Contents
- 1 Inis Game Rules
- 1.1 So, what’s the goal of the game?
- 1.2 What’s Inside the Box?
- 1.3 Components
- 1.4 Discover New Territories
- 1.5 Your Deck of Cards
- 1.6 Getting Started
- 1.7 Choose the Right Tools
- 1.8 Understanding HTML
- 1.9 Understanding CSS
- 1.10 Understanding JavaScript
- 1.11 Setting Up Your Development Environment
- 1.12 Conclusion
- 1.13 Playing the Game
- 1.14 Phase 1: The Assembly
- 2 The Magical Card Game: Action Card Draft
Inis Game Rules
Welcome to the world of Inis! I’m here to guide you through the rules of this exciting and immersive game. Are you ready to embark on a thrilling adventure? Let’s get started!
First off, let me tell you about the objective of Inis. The game is all about vying for the position of the new ruler of the island, and to achieve that, you need to try and control territories, build sanctuaries, and gather clans. It’s a strategic game that requires careful planning and tactical decision-making.
To play Inis, you’ll need to gather two to four players. Each player will take on the role of a Celtic chieftain, leading their clans to victory. The game is played over several rounds, and the player who manages to fulfill a certain number of victory conditions will emerge as the winner.
Now, let’s talk about the different actions you can take in Inis. There are three important actions to keep in mind: Explore, Move, and Add. These actions allow you to discover new lands, move your clans across the island, and add new clans to your territories. By strategically using these actions, you can expand your influence and gain an advantage over your opponents.
In addition to these actions, there are also different types of cards in Inis that can greatly impact the game. Action cards allow you to perform special abilities or actions, while Epic Tale cards provide unique conditions and challenges. By utilizing these cards wisely, you can disrupt your opponents’ plans and secure your path to victory.
One of the key elements of Inis is the Sanctuary. These are special locations on the island that provide various benefits and advantages. By building sanctuaries, you can gain control over territories and strengthen your position. However, be careful, as your opponents can also challenge your control and try to take over these sanctuaries. It’s a constant battle for dominance!
Throughout the game, you’ll encounter various challenges and opportunities. It’s important to adapt your strategies and make quick decisions based on the changing circumstances. Keep an eye on your opponents’ moves and try to anticipate their actions. Remember, victory doesn’t come easy in Inis!
To wrap it up, Inis is a captivating game of strategy and conquest. It offers endless possibilities and requires strategic thinking, diplomacy, and a bit of luck. Are you ready to conquer the island and become the ruler of Inis? Gather your clans, plan your moves, and let the battle begin!
Remember, the key to success lies in your ability to adapt and seize opportunities. May the spirits guide you on your quest for victory in the enchanting world of Inis!
Imagine stepping back in time to the ancient world of the Celts, where history and legend intertwine into a mesmerizing tapestry.
As a chieftain, it’s my duty to guide my clan across the vast seas from Ireland to an uncharted island. We embark on a journey of discovery, settling the land, delving into its secrets, and harnessing its resources through the mines.
Our people thrive as we construct mighty Citadels and sacred Sanctuaries, safeguarding our way of life. We are not alone in this journey, for bards enchant us with stories of the gods and heroes, while wise druids lend their voice as trusted advisors. The master craftsmen immortalize the greatness of the Celtic civilization.
Each chieftain holds their own claim to the throne, each convinced of their right to rule this new land. But only time will reveal who will rise as Ard-Ri, the High King of this realm, and unite all under their rightful leadership!
When it comes to playing Inis, there are two main phases in each game round. First, we have the Assembly Phase. During this phase, I’ll do some important things like checking if I’ve won, figuring out who the chieftains are, and picking Action cards that will help me in the game. Once we’re done with the Assembly Phase, we move on to the Season Phase. This is when I get to play the cards I drafted and take actions using those cards.
Now, here’s something really important: In Inis, I can only do things in the game, like placing new clans or building Sanctuaries, by playing cards. So, the cards I choose during the Assembly Phase are crucial for my success in the game. The right cards can make all the difference!
So, what’s the goal of the game?
