In Atlantis Rising you are one of the citizens of the stricken island Atlantis. However, hope is not lost, a mystical portal of 10 components can be built and save the island and all its inhabitants, but fail to build it in time and the island will sink forever under the waves, lost to legend.
Atlantis Rising is a fully co-operative game in which the players must race to create a cosmic gate before all of the island tiles have been destroyed. The gate's components are variable and determine the difficulty level of the game - Easy, Normal, Hard, or Cosmic. The players must also contend with the continually escalating threat of their Athenian enemies, who may destroy one or more island tiles each turn if insufficient Atlanteans are allocated to the island's protection.
Each turn players can choose to place their Atlanteans in any of eight different areas - with placements closer to the sea being more rewarding, but subject to a higher risk of flooding (and the subsequent loss of the associated action).
After placement of meeple but before gaining resources 'misfortune' cards are drawn per player indicating which areas of the island sink, any meeple stood there have a long swim back to shore and do nothing for their turn.
Players have limited 'mystical energy' which they can use to predict or prevent certain misfortunes and cards are available from the libraries that offer powerful one time use effects.
From the back of the box:
Will you send your Atlanteans to mine the untapped veins of precious resources at the very tip of the island, hoping to reap great rewards before the oncoming waves smash into the shores? Or will you remain in the relative safety of the island’s center, where resources have grown scarce? Perhaps you will tap into the power of the mystic energy source - the lifeforce of Atlantis and key to its advanced technology. You may even seek refuge in the vast libraries of the Lost City, hoping to find some tome which will lead to salvation for the doomed isle. Beware though - even as the island sinks into the sea, the Athenians continue to assault Atlantis, hoping to plunder its riches before it disappears beneath the waves.
Atlantis Rising (2nd Edition) - How To Play
12 Days of Giveaways - Ep 9
- Offers a good challenge for co-op play
- Risk/reward worker placement is engaging
- Good production quality and components
- Interesting theme
- Feels like progress is always possible
- Can be tough, especially on higher difficulties
- Dice rolls can be frustrating
- Two-player variant can be 'funky'
- Escaping a sinking island by assembling artifacts
- Atlantis
Mechanics (from transcript analysis)
- cooperative play — Described as a '100% co-op game'.
- Dice Rolling — Dice rolls are used to gain rewards for worker placement actions, which can be unreliable.
- Set Collection — Players assemble artifacts by collecting resources.
- Variable player powers — Players have 'different roles'.
- Worker Placement — Players place workers on the island before it sinks to take actions.
Video topics + discussion points
Quotes (from this video)
- This this is a tough shelf. Like, not tough to play, but tough to think about getting rid of any because there were some real family favorites on this shelf.
- So, I don't feel too bad that we only called one out of those six, which is only about a 17% call rate on that one.
- But, um, I do have to remind myself this whole project isn't about making myself coal games. It's about making sure we love every game that we have.
- And that shelf. We loved Yeah. All of those games.
- So, we are excited to keep going and hopefully you'll stick around and see what Shelf 8 brings for us.
References (from this video)
- Looks cool
- Hard co-op worker placement
- Has a lot of upgrades in the new edition
- Speaker already owns a copy they haven't played
- Potential for buyer's remorse
- cooperative, worker placement, survival
- Atlantis
Mechanics (from transcript analysis)
- Cooperative — Players work together to achieve a common goal.
- Resource Management — Implied by the nature of cooperative worker placement games.
- Worker Placement — Players place workers to take actions.
Video topics + discussion points
Quotes (from this video)
- Kill Team is like the quick two-player skirmish game in the Warhammer 40k universe
- we had all six of us playing on these really nice tables with a nice terrain it was a wonderful time maybe even the highlight of my trip
- the building is the hardest thing if you get through that the rest of the actions you can do are simple
- a good game is a good puzzle
- I will play this again but not above Lorenzo
- this one I don't think impressed us as much as Lorenzo
- the iconography was confusing
- it's a good puzzle
- I will play this game I will enjoy playing this game but like you I will put Lorenzo on the table first but I will not turn down a game of Newton
- it looks cool man a co-op worker placement that's kind of cess kind of itching to scratch I didn't know I had
- it's a hard co-op worker placement game
- Stan Lee the very famous American comic book writer died at the age of 95
- he's one of the greatest storytellers of all time
- every hero of his had a flaw and he made sure they did
- Excelsior!
