If you do not mind ... this game is free. The images are in A4 format and include cut lines. Save the images in a folder, print them, and play. This game must not be sold. If it is, you will be responsible for paying any royalties. I am not responsible for your printing costs or for anything that may result from them.
INTRODUCTION
The game consists of 182 different cards. It can be played alone or in a group. There is regular ONIROO (group play) and SOLITAIRE ONIROO. The aim of the game is the creation of daydreams.
GAME OBJECTIVE: to be the first player to complete one or more dreams — which must be made up of a SYMBOL card (D) and/or a FREE card (E) — and then place the WAKE-UP card (J) in front of everyone in order to be declared the winner.
To make the game easier to learn, there are 5 levels of difficulty, from easy to more complex.
For 2 to 6 players.
For 1 player (section N SOLITAIRE ONIROO)
TABLE OF CONTENTS
A. CONTENTS
B. PREPARATION
C. GAME FLOW (5 difficulty levels)
D. SYMBOL card (130 different cards)
E. FREE card (8 different cards)
F. ASSOCIATION OF GROUPS AND CODES
G. BAD NIGHT cards (3 different negative cards)
H. MOON HEAD cards (5 different negative cards)
I. DREAM FAIRY cards (5 positive-value cards)
J. WAKE-UP card (1 card)
K. End of the game: CREATING DREAMS
L. DREAM DESCRIPTION
M. OPTIONAL: DREAM VOTE
N. ONIROO SOLITAIRE (plus 21 MAGIC CODE cards)
Note: A DREAM is made up of SYMBOL cards and/or FREE cards (cards without images). These cards are placed face up in front of a player, or placed in the center of the table (see C1_03).
- A player may have several dreams at the same time.
- The first card played in the DREAM (SYMBOL card and/or FREE card) is chosen by the player.
- The DREAM is completed with a variable number of cards. All that is missing for this DREAM to become a winning one is... the WAKE-UP card (see C1_05).
- Points are counted for each game.
- The player with the most points is the overall winner.
CONTENTS
A_01: There are 130 SYMBOL cards, which are the components of your dreams. They are all different.
Notice the black graphic on a yellow rectangle. It completes the illustration in the center of the card. (see D). It is a game code, like the signs on the left side of the card: (red for letters (A to F), green for shapes (SQUARE, STAR, etc.), and blue for numbers (0 to 9).
These codes are called MAGIC CODES (see D).
A_02: There are 8 FREE cards. They have no groups indicated in the yellow rectangle.
In this case, the yellow rectangle can represent any group.
However, like the SYMBOL cards, they have groups indicated in the purple circle.
They contain all the MAGIC CODES (letters, shapes, and numbers in the white rectangle), forming something like a “U”.
These cards have no image. (see E).
A_03: 1 WAKE-UP card. (It can decide the winner of the game)
Some ways of playing do not include the following elements:
A_04: 3 BAD NIGHT cards
Cards with a negative value. Cards marked with a question mark.
The question mark is used to distinguish the card (see G).
A_05: 5 “MOON HEAD” cards
(Cards with a negative value). Cards marked with a question mark.
The question mark is used to distinguish the card. (see H)
A_06: 5 DREAM FAIRY cards
These cards protect you.
Cards marked with an AT sign in a white rectangle: DREAM FAIRY (see J).
The AT sign is used to distinguish the card.
PREPARATION
For all new players: place one card from each category on the table. This is to understand how these cards work.
B_01: Shuffle all the cards.
Deal 5 cards to each player.
Players must always have 5 cards in their hands.
These cards must not be seen by the other players, except in certain cases.
This is except in the case of the effect of a “MOON HEAD” card. (see below)
B_02: Leave the cards face down on the table. You may make two piles. Let us call them the “SOURCE PILE”.
B_03: During the game, discarded cards are placed face up. They form a pile we call the “DISCARD PILE”.
The SOURCE PILE and the DISCARD PILE are placed in the center of the table.
Players do not draw from the DISCARD PILE.
B_04: When it is their turn, the player draws a card from the SOURCE PILE.
