Just want to point out the picture of Dream-Gate (Wondrous Journey) is wrong. This page shows Dream-Game (Pointless reality) twice. There's a sweet combo with Hawk-Eye Folding Camera and Vantage Point. You use your Gate Box, then Dream-Gate enters play. You play Vantage Point to move a clue to Dream-Gate and its shroud becomes 0. You investigate to remove the 'last clue' from your location and put a resource on Hawk-Eye Camera.

Ezhaeu · 40
yeah, I spent a couple minutes trying to understanding why people recommended those combos with a freakin shroud of 6-1=5, then realised it's not the correct picture — jd9000 · 56

Is Dream-gate an encounter card? Seems like it function like one when in play. I asked and Maxine clarified for us:

Greetings,

Good question! In this case, I would say that while Dream-Gate is in play, it is an encounter card, since it is a location and location cards are generally encounter cards. However, while it is set aside and out of play it functions more like a player card, for deckbuilding purposes and the like. So if Gate Box moves you, that is a player card effect moving you, but when Dream-Gate moves you, that would be an encounter card effect moving you.

Hope that helps!

MJ Newman (she/they) Senior Game Designer

CeasR · 22
This is how I have always thought it functioned, as MJ said, locations are encounter cards. most obvious side effect of this is that if you have deny existence in hand, the bad side of the dream gate really just means you have to spend a turn doing rig maintenance, and then discard deny at the end of your turn to escape without taking horror — NarkasisBroon · 1

It is first player card which allows you to banish clues in game. Simply place your clues at this location, and wait until this location is set aside; then, clues on this location are banished. Note that all player cards (except this) don't spend any clues and only place clues on your locations to keep the total number of clues in game. You can do by using Vantage Point, Dr. William T. Maleson, Forewarned, Quick Study. or by eliminating in this location with Ghastly Revelation or "I'm outta here!".

You don't need to do in most cases, and have to avoid this situration in order not to break the game. When this is useful? 1) for a dunwich scenario, 2) if you're a cultist, and ...

elkeinkrad · 263
Luke Robinson is something of a jank factory, and this exploit is no exception — Zinjanthropus · 192
Quick question: Shouldn't the "Detached from Reality" card be shown as "Related Card" as well? — ashltd · 1