How to play Onirim Official Rules

By: Dennis B. B. Taylor

Playing Onirim

Welcome to the world of Onirim! In this mysterious and enchanting card game, you find yourself lost in a dream labyrinth, desperately trying to escape. your goal is to find the eight oneiric door cards hidden within the deck and unlock the doors to freedom. But be careful! The deck is stacked against you, and the Nightmares that lurk within can make your task quite challenging.

Setting Up

Before embarking on your journey, you must first set up the game. shuffle the deck of 76 cards and place it face-down in the center of the playing area. then, draw the top five cards from the deck and place them face-up beside the deck. These face-up cards are known as the “labyrinth” and will be the focus of your efforts.

Your Hand

At the start of the game, you will be dealt a hand of five cards. as you play, you will draw additional cards to replenish your hand. your hand will become your toolkit as you navigate the dream labyrinth, so choose your cards wisely.

Gameplay

Your turn consists of two phases: playing cards and drawing cards. During the playing cards phase, you may play one card from your hand following the rules outlined on the card. Cards can be played in various ways to unlock new paths, mitigate the effects of Nightmares, or manipulate the labyrinth to your advantage.

During the drawing cards phase, you will draw the top card from the deck and add it to your hand. The card you draw may be one of three types: a colored door card, a key card, or a Nightmare. Colored door cards are your ticket to freedom and should be saved for when you have the corresponding key card in your hand. Key cards will allow you to unlock the doors, transforming the colored door cards into happy dream cards. Nightmares, on the other hand, can hinder your progress, so be prepared to confront their challenges.

Dealing With Nightmares

When you draw a Nightmare card, you must discard one of the cards from the labyrinth. If you have no cards in the labyrinth, you will have to discard a card from your hand instead. Nightmares can disrupt your plans, so be ready to adapt and find new strategies.

Winning the Game

Your goal is to find the eight colored door cards and their corresponding key cards before the deck runs out. If you manage to unlock all the doors, you win the game and escape the dream labyrinth! But beware, if the deck runs out before you find all the doors, you lose and remain trapped in the Oniverse forever.

Will you be able to navigate the dream labyrinth and find your way out? Gather your wits, trust your instincts, and embark on the journey of Onirim!

Hey there, Dreamwalker! You’re lost in a mysterious labyrinth, and your mission is to find the eight magical doors. Sounds exciting, right? Onirim is a game you can play alone or with a partner, where you’ll be facing off against the game itself. The labyrinth is filled with enchanting locations that you’ll explore in your quest for these special doors.

Now, let me tell you about the doors themselves. Your ultimate goal is to have all eight door cards right in front of you – that’s how you win the game! There are two ways to get your hands on a door card:

  1. If you play three location cards of the same color in a row, voila! You’ll unlock a door.
  2. Or, here’s a secret tip – if you happen to draw a door card of the same color, you can discard a super rare and powerful key card to claim it. How cool is that?

Attention: You’re not alone in this maze! Terrifying nightmares lurk in the corridors, ready to sabotage your mission in any way possible! The deck of cards that represents the labyrinth also contains Nightmare cards, which are randomly mixed in.

If you draw one of these cards, you’ll have to face a penalty that will jeopardize the success of your adventure.

Your objective is to find the eight dreamlike Doors before your time runs out! If the deck is emptied before you manage to get all eight Door cards on the table, you lose the game.

What’s Included

Hey there! So, you’re interested in playing this cool game, huh? Well, let me break it down for you. The game comes with a total of 76 cards, and here’s what you’ll find:

  • 10 Dream cards: nightmare
  • 2 Observatory Door cards
  • 2 Aquarium Door cards
  • 2 Garden Door cards
  • 2 Library Door cards
  • 16 Observatory cards
  • 15 Aquarium cards
  • 14 Garden cards
  • 13 Library cards

Now, Let’s Get Set Up!

To start, simply shuffle the 76 cards from the basic game (the ones without any fancy symbols). This shuffled deck represents the exciting labyrinth that you and your friends will explore.

Note: You’ll notice little dots on the cards. They’re called expansion symbols, and they’re in the lower right-hand corner. Once you get the hang of the basic game, you can try out different expansions. They all work on their own and mix together.

Start by drawing your opening hand of cards. Take the top 5 cards from the deck. If any of them are Door or Dream cards, put them aside and replace them with the next card from the deck. Keep doing this until you have 5 Location cards in your hand. Then, shuffle all the cards you set aside back into the deck.

Note: In the basic game, there’s only one kind of Dream cards – the Nightmare cards.

The Limbo Pile

Hey there! When we’re playing the game, sometimes certain effects might require us to shuffle cards back into the deck. Pretty cool, right? Here’s how it goes: we put those cards aside in what we call the Limbo pile. Then, at the end of each turn, we take all the cards in the Limbo pile and shuffle them back into the deck.

