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Gaming Blog

Atlantis Rising

1/12/2021

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30th November 2022

It's a Tuesday night and we're at The Sovereigns in Woking with the Woking Gaming Club.

The main game of the evening was Atlantis Rising.
Atlantis; the mythical civilisation swallowed by the seas and lost to time, how did this happen? Clearly it was caused by a band of bumbling table-top gamers!

What's in a game?
  • Board tiles: Atlantis Rising comes with 37 double-sided tiles that when placed together form the game board. It's no ordinary looking game board though and when placed together looks like a very unique 6-pronged asterisk or a '*'.
    Each of the 6 prongs or more accurately 6 peninsulas consists of 6 tile segments featuring a different terrain type and each tile within a peninsula will show a number of worker spaces, mostly 1 or 2 and an action that is associated with placing a worker in one of those spaces, 3 peninsulas also reference a number ranging from 3-6. The other side of the tiles depicts the terrain underwater, not a good thing I'd imagine.
    The hills, mountains and forests produce gold, ore and crystal respectively, 3 of the game's 4 resources. These 3 terrains also show dice values
    The 4th peninsula is The Forge and allows players to turn resources into Atlantium, the game's 4th resource.
    The plains allows players to acquire more workers.
    Finally, the library peninsula allows players to acquire knowledge cards.
    The centre tile allows players to gain mystic energy.
  • Mystic Energy: Glass beads are used to represent mystic energy.
  • Resources: Little wooden cubes are used to represent the game's 4 types of resource. Little Wooden cubes, now we're talking!
  • Tokens: These are standard card tokens used in this case to represent courage and mystic barriers. These Atlanteans sure like their mysticism!
  • Dice: These are 3 normal six-siders.
  • Attack die: Not content with 3 dice, Atlantis Rising also comes with this attack die, it is not a normal six-sider and ranges from 1-4.
  • Atlantean navy board: Player may put their workers here to join the navy, why? Well come on, to protect the motherland!
    Along 1 edge of this board is the Athenian attack track, it's value starts at 0 and potentially rises to 12. The Athenian meeple galley moves along this track over turns, making the Athenians more and more dangerous. Speaking of which...
  • Athenian galley: This wooden ship meeple represents the Athenian Navy who really and I mean really hate the Atlanteans. Every turn they will attack in greater numbers and must be driven off.
  • Cosmic gate blueprint cards: These cards are essentially objective cards that the players must meet to win the game.
    There are 4 decks of cards labelled A-D which have increasing levels of difficulty.
  • Misfortune cards: Pretty explanatory really. These cards cause problems for the players and generally cause parts of Atlantis to sink, they represent the chief threat to their chances of success.
    Typically, misfortune cards sink 1 segment in 1 peninsula but some do far worse things.
  • Knowledge cards: These cards always provide some sort of benefit to the players can be at almost any time.
  • Player boards: These differently coloured boards all have a different roles which confer some a benefit or special ability on the controlling player.
  • Meeples: These are classic wooden meeples, they come in colours that match the player boards.
    Grey meeples: These are ordinary citizens of Atlantis that can be temporarily be recruited for a single round at a time.
This that's pretty much it for components.

The quality of the components is as you'd expect from modern games universally good, the game makes extensive use of wooden tokens for meeples, resources and even the Athenian ship, which I like. The addition of glass tokens is also a nice touch and appreciated.

From the perspective of art direction, I'd call the art good but not exceptional, it is however, clear and functional when needed, the different terrains are always easily discernible.
I'd be remiss if I didn't comment on the board. It genuinely looks unique and eye-catching. It's not a gimmick either and makes sense in relation to the game's mechanics.

The game's iconography is straightforward and easy to understand.