References (from this video)
- The host is excited about it.
- The production values are excellent.
- Little details like squishy honey cubes are impressive.
- It looks amazing on the table.
- It is very colorful.
- The graphics and everything look really good.
- Pandemic
Mechanics (from transcript analysis)
- cooperative play — It is a co-op game.
- Worker Placement — Players use workers to take actions.
Video topics + discussion points
Quotes (from this video)
- it's like, falling into a warm comfortable bed. It's just all nice and cozy and you know what to expect
- I enjoy train games don't know why but I enjoy a train game
- for an old-school euro game I really enjoyed this too it didn't have a lot of flash or dazzle or anything unique it's an older game reprinted
- the person who wants to be first has to pay full price person who wants to be second it's got to pay full price then the next people have to pay half price and the last person doesn't underpass it's that half-price and zero price
- if you don't have enough money to pay your expenses you're in a world of hurt
- there's not a lot of flash to it mm-hmm solid mechanics solid concepts concepts that I enjoy
- theme doesn't draw me in but theme turns me off maybe we are sitting there looking at what's flashy too
- portability I can't argue with that that is the selling point of that console right now
- Oh okay I should not have dismissed this game strictly on theme because it's a solid no little euro game
References (from this video)
- really interesting
- unique cooperative worker placement mechanic
Mechanics (from transcript analysis)
- Cooperative worker placement — Described as a cooperative worker placement game, which the reviewer found unique.
Video topics + discussion points
Quotes (from this video)
- Multiverse this was a very popular Booth I would have liked to have gotten a demo in but man they were busy all the time
- Superheroes and cards and it's a Well reviewed game so I'm glad to see them having a lot of success there.
- had a chance to learn flasho Fire Rescue from David one of our viewers and his friend those two guys were so much fun to play with we were the loudest ones in the library we just barely eak out a win
- I wanted to pick up my own copy of flasho fire rescue had the designer sign it and it's certainly a game I would consider featuring on our Channel
- I also want to give a real shout out to the other board game media creators that I had a chance to meet I really respect and admire your work Larry and Tim Lance Joel Cody and John Ryan metler tox the D6 generation and the Big Daddy himself Tom vassel
- if you get a chance to come out to Gen Con I would highly recommend it it truly is the best four days in gaming
References (from this video)
- Long-desired reprint
- New art and graphic design
- Gathering resources to build a cosmic gate to save the people of Atlantis
- Atlantis
Mechanics (from transcript analysis)
- cooperative play — Players must all work together to achieve the game's goal.
- Worker Placement — Players deploy citizens across their homeland gathering resources.
Video topics + discussion points
Quotes (from this video)
- The court that surrounds him and contains subjects who seek power and so each player represents a family that will vie for control over the different subjects of the land.
- Seven different victory conditions so the path to victory may shift as you play and you gain more information about each subject's motives during the game.
- Usurp the King does sound interesting enough that I'm really looking forward to giving this one a try.
- Players are aspiring vinyl collectors, you know vinyl those big flat black LPS that my daughter wouldn't recognize if I waved one in front of her face.
- Players then will acquire morsels of information and that information will lead them to different vinyl bins where they will select albums to add and expand their collection.
- Inventory is limited and the other customers may be targeting the very same vinyl gems as you.
- There's there's there's something about this game that scene very very familiar.
- Players take turns being the focus of an intervention by drawing a problem card with a nonsensical problem like uncontrollable interpretive dance or neurotic inability to turn right.
- Friends will give obscure clues and hints at what the problem is without giving it away completely and the sooner the intervened it can guess what their problem is well if the more points they'll score.
- It's also one of those games that I don't know how often I will find the need to play it after playing it once but sounds interesting enough.
- Players take on the role of foxes trying to steal as many chickens as they can from the henhouse and then cook them up into delicious fried chicken dinners.
- Each character's Fox that they play has a unique ability that can be used once throughout the game giving them a little bit of player asymmetry.
- Rolling poorly too many times he might scare the chickens out of your bag which would end the game and no chicken dinner for you sorry.
- I love a good word game.
- In this game all players create words simultaneously from their letter pieces that they're going to have on the table out in front of them.
- There's a thrilling little challenge of word discovery that starts to happen.
- You score more points the fewer pieces that you lose.
