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( You save: $8.67)
Number of Players | 1-2 |
Playtime | 15 Min |
Suggested Ages | 10+ |
Designer(s) | Shadi Torbey |
Publisher | inPatience |
You are a Dreamwalker, lost in a mysterious labyrinth, and you must find 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 may linger in each type of room. In either case, you will have to deal with the slithering Nightmares, which haunt the hallways of the labyrinth.
Onirim can be played as a solo or cooperative card game. You (and a partner) must work (together) against the game to collect 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 choose the best use of each card in your hand and carefully play around the Nightmares. Those cards are buried in the deck and will trigger painful dilemmas when drawn...
Seven mini-expansions, all standalone and compatible with each other, are included with the second edition of Onirim, including these three that were in the first edition of the game:
In addition to these three variants from the first edition, there are four brand new modules in the Onirim 2nd edition box. Just like previously, each module has something that makes the game easier and something that makes the game harder:
Apart from all those, there are a few special rules to use the dark meeple in the game (which interferes with Nightmare cards resolving), making the game easier or more difficult, depending on the chosen variant.
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