They may choose to play it, place it in the DISCARD PILE, or keep it.
B_05: At the beginning of the game, players decide whether or not to include FREE cards. (see E_01 to E_06).
Play proceeds clockwise, from left to right.
How the game is played
There are several ways to play, ranging from simple to more complex.
LEVEL 1
C_01: Level 1 is the simplest.
In this level, players do not need to worry about MAGIC CODES or groups.
Players do not use the “BAD NIGHT,” “MOON HEAD,” or “DREAM FAIRY” cards.
When it is their turn, each player must place a SYMBOL card face up in front of themselves.
Each player must try to accumulate a minimum of 10 SYMBOL cards.
SYMBOL cards (including FREE cards).
The player who completes a dream of 10 SYMBOL cards and then places the WAKE-UP card wins the game. This earns 5 POINTS.
LEVEL 2 — ONE DREAM FOR ALL
C_02: At this level, players do not need to worry about MAGIC CODES or groups.
Players do not use the “BAD NIGHT,” “MOON HEAD,” or “DREAM FAIRY” cards.
Players take turns placing a SYMBOL card in the center of the table.
The objective of this level is to create a single DREAM shared by all players.
Each player must place one SYMBOL card face up in the current common DREAM.
Optional: players may justify their choice of SYMBOL cards (including FREE cards).
A minimum of 10 SYMBOL and/or FREE cards is required for this dream.
The player who places the WAKE-UP card wins the game. This earns 5 points.
LEVEL 3
C_03: Players focus on the MAGIC CODES (letters, shapes, and numbers) and the groups, as explained below.
They use all the cards (except the FREE cards and those with the sleeper in white pajamas).
This SYMBOL card must remain face up so that everyone can see the image and the codes.
Each player must place a SYMBOL card into the shared DREAM.
The player who completes the DREAM of 10 SYMBOL cards and places the WAKE-UP card wins the game. This earns 10 points.
1) If a BAD NIGHT card has been placed on the dream pile, it forces each of the other players to wait two turns before placing a new SYMBOL card on the current DREAM. This penalty does not affect the player who placed the card.
2) A DREAM FAIRY card cancels the effects of the BAD NIGHT card.
LEVEL 4
Played like Level 5, except that players choose between the BAD NIGHT and MOON HEAD cards.
LEVEL 5
C_04: Players focus on the MAGIC CODES (letters, shapes, and numbers) and the groups.
The black graphic in a yellow rectangle or purple circle is called a group. (See D)
They use all the cards (except the FREE cards and the cards with a little dreamer dressed in white).
C_05: Each player must create their own DREAM.
The player must create a DREAM with a minimum of five SYMBOL cards. A DREAM consists of a series of SYMBOL cards that meet the criteria of MAGIC CODES and groups.
C_06: The game is played in two phases.
- The first is the creation of dreams.
- The second (optional): voting on a dream (see M).
- One player is chosen to begin the game.
- The 5 cards in a player’s hand must not be seen by the other players, except under the effects of certain bad cards.
- A player must always have 5 cards in hand when their turn comes.
- When it is a player’s turn, they draw before playing.
If the players run out of cards in the source pile, the DISCARD PILE is shuffled. These cards are then turned face down on the table. This creates a new SOURCE PILE. The players then continue the game.
C_07: As the game progresses, the player must place SYMBOL cards or FREE cards in front of themselves, while respecting the associations of codes and groups. (See F)
They place them when it is their turn to play.
The first SYMBOL card a player lays down is of their own choosing.
A player may lay down more than one SYMBOL card and/or FREE card at a time during the game if they have, in their hand, a valid group association. (See below)
The game ends when a player places the WAKE-UP card after completing their dream. This type of victory at Level 5 earns 15 POINTS.
If a player makes another player’s dream come true by placing the WAKE-UP card on that competitor’s DREAM, they earn 5 points.
If the players wish, there may be a vote. (See M)
To earn 20 points, the player must meet the condition in K_03.
THE SYMBOL CARD
Each player’s dreams are formed by the illustrations in the center of these cards.
