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VICTORY

ONIRIM SET-
THE BOOK OF STEPS
LOST AND FOUND .
Obtain the 4 Lost Dreams, placed next to one or
several Dreamcatcher cards.
Obtain the 8 Door cards of the Basic game.
1 2 Players | 15 minutes | Solo or Coop SET-UP
Shuffle the 76 cards from the Basic game.
SET-
SET-UP Shuffle the 8 Goal cards and place them face CHANGES TO BASIC GAME
Shuffle the 76 cards from the Basic game. down in one row. Reveal the cards. A Lost Dream card is a Dream card.
Draw until you have 5 Location cards in hand. Choose a side/difficulty on the Spells card. At the end of a turn, if there are one or more
If you draw any Door or Dream cards, set them cards in the Limbo pile, put them all next to one
aside until 5 Location cards are drawn, then re- VICTORY free Dreamcatcher card.
shuffle them back into the deck. Obtain the Door cards in the order shown by the 8 If there is no free Dreamcatcher card,
Goal cards. Dreamcatchers are overloaded:
overloaded
GAME TURN PHASES Remove one Dreamcatcher card from the
1. Play or Discard a card CHANGES TO BASIC GAME game and the attached cards are placed in
o Play a card If you obtain a Door card that doesnt match the Limbo pile.
The card played may not have a symbol first face-up Goal card, put the Door card in the Shuffle Limbo pile back into the deck.
similar to the previously played card. Limbo pile instead. Once all Dreamcatcher cards are removed,
If the card just played is the third of the At any time you can use the Spells card. Pay the game is lost.
same color in the row, you Gain a Door of cost by removing x (y) cards from discard pile: Overload can be avoided by freeing a
that color: o Paradoxical Prophecy 5 (6) Dreamcatcher card. Shuffle attached cards back
Search and obtain that Door in the deck. Look the 5 bottom cards in the deck, place 1 into the deck:
Shuffle the deck. on top and the other 4 on the bottom of the o Can be triggered by any effect that forces
o Discard a card deck, in the order of your choice. reshuffling the deck.
Discard a Moon or Sun,un go to phase 2. o Parallel Planning 7 (9) (9) o At the beginning of turn, remove one Failsafe
Discard a Key to perform a Prophecy:
Prophecy Swap 2 Goal cards. Those cards do not have book card from game.
Look at the top 5 cards of the deck. to be adjacent. If a card search is triggered, choose 1 option:
option
Discard one of these cards. o Powerful Punishment 10 (12) o Take a copy attached to a Dreamcatcher.
Put the rest back on the top of the deck Discard a Nightmare card just drawn without o Search the deck, trigger freeing by shuffling
in your chosen order. having to apply its effect. after the search.
2. Fill your hand o Search deck, not find the card, trigger
Replenish your hand back to 5 cards: freeing,
freeing then take a copy attached to a
Location card - Nothing happens. Dreamcatcher.
Door card - Place in the Limbo pile. You THE GLYPHS . Ignore Dreamcatchers on set-up card draw.
may discard a Key card of the same color Remove Failsafe Book cards during set-up for a
SET-
SET-UP
from hand to gain the Door card. more difficult game.
Shuffle the 8 Glyph cards and the 4 Door cards
Dream card (Nightmare
Nightmare)
Nightmare - Resolve of this expansion in the deck.
immediately then discard. Choose 1 option When playing with The Book of Steps Lost
to resolve:
resolve: and Found expansion, shuffle the 4 Goal
o Discard a Key card from hand. THE TOWERS .
cards with the 8 Goal cards of the other
o Place an obtained Door in Limbo Pile. expansion, and reveal those 12 cards in a row. SET-
SET-UP
o Discard the 5 top cards of deck. Dream
Shuffle the 12 Tower cards into the deck.
and Door cards go to Limbo pile. VICTORY
o Discard your hand, and draw 5 cards, as Obtain the 4 Door cards of this expansion along VICTORY
in the set-up. with the 8 Door cards of the Basic game. Obtain the 8 Door cards from the Basic game.
3. Shuffle the Limbo pile into the deck
Complete a row of 4 Tower cards, one of each
CHANGES TO BASIC GAME color.
VICTORY The Glyph cards are Location cards. You are permitted to have two Tower cards of
Discover all 8 Doors.
