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Onirim» Forums » Sessions

Subject: Onirim with Book and Tower - a detailed report rss

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Played with the Onirim and Onirim included.

Green door was first target, scouting with Red Tower 4, see a Nightmare coming, but have a key in hand. No green cards showing.

Discarded red key to Nightmare, redraw – another Nightmare. Discard brown key.

Redraw into green sun. Use Green Tower 4 to scout – another Nightmare coming but the green cards needed are there. Set of 3 complete, get Door before Nightmare is drawn.

Hand of blue cards now, so use spell to discard 7 and swap in the Blue Door to the front of the queue. Play out blue moon-sun-moon and get Blue Door. Red door next.

Play red sun but draw a Nightmare. 2 Towers in hand (Red 3 and Blue 3) but discard hand to avoid discarding anything I can't see (so Red Tower 5 must be played down). Redraw into red key, red sun, brown key and brown tower 5. Scout ahead with that and see 3 Towers coming and the red door.

Draw and play Red Tower 5, then Brown Tower 4 and Green Tower 3. Draw Red Door and use key to play it.

Next is Brown door but need the Blue Tower to complete the towers.

Play out red moon, brown sun-moon-sun – get Brown Door. Halfway there and Blue Door next, but no blue in hand.

Prophecy via brown key showed red and brown doors and another brown key!

Spell (discard 7 from discard) to swap Brown and Blue doors, brown key unlocks Brown Door. Nightmare is drawn next, blocked by a key but put back in deck to protect the Towers.

Reverse Prophecy (discard 5 cards from discard) shows 2 Nightmares but nothing immediately useful.

Play blue sun and moon, draw a Nightmare. Discard hand and Nightmare again goes back in deck. Redraw into Brown 3 Tower, which is used to scout ahead. Get and play blue key for Blue Door.

Redraw gives the Green 5 Tower, which scouts ahead and finds the needed Blue Tower, which is drawn and played down. A Nightmare was also there, now 5 cards down.

Red door is next, have the cards in hand: play red moon, sun and moon, which is played down before the Nightmare can be drawn.

Towers done, 7 Doors done, just the Green Door left.

Nightmare parried with a key. Draw Blue Tower 4, played and scouts to see 2 green suns and another Nightmare.

Play the green sun, green moon already in hand, then the green sun drawn and played.

Game won, with 20 cards left in the deck.

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