Table feel
Inoka has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, the level of cooperation required is relatively low.
Players
2-4
Time
5-20
Age
6+
Weight
1.11
Rating
5.75
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Inoka has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, the level of cooperation required is relatively low.
Inoka has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played and allows players to discover new tactics and strategies. The player interaction score is average, and the game is moderately easy to learn, providing a good balance between accessibility and depth.
Inoka has a moderate influence of luck. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.
In Inoka, you are your village's representative to the once-a-generation Achkai tournament to determine the next Nature's Emissary. Each player starts with a set of nine tactic cards (three of each tactic: Attack, Block, and Taunt). At the beginning of each round, you set your hand by selecting five of your nine tactics, setting aside the remaining cards until the next round. In the two-player game, players engage in a series of clashes, using each card only once. (Tactic cards are discarded after use.) They secretly select their tactics, then simultaneously reveal them and resolve the clash: Attach beats Taunt, Taunt beats Block, Block beats Attack. The winner of a clash takes possession of the Leaf Totem, and whoever possesses the Leaf Totem at the end of the round scores a point. The first player to 3 points wins. In a three- or four-player game, the first clash is a free-for-all clash for the Leaf Totem. After that, play proceeds around the table in a king-of-the-hill style. Each challenger clashes against the current totem holder. If you can defeat all challengers consecutively without losing the totem, you score a point. As in the two-player game, first to 3 points wins. —description from the publisher
No media imported yet.
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
No files imported yet.
No linked items imported yet.