The ultimate goal is to become the High King of the new land. To achieve this, I need to fulfill the most victory conditions in each round. It’s like a checklist of things I need to do to have a shot at becoming the High King.
- To succeed, you need to be in at least six territories.
- You have to be the chieftain of at least six opposing clans.
- Make sure you are in territories that have a total of six sanctuaries.
What’s Inside the Box?
When you open the box of this game, you’ll find an exciting collection of components that will transport you to a whole new world. Let’s take a look at what’s included:
Components
- 18 Buildings
- 1 Capital
- 8 Citadels
- 9 Sanctuaries
- 67 Cards
- 17 Action Cards
- 16 Advantage Cards
- 30 Epic Tale Cards
- 4 Reference Cards
- 16 Territory Tiles
- 15 Tokens & Markers
- 1 Brenn Marker
- 1 Flock of Crows Token
- 4 Pretender Tokens
- 8 Deed Tokens
- 1 Festival Marker
- 48 Clan Figures (12 in each color)
Discover New Territories
As you venture into the game, you’ll encounter new territories that are filled with mystery and opportunity. Each time a new territory is added, an Advantage card that matches it is revealed. This card will play a crucial role in your quest for victory.
Join Powerful Clans
The world you’re about to enter is inhabited by powerful clans, each with their own unique abilities and strengths. Will you align yourself with one of these clans and lead them to glory? The choice is yours to make, but remember, your decisions will shape the outcome of the game.
Each clan is like a group of people. I have 12 clans in my color. There are different designs for these clans, but it doesn’t matter which one I use. If I have all 12 clans on the board, I can’t get any more until I take some of them back to my reserve.
The buildings
There are two types of buildings: Citadels and Sanctuaries. A territory can have as many buildings as it can fit. If I want to put a new building in a territory, but I don’t have any more of that type left, I can’t place it.
Buildings don’t belong to any specific player.
Citadels
Citadels help me protect my clans when there are clashes. Each Citadel can hold one clan during a clash (see page 8). There is one special Citadel that is bigger than the others – it’s called the Capital.
Sanctuaries
Sanctuaries play a vital role in helping you win the game. They are essential for achieving one of the victory conditions.
Tokens & Markers
Brenn
So, here’s the deal – the Brenn is kind of a big deal, but only for a little while. See, they’re like a temporary leader until a High King is chosen. It’s all random at the beginning of the game, and with each Assembly phase, the Brenn title hops on over to the chieftain of the Capital territory. The whole point of the Brenn is to organize the Assembly meetings, and in the end, if there’s a tie with another player, they get a little advantage. Not bad, huh?
A Group of Crows
When we play a game, we need a way to determine the order in which players take their turns. That’s where this token comes in. It serves as a guide, showing us whether we should go clockwise or counterclockwise.
The token is thrown into the air by the Brenn during the Assembly phase of the game. This is an important moment, as it sets the stage for the rest of the game. The Brenn’s throw determines the direction in which we will proceed.
Now let me introduce you to the Pretender. This is the person who throws the token. They have a crucial role in deciding the turn order. As the token spins through the air, the Pretender holds great power in their hands. They determine the flow of the game, giving them a sense of authority and influence.
Overall, the meaning behind this token is significant. It’s not just a random piece that determines turn order; it symbolizes the leadership and decision-making that goes into playing the game. It adds an element of mystery and excitement as we wait to see which direction the token will point us in.
So next time you gather together to play a game, pay attention to the token and the person who throws it. They hold the power to shape the game and steer us in a particular direction. It’s a small but crucial part of the gaming experience that shouldn’t be overlooked.
When I meet a requirement for a victory condition, I get a Pretender token to show that I’m a pretender to the throne. Only players with a Pretender token can try to claim victory during the Assembly.
Venture
You can earn a Deed by completing Action or Epic Tale cards. A Deed is a special card that acts as a “wild” and can be used to help you achieve a victory condition.
Let’s talk about the Festival card.
When the Season phase is in motion, you’ll notice the use of this marker with the “Festival” Action card.
