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Rating: 8.2 Very Good
Difficulty:Very easy
Players: 1-2 players
Playing time: 15 minutes

Official Site: Game Page - Z-man Games

Created by: Shadi Torbey, Philippe Guérin, Élise Plessis

Published by: Filosofia Éditions, Hobby Japan, Pegasus Spiele

Alternate Names: オニリム:最初の旅と七つの書


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, if you wish) 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...

Retail Price:$55
Onirim (second edition): Mirrors Promo Cards
Onirim (second edition): Sphinx, Diver and Confusion Promo Cards
Golden Geek Best Solo Board Game Nominee 2014

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You are a Dreamwalker, lost in a mysterious labyrinth. Your goal is to find the eight oneiric doors! Onirim is a solo/cooperative game for two players. You play against the game, alone, or with a partner. The Locations are the magical places of the labyrinth you will explore in your search for the eight Doors.

The 8 oneiric Doors are the object of your quest: having all 8 Door cards on the table is the victory condition of the game. There are two ways to obtain a Door card : …

The rules for 2 players are the same as the solo rules, with the following exceptions:


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

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

Each player takes one of the 8 revealed cards, until each player has 3 cards in their hand. These 3 cards are called Personal resources. …

Sphinx, Diver, and Confusion

Dreams are neither good nor bad (this dichotomy originated from the Dreamwalkers' need to categorize their reality); in other words, Dreams are not always related to Sognae or Incubi.

As such, the Diver is a being whose existence is focused on the last steps of one's journey, and although it oftentimes turns into an Incubus, Dreamwalkers would do well to remember the prophetic help it can offer them.

Regarding the Confusion, whose name evokes all but its true nature (another lemma from the Dreamwalkers), its thirst for renewal has led to many happy beginnings. …

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