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Inis
60m - 90m
2 - 4 Players
Ages 14+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Variable Phase Order implies that turns may not be played the same way as before and/or after.
Variable Phase Order
Ancient
Miniatures
Mythology
49.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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ajewo
Very balanced responsive-tactical card drafting area control euro-style game by Matagot (Cyclades, Kemet) with Celtic theme. What makes it special? * You usually do not want to wipe out the enemy army * Fixed deck for drafting * End game conditions and having to announce that you are going to win next round + Artwork (unique art-style for board games) + Unusual artwork and theme + Components (plastic minis and buildings, big cards, unusual shape map tiles) + 3 different, unusual victory conditions. Like in chess, the player must announce that he may win the next round. + Modular map. Each map tile has different effects + Card drafting with a fixed number of unique green cards (timing is very important) + Additional red epic cards spices things up (some luck of the draw) + Easy to learn, overall simple rules, however, it takes a games to learn the green cards (which is important to make decisions) + Some small negotiation elements to resolve conflicts (not battle-oriented). You usually do not want to wipe out the enemy army + Well written rules (rather simple rules which offer a lot of depth) # Language dependent (action text on cards) # New players will have a hard time against experienced players # Plays well with all player counts # Luck of the draw (card drafting the green cards + drawing red cards) # Big game box # Card drafting with fixed cards may feel repetitive - Chess-like area control is not everyone's cup of tea - Game may go on and on until one player finally wins (end game condition) Similar games: * Blood Rage (viking theme, card drafting, more battle-oriented) * El Grande (rather pure area control game with card selection instead of card drafting, quite different feel gameplay-wise) --- "I geek buddy-ed you on BGG so I can see your reviews/thoughts on games with the click of a button. Your reviews are fantastic, thorough, and thoughtful-- plus you have played way more games than me so you compare/contrast to similar games at the end is one of a kind. And thought I would read your impressions on Inis and if I found nothing recommend the game to you (small return on the favor). I think a measure of a good game is how many possibilities it offers with so little complexity/rules. When making a game designers should ask by adding this additional element does it add more richness than the sum of the new rules. Inis seems to have that. Those that have not been captured by it might have rushed through it with out appreciating how well balanced it is. It is a fantastic 2 player game but also amazing at 3 and 4 players (and 5th player expansion Season's of Inis about to be released any day now). It is cool that battles are costly and not always the best path to victory. Also appreciate the amount of player interaction. Such a tight balanced game with so many interesting decisions. A valid criticism could be time it takes to learn the 13 or 17 green cards but it is worth the investment. But players can learn this by playing the game. It is impressive how most players feel in the game until the end. Another possible criticism is it is more Tactical than Strategic in that you are more often reacting and planning for the short term (that single round) than a full game plan. But this is only partially true. Thanks again for sharing your thoughts on games! Cheers, Jack (technoholic)"
Afrochiapet
Inis is a troops-on-a-map game that is too random for my tastes. At initial evaluation, I thought the game would be right up my alley. It has unique & colorful art, card drafting, and multiple win conditions. All these aspects tend to win me over. However my plays of Inis never wormed their way into my brain like I thought they would. Inis's unique aspect of delegating actions through drafting cards was an initial draw, but I've cooled off from it. Having a working knowledge of what can be played is interesting, but I had a hard time engaging in what was happening. And I believe Inis knows this, as it adds chance cards (epic tale cards) to spice up action options. As is the case with all chance cards, the impact of your draws vary from helpful to inconsequential. There are some way to increase card draw or filter through choices, but getting them is random as well. It's my personal opinion that while action cards streamline the decision space, I feel like it arbitrarily limits player autonomy. I will say I applaud the game's ability to make players vigilant of victory conditions as the map slowly balloons with territories and tribes. However, I'm not a fan of how the mid-game boils down to everyone milling about until a victory condition emerges. Sometimes it plays out well, and there's a nice push-and-pull of factions vying for the win. Other times, stopping a potential winner involves a player falling on their sword and taking themselves out of the competition. I think that sums up my feelings toward the game: sometimes it works. The random draw of cards and territories coupled with drafting presents semi-control that sometimes create interesting scenarios. Whether you'll be actively involved varies. I think if there was more of a thematic/narrative draw, each play would have a better chance of being noteworthy for all players rather than some.
ahead13
Great tactical game, better with 3 or 4 players. The drafting mechanic is ingenious at creating complex and difficult decisions.