Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Scales well
Light strategy
More strategic control
How it plays
How does it play?
Send storytellers into the Celtic Otherworld, draft cards from a shared grid, arrange them into three sagas, and fulfill shifting Geas scoring conditions.
Core mechanisms
Key systems that shape the decisions players make.
Read the full game description
Tír na nÓg is a tableau-building journey through the Celtic Otherworld. Over five rounds, players place storytellers beside a shared grid of cards, then draft from the available row or column and bring those tales home. Every chosen card must join one of three saga rows, whose Geas cards define different scoring patterns based on numbers, colors, and connected regions. A powerful card can improve one condition while disrupting another, so placement is as important as acquisition. Worker placement creates a readable contest for access to the grid, while open information lets players anticipate which story a rival needs and occupy the key route first. At the end, each saga is evaluated separately and large color regions earn additional rewards. Variable Geasa and a changing draft create a fresh spatial problem each game. Solo play uses Balor as a compact opponent, and the core system scales to five without losing the shared competition for cards.