Onirim (Second Edition): Sphinx, Diver and Confusion Promo Cards
Onirim (Second Edition): Sphinx, Diver and Confusion Promo Cards Rulebook
Table of Contents
Table of Contents
The Promo Cards
Quote from Archon's Codex, paragraph 65:
«Dreams are neither good nor bad (this dichotomy originated from the Dreamwalkers' need to categorize their reality); in other words, Dreams are not always related to Sognae or Incubi. As such, the Diver is a being whose existence is focused on the last steps of one's journey, and although it oftentimes turns into an Incubus, Dreamwalkers would do well to remember the prophetic help it can offer them. Regarding the Confusion, whose name evokes all but its true nature (another lemma from the Dreamwalkers), its thirst for renewal has led to many happy beginnings. Finally, we end this list with the Sphinx, who lets Dreamwalkers choose their own riddle – consequently, can we truly blame it for the recklessness of certain Dreamwalkers?»
Components
- 4 Sphinx cards
- 4 Diver cards
- 4 Confusion cards
- 2 extra Nightmare cards
Set Up
Shuffle the 14 cards of this expansion in the deck.
The Sphinx
The Sphinx is a Dream card. When you draw a Sphinx card during phase 2 «Fill your hand,» you must immediately name either:
- one of the four colors of the labyrinth: red - Observatory, blue - Aquarium, green – Garden, brown – Library, or
- one of the following three symbols: Moon, Key or Glyph (when playing with «The Glyphs» expansion).
Then, reveal the first 5 cards from the bottom of the deck.
If one or more cards match the named aspect (color or symbol), choose one of the 5 revealed cards and put it on top of the deck. Return the other 4 cards to the bottom of the deck, in the order of your choice.
If none of the cards match the named category, return the 5 cards to the bottom of the deck, in the order of your choice. Then, discard your hand, as if you were applying the effect of a Nightmare card. Finally, draw a new hand of 5 cards.
In both cases, discard the Sphinx card.
The Diver
The Diver is a Dream card. When you draw a Diver card during phase 2 «Fill your hand,» you must reveal the first card from the bottom of the deck.
If that card is not a Nightmare card, you may either put it on top of the deck, or reveal the next card.
In this manner, you may reveal cards as long as you wish, until you reveal a Nightmare card, or you choose to stop and place the last revealed card on top of the deck. Note that only the last revealed card may be put on top of the deck. If you choose to put the last revealed card on top of the deck, discard the Diver card, and return all other revealed cards to the bottom of the deck, in the order of your choice.
If you reveal a Nightmare card, return all revealed cards to the bottom of the deck, in the order of your choice, including the Nightmare card. You must then resolve the Diver card as if you had just drawn a Nightmare card.
Finally, discard the Diver card.
The Confusion
The Confusion is a Dream card. When you draw a Confusion card during phase 2 «Fill your hand,» immediately put your hand to the bottom of the deck, in the order of your choice. Then, draw a new hand of 5 cards (like when you discard your whole hand after applying the effect of a Nightmare card).
Finally, discard the Confusion card.
The Extra Nightmare Cards
These cards work exactly like the base game Nightmare cards.