Your Deck of Cards
Each card in your deck has its own unique attributes – type (Action, Advantage, or Epic Tale), timing icon (Season or Triskel), and effect. Although you keep your cards hidden from your opponents, they can see how many cards you have and the types of cards in your possession by looking at the card backs.
After playing a card, it is then discarded.
Timing (located in the top-left corner) – Cards have different icons that indicate when they can be played. Some cards have one icon, while others have both:
- Season cards can only be played during the Season phase, and on the owner’s turn.
- Triskel cards have a specific timing indicated on the card.
Card type (indicated by the card’s color)
Let’s talk about cards – the different types and how to acquire them. We have three types of cards: Action, Advantage, and Epic Tale. Each type is acquired in a different way. Let me break it down for you:
Action Cards
When it’s Season time, I can use an Action card to do important things like getting new clans or setting up new Sanctuaries.
How to Get Them: I choose these cards at the start of each round, during the Assembly phase.
Can’t Keep Them: I can’t keep these cards for the next round. If I don’t use all my Action cards during the Season phase, they get mixed with the others to prepare for the next round.
Advantage Cards
How to Get the Advantage Cards: During the Assembly phase, I, as the chieftain of my territory, get to take the Advantage card that matches my territory. How long can I keep the Advantage Cards: Once I have an Advantage card in my hand, I get to keep it for the whole round until I decide to play it. It doesn’t matter if something happens and I am no longer the chieftain of the matching territory, I can still keep the card and play it until the round is over. Just remember, these cards don’t carry over to the next round. However, I can have the same Advantage card in consecutive rounds if I continue to be the chieftain of that territory.
Epic Tales Cards
When you hold these cards, you can feel the presence of the ancient Celtic gods and heroes. They beckon the clans to achieve extraordinary feats and leave a lasting legacy.
How to Get Them: You can obtain these cards in various ways during the game. For example, when you use the “Bard” Action card or when you establish a new Sanctuary, they may be drawn.
Keep Them for Later: Once you acquire these cards, they become a part of your collection. You are permitted to hold onto them from round to round until you decide to play them.
About the Cards
Getting Started
Are you ready to dive into the world of web development? I am here to guide you through the setup process. Let’s get started!
Choose the Right Tools
When it comes to web development, choosing the right tools is crucial. It can sometimes be overwhelming with so many options available. But don’t worry, I’m here to help you make an informed decision.
Understanding HTML
HTML is the backbone of web development. It stands for Hypertext Markup Language and is used to structure the content of a web page. With HTML, you can create headings, paragraphs, lists, images, links, and more. It’s like building blocks that give your website its structure and organization.
Understanding CSS
CSS, or Cascading Style Sheets, is the language used to style your web page. It determines how your website looks and feels by defining the colors, fonts, layout, and other visual aspects. CSS allows you to bring your creative vision to life and make your website visually appealing.
Understanding JavaScript
JavaScript is a powerful programming language that adds interactivity to your web page. It allows you to create dynamic elements, handle user inputs, and perform complex calculations. With JavaScript, you can make your website come alive and engage your users.
Setting Up Your Development Environment
Now that you understand the basics of web development, it’s time to set up your development environment. Here are the steps to get you started:
Step 1: Choose a Code Editor
A code editor is a software where you write your HTML, CSS, and JavaScript code. There are many options to choose from, such as Visual Studio Code, Sublime Text, or Atom. Pick one that suits your preferences and install it on your computer.
Step 2: Create a Project Folder
Create a folder on your computer where you will store all your web development files. This folder will serve as your project directory.
Step 3: Create an HTML File
Inside your project folder, create a new file and save it with a “.html” extension. This file will be the foundation of your web page. It’s where you will write your HTML code.
Step 4: Link Your CSS and JavaScript Files
If you plan to use CSS and JavaScript in your web page, create separate files for each and link them to your HTML file. This way, your HTML file can access and apply the styles and functionality defined in those files.
Conclusion
Setting up your web development environment may seem overwhelming at first, but it’s an essential step in your journey. By following these steps and understanding the basics of HTML, CSS, and JavaScript, you are on your way to becoming a skilled web developer. So, roll up your sleeves, and let’s bring your ideas to life on the web!
