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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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ajmcwhirk
What really makes this a 10 for me is that the game is easy to teach but the gameplay allows for some very strategic planning. There is little to no randomness in the game so you are really playing the players Gameplay starts with a drafting phase. Generally, the few cards you draft are the only actions you’ll be able to initiate on your turn. Some turns you may not get the card for the action you wanted, but this also allows you to deny actions to other players purposefully. The cards you draft, among other cards you can acquire, are used to spread your presence around the board. Once your presence hits a certain threshold (or 3) then you may attempt to claim victory. Between great production, gameplay, and style this game not only stands out visually but also stands out mechanically and is very enjoyable for gamers across many different levels.
abetown
I have a ton to say about inis but instead will just say this!: I advise you to play with 3, I feel very strongly that the community rating of "best at 4 players" is wrong. With 3 Inis is absolutely wonderful and has almost 0 set up time, a good game play time and very little tear down time. As soon as you add a fourth player the average game time for my group doubles. In addition the green cards you add to play with 4 are, in my opinion, bad for gameplay. Most of the cards that get added to play with 4 are fighting cards which throws the ratio of fighting to non-fighting way off. Suddenly it feels more like your average get lots of guys and smash them into each other for a really long time kind of game, instead of this amazingly unique game which you haven't ever played anything similar to before.
alber23
The GOAT. My first real introduction to what board games had to offer, it's still the best I've ever played and own. The limited number of cards and simple effects make gameplay quick and snappy, yet it's easy to be invested into other players' turns even on your downtime because of how their actions may greatly impact your own strategy. Highly interactive, with lots of opportunity for table talk and negotiating. Potential con: there is a significant "bash the leader" element and (like other highly interactive games) players need to behave somewhat rationally in order to balance the game -- it can greatly favor a player if another refuses to bash them due to vibes or principle. Epic tale cards can swing games, but it is a resource like manpower that needs be considered when playing. One thing I've noticed is that the first player to act to win (e.g. be in 6 territories first) very rarely wins, as others combine their strengths to pull them back down. However, this isn't a complete con -- I've come to enjoy hiding in 2nd place, while intentionally giving slight advantages to the leader to incentivize others to waste their resources bashing them, allowing me to swoop in with the victory after all is said and done.