A run lasts seven nights: exceed the Monster's score each night, use the action and buy phases to improve the deck, and avoid a single failed night.
Beat the Monster's score on all seven nights; losing any single night ends the run, so deck changes must improve the next visible score check.

The seven-night rule
Dreamcards requires you to surpass the Monster's score for seven nights. Lose one night and the Monster ends the attempt with a nightmare. This is the full-release objective stated on Steam, not a strategy promise or a rule inferred from the old demo.
| Part of a night | What it does |
|---|---|
| Action phase | Play the current hand and build the score/resource result for that night. |
| Buy phase | Spend the available currency to change the deck for later nights. |
| Monster check | Your result must exceed the Monster's score. |
| Run result | Clear all seven nights to reach the lucid-dream goal; one failed night ends the run. |
The current store description advertises more than 100 cards and six broad strategy families. Those numbers define the available scope, but they do not establish one universal best deck. Card text and the visible Monster requirement on the current night remain the authoritative answer for a particular run.
This page intentionally stops at the exact rules. Use the action and buy phase reference for turn structure and Resource Preview for the interface that shows consequences before committing an action.
Sources
QUICK ANSWERS
Questions players ask next
How many nights must you win in Dreamcards?
The official Steam description says to surpass the Monster's score for seven nights.
What happens if you fail a night?
Official copy warns that failing even one night lets the Monster overpower the player with a nightmare.
HELP SHAPE THE NEXT UPDATE
Missing an answer—or found something outdated?
Send the exact game problem, platform, and version. Corrections are reviewed before expansion requests.