Atlas & Zeus
Atlas & Zeus Rulebook
Table of Contents
Table of Contents
Components
The game components comprise:
- 16 islands, numbered from 1 to 16, consisting of the following: 2 holy islands - 4 volcanic islands - 10 ordinary islands.
- Occupancy limit: 1 figure = 1 people tile; 3 figures = an unlimited number of people.
- 1 "Flood" marker.
- 1 actions chart, on which the sequence of actions is indicated.
- 2 "Turtle" markers (one marker each for the blue clan and the red clan), 2 "Caught in the net" markers (one marker each for the blue clan and the red clan), 2 "Pilehouse" markers (one marker each for the blue clan and the red clan).
- 1 initiative marker.
- 16 people tiles (8 red and 8 blue). For both clans the distribution of strengths is as follows: 1 high priest of strength 40 - 3 lords of strength 30 - 4 soldiers of strength 20.
- 50 action cards (25 red and 25 blue). The 25 cards are identical for each player.
Object of the Game
To be the last player to have at least one survivor at the end of the game.
At the end of each round one of the 16 islands of Atlantis sinks beneath the waters, together with all of the people who were not able to flee from it. As the available land area becomes smaller and smaller, conflict becomes inevitable. The players gain advantages with the help of action cards. For example through clever metamorphoses or by influencing natural forces they eliminate one opponent after another in order to be the last Atlantean at the end.
Preparation
The 16 islands are shuffled and laid out [face up] in a circle on the table.
The 16 people tiles (8 blue and 8 red) are shuffled together, and one is then placed [face up] on each island. The first tile is placed on the island showing the number 1, and the others are then placed clockwise from here.
In this way each game begins with a different layout.
The "Flood" marker is placed on island number 1.
Each player places his own coloured "Turtle", "Caught in the net" and "Pilehouse" markers ready for use in front of him.
The "order of actions" chart is placed to one side of the table.
Each player shuffles the 25 action cards of his colour and creates his own face down draw pile.
Each player takes the first 6 cards from his draw pile into his hand.
The playing area should then look similar to the illustration at the end of the rules.
Now the game can start!
Playing Procedure
At the beginning of the game, the player whose people tile is on island 1 has the initiative. He takes the "Initiative" marker and places it in front of him. In each of the following rounds the initiative alternates between the players.
There are a number of phases in each round of the game:
- The player with the initiative selects his actions
- The other player selects his actions
- The chosen actions are carried out
- One island sinks beneath the waves
- Take cards
- End of the round
Detailed procedure for the individual phases:
The player with the initiative selects his actions
In this phase the player with the initiative chooses three cards from his hand. He places the selected cards face down on the actions chart, such that each card is assigned to a different action number. These numbers indicate the order in which the actions will be carried out in phase three.
Note: It is a requirement that the three chosen action numbers are different colours!!!
Thus, if a player wants to take two actions one after the other, he has to choose numbers 2 and 3 [or 4 and 5] and relinquish the first action in the round to his opponent, [even though the latter could spring a surprise on him?].
This system also ensures that a player cannot have three turns in row.
The other player selects his actions
The player without the initiative now selects three cards from his hand and lays them face down on the remaining three action numbers.
Carrying out the actions
The actions of the cards are carried out, staring with number 1 and ending with number 6.
The action card in the first position is turned over and the instructions in the text on the card are immediately carried out. Afterwards the second action card is dealt with, and so on until the sixth and last card is reached.
It is only in accordance with the action cards that the people tiles move around. These movements are described on the corresponding cards. Game features such as the strengths of the people tiles and the occupancy limits are also mentioned.
One island sinks beneath the waves
After the sixth action has been performed, the island where the flood marker is located sinks into the deep.
This island card is removed from the game together with the people tiles that have until now resided there.
After this the flood marker is moved to the island with the next highest number relative to the sunken island. (Exception: If there is no next highest number [which can happen as a result of some of the actions], the flood card is moved to the island with the lowest number still available)
Example: Islands 2, 3, 7, 9 and 13 remain.
If the flood is on island 2, it moves to island 3. If the flood is on island 9, it moves to island 13, and from there to island 2.
Take cards
Each player takes three cards from his own draw pile into his hand. If there are not enough cards available, the discarded cards are shuffled to create a new draw pile.