All rules that apply to Location cards apply to the same color in your Alignment, as long as the
the Glyph cards. 4 Tower cards of different colors are next to
DEFEAT
A Glyph card can be played as part of a series of each other.
Deck runs out of cards.
3 cards of the same color in order to get a Door
2-PLAYER GAME SET- card from the deck. CHANGES TO BASIC GAME
SET-UP
Shuffle the 76 cards from the Basic game. If you decide to discard a Glyph card from your Towers are Location cards, but have unique
Draw until you have 8 Location cards on the hand (in phase 1, Play or discard a card), you features, unlike other Location cards:
table. trigger an Incantation:
Incantation They are not played in the labyrinth row, but in
If you draw any Door or Dream cards, set them o Reveal the top 5 cards of the deck. an additional row made up of Tower cards only.
aside and reshuffle them back into the deck o If there is at least 1 Door card among those 5 A Tower card may only be played next to
after 8 Location cards are drawn. cards, put 1 of those Door cards on the table. another Tower card if the two do not share any
Each player takes 3 cards and 2 cards are left in o Put remaining 4 cards on the bottom of the symbols on adjacent sides.
the table to be shared. deck in the order of your choice. When you discard a Tower, look at the top 3, 4
o The color of the Door and the color of the or 5 cards of the deck (according to number on
DIFFERENCES FROM SOLO GAME discarded Glyph card do not need to be the bottom of the Tower card); then put them all
Players discarding cards can discard from the 3 same. back on the top of the deck in the order of your
cards in hand, or from the 2 shared cards. o If there is no Door card among those 5 cards, choice.
Active player can also, in addition to discarding a put them all on the bottom of the deck in the After drawing and resolving a Nightmare card,
order of your choice. you MUST also discard a Tower card from the
card, exchange a card from his hand with one of
the 2 shared cards. row. You choose the one you want to discard
When discarding whole hand (due to you may even discard a Tower card placed
Nightmare), the player discards his hand and the between two other Tower cards but only if the
THE DREAMCATCHERS . remaining cards may connect without violating
2 shared cards.
When refilling hands, players refill both hand (to the abovementioned rule.
SET-
SET-UP
3 cards) and shared cards (to 2 cards). If you draw a Nightmare card but do not want to
Shuffle the 4 Lost Dream cards in the deck.
discard a Tower card, you may resolve the
Display the 4 Dreamcatcher cards and 2 Failsafe
VICTORY IN 2-
2-PLAYER GAME Nightmare effect as usual then place the
Book cards on the table.
Each Player must gain 1 Door of each color.
Nightmare card into the Limbo pile, instead of All rules that apply to Location cards apply to The Squirrel Spies
discarding it. the Crossroad cards. Look at the top 5 cards of the deck
After gaining 4 Tower cards, one of each color, A Crossroad card can be played as the first, and put them back in the order of your
they are no longer affected by the Nightmares. second, or third card of a series of 3 cards of choice.
Ignore above rule for a more difficult game. the same color, in order to get a Door card
from the deck; the color of the two other The Harpoon Hunter
Location cards of the series determines the Reveal the top 5 cards of the deck.
color of the Door you can get. Discard all Nightmare card(s) among
HAPPY DREAMS AND
When drawing a Door card you can discard the revealed cards, and put the
DARK PREMONITIONS .
the Key Crossroad card to get the drawn Door remaining cards under the deck in the order of
SET-
SET-UP card. your choice.
Shuffle the 4 Happy Dream cards in the deck. Dead End
End cards are Location cards:
Shuffle the 8 Dark Premonition cards and reveal Can never be played on the table. The Hammer Bird
4 face up on the table. Can never be discarded one by one: if you Discard the last card played in your
draw a Dead End card, you must keep it in labyrinth row along with all the cards
CHANGES TO BASIC GAME your hand until the end of the game, unless of the same color played immediately
A Dark Premonition card depicts the trigger you discard your whole hand at once before it.
condition and the penalty. (Nightmare, a Dark Premonition).
When the trigger condition is fulfilled, you When you draw a Nightmare card, if the The Chromatic Chaos
immediately apply the penalty; this Dark penalty you choose is to reveal the top 5 cards Change the color of a Door. A Door
Premonition card is then removed from the of the deck, the Dead End cards are you just drew, Door in the deck, Door
game: considered Dream cards: they are not in Dreamcatcher.
o 2 red Door cards on the table discarded, but are put into the Limbo pile.