References (from this video)
- Neat game
- Cool theme
- Interesting push-your-luck aspect
- Good collaborative discussion element
- Strongly prefers Return to Dark Tower
- Similarities to Return to Dark Tower make it less appealing by comparison
- Citizens of Atlantis trying to save the city by building a space station to teleport it to another dimension before it floods.
- Atlantis, before it is consumed by the sea.
- Players work semi-cooperatively to achieve a common goal before a catastrophic event occurs.
- Return to Dark Tower
Mechanics (from transcript analysis)
- cooperative play — Players work together to build the space station and escape before the city floods.
- no turns — Players take actions collectively through discussion and placement, rather than in a strict turn order.
- Resource Management — Gathering resources to build components for the space station.
- Worker Placement — Players place workers on action spaces on islands that are gradually being flooded.
Video topics + discussion points
Quotes (from this video)
- games are like a creation of a puzzle uh to solve
- games are setting up a language exercise in a lot of ways
- we're setting up a chill time together we're agreeing on a system to be happy to chill to be content
- there is something to be kind of said there to kind of step back and look at what is the difference between happiness and contentment
- the whole time i was playing it i'm like oh i'd rather just go fire up tabletop simulator and call billy and say hey let's uh you want to play another game of return to dark tower
- the mechanism of production and progress and you know making of stuff which is part of board games which is very very strange
- to me there is a certain amount of like ceremony and ritual and exercise involved when you sit down and play a game
- carving out those times of leisure so when you're happy and fed and safe and all that stuff you have those moments because otherwise what the hell is the point
References (from this video)
- Great cooperation
- Works really well
- Fantastic
- Looks amazing
- Few co-op games on lists
- Mythological/Sci-fi city sinking
- Atlantis
- Vagrant Song
- Ghost
Mechanics (from transcript analysis)
- cooperative play — it is a cooperative game in which you are trying to beat the clock
- Push Your Luck — push your luck worker placement in a co-op game.
- Time Track — trying to beat the clock as your city sinks
- Worker Placement — push your luck worker placement in a co-op game.
Video topics + discussion points
Quotes (from this video)
- This is heavy metal as a board game.
- Almost no space of the board is more than two steps away from another space. So pressure is always on.
- push your luck worker placement in a co-op game. Bizarre, but it works really well.
- I think the mythological part is much stronger.
- a really solid auction game. One of the best auction games there is.
References (from this video)
- Technology vs old gods; salvation through building a cosmic gate.
- The island of Atlantis under threat from rising waters; players work together to construct a cosmic gate to safety.
- Cooperative problem-solving with a shared goal, guided by a dynamic board and misfortunes.
Mechanics (from transcript analysis)
- Atlantean placement — Place Atlanteans on island spaces to gain actions later; spaces nearer the end of peninsulas are riskier due to flooding.
- Barriers and removal — Spend mystic energy to place barriers that slow flooding; if a barrier is on a flooded peninsula, it's removed and tile floods anyway.
- Blueprint components and gateway — Build nine components on the power gate, flipping them to activate benefits and expanding future actions until the final Power Core is built.
- Die-based resource gathering — You roll a die when using an Atlantean space; success yields a resource, modified by spending mystic energy.
- Final Power Core and gateway — Construct the powerful final Power Core only after all other components; contributing each leader and resources enables Gateway to escape.
- Library and artifacts — Draw and manage library cards; artifacts provide ongoing benefits when gained and count against hand limit.
- Misfortune deck and flooding — Misfortune cards are drawn each round, with flooding effects that remove Atlanteans or tiles; misfortunes reference peninsula features.
- Mystic energy management — Mystic energy can boost die results and transmute resources into Atlantean bars; energy is not limited by box quantity.
- Phase structure — Each round has four phases: placing Atlanteans, misfortunes, taking actions, and wrath of the gods (flooding).
- Physical Removal — Spend mystic energy to place barriers that slow flooding; if a barrier is on a flooded peninsula, it's removed and tile floods anyway.
- Variable Phase Order — Each round has four phases: placing Atlanteans, misfortunes, taking actions, and wrath of the gods (flooding).
Video topics + discussion points
Quotes (from this video)
- Time is running out
- you work with the other players to construct a cosmic gate to safety before everything you've ever known is wiped from existence
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We're going to save civilization.
