Every year, deep in the Inori Valley, village chiefs gather to honor the spirits, offering tributes and building sacred altars upon the Great Tree. But only one chief will earn the spirits’ highest favor and be crowned Keeper of the Great Tree. Will it be you?
👥 2-4 players, ages 10+
⌛ Playing time: 40 minutes
📝 Designers: Mathieu Aubert & Théo Rivière
🎨 Artwork: Suzanne Demontrond
🏢 Publisher: Space Cowboys (review copy provided by Asmodee Belgium).

Gameplay Overview
Inori is played over four rounds, where you take on the role of a village chief seeking to gain the most favor from the spirits. Each turn, you place an offering, either on a journey card or directly onto the tree.
Placing your offering on a journey card grants you the reward shown on that space. These rewards can be favor tokens or points based on the favor tokens you already own. Some of the stronger spaces come at a price, as you need to spend a favor token to use them.
If you place your offering on the tree instead, you get to position an altar token next to that spot, which influences scoring at the end of the game. On top of that, you gain an immediate bonus, such as favor tokens in the color of the altar, points for those tokens, a rune stone, or even the ability to place two neutral offering markers.
Rune stones provide extra benefits, like two virtual favor tokens that can be used for payment or scoring. Some also give you special abilities, such as moving offering tokens or placing your offering on an already occupied space.
Once all players have placed their offering markers, the journey cards are resolved. If a card is completely filled, the players with offerings on it score points based on the favor tokens they hold that match the color shown in the upper right corner. If a card is not fully filled, it is discarded and replaced with a new card of the color shown in the lower right corner. After all cards are refreshed, everyone retrieves their offering markers. The player with the fewest points then picks a new start card, opening up an extra card for the next round.
At the end of the fourth round, it is time to see who truly has the spirits’ favor. For each altar on the Great Tree, players compare their favor tokens to determine who scores. The two players with the majority in each altar’s color will score the points shown.
When all is said and done, the player with the most points earns the title of Keeper of the Great Tree!



Game Info
Inori is a family-friendly worker placement game designed by Mathieu Aubert and Théo Rivière, published by Space Cowboys. It plays with two to four players, ages ten and up, and takes about forty minutes. It fits easily into a game night, offering a satisfying experience without running too long. From what we’ve seen, Inori holds up well across different skill levels. It’s simple enough to teach quickly but still gives more expert players plenty to sink their teeth into.
Components, Production, and Artwork
The first thing you’ll notice when setting up Inori is how striking the journey cards are. With artwork by Suzanne Demontrond, they feature beautifully illustrated spirits and landscapes, making the table feel lively. The iconography is clear and easy to read, which helps keep the game flowing smoothly.
The board itself is much more muted in design. Since the journey cards are already colorful and detailed, the simpler board keeps everything from feeling visually overwhelming. It’s a practical choice that makes the game easier to follow.
The components are solid and feel good to handle. The wooden favor tokens and offering markers have a nice weight to them, and the altar tiles and rune stones are sturdy. There’s also a useful box insert that keeps the cards organized, so you won’t have to dig around to find them during setup. Small details like colorblind-friendly elements show that care was put into the design.
It’s a well-produced game overall. It looks great, but more importantly, it’s designed to be functional and easy to play without distractions.

Theme and Immersion
Inori’s theme of honoring spirits through offerings isn’t just a backdrop; it’s woven into the gameplay in a way that makes sense. Instead of collecting generic resources, players are placing offering markers to gain favor, similar to how real-world traditions involve leaving gifts for divine beings.
The different colors of favor tokens represent various spirits recognizing your offerings, which, to us, makes the theme feel more meaningful rather than just a decorative element. Since most of the game revolves around strategically placing these offerings, it feels more like you’re engaging in an actual ritual rather than just moving pieces around for points.
It’s not an overly complex theme, but it does make the game feel more immersive than just another abstract strategy game. Everything ties together in a way that feels natural rather than just pasted onto the mechanics.
Gameplay and Strategy
At its core, Inori is a worker placement game with a straightforward four-round structure. Turns move quickly, so there isn’t much downtime. That means you always need to pay attention, because what your opponents do on their turn can impact your choices just as much as your own plans.
One of the most interesting choices you’ll face is deciding whether to focus on gathering favor tokens for immediate benefits or saving them to dominate certain altar areas. Investing too heavily in one approach can leave you vulnerable, but spreading yourself too thin might mean you don’t have enough influence to win key majorities. It’s a game of careful timing and knowing when to shift focus.
Timing your offering placement just right can mean the difference between reaping big rewards or walking away empty-handed. If a journey card fills up too quickly, you might not get the chance to score it. If an altar becomes too competitive, you might need to shift focus to a different strategy. It keeps the game feeling dynamic from start to finish.


Competitive Play and Player Interaction
Inori feels different depending on how many players are at the table.
With two players, the game is more tactical. Since each player has more offering markers, there’s more time to set up long-term plays and fewer chances of someone interfering with your plans. It’s a more controlled experience, where you can really lean into strategic decision-making.
With three players, things become more unpredictable. The competition for spaces is tighter, and you’ll need to adapt to shifting board conditions more often. You can still plan ahead, but you’ll also have to react to your opponents’ moves more frequently.
With four players, the game becomes a battle for every placement. Offering markers are limited, journey cards fill up fast, and controlling altars becomes a real struggle sometimes. It’s a much more interactive and competitive experience, where you’ll need to be efficient with every move. Expect a bit more chaos, but in a fun way.
No matter the player count, the game remains engaging. With fewer players, you get more control and time to execute a plan. With more players, the stakes are higher, and you’ll need to stay flexible. Either way, expect a few moments where someone takes the exact spot you were eyeing, leaving you to rethink your whole turn.
Tactical Considerations
One of the trickiest parts of Inori is dealing with the availability of favor token colors. Sometimes, the color you need just doesn’t show up on any journey card, forcing you to change your approach. When that happens, turning to the Great Tree for altar placements can be a smart move, since it offers other ways to collect the needed tokens.
Rune stones introduce some unexpected twists, making certain decisions even more interesting. Some provide strong bonuses, but their usefulness depends on which journey cards appear. If the right color isn’t available, you might have to hold onto a rune stone longer than planned or adjust your strategy entirely. The game rewards players who can think ahead while also being willing to adapt when things don’t go their way.


Final Thoughts
Going into Inori, we expected a fairly relaxed worker placement game. What we got was a much more interactive experience than we anticipated. The push-and-pull of claiming spaces, blocking opponents, and even intentionally delaying journey card completion to deny others points brings a competitive edge that wasn’t obvious just from reading the rules.
The game finds a nice balance between being approachable for newer players and offering enough strategic depth for those who enjoy careful planning. It’s easy to learn but still provides plenty of opportunities for clever plays and unexpected turns.
If you enjoy tactical worker placement games with a strong theme, this one is worth checking out. It’s especially fun if you like a mix of planning and interaction, where every turn can shift the game in new directions.
That said, if you prefer games where everyone works on their own thing without much interference, this might not be your cup of tea. There’s definitely a competitive edge here, especially with more players.
We really enjoyed our time with Inori. Just be prepared for a few moments of frustration when someone swoops in and takes the exact space you were waiting for. The spirits can be fickle, after all.
📝 We received a copy of the game from Asmodee Belgium.






