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Inis: A Brilliant but Fragile Masterpiece

Inis boasts museum-worthy art and a brilliant strategic engine, but is it a flawed masterpiece? We explore the game's unique dice-less combat and clever card drafting, as well as the one major issue that makes this modern classic a fragile experience.

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Inis: A Brilliant but Fragile Masterpiece

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Episode Script

A: Okay, Adam, I'm just gonna say it. Inis might be the only board game I'd consider hanging on my wall instead of playing. It's that gorgeous.

B: Whoa, really? I get it—Jim FitzPatrick's art is incredible. The Celtic style, those interlocking territory tiles? Absolutely stunning. Like museum pieces.

A: Exactly! Every card, every tile, the whole visual language screams epic Celtic mythology. But...

B: But let's be honest. You're gushing about the art, and I'm staring at these plastic clan figures. These minis? Dollar store quality, Eve. Seriously.

A: (Laughs) Okay, fair. Brutally honest already! For listeners, Inis is about Celtic chieftains vying to be High King. Expanding, clashing...

B: And that contrast hits hard. Masterpiece art, then these... bland plastic tokens. We promised no sugar-coating, right? The art delivers; the minis just don't.

A: A visually flawed masterpiece then. Our first impressions of Inis are a definite mixed bag. But while the looks get you, the *engine*... that's where Inis truly shines. It's all about clever card drafting.

B: Yeah, from a small, fixed pool of action cards. Super low luck, high strategy. Not just hoping for good draws.

A: And the combat, Adam, the *combat*! It's called "clashes," this brilliant "polite violence." No dice! Zero.

B: Seriously! It's totally deterministic. You negotiate, or force a brutal choice: lose a clan, or discard a crucial action card.

A: It's so tense! Elevates every decision. Plus, three distinct victory conditions.

B: Controlling enough land, being chief of territories, or having enough religious shrines. It's not just smashing heads.

A: And the Pretender token. No surprise wins! Someone declares, "I'm going for it!" then everyone gets one last turn to stop them.

B: That announced endgame tension is fantastic. Very different from the constant aggression of Kemet or Blood Rage. Inis is far more strategic and psychological. Okay, so we've sung its praises, but now for the brutally honest part. Inis has a *big* flaw, Adam. A potential game-ender for some.

B: You're talking about kingmaking, right? The notorious 'I can't win, so I'll make sure *you* don't win' scenario. It's real.

A: Exactly! A player out of contention can literally hand the High King title to someone else. It's... it's a lot to swallow for competitive groups. And let's not forget the first-game learning curve is like trying to decipher an ancient Ogham stone.

B: (chuckles) Very true. And the game length can be all over the place. So, for the final verdict, my friend?

A: For me, this game is a masterpiece. Seriously. The beauty, the depth, the unique combat—it's an absolute gem for the right table. You just need a group that embraces the journey, flaws and all.

B: And for me, it's brilliant but fragile. It demands mature players, genuinely. If your group can navigate that kingmaking potential without resentment, it's incredible. But we said we don't sugar-coat, and that's the truth: it's not for *every* table.

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