Guards of Atlantis II

My family was one of solidarity when it came to gaming. All too often someone might express uncertainty during a game, and then the pieces or whatever secrets lurked in hand or beyond the game’s screening mechanism would be revealed. Many times, Scrabble found us staring at a person’s tiles to unearth the best move. Takebacks in chess arose whenever a blunder would ruin a game. The desire to not have oversight provoke a loss, or win, served as a norm.

However, this sense of community does not pervade the competitive scene. Exceptions arise, and I’m pleased that the folk who populate tables at which I find myself tend to lean toward communication and forgiveness rather than hardlines geared toward victory, though winning does remain the goal of many a soul, myself included.

Though, competitive games tend to not encourage openness. Instead, you generally turn to cooperative games, which often thrive from open dialogue. Frustrating, though, how words can destroy an experience, should a person-turned-megaphone dominate the experience. Anyone who has played cooperative games with a wide mix of people has at least once witnessed a tyrant emerge to dictate actions, transforming what should have been a communal experience to a solo game with everyone else as barnacles affixed to the dominator, along for the ride. Or, the converse undesirable fate develops where the group falls prey to consensus-driven actions, with bad options being promoted in that they receive more consideration than warranted, with the risk that the group will accept a poor decision rather than be seen to dismiss another person’s preference. Because the lizard-person in each of us might become exasperated, declaring: “humans” in response to the frustration that, well, humans invoke, designs to prevent verbalized solidarity proliferate in the cooperative gaming space.

Can’t we have competitive games that inspire dialogue and cooperation, yet need not be a cooperative game? Is there a means to retain one’s autonomy, pushing against the games that silence or heavily restrict communication, while maintaining the conflict inherent in competitive games? The answer is yes. Pair the players; marry the two.

It’s not an uncommon idea. Some bedrock card games—such, as Spades, Bridge, among others—arise from this conceit, thus most people who game know of, and have experienced, such fare. However, it’s not a common aspect of games in terms of the board gaming community who are likely to visit a site like BGG.com, and what such players tend to play are either games like Battlestar Galactica or The Resistance—where traitors oftentimes exist—or social, often word-based, games such as Codenames or Decrypto. However, it’s somewhat rare to have teammates, know who the “enemies” are, and not be within the realm of a party game.

Such games do exist, but they surely represent a sliver of the universe, and not many of them excel at the convention. However, and here’s where we get to the focus of this review, Guards of Atlantis II has become my go-to teammates board game experience. It provides a 2v2 – 5v5 adventure that fosters cooperation as well as transparency within a conflict-infused landscape.

I love that you’re not in it all alone. You’re not one against many. Rather, you band together with others, scheming—openly. Solidarity. You work together, trying to make the most of your asymmetric characters while tackling those of the opposition. Thus, Guards of Atlantis II lets me discuss strategies openly with friends, for that’s the requirement. After cards get played and actions accrue, sometimes we share perspectives with the other team, for the open nature of the interactions encourages debriefing each other as to why each player did what they did or didn’t do what you had anticipated. There’s a generally communal feel even though 50% of the table serves as your enemy.

All communication must be open; no whispering or absconding to another room to scheme. No sneak peeks at cards. While within its embrace, you live in a realm devoid of conspiracy. If you want to convey info, then everyone gets in on the action. You care what every other player is doing, at least that’s the way the single-lane map goes, where everyone is essentially piled atop each other, sniping opportunities within the interstices of opportunity. More than once I’ve spoken with a teammate as one or more players on the other team listen to the conversation, trying to divine their best options based on what we’ve shared. On the double-lane map, teams get split into mini-teams, which can crossover, thus your focus narrows more to those who are where your hero is, though you keep a pulse on the other primary region for opportunities to assist or to summon an ally to your aid.

Then, once the action begins a shroud of silence descends. No spoken words sound beyond the banal. You may read cards aloud, share a preference as to who acts first should you tie in initiate (i.e., turn order) with a teammate, and the like. Yet, thoughts churn within every spectator awaiting their moment to become actor. I often find myself reciting a mantra as I try to force my will upon my teammate to get them to do, or not do, a given something. I say in my mind, “read my card, read my card, read my mind” hoping they’ll realize not to block a given spot on the board, to attack, or not to attack a certain minion or hero. It’s tense. It’s exciting. It’s a beautiful system.

