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The FroGames card
You're sifting through the cards. Three blue in a row, good. But now do you discard the key or risk the nightmare? Choose. The deck is thinning. Not yet eight doors.
WHAT IT'S ABOUT
A labyrinth of dreams flowing through your fingers
Shadi Torbey signed the first chapter of the Oniverse in 2010, a universe of solitaire/cooperative games sharing the same dreamlike DNA. Onirim (second edition 2014, illustrations by Philippe Guérin and Élise Plessis) is the progenitor: a card labyrinth to explore before time—here the deck itself—runs out.
You are a Dreamer trapped in a maze of colored rooms. You must find eight Dream Doors before the cards run out. You can play cards of the same color for three consecutive turns, or discard a Key at the right moment. But the deck hides Nightmares, and every time you draw one you have to choose: sacrifice cards, discard an already conquered Door, or shuffle your hand back into the deck and start over.
What they say abroad
"Onirim is a game that rewards careful planning and pattern recognition."
Onirim is a game that rewards careful planning and pattern recognition.
— The Dice Tower
This edition includes seven modular expansions that radically change the game. The learning curve is gentle but the challenge can become merciless. We will update it after a few more plays.
— FroGames
Onirim
Onirim is designed for solitaire play. The basic rules are for one player; the two-player mode is a cooperative variant where each player manages their own hand but works with the same deck. The solo experience is complete and tense, without compromise.
The labyrinth cards
Four types of cards that build your destiny
Dream Doors
Eight doors, two for each color (red, blue, green, brown). They are your goal: conquer them all and win. They can be drawn from the deck or unlocked by playing three cards of the same color with different symbols in a row.
Labyrinth Rooms
Each room has a color and a symbol (Sun, Moon, Key). You play these cards to create sequences and open the Doors. Some remain on the field as Limbo, others are discarded: managing what to keep and what to sacrifice is the core of the puzzle.
Keys
Powerful cards that you can discard to draw a Door from the deck (if you find one in the first five discards). Few, precious, to be played at the right moment. A wasted Key is a lost opportunity.
Nightmares
Hidden in the deck, they force you to choose: discard cards from your hand, discard a card from Limbo, lose an already conquered Door, or shuffle your hand back into the deck. Every choice hurts.
🎲How to PlayThe rules in four steps▼
How to Play
The flow of each turn
Each turn consists of a simple but never trivial choice: play a card or discard one. Then you draw. The deck dictates the pace.
You can play a Room (to build sequences towards the Doors) or a Key (to search for Doors directly). Or you discard a card to discard others from Limbo and make space. Each played card goes into your personal area or is discarded according to the rules.
If you have played three Rooms of the same color with different consecutive symbols, you conquer a Door of that color (if available). The sequence resets. This is the most reliable way to win.
If you draw a Room, it goes into your hand. If you draw a Door, you can choose to keep it or discard it (keeping it costs a hand card). If you draw a Nightmare, immediately resolve its penalty (a painful choice).
If you have eight Doors, you win. If the deck runs out and you don't have eight Doors, you lose. There is no other way out of the labyrinth.
⏱️Your First GameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
The first hand
Shuffle the deck, draw five cards. No Keys. Choose a card to play or discard. The labyrinth begins to take shape, but you don't know yet where it will lead you.
The first Door
Three red in a row with different symbols: Sun, Moon, Key. You draw from the Door deck, find the red one. One down, seven to find. The rhythm becomes clear: you must build sequences without repeating symbols.
The first Nightmare
You draw it without warning. You must choose: discard five cards from your hand, lose a card from Limbo, or reshuffle everything and start over. Each option costs you something. Choose the one that leaves you with the most useful cards.
The deck thins
You have six Doors. Two are missing. The deck is almost gone. You have a Key in hand but don't know whether to use it now or wait. Every turn counts. You play the Key, discard five cards: no Door. You missed the opportunity.
The last card
Last draw. You have seven Doors. If you find the eighth now, you win. If not, you lose. You flip the card: it's a Nightmare. Defeat. Or: it's the blue Door. Victory. The margin is always this: one card.
🐸Good to know beforeThree honest things, from friends▼
Good to know before
Three things to know before playing
Luck matters a lot
You can play perfectly and still lose because Nightmares all come together or Doors remain at the bottom of the deck. Drawing is blind and can overturn any strategy. If you can't stand high variance, this isn't your game.
Expansions change everything (but complicate)
The box includes seven modular mini-expansions. Some add new cards (Towers, Crossroads), others new victory conditions (Dreamcatcher). They are compatible with each other, but stacking too many can make the game chaotic. Start with the base game, then try them one at a time.
With two players, it's almost a multiplayer solitaire
Cooperative mode: everyone has their own hand, but you draw from the same deck and work towards the same eight Doors. Interaction is minimal (you don't exchange cards, you don't plan together). If you're looking for a true communicative co-op, check out Spirit Island or Hanabi.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
Onirim has binary victory and defeat conditions. There are no points, no levels of success. Either you escape the labyrinth, or you remain trapped.
Victory
- Conquer all eight Oneiric Doors (two red, two blue, two green, two brown) before the deck runs out.
- Some expansions modify this condition: for example, "The Glyphs" requires 12 Doors (three per color), "The Door to the Oniverse" adds a colorless Door to find.
- If you achieve the goal, the Dreamer exits the labyrinth. End of the dream.
Defeat
- The draw deck runs out and you don't yet have eight Doors. You remain trapped in the labyrinth forever.
- Some expansions add defeat conditions: for example, "The Dreamcatchers" introduces Lost Dreams cards that must be in Limbo at the end of the game (discard all Dreamcatchers = immediate defeat).
- Nightmares do not eliminate you directly, but each penalty brings you closer to defeat by consuming resources or time.
Onirim is the most replayable solitaire game you can slip into your pocket. Seven expansions, fifteen-minute games, zero setup. If you enjoy puzzle-solving under pressure, this is your game.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Onirim
What mechanics does Onirim use?
Onirim uses hand management, set collection (you build sequences of cards of the same color), move through deck (the deck is a dwindling timer), and open drafting (you choose what to play/discard from your hand). The cooperative mode adds elements of coordination, but interaction remains limited.
Is it true that it has seven expansions in the box?
Yes. The second edition includes seven modular mini-expansions: The Towers, Happy Dreams and Dark Premonitions, The Book of Steps Lost and Found, The Glyphs, The Dreamcatchers, The Crossroads and Dead Ends, The Door to the Oniverse. Each adds new cards and rules. They are compatible with each other and playable in any combination.
Does it really work as a solo game or is it a compromise?
Onirim is designed for solo play. The basic rules are for one player; the two-player mode is a variant. The solo experience is complete, tense, without compromise. If you're looking for a solo filler under twenty minutes, this is among the best available.
How long does a game really last?
Between 10 and 20 minutes. Basic games (without expansions) last 10-15 minutes. Adding expansions can extend it to 20-25 minutes. Setup is almost zero (shuffle, draw, play), so you can play a quick game anytime.
Onirim is a cooperative card game for 1-2 players, ages 10+, lasting 15 minutes. Designed by Shadi Torbey, published by Oliphante in Italian edition. It uses hand management and set collection mechanics in an oneiric labyrinth where you must conquer eight Doors before the deck runs out. Includes seven modular expansions in the base box. Perfect as a pocket-sized solo game, highly replayable and fast. Available on FroGames.it.

Onirim
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
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