- If we’re playing with 2 or 3 players, we can put the Action 1 cards that have a 4 in the bottom-right corner back in the box. They’re only used in a 4-player game.
- We each pick a color and put our 12 clan figures in front of us. This is our reserve.
- Put the Deed tokens, Pretender tokens, and Festival Marker near the play area.
- Shuffle the Epic Tale cards and put them in a pile face-down.
- Shuffle the territory tiles and put them in a stack face-down near the play area.
- To begin the game, we need to set up the play area. I’ll draw a number of territory tiles, which will be placed face-up and interlocked with each other at the center of the play area. Each tile needs to be adjacent to two other tiles. Then, I’ll search for Advantage cards that match the territories in play and place them face-up near the play area, so we can see them easily. The remaining Advantage cards will be placed in a facedown pile.
- Now, let’s give the Brenn marker to a random player. This will determine who the Brenn is for this game.
- The Brenn gets to choose one territory to be the Capital. They’ll place the plastic Capital and one Sanctuary in that territory.
- Finally, the Brenn will flip the Flock of Crows token like a coin. The face-up side will show the direction of turn order at the start of the game.
- For 2 players: Valley and Cove
- For 3 players: Valley, Cove, and Plains
- For 4 players: Valley, Cove, Plains, and Hills
- Before you create the stack of territory tiles, we need to find some special tiles: Meadows, Misty Lands, Forest, Gates of Tir Na Nog, Highlands, and Mountains. Shuffle them up and place them face down at the bottom of the stack.
- Now, shuffle the rest of the tiles and stack them on top.
- The Assembly Phase: I’m appointed as the Brenn, and then we check the victory conditions, set the turn order, chieftains get to take Advantage cards, and we all draft Action cards. It’s a flurry of activity!
- The Season Phase: This is where the action really happens. We get to do all sorts of things by playing cards from our hand. It’s the heart of the game.
- Action Card Draft (3-4 Players)
- Chieftain over Six or More Opposing Clans: I become the chieftain of territories and count how many opposing clans there are. If there are six or more, I meet one of the victory conditions.
- Present in Territories with Six or More Total Sanctuaries: I go to territories where I have clans and count all the Sanctuaries. It doesn’t matter if I am the chieftain or not. If there are six or more Sanctuaries, I meet one of the victory conditions.
- Control One or More Towers: If I control at least one Tower, I meet one of the victory conditions.
- Presence in Multiple Territories: The number of territories where a player has at least one clan is crucial. Count all the territories, even if the player is not the chieftain.
Alright, let’s get down to the nitty-gritty. Here’s how you play the game: starting with the Brenn and following the Flock of Crows token, each player takes turns placing one clan in any territory until each player has two clans on the board.
But wait, we’ve got a special scenario for you, a discovery scenario! Instead of randomly drawing territory tiles, we’ll use these specific territories:
Oh, and there’s one more thing – the Territory Chieftain.
When it comes to game effects, the concept of “chieftain” holds great significance.
If you have the most clans in a territory, you become the chieftain of that territory. However, if there is a tie, no chieftain will be declared for that territory.
Playing the Game
The game is divided into multiple rounds, each comprising two phases:
Phase 1: The Assembly
Let’s go through these six steps one by one:
Step 1: Chieftains’ Business
Step 2: The Oracles
Step 3: Season Preparation
Get Ready for Some Action!
Hey there! Are you excited to dive into the world of Brenn and experience some action-packed gameplay? Well, let me explain how the Deal Action Cards work.
In a 4-player game, I, the Brenn, will take all 17 Action cards and give them a good shuffle. But wait, there’s a twist! I’ll randomly pick one card, keep it hidden from sight, and place it aside. Intriguing, right?
Now, it’s time to deal some cards to you and your fellow players. Each of you will receive four Action cards to start the game. These cards will become your arsenal and help you navigate through the challenges that lie ahead.
But what if you’re playing with only three players? Not to worry! The rules are almost the same. The only difference is that we’ll only use 13 Action cards instead of 17. See, the ones with a 4 in the bottom-right corner were returned to the box when we were setting up for the game.