Take all red Location cards (except the Tower You can remove Dead End cards by triggering an The Mirror
cards) from the deck and discard them. Escape:
Escape Put a Nightmare card you just drew
o 2 green Door cards on the table In phase 1, discard your hand and draw a new into the Limbo pile, without resolving
Take one Nightmare card from the discard hand of 5 cards. it. Discard the Mirror.
pile, and put it in the Limbo pile. For higher difficulty, only play a Crossroad card
o 2 blue Door cards on the table as the second card of a series. It can still be Repentant Treasure Keeper
Take two Key cards from the deck and discard discarded. Put a card from your hand under the
them. Repentant Treasure Keeper, then fill
o 2 brown Door cards on the table your hand as if you had played or
Put a gained Door of your choice into the discarded the card. This card is not considered
Limbo pile. THE DOOR TO THE as a part of your hand (it is not affected by
o 2 identical Door cards on the table ONIVERSE . Nightmares, Dark Premonitions or Escapes),
Put one of those Door cards into the Limbo but you can still play or discard it at any time,
SET-
SET-UP instead of a card from your hand.
pile.
Shuffle the 16 Denizen cards, and remove 8
o at least 5 Door cards on the table
from the game without looking at them.
Reveal 2 Dark Premonition cards
Shuffle the remaining Denizen cards and the appendix
(immediately triggered if the condition is THE LITTLE INCUBUS .
Door card of this expansion in the deck.
fulfilled).
If playing with The Book of Steps Lost and SET-
SET-UP
o at least one Door card of each color on the
Found expansion, shuffle the Door to the Display the Little Incubus on the table.
table
Oniverse Goal card with the other goal cards. Choose one of the Difficulty levels below.
Take all Happy Dream cards from the deck
and discard them. Do not play with the Expansions.
VICTORY
o at least 3 Door cards on the table
Obtain the Door to the Oniverse card, along with DIFFICULTY LEVELS AVAILABLE
Discard your hand (then draw a new hand of
the 8 Door cards of the Basic game. o New Dreamwalker
5 cards, as if you had just resolved a
Nightmare card); then, reveal one Dark Once in a game, discard the Little Incubus to
CHANGES TO BASIC GAME cancel Nightmare card effect.
Premonition card (it is immediately triggered
The Denizen cards are Dream cards. o Apprentice Dreamwalker
if its condition is fulfilled).
Rules that apply to Dream cards apply to the At any time during the game, skip normal turn
A Happy Dream card is a Dream card.
Denizen cards, except for this rule: to anticipate a Nightmare:
If drawn in phase 2, Fill your hand, discard it
When you draw a Denizen card (in phase 2), Reveal the first card from deck. If it is a
then choose 1 option below:
below
you must immediately decide if you want to Dream or Door card, place in Limbo pile.
o Remove one face-up Dark Premonition card
rally this Denizen. Continue drawing until a Location card is
from the game, without applying its effect.
o Reveal top 7 cards. Discard as many as you Rallying
Rallying a Denizen: revealed. Put this Location card under the
want, then put the rest back on the top of the o Choose card from your hand, discard it in Little Incubus, activating it.
deck in the order you choose. order to put the Denizen card in front of Resolve Nightmare effect normally, if drawn.
o Take from the deck 1 card of your choice, you. Refill hand and shuffle the Limbo pile into the
shuffle the deck and put the chosen card on o If you do not want to (or cannot) discard to deck, if necessary.
top of it. rally a Denizen card, it is discarded without Once activated,
activated you may discard card
Reveal 5 or 6 Dark Premonitions at the effect. underneath to cancel the next Nightmare card
beginning of the game for higher difficulty. After using a Denizen, discard it. effect.
o True Dreamwalker
The Architect Similar to the Apprentice Dreamwalker but
Play a card that has the same symbol requires 2 Location cards to activate the Little
CROSSROADS as the previously played card in the Incubus.
AND DEAD ENDS . labyrinth row.

SET-
SET-UP The Cyclobot
Shuffle the 16 cards of this expansion in the deck. Steps Options
Trade one Location card in your hand
Details Variant
with a Location card from the discard
CHANGES TO BASIC GAME pile.
The Crossroad cards are Location cards:
original guide by bgg\orlopesdesa
These cards are in four colors at the same expanded and edited by bgg\nqbus8
time (wild card). revision 2015-08-10a

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