Escape from Atlantis
Alternate rules for Waddingtons (Hasbro) edition

Revised rules from 1996, Waddingtons, Hasbro International Inc.
With thanks to the designer Julian Courtland-Smith

  1 game board
48 Atlanteans
  6 octopuses
  6 sea monsters
  6 sharks
  6 dolphins
10 ships
10 sails
  2 dice
  1 Acropolis (in 2 parts)
  6 citadel pieces
12 land pieces
18 rock pieces.

Carefully twist all the plastic parts from their frames. If you have difficulty, use safety scissors. Discard waste plastic. Assemble the Acropolis centrepiece and the ships as shown in Figures 1 and 2. IMPORTANT! Make sure that the bases of the Atlantean figures are smooth and do not wobble when placed on a flat surface.

1. Place the Acropolis in the centre of the game board
2. Place all other island pieces on the board without looking at the symbols on their bases. Shuffle them and then, starting from the Acropolis at the centre, build out rings of citadel pieces, followed by land pieces and finally the rock pieces. See Figure 3.
3. For a two-player game, place two ships as shown in Figure 4. For more than two players, use all four ships, as shown in Figure.
4. Each player chooses a colour set of Atlantean figures. Keep all the other pieces safely in the box for now.

To lead your tribe of Atlanteans in their escape from the doomed island of Atlantis, to the safety of the coral islands at the four' corners of the game board. The game ends when the last of the surviving Atlanteans makes it ashore and the winner is the player with the most surviving Atlanteans.

Starting with the youngest player, each player in turn places one of their Atlanteans on the island. Each island, piece can hold up to three Atlanteans. Keep taking it in turns to place one of your Atlanteans until all 12 of your tribe are on the island. (After a couple of games, see "Strategy Hints" below.)

The youngest layer starts the game. Play then continues clockwise (to the left).
Each player's turn is in three parts:
1. Move your Atlanteans and/or ships.
2. Sink an island piece.
3. Roll the dice.

Move your Atlanteans and/or ships
Start your turn by making a total of three moves by:
moving one Atlantean three spaces
moving more than one Atlantean up to a combined total of three spaces
moving one ship up to three spaces
moving more than one ship up to a combined total of three spaces
a combination of the above, but remember, never move more than a combined total of three moves!

Example: You could move one Atlantean two spaces and a ship one space. See Figure 6.

Read the section called "Ship-shape" for more rules about ship movement.

Sink an island piece
Once you've completed your three moves, remove ONE of the island pieces and place it out of play.

The island sinks region by region: finish taking all the rock pieces away, before you take away any land pieces. And again, don’t remove any citadel pieces before you and the other players have finished removing all the land pieces. (The only exception is if you reveal a whirlpool symbol. See below.) Turn the island piece over and show all the players the symbol on the underside. If any of these symbols appear, replace the island piece with the matching playing piece.

When you remove an island piece with any of the above symbols, any Atlanteans that were standing on the island piece are left swimming in the sea. Hint: don't pick an island piece with one of your Atlanteans on it!

If the island piece you remove reveals a whirlpool, all Atlanteans, sea monsters, sharks, octopuses, dolphin ad ships: (manned and unmanned) as well as any island pieces in the six spaces immediately surrounding the whirlpool are all destroyed. See Figure 7.

You revealed a whirlpool symbol. all the shaded pieces are immediately destroyed and removed from the game!

As the game goes on, there will eventually be no island pieces left to remove. Keep playing, but skip straight from Step 1 to Step 3.

Roll the dice
Roll both dice to move the creatures around the board. One die shows which creature you should move and the other tells you how far you can move (1, 2 or 3 spaces) or that you can dive... (see "Diving" below): If there is no creature on the board that matches what you rolled on the creature die, end your turn.

Which way you move depends on the dangers you face and the tactics you want to use to get as many of your Atlanteans to the safety of the coral islands.

