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Onirim

Onirim Rulebook

Table of Contents

Table of Contents

  • Components
  • The Basic Game: The Doors of Dreams
  • Rules for 1 Player
    • A. Set Up
    • B. Game Turn
      • 1°) Play
      • or Discard
      • 2°) Draw
      • 3°) Shuffle
    • C. End of the Game
  • Rules for 2 Players
    • A. Set Up
    • B. Game Turn
      • or Discard
    • C. End of the Game
    • D. Ways of Playing
  • Credits

Components

There are four types of cards:

The Door cards

They are the objects of your quest -having all 8 Door cards on the table is the victory condition of the game. There are 2 Door cards for each color (red, blue, green and brown).

The Labyrinth cards

They feature the various magical places you will explore. Those are the cards you will have in your hand, to play and discard. In the basic game, there is only one type of Labyrinth card: the Chambers, which come in four different colors (red, blue, green and brown), and 3 different sub-types: Moon, Sun and Key.

The Dream cards

They feature the creatures which haunt the hallways of the labyrinth. When such a card is drawn, its effect is immediately triggered, then the card is discarded. In the basic game, there is only one type of Dream card: The Nightmares.

The Relic cards

These are powerful objects which are present from the beginning of the game -for better or for worse! These cards do not appear in the basic game, but are found in the various expansions.

There are several mini-expansions, all compatible with one another. Three of those expansions are included in this box! Once the basic game is mastered, you may explore the various expansions, and add and combine them at will.

The Basic Game: The Doors of Dreams

Components: 76 cards

  • 8 Door cards: 2 red (observatory), 2 blue (aquarium), 2 green (garden), 2 brown (library)
  • 58 Labyrinth cards: 16 red Chambers (observatory), 15 blue Chambers (aquarium), 14 green Chambers (garden), 13 brown Chambers (library)
  • 10 Dream cards: 10 Nightmares

Rules for 1 Player

A. Set Up

Shuffle the 76-card deck and draw the 5 first cards. Set aside any Door or Dream card in the Limbo pile, and replace it with the first card of the deck, until you have 5 Labyrinth cards in hand. Then, re-shuffle all cards in the Limbo pile back into the deck.

The Limbo pile

During the game, some effects may cause you to shuffle back a card in the deck; when it happens, put the card temporarily out of the game in a pile, next to the deck: the Limbo; at the end of each turn, all cards set aside this way will be shuffled back in the deck.

Example: the player draws 5 cards: 3 Labyrinth cards, 1 Dream card and 1 Door card. He sets aside the Dream and the Door cards into the Limbo pile, and draws 2 replacement cards: 1 Labyrinth card and another Door card. He sets the Door card aside, and draws another replacement card: it's a Labyrinth card. He has now 5 Labyrinth cards in hand; he shuffles the Limbo pile (i.e. the 3 cards set aside) into the deck.

B. Game Turn

A turn is divided into three phases:

  1. Play or discard
  2. Draw
  3. Shuffle

1°) Play

Initiate (if it's the first round) or continue (for the rest of the game) the row of cards which represents the part of the labyrinth you are exploring, by playing one card of your hand face up in front of you.

The card must be played in such a way that the previously played card remains partly visible.

There is one golden rule: the card played may not have any symbol in common with the card played just before. Remember, there are three symbols: Sun, Moon and Key.

Discovering a Door

If the card just played is the third in a row of the same color, you obtain a Door card of that color: you may search this card in the deck, then place it on the table in front of you, and shuffle the deck.

Example: The player has just played his third green card, he may search for a green Door card from the deck. The player has just played the brown card, but his sequence of brown cards is broken by a green card; in that case, he may not search the brown Door card.

or Discard

Choose a card from your hand and discard it onto the discard pile. If it is a Moon or a Sun card, go to phase 2°) Draw. If the discarded card is a Key card, you trigger a Prophecy first, then proceed to phase 2°) Draw.