I wish that I were at a table with friends. Guards of Atlantis II, it’s present too – a friend amongst many. I imagine something akin to Waiting for Godot where Godot is whatever happens post Guards. An unknown existence for we cycle game state into game state, an eternal set of experiences, one after another, reminiscent of one’s beating heart. For whenever a game concludes, the hope arises that another person will say, “again?” Or, even better, that we sync ourselves in that as soon as a winner emerges people gravitate into new teams, grabbing new characters, and we discover ourselves looped into game after game as the stars rise and fall, evidence of meals accumulates in the compost and sink, alongside an ever-increasingly depleted pantry and fridge. For, the game becomes a “forward experience” as it ensues. As if its presence equates to continuance, reminiscent, perhaps, of the occasional death trap in the form of a chess game where you’re the king alongside human-size pieces, with checkmate being your savior or your demise. There is the game, nothing else.

Hyperbole, sure, but behind every jest lies a kernel of truth, and from the center springs forth possibility. Yet, I digress, for life is Guards of Atlantis, and more breathes of this opus of gaming I must intake. Ahem, let me recenter this writeup and speak now of possibility.

Of the approximately fifteen games in which I’ve participated, only one of these felt like a blowout, and it ended quickly. New players, not aware of the strategy found themselves on the wrong side of the push whereas my team was in place to cause a double push following the end of the next round. It was decisive. Were you to turn the romp into a clap, it’d be resounding. You’d think it was a gong played within a chasm. There would be an echo. Excluding this outlier, it’s invariably been tense, with either team able to envision a path toward besting their foes, and on a handful of occasions despite being behind the team with a questionable fate managed to secure the win. We have not witnessed situations where you know you are doomed yet have no hope to secure salvation. The one tragedy that I mentioned above ended swiftly. It was a mortal wound, delivered quickly, with mercy. If we had been at a dinner table, you might have heard, “please pass the defeat,” in lieu of the salt, and the entire ordeal passed as swiftly as the scenario I have just described.

All to say, I’m enamored by the game. I look for angles that might get it to the table. Recruiting new souls who might also adore it has become my goal. I may not proselytize religion, yet I will proclaim the joy that this game brings. Sing it loud, sing it proud, sing it and then sing it some more. Glory be to those who sit at the Guards of Atlantis II table.

It invades my life beyond time spent alongside cardboard. I learned to code in SwiftUI so that I could make an app that contains photos of the cards, so that I can look at characters lovingly, and learn of them while not playing. I added in FAQ materials for each, as well as the iconography provided for each character, with explanations of what the icons means. I tinker on the app near daily, adding little flourishes. It’s my time with the game when not playing it. I painted the figures. I would buy the figures again to paint them again. Alternates, if you will.

What I’m saying is that this game is wonderful. I recommend that you all find a way to play it. If you’re in Seattle, WE CAN PLAY IT TOGETHER.

Memories of Through the Ages

Through the Ages is magnificent, provided you’re willing to spend hours playing a game rife with tension and inevitable brutality. It’s an implementation of a civilization game that forgoes a common territory-acquiring board. Instead, you use action points to improve your tableau so that it generates culture (i.e., points), ore (i.e., building resources), and science (i.e., a resource to gain technologies), while also ensuring that you have military might to either ward off various forms of attacks or conduct your own onslaughts. You also need to obtain and spend food to recruit population for which you spend ore to create buildings that generate the various resources (i.e., culture, ore, science, food, or military).

You rarely have enough actions to accomplish all that you desire, and the game imposes restrictions on you in that you must have enough ore and science to build per your plan. Plus, buildings provide limits on how many workers they can accommodate, and you have a hand limit that corresponds to the number of action points you may spend on a turn. Adding to the complexity is that if you accumulate too many resources then you lose ore due to corruption (i.e., you acquire but do not spend the ore). Corruption can arise due to various reasons, but a common one is that you lack food to produce population and thus do not have a means of spending ore due to using ore to turn population into buildings is a primary way of spending ore. Altogether, you navigate numerous constraints while planning the current turn with a mind toward opportunities ahead.

