Game rules

Inis rules: how to play and how to win

Reviewed on 22 October 2026 against the publisher’s rulebook. How we check

Inis plays with 2 to 4 players, 5 with Seasons of Inis: each leads their clans on a Celtic island to be elected High King, with no points to count. Here are the essential rules, setup and victory conditions, based on the official rulebook.

Players
2 to 4 (5 with Seasons of Inis)
Play time
About 90 minutes
Winner
The Pretender who meets the most of the 3 victory conditions

Inis quick rules

The goal
Each player is a chieftain leading their clans on a Celtic island, aiming to be elected High King. There are no points: you must meet the most victory conditions out of three. Be chieftain over Territories holding at least six opposing clans, be present in Territories with at least six Sanctuaries in total, or be present in at least six Territories. Every action is done with cards.
Chieftain and Brenn
The chieftain of a Territory is the player with the most clans there; on a tie, nobody is chieftain. You are present in a Territory as soon as you have one clan there. The Brenn is chosen at random at the start, then becomes the Capital’s chieftain at each Assembly. The Brenn plays first and wins ties for victory.
The Assembly
Each round begins with a six-step Assembly. The Capital’s chieftain becomes the Brenn, then you check whether a Pretender has won. Each chieftain takes the Advantage card of their Territories, and the Brenn tosses the Flock of Crows token, which sets the direction of turn order for the round. Finally, the Brenn sets aside one random Action card and deals four to each player.
Drafting Action cards
With 3 or 4 players, each player looks at their four cards and passes three to the next player, then two, then one: you always end with four cards, and you may pass on a card you were holding. With 2 players, you run two drafts of three cards: keep one, pass two, then keep two, pass the last. Each player then plays with six Action cards.
The Season
The Brenn begins by playing a Season card. Then, on your turn, you play a Season card, pass, or take a Pretender token if you meet at least one victory condition. The Season ends when all players have passed in a row: Action cards still in hand are discarded, Epic Tales are kept.
The cards
Action cards are drafted at each Assembly, Advantage cards go to the chieftain of each Territory, and Epic Tales are drawn, for example when you place a Sanctuary. A Season card is played on your turn; a Triskel card is played at the moment written on it, even during another player’s turn. Placing a clan always means taking it from your own reserve.
Clashes
Moving clans where opposing clans are present initiates a clash; placing clans never does. First, each player except the instigator may shelter one clan in each free Citadel; the other clans are exposed. Then each player with exposed clans must perform a maneuver: Attack (the opponent discards an Action card or removes a clan), Withdraw to an adjacent Territory where they are chieftain, or play an Epic Tale. The clash ends if everyone agrees to peace, or when no exposed clans remain.
Deeds
Deeds are earned with certain cards, like the Bard or the Master Craftsman. Each one adds one toward a single victory condition of your choice, never two at once. Present in four Territories with two Deeds, you reach six Territories.
End of the game
Victory is checked only at step two of the Assembly, and only for players who have a Pretender token. The one who meets the most conditions is elected High King. On a tie, the Brenn wins if they are among the tied players; otherwise nobody wins and the game goes on.
Beginner traps
Meeting a condition is not enough: take a Pretender token during the Season, then wait for the Assembly. Passing too early can cost you your Action cards if everyone else passes after you. Going beyond six is useless, only the number of conditions counts. And peace often pays off: opposing clans with you help the chieftain condition.
Seasons of Inis: the modules
The expansion brings five modules to combine freely: a fifth player, We want a King!, Seasons of Inis (a Sacred Festivals step and an effect for each season, described on the board and reference cards), Sea Travels (islands and Harbors) and fifteen new Epic Tales. By sea, only one of your movements can link two Territories that have a Harbor.
Seasons of Inis: We want a King!
A tie without the Brenn gives each tied player a Deed, and the King tile flips to We need a King! You then play one last Season and one last Assembly. If nobody meets any condition, the Brenn wins; if the Brenn is not among the tied players, they share the victory.

How to win Inis

No points
Inis has no points: at the Assembly, the Pretender who meets the most victory conditions, at least one, is elected High King.
Chieftain over 6 opposing clans
The opposing clans in all the Territories where you are chieftain, added up: you need at least six.
Present where there are 6 Sanctuaries
The Sanctuaries in all the Territories where you have at least one clan, even if you are not chieftain: you need at least six.
Present in 6 Territories
The Territories where you have at least one clan: you need at least six.
Deeds
Each Deed adds one toward a single condition of your choice; it stays in front of you after counting.
Election of the High King
Only Pretenders are checked, at step two of the Assembly. The most conditions wins; on a tie, the Brenn wins if among the tied players, otherwise nobody wins and the game goes on.
We need a King! (Seasons of Inis)
With the We want a King! module, at the last Assembly: if nobody meets any condition, the Brenn wins; on a tie without the Brenn, the victory is shared.