Prophecy: look at the top 5 cards on the deck, discard one of them (this is compulsory), and put the 4 remaining cards back on top of the deck in the order of your choice.

2°) Draw

You must replenish your hand to five cards, by drawing the top card from the deck.

There are three possibilities:

  1. It is a Labyrinth card. This card simply replaces the card just played or discarded this turn.
  2. It is a Door card. You may immediately discard from your hand a Key card of the same color. If you do, you obtain the Door card and place it in front of you. Otherwise, place the Door card in the Limbo pile.
  3. It is a Dream card. You have to resolve the effect of this card immediately.

In the basic game, there is only one type of Dream card: the Nightmare.

When you draw a Nightmare card, you have to choose one of the following:

  • Discard a Key card from your hand

or

  • Place one of your gained Door cards in the Limbo pile

or

  • Reveal the first 5 cards in the deck; if among the cards you reveal Door and/or Dream cards, these are placed into the Limbo pile; the remaining cards are discarded

or

  • Discard your whole hand; in that case you must draw a new hand of 5 cards, and proceed as at the beginning of the game: draw cards until you have 5 Labyrinth cards in your hand, putting aside any Door and/or Dream card into the Limbo pile (the Dreams are not triggered, and you cannot obtain a Door card by discarding a Key card).

When the nightmare card has been resolved, discard it.

If you have 5 cards in your hand, go to phase 3 Shuffle. Otherwise, continue to replenish your hand and draw the top card from the deck resolving each card as described above.

3°) Shuffle

Shuffle all cards set aside into the Limbo pile back into the deck.

The turn is then over. Take one turn after the other until the end of the game.

C. End of the Game

Victory

You win if you manage to obtain all 8 Door cards at the same time on the table. The game ends immediately (you don't have to replenish your hand).

Defeat

You lose if you must draw a card to complete your hand, and there is no card left in the deck.

Rules for 2 Players

The rules for 2 players are the same as the solo rules, except for the following points:

A. Set Up

Shuffle the 76-card deck and reveal the 8 top cards. Set aside any Door or Dream card into the Limbo pile, and replace it with the card of the deck, until you have 8 Labyrinth cards.

Re-shuffle all cards in the Limbo pile back into the deck.

Each player takes one of the 8 revealed cards, until each player has 3 cards in his hand. These 3 cards are called «Personal resource». The 2 remaining cards are called «Shared resource» and remain face up.

Personal resource/ Shared resource

When a player decides to play or discard a card, he can choose a card from his Personal resource or from the Shared resource.

His hand is actually made up of the cards from both groups.

Hence, if he decides to discard his whole hand (as a result of a Nightmare card), he must discard all the cards from his Personal resource (in his hand) and the cards from the Shared resource (on the table). When he replenishes his hand afterwards, he first draws the 3 cards of his Personal resource, then the 2 cards of the Shared resource -putting aside in the Limbo pile any Dream and Door card, and drawing replacement card(s).

B. Game Turn

Each player builds up one row of cards –each Dreamwalker explores a different part of the labyrinth, so each player has his own row. Playing a card in the other player's row is not allowed.

or Discard

In addition to discarding a card, the active player may also immediately swap a card from his Personal resource with a card from the Shared Resource.

Each player takes turns successively until the end of the game.

C. End of the Game

Victory

Each player must have 4 Door cards, one of each color, at the same time.

The game ends immediately (the active player does not replenish his hand).

D. Ways of Playing

Various ways of playing the cooperative aspect are possible, from total silence (the players do not trade any information about the cards in their Personal resource and have to guess the best play possible according to the other player's action) to open play (the players place their Personal resources face up on the table and discuss strategies openly). We recommend that the players agree before starting the game how they intend to play.

Credits

Game Design: Shadi Torbey

Art and Graphic Design: Élise Plessis

© 2010 Z-Man Games

www.zmangames.com

64 Prince Road, Mahopac, NY 10541