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Atlantic Storm box art
1997 Ranked #5,420

Atlantic Storm

A historical trick-taking game has players contribute forces to convoy battles and claim the rewards for the winning side. Choosing the battle environment and sharing spoils makes allies in one trick become rivals in another.

Wargames Card Game Nautical Trick-taking Card Games: Outplay

Players

2-6

Play time

Not listed

Age

10+

Complexity

2.05/5

Rating

6.55

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

In this unique take on the trick-taking genre, cards represent the units that attacked or defended Allied convoys in the North Atlantic throughout World War II.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In this unique take on the trick-taking genre, cards represent the units that attacked or defended Allied convoys in the North Atlantic throughout World War II. For each trick, the lead player selects a convoy that traversed either the Arctic or the Atlantic in a given year (1940-1943), then declares whether the battle will be fought in the air, on the surface of the ocean, or under the sea. He follows that up by playing a unit, either German or Allied, that was available in the chosen year and could fight in the chosen environment, and the other players subsequently either pass or play a unit (of either nationality) that meets the same conditions. When all players have made their selections, dice (sometimes) are rolled and totals are compared to determine whether the Germans or the Allies won. The player who contributed the most to the winning team gets to decide how the convoy and the opposing enemy ships, which are all worth victory points and possibly an increased hand size, are to be distributed amongst the players who were on the winning side. After twenty convoys have been fought over in this manner, the player with the most victory points' worth of convoys and captured ships wins the game! Re-implemented by: Pacific Typhoon

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
4–6
Play time
60 min
Age
10+
Complexity
2.1/5
Credits and catalog connections

Credits

Designers

2
Don Greenwood Ben Knight

Artists

4
Mark Forrer Tyson Milbert Kurt Miller Dave Shaw (II)

Publishers

1
The Avalon Hill Game Co