That’s it! Now you’re all set to embark on your Brenn adventure. Get your strategies ready, keep an eye on those Action cards, and let the games begin!
The Magical Card Game: Action Card Draft
Let’s dive into the exciting world of the Action Card Draft! In this phase, we get to choose our powerful Action cards and strategize for the game ahead. Here’s how it works:
First, I take a look at my four Action cards. I carefully select one to hold onto, while passing the remaining three to the player beside me. We follow the path of the Flock of Crows token to determine the direction of our card passing. Each player does the same, choosing one card to hold and passing the rest.
Next, it’s time to repeat the process. Each player looks at the cards they held onto, making their decisions once again. This time, I pick two cards to keep, passing the other two to the next player.
Finally, it’s the last round of card drafting. I add my two held cards to the two passed to me. I now have four Action cards in front of me. I select three to keep, offering the remaining card to the player beside me.
By the end of this intense drafting phase, I have my final hand of four Action cards, along with any Advantage and Epic Tale cards I might have collected along the way.
Phase 2: The Season
Now that we have our cards ready, it’s time to embark on the magical journey of the Season. The Brenn, a mystical figure with great powers, kicks things off by playing the first card. And guess what? The first card must be a Season card!
It’s worth noting that the next player has an important choice to make. They can either play a Season card like the Brenn did or utilize their Action cards to take specific actions. The game unfolds with each player making strategic decisions based on their hand of cards.
When you’re playing the game, there are three options you can choose from during the Season phase: play a Season card, pass, or take a Pretender token. Each player takes their turn, one after the other, until everyone has passed, which signals the end of the Season phase. Then, a new round starts with the Assembly phase.
Now, let’s talk about playing a Season card. A Season card can be an Action card, an Advantage card, or an Epic Tale card. When you play a card, you follow the instructions on the card and then discard it. Action cards are put in a face-down discard pile, and you can only look at them if a card effect allows it. Advantage cards are placed face-down near the play area with their backs showing.
Epic Tale cards are discarded in a faceup discard pile, and you can look at the cards in this discard pile anytime.
When you pass, you don’t play any cards. You simply wait for your turn to come back to you.
If you meet at least one victory condition and you don’t already have a Pretender token, you can take a Pretender token from the supply and place it in front of you. You keep this token until the Assembly phase, even if you no longer meet any victory conditions later on.
In a specific situation where you don’t have any clans in any territories, certain rules apply.
If you start your turn without any clans in any territories, you have to get rid of a Deed token if you have one. Then, regardless of whether you got rid of a deed token or not, you can place a total of two clans in any territories. After that, you can continue with your turn as usual: play a Season card, pass, or take a Pretender token.
The Season’s End
When all players have passed in a row, the Season ends. You get to keep all Epic Tale cards in your hand, but you have to get rid of all Action cards. If you have an Advantage card in your hand and you are no longer the chieftain of that territory, you have to put that Advantage card faceup near the play area.
Clashes
Clashes are situations where two or more things come into conflict. They can happen in various areas of life and can be both positive and negative. Clauses can arise when there is a difference in opinions, beliefs, or goals. Sometimes, they can even arise when there is a clash in personalities.
Clashes are not always necessarily bad. They can provide an opportunity for growth and self-awareness. When two people with different opinions clash, it allows them to learn from each other and see things from a different perspective. This can lead to personal and intellectual growth.
However, clashes can also be disruptive and detrimental. When clashes lead to aggression or violence, they can negatively impact relationships and communities. In these cases, it is important to find ways to resolve conflicts peacefully and respectfully.
Understanding and managing clashes is essential for a harmonious existence. It requires open-mindedness, empathy, and effective communication. When faced with a clash, it is important to acknowledge the differing perspectives and emotions involved. It is crucial to listen actively and strive for a resolution that is fair and satisfying for everyone involved.
In conclusion, clashes are a natural part of life. They can be both positive and negative, and they require effort and understanding to navigate effectively. By recognizing the value of differing opinions and working towards peaceful resolutions, we can grow individually and collectively.
