£22.495
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Inis Board Game

Inis Board Game

RRP: £44.99
Price: £22.495
£22.495 FREE Shipping

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Description

A player has units present in territories with at least 6 sanctuaries (a type of building in the game). Now, Inis (pronounced in-ish) is a fantastic game, because it takes the kingmaking problem and explicitly makes a game about making a king, though not exactly in the way you might be thinking. The board and the cards that will drive play. Let’s Be Pretenders to the Throne Careful drafting, hand management, bluffing (especially once players understand the importance of passing their turn), good timing, and a precise understanding of the balance of power are the keys to victory. After a discovery game you’ll be ready for a full and epic game, where an undisputed player will be king by the Assembly for his merit and wisdom.

Careful drafting, hand management, bluffing (especially once players understand the importance of passing their turn), good timing, and a precise understanding of the balance of power are the keys to victory. After a discovery game you'll be ready for a full and epic game, where an undisputed player will be king by the Assembly for his merit and wisdom. Inis is a really brilliant game that I can't recommend highly enough. Whilst it may initially appear to be a war game (especially when played with just two players), it soon becomes apparent with higher player counts that a long protracted war will often leave those players affected at a significant disadvantage to the other players.

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At the start of every round, players draft a hand of four action cards during the Assembly. Action cards that are not played at the end of one season are lost. Also, players have access to leader cards for the territories that allow it and where they were elected leader during the assembly. Each Assembly reallocates those cards. Finally, players collect "epic tales" cards that depict the deeds of the ancient Irish heroes and gods, like Lugh, Cuchulainn, the Dagda, and many others. These will be kept and used to inspire the clans and achieve extraordinary feats when the right circumstances arise. The cards provide a variety of actions: moving clans, adding clans, building/exploring, and special actions. If a single effect results in multiple clashes (such as the "Migration" Action card), the instigator chooses which clash to resolve first. After resolving the first clash, he chooses which clash to resolve next, and so on until all clashes have been resolved. Assembly: At the start of each Season, the chieftains gather for an assembly where they divvy up the responsibilities that need to be fulfilled during the upcoming Season. Next, each player adds the one card he held to the three cards passed to him. He looks at all four Action cards, chooses two to hold, and passes the other two to the next player.

At the start of each round, players draft a hand of four action cards (with 13 action cards for three players and 17 for four players) during the Assembly. Action cards not played at the end of one season are not held for the next. Players also have access to leader cards for the territories that allow it and where they were elected leader during the assembly. Each Assembly reallocates those cards. Finally, they collect “epic tales” cards that depict the deeds of the ancient Irish gods and heroes, like Cuchulainn, the Dagda, Lugh and many others. These will be kept and used to inspire the clans and achieve extraordinary feats…under the right circumstances. The cards provide a variety of actions: adding clans, moving clans, building/exploring, and special actions. Players keep their Deed tokens in front of them and visible at all times. Each Deed token can act as a "wild" toward meeting any one victory condition by adding "1" to the number of specified requirements.

Phase 2 : The Season

The Brenn chooses one territory to be the Capital and places the plastic Capital 12 and one Sanctuary 13 there. The drafting mechanic works well. All actions cards bar one are used in every round, so you know which other cards are held by the other players, just not which player has which card and every round has tough decisions. Which card do you play? Some cards have two very valid options. Will they agree to a truce if you invade or is it going to result in a brutal war? In a war, should you throw away that really useful action card or lose your last man?

Leadership:Be the leader — i.e., have more clan figures than any other player — of territories containing at least six opponents’ clans. Then we’re on to the main thrust of this phase, the drafting of the action cards. This is where you select one from your starting hand of four and pass the rest on, before passing two from four and finally three from four, leaving you with a hand of four cards. The player who has the most clans in a territory is chieftain of that territory. In case of a tie, that territory has no chieftain. At the end of the draft, each player has a total of six Action cards that were chosen in two drafts.The chieftain of each territory takes that territory's matching Advantage card. If a territory does not have a chieftain, the Advantage card stays faceup near the play area. Religion: Have your clans present in territories that collectively contain at least six sanctuaries. Chieftain: The player who has the most clans in a territory. In case of a tie for most clans in a territory, there is no chieftain. The chieftain receives that territory's Advantage card during the Assembly phase.

Bad games of Inis are thematically appropriate, funnily enough. I’ve seen games with four players where nobody passed, and just kept responding to each other, smashing armies and swapping control of territory with nobody getting the lead. Inis is saying that this is a bad way to find a ruler–squabbling despots only lead to more death and don’t let people get on with the business of living under some sort of organized system. Epic Tales and Farcical Fights Inis also has a lot of different, even unique, gaming mechanics that make it completely different from any other "minis fighting on a map" type game (i.e "Cyclades, Kemet, etc...) I've ever played. It's combat system feels unique. It's card drafting and card-based action selection feels unique. And the game has some of the most unique (bizarre?) win conditions I've yet seen in a game of it's type. Despite how different Inis feels, everything seems to work. This occurs in many games, and can generate soreness around the table. Kingmaking can often break immersion. If we’re playing a game where we’re big noble space empires fighting over a map, and someone’s choice of a “culture card” or an “auxiliary action” causes the dominant player to lose the game, that takes you out of what can be a powerfully immersive experience. Bards recount the tales of their gods and heroes, druids act as advisors, and master craftsmen immortalize Celtic civilization.

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There are two building types: Citadels and Sanctuaries. There is no limit to the number of buildings a territory can contain. If a player attempts to place a new building in a territory, but there are no more buildings of this type in the reserve, he cannot place this type of building. Inis is a deep game. It’s a deep game about power struggles, and it’s one that makes a very interesting statement about them. 2-4 players are competing to become ruler of the island, and each player is a pretender to the throne. I’m not going to dive too deeply into the specifics of the rules, but I will outline the three different victory conditions with some granularity. As mentioned above, the Brann will go first and then a disc is flipped to see which direction play proceeds. At this stage a player can pass (although if everyone else passes, the round ends), play an action card or claim a victory token if they’ve met a victory condition. At the start of each round, players draft a hand of four action cards (with 13 action cards for three players and 17 for four players) during the Assembly. Action cards not played at the end of one season are not held for the next. Players also have access to leader cards for the territories that allow it and where they were elected leader during the assembly. Each Assembly reallocates those cards. Finally, they collect "epic tales" cards that depict the deeds of the ancient Irish gods and heroes, like Cuchulainn, the Dagda, Lugh and many others. These will be kept and used to inspire the clans and achieve extraordinary feats...under the right circumstances. The cards provide a variety of actions: adding clans, moving clans, building/exploring, and special actions.



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