These actions points may also be expended to draft cards from a flowing river of options that represents the passing of time, in that the faster cards are removed from the display the quicker the game advances through the four ages (i.e., a quasi-stand-in for rounds), such that cards serve as a timer and a representation of society’s evolution into more powerful versions of options that arose during prior ages of the game. Thus, you must continually decide whether to invest in an improvement that one age offers or wait for a successor age’s version of the card, forgoing benefits earlier in the game (that will continue to accrue during later ages) or save resources at the given moment to bump to an improved version of that card later. Given that you shuffle the cards for each age before you begin the game, you never quite know how many turns you might wait before you see what you want. Other players may want the same card, forcing you to gamble that you will be positioned to grab it before an opponent manages to do so.

Outside of a handful of situations, culture tends to not do much for you in terms of improving your game state. Various cards produce culture or earn you culture points, but culture itself does not provide any benefit other than being the goal of the game. For whomever has the most culture at the end of the game wins. When to start your means to generate culture remains a forefront quandary during any game, for the early you start it oftentimes means you’re forgoing or at least reducing your ability to generate some of integral engine-building component, which might cause your empire to stall out later in the game. If you wait too long to acquire culture, then you may never catch up to those that began to accrue culture earlier. It’s wonderful dynamic, which gets further complicated by how important military strength is for ensuring your opponents do not dominate you.

Cards you can draft—alongside additional “tactics cards,” that I won’t get into as well as certain leaders who boost your military—enable you to increase your military strength. At the start of each player’s turn the person can choose to seed and event that will arise later or conduct an aggression against another player who has a lower military strength. Even if you have more military strength, your card can play cards or sacrifice military units to increase their defense capabilities, resulting in many aggressions not necessarily being sure things. Events you seed run the gamut in terms of what they might do, but many reward or harm players depending on whether they have the most or least military might, so you generally want to ensure you’re not the weakest to avoid aggressions as well as events that target weakest civilizations. This produces another sort of resource (i.e., military) that plays out as a ranking mechanism across players and can provide benefits but may not do so, but lacking it raises the risk that you get hammered due to disregarding its importance. With military, along with culture, being things you need but not necessarily things you want to invest in at various times in the game, you’ll be negotiating your goals with the realities of the game state, thereby—along with the variability of the river that is cards figuratively passing through time—ensuring that each turn feels dynamic, for you cannot script future turns based on the moment due to how what others do on their turns will surely influence your next turn.

Without the military aspect, your turns may feel somewhat like navigating Excel spreadsheets to ferret out maximizations. This sort of thinking is admittedly fun for many gamers (me included). However, with the military aspect, you find yourself interested in what other players are doing, and how their actions might impact you forces you to move your focus from your Excel sheet to considerations of how others are conducting their own efficiency puzzles. That the cards coming down the options river are also limited and that Age III event cards provide culture based on who is ranked where for different tableau builds, you’ll oftentimes need to shore up your weaknesses even though you have no other intrinsic wish to do so. Thus, Through the Ages foremost has you care about your personal board state while also remaining ever mindful of what others are up to.

Through the Ages is one of my foundational games. Not that it represents the birth of my gaming hobby or necessarily is part of the first, nor second, phase of games that entered my life. Rather, it’s one of the games that saw ample play during my first dedicated gaming group. Prior to 2008, with 2010 being the banner year for consistent gaming, I would entice roommates and other friends to play various games, but nothing stuck in terms of being regular, and an experience like Through the Ages was not realistic if you’re not going to have repeat performances given its learning curve and length. Once a committed, consistent group of us arose, Power Grid, El Grande, and Through the Ages became our go-to options. With each of these gems, as the ending drew near, we would stand over the pieces, staring down, and immersed in conversation and planning as our final attempts to secure the winning position manifested. My desire to play El Grande and Power Grid have lessened, yet Through the Ages remains something I’d love to throw down, even though it’s not an option available for no one I know seems to play it. Consequently, I’ll play the AI in the app version during a long flight or other period where downtime persists, but otherwise it largely resides in nostalgia, prompting a smile for time spent amongst friends and laughter, tinged with ruthlessness.

I’ll add that I’m sort of terrible at the game, which is another facet that I love. Any game that beats me down, finds me inevitably losing, but retains is focus of my desire has some manner of cachet that warrants a prominent location on my game shelf.