Guards of Atlantis: Tabletop MOBA is a competitive "zero-luck" team-based board game inspired by computer games of the MOBA genre.
In the game, each player controls a single hero and uses a hand of cards to move that hero around the game board, employ special abilities, and attack enemies. Defeating enemy minions earns you coins, which are used to buy levels and upgrade your hero. Your goal is to help your "minions" — units that are not directly controlled by the players — reach the enemy base and capture it.
Guards of Atlantis II is a complete overhaul of the original game with 32 new heroes, new double-sided game board and much more. In addition to new content, Guards of Atlantis II streamlines the rules of the original, making it faster and tighter.
—description from the publisher
- Strong thematic battles
- Solid two-player capability
- Some play with more players less ideal
- Array
- Fantasy arena
- Competitive skirmish
- Skytear
- Runebones
Mechanics (from transcript analysis)
- Area/Team-Based Combat — Asymmetric or symmetric arena-style combat with miniatures-style units.
Video topics + discussion points
Quotes (from this video)
- I love Shallow Sea. I am really enjoying this one.
- I do not think it's forever game.
- There’s a fun little tension of laying cards down and trying to min-max where each card goes as it goes towards multiple scoring criteria.
- The Druids of Adora, I cannot wait to give you a review on this one, but I need more plays first.
- Onward is replacing Guards of Atlantis.
- Way Too Many Cats had way too many symbols and things going on to be able to at a glance understand what's happening.
References (from this video)
- Strategic MOBA-on-a-board feel with minimal randomness
- New win condition and hero-skill variety in the second edition
- New miniatures and updated mechanics
- Potentially complex setup and learning curve
- Niche appeal for players who want MOBA-like play on a board
- team-based hero combat with deck-building and minions
- Fantasy MOBA-style battlefield on a tabletop board with two teams and spawn points
- procedural, tactical strategy with focus on abilities and board control
Mechanics (from transcript analysis)
- Board movement and travel — Shoe icon allows movement; fast travel allowed if no enemies in target zone.
- Card-based actions — Play one card per turn; each card offers attack, shield/defense, move, and/or a special ability depending on its text.
- Deck building — Spend coins to upgrade hero skills; draw new cards by paying costs and discarding; some cards become items under the board.
- Deck-building and economy — Spend coins to upgrade hero skills; draw new cards by paying costs and discarding; some cards become items under the board.
- Hero and spell systems — Heroes have different stats and skills; levels are shown on sliders and can be upgraded with coin cost.
- hidden victory points — You can push enemy lines or kill heroes until their spawn tokens are exhausted (new in second edition).
- initiative and turn order — Initiative value on each card determines turn order within a round; four turns per round are resolved.
- Minion and spawn system — Minions spawn in the middle; defeating minions yields coins and affects spawn tokens.
- Victory condition variations — You can push enemy lines or kill heroes until their spawn tokens are exhausted (new in second edition).
Video topics + discussion points
Quotes (from this video)
- MOBA on the board with zero randomness
- if you like strategy game if you don't like randomness or if you just like MOBA on the board I think you should be on this campaign and you should support this project
References (from this video)
- Coordination matters in a cooperative setup, rewarding team play
- Low hand size (five cards) keeps decisions approachable and scalable
- Deterministic outcomes (no dice and no random draws)
- Strong strategic depth for a light skirmish experience
- Balanced tension between planning and immediate reaction
- Longer session length for a short game footprint
- Forgetting the post-reveal confer rule can disrupt play
- Box content feels lean for a Kickstarter-era release; expansions likely expected
- Some card text and pacing can lead to moments of underutilized turns
- Cooperation under structured constraints; tactical team combat with lane control and minion management.
- Fantasy arena where two teams of heroes and minions contend on a shared map to push a lane toward the enemy throne room.
- n/a
- Rum and Bones
- Guards of Atlantis 1
- other traditional two-team skirmish games
Mechanics (from transcript analysis)
- card crafting — Between rounds, players upgrade their cards via a color-based system to improve stats or capabilities.
- Card upgrading — Between rounds, players upgrade their cards via a color-based system to improve stats or capabilities.
- Card-based actions — Players select actions by playing cards from a small hand; actions resolve in a round after all cards are revealed.
- lane push and victory conditions — Win via advancing lanes to the enemy throne, defeating opposing heroes, or achieving a final round victory.
- Movement and combat resolution — Heroes move on a grid, attack with melee or ranged options, and minions advance toward the opponent's throne.
- Simultaneous reveal — All players reveal their chosen actions at once, enabling planning and coordination with teammates.
- simultaneous reveal and execution — All players reveal their chosen actions at once, enabling planning and coordination with teammates.
Video topics + discussion points
Quotes (from this video)
- Coordination actually matters in this cooperative setup
- No loudmouth shouting matches; you can focus on teamwork
- You can chain actions together and plan between rounds
- There’s no luck yet; there’s no rolling of the dice or random card draws