- Crystals are hard to come by but we can do it.
- The holo-guardians give us flexibility to manage floods.
- Now we just need to build the power core and escape via the cosmic gate.
References (from this video)
- Strong thematic integration with a tense, race-to-safety vibe
- Rich interaction between holographic counselor and personal leaders
- Clear two-player route with meaningful decisions and escalating stakes
- Crystal scarcity early on can bottleneck progression
- Complex set of cards and interactions may create confusion for new players
- Downtime during planning phases can slow pace in a tight two-player game
- cooperative survival, rebuilding a civilization under pressure, and escaping to safety
- Mythic island of Atlantis facing cataclysm as sea levels rise and misfortunes threaten civilization
- cooperative puzzle with evolving threats and variable leader/guardian dynamics
Mechanics (from transcript analysis)
- Barrier and mystic energy system — Mystic barriers protect assets; mystic energy is earned/spent to power barriers and other effects.
- Cooperative action planning — Players coordinate to place Atlanteans on components to take actions, balancing protection and progress.
- Cooperative Actions — Players coordinate to place Atlanteans on components to take actions, balancing protection and progress.
- Endgame power core and escape — Two-player games culminate in building the power core to transport players away via the cosmic gate.
- Leader and hologram dynamics — Each round, players deploy leaders; a hologram (counselor) can modify turn order and provide safety nets.
- Misfortune deck and floods — Misfortunes drive floods and other setbacks that push players to adapt their plans quickly.
- Resource conversion and management — Crystals, ore, gold, and Atlanteans are spent to build components and manage the city’s needs.
- Resource Management — Crystals, ore, gold, and Atlanteans are spent to build components and manage the city’s needs.
Video topics + discussion points
Quotes (from this video)
- We're going to save civilization.
- Crystals are hard to come by but we can do it.
- The holo-guardians give us flexibility to manage floods.
- Now we just need to build the power core and escape via the cosmic gate.
References (from this video)
- Tension builds as tiles and events unfold
- Clear arc from exploration to endgame rescue
- Can feel heavy and long for some groups
- Rule book confusion across editions can hinder setup
- cooperative engine-building with timing-driven endgame
- Atlantean civilization rising to the surface
- pacing-driven, with island and civilization building
Mechanics (from transcript analysis)
- Cooperative Game — Players jointly attempt to avert disaster and escape the island
- cooperative_play — Players jointly attempt to avert disaster and escape the island
- Set Collection — Collect resources and triggers to enable big actions
- set_collection — Collect resources and triggers to enable big actions
- tempo_management — Pacing shifts between early exploration and late-game escalation
Video topics + discussion points
Quotes (from this video)
- The arc is this strange cadence to it.
- And so it has this sort of the arc of the game is in these interesting spurts of attention and ignorance that players throw each to each other's ways.
- The arc has such strong story beats to it, especially with the new stuff.
- Desperation. We're all going to lose.
- It's a nailbiter like it gets right to the edge.
References (from this video)
- beautiful components and immersive art
- high replayability due to many blueprints and artifacts
- strong asymmetry and characterful powers
- easy to teach for a coop game
- supports 1-7 players with scalable difficulty and pacing
- setup can involve some tedious map assembly
- cooperative play can lead to quarterbacking in some groups
- peninsulas look similar which can slow setup unless you pay attention to icons
- cooperative survival in a mythic Atlantean setting
- Isle of Atlantis under threat from rising oceans; a group of Atlanteans seeks to escape via a dimensional portal
- team-based rescue mission with asymmetric leader abilities
- Spirit Island
- Pandemic Legacy
- Twilight Imperium
Mechanics (from transcript analysis)
- asymmetric leadership abilities — each leader confers unique abilities that affect turns and strategy
- Blueprint Construction — nine blueprints build toward a dimensional portal; resources can be shared at common spaces
- cooperative resource management — resources must be pooled and allocated to build blueprints and power core
- Deck Building — two decks (library and artifact) provide powerful abilities and options
- deck building / library and artifact cards — two decks (library and artifact) provide powerful abilities and options
- flooding / track-based timing — board flood progresses via the wrath of the gods and misfortune events
- misfortune deck and wrath of the gods — random events and a tracking mechanism push flooding and pressure
- Positive Player Interaction — final multi-resource objective; all players must contribute to win
