The second edition of the cooperative game Atlantis Rising came out last September from Elf Creek Games, bringing updated graphics and much-improved components while simplifying some of the mechanics. It’s flown a bit under the radar but is one of the better cooperative titles I’ve played, a step up in complexity from Pandemic but not as difficult to learn as Spirit Island.
In Atlantis Rising, one to seven players try to save Atlantis before the island floods by gathering resources to build eleven ‘components,’ each of which helps the players continue to advance towards the ultimate goal with one-time or ongoing benefits. Each player gets a specific role with a special ability and a set of meeples they can place around the island’s many spaces. The island board has six peninsulas on it, each containing six tiles on which players can place their meeples. Three of those allow you to gain resources – gold, crystals, and ore – by rolling a die, while the other three allow you to convert ore to steel, to pick up Library cards that give you extra benefits, or to recruit more meeples. You can also place up to two or three meeples (based on player count) on the components board to allow you to build them on that turn.
The order of operations here is a bit different than that in Pandemic and the many games that have borrowed its mechanics. In Atlantis Rising, players all place their meeples at the same time, coordinating their efforts, and then players draw one card apiece from the Misfortune Deck, which mostly comprises cards showing the name of one of the six peninsulas. When you draw one of those, you flip over the tile closest to the end of the peninsula that isn’t already on its flooded side. Those tiles furthest from the center either have the best rewards or require the lowest value on your die roll to gain a resource, so the island gets harder to use as it shrinks. If any peninsula has all six tiles flooded and you draw another card for it, you have to flip the middle tile and you lose the game. Some cards in the Misfortune deck are even worse, while others are Calm cards where nothing flips, so it’s possible your card draw won’t be entirely disastrous.
Only after you’ve drawn and resolved your Misfortune cards do you execute the actions for the meeples you’ve placed, assuming that they weren’t booted from the board when their tiles flooded. (You don’t lose the meeples forever, just for the round.) You roll dice to see if you get any of the three resources, convert ore to steel, roll for recruits (which requires two meeples to activate, as in the “love shack” of Stone Age), and draw Library cards. You can also build components if you have a meeple there and have acquired the two to four resources required. Once you’ve built the ten components, you can build the final piece, requiring eight resources, to win the game. At the end of each round, you flip a number of tiles equal to the value on the Wrath of the Gods round tracker, starting at 0 and going up to 3, where it remains for the rest of the game. The players choose which tiles to flip this time, so you have some discretion here, but you’ll probably get seven rounds in before you run out of tiles.
The Library card deck includes mostly single-use cards, but has about a dozen Artifact cards that you keep for the rest of the game, gaining benefits on every turn. There’s also a sort of internal currency in the game called mystic energy, which you can always gain for free by placing meeples on the center tile, and which you can use to increase the result of a die roll by one, or collect to spend four to place a barrier tile on a peninsula that you discard rather than flooding a tile, or to spend five to un-flood a tile. You need two mystic energy in addition to six other resources to build the final piece on the components board to win the game, but one of the components lets you get two mystic energy per meeple placed there, so if you get to that point acquiring more mystic energy is less of an obstacle.
The game is highly customizable by difficulty, with multiple suggested configurations of components to use in each game and the ability to make the Misfortune deck more punitive. With two or three players, you draw four Misfortune cards as a group; with just two players, you also get a Hologram meeple that takes on an additional role and may take one action like any other meeple. There’s also a solo mode that really works, letting you play one main role, one secondary role with the Hologram, and use a robot meeple to boost one or two of your own meeples by adding 2 to their die rolls. In solo mode, you get a free mystic energy token at the start of every round, and then draw four Misfortune cards in that phase.
What really works about Atlantis Rising, which I’ve read is a change from the first edition, is that the mechanics of the challenge are simple to understand and implement. The complexity is all on the players’ side – how best to deploy your meeples, which components to build, even which tiles to use on each round because of the risk that they’ll be flooded before you get to take your actions, which amounts to a lost turn for those meeples. It’s also quite solid as a solo game.
The game is out of stock in most places right now – it’s on amazon but for a gouging price – and Elf Creek has indicated there will be a new print run available in Q1 of next year. If you enjoy cooperative games, and want something a bit more difficult than Pandemic, I’d check it out.