Mini-Guide: Onirim

LQ: 8.8

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Brain grade: 8.6
Fun score: 9.0

Game Type: , ESRB Rating: Everyone Platform/Console: , , LWK Recommended Age: 8+ Thinking Skills Used: ,

Android | iOS

Onirim is an abstract puzzle game based on the board game of the same name. In it, players must escape their nightmares in order to have a peaceful sleep. This means obtaining eight doors, two in each of the four colors. Players collect these doors by playing three cards of the same color in a row, as well as by using keys of the same color to open the doors as you draw them from the deck. However, nightmare cards are waiting within the deck, causing a player to lose resources and even have to find the same door a second time. Onirim is rated E for Everyone. LW4K recommends this game for players 8 and up.


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THIS GAME IS GOOD FOR KIDS WHO NEED HELP WITH:

Focus

Getting started and then maintaining attention and effort to tasks.

It can be easy to get distracted in this game with the number of cards a player must manage. Forgetting some of the cards played in the first couple turns of a game is easy, and it may make it impossible to win later on. There are a limited number of cards in every color, so if too many of them are discarded or used before both doors of that color are collected, a player may not be able to win. Focusing on which cards have been played is important. While memory can help with this, players can see all the cards they've played and those in the discard pile, meaning that rather than remembering all of that information, players need to focus on what has or hasn't been used in order to make sure they can win.

Planning

Developing a systematic approach for setting and achieving goals.

While the cards players receive are random, decks can be manipulated to bring better cards to the top or discard some of the nightmares. Planning plays a big part in doing well in Onirim, enabling a player to save resources and choosing which doors to unlock first. Often towards the end of the game, players can judge the results of this planning by how many nightmare cards are still in the deck and how likely it is that they'll be able to collect the last door.

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