Atlantis Rising
- Game Rules -
“But afterwards there occurred violent earthquakes and floods; and in a single day and night of misfortune… the island of Atlantis… disappeared in the depths of the sea.” - Plato
VASSAL GAME SETUP
(Note: It is important to follow the steps in this order, clicking menu bar buttons from LEFT to RIGHT, or game instability may occur.)
- Synchronize with a game on the server, or select "File" and "New Game" from the menu bar.
- Click the "Players" button and select the appropriate number of players from the dropdown menu.
- Click the "Knowledge" button and choose the desired Knowledge Deck for play.
- "Modern Deck (Official)" is the standard 31-card deck in the final production version of the game.
- "Ancient (Pre-Production)" is the designer's original 40-card deck used during initial playtesting.
- Click the "Difficulty" button and choose the desired game difficulty (see below for details).
- Click the "Atlantis Rising" button to open the Main Map screen.
- Choose which Councilors will be used for play by ONE of the following methods:
- Click the "Councilors?" button to set random Councilors as 'unplayed' (Missing), OR...
- Choose the unplayed Councilors to remove and click [ CTRL M ] on them to set them as 'Missing'.
- Click the "Start Game / Next Turn" button and select the first (starting) Councilor from the dropdown menu (held by the player who most recently went swimming).
OBJECT OF THE GAME
- The object of the game is for the players to build all ten components of the cosmic gate, before all of the island has been destroyed.
PLAYING THE GAME
In Atlantis Rising each player is one of the councilors of Atlantis nearing its doom. Using their advanced Atlantean science and the energy of their mystic power source, all must work together to construct a cosmic gate capable of transporting what is left of the island to safety, before their civilization is lost forever to the sea.
- Atlantis Rising is a cooperative game. The players will either all share the victory (if they save Atlantis), or all share the defeat (if Atlantis sinks beneath the waves).
- The game is played over the course of several turns. Each turn is broken into five phases, as outlined below.
GAME TURN PHASES
- PLACE ATHENIANS
- DRAW MISFORTUNES
- PRODUCTIVE ACTIONS
- ATHENIANS ATTACK
- BUILD COMPONENTS
Start of Turn
- Before beginning each turn, players may make use of their councilors’ special abilities or play knowledge cards.
PLACE ATLANTEANS
- Beginning with the starting player and proceeding clockwise, players take turns placing all of their Atlanteans from their personal supply onto one or more island tiles, or in the Atlantean Navy. [Drag-and-drop Atlanteans from their Councilors to the desired locations.]
- Each tile can only support a fixed number of Atlanteans, as indicated by the number of rings on the tile. Players may place fewer than the maximum number of Atlanteans allowed on a tile.
- Atlanteans of multiple colors may share a tile, as long as the total capacity of the title is not exceeded.
- The center tile represents the mystic power source of Atlantis and may support any number of Atlanteans. The Atlantean Navy may also support any number of Atlanteans.
DRAW MISFORTUNES
Even as the councilors work to save their home, myriad misfortunes plague Atlantis, flooding the isle, causing panic in the populace, and raining other maladies upon the land. Atlanteans who see the oncoming waves about to crash into their assigned position will flee back to their councilor, their task unfulfilled.
- Beginning with the starting player and proceeding clockwise, each player must draw a misfortune card (see 'MISFORTUNE CARDS' below). If a misfortune card requires a decision, all players may discuss the decision, but the current player has final authority. [Drag the top card off the Misfortune Deck and drop it anywhere. Resolve the effect, then click CTRL D on the card to send it to the discards.]
- Atlanteans on destroyed tiles are returned to their owner’s personal supply, without performing the productive action of the tile. Tiles are always destroyed from the tip of the island toward the center.
PRODUCTIVE ACTIONS
- Beginning with the starting player and proceeding clockwise, each player performs the productive actions of his surviving Atlanteans in any order he wishes, removing each Atlantean from the board and returning it to his personal supply, as its productive action is performed. [Drag-and-drop, or click CRTL R on an Atlantean to send it back to its Councilor.]
Mountains, Hills and Forests
These resource-producing regions have been heavily mined near the center of the island, but are largely untapped near its edges.
- Roll one die for each Atlantean placed here; for each success, take one resource (corresponding to the location of your Atlantean: Mountains – ore; Hills – gold; Forests – crystal). [Just click on the white (Resource) die to roll it.]
