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Onirim (Second Edition)

Onirim (Second Edition)

#850BGG ↗

2014 · 1-2 players · 15min · weight 1.61 · 11,177 ratings

port: first-partydifficulty: Easy
BGGv4 widev4v4 deep5Sources3Rules cardCandidate0.558Deep dive
Bayes
6.73
Users rated
11,177
Owned
15,950
Wishing
2,540

At a glance — v4 wide

Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.

Core loop (micro)

Play a color-matching card from hand or discard a key; avoid nightmares; collect three same-color cards in a row to unlock a door.

MDA aesthetic vector (0–3)
Sensation
0
Fantasy
2
Narrative
1
Challenge
3
Fellowship
0
Discovery
2
Expression
1
Submission
2
Mechanic-interaction primitives (5)
  • [3]attrition_clock— “gather the eight Door cards before the deck runs out; you will remain trapped forever.
  • [3]hand_management_under_draw— “carefully play around the Nightmares; decide the best use of each card in your hand.
  • [3]event_deck_seeded_threat— “Nightmares are hidden in the deck and will trigger painful dilemmas when drawn.
  • [2]push_your_luck_escalation— “key_discard_dilemma — discard powerful Key cards under specific circumstances to get doors.
  • [2]set_collection_concentrating— “playing cards of the same color three turns in a row — same_color_run_trigger.
discovery_score: 0.219

Archetype fits — v4 deep

How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.

ArchetypeCompositeLTFSessionComboArcShare5inOnboard
Balatro
attrition_clock (deck-as-timer) + hand_management + event_deck_seeded_threat is a tight roguelite-shape puzzle — combo_scaling_depth 6 for door-streak chaining. arc_tightness 8 for the discrete door-collection climb. The Asmodee Digital iOS port already validates the loop.
6.908.0968686
Wordle
Strong Wordle-adjacent fit: solo daily-seed deck-puzzle, win/lose with shareable run summary (doors found, turns survived). content_extensibility 7 from procgen seeds + 7 mini-expansions.
6.508.0748787
Coop
Cooperative Game listed; The Crew-shape information-constraint coop with deck-as-shared-timer. Inter-player payoff stacking is real (color-streak coordination). bluff_info_asymmetry 5 because hand visibility is partial across players in coop mode.
6.307.0858477
Cozy
Coop-or-Solo tier (Cooperative Game / Solo Solitaire Game) — no cap; score against tone. Onirim tone is contemplative-tense rather than purely cozy; the nightmare-as-burn primitive injects mild stress. Mid-cozy fit.
5.806.0946487
Snap
Solo card game; no opponent shape at all. Could async-port a 'beat my friend's seed' framing but base loop has no PvP.
5.507.0556476

Translation candidate

Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.

bayes_norm×0.300.268
wish_norm×0.180.433
compress_norm×0.171.000
diff_norm×0.201.000
port_headroom×0.150.200
fit_score (total)0.558= 0.558
Difficulty reasoning

Solo card game with simple state and tight rules; Asmodee Digital shipped iOS/Android years ago.

Closest loop translation
none yet

Rules card

Synthesized from sources below. Readiness: draft-ready. Confidence: 0.74.

Readiness

draft-ready (confidence=0.74, rules=0.65, fun=0.90). BGG rank: 850; year: 2014; weight: 1.61; playtime: 15 min

SourceQualityRoleNote
bgg_comments0.75player voicepositive/player-voice sample
llm_memory0.65draft synthesissonnet-self-rated-8
wikipedia0.15context/receptionpossible-title-mismatch: Fluxx

Core Loop

Onirim is a solo (or cooperative 2-player) card game where the player is a Dreamwalker trapped in a labyrinth of dreams. The goal is to open 8 Dream Doors (4 pairs of 4 colors) before the card deck (the Labyrinth) runs out. The player draws cards one at a time and plays them from their hand to a "limbo" tableau called the Path.

