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O
2010 · 1-2 players · 15min · weight 1.65 · 6,750 ratings
port: first-partydifficulty: Easy
BGGv4 widev4v4 deep5Sources3Rules cardCandidate0.487Deep dive
Bayes
6.32
Users rated
6,750
Owned
9,230
Wishing
1,294
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Core loop (micro)
Play a labyrinth card of matching color to chain three same-color rooms, discarding Keys to unlock Door cards.
MDA aesthetic vector (0–3)
Sensation
1
Fantasy
2
Narrative
1
Challenge
2
Fellowship
1
Discovery
2
Expression
1
Submission
3
Mechanic-interaction primitives (5)
- [3]hand_management_under_draw— “must work against the game to gather eight Door cards before deck runs out; careful play around Nightmares”
- [3]event_deck_seeded_threat— “Nightmare cards hidden in deck trigger painful dilemmas when drawn; 10 Nightmare cards in basic deck”
- [3]set_collection_concentrating— “playing cards of same color three turns in a row; or discarding Key cards under specific circumstances”
- [2]attrition_clock— “must discover oneiric doors before your dreamtime runs out — you will remain trapped forever”
- [2]partial_observability— “Nightmares hidden in the deck; wander through chambers hoping chance reveals the doors”
discovery_score: 0.162
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Balatro 15-min solo run sits dead-center of Balatro session sweet spot; set_collection_concentrating + Nightmare-event-deck create roguelike pressure with dilemma tradeoffs. Multiple expansion packs of Onirim sustain content_extensibility. The hand-management-around-hidden-Nightmare gives partial-info deck management = bluff_info_asymmetry 5 (rubric-aligned for Balatro). | 6.90 | 8.0 | 9 | 5 | 8 | 5 | 8 | 8 |
| Wordle 15-min closer to Wordle's window than most table games; daily seeded labyrinth deck would work; Door-count outcome (X/8 doors opened) is a clean share-emoji shape similar to Wordle's X/6. | 6.20 | 8.0 | 7 | 4 | 8 | 6 | 7 | 6 |
| Coop Solo/coop interchangeable; in coop mode, partial-deck visibility + Nightmare timing create info-coordination pressure between players. Short session and small visible state make this one of the most legibly-coop games on a 5-inch screen. | 6.00 | 7.0 | 7 | 5 | 7 | 4 | 7 | 7 |
| Cozy Coop-or-Solo tier (no cap), but event_deck_seeded_threat (Nightmare cards) introduces mild anti-cozy pressure. Tone is meditative-dreamy which leans cozy, but loss happens (deck exhaustion). | 5.30 | 7.0 | 7 | 4 | 5 | 4 | 7 | 6 |
| Snap Solo/coop loop fundamentally lacks PvP. No factional faceoff or lane reveal. | 4.70 | 7.0 | 4 | 3 | 5 | 4 | 6 | 6 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
bayes_norm×0.300.084
wish_norm×0.180.343
compress_norm×0.171.000
diff_norm×0.201.000
port_headroom×0.150.200
fit_score (total)0.487= 0.487
Difficulty reasoning
Solo/co-op card game with a tight 15-minute loop is ideal for mobile; already ported to digital (iOS/Android by Asmodee).
Closest loop translation
none yet
Sources (3)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG tags
Categories (3)
Card GameExplorationFantasy