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Inheritors

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Designed by Jeffrey CCH and Kenneth YWN, and published by ICE Makes, Inheritors is a fast-playing card game that offers a surprising amount of scope for tactical play as the 2-4 players vie to accumulate the highest score before the draw deck runs dry or all the 'honor' and 'quest' cards have been taken.



Inheritors is attractively presented with anthropomorphic art from Roxy Dai and Coda Ho, and there's a 'King is dead' theme but don't linger too long on that because it's a paper-thin veneer on what is essentially an abstract card game. Players each start off with a hand of 11 cards which may contain number cards (1-6 in five suits; with more than one copy of each number), cards with 'talents' (special actions; for example, the Spy which gives you a 'go fish' action), or items that offer the potential for a set collection bonus. Three cards are placed out as a 'market' and there's also a display of five 'honor' cards and five 'quest' cards (four of each if you're playing with just two players). In addition, there'll be five animal 'clan' cards corresponding to the five colour suits. These give special abilities and enhanced opportunities for scoring when claimed. The game comes with two of each of the 'clan' cards so you can vary the special abilities, tho' oddly the two versions for each suit are on separate cards rather than sharing flip sides.



Players will be building a tableau made up of number cards in ascending order for each suit/colour. These must each start with #1 and you can usually only add cards in numerical order. When the game ends your tableau will score for the values of the topmost number cards. In our plays at Board's Eye View, it was the tableaus that scored the most points but you can also score a point for satisfying the requirements of an honour card and one or two points for meeting the requirements on a quest card.


Other than adding a number card to your tableau, you can play a talent card for its ability. To take a quest card you'll have to discard three cards of the same colour/suit. You can discard a card to the market (ie: place it atop one of the three cards/stacks that make up the market) to draw two cards from the draw deck. However, if you discard a card that matches the number or suit of the topmost card in another stack, you take all the cards in that stack and add them to your hand. An honor card can be claimed as soon as you meet its requirement, and to claim a clan card to get its special ability you'll need to have in the matching suit a stack with #3 or higher as the topmost card. Note tho' that players can only claim one clan card, so deciding which one to go for can be another tactical choice.


This all makes for a lively game that proceeds apace. Turns are quick and you can expect most games to run to around 30 minutes.




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