Onirim expansions
2014 / Solo/cooperative card game expansions / 1-2 players
The second edition of the somnambular puzzle thoughtfully included seven eight mini expansions in the package, sparing me from a lifetime of forlornly looking up inflated-price listings for out-of-print booster packs to get the full experience. But which are best? Which work well together? Will I mix them all in anyway? Here's what I reckoned so far.
The Book of Steps Lost and Found ****
Obtaining all the doors is enough of a challenge already, so having to do that in a fixed order was intimidating, but the consolatory 'spellbook' that makes use of the discard pile balances it out nicely, and it's nice being told what to do sometimes.
More give and take, adding more of the same with a twist makes for a more natural expansion, I can see this one staying in the mix. I uncharacteristically managed to beat it on my first play through (on the very last card), so it might even make it a bit easier.
The Dreamcatchers *****
I loved this one. It may be another twist on existing card types (dreams 'n' doors), but this time it's backed up by cute critters that really sell it as an enhancement. It's the second one in a row that seemed to make the game easier, but it could just be that I've finally cracked Onirim.
The Towers ***
Maybe this one will grow on me, but it felt a bit too much like an extra row of cards for the sake of it, doing the same sort of things as other cards, and making the Nightmares even scarier. I liked the detail of the underwater towers though.
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Happy Dreams and Dark Premonitions **
I was looking forward to the anti-Nightmares lightening up the labyrinth, but the heavy baggage they bring along is so terrible, I just wanted to use them to blow that away and try to cancel out this expansion I'd be better off without. I'm probably doing it wrong.
Crossroads and Dead Ends ****
The multicoloured wild locations are naturally very helpful, but I like the punishing dead ends even more, thematically. This is the expansion that would feel the most lacking to leave out, now that I know it's there, so I won't, then.
The Door to the Oniverse ***
Mainly a promotional tease for featuring characters who'd crop up in the other games of the series over the next decade (and counting), their one-time power-ups feel like overkill when added to the base game, but they're appreciated when mixing in the harder stuff.
The Little Incubus ***
Not counted among the expansions, since it's more of an optional practice mode, I didn't notice these rules at the back of the book until I'd struggled through enough times normally, though the gimmick token is nice to display.
After trying each one out separately, I chucked incrementally more in each time until finally experiencing the magnificence of Omnirim, though I usually leave out the hardest one (Premonitions) and the wussy Incubus. With so much to one game, who even needs to explore the rest of the Oniverse and check eBay listings multiple times a day in the hope that a sub-£20 Nautilion will emerge before caving in when the whole damned series goes on sale? Not me, I did it already.
Next Stop: Urbion >