Revised rules from 1996, Waddingtons, Hasbro International Inc.
With thanks to the designer Julian Courtland-Smith
CONTENTS
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.
THE FIRST TIME YOU PLAY
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.
SETTING UP THE GAME
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.
OBJECT OF THE GAME
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.
PLAYING THE GAME
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.)
ON YOUR TURN
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.
STEP 1
Move your Atlanteans and/or ships
Start your turn by making a total of three moves by:
moving one Atlantean three spaces
or
moving more than one Atlantean up to a combined total of three spaces
or
moving one ship up to three spaces
or
moving more than one ship up to a combined total of three spaces
or
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.
STEP 2
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, dont 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!
Whirlpool
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.
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.
FOLLOW THE FOOD CHAIN
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.
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.
DIVING
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!
SHIP-SHAPE
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.
REACHING THE SAFETY OF THE CORAL ISLANDS
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.
STRATEGY HINTS
WINNING THE GAME
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!
FOR A SHORTER GAME
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.
STORING THE GAME
It's best to separate the sails from the ships when packing the game away.
This site is created and maintained by: Carl-Gustaf Samuelsson