  2. Sadly, these gays are at the bottom of the food chain and are the most vulnerable. Atlanteans become swimmers in one of the following ways:
    - by diving from an island piece into an adjacent sea space.
    - by jumping overboard from a ship onto the same sea space whenever a ship is sunk.
    - by being left in the sea whenever an island piece sinks.

    Atlanteans who have just dived or jumped into the sea become known as swimmers. They cannot move to another sea space until the next turn. Swimmers can only move ONE space on any turn. Swimmers cannot climb back onto an island piece. They can, however, jump aboard a passing ship, so long as they are on the same space as the ship. Jumping aboard counts as one move. Once aboard, the ship can be moved, as the Atlantean is no longer a swimmer.

    When a shark moves into a sea space occupied by one or more swimmers, all the swimmers are devoured and removed from play. A shark cannot attack a ship, but may share a space with a ship.
    When an octopus moves into a sea space occupied by a manned ship, the crew are tossed overboard and become swimmers. The ship, however, is sunk by the octopus and removed from play. The octopus does not harm swimmers. If a shark also occupies that space, the swimmers are immediately devoured and removed from play. An octopus cannot sink an unmanned ship.
    Next up in the food chain, sea monsters moving into a sea space devour swimmers and any ship (manned or unmanned) in that space. These are removed from play.
    As the smile on ,their faces suggests, these are the good guys! When a dolphin moves onto a sea, space occupied by a swimmer (or vice versa), the swimmer is safe from any attack. A dolphin, however, can only protect one swimmer at a time. It's a good idea to use as many of your moves on your turn as possible to make your way to the coral islands while enjoying the protection of the dolphin...

    Beware! If a shark or sea monster is on the same space as the dolphin and one of your swimmers, another player rolling the dolphin on the die could move the dolphin away and leave your swimmer to fall into the creature's clutches. If this happens, your swimmer is immediately removed from play. A dolphin can share the same space as a ship.

    Remember: a dolphin/swimmer combination can only move ONE space per turn and must do so during the "Move" part of your turn. If you throw the dolphin symbol during the die-rolling part of your turn, you can only move the dolphin on its own.

    Important! Sea creatures may all share spaces with each other, but none of them can move onto land. You may not move more than one sea creature on your turn.

If you roll the dive symbol on the movement die during your turn, you can .move the creature you rolled to any sea space on the game board. Take a good look at how your opponents are doing and don't forget to check whether any of your Atlanteans are in any danger!

Ships may not move onto or pass through a sea space occupied by another ship, an octopus or a sea monster. However, they can share a space with a shark or a dolphin. There are three spaces on each ship.

You can move one of your Atlanteans onto any ship so long as it is moored in a space directly next to the island piece and there is a free space on board.

Atlanteans can hop from ship to ship, so long as these are in adjacent spaces. Any player can move an unmanned ship. If a ship is manned by just one Atlantean, only the player whose Atlantean is on board can move that ship.

If the majority of the crew on a ship belongs to one player, that player has control of the ship.

When a ship is crewed by two or three Atlanteans, each of a different colour, control of the ship is shared between the players concerned.

Once you set sail from Atlantis, the object is to reach one of the coral islands located at each corner of the game board.

To land on an island, a ship or a swimmer must first reach the red space. On your turn you can then make one more, final move to get your Atlantean ashore.

Note: If one of your swimmers reaches the red space with a dolphin and walks ashore, the dolphin stays on the red space until moved on your or another player's next turn. Remember that Atlanteans can hop from ship to ship, so if there is already a ship on the red space, another ship can moor in an adjacent space and the Atlantean(s) hop to shore. See Figure 9.


The game ends when all players have got their surviving Atlanteans to the safety of the coral islands. The winner is the player with the most surviving Atlanteans!

In this version of the game, play only continues until the Citadel part of the island sinks. At that point, the player with the most Atlanteans on the coral islands wins the game.

It's best to separate the sails from the ships when packing the game away.



Home page Home

This site is created and maintained by: Carl-Gustaf Samuelsson