Table feel
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Atlantic Chase simulates the naval campaigns fought in the North Atlantic between the surface fleets of the Royal Navy and the Kriegsmarine between 1939 and 1942. It utilizes a system of trajectories to model the fog of war that bedeviled the commands during this period. Just as...
Players
1-2
Time
30-120
Age
14+
Weight
3.27
Rating
8.40
Should this hit the table?
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Atlantic Chase has a high variability gameboard, with multiple paths to victory and random elements that provide fresh experiences each time it is played. The game also offers expansions that add new content and gameplay elements, enhancing replay value. With deep strategic possibilities and room for players to improve their tactics, Atlantic Chase offers a high replayability score. The game scales well with different numbers of players and has a moderate learning curve, making it accessible to a wide range of players. Overall, Atlantic Chase has a strong replayability score of 8.05.
The final luck score for Atlantic Chase is 7, indicating a moderate influence of luck on the game outcome. Random elements have a notable but not exclusive impact on the game, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
Atlantic Chase simulates the naval campaigns fought in the North Atlantic between the surface fleets of the Royal Navy and the Kriegsmarine between 1939 and 1942. It utilizes a system of trajectories to model the fog of war that bedeviled the commands during this period. Just as the pins and strings adorning Churchill’s wall represented the course of the ships underway, players arrange trajectory lines across the shared game board, each line representing a task force’s path of travel. Without resorting to dummy blocks, hidden movement, or a double-blind system requiring a referee or computer, players experience the uncertainty endemic to this period of naval warfare. COMPONENTS 22 x 34" mounted game board Two 8.5"x11" Inset Maps (2 sides of one physical sheet) Three 11"x17" player aid cards Two 8.5"x11" player aid cards Two Task Force Displays Sheet and a half of counters 240 wood segments and cylinders Rule book Advanced Battle Rules Tutorial booklet Solitaire Scenario booklet 2-player Scenario booklet Four 6-sided dice
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