- Success is achieved by rolling equal to or higher than the target number printed on the tile (2, 3, 4 for ore, 3, 4, 5 for gold, and 4, 5, 6 for crystal). It is easier to find these precious resources in the less-mined regions. [If successful, right-click on the appropriate resource supply and choose the acquiring Councilor from the drop-down menu.]
- Target numbers to collect resources can never be raised above 6 or lowered below 2.
Mystic energy guides the hand of the Atlantean follower, allowing him to find resources he may otherwise have missed.
- After the production die is rolled, mystic energy may be spent to add 1 to the result. A player may spend any number of mystic energy in this way, increasing the result by 1 for each mystic energy spent. [Each click on a Councilor's Mystic Energy icon will spend 1 Mystic Energy back to the supply.]
Libraries
The libraries of Atlantis are among the best in the world, containing the wisdom of an advanced civilization. While some may believe it folly to retreat into these stacks of books and scrolls when the island is sinking around them, wise councilors recognize the true value of knowledge.
- For each Atlantean placed here, draw and keep a number of
knowledge cards (see 'KNOWLEDGE CARDS' below) as shown on the tile:
- Draw the number of cards depicted in the LEFT icon (GREY cards shown) [Drag cards from the draw deck out onto the island to examine.]
- From those drawn, keep the number depicted in the RIGHT icon (WHITE cards shown); discard the rest [Keep cards by dragging them onto the left edge of the appropriate Councilor. Stack each additional card on top and slightly left of previous cards to keep the blue INDEX titles of all cards visible. Drag cards or click CTRL D on them to Discard.]
- All players have a maximum hand limit of four knowledge cards. If a player has more than four cards in his hand at any time, he must immediately play or discard knowledge cards until he has four cards in hand.
Forges
The forges of Atlantis are legendary. Only here can the precious alloy Atlantium be refined from the ore found in the mountains. While simple ore is useless for building the components of the cosmic gate, Atlantium is critical to the advanced technology of Atlantis. The forge smiths at the island’s center are already overworked, but those who brave the waves can command the full attention of the smiths who dwell near the island’s edge.
- For each Atlantean placed here, transmute one ore into one or more Atlantium. You may convert ore to Atlantium at a rate of 1:3, 1:2, or 1:1, depending on the tile. Each Atlantean placed here may convert only one ore into Atlantium (a player with multiple Atlanteans on a Forges tile may convert multiple ore cubes into Atlantium). [Click a Councilor's Ore icon to expend 1 Ore, then right-click the Atlantium Supply and choose the appropriate Councilor to gain the forged Atlantium.]
Cities
The citizens of Atlantis are proud and logical – they are not easily convinced that the gods will actually destroy their island; it will take the testimony of several followers to recruit them to your cause. Those who dwell closer to the sea have seen the oncoming waves, however, and may be more easily convinced to join the effort to save their civilization.
- Gain one new Atlantean for each 1, 2, or 3 Atlanteans placed here (as noted on the tile). This Atlantean is returned to your personal supply along with the Atlantean(s) performing this productive action. [Right-click a Supply Pile and choose "Recruit for Councilor" to send one new Atlantean to the corresponding Councilor.]
- Note: In order for Cities tiles to be effective, a single player must place the maximum number of Atlanteans allowed on the tile.
Mystic Power Source (Center Tile)
The mystic power source is the key to the Atlanteans’ advanced technology. Unlike other cultures, who would war amongst themselves for the right to control such a potent force, the Atlanteans have always granted free access to all citizens.
- For each Atlantean placed here, gain one mystic energy (see 'MYSTIC ENERGY' below). Any number of Atlanteans may be placed on the mystic power source each turn. [Use the right-click menu, or the ALT "color abbreviation" codes to send Energy to the Councilors.]
The Atlantean Navy
The Athenians have ever been the enemies of Atlantis. Even as the island sinks into the seas, Athens still sends its mariners to plunder and destroy Atlantis. Atlantis requires brave men and women to defend it.
- Each Atlantean placed here helps to defend Atlantis. Atlanteans placed here are not returned to players’ personal supplies until after the end of the Athenians Attack phase.
- Any number of Atlanteans can contribute to the Atlantean Navy.
ATHENIANS ATTACK
The Athenians are unpredictable in their assault, but one thing is certain – as Atlantis weakens, they will increase the intensity of their attacks. A
councilor who invests heavily in the defense of the island will see her veteran sailors return from battle with the courage to do what they must to save the island.
