Sleeping Gods
Explore unfamiliar seas with a steamship captain and her eight crewmates, seeking a way home through story choices, skill challenges and combat.
Sleeping Gods supports 1–4 players; community best: 1–2 players; playing time: 60–1200 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Sleeping Gods takes players to strange seas in 1929. Captain Sofi Odessa and eight crewmates are lost aboard the steamship Manticore. Together they explore islands, meet the world's inhabitants and seek the gods' totems in the hope of returning home.
Players share a ship and adventure resources while managing their assigned crew members; the active player also controls the captain. Travel, events and story choices consume time, while fatigue, health and equipped skills determine which challenges the crew can handle.
This cooperative exploration game supports saved progress and repeated new campaigns. Discover the secrets of its maps and quests through play. The overview below concerns the original game's public rules, without importing Distant Skies' aircraft, combat deck or different character system.
Core rules & scoring
Crew and turns: All nine crew members remain in play. The active player controls Odessa, while the other eight are divided as evenly as possible. Each turn proceeds through a ship action, an event, two actions and passing the captain token to the left. Move the ship action figure to a different room; the same room cannot be used on consecutive turns, and a fully damaged room is unavailable.
Command and cards: Ship actions grant ability cards, command or other effects according to player count. Command equips or activates abilities and supports cooperation. Each player has a secret hand of at most three ability cards and cannot simply give away hand cards or command. A crew member normally equips at most two ability cards; level cards are separate. Food, coins, materials and adventure cards are shared by the group.
Two actions: Choose Travel, Explore, Market or Port. You may choose the same option twice or skip an action to gain one command. Travel uses a Craft challenge to determine movement. Exploring, visiting a market or using a port requires the corresponding location in the ship's region. Read only the instructed story entry, making choices or resolving challenges before turning to the next entry; do not read ahead into branches.
Skill challenges: Choose eligible crew you control to participate. Each gains one fatigue and contributes the relevant skills; add a fate draw. Another player can normally pay one command to contribute their crew. You may send no crew and draw fate alone. Any player may discard matching-skill ability cards from hand for +1 each. Meeting the target succeeds. Crew with two fatigue or zero health cannot participate in challenges.
Combat: The group has four combat action tokens per round, distributed by player count; transferring one costs one command paid by either participant. A crew member may use at most two tokens per round. Draw fate and add weapon accuracy against enemy defense. On a hit, place weapon damage in adjacent enemy squares; cover every heart to defeat the enemy. A surviving target counterattacks, and enemies still present at round end attack and use abilities again. Weapon block applies to counterattacks, not automatically to end-of-round attacks.
Fatigue and defeat: Crew with two fatigue can still fight, but deal one less attack damage. Crew at zero health cannot attack, join challenges or use their own abilities. Defeat occurs if all crew reach zero health or the ship suffers eleven damage. In normal mode, follow the rules to return to the nearest port, recover the appropriate damage and discard six events, continuing at a cost in time and final score. Brutal mode instead ends the campaign.
Campaign time: When the event deck runs out, finish the current turn; on the next turn, replace the event draw with the instructed story entry. A campaign normally runs through three event decks. After the third runs out, proceed into the final story sequence and end as the actual outcome directs. The game is not simply won by the player with the most totems.
Saving and scoring: At the start of any player's turn, you may record the ship's position and damage, last ship action, and each player's hand and command, then save these together with crew conditions, quests, resources and the current decks. At campaign end, score two points per adventure card plus two extra for each totem card, one per quest card including used quests, two per level card, one per two coins and one per remaining artifact. Reaching an ending adds ten points; each normal-mode defeat loses ten, while brutal mode adds twenty-five. Score together as a group, without an individual winner.
Rules & gameplay questions
Is a crew member with two fatigue unable to do anything?
No. They cannot participate in skill challenges, but can still fight if they have health and no other prohibiting effect. Two fatigue reduces their attack damage by one. Zero health has stricter restrictions and must not be confused with fatigue.
When another player helps with a challenge, must they pay one command for each crew member?
Normally that player pays one command to contribute eligible crew they control, rather than one per participating crew member. Each participant still gains one fatigue. Apply any extra costs or exceptions explicitly imposed by characters, conditions or the story.
Can I hand a useful ability card or command token directly to a teammate?
You cannot directly exchange ability cards in hand or command. You may pay to equip a card from your hand onto another player's crew, or discard your own hand cards to add skills to their challenge. Adventure cards are a different, shared resource.
In normal mode, must we reset the campaign if every crew member reaches zero health?
No. Record a defeat, return to port under the normal defeat procedure, remove all crew damage and fatigue, and discard six cards from the current event deck. If it runs short, record the remainder for the next deck as instructed; the final event stage follows its own story procedure. Only brutal-mode defeat immediately ends the campaign and requires a new one.
Rules & introduction sources
- Edition
- The original Sleeping Gods (2021), checked against the current 40-page Sleeping Gods Rulebook_updated linked by Red Raven, whose credits identify it as 2nd Printing Rules, and the public general rules in the official first-printing errata/FAQ v1.1. Covers the base campaign in normal mode for 1–4 players; brutal mode is mentioned only for its defeat and scoring differences. Excludes Distant Skies, Primeval Peril, Tides of Ruin, Dungeons, Arcade and Easy Mode expansions or variants. Does not reveal location rewards, hidden quests, totem locations or story endings.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #75 |
| Complexity Weight | 3.26 / 5 |
| Best player count (community) | 1–2 |
| Player range | 1–4 |
| Playing time (minutes) | 60–1200 |
| Core mechanisms | Action Points · Cooperative Game · Events · Hand Management · Narrative Choice / Paragraph · Push Your Luck · Scenario / Mission / Campaign Game · Solo / Solitaire Game · Storytelling |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2021 |
| Suggested age | 13+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Sleeping Gods, and can I play online?
Sleeping Gods supports 1–4 players; community best: 1–2 players; playing time: 60–1200 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.
How complex is Sleeping Gods, and which mechanisms does it use?
Weight: 3.26 / 5. Mechanisms: Action Points · Cooperative Game · Events · Hand Management · Narrative Choice / Paragraph · Push Your Luck · Scenario / Mission / Campaign Game · Solo / Solitaire Game · Storytelling. Chinese publication: Unconfirmed.
Where can I learn Sleeping Gods?
No rule guide, strategy article or WANGO trial has been confirmed for this record.