Dream: the dark
just wanted to make sure this was a legitimate play.
we see that a morphing is coming up in the turn cards which involves putting a purple onto an adjacent space.
we have the flashlight, so we make the space we are on bright.
we then all stand next to the bright space and wait For the entity phase.
we take it in turns to put the purple on to the bright space, which causes it to be immediately discarded.
since it’s immediately discarded, it’s no longer occupying the space, allowing the next dreamer to throw the purple into the light.
since we have the gambler, we can essentially trivialise the manequins
does this actually work?
I don’t think the flashlight is OP. There are various ways to make light. You can only have 4 items active at once, so sometimes you want to discard the flashlight. Also the flashlight lights up only one space, not a whole tile, and for only one turn. The gambler helps you to avoid discarding it on an “X” roll (1/6 chance), but as the gambler’s deck improves, there is sometimes a non-starting influence card on top, and the gambler cannot reroll. But you can still use a snap card or a gem for a reroll. Basically you are supposed to be able to make light, but sometimes you might find it inconvenient to do so.
Then the issue remains that the scenario is very easy with flash light + gambler: The group lights the flash light and uses it for safe exploring and to end their turn in the light which makes the threat quite threatless. Bad flash light rolls can be rerolled by the gambler and there are of course inner light and world shaping as alternative light sources. Of course its the first "real" dream and I do not know yet how much more challenging later dreams will be. Maybe the game would need something like a challenge mode.
the entity phase happens after the player phase, and that’s all part of the same turn.
you were playing correctly.
the flashlight would be next to useless if it stopped working before the entity Phase.
oh, I played it that it stays until the end of the round - meaning it stays during the opponents phase.
Flashlight can be used only once per Turn and the Light token should be discarded at the end of Turn, so it's not possible.
The issue is still there: If you light 4 spaces at once with the flash light, you can discard up to 4 spawned tokens. Then the flash light + gambler combo makes this scenario far too easy (there will be essentially no threat).
Remember that all Entity's actions take place at the same time, so you should place Threat Tokens at the same moment - you can't place them all in the same space, even if they would be immediately discarded because of the Light Token.
Yes, I played the dream the same way. I think that is the intention of the designers: if you figure out how to utilize the flashlight in a smart way, you can get through many of the challenges of this dream.