- The starting player rolls the attack die, adds the number indicated on the attack track, and compares the result to the number of Atlanteans placed in the Atlantean Navy. If there are fewer Atlanteans than the total result of the attack, destroy (flip over) one tile for each Atlantean fewer than the result (players’ choice). If no consensus can be reached, the current player is the final arbiter of which tiles are destroyed. Tiles are always destroyed from the tip of the island toward the center. If there are an equal or greater number of Atlanteans than the total result of the attack, nothing happens. [Click the black (Attack) die to roll it. The current Attack Track Bonus is shown as a black number to the right if the Attack die.]
- At the end of the Athenians Attack phase, advance the Athenian Galley by one step on the attack track. The attack track can never exceed +1 in a solitaire game, +5 in a 2 player game, +8 in a 3 player game, or +12 in a 4-6 player game. [Right-click on the Galley and choose "Move Forward".]
- In addition, if a player has contributed at least two Atlanteans and also the most Atlanteans to the Atlantean Navy, he receives a courage token (see 'COURAGE TOKENS' below). If two or more players are tied for the most Atlanteans, the starting player or the player closest to the starting player (proceeding clockwise) is considered to have contributed the most Atlanteans. Only one player may receive a courage token in this fashion each turn. [After rewarding a courage token, if any, click CTRL R on the Navy Board to return ALL Atlanteans to their Councilors, if desired.]
BUILD COMPONENTS
While the Athenians press the attack and the island sinks into the sea, the councilors must complete the components necessary to create the cosmic gate that will save their people from annihilation. There is little time for collaboration, so each councilor must work separately to construct each component.
- Beginning with the starting player and proceeding clockwise, each player may build one (and only one) component if he has the correct combination of resources, or pass. Completing a component provides an additional benefit detailed on the component tile, which is gained only once, immediately upon building the component. The tile is then taken by the player who built the component. [Click CTRL B on a component to mark it as built. If desired, you may click CTRL F on a Councilor to create a 'flag' to drag and drop onto Components to note who built them, or even which Components each Councilor plans to build next.]
- Building a component always requires that at least one resource be spent by the player building the component, regardless of any reductions in cost. [Click once on each of the Councilor's resource icons, as needed, to expend the required resources.]
- Note: Players may not trade resources among themselves, without the use of certain knowledge cards or component benefits.
Change Starting Player
- At the end of each turn, the current starting player passes the Starting Player standup to the player on his left and that player becomes the new starting player. [Click the "Start Game / Next Turn" menu button, or click anywhere on the Legend Tile (showing the Phases and Energy Costs) to automatically advance the standup and note the new Turn Number in the log.]
WINNING OR LOSING
- The players lose the game if all of the island tiles have been destroyed. The center tile is always the last tile destroyed. Atlantis is lost forever!
- The players win the game if they complete all of the components of the cosmic gate (and thereby activate it) before the center tile is destroyed. Atlantis is saved!
MISFORTUNE CARDS
Flooding isn’t the only concern for the Atlanteans. Earthquakes and plagues ravage the island from without while hopelessness and sabotage undermine the councilors’ efforts from within.
- Most misfortunes are basic “Flood” cards. These cards will state “Flood [Section]” (ex: “Flood Forests”). When a basic Flood misfortune is drawn, the current player must destroy (flip over) the next available tile in the section named. [Click CTRL F on a tile to flood it, then click anywhere else in the 'ocean' (offboard) to display the 'destroyed tile' mask.]
- If a section of the island is already completely destroyed and a tile in that section would be destroyed, the current player must choose two other tiles to destroy (in one or two sections). If there are not two other tiles remaining, the players lose the game.
- Some misfortunes are special misfortunes. Special misfortunes can never be prevented with mystic energy, and take place immediately when drawn. Follow the instructions on the card when a special misfortune is drawn.
- Note: “Controlled Flood” is a special misfortune, and not considered a Flood misfortune for purposes of cancelling a Flood misfortune with mystic energy, or preventing a Flood misfortune with a mystic barrier (see below).
- Calm Seas: When a player draws a Calm Seas card, nothing happens.
- Spur the Cycle: When the Spur the Cycle card is drawn, shuffle the misfortune deck and discard pile together, along with Spur the Cycle. The active player does not draw another misfortune this turn (although any remaining players will still draw a misfortune). [Click ALT R on the Misfortune Discards to return them alll to the draw deck, then click ALT S on the new Misfortune Deck to shuffle it.]
