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Onirim

PLAYERS1, 2DURATION15–30 minOVERALL DIFFICULTYHard

Basic game 76 cards; unmixed box extensions.

Why this rating?

Optimize a limited stock and choose which risks to absorb.

01Game presentation

Onirim is a maze of maps. You build colorful paths to find doors, while limiting the damage of nightmares. It is played alone or in cooperation with two. Its overall difficulty is difficult: several choices seem good in the short term, but exhaust the necessary resources later.

We explain the basic game of the edition to 76 base cards, with the official cooperative rule. The seven extensions present in some boxes remain rowed: their symbols allow to recognize them.

02Equipment requirements

  • 76 base cards: 58 Place, 8 Door and 10 Nightmare.
  • The places are divided into four colours: 16 red, 15 blue, 14 green and 13 brown. They are marked with a Sun, Moon or Key symbol.
  • Two doors exist by colour. Provide for four spaces: picket, path of Places, waste and limbos.

Limbs are a temporary reserve that returns to the stock. The waste remains outside the base stock.

03The purpose of the game

Get the eight doors before you miss cards to pick up to complete your hand. You can find them by aligning three places of the same color, or by spending a Key at the moment you pick up the right Door. Two, each must get a door of each color.

04Preparing the game

  1. Mix the 76 base cards.
  2. Pick until you have 5 Places in hand. Put aside all the Doors and all the Nightmares you met, without solving them.
  3. Put these cards aside in the Stock. Leave the waste and empty limbs.
  4. Reserve space in front of you for your path, set down gradually from left to right, and for your doors won.

05How to play?

Play or undo

At each turn, make one of the two choices. To play, add a Place at the end of your path. Its symbol must be different from the previous one, whatever the color. After a Red Sun, you can set a Red or Blue Moon, but not a Green Sun.

If you have just played the third consecutive Place of the same color, look in the Stock for a Door of this color, expose it in front of you and repel the Stock. The fourth card of this color starts a new group: it does not immediately give another door. Then it takes a fifth and a sixth, with the symbols always alternating.

To undo, put a Place of your hand on the waste. Sun and Moon have no additional effect. Defeating a Key triggers a prophecy: look at the first 5 cards of the Stock, necessarily discard one of them and put the others back in the order chosen. With less than 5 cards, use all the remaining cards. A such defeated Nightmare is not solved.

Complete Hand

Pick one card at a time until you find 5 Places in hand. A Place remains in the hand. If it is a Door, you can unload a Key of its color to win this door; this Key does not trigger prophecy. Otherwise, place the Door in the limbos, then continue to pick.

A Nightmare must be solved immediately by choosing one of the possible penalties: undo a Key from your hand; make a Door won in limbos; reveal the next 5 cards and undo the Places while putting Doors and Nightmare in limbos; or undo all your hand and redo it as at the beginning.

If you completely remake your hand, put the Portes and Cauchemars met in the limbos without effect: you are only looking for 5 Places. You cannot choose to return a Door if you do not have any. A Key paid for a Cauchemar does not trigger prophecy.

After the penalty, discard the trigger Nightmare, then normally continue the reconstitution if necessary. Another Nightmare pricked during this normal reconstitution must be solved in turn.

End of tour and two-way mode

When the hand is complete again, repels all the limbs in the Stock. Do not repel them before to avoid an empty Stock: Loss is confirmed as soon as a necessary Stock is impossible.

With two players, lay out 8 face-up Locations, replacing Doors and Nightmares without resolving them, then shuffle those set-aside cards back in. Take turns picking cards until each player has 3 personal resources. The remaining 2 stay face up in the center as shared resources.

Play alternatively. Each builds its own path, with a map of its 3 personal resources or 2 shared. Never play in the other's path. Always rebuild the resource used: three personal and two shared. During a defeat action, the active player can also exchange one of his personal resources with a shared resource.

The active player's "hand" includes his 3 cards and the 2 communes: a Cauchemar who asks to undo everything removes these 5 cards, not the 3 of the other player. First redone the 3 personal cards, then the 2 communes. Each player must win his own Door of each color. The one who already has the four continues to play to help the other. Before starting, choose free communication or a game without disclosing the hands: the booklet allows these two ways to cooperate.

06An example of a game

Alice laid Red Sun and then Red Moon. She now plays Red Key: the symbols differ at each junction and three reds follow each other. She is looking for a Red Door in the Stock and wins it. Her Key is on the way, not available in her hand.

She picks to complete: a Blue Door appears. She has a Blue Key in her hand, but prefers to keep it for a prophecy. She therefore puts the Door to limbs and picks again. A Place arrives; she keeps this card, then repels the limbs at the end of the turn.

Later, she picks up a Cauchemar. She chooses to undo her Blue Key: the Cauchemar and the Key go to waste, without prophecy. She picks up to replace the missing cards. She avoided rendering her Red Door, but lost a valuable tool.

Three Red places in the suite allow you to win a Red Door available. Each symbol differs from the one before it: Sun, Moon, Key. The Key placed in the path does not stay in the hand. RED letters also allow colorless reading.

07How can I win?

The eighth solo door gives an immediate victory: there is no need to redo the hand. At the same time, the two players must each have a red, blue, green and brown door. Doors only seen and then handed over to the limbs do not count.

The game is lost if a card has to be plucked to redo the hand and there is none left in the Stock. There are neither points nor equality. Never remix all the waste to artificially prolong the dream.

08Errors to avoid

  • Place two symbols that are identical to each other on the pretext that the colors differ.
  • Win one door with each new Place of the same color after the first three.
  • Trigger a prophecy with a Key paid to a Gate or a Nightmare.
  • Solve the Cauchemars encountered during the preparation or the complete hand overhaul.

09Tips for starting

Find the colors you lack from the doors. Keys can be used in three ways: progress in the way, pay a door, or trigger a prophesy by voluntary waste. Decide on their use before spending them. At the same time, shared resources can prepare the next turn of your partner.

10Express summary

  • 76 base cards; solo hand of 5 Places.
  • Round: play a different symbol place or undo; remake hands; remelt limbs.
  • Three consecutive places of the same color give a Door; Key of the same color to the Stock of a Door = another way to win it.
  • Willfully defeated key: prophecy on 5 cards, one eliminated.
  • Nightmare : Key, Door rendered, five processed cards, or hand redone.
  • Solo: 8 Doors; two: one of each color per player; Stock necessary impossible = common defeat.

FOR FURTHER READING

References and variant

Bibliography of edition 4.0, consulted on October 27 and 28, 2026. Explanations, examples and original diagrams of the book. The documentary reserves mentioned in the tutorial remain applicable.

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