Survive is a cutthroat game where players seek to evacuate their pieces from an island that is breaking up, while remembering where their highest-valued pieces are located to maximize their score.
An island made up of 40 hex-tiles is slowly sinking into the ocean (as the tiles are removed from the board). Each player controls ten people (valued from 1 to 6) that they try and move towards the safety of the surrounding islands before the main island finally blows up. Players can either swim or use boats to travel but must avoid sea serpents, whales and sharks on their way to safety.
Survive is very similar to Escape from Atlantis with some key differences.
Survive was reprinted as "Survive: Escape from Atlantis!" by publisher Stronghold Games and hit store shelves in February, 2011. The reprint contains the game Survive, as well as all the extra pieces needed in order to play the game as "Escape from Atlantis" and is actually found here: Survive: Escape from Atlantis! because it came with the dolphins and dive dice which were removed from the anniversary edition which was released a couple of years later (though they were later made available by themselves for owners of that version).
"Survive: Escape from Atlantis!" is game #2 in the Stronghold Games "Survive Line".
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- survival chaos and interaction between players
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- Atlantis, a sinking island with waters filled with hazards
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- positive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's just like a super easy to teach but super mean game that you can play with your family
- I love games where you're involved on everyone's turn
- the expansions have added a lot to it
- the production value of the aliens those miniatures
- this is basically alien the board game
References (from this video)
- Fast, chaotic, and tense
- Classic feel that still holds up
- Mean-spirited play can be off-putting for some
- Older design can feel heavier to teach for new players
- Survival under chaotic, adversarial conditions
- Islands, sea travel, and peril as players guide meeples to safety
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- positive
- Talisman: Reincarnated
- Atlantis?
Mechanics (from transcript analysis)
- direct conflict — Players contend with each other to reach islands while threats (sharks, whales) appear
- Tile removal and movement — Tiles of the island are flipped/removed to create danger; meeples move toward safety
Video topics + discussion points
Quotes (from this video)
- the first one we are going to talk about is root
- this is a very cutthroat mean game
- the awesome thing about space base is you're always involved no matter what the player count is
- next up is Clank and we're not really going to specify a Clank the photos are probably going to be of Clank in space
- the super fun old timey bicycle race
- Terra Mystica is such a simple like a weirdly simple rule set I'm always amazed at how easy it is to explain this game even to fairly new players
- you're working towards building a cathedral
References (from this video)
- laugh-out-loud moments
- family-friendly chaos
- potential jealousy or tempers during play
Mechanics (from transcript analysis)
- take that — Players move survivors and attempt to escape while rival players sink boats
- take-that / direct interaction — Players move survivors and attempt to escape while rival players sink boats
Video topics + discussion points
Quotes (from this video)
- Life finds a way.
- AI can't do that.
- Talk is cheap because supply always exceeds demand.
References (from this video)
- Creates sense of wanton destruction
- Vindictive gameplay mechanics
- Engaging player interaction through destructive actions
- Survival and destruction
- Island/Atlantis
- Thematic
- Downfall of Pompeii
Mechanics (from transcript analysis)
- Tile destruction/removal — Players remove tiles from the board which knock pieces into the sea where sharks can attack them, creating a destructive gameplay experience
Video topics + discussion points
Quotes (from this video)
- that sense of destruction sheer destruction of the playing space and you don't get that much in board games
- i think that's a really nice level of interaction in games because it's not mean spirited it's not vindictive but it still means you've got to constantly keep thinking
- i've got my own deck that alone is exciting and different to the vast majority of games that i had played in the past
- the deck is created as we play we're buying cards from a central pool
- everybody's got a bit of the same information a bit of different information and it makes the game really really intriguing
- everybody's running around a table shouting over each other trying to find the people with the same card
- i've played it with my german family and my english family who can't speak to each other because i don't speak the same language but they could all play happy salmon together
- everyone's got their own set of poker dice and they're rolling them all at the same time you're not having to wait for somebody else
- these are just the most fantastic little components that i've i've found in games i absolutely love them
- it takes six minutes to play which is three rounds of drawing one minutes each and three rounds of guessing one minute each
- it's so frustrating it just gets in the way it's not fun
References (from this video)
- high player interaction and strategic pressure
- tense, dynamic play as the island sinks and sea monsters emerge
- fluid movement between land and sea with dramatic turns
- compact duration with memorable, chaotic moments
- mean-spirited dynamics can sour relationships during play
- chaos and randomness can feel unfair or punishing to lenient players
- navigating boat scarcity and ally betrayals can lead to pugnacious play
- survival, evacuation, and competitive island-hopping under siege from sea monsters
- Islands around Atlantis; sinking tiles as Atlantis sinks into the ocean; looming volcanic endgame
- humorous, chaotic, with playful back-and-forth and light sabotage
Mechanics (from transcript analysis)
- combat and hazards — Sea creatures interact with boats and meeples: sharks eat meeples, Krakens destroy boats; whales can disrupt but have different effects. Interaction adds direct conflict between players and fauna.
- Combat: Damage Based — Sea creatures interact with boats and meeples: sharks eat meeples, Krakens destroy boats; whales can disrupt but have different effects. Interaction adds direct conflict between players and fauna.
- end game bonuses — One of the mountain tiles contains a volcano; when revealed, the game ends and scoring occurs.
- endgame via volcano — One of the mountain tiles contains a volcano; when revealed, the game ends and scoring occurs.
- Events — Green-outlined tiles trigger immediate effects (e.g., extra boat, whale, or shark) when removed, adding surprise to the flux of play.
- maritime transport and boarding — Boats can be moved if the owner has majority control; swimmers can be moved onto boats, and boats carry meeples toward islands.
- meeple and boat movement — Players move their meeples across land and onto boats; movement is constrained (three spaces per turn, with boat movement under majority control).
- random event tiles — Green-outlined tiles trigger immediate effects (e.g., extra boat, whale, or shark) when removed, adding surprise to the flux of play.
- sea creature dice and movement — At the end of turns, a creature die is rolled to determine movement for sea monsters (sharks, whales, Krakens), adding chaos and threat to players’ plans.
- tile sinking / island erosion — On each turn the active player removes a tile from the island to simulate Atlantis sinking; progression from beach to forest to mountains, culminating in an endgame trigger via a volcano tile.
Video topics + discussion points
Quotes (from this video)
- Atlantis slowly sinking beneath the waves
- we count up the points on our dudes bums
- it's a mean
- we're playing Survive Escape from Atlantis
- Atlantis is sinking into the ocean one tile at a time
References (from this video)
- High interaction and thematic tension
- Accessible group play with light strategy
- Great family/party game with a strong theme
- Age and complexity can vary by edition
- Some may find it overly chaotic
- Survival against sharks, sea monsters, and natural hazards
- Islands sinking, survivors trying to escape by boats
- Cooperative/competitive rescue with risk
Mechanics (from transcript analysis)
- Barnstorming/board-chaining — Movement and threat interactions around the floating island.
- Cooperative play with competitive tension — Players navigate survivors to boats while threats threaten every side.
- take that — Opponents' actions can disrupt others' rescue efforts.
- Take-that and chaos — Opponents' actions can disrupt others' rescue efforts.
Video topics + discussion points
Quotes (from this video)
- enter from a place of curiosity not judgment
- what is my desired result, is it helpful and is it kind if it's not helpful and it's not kind you probably shouldn't say it
- recognizing intent but speaking to impact
- play testing is the most exciting, most important part of play testing
- it's about entering conversations with curiosity and not judgment
- don't judge Monopoly, don't judge people who enjoy different games