Inis

Inis

Draft action cards, spread Celtic clans across an island, build sanctuaries and claim leadership while pursuing three conditions for election as High King.

Inis supports 2–4 players; community best: 4 players; playing time: 60–90 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Inis is a card-driven territorial contest for two to four players. Clans establish presence and local majorities on a shared island. Several players can occupy the same territory, and buildings are shared features rather than private property.

Each Assembly appoints the temporary leader, the Brenn, checks victory, distributes territorial Advantages and drafts a fresh set of Action cards. During the Season, cards drive recruiting, movement, exploration and construction. Saved Epic Tales and knowledge of the circulating Action cards shape each decision.

Presence, sanctuaries and leadership over opposing clans offer three routes to the crown. A qualifying player must spend a turn claiming a Pretender token and survive until the next Assembly. Clashes allow negotiation, withdrawal and discarding cards to absorb attacks, making timing as important as numbers.

Core rules & scoring

  1. Setup: each player has 12 clans; start with as many territories as players. A random Brenn chooses the Capital and places its Citadel and one Sanctuary. Place clans in turn until each player has two on the map; remove four-player Action cards with fewer players.

  2. Assembly: the Capital’s chieftain becomes Brenn, or the incumbent stays if there is no chieftain. Check victory and return Pretender tokens, distribute Advantage cards to chieftains, flip the Crows token for direction and draft actions. A chieftain has the unique largest clan count in a territory; ties produce no chieftain.

  3. Draft: with three or four players, set one random Action card aside and deal four each. Keep one, then two, then three from the four currently held, passing the rest; previously kept cards may be passed later. Two players conduct two separate three-card drafts, keeping one and passing two, then keeping two and passing one, for six cards each. In two-player games the Crows token is not used except to resolve the Gates of Tír Na Nóg territory effect.

  4. Season: the Brenn must open with a Season card. Later turns play one Season card, pass or take a Pretender token. Passing does not prevent a later action; consecutive passes by everyone end the Season. Triskel cards use their printed timing. Discard Action cards at Season end and retain unused Epic Tales.

  5. Map and buildings: one clan establishes presence; nobody owns buildings. Newly explored territories must touch at least two existing territories. Building a Sanctuary grants an Epic Tale. An Advantage gained this round remains usable even after losing its chieftainship. Clan and building supplies are limited.

  6. Clashes: moving into a territory with opposing clans normally starts a clash; placing clans does not. Players other than the instigator may shelter clans in vacant Citadels in turn order, one per Citadel. Exposed clans then alternate attacks, withdrawals or Epic Tale maneuvers; all involved players may agree to stop before a maneuver.

  7. Maneuvers: an attacked player discards an Action card or removes one exposed clan; without an Action card, a clan must be removed. Withdrawal goes only to adjacent territories where that player is chieftain and starts no new clash. A clash ends with no exposed clans or unanimous agreement; sheltered clans return to the territory.

  8. Victory: be present in six territories, present among six total Sanctuaries, or chieftain over six total opposing clans. Each Deed supplies one missing requirement for one condition and cannot count twice. Claim a Pretender token on a Season turn while qualifying. At the next Assembly, only token holders compete: most current conditions wins, with at least one required; a tied Brenn wins, otherwise play continues.

Rules & gameplay questions

Does reaching six territories win immediately?

No. Spend a Season turn taking a Pretender token, then still qualify for at least one condition at the next Assembly. Without a token you cannot win. Compare the number of conditions fulfilled, not how far a requirement exceeds six.

Can I act after passing?

Yes, when your turn returns. The Season ends only when everyone passes consecutively. The Brenn must play a Season card on the opening turn.

Can opposing clans coexist peacefully?

Yes, and buildings belong to nobody. Moving into an opposing clan’s territory normally starts a clash, while placing clans does not. All players with exposed clans can agree to end a clash before a maneuver.

Can any card absorb an attack?

No. Discard an Action card or remove an exposed clan; Advantage and Epic Tale cards cannot substitute. Sheltered clans do not participate, and the instigator cannot shelter in the initial Citadels step.

Can one Deed help all three victory routes?

No. Each Deed adds one requirement to one condition only. Different Deeds may support different conditions. A victory tie goes to the Brenn only if the Brenn is tied for the most conditions; otherwise another round begins.

Rules & introduction sources
Edition
Inis, original 2016 Matagot English base rules for 2–4 players. Excludes Seasons of Inis, a fifth player, We Need a King and later big-box additions. The legacy official PDF is unavailable; the publisher-produced original manual is read through a mirror.
Introduction source
BoardGameGeek

WANGO editorial

Inis · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#125
Complexity Weight2.95 / 5
Best player count (community)4
Player range2–4
Playing time (minutes)60–90
Core mechanismsAction Drafting · Area Majority / Influence · Area Movement · Campaign / Battle Card Driven · Closed Drafting · Hand Management · Interrupts · King of the Hill · Map Addition · Modular Board · Take That · Variable Set-up
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2016
Suggested age14+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Inis, and can I play online?

Inis supports 2–4 players; community best: 4 players; playing time: 60–90 minutes. A WANGO browser trial has not been confirmed.

How complex is Inis, and which mechanisms does it use?

Weight: 2.95 / 5. Mechanisms: Action Drafting · Area Majority / Influence · Area Movement · Campaign / Battle Card Driven · Closed Drafting · Hand Management · Interrupts · King of the Hill · Map Addition · Modular Board · Take That · Variable Set-up. Chinese publication: Unconfirmed.

Where can I learn Inis?

No rule guide, strategy article or WANGO trial has been confirmed for this record.