Let me give you an example to make it clearer. Let’s say I draw 5 cards: 3 Location cards, 1 Dream card, and 1 Door card. Now, I set aside the Dream and Door cards into the Limbo pile. Then, I draw 2 replacement cards: 1 Location card and another Door card.

I decide to set aside the other Door card and draw another replacement card. Guess what? It’s another Location card! So now, I have 5 Location cards in my hand. But wait, there’s more! I shuffle the Limbo pile, which is the 3 cards I had set aside, back into the deck. Exciting, right?

Game Play

When I play the game, there are three main phases that I go through:

  1. I either play a card or discard one
  2. I refill my hand
  3. I shuffle the Limbo pile

A. Play or Discard a card

1. Play a Card

First, I start or continue the row of cards that represents the part of the labyrinth I’m exploring. This row is called the Labyrinth row. To do this, I take a Location card from my hand and place it face up in front of me.

When I place the card, I need to make sure that the previously played card is still partially visible. There’s one important rule to remember: the card I play cannot have any symbols in common with the last card played.

There are three symbols in the game: Sun, Moon, and Key.

The Fascination of the Door Card

When I play a card and it happens to be the third one in a row of the same color, I am rewarded with a special Door card. This card holds the power to reveal even more possibilities in the game. To obtain a Door card, I simply search for it in the deck and place it in front of me on the table. But before I do that, I make sure to give the deck a good shuffle to ensure fairness.

A Vital Tip!

Now, here’s the catch: If a card I play is the fourth in a row of the same color, it might seem like it would be part of the previous series. However, it is actually the first card of a brand new series of that same color! The rules of the game are keeping me on my toes, and I find it fascinating how even a simple card can hold so much hidden potential.

There’s this interesting card game I know called the Green Door. Have you heard of it? It’s a simple game, but it’s full of surprises

So, the first thing you do in the Green Door game is draw a card from the deck. But here’s the catch – you can only draw a Green Door card. If you happen to get another card, let’s say a brown Door card, you can’t search for the Green Door card anymore. You’ll have to stick with what you’ve got.

2. Discarding a Card

Next, you have to choose a card from your hand and discard it onto the discard pile. If the card you discard is a Moon or Sun card, you move on to the next phase called “Complete your Hand”.

Now, here’s where things get really interesting. If the card you discard is a Key card, something special happens. You trigger a Prophecy. And after that, you go to the next phase.

Prophecy: This is where you get a sneak peek into the future. You get to look at the top 5 cards of the deck. But here’s the catch – you have to discard one of them, and that’s not optional. Then, you get to choose the order of the remaining 4 cards and put them back on top of the deck.

Just a quick note: If there are less than 5 cards left in the deck, you still get to see all of them. You’ll have to discard one, of course, but then you get to choose the order of the rest.

B. Fill up Your Hand

Finally, it’s time to replenish your hand. You need to have 5 cards in your hand at all times. So, you draw the top card from the deck to make sure you have a full hand.

Let me break it down for you:

  1. If it’s a Location card, it simply replaces the card played or discarded earlier in this turn.
  2. If it’s a Door card, you have a choice. You can discard a Key card of the same color from your hand, and if you do, you get the Door card and put it in front of you. But if you don’t have a matching Key or don’t want to use it, just put the Door card in the Limbo pile.
  3. If it’s a Dream card, you have to deal with its effect right away.

Resolving a Dream card

When playing the basic game, you will come across one type of Dream card called the Nightmare.

When you encounter a Nightmare card, you must choose one of the following options:

  1. Get rid of a Key card from your hand.
  2. Put one of the Door cards you have acquired into the Limbo pile.
  3. Reveal the top 5 cards from the deck: discard any cards that are not Door or Dream cards and place them in the Limbo pile.
  4. Discard your entire hand and draw a new hand of 5 cards. Follow the same process you did at the start of the game: draw Location cards until you have 5 cards in your hand. Any Door or Dream cards you draw will go into the Limbo pile. Note that Dream cards are not resolved, and you cannot get a Door card by discarding a Key card.

After you have resolved the Nightmare card, discard it.

If you have five cards in your hand, it’s time for phase 3: “Shuffle the Limbo pile.” But if you have fewer than four cards, don’t worry – just draw one card at a time from the deck until your hand is full.

Important: Remember that if you draw a card from the deck, you have to resolve it before drawing another one.

C. Shuffle the Limbo Pile

Now, let’s shuffle all the cards in the Limbo pile back into the deck. But here’s the catch: if you didn’t put any cards in the Limbo this turn, we can skip this step. No phase 3 for now!

And with that, our turn is over. Keep playing one turn after another until the end of the game.

End of the Game

Victory

Here’s the exciting part: you win as soon as all 8 Door cards are in play at the same time. No need to replenish your hand, the game ends right away!

Defeat

Unfortunately, you lose if you need to draw a card to fill your hand, but there are no cards left in the deck. It’s a tough break!

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