Table feel
Moderate interaction
You are a Dreamwalker, lost in a mysterious labyrinth, and you must discover the oneiric doors before your dreamtime runs out – or you will remain trapped forever! You may wander through the chambers of dreams, hoping that chance will reveal the doors, or you can linger in each t...
Players
1-2
Time
?-?
Age
8+
Weight
1.65
Rating
6.63
Should this hit the table?
Moderate interaction
Teaching signal
High replayability
Low interaction
Scales well
Deep strategy
Luck-sensitive
Moderate interaction
Onirim offers a high degree of variability with its gameboard, multiple paths to victory, and variable setups. The expansions available add new content and gameplay elements, enhancing the replay value. The game provides deep strategic possibilities and room for improvement over time. It scales well with different numbers of players and has a moderate learning curve, making it accessible to a wide range of players. Overall, Onirim has a strong replayability score of 8.2.
Onirim has a moderate influence of luck. The game outcome is predominantly determined by random elements like card draws, but players have substantial ability to mitigate randomness through strategic decisions and planning. While luck plays a significant role, there is still room for players to influence the outcome through their choices.
Overview
You are a Dreamwalker, lost in a mysterious labyrinth, and you must discover the oneiric doors before your dreamtime runs out – or you will remain trapped forever! You may wander through the chambers of dreams, hoping that chance will reveal the doors, or you can linger in each type of room. In both cases, you will have to deal with the slithering Nightmares, which haunt the hallways of the labyrinth. Onirim is a solo/cooperative card game. You (and a partner) must work (together) against the game to gather the eight Door cards before the deck runs out; you can obtain those Door cards either by playing cards of the same color three turns in a row, or by discarding (under specific circumstances) one of your powerful Key cards. In both cases you will have to decide the best use of each card in your hand and carefully play around the Nightmares. Those cards are hidden in the deck and will trigger painful dilemmas when drawn... Basic Deck: 8 Door cards - two each of red, blue, green and brown 10 Nightmare cards 58 Labyrinth cards: 16 red chambers: 3 keys, 4 moons, 9 suns 15 blue chambers: 3 keys, 4 moons, 8 suns 14 green chambers: 3 keys, 4 moons, 7 suns 13 brown chambers: 3 keys, 4 moons, 6 suns Three mini-expansions, all standalone and compatible with one another, are included with the basic game: "The Towers" introduces a new type of card that allows more searching and deck manipulation, while also imposing an additional victory condition. "Happy Dreams and Dark Premonitions" adds evil time bombs that will impede your progress at predictable moments of your quest as well as helpful but unreliable allies. In "The Book of Steps Lost and Found", you must find the eight Door cards in a randomly given order and may remove discarded cards from the game to cast powerful spells that will help you complete this difficult task.
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