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Posted 20 hours ago

Inis Board Game

£22.495£44.99Clearance
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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. 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 Though Inis is heavily card driven, that’s just half the story. Games that hide the players behind a hand of cards or individual boards can often silo players in their own little worlds to maximize their own efficiencies. I’ll admit to having some fun with such games, but the ones that really light my fire manage to facilitate meaningful interaction between the players at the table. That’s where Inis’s puzzle-piece board comes in. All the cards you draft and play are in service to your overall objectives of having your clans in the right position. Your clans will grow and spread. They will fight and die. The board will expand slowly and buildings will populate the landscape.

Let’s talk some details, because it isn’t just the tense moments, but the way the game masterfully constructs and supports them:

End of the Game

Player D had been able to retain his exploratory Epic Tale Card and used it again, increasing the unoccupied tiles to five but further expanding. Our table – normally sufficient for even expansive games – was bursting at the seams from the sheer size of our creation. The table had become the board at this point, with island tiles occupying weird corners of the table where we could squeeze them in. The size meant that it felt like we ourselves were in the play area, not just surveying it. Everyone was standing at this point, weighing their options, half in expectant calculation, half in nervousness. Player D got himself into six territories, so we all had one VC as we neared our final plays. Wade: I love that I wanted to interrupt you a couple of times during that comment to say “Unless you have a tile that lets you break that rule.” Defensive victory points? There’s a tile for that. Add an additional move action? There’s a tile for that. Allowed to Keep: These cards are not kept from round to round. If a player does not play all of his Action cards during the Season phase, they are discarded and shuffled with the other Action cards to prepare for the next round. Advantage Cards

Wade and Marc take a look at the trio of Dudes on a Map (DoaM) games from Matagot that often don't play anything like that type of game. Early in the Round, Player A made his bid for two VCs, and had them briefly due to all those Deeds, but we had too many cards left to allow it to last. I benefited from Player C’s movement into the Capital, re-giving him a Sanctuary VC, but giving me the third VC (chieftain over 6+ units). I moved into a neighboring tile to try to also get Sanctuaries, but was thwarted by a truly nasty Yellow card that benefited my opponent in combat. Temporarily stymied, I began passing on my turn to allow others to deplete their cards before making my final moves, which weren’t too powerful. I was still the Brenn and had a single VC, so I’d win a lot of tiebreakers, but was at the mercy of the rest of the table due to the lost combat. Sanctuary: A place of worship. Being present in territories with Sanctuaries is one of the three victory conditions, and placing new Sanctuaries in a territory allows a player to draw an Epic Tale card.Capital: The territory chosen by the Brenn at the start of the game. At the start of each Assembly, the Capital's chieftain becomes the Brenn.

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