WAR FOR ATLANTIS
INTRODUCTION
One player takes the side of the Atlanteans.
The other player takes command of the combined Armies of the Five Foes of Atlantis.
MAP & CHITS
Use a large hex grid
The center area is the continent of Atlantis surrounded by water
The main city of Atlantis is walled and occupies many hexes
A thin border of land on the outer edges of the map is the homelands of the enemies.
The Barbarians are to the north & northwest
The Greeks are to the northeast & east
The Egyptians are southeast
The Africans are south & southwest
The Lemurians are west
Chits will have to be made for all the units & all the spells
VICTORY
The Atlanteans are victorious if they destroy their enemies completely.
The Five Foes win if they destroy all the Atlanteans or a have a spellcaster cast
the cataclysm spell in the Temple of Posideon.
The Atlanteans win a minor victory if there is no winner after 20 turns.
SETUP
Around 10 Six sided (10D6) dice are needed.
Set aside a pile of spell chits.
All Five Foes start with all their units in their respective Homelands.
The Atlantean units are clustered near the main city.
Major sites within Atlantis include the Ports, the Temple of Posideon,
the Dragon Roosts, the College of Wizards, the Palace,
the Workshops, the Mazes, the Barracks, and the Bazaar, among others.
UNIT DESCRIPTIONS
# = Number of such units in the game
POW = Power points
MOV = Movement points
C = Carry 1 unit
C2= Carry 2 Units
R = Ranged Attack up to two hexes away
R3 = Ranged Attack up to three hexes away
3/2R = 3 Power points in Melee or when defending, 2 Power points when
making a ranged attack
W = Water units. These units must remain in water hexes
(W) = Swimmers. These units may move in water or on land
F = These units can fly. They may end their move over water
M = Mage. Can cast Mage spells and General spells
P = Priest. Can cast Priest spells and General spells
Breach = Unit automatically moves through walls destroying them
ATLANTEAN FORCES
UNIT # POW MOV NOTES
City Elders 1 1M 1
Crystal Ships 4 3 3WC2
Battle Mages 4 2M 1
Bright Warriors 4 4 2
Priests of Light 4 1P 1
Home Guard 6 2 1 Militia
Archers 6 2R 1
Guardian Statues 4 4 1 Must remain within 3 hexes of the city
Dragon Riders 4 5 4F
Lord of Atlantis 1 4MP 4F King Minos; A powerful Demigod
Flying Machines 3 3 4FC
Colossus 1 6 2 Breach
Merfolk 4 2 2W Minor Allies
Minotaurs 2 3 1 Minor Allies
Lens Towers 8 3R3 0 Located on edges of city;
Create deadly beams of Light & Heat
LEMURIAN FORCES
UNIT # POW MOV NOTES
Sorcerers 1 1M 1 Creators of the Cataclysm spell
Demon Horde 1 5 1
War Galleys 2 3 2WC2
Chaos Warriors 1 3 1
Devil Worshippers 1 2 1
Horse Archers 1 2R 3
Stygian Rafts 3 1 1W3
Beast Men 1 2 2
Evil High Priests 1 1P 1
Winged Demons 1 3 4F
Black Tentacles 1 6 1W
Juggernaught 1 5 2C Breach
Great Catapult 1 XR3 1 Power Points = 1D6-1; Reroll for each
attack; Cannot move & attack
EGYPTIAN FORCES
UNIT # POW MOV NOTES
Priests of Osiris 1 1M 1
Legions of the Dead 1 4 1
Djinn 1 4M 5F
Barge of Ptah 1 2 4FC2 +2 Power points to Defense Rolls
Minions of Set 1 3 2
Mummies 1 4 1
War Barges 3 3 2WC3
Priests of Ra 1 1P 1
Spearmen 1 2/1R 1
Slave Masters 1 1 1
Chariots 1 3 3
Cultists 1 2 1 Followers of Horus the Avenger
Assassins 1 2 1 +2 Power Points if they attack alone
Scorpion Men 1 3 1
War Cats of Bast 1 3 2
Sphinx 1 3 4F
GREEK FORCES
UNIT # POW MOV NOTES
Spartan Hoplites 1 3 1
Athenian Archers 1 2R 1