How's it play?
Setup
The setup for Atlantis Rising is relatively simple.
  • Atlantis: Create the game board.
  • Cosmic gate: Sort the blueprint cards out by their 4 types and shuffle them into 4 face-down decks. 9 cards should be drawn from these decks, the mix of decks used will depend on the difficulty chosen by the players. The 10th and final card is always the power core.
    Thus players will have 10 blueprint cards to complete.
  • Atlantean Navy: Set out the Atlantean Navy board and place the Athenian galley on its allotted starting spot.
  • Players: Give each player a player board, the allotted amount of starting meeples and a mystic energy token.
  • First player: Determine a starting player
Now we're ready to begin.

On to play
Each round in Atlantis Rising consists in a number of phases.
  • Place workers: Starting with the 1st player and going to the left, each player places all their workers on to the peninsulas on the Atlantis board or the Atlantean Navy board.
    Some spots will have spaces for 2 workers who may be the same or different colours. Some spots require 2 workers of the same colour.
    When players put their workers on to the peninsulas - which they'll be doing a lot, it should be noted that the spaces which provide the most benefit will also be the ones closest to the sea and at most risk to flooding, why is this significant? read on.
    Finally, when all workers have been placed, who ever put the most on the Atlantean Navy board gains a courage token, more on courage tokens later.
  • Misfortune: Once all workers have been placed, it's time for some misfortune!
    Beginning with the 1st player and going left, each player draws a misfortune card and immediately resolves it.
    Most of these cards will flood a single tile in a specific peninsula but some will cause worse problems. When a peninsula is hit by flooding, it's outermost unflooded tile becomes flooded, this is done by flipping it over to the flooded side, any workers on that tile are returned to their owners. If a peninsula is already full flooded, then the active player must flood two tiles elsewhere.
    When all players have resolved misfortune cards, the game progresses to the next phase.
  • Resolution: Now, again beginning with the starting player and going left, each player resolves the workers they've placed on Atlantis. How this works will depend on where the workers have been placed. Workers that been placed on the Atlantean Navy board are resolved in the following phase.
    Resources: Acquiring gold, ore and crystal requires the active player to roll a die for each worker they have on a resource space, the result must be equal or higher than the die shown next to the respective space. The further along the peninsula the worker is placed, the lower the number they must roll and the easier it is to acquire the resource.
    It should be noted that some resources will naturally be harder to gain due to higher target numbers.
    Forge: This allows the active player to turn 1 ore into Atlantium for each worker placed. No roll is required and the further along the peninsula, the more Atlantium is acquired for that single ore.
    Library: Workers placed here allow the active player to gain knowledge cards. As with the other peninsulas, the number they can draw/keep depends how far each worker is along the peninsula.
    Recruit: Placing workers here allows the active player to increase their worker count. Unlike other peninsulas with multiple worker spaces, all the spaces here must be filled with workers from a single player.
    Basically the active player sends 2 workers into the bushes and a new worker emerges, you can draw your own conclusions.
    Except at the furthest point on the peninsula only 1 worker is needed and closer to the centre 3 are needed. So I don't know what's going on there!
    Centre space: Finally any number of workers can be placed on the centre space and each worker put here earns the owning player a mystic energy bead.
  • Athenian attack: Once all players have resolved their worker actions, it's time for the Athenians to attack!
    How do those pesky Athenians attack? They generate a combat value which comes from 2 sources, firstly from the Athenian galley's position on the Atlantean Navy board which goes from 0-12  and is combined with a roll from the attack die, which gives a result from 1-4.
    Thus if the galley is on the 1+ spot, it will actually generate a value of 2-5, if the galley on the 5+ spot it will generate a value of 6-9.
    Once the combat value is generated, it must be compared to the the number of workers that all the players have collectively put on the Atlantean Navy board. If the number of workers exceeds the value, nothing happens. However, if the value exceeds the workers, then a number of tiles equal to the difference must be flooded. So if the players have put 2 workers on the navy board and the combat value is 4, 2 tiles must be flooded.
  • Cosmic gate: The final phase allows each player to build one of the blueprint cards by spending the required resources, players must do this individually and cannot share resources to do it.
    Additionally, when a blueprint is completed, it immediately confers a one-off bonus or benefit.
  • Round end: The Athenian galley is advanced 1 space along its track and the 1st player marker passes to the left. A new round begins with the new 1st player placing their workers.
That's it for how a round goes, there are some extra rules though.
  • Knowledge cards: These can be used by the owning player at any time so long as it does not interrupt another action or event.
    Each player have a maximum of 4 knowledge cards in their hand at any time.
  • Courage tokens: There are 2 ways to use a courage token and with both methods, the token is used along with a worker.
    A courage token can be played with a worker that is placed on a peninsula space. If, during the misfortune phase, that tile is flooded, the worker immediately completes the action before the flooding occurs and is returned to its owner while the courage token is discarded. If the tile is not flooded, then during the resolution phase, when the worker completes their action, the courage token is retained by the player, which is pretty sweet.
    The 2nd use for a courage token is playing it with a worker put on to the Atlantean Navy board. This worker counts as 2 workers when it comes to dealing with the Athenian galley. The courage tokens is discarded after this.
  • Mystic barrier: When 1 of these tokens is placed on a peninsula, it will protect that peninsula from flooding once, after which is is discarded.
  • Mystic energy: There are multiple uses for mystic energy.
    Resources: If the active player is making a roll to gain resources, each mystic energy spent adds 1 to the roll.
    Transmutation: The active player may spend 2 mystic energy to change any 1 resource for another.
    Cancel misfortune: When a tile is about to be flooded due to a misfortune card, 3 mystic energy can be spent to prevent this, it can be spent by a single player or collectively buy any number of players.
    Unflip flooded tile: 5 mystic energy can be spent to flip a tile back to its unflooded side. This can be spent collectively by any number of players.