Example ending

At the Assembly, Emma and Jake hold Pretender tokens; Alex is the Brenn. Emma is present in 5 Territories and has 1 Deed: 5 + 1 = 6 Territories, one condition. Jake is present in 3 Territories with 6 Sanctuaries in total: one condition. It’s a tie, and Alex, the Brenn, isn’t part of it: nobody wins. During the next Season, Emma and Jake take Pretender tokens again, and Emma becomes chieftain of the Capital. At the Assembly, step one: Emma becomes the Brenn. Step two: Emma and Jake still meet one condition each, and Emma, as the Brenn, wins the game.

Common mistakes

  • Forgetting to take a Pretender token: a player without one isn’t checked, even with three conditions.
  • Breaking ties on size: eight Territories count the same as six, only the number of conditions matters.
  • Counting one Deed toward two conditions: each Deed completes only one.
  • Giving the win to the strongest player when the Brenn isn’t among the tied players: nobody wins, the game goes on.

How to set up Inis

Setup takes about ten minutes. For a first game, the rulebook recommends the discovery scenario; add the Seasons of Inis steps if you play with the expansion.

The cards

  1. With 2 or 3 players, return to the box the Action cards with a 4 in the bottom-right corner.With 4 players, keep all 17 Action cards.
  2. With Seasons of Inis: replace the base game Exploration and Druid Action cards with the expansion’s.
  3. With Seasons of Inis, with 5 players: add the 4 new Action cards.The fifth player takes the 12 clans of the fifth color, and the fifth Pretender token joins the others.
  4. Shuffle the Action cards into a facedown deck.
  5. With Seasons of Inis: add the 15 new Epic Tale cards.If you are not playing the Sea Travels module, remove the Sons of Milé card.
  6. Shuffle the Epic Tale cards into a facedown deck.
  7. Place the Deed tokens, the Pretender tokens and the Festival marker within reach.

The island

  1. With Sea Travels: replace the base game Cove with the expansion’s, and set the islands aside.Islands have blue edges; they join the stack once the Capital has been chosen.
  2. Shuffle the Territory tiles into a facedown stack.Discovery scenario: set aside Meadows, Misty Lands, Forest, Gates of Tír Na Nóg, Highlands and Mountains, shuffle them and place them so they are drawn last.
  3. Draw as many Territories as there are players and place them faceup, interlocked, in the center of the table.With 3 or more players, each Territory touches at least two others. Discovery scenario: Valley and Cove with 2, plus Plains with 3, plus Hills with 4.
  4. Place the Advantage cards of the Territories in play faceup, and the others in a facedown pile.

The Brenn

  1. Randomly determine the Brenn, who takes the Brenn marker.
  2. The Brenn chooses the Capital Territory and places the large Citadel, which marks the Capital, and one Sanctuary there.
  3. With Sea Travels: the Brenn adds a Harbor to the Capital if it has none, then shuffles the islands into the other Territories.A Harbor goes on an available spot, if possible touching no other Territory, and must always keep access to the sea.
  4. The Brenn flips the Flock of Crows token like a coin: the faceup side shows the direction of turn order.With 2 players, it is then only used for the Gates of Tír Na Nóg effect.
  5. Starting with the Brenn, then following the Flock of Crows, each player places one clan in a Territory until everyone has two clans.

The Seasons of Inis modules

  1. With We want a King!: place the King tile with its We want a King! side up.The rulebook strongly recommends it with 5 players, and allows it with 3 and 4.
  2. With Seasons of Inis: place the Season board, randomly pick the starting season and put the Season marker on it.Each player takes a Season reference card, which describes the effects of the seasons and festivals.

Let’s go

  1. The game begins with an Assembly, then the Brenn opens the Season.Each round is an Assembly followed by a Season, until the High King is elected.

Frequently asked questions

Who goes first in Inis?

The Brenn, chosen at random at the start of the game, opens the first Season. After that, at each Assembly, the Capital’s chieftain becomes the Brenn.

How many Action cards do you hold in Inis?

Four after the draft with 3 or 4 players, six with 2 players, picked in two drafts of three cards.

How do you win Inis?

Take a Pretender token, then meet the most of three conditions at the Assembly: chieftain over six opposing clans, present where there are six Sanctuaries, present in six Territories. On a tie, the Brenn wins.

Ludingo’s Inis sheet was last reviewed on 22 October 2026, based on: rulebook 1 (PDF), rulebook 2 (PDF), rulebook 3 (PDF), rulebook 4 (PDF), rulebook 5 (PDF), BoardGameGeek.