ONIROO
"Sounds complicated but it's free!"

If you can be bothered ... this game is free. The images are A4 format and there are cut lines. Save the images in a folder, print and play. This game must not be sold. If it is, you will be responsible for paying the royalties. I am not responsible for your printing costs and what may result."

ONIROO

INTRODUCTION

The game consists of 182 different cards. It can be played alone or in a group. There's regular ONIROO (group) and SOLITAIRE ONIROO. The game aims to be the creation of daydreams.

GAME GOAL: 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 to lay the WAKE-UP card (J) in front of all to be declared the winner.

To make learning the game easier, there are 5 levels of difficulty. From easy to more complicated.

For 2 to 6 players.

For 1 player (section N SOLITAIRE ONIROO)

TABLE OF CONTENTS

A. CONTENT

B. PREPARATION

C. GAME FLOW (5 difficulty levels)

D. SYMBOL card (130 different cards)

E. THE 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, DREAM FAIRY (5 positive value cards)

J. THE WAKE-UP card (1 card)

K. Endgame: DREAMS CREATION

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 facing a player. Or placed in the center of the table (see C1_03).

- A player can have several dreams at the same time.

- The first card played in the DREAM (SYMBOL card and/or FREE card) is the player's choice.

- The DREAM is completed by a varying number of cards. All that's missing for this DREAM to become a winner 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 a black graphic on a yellow rectangle. It completes the illustration in the center of the card. (see D). It’s a game code. Like the signs on the left of the card: (red for letters (A to F), green for signs (SQUARE, STAR etc.), and blue for numbers (0 to 9).

These codes are called MAGIC CODE (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 have all the MAGIC CODE (letters, shapes and numbers in the white rectangle). And form something like a "U".

These cards have no image. (see E).

A_03: 1 WAKE-UP card. (Can decide the winner of the game)

Some ways of playing do not involve the following elements:

A_04: 3 BAD NIGHT cards

Cards with a negative value. Cards 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 with the question mark.

The question mark is used to distinguish the card. (see H)

A_06: 5 DREAM FAIRY cards

These cards protect you.

Cards 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 other players, except in certain cases.

This is with the exception of the effect of a "MOON HEAD" card. (see below)

B_02: Leave the cards face down on the table. You can make two piles. Let's call them the "SOURCE PILE".

B_03: During the game, the discarded cards are placed face up. They form a pile that we call the "DISCARD PILE".

The SOURCE PILE and DISCARD PILE are placed in the centre of the table.

Players do not draw from the DISCARD PILE.

B_04: When it is his turn, the player draws a card from the SOURCE PILE

He has the choice of playing it, or placing it in the DISCARD PILE or keep it.

B_05: At the start 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, from simple to complex.

LEVEL 1

C_01: Level 1 is the simplest.

In this level, players don't have to worry about MAGIC CODES or groups.

Players do not use the "BAD NIGHT", "MOON HEAD" or "DREAM FAIRY" cards.

Each player must lay down a SYMBOL card when it's their turn in front of him! Face up.

Each player must try to accumulate a minimum of 10 SYMBOL cards.

SYMBOL cards (including FREE cards).

The player who completes his dream of 10 SYMBOL cards and puts down the WAKE-UP card wins the game. This gives 5 POINTS.

LEVEL 2 ONE DREAM FOR ALL

C_02_ For this level, players do not 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 centre of the table.

The aim of this level is to create a DREAM that is unique to "all" the players.

Each player must place a symbol card in the current common DREAM. card face up.

Optional: players can justify their choice of SYMBOL cards (including FREE cards).

Minimum of 10 SYMBOL and/or FREE cards for this dream.

The player who lays down the WAKE UP card wins the game. This gives 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 their current DREAM. This penalty does not involve the player who laid down 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 MOONHEAD 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 consisting 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 the dreams.

- The second (optional): voting on a dream(See M).

- A player is chosen to start the game.

- The 5 cards in the player's hand must not be seen by the other players except under the effects of some bad cards.

- A player must always have 5 cards in his hand when his turn comes.

- When it is the player's turn, they draw before playing.

If the players exhaust the source pile, the DISCARD PILE is shuffled. These cards are 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 him, respecting the associations of codes and groups. (see F).

He will lay them down when it is his turn to play.

The first SYMBOL card the player lays down is of his choice.

