The dish

Onirim.

Onirim is a solitaire card game app from Asmodee Digital, based on a solo or cooperative card game previously published by Z-Man (now part of Asmodee’s growing empire). It’s simple to learn and very quick to play, but calibrated to be reasonably challenging through several plays, especially with the Glyphs expansion. It’s available for free on iTunes and Android with in-app purchases of expansions for $0.99 apiece.

Onirim is played with a single deck of cards that, in the base game, contains cards of in four different colors with three shapes apiece on those colors (sun, moon, key), as well as eight door cards (two in each of the colors) and ten “nightmare” cards. Your goal is to unlock the eight doors before the deck runs out of cards, working with five cards in your hand at any given time. Every time you play or discard a card, you replenish your hand by drawing from the top of the deck.

You can unlock a door by playing three consecutive cards with the same color but different symbols – sun-moon-sun is fine, but sun-sun-moon is not – or by playing the correct color of key card from your hand when that color door appears from the deck. You can also choose to discard a key card to look at the next five cards in the deck, rearranging any four of them and restoring them to the top of the deck while trashing the remaining card. When the next card you draw to refill your hand is a nightmare card, however, the trouble begins, and you can dispense with it in one of four ways:

* You can discard all remaining cards in your hand.
* You can discard the next five cards from the top of the deck. Nightmare and door cards are ‘recycled’ rather than discarded, but color cards of any shape are gone from the game.
* You can discard a key from your hand.
* You can recycle a door card that you’ve already unlocked.

When you unlock a door, the remainder of the deck is reshuffled, so if you played a key and knew what was coming, well, now you odn’t.

The game is balanced enough that I could win comfortably more than half of the time, but rarely won by much (going by the number of cards remaining in the deck, which is one of the ways the app determines your score). Onirim requires sacrifices; it gives you enough ways to unlock doors that you can plan around the nightmares, but have to make tough choices, often discarding cards you were about to use because a nightmare appeared. There are more sun cards than moon cards, and more moon cards than key cards, so you’ll probably find yourself ditching sun cards to get something better in your hand, or playing a moon card just to ‘reset’ the board, since the last card you played in the preceding triple (to unlock a door) still factors into the rule that you can’t play two consecutive cards of the same shape.


So far I have only tried the Glyphs expansion, which adds a fourth shape, glyphs, to the deck, but also requires you to unlock twelve doors rather than eight. You can use a glyph as you might any other shape card, but you can also discard a glyph card to reveal the next five cards in the deck. If one of them is a door, you can unlock it immediately, regardless of color. All non-door cards then go to the bottom of the deck, which can be good (nightmares!) or bad (that moon card you were waiting for!). Unlike the rules for doors unlocked with keys or card triplets, the deck isn’t reshuffled after you open a door with a glyph. Playing a key card and then a glyph can be powerful if the key shows you a door in the next few cards, but doing so knocks out two cards that might otherwise have been useful in completing sets of three. The expansion makes the game a few minutes longer, but I think it’s better; there are more decisions to make and the challenge of completing that many doors is harder, while recycling an unlocked door becomes a much more reasonable choice than it is in the base game.

There aren’t many good solitaire boardgames out there, and only a few I know – Friday is another, and I’ll review that soon – so Onirim would be an easy recommendation even if it weren’t free for the base game. The screen layout is different on the iPhone vs iPad, but both work – the iPhone makes good use of the space and I preferred having the doors laid out along the topic so they were always in sight. The publisher really could get away with charging a buck or two for this given the amount of time I’ve already spent playing it.

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