Ionian Javalineers 1 1R 2
Macedonian Phlanx 1 3 1
Pagan Priests 1 1P 1
Oracle 1 1M 1
Biremes 3 2 3WC2
Triremes 2 3 2WC3
Greek Fire Thrower 1 3R 1
Pegasai 1 2 4FC
Cyclops 1 3 2 Breach
Medusa 1 5 1
Centaurs 1 2R 3C
Trojan Horse 1 1 2C2 Cannot Attack
The Horse cannot be attacked until it enters the city or any units it is carrying attack
BARBARIAN FORCES
UNIT # POW MOV NOTES
Naked Warriors 1 2 2
Berserkers 1 2 1 +2 Power Points when Attacking
Raiders 1 2R 2
Longboats 3 2 3WC2
Drakkars 2 3 2WC2
Druids 1 2P 2
Warlock 1 2M 2
The Wild Hunt 1 4 4
Lycanthropes 1 4 2
Giants 1 4/3R 2 Breach, Throw Boulders
Valkyries 1 2 4F
Great Battering Ram 1 3 1 Can only attack walls, gates, & towers
which it automatically destroys
AFRICAN FORCES
UNIT # POW MOV NOTES
Shaman 1 1M 1
Witch Doctors 1 1P 1
Naga Snake Men 1 4 1(W)
Winged Apes 1 2 3F
Savages 1 3 2
Amazons 1 3/2R 2
Cannibals 1 2 1
Head Hunters 1 2 1
Pygmies 1 2/1R 1 Blowguns
Numidean Horsemen 1 2 3
War Elephants 1 2 2C +1 Power Points when Attacking
Giant Snake 1 4 1(W)
Giant Sea Turtles 2 3 2WC4 +3 Power Points when Defending
TURN SEQUENCE
Draw Phase
Movement Phase
Attack Phase
DRAW PHASE
Each player draws to replenish a max hand of 7 spell chits
Unflip and unrotate unit chits
MOVEMENT PHASE
Players take turns moving units until all units have moved once
Rotate chits to indicate that they have moved
The Foes of Atlantis move first
Units may move up to a number of hexes equal to their movement rate
W = Water units. These units must remain in water hexes
(W) = Swimmers. These units may move in water or on land
F = These units can fly. They may end their move over water
All other units are automatically considered to be land units
STACKING & CARRYING
Only one unit per space unless it is carrying other units
Carried units attack at -1 Power to a minimum of 1
Carried units cannot be attacked
If a unit is destroyed all units it is carrying are also destroyed
Units carrying other units cannot be carried
ATTACK PHASE
Players take turns attacking target units until all units have attacked
The Atlantean player attacks first
Units may combine their attacks against a single target
Units can attack targets in an adjacent hex
Units with ranged attacks can target defenders within two hexes
The attacker rolls 1D6 for every point of power used in the attack.
This is the attack roll.
The defending unit rolls 1D6 for each of its power points. This is the defense roll
If the attackers total is higher the target is destroyed, otherwise
the defender survives.
Spells may contribute power points to the attackers or the defenders
Flip chits to indicate that they have attacked or cast spells
TERRAIN
Even with penalties the minimum movement rate = 1hex per turn.
Water = Costs 1 Move point to enter.
Treacherous Water = Shallows, Reefs, Rocks, Whirlpools. Costs 2 Move points to enter.
Clear = Costs 1 Move point to enter.
City spaces = Costs 2 Move points to enter.
+1 Power to defense rolls for Atlantean units.
Forest = Costs 2 Move points to enter. +1 Power to defense rolls.
Mountains = Costs 3 Move points to enter. +1 Power to defense rolls.
Rivers = Seperate Adjacent hexes. Costs 2 Move points to cross.
Units being attacked from across a river get +2 Power to defense rolls.
Walls = Seperate Adjacent hexes. Costs 3 Move points to cross a wall.
Atlantean units being attacked from across a wall get +2 Power to defense rolls.