End of the round
The gap left by the sunken island is closed up to form a complete ring of islands again. The order of the islands remains the same.
The player with the "Initiative" marker gives it up to his opponent and a new round begins.
End of the Game
If at any point during the game a player loses his last people tile, he also immediately loses the game. If both players lose their last people tile at the same time, they have both lost. Their blindness in this merciless war has not gained them the favour of the gods…
Description of the Action Cards
Important: The players need only remember the text for the most important card functions. In their first game the players should refer to the following notes, in which each card is described in detail, to resolve questions about the exact interpretation of a particular card.
[Versetzen]
Transfer: You have a movement point allowance of one to three islands, that you can assign to your people. With one movement point you can move one person by one island.
Example: You can move one person by two islands and another person by one island.
Note: The occupancy limit of an island cannot be exceeded as a result! (it is allowed to move through an island that is already at capacity, but not to stop there)
The card is discarded after use.
[Metamorphose: Fliegender Fisch]
Metamorphosis: Flying Fish: One of your people transforms [temporarily] into a flying fish. Relocate him to an island of your choice.
Note: The occupancy limit of an island cannot be exceeded as a result! (it is allowed to move through an island that is already at capacity, but not to stop there)
The card is discarded after use.
[Metamorphose: Schildkrote]
Metamorphosis: Turtle: Place your "Turtle" marker on one of your people, who transforms into a turtle. As long as this person is not moved, his armour protects him from the harpoon. If this person is moved, the marker is taken back.
The card is put aside after use. It is not put on the discard pile until the "Turtle" marker is taken back.
[Metamorphose: Krabbe]
Metamorphosis: Crab: Your people tiles are transformed into crabs. With the help of your claws you attack your opponent. On each island where you have a superiority of people tiles, the opposing people tiles are ejected. You are superior if the combined strength of your people tiles on the island is greater than the combined strength of the people tiles of your opponent there.
The card is discarded after use.
[Harpunen]
Harpoon: One of your people tiles throws a harpoon at an opposing people tile on a neighbouring island. This card is eliminated.
The card is discarded after use.
[Brandung]
Breakers: Move the flood marker to one of the two neighbouring islands.
The card is discarded after use.
[Sturmflut]
Stormtide: Move the flood marker to an island of your choice.
The card is discarded after use.
[Nebel]
Fog: Your opponent loses his bottle in a thick fog…..
Remove one of your opponent's action cards from further on in the action chart. [I'm guessing that this is done blind, the card goes on the opponent's discard pile, and you can't look to see what it was.]
The card is discarded after use.
[Gebet]
Prayers: Take an additional action card for each people tile that you have on a sacred island [rules say 'temple', but card text is as given]. [This appears to be a permanent increase to your hand size, since you take 3 cards in phase 5, rather than refilling your hand to 6.]
The card is discarded after use.
[Vulkanausbruch]
Volcanic eruption: Choose one of the volcanic islands, where an eruption occurs. The affected island is removed from the game, along with all of the people tiles there. Furthermore the lava flow extends to the two neighbouring islands. The people tiles on these islands, beginning with yours, can move one island away, as long as the occupancy limit of this island is not exceeded [ie. you move all of your people first, and only then can your opponent move his]. Afterwards, any people tiles that find themselves still on the two neighbouring islands of the erupting island are eliminated.
The card is discarded after use.
[Meditation]
Meditation: Shuffle your discard pile with your draw pile to create a new draw pile.
After use the card is shuffled into the new draw pile.
[Indiskretion]
Indiscretion: In the next round, your opponent must place his action cards face up on the actions chart.
The card is discarded after use.
[Schwache]
Weakness: All opposing people tiles have a strength of 10 until the end of the round.
The card is discarded after use.
[Im Netz gefangen]
Caught in the net: Place your "Caught in the net" marker on an island of your choice. The people on this island cannot be moved, except by using a "Flying fish" card. The island is inaccessible to all other people. The marker is taken back when the island is removed from the game.
The card is put aside after use. It is not put on the discard pile until the "Caught in the net" marker is taken back.
[Pfahlwerk]
Pilehouse: Place the "Pilehouse" marker on an island of your choice that has an occupancy limit of 1. The island now has an unlimited occupancy limit. The marker is taken back when the island is removed from the game.
The card is put aside after use. It is not put on the discard pile until the "Pilehouse" marker is taken back.