Rolling Realms: Onirim Promo Pack
Rolling Realms: Onirim Promo Pack Rulebook
Table of Contents
Onirim
USAGE: Fill the row of cards with symbols, left to right. The symbol you write depends on the assigned #. Use 1/2/3 to write a ring, use 3/4 to write a crescent, and use 5/6 to write a key. In the row of cards, adjacent symbols must be different. Every 3 steps (immediately after filling the last card of a color), mark the door on top of the cards and gain the benefits.
When activating the realm, instead of filling the row, you can use a 5/6 to trigger a Prophecy. Outline a key. Then, at the beginning of the next turn, mark the outlined key and check the outcome of that Prophecy: if the rolled dice have an (unmodified) sum of 6 or higher, cross off a Nightmare to score a ★. As an example, the first Nightmare is already crossed off (don't score a ★ for it). If the sum is 5 or lower, the Prophecy is lost. When playing with Risky Rewards (Create Pair Reward) or the Fleet: The Dice Game realm (middle ability), you can influence the outcome of a Prophecy. You cannot trigger multiple Prophecies in one turn.
SCORING: Score ★s for crossed-off Nightmares and while filling the row.
Notes
The compendium draws the writing symbols as icons (a ring, a crescent and a key) and does not name them in the text; they are identified here by shape. The printed realm card gives the same rules in shorter form, and the compendium wording above is transcribed as printed, since it is the full rules text.