A player can lay down more than one SYMBOL card and/or FREE card at a time during the game if he has in his hand some group association. (See below)

The game ends when a player lays down the WAKE-UP card after completing his dream. This type of victory at level 5 earns 15 POINTS.

If he makes another player's dream come true, by placing the WAKE UP card on that competitor's DREAM, he gets 5 points.

If the players wish, there is a vote. (see M)

To get 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 centre 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 image.

Not to 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 to structure.

All these 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 kingdom group.

The group in the violet circle is a request. This card asks for the next card to match the group in its yellow rectangle.

There are 8 ( 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 retains the group indicated in the purple circle.

As with the SYMBOL card, it allows group associations through the graphics in the purple circle.

This card has 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 can 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 aim is to add elements that you would like to see in your DREAM.

You don't have to use these cards. You don't have to use all of them. You have to decide before the game, it's up to you.

These cards are shuffled with the other cards at the start of the game.

It is played as a SYMBOL card and is also used to form dreams.

Exception: a player who has a winning dream made up entirely of 7 FREE cards gets 20 points. Does not require a WAKE-UP card 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 e.g.: Group association: 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. card. Or the last placed card of 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 total a minimum of 5 symbol cards and/or FREE cards. Players may also increase the minimum number of SYMBOL card cards.

F_04: A player can 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 you need is a WAKE-UP card.

F_06: Another code association, you must have 5 identical "shape" codes in your dream. Triangle, square, round, star or plus sign (as well as one or more group associations).

You'll notice that the code numbers don't necessarily follow a logical order on the cards. That would have been too easy.

This gives you another kind of dream.

All that's 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 opposite direction is 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 can include FREE cards in your dream.

BAD NIGHT cards (negative value cards): These cards show dreamers in orange, purple or green pyjamas.

G_01: A player who has one of these cards can give it to any other player when their turn comes.

The player can choose when to play these cards.

G_02: Player who plays a BAD NIGHT card cannot play other cards at the same time.

The player who plays a BAD NIGHT card does not suffer the penalty for the card. He or she makes it suffer.

G_03: Once the BAD NIGHT card has been played, it is immediately placed in the DISCARD PILE.

DETAILS AND CONSEQUENCES:

G_04: CAUCHEMAR card (orange pyjamas)

The attacked player must return his dream in evolution to the DISCARD PILE.

He keeps the cards in his hand.

G_05: SLEEPWALKER card (green pyjamas).

The attacked player changes all the cards in his hand. But he keeps his dreams if he has some.

He places all those cards in the DISCARD PILE. He draws 5 new cards from the SOURCE PILE

G_06: INSOMNIA card (purple pyjamas)

The attacking player draws a card from each player's hand. hand. He returns any cards he doesn't like to the DISCARD PILE.

The attacked players then draw one card each in the source

Players must always have 5 cards in their hand.

MOON HEAD cards (cards with a negative value)

"H_01: The 'MOONHEAD' 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 by the orange-red color. For example, smell, hearing, touch, and so on."

This is a penalty card that can only be played once. Unless redrawn.

When a player is attacked by a "MOON HEAD" card, he got consequence according to the sense represented on the card.

H_02: Coloured eyes:

The attacked player must play one of the cards in his hand blind, for one turn. If he has memorized his deck, he can try to draw a card whose effects he knows. E.g., he can play a bad night card himself, etc.

H_03: Coloured hands:

The attacked player discards as many cards from his hand as there are players.

He then draws from the SOURCE PILE to have as many new cards in his hand as he has discarded.

H_04: Coloured ears:

Each player receives the dream cards of the player being attacked. These players choose whether to use these cards for their hands, their dreams or the DISCARD PILE. If he has no DREAM, the consequences are null.

H_05: Coloured mouths:

When an attacking player shows all players the "MOON HEAD" card with colored lips, players hand their decks to the player on their left.

The attacking player decides whether or not to take part in this exchange.

H_06: Coloured noses:

The attacked player hands one of his dream cards to the attacker. Respect the matching codes. If the alignment of the DREAM codes is interrupted, the attacked player must remove that DREAM to the place where that card was.

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 ALARM CARD AT THE END OF THE GAME.

I_01: The DREAM FAIRY card

I_01: The player holding this card is protected against the "BAD NIGHT & MOON HEAD" cards.

The player simply has to show this card to defend himself from an attack.

