Protect Culture From Catastrophe In Atlandice
October 23, 2018 by cassn
The city of Atlantis is sinking! As the depths threaten to consume this great metropolis, you and your fellow Atlantians must hurry to save the wealth and history of your fair home from total destruction!
In Atlandice, players must rescue cultural resources from various 3-tiered shops in Atlantis. However, the doors to these shops only open at random, to allow players in, and so they must choose carefully what they want to save.
There are five resources to choose from - gems, books, provisions, tools, and weapons. Each resource is contained within a shop in Atlantis, however, the black market also contains some of these resources.
On their turn, the first player rolls dice based on the number of players (2 for each player plus one) and then places those dice beside their corresponding rooms on the Atlantis board. The first player may then chose to draft a dice to access a room and collect a resource from it.
Each room, when accessed by a player, also activates a special action which can allow the player access to further resources, or the ability to move the submarine which circles the city. This submarine allows a player to collect double the amount of resources from the room which it is beside.
Each player takes two turns, one at a time, progressing in a clockwise direction. When all players have taken their turn, one dice will remain. This dice, depending on its location, will determine how far forward the central clock moves forward. The further forward the central clock moves, the higher the water in Atlantis rises.
When one room empties of all resources, the tier of that room is scored. The player with the highest amount of resources earns 3VP, while the second highest scores 1VP. The tier of that room is removed, and all resources from that room are returned to the next tier, which now comes into play.
When all three tiers are removed, the resources from that room are considered depleted. All tokens are removed, and any dice rolls which would have previously corresponded to that room's activation are now allocated to the black market.
Since the black market has the end of round ability to move the clock hand 3 spaces forward, the more rooms are depleted, the faster the end game becomes.
This is an interesting dice-drafting resource-collection game. I particularly like the artistic design and the time mechanic. However, Atlandice does have the potential to be flawed in play - for example, if a player is forced to collect a resource they know cannot possibly win them points due to lack of alternatives.
Despite problems like this, which are a common occurrence in many resource collection games, I still think Atlandice is noteworthy ahead of its release at Essen this weekend for its interesting design and mechanic.
What are you most excited for at Essen? Tell us in the comments!
"The further forward the central clock moves, the higher the water in Atlantis rises!"
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Is the forcing a player to collect a resource that won’t score them points necessarily a flaw? Could that be part of the tactics of the game with preceding players intentionally leaving only those options to deny opponents points?
That’s an interesting point. Certainly if you are of a high strategic mind, you could probably enact that situation, but it’s my experience that when an element like this exists in a game, it occurs more often as the result of accident than careful pre-planning.
I suppose it depends on who’s playing; for most of us it probably would be a happy accident, but I’m sure there are plenty out there who do plan so extensively.
Finking during games, wouldn’t have happened in my day, you slid down the snakes or climbed the ladders when they showed up and that was it…..
What about stealing all the vowels so the other guy can make any words unless he’s Welsh, or buying up all the stations and the utilities?
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