Endgame
Play continues until 1 of 2 conditions is met.
If all the tiles on the Atlantis map are flooded - including the centre tile, then the players collectively lose.
If the players manage to build all 10 cosmic gate blueprints, they immediately win.


Overall
Just to clarify, it was the the 1st edition we played, there is a 2nd edition which has some notable changes.

Despite its nifty, unorthodox board, Atlantis Rising's central premise will be familiar to players of cooperative games. That is; players will be faced with the choice of working towards completing objectives to win the game or firefighting whatever will cause them to lose, in the case of Atlantis Rising that's 2 sources, the misfortune deck and the Athenian attacks. What Atlantis Rising brings to the table though, is a push-you-luck element.

Luck is an inherent part of cooperative games and is used to mitigate players' abilities to out-strategize a game, but these push-you-luck elements add something quite different.
When picking an action, players will also have to decide how much they want the resource, card or whatever, playing it safe might not get you what you need or enough of what you need.
The same is true when dealing with the Athenians, it requires a lot of meeples to be fully safe from them, but the true number required is never known due to the attack die roll. Sometimes it might better to put a meeple or 2 less, it might be riskier, but it gives you 2 workers that could have a vital use elsewhere.
In both instances it's a solid use of risk/reward and it gave me the feeling that it's hard to win the game by playing cautiously and at some points players just have to take risks.

Having said that, I do have an issue with the whole Athenian attack mechanic. I really don't like how the players have to collectively commit more and more workers to fighting the Athenians off. It can mean players are making effort to acquire workers simply for this purpose and feels like quite a negative mechanic. I'm not alone in this thought as this was revised for the 2nd edition.

This also brings me to another element of the game; as it progress on and more tiles flood, players will get less and less choice where to place their workers. It feels counter to how games - especially worker placement games flow, typically a player's choices and options expand as a game goes on but Atlantis Rising does the opposite, I know that it's part of the game's challenge and players need to work to prevent this but still sort of feels off.

Other than these two criticisms, Atlantis Rising is a perfectly acceptable game that cooperative gamers will be comfortable with. ​Atlantis Rising doesn't stand out from the crowd but neither does it do anything wrong.
Personally, I like how it looks, especially watching Atlantis gradually sink!
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