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Inis Board Game

£22.495£44.99Clearance
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About this deal

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).

The game is very different at 3 and 4 players. I cannot say I would recommend 2 players (it sounds awful, as this game is really reactive and with 2 players it seems like a lot would be missing), but I haven't played it that way. With three players the game will last around an hour (maybe less, if you are all experienced), and end when someone sets up a turn really well and makes sure the opponents used their ability to interact with other players before showing their hand. While it is usually true that you lose knowing you could have played better that turn, it is also sometimes true that you couldn't have - you either weren't in a position to do so, never got passed the cards to do so, or couldn't have played around a particular red card. 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. Battles can be important in determining chieftains, which not only helps you on to your way to one of the victory conditions, but gains you an advantage card. These are cards specific to each territory which is claimed during the first phase by the chieftain of that territory. They range from pretty useless (I'm thinking of you, swamp) to allowing you to swap an action card, or gain an advantage in battle. 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.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. 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. In a 2- or 3-player game, return the Action 1 cards that have a 4 in the bottom- right corner to the box; they are used only in a 4-player game. A player is considered “chieftain” of a given territory when he has more units there than any other player. Be chieftain over 6 of your opponents’ units, and you have satisfied another victory condition.

Over the course of the game, players also earn deeds, typically chanted by bards or engraved by master crafters, that reduce by one the magic total of six for any condition. While one victory condition is enough to claim the title of King, a game of experienced players usually has a tight balance of power, emphasizing the leadership of the capital of the island. How to Acquire: These cards are drawn when certain game effects occur, such as the "Bard" Action card or when placing a new Sanctuary.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.

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