See example above.
These cards also contain...
D_01: There are numbers from 001 to 130. These are used to number the images.
These should not be confused with the code numbers to the left of the yellow rectangle.
There are also codes (letters, shapes, and numbers).
These are used to build dreams at Level 5.
Groups are also used for structure.
All of these elements are used to form dreams.
The groups identified in the yellow rectangle provide information mainly about the realm of the image. In the example, the diamond belongs to the mineral-and-object realm.
The group in the violet circle is a request. This card asks for the next card to match the group shown in its yellow rectangle.
There are 8 groups (1: The animal kingdom _ 2: The plant kingdom _ 3: Objects or the mineral kingdom _ 4: Places (habitats) _ 5: Human beings _ 6: Works of the imagination, history, myths, and legends _ 7: Landscapes or events _ 8: Energy).
D_02: Reminder: illustrations are used to describe dreams.
E_01: The FREE card
As with the SYMBOL card, it allows group associations.
However, it keeps the group indicated in the purple circle.
Like the SYMBOL card, it allows group associations through the graphics in the purple circle.
This card contains all the codes. They are arranged in a “U” shape on the white surface of the FREE card.
It can replace or complete any SYMBOL card.
You may draw, paste a picture, or write on the card. It allows you to add symbols, actions, or states other than those offered by the illustrations. The goal is to add elements that you would like to see in your DREAM.
You do not have to use these cards. You do not have to use all of them. This must be decided before the game begins.
These cards are shuffled together with the other cards at the start of the game.
It is played like a SYMBOL card and is also used to form dreams.
Exception: a player whose winning dream is made up entirely of 7 FREE cards earns 20 points. No WAKE-UP card is required to win.
GROUP AND CODE ASSOCIATION
F_01: At Level 5, to win, the player must have a series of codes and/or group associations.
F_02: Group association example: players must associate the group in the purple circle on a SYMBOL card (or FREE card) with the group in the yellow rectangle on the next SYMBOL card, or with the last card placed in their dream.
These will often be cards with consecutive numbers. For example, card 020 (first card) and card 021 (second card).
F_03: The DREAM must contain a minimum of 5 SYMBOL cards and/or FREE cards. Players may also increase the minimum number of SYMBOL cards required.
F_04: A player may complete another player’s game by completing that player’s dream. However, the WAKE-UP card is required (5 POINTS).
F_05: Combining codes to form a dream: in your dream, you must have 5 SYMBOL cards made up of 5 codes of the same letter: A, B, C, D, E, or F. You must also have created one or more group associations.
Your dream is now complete. All that is missing is a WAKE-UP card.
F_06: Another code association: you must have 5 identical shape codes in your dream — triangle, square, circle, star, or plus sign — as well as one or more group associations.
You will notice that the code numbers do not necessarily follow a logical order on the cards. That would have been too easy.
This gives you another kind of dream.
All that is missing is the WAKE-UP card.
F_07: Third code association: you must have 5 consecutive numbers in your dream: 1, 2, 3, 4, 5 or 6, 7, 8, 9, 0. The reverse order is also accepted. Your dream must also contain one or more group associations.
This gives you another kind of dream.
The only thing missing is the WAKE-UP card.
F_08: You may include FREE cards in your dream.
BAD NIGHT cards (negative-value cards): these cards show dreamers in orange, purple, or green pajamas.
G_01: A player who holds one of these cards may give it to any other player when their turn comes.
The player may choose when to play these cards.
G_02: A player who plays a BAD NIGHT card may not play any other card at the same time.
The player who plays a BAD NIGHT card does not suffer its penalty. He or she imposes it on another player.
G_03: Once a BAD NIGHT card has been played, it is immediately placed in the DISCARD PILE.
DETAILS AND CONSEQUENCES:
G_04: NIGHTMARE card (orange pajamas)
The attacked player must place their dream in progress into the DISCARD PILE.
They keep the cards in their hand.
G_05: SLEEPWALKER card (green pajamas)
The attacked player must change all the cards in their hand, but keeps any dreams already in progress.
