RulesPal
Chat
Rulebook
Inis: Nemed thumbnail

Inis: Nemed

Expansion for Inis

Inis: Nemed Rulebook

Table of Contents

Table of Contents

  • Sacred Lands
  • Components
  • Hallowed Sanctuaries
    • Setup
    • New rules
      • Building a sanctuary
      • Making an offering
  • Nemetons
    • Setup
    • New rules
      • Opening a Nemeton
      • Performing a ceremony
      • Checking a Nemeton's condition
  • Celtic Mythology: The Characters and Their Favours

Sacred Lands

The Nemed expansion consists of 2 standalone modules: Hallowed Sanctuaries and Nemetons. They make the game more complex, so it is not recommended to use them with players who have little experience with Inis. It is also best to add them one at a time and not to combine them with the Seasons of Inis module from the Seasons expansion. All three modules can be used together, but each of them makes the game more complex.

Each module gives players 1 new action on their turn:

  • Make an offering (Hallowed Sanctuaries module).
  • Perform a ceremony (Nemetons module).

When playing with either or both of these modules, use the reference card from this expansion. It describes 5 actions, one of which a player may take on their turn:

  • 3 actions from the base game (play a Season card, rescue and take a Pretender token).
  • 2 new actions (make an offering and perform a ceremony).

Components

  • 5 character figures (Nuadu, Balor, Conan, Lugh and Eriu)
  • 5 favour tokens (one for each character)
  • 6 Nemetons
  • 6 special Nemeton Deed tokens
  • 10 new Epic Tale cards
  • 4 new territories
  • 5 new Advantage cards
  • 5 reference cards
  • 1 Caleh token
  • 1 updated "Druid" action card
  • 9 Harbor tokens and 1 island (requires the Seasons of Inis expansion)

The new territories can be shuffled in with the others at step 7 of setup. In this case, add the corresponding Advantage cards to the deck.

Replace the Harbor tokens from the Seasons of Inis expansion with the Harbor tokens from this expansion. Harbor tokens are not limited in number. If you run out of tokens, replace them with something else.

Hallowed Sanctuaries

This module allows players to build sanctuaries of gods and heroes, the characters of Celtic mythology. As a result, players can ask the characters for favour by making offerings at their sanctuaries.

Setup

During setup, perform 1 additional step:

Choose 3 random favour tokens and place them face up next to the play area. Place on each of them the figure of the corresponding character. Return the remaining 2 favour tokens and character figures to the box.

Each token shows 1 offering and 1 favour.

New rules

Building a sanctuary

After building a sanctuary with the "Sanctuary" action card and taking an Epic Tale card, a player may dedicate it to one of the characters, if there is not yet a sanctuary dedicated to any character on that territory. To do so, the player chooses a character who does not yet have their own sanctuary and places that character's figure next to the sanctuary they built.

Making an offering

On their turn, players may now take a new action: make an offering.

A player may make an offering to a character if that character's sanctuary and figure are on a territory with at least 1 clan of that player, and the player's favour token for that character lies face up.

The player must fulfil the offering condition to immediately receive the reward: that character's favour.

After applying the favour's effect, the player turns the token face down. Its effect cannot be applied again in the same season.

At the end of the season, turn all face-down favour tokens face up. They can be used again in the new season.

Nemetons

Nemetons allow players to obtain special Deed tokens when certain conditions are met. Nemeton Deed tokens work like ordinary Deed tokens, but when a player must discard one of their Deed tokens, they may discard a Nemeton Deed token only as a last resort.

Setup

Shuffle the Nemeton stack and place it face down next to the play area. Place the Nemeton Deed tokens next to it.

When playing with this module, replace the "Druid" action card from the base game with the "Druid" card from this expansion, which bears the Nemeton symbol.

New rules

Opening a Nemeton

If during the game a player places a new territory so that it creates an empty area inside the play area (following the rule for placing a new territory adjacent to at least 2 others), then the player must place a Nemeton as part of that action. To do so, the player takes 1 Nemeton from the stack and places it face up in the empty area. In addition, they take 1 Epic Tale card.

Nemetons are not considered territories, and territory rules do not apply to them. For example, clans cannot be added to or moved onto a Nemeton, and buildings cannot be built there.

