Atlantic Storm cover
1997BGG rank #6,487

Atlantic Storm

by Don Greenwood, Ben Knight · The Avalon Hill Game Co

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Players2–6
Time60m
ComplexityMedium-Light
Age10+

About the game

What is Atlantic Storm?

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

How it plays

Mechanics

Trick-taking

On the shelf

Categories

Card GameNauticalWargameWorld War II

Questions players ask

Questions to bring to BoardGameBrain

  • How do setup and the first turn work in Atlantic Storm?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?