A SOLITAIRE DREAM JOURNEY
Find a way home before the dream runs out.
Play cards onto the path, never repeating the previous symbol. Each separate group of three consecutive cards of one color finds a door. Collect all eight to win.
After playing or discarding, draw back to five cards. A drawn door can be opened with a matching key; otherwise keep drawing and shuffle the waiting cards back when your hand is full.
A nightmare stops drawing: sacrifice a key or a found door, discard your hand, or burn five location cards. Burning skips doors and nightmares. You lose if the deck cannot refill your hand.
Discard a key to foresee five cards. Discard one (a door costs the game), move the rest with the arrows, then confirm. The rightmost card will be drawn first.
Every control works with Tab and Enter. Undo returns one step. A new journey shuffles a fresh deck.