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Atlantic Storm box art

Atlantic Storm

Players

2-6

Time

?-?

Age

10+

Weight

2.05

Rating

6.55

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation.

Replay value

Atlantic Storm has a high variability gameboard, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for improvement over time. The player interaction score is moderate. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, it offers a good balance between easiness and depth. Overall, Atlantic Storm has a strong replayability score of 7.85.

Luck profile

The final luck score for Atlantic Storm is 5.67, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome. 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

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

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

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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