On their turn, the player plays or discards a card from hand, then draws back to 5 cards. Rooms (colored cards with symbols: Sun, Moon, Key) can be played to the Path — you cannot play the same symbol twice in a row. Dreamers (colored key cards) can be played to discard from hand to instantly open a Door of matching color if you have the right conditions. Doors are also drawn from the deck as random events. When a Door card is drawn, you can use a Key card of matching color from hand to open it (great) or it gets shuffled back into the deck (okay), OR a Nightmare card is drawn which forces a painful choice: discard your hand, lose a Door you've already earned, bury a card from hand deep in the deck, or discard the top 5 cards.

Turn Structure and State

  • No manual/BGA/transcript source is present; card relies on memory plus BGG context.
  • BGG description anchor: 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. [...]

Win Condition and Arc

Open all 8 Dream Doors before the deck runs out. Loss: deck exhausted with fewer than 8 doors opened, OR forced to break a rule with no valid action. The arc is constant tense hand management — hoarding Key cards to respond to Doors, managing the Path sequence to avoid getting stuck, and making agonizing Nightmare choices. The second edition includes expansions that add new card types and modular rules.

Decision Primitives

BGG mechanisms: Cooperative Game, Hand Management, Move Through Deck, Open Drafting, Set Collection, Solo / Solitaire Game

Memory-derived primitives:

  • Solo deck management (Labyrinth deck = timer + event source)
  • Hand management under event pressure (5-card hand)
  • Alternating symbol constraint (no two consecutive same symbols on Path)
  • Color-key door unlocking (matching key card to door color)
  • Nightmare event resolution (choose among four costly options)
  • Path sequence building (consecutive room cards)

v4 controlled primitives: attrition_clock, hand_management_under_draw, event_deck_seeded_threat, push_your_luck_escalation, set_collection_concentrating

Top iOS archetype fits: balatro 6.9, wordle 6.5, coop 6.3.

Why It Is Fun

The solo experience feels like puzzle-solving under time pressure — every draw could be a Nightmare that wrecks your hand or a Door that demands a key you don't have. The alternating-symbol rule for the Path creates simple but genuine constraint. Short enough (15 min) to replay immediately.

Player-voice evidence:

  • I have the app. I can't decide if I need the hard copy or not.
  • Love the game--with the app. If I had to do all that shuffling myself, I'd be sick of it.
  • Very pleasant and smooth solo experience. I don't know, but something works here well :-)
  • Not for the feint of heart, as this game can be very, very hard to beat. Still a great solo experience, as long as you stay calm when you just need one more door but the cards run out!!! The art for this is amazing and is a thing of...
  • This was my first game that offers a solo mode. It's quick to setup and plays fast. There's a lot of shuffling going on, which is the only negative. It's a good 2-player game as well.

Friction and Failure Modes

  • Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
  • Wikipedia source is flagged as a possible title mismatch; do not use it as evidence.
  • Needs at least one stronger rules authority before final extraction use.

Translation and Design Hooks

  • Use this card to ask: which primitive carries the fun if theme/licensing is removed?
  • For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
  • For new tabletop design, look for the tension source and decide whether to preserve or invert it.

Edge Rules and Gotchas

  • Playing a Key card from hand can open a Door from the Limbo zone (not just when a Door is drawn)
  • Limbo (3 cards set aside face-down at start) contains specific cards — knowing they're not in the deck is meaningful information
  • The Path length matters: a completed Path segment of specific length may trigger a bonus (in expansions)
  • Prophetic cards (in second edition) let you look ahead in the deck before drawing
  • If you must draw but the deck is empty, you immediately lose — deck depletion is the primary loss condition
  • Nightmare resolution: the "bury a card from hand" option is the least damaging in most cases

Sources Used

[
  {
    "kind": "bgg_comments",
    "path": "data/bgg_comments/156336.txt",
    "quality": 0.75,
    "note": "positive/player-voice sample"
  },
  {
    "kind": "llm_memory",
    "path": "data/llm_memory_sonnet/156336.md",
    "quality": 0.65,
    "note": "sonnet-self-rated-8"
  },
  {
    "kind": "wikipedia",
    "path": "data/wikipedia/156336.md",
    "quality": 0.15,
    "note": "possible-title-mismatch: Fluxx"
  }
]

Sources (3)

Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.

BGG comments0.75LLM memory0.65Wikipedia0.15