- power core / dimensional portal — final multi-resource objective; all players must contribute to win
- Resource Management — resources must be pooled and allocated to build blueprints and power core
- Scaling with player count — more players alter misfortune deck size and pacing; time tightens as threat rises
- variable replayability — randomized blueprints/artifacts provide wide variety each game
- Worker Placement — players send workers to various action spaces to collect resources or trigger effects
Video topics + discussion points
Quotes (from this video)
- one to seven players in the same game that's such a challenge
- Atlantis Rising has a lot of positive points
- it's easy to teach a new gamer or maybe someone who's not as a hardcore of a gamer
- this is a masterpiece in the board game world
- one to seven players is a masterpiece in the board game world
References (from this video)
- great art
- robust engine
- complex for new players
- engine-building + worker placement
- mythical island of Atlantis
- strategic
- Agricola
- Caverna
Mechanics (from transcript analysis)
- Card Drafting — using cards to trigger actions
- Worker Placement — place workers to gather resources and build a rising city
Video topics + discussion points
Quotes (from this video)
- I love Loney Labs
- I love the flux
- I am excited about Imperium Horizons
- We love Christmas romance movies
- Atlantis Rising monstrosities
References (from this video)
- interested in playing more
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- sick kids hospital saved my life I wouldn't be here to give you these games if it wasn't for Saint Kitts hospital
- most of them are projects yes this is our Shelf of haven't put away yet
- we have a lot of prototypes we have some prototypes of games that were never released
- you're probably not even supposed to mention some of these but you know what we never said an NDA let's do this
- we can't do this I'm working all the time and I just can't get them done seven days a week 24 hours a day
- I was very upset with that because it was confusing it was because yeah I didn't read the all in
- he's like I'm done I'm gonna walk away you tell me what happens at the end
- it's a turntable yeah it will use the Lazy Susan and we did one of those like uh That 70s Show
- the loudest thing on the planet like it was a big Hollow 10 year old the dice
References (from this video)
- Beautiful components, thematic tension
- Difficulty for new players
- cooperative exploration with exploration and resource management
- Ancient mythic underwater city
- high-stakes teamwork under pressure
Mechanics (from transcript analysis)
- Cooperative Game — Players work together to prevent catastrophe or lose.
- cooperative_play — Players work together to prevent catastrophe or lose.
- Resource Management — Manage resources to build and advance Atlantis Rising.
- resource_management — Manage resources to build and advance Atlantis Rising.
Video topics + discussion points
Quotes (from this video)
- Dice Masters the whole dice Master System is getting the board game coffee seal of approval
- it's dice building and dice are so much more fun than cards
- Tuscany is a must-have
- Wingspan is one of those games that's kind of like it's broken that barrier of people who like I don't play a lot of games before but have you heard of wingspan
- Mysterium is an amazing amazing cooperative
References (from this video)
- thematic and forgivable misfortunes
- great five-player dynamic
- engaging combined actions
- cooperative elements can slow pace
- some may prefer stricter competitiveness
- Cooperative-ish resource gathering with misfortune elements
- Islands sinking while seeking fortune
- Atlantis Rising
Mechanics (from transcript analysis)
- cooperative tension — Players coordinate under a looming crisis, with individual goals.
- scenario of misfortune — Islands sink; players must respond to deteriorating conditions.
- worker placement / resource gathering — Send workers to islands to gather resources and build improvements.
Video topics + discussion points
Quotes (from this video)
- zero downtime
- tons of interaction
- cringe shot
References (from this video)
- Thematic and tense throughout the game
- Cooperative tension with a nail-biting endgame
- Push-your-luck elements can frustrate some players
- People working to build a cosmic gate before the island sinks
- Mythic Atlantis rising from the sea
- cooperative build-and-survive arc with tension
- Pandemic (cooperative, global threat framing)
Mechanics (from transcript analysis)
- cooperative resource management — Gather materials and build to prevent the calamity
Video topics + discussion points
Quotes (from this video)
- "This is Spooktacular. It is spectacular and spooky."
- "The theme is very well integrated into the story that you're playing through."
- "You can feel the humanity of the ghosts and the dream transitions."
- "It's like Ford versus Ferrari for fashion."
- "The alien gets on board and starts growing. It’s iconic."
- "This is Mad Max on a board. Thunder Road Vendetta is fantastic."