They place all those cards in the DISCARD PILE, then draw 5 new cards from the SOURCE PILE.
G_06: INSOMNIA card (purple pajamas)
The attacking player draws one card from each player’s hand. Any cards they do not wish to keep are placed in the DISCARD PILE.
The attacked players then each draw one card from the SOURCE PILE.
Players must always have 5 cards in their hand.
MOON HEAD cards (negative-value cards)
H_01: The “MOON HEAD” cards are identified by a yellow character with a crescent-moon head, wearing slippers and a white nightgown.
One of these senses is highlighted on each of these cards in orange-red. For example: smell, hearing, touch, and so on.
This is a penalty card that can be played only once, unless it is drawn again.
When a player is attacked by a “MOON HEAD” card, they suffer the consequence linked to the sense represented on the card.
H_02: Colored eyes:
The attacked player must play one of the cards in their hand blindly for one turn. If they have memorized their hand, they may try to choose a card whose effects they know. For example, they may play a BAD NIGHT card themselves, etc.
H_03: Colored hands:
The attacked player discards as many cards from their hand as there are players.
They then draw from the SOURCE PILE until they have replaced all the discarded cards.
H_04: Colored ears:
The other players receive the dream cards belonging to the attacked player. Those players may choose whether to add these cards to their hands, to their dreams, or to the DISCARD PILE. If the attacked player has no DREAM, the effect is null.
H_05: Colored mouths:
When an attacking player shows all players the “MOON HEAD” card with colored lips, the players pass their hands to the player on their left.
The attacking player decides whether or not to take part in this exchange.
H_06: Colored noses:
The attacked player gives one of their dream cards to the attacker. The matching codes must still be respected. If the alignment of the DREAM codes is broken, the attacked player must remove the DREAM up to the point where that card had been placed.
H_07: Once used, the “MOON HEAD” cards are returned to the DISCARD PILE.
H_08: REMEMBER: PLAYERS MUST ALWAYS HAVE 5 CARDS IN HAND UNLESS ONE OF THEM PLACES THE WAKE-UP CARD AT THE END OF THE GAME.
I_01: The DREAM FAIRY card
I_01: A player holding this card is protected against “BAD NIGHT” and “MOON HEAD” cards.
The player simply has to show this card in order to defend themselves from an attack.
The attacking player loses 5 points (if any).
I_02: Once used, DREAM FAIRY cards are returned to the DISCARD PILE.
I_03: A player who manages to collect 5 DREAM FAIRY cards in their game wins the game immediately and earns 15 points.
The WAKE-UP card
J_01: The game ends when a player places the WAKE-UP card.
Card with the dial showing 07:00.
J_02: A player must wait for their turn to play the WAKE-UP card.
J_03: The player who places the WAKE-UP card must have at least one dream.
J_04: A player who has the WAKE-UP card may also play it by indicating another player’s completed dream. (5 points)
DREAM FORMATION
K_01: At the start of the game, each player places a SYMBOL card of their choice in front of them.
As the game progresses, players complete their DREAM while respecting magic codes and group associations.
They may also form a DREAM from the cards accumulated in their hands and reveal it by laying it down at the last moment. They then draw 5 more cards from the SOURCE PILE.
K_02: A player may place more than one SYMBOL card at a time in their DREAM.
There may be more than one dream per player.
If there are no more cards available in the DRAW PILE or the DISCARD PILE, the game is a draw.
The player with the most points at the end of the game is the overall winner.
DREAM DESCRIPTION (Optional)
L_01: If everyone agrees, the winning player describes the DREAM using their cards. They may also interpret it as a psychoanalyst might.
They describe this DREAM in their own way, as a story. They may recite, mime, sing, or do anything else according to their interests.
OPTIONAL:
VOTE ON THE DREAM
M_01: The players shuffle the DISCARD PILE and the DRAW PILE and mix them together.
M_02: Each player draws a card. The card with the highest number gives 5 points to that player. The winning player may also participate.
If the winning player’s card number is higher than the card drawn by the player in M_02, this gives an additional 10 points to the official winner.