Flyers do not recieve move penalties
SPELLS
The spell pile mix should be 1 chit for each of the spells listed below.
There are 3 types of spells: Mage, Priest, & General.
Mage units can cast Mage or General spells.
Priest units can cast Priest or General spells.
A unit can cast one spell per turn.
Each player has a hand of 7 spell chits they replenish in Draw Phase.
A player casts a spell from his hand through a spellcasting unit he controls.
Once spells are cast they are discarded unless they are to be used as markers.
Use the spell chit to represent a unit created by the spell.
Unless otherwise noted spell have a range of 2 hexes.
SPELLS NOTES
Shield Unit gets +3 Power Points on Defense roll. Cast at beg. of Battle phase
Haste Unit gets +2 Move Points. Cast at beginning of move phase
Fly Unit Flies at Move Points = 4 this turn. Cast at beginning of move phase
Hold Unit cannot move this turn. Cast at beginning of move phase
Aid Unit gets +2 Power Points. Cast at beginning of Battle phase
Inspire All adjacent friendly units get +1 Power points this turn. Battle phase
Rage Unit gets +3 Power Points on Attack roll. Cast at beg. of Battle phase
Fireball A Range = 2 attack for 4 Power Points
Lightning Bolt A Range = 3 attack for 3 Power Points
Distract Unit cannot attack. Range = 3. Cast at beginning of Battle phase
Invulnerability Unit cannot be Destroyed. Cast at beginning of Battle phase
Negate Negate the effect of spell just cast within 3 hexes
Mesmerize All adjacent enemy units cannot attack. Cast at beginning of Battle phase
Death Spell Caster gets +5 Power points to Attack roll
Winds Negate all nonmagical ranged atks vs target. Cast before Def. roll made
Whirlpool A Range = 3 attack for 4 Power Points vs a water unit
Wall of Fire No unit may enter 1-3 adjacent target hexes targeted by caster
within 3 hexes of caster. Cast at beginning of move phase
Raise Dead Unit just killed becomes undead under your control; Power Points -1.
Cast after Defense roll made
Earthquake 3 Adjacent hexes within 3 hexes of caster. Ground units in these
hexes attacked for 2 Power Points
Tidal Wave Water unit or unit in coastal hex attacked for 4 Power Points
Flood 3 Adjacent hexes within 3 hexes of caster. Ground units in these hexes
may not move. Cast at beginning of move phase
Poison Gases Unit -2 Power Points. Cast at beginning of Battle phase
Summon Move any Friendly unit from anywhere adjacent to caster
Teleport Caster or Friendly unit adjacent to caster can move to any empty hex
Control Take control of unit this turn. Cast at beginning of Battle phase
Luck Cause Attack or Defense roll just made to be rerolled
Antimagic Both players must discard their spells. Cast any time
Fear Move enemy unit. Unit cannot end move adjacent to one of yor units.
Cast in move phase before unit moves
MAGE SPELLS
Earth Elemental Creates a Unit adj to caster: Power Points = 4, Move =1, Lasts 3 turns
Water Elemental Creates a Unit adj to caster: Power Points = 3, Move =3W, Lasts 3 turns
Air Elemental Creates a Unit adj to caster: Power Points = 3, Move =5F, Lasts 3 turns
Fire Elemental Creates a Unit adjacent to caster: Power Points = 4, Move =2,
Lasts 3 turns, Cannot be transported
Illusion Creates a Unit adj to caster: Power Points = 3, Move =5F, Lasts 2 turns,
Destroyed if Attacked
PRIEST SPELLS
Ressurrection Unit not destroyed. Cast after Defense roll made
Reincarnate Put unit from discard pile into play adjacent to caster
Golem Creates a Unit adjacent to caster: Power Points = 3, Move =1
Sanctuary Unit cannot attack or be attacked. Cast at beginning of Battle phase
Commune Discard spells and draw seven new spells
GAME DESIGNERS NOTES
The Atlanteans have the advantage of being centralized and on the defense.
The Foes have more units but they are spread out and have to cross the water barrier.