Performing a ceremony

On their turn, players may now take a new action: perform a ceremony.

When performing a ceremony, the player chooses a Nemeton and checks its condition. A player who fulfils the condition receives the corresponding Deed token. If that token was held by another player, that player passes it to the new owner.

A ceremony cannot be performed if the Deed token does not change owner. This also applies to ties: when several players fulfil a Nemeton's condition and one of them already has that Nemeton's Deed token.

Checking a Nemeton's condition

When checking a Nemeton's condition, players consider only the territories adjacent to it. Each player counts the objects named in the condition on those adjacent territories where they have at least 1 clan (for example, the most sanctuaries, the fewest clans, and so on). The player who fulfils the Nemeton's condition receives the corresponding Deed token.

In the case of a tie, if the Deed token of this Nemeton is held by a player who is not involved in the tie, that token returns to the common supply.

Please note that when playing with this module, Nemetons may not appear at all! This is intentional, so that opening a Nemeton is a special and rare event in the game. However, if you want to increase the chances of Nemetons appearing, we suggest arranging the territories during setup as follows:

Starting layouts are shown in the rulebook for 2 players, 3 players, 4 players and 5 players.

You may also devise your own starting layout!

Celtic Mythology: The Characters and Their Favours

Celtic mythology is a rich mosaic of myths, legends and folklore of the ancient Celtic peoples of Western Europe. In the oral traditions of different regions, such as Ireland, Wales and Scotland, powerful gods associated with nature, war and magic often appear, as well as legendary heroes with unusual destinies.

Here are some of the key gods and heroes you will meet in the Nemed expansion:

Nuadu: Known as Nuadu Argetlam (Nuadu of the Silver Hand), he was the first king of the tribes of the goddess Danu, the divine people of Irish myth. After losing a hand in battle, he was forced to give up the throne until he could reclaim it thanks to a silver hand (and later a real one, of flesh and blood).

Eriu: One of three goddesses after whom Ireland ("Éire") is named. As a deity of the tribes of Danu, she embodies independence and the spirit of the land itself, personifying a powerful matriarchal force.

Balor: The terrifying king of the Fomorians, often depicted as a giant with a single deadly eye. The Fomorians were monsters embodying chaos. Balor could destroy with a glance, but was ultimately defeated by his own grandson Lugh, which symbolises the victory of order over chaos.

Lugh: One of the central figures of Irish mythology. Lugh Lamhfhota (Lugh of the Long Arm) is a many-talented god: a great craftsman, warrior and leader. He led the tribes of Danu in the struggle against the Fomorians and won the famous victory over Balor.

Conan mac Morna: A member of the legendary Fianna band led by Finn mac Cumhaill. Conan is often depicted as strong but cowardly and somewhat timid, which often creates a comic effect in comparison with more traditional heroes.

Brigid's Lament: Brigid, goddess of the hearth and of poetry, calls the spirits of the dead with her lament and pacifies the living.

Storm of the Druids: The druids of the tribes of Danu call sacred storms that crash down on the land. Thunder and lightning drive away shadows to cleanse the land.

Dian Cecht's Endurance: Dian Cecht, the healer-mage of the tribes of Danu, is able to restore to life even those whom death seemed to have already taken.

Eithne's Visions: On sleepless nights Eithne sees ominous dreams. Her prophecies point to future misfortunes and warn kings of approaching dangers.

Laws of the Brehons: The Brehons, sacred judges, pronounce ancient laws before the assembly. Their verdict binds clans and families with a word of honour.

Feast at Emain Macha: At Emain Macha, kings and rulers gather for a ritual feast, during which alliances are formed and broken under the watchful eye of the druids.

Grip of Caleh: Caleh, icy mistress of winter, seizes the whole land. Whirlwinds and frosts invade the valleys, heralding her silent power.

Radiance of Ane: In the radiance of Ane the fields burn gold, regain their fertility, the harvest ripens, and hearts open to love.

Call of Amergin Glúingel: Amergin Glúingel, the bard-druid, proclaims the first incantations of a new age. By giving names to the sea and the land, he creates Ireland and its destiny.