The image on this card represents the symbol and the way the winning player played.
And if you feel like it... you can start dreaming again... by playing another round.
M_03: Together, the players may imagine the story of the DREAM made up of the cards used for the vote.
M_05: Below is an example of a score sheet for recording your points.
ONIROO SOLITAIRE
N_01: THE CARDS:
The DREAM FAIRY card protects against BAD NIGHT and MOON HEAD cards, which of course have different effects. The DREAM FAIRY card remains valid until the DRAW PILE is exhausted.
When you have a DREAM FAIRY card, place it next to the chosen MAGIC CODE cards that you lay out on your playing area. It is allowed to have two DREAM FAIRY cards on the table.
N_02: Two DREAM FAIRY cards cancel the effects of BAD NIGHT and MOON HEAD cards.
Two DREAM FAIRY cards also protect you from the WAKE-UP card when it is not drawn at the right time.
However, once used, you must return the two DREAM FAIRY cards to the DISCARD PILE.
Drawing a BAD NIGHT or MOON HEAD card requires you to place the cards in your hand into the DRAW PILE, even if they are useful for your game.
MAGIC CODE: These cards are used to guide the game. They are used only for ONIROO SOLITAIRE Level 3.
LETTER CODE: A, B, C, D, E, F
SHAPE CODE: SQUARE, CIRCLE, + SIGN, STAR, TRIANGLE.
NUMBER CODE: 0 to 9.
Shuffle your cards. Hold or place your deck face down on the table.
You may split your deck into two piles to make handling easier.
Draw two cards at a time, keeping only the first of the two, unless you have managed to place the top card from your draw.
WAKE-UP card: The game ends as soon as this card is drawn.
The three levels of ONIROO SOLITAIRE are played without the FREE card.
Use only the NUMBER MAGIC CODE cards and SYMBOL cards.
Draw a SYMBOL card from your DRAW PILE. The number on the card indicates the numbers you must find to complete your game. For example: 067, the bridge. You must then draw the numbers 0, 6, and 7. This increases the level of difficulty.
If you no longer have any DREAM FAIRY cards to counter the WAKE-UP card, the game ends as soon as the WAKE-UP card is drawn.
LEVEL 2 ONIROO SOLITAIRE: In a way, the reverse of Level 1. Find a SYMBOL card whose number matches three NUMBER MAGIC CODES.
First, find the MAGIC CODES that suit you.
Do not use FREE cards or LETTER and SHAPE MAGIC CODES.
Draw cards two at a time until you get a NUMBER MAGIC CODE card (a card with a number and a little sleeper).
You may place the NUMBER CODES in any order you choose. The order you choose remains the same throughout the pile.
Example: You have managed to place the numbers 0, 5, and 8 in front of you, despite the BAD NIGHT and MOON HEAD cards. You now need to find the number 058. In this case, it is the night sky card (058).
N_15: The game ends when the WAKE-UP card is drawn, or when you complete this challenge.
If you want a double digit, for example 22, take any drawn card and place it face down next to your number code. That becomes your doubled number.
LEVEL 3 ONIROO SOLITAIRE
LEVEL 3 OBJECTIVE: Try to obtain the three types of MAGIC CODES and the SYMBOL card corresponding to those three MAGIC CODES. This must be done before drawing the WAKE-UP card, and despite the negative-value cards.
Play with all the cards. Use the FREE cards if you wish. It will be easier, since all the codes are represented on them.
If you draw a MAGIC CODE card — a card with a code from 0 to 9, A to F, or one of the following shapes: Star, Square, Circle, Cross, or Triangle — place this card in front of you, if it suits your choice.
During SOLITAIRE 3, try to match the three types of MAGIC CODES with the number of your chosen SYMBOL card. If you draw another MAGIC CODE card, you may choose to exchange one for another (for example, letter for letter, number for number, etc.).
Try to obtain a SYMBOL card that matches the three codes you have placed on the table. For example, if you found the following codes: letter A, shape +, and number 5, this corresponds to card 023, the centaur.
Oniroo