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Inis Board Game

£22.495£44.99Clearance
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Each player looks at his three Action cards, chooses two to hold, and passes the other one to his opponent. When all players have consecutively passed, the Season ends. Players keep all Epic Tale cards in their hands, but they must discard all Action cards. If a player has an Advantage card in his hand and he is no longer the chieftain of that territory, he places that Advantage card faceup near the play area. Leadership:Be the leader — i.e., have more clan figures than any other player — of territories containing at least six opponents’ clans. Season Phase: This is the core of the game, during which players perform various actions and effects by playing cards from their hand.

A clash occurs when one or more clans are moved to a territory where any opposing clans are already present. Also, some card effects can cause clashes to occur without any clans moving. A clan that is "placed" in a territory (such as the "New Clans" Action card) does not initiate a clash. Kingmaking” is a term that gets bandied about in board gaming circles, often with a snort of derision. It refers to a state within many board games where a player who is not in the running to win the game gets to make a decision that ensures (or makes pretty darn sure) that another player will win; thus, kingmaking. 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. The rules are pretty simple to learn, but there is a huge amount of strategic depth to the game, and the three different victory conditions mean that most players are fairly close to winning when the game ends. There is very little downtime between your turns as well, and plenty of interaction between the players. When a player meets a victory condition's requirement, he takes one Pretender token to show that he is a pretender to the throne. Only players with a Pretender token can attempt to claim victory during the Assembly. DeedNow, 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 Whoever solely achieves one of these wins, or if multiple people have achieved victory conditions, whoever has achieved the most of these conditions wins. The Brann will always win a tie, and with them going first each round, it makes this a desirable position. Inis is a game deeply rooted in Celtic lore and history in which players win by being elected King of the Island (Inis). Players can try to achieve this via one of three different victory conditions: As soon as a clash occurs, players immediately resolve the clash before continuing on with the round.

Players are chieftains leading their clans beyond the seas from Ireland to a newly discovered island. They settle the land, explore the surrounding area, harvest resources from the mines, and construct Citadels and Sanctuaries for their protection. 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. There are several components of the game I am glossing over in this review, not because they are bad, but because in evangelizing for this game, I have to focus on what it’s about— getting overly bitty about the bits will distract from what’s cool. There are also Epic tale cards, which are like superpowered god-mode versions of the other cards that you can hold between phases. When somebody piles up enough of these, they can chain together and win the game. But I think it's all those out-of-left-field game mechanics, that separate inis from the masses and give a it's unique feel, that are the most divisive elements of the game! Some old time 'miniatures on a board game' players seem to have trouble rapping themselves around how Inis 'works'. I could see more then one player struggling to discover just what strategies to follow for victory. One player almost tossed his cards up into the air in frustration! I've not seen that in ANY game I've played before...at least since Agricola! I was worried that Inis would make our AP-prone players head explode! I kid you not!Deed tokens can be gained through certain actions and allow you to use them to reduce the victory target (i.e. instead of requiring you to have people in six different areas, you could have four with two deeds tokens). So it is any good?

Cards are divided into three types : Action , Advantage and Epic Tale . Each card is acquired in a different way according to its type: Action Cards 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. On your turn you can play a card, pass, or take a pretender token if you meet a victory condition. But remember this doesn’t let you win until another phase, so other players can potentially take your hard-earned victory condition away. 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. Present in Six or More Territories: Add up the total number of territories where the player has one or more clans present (even if he is not the chieftain).Citadel: A fortified village. Citadels allows players to send their clans there to seek refuge and protection during clashes.

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