KNOWLEDGE CARDS
- Knowledge cards can be played at any time, although never to interrupt an action. For example, a “Science of Shielding” could be played in reaction to a “Flood Forges” misfortune, but the misfortune would take effect before the mystic barrier was placed. Because it was already drawn, the misfortune must be resolved before the knowledge card goes into effect.
- Each player has a hand limit of four knowledge cards.
COURAGE TOKENS
An Atlantean with courage can stand fast against the Athenians or brave the oncoming waves to complete his assigned task even in the face of certain doom.
- A courage token, once gained, is retained until expended. When placing Atlanteans, a player may place a single courage token beneath one of his Atlanteans (multiple courage tokens may be placed beneath multiple Atlanteans). If a tile containing an Atlantean with a courage token is destroyed during the Draw Misfortunes phase, the courage token is expended, allowing the Atlantean to immediately perform the productive action of that tile, before returning to the player’s personal supply. A courage token expended in this way is “lost” and returned to the supply. [Courage tokens in the module are simple drag-and-drop markers.]
- If a tile containing an Atlantean with a courage token escapes misfortune, the courage token is returned to its owner’s personal supply along with his Atlantean(s) after the Productive Actions phase, and can be placed again on a future turn.
- A player may also place a courage token beneath an Atlantean placed into the Atlantean Navy. In this case, the Atlantean counts as two Atlanteans instead of one when determining the result of the Athenians’ attack (although the Atlantean does not count as two Atlanteans when determining which player receives a courage token for placing the most Atlanteans in the Atlantean Navy). In this case, the courage token is always “lost” and returned to the supply after the Athenians Attack phase, regardless of the outcome of the battle.
MYSTIC BARRIERS
The tangible manifestation of the power of mystic energy, mystic barriers can protect localized areas of the island from destruction.
- During the course of the game, players may gain access to Mystic Barrier tokens. Once gained, a Mystic Barrier token may be placed on any island tile. If a basic Flood misfortune corresponding to that section of the island is drawn so that the tile with the mystic barrier would be destroyed, instead discard the mystic barrier. Mystic barriers only protect against basic Flood misfortunes. [Drag-and-drop Mystic Barriers to or from the supply as needed.]
- Each tile may only support one Mystic Barrier token.
MYSTIC ENERGY
The power of mystic energy can guide followers to the resources they seek, turn back the oncoming waves, or even raise the land from the ocean.
- For each Atlantean placed on the central tile, gain one mystic energy. Mystic energy can be used to: add 1 to a production die roll to gather resources on a Mountains, Hills, or Forests tile (1 energy); transform a single resource into any other resource (2 energy); cancel a Flood misfortune (but not a Controlled Flood) (3 energy); or unflip a destroyed tile (5 energy). Several players may contribute mystic energy toward cancelling a Flood misfortune or unflipping a destroyed tile. Players may not contribute mystic energy to increase another player’s production die roll or to transmute another player’s resource. Any number of Atlanteans can access the mystic power source.
ADVANCED PLAY
Increased Difficulty
- To increase the difficulty of the game, players may choose to use nine randomly selected components from the following component decks, in addition to the Power Core (for a total of 10 components):
- Easy Difficulty: 3 components each from decks A, B and C
- Normal Difficulty: 3 components each from decks A, B and D
- Hard Difficulty: 3 components each from decks A, C and D
- Cosmic Difficulty: 3 components each from decks B, C and D
- Once the players have mastered the above difficulty levels, the final challenge awaits. Players who would dare to save Atlantis without the usual safeguard against early disaster can begin the game without mystic energy. [All difficulty variations are handled automatically via the "Difficulty" button during game setup.]
Faster Game Play
- To speed up game play, players can resolve actions during the Placement phase simultaneously (instead of waiting for each player to take her turn in order). If there is a disagreement (two players wish to place an Atlantean on the same space on a tile) then default to turn order. Players may also resolve actions simultaneously during the Productive Actions and Build Components phases. Again, default to turn order if action sequence becomes important.
CREDITS
Atlantis Rising Game Design: Galen Ciscell
Graphic Design and Illustration: Karim Chakroun
Special Thanks to: Chelsie Taresh, Matthew Teeter and Sharon Lipinski, Tyler and Emily Ciscell , Megan and Kelly Nace
Copyright 2011 Z-Man Games, Inc.
www.zmangames.com/boardgames/atlantis_rising.htm
VASSAL Module by: Zac Dortch (LordRaidor at boardgamegeek.com)