The attacking player loses 5 points (if any).

I_02: Once used, the DREAM FAIRY cards are returned to the DISCARD PILE.

I_03: A player who manages to possess in his game 5 cards DREAM FAIRY... wins the game immediately and accumulates 15 points

The WAKE-UP card

J_01: The game ends when a player puts down the WAKE-UP card.

Card with the dial showing 07:00 hours.

J_02: A player must wait for his turn to play the WAKE-UP card.

J_03: The player who lays down the WAKE-UP card must have at least one dream.

J_04: A player who has the WAKE-UP card can also play it by indicating another completed player's 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 will complete their DREAM, respecting magic codes and group associations.

They can also form a DREAM from the cards accumulated in their hands and reveal it by laying it down at the last moment. 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 and 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, a winning player describes the DREAM with his cards. He can also interpret it as a psychoanalyst might.

"He describes this DREAM in his own way as a story. He can recite, mime, sing, or do anything else according to his 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 participate.

If the winning player's card number is higher than the card from the player in M_02, this gives an additional 10 points to the official winner.

The image on this card is the symbol, representation, and the way the winning player played.

And if you feel like it... you can start dreaming again... by playing another round.

M_03 : M_03: Together, the players can imagine the story of the DREAM composed of the cards used for the vote.

CALCULATION SHEET

M_05: Below is an example of a spreadsheet for entering your points.

ONIROO SOLITAIRE

N_01: THE CARDS:

The DREAM FAIRY card protects against the BAD NIGHT and MOONHEAD cards, which, of course, have different effects. The DREAM FAIRY card is valid until the DRAW PILE is exhausted.

When you have a DREAM FAIRY card, place it next to your chosen MAGIC CODE cards that you lay out on your game table. Having two DREAM FAIRY cards on the table is allowed.

N_02: Two DREAM FAIRY cards cancel the effect of the BAD NIGHT and MOONHEAD cards.

Two DREAM FAIRY cards also protect you from the WAKE-UP card when it is not drawn at the right time.

However, you must return the two DREAM FAIRY cards to the DISCARD PILE when used.

Drawing a BAD NIGHT or MOONHEAD card requires you to place the cards in your hand into the DRAW PILE, even if they are good for your game.

MAGIC CODE: These cards are used to direct the game. They are used for ONIROO SOLITAIRE level 3 only.

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 of cards face down on the table.

You may divide your deck into two to make handling easier.

Draw two cards at a time, taking only the first of the two. Unless you have managed to place the top card of 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.

LEVEL 1 ONIROO SOLITAIRE

Only use 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 need to find to complete your game. For example: 067 the bridge. You must then draw the numbers 0, 6, and 7. In order to increase the difficulty level.

If you no longer have DREAM FAIRY cards to counter the WAKE-UP card, the game ends when the WAKE-UP card is drawn.

LEVEL 2 ONIROO SOLITAIRE: A bit of the opposite of level 1. Find a SYMBOL card whose number you know from three MAGIC CODES number.

First, find the MAGIC CODES that suit you.

Do not use FREE cards and LETTER and SHAPE MAGIC CODES.

Draw cards two at a time until you have a NUMBER MAGIC CODE card (a card with a number and a small sleeper).

You can place the NUMBER CODES in any order you choose. The order you choose remains the same as you go through the pile.

Example: You managed to place the numbers 0, 5, and 8 in front of you, despite the BAD NIGHT and MOONHEAD cards. You need to find the number 058. On the cards in this case, it is the night sky (058).

N_15: The game stops when the WAKE-UP card is drawn. Or when you have completed this challenge.

If you want a double digit, e.g., 22. Take any drawn card and place it face down next to your number code. This is 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 the three MAGIC CODES. This must be done before drawing the WAKE-UP card, and also despite the negative value cards.

Play with all the cards. Use the FREE cards if you wish. It will be easier as all the codes are represented on them.

If you draw a MAGIC CODE card; a card with a code "0 to 9, A to F, or one of the shapes Star, Square, Circle, Cross, or Triangle," place this card in front of you. If it is of 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 can choose to exchange one for another. (e.g., letter for letter, number for number, etc.)

Try to get a SYMBOL card that matches the three codes you would have placed on the table. For example, you found the following codes: letter A, shape +, and number 5, which corresponds to the card 023, the centaur.

Oniroo