When clans are moved to a territory where opposing clans already exist, a clash happens. Sometimes, clashes can occur because of card effects, even without clans moving. It’s important to note that a clan that is “placed” in a territory (like the “New Clans” Action card) doesn’t start a clash.
Remember, cards that can start a clash have a symbol in the top-right corner.
When a clash begins, the owner of the incoming clan is called the “instigator.” If a card starts the clash, the player who is the instigator is shown on the card. Then, the clans in the territory must decide how to settle their differences – either aggressively or peacefully.
Once a clash happens, players must resolve it right away before continuing with the round.
If there’s only one effect that leads to several clashes, like the “Migration” Action card, I get to decide which clash to deal with first. Once the first clash is settled, I pick the next one to tackle, and so on, until all the clashes are resolved.
How to Win the Game
Hey there! Let’s talk about what it takes to win this game. It can be a little tricky, but don’t worry, I’ll explain it all step by step.
The first thing you need to do is focus on the victory conditions. These are the specific goals you need to achieve in order to come out on top.
Now, let’s break it down. The victory conditions will vary depending on the game you’re playing. Some games might require you to reach a certain score or gather specific items. Others might involve defeating a certain number of enemies or solving puzzles.
Whatever the case may be, it’s crucial to understand what you need to do in order to win. Pay close attention to the rules and objectives of the game. This information will guide your decisions and actions throughout the gameplay.
Remember, the victory conditions are like a roadmap that leads you to success. They give you a clear sense of direction and purpose.
But wait, there’s more! Apart from understanding the victory conditions, you should also pay attention to the conditions for defeat. These are the things you should avoid at all costs, as they can lead to failure and ultimately result in losing the game.
Common conditions for defeat include losing all your lives, running out of time, or making certain wrong choices. In some games, if you fail to complete a particular task within a given timeframe, it’s game over.
Knowing the conditions for defeat is just as important as understanding the victory conditions. It helps you stay focused and alert, pushing you to make smart decisions and avoid unnecessary risks.
Now that you’re familiar with both the victory conditions and the conditions for defeat, it’s time to put your skills to the test. Explore the game, take on challenges, and strive to achieve the objectives that will lead you to glory.
Remember, winning the game is not just about luck. It’s about strategy, determination, and a little bit of skill. So go out there, give it your all, and bring home that victory!
In the game, there are three ways to win. Each player has the opportunity to achieve multiple victory conditions.
When we reach Step 2 of the Assembly phase, known as Check for Victory, we determine how many victory conditions each player with a Pretender marker has fulfilled.
Let’s Take a Look at the Victory Conditions:
Have you ever wondered what it takes to emerge victorious in a game? There are various conditions to consider as you navigate the gameplay. Let’s break them down.
If a player has at least six territories, they have met a victory condition.
The number of victory conditions met by a player is more significant than the extent to which each condition is fulfilled. For instance, if two players meet the “territories” victory condition, with one having six territories and the other having eight, they are equally considered to have met the condition.
Earning Deed Tokens
In addition to territories, players can also acquire Deed tokens by using cards such as “Bard” or “Master Craftsman”.
So here’s the deal, folks. As you’re playing the game, make sure you keep those Deed tokens right in front of you where everyone can see them. These nifty tokens can really come in handy because they act like “wild” cards that can help you meet any victory condition by adding “1” to the requirements.
But here’s the catch, you can only use each Deed token once. So choose wisely and make sure to use them strategically to complete a single victory condition. Don’t waste those valuable tokens!
Game Over
When we reach Step 2 of each Assembly phase, called Check for Victory, that’s when we figure out if someone has won the game.
If no one has a Pretender token, then we don’t have a winner, even if some players have met the conditions for victory.
But if at least one player has a Pretender token, then we check the victory conditions for each of those players. The player who has met the most victory conditions is the winner! (Of course, they need to have met at least one victory condition to be eligible).
If there’s a tie and the Brenn is one of the players who has met the most victory conditions, the Brenn wins the game. But if the Brenn is not among the tied players, then there’s no winner. If that happens, all the Pretender tokens go back to the supply, and we continue playing for another round, moving on with the rest of the Assembly phase.
Rules For Two Players
When playing a game with just two players, there are some important rules to keep in mind. Here are the guidelines you should follow:
1. Rock, Paper, Scissors: This classic game is a great choice for two players. Each player forms their hand into one of three shapes: a closed fist for rock, a flat hand for paper, or a V sign for scissors. On the count of three, both players reveal their hand shape. Rock beats scissors, scissors beats paper, and paper beats rock. If both players show the same shape, it’s a tie and you can play again.
2. Tic-Tac-Toe: To play tic-tac-toe, you need a 3×3 grid. Each player takes turns placing their symbol (usually an X or an O) in one of the empty squares. The goal is to get three of your symbols in a row, either horizontally, vertically, or diagonally. If all the squares are filled and no player has won, the game is a tie.
3. War: War is a card game for two players where the goal is to win all the cards. The deck is divided evenly between the players. On each turn, both players reveal the top card of their deck. The player with the highest-ranking card takes both cards and adds them to the bottom of their deck. If the cards have the same rank, it’s called a “war”. Players continue revealing cards until one player’s card ranks higher, and that player takes all the cards on the table. The game continues until one player has all the cards.
4. Chess: Chess is a strategic game that has been played for centuries. Each player starts with 16 pieces on a square board. The goal is to “checkmate” your opponent’s king, which means putting their king in a position where it cannot move without being captured. Each piece has its own set of movement rules, and players take turns moving their pieces. It takes skill and strategy to win at chess.
5. Battleship: Battleship is a game of strategy and guessing. Each player has a grid with ships of different lengths placed on it. Players take turns calling out coordinates, trying to hit their opponent’s ships. If a ship is hit in all of its squares, it is “sunk”. The goal is to sink all of your opponent’s ships before they sink yours.
These are just a few examples of games that can be enjoyed with just two players. Remember, the most important rule is to have fun and enjoy the time spent together!
In games played with 2 people, we don’t use the Flock of Crows token, except for when we’re dealing with the Gates of Tir Na Nog’s territory effect. Just remember to take out the Action cards with a 4 in the bottom-right corner because they’re not used in a 2-player game.
When it’s time for the Assembly phase, we make some changes to the usual Steps 5 and 6 (the drafting rules). Here’s what we do instead:
– First, we shuffle all the Action cards and then randomly select one to put aside face-down.
– The Brenn gives three face-down cards to each player.
– Each player looks at their three Action cards and picks one to keep. The other two get passed to the opponent.
– Next, each player looks at their three remaining Action cards and chooses two to keep. They pass the other one to their opponent.
– Each player puts their set of cards face-down in front of them.
– Finally, the Brenn once again deals three face-down cards to each player.
Here’s what happens next: Each player selects six Action cards in two rounds, just like before. At the end of the draft, you will have a total of six Action cards. Let’s dive into the glossary.
Clan: A clan is represented by one figure.
Chieftain: The chieftain is the player with the most clans in a territory. If there is a tie for the most clans, there is no chieftain. The chieftain receives the Advantage card for that territory during the Assembly phase.
Assembly: At the beginning of each Season, the chieftains come together for an assembly. During the assembly, they divide the responsibilities that must be fulfilled in the upcoming Season.
Brenn: I’m the Brenn, the chosen leader of all the tribes on this island. I’m like the boss until we elect the High King. I organize the Assembly, make the first moves during the Season, and have a big advantage if there’s a tie for victory. It’s a game of chance, so anyone can become the Brenn during the game.
Capital: The place I pick as the starting point. Whoever is the chieftain there during the Assembly becomes the Brenn.
Citadel: A tough village. It’s a safe place where clans can go to escape fighting and seek shelter.
Sanctuary: A holy spot. Being in territories with Sanctuaries is one of the three ways to win. And if I put new Sanctuaries in a territory, I get to draw an Epic Tale card.
Present in a Territory: When I have at least one of my clans in a territory, I am considered to be present in that territory.
Attack: During a clash, I have the option to choose an attack as one of my maneuvers.
Instigator: The person who starts a clash by moving some of their clans into a territory is known as the instigator.