Escape from Atlantis |
#1 1986 #2 1996 |
#1 Waddingtons #2 Waddingtons Hasbro |
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First produced |
1986 |
Players |
2 to 4 |
Age(s) |
8+ |
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Click |
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#1 | 1 x playing board 1 x Atlantean swirler 24 x sea creatures, 6 each of; - sea monsters, sharks, octopuses and dolphins 12 x ships 12 x sails 7 x grey mountain pieces 12 x green hill pieces 18 x yellow lowland pieces 4 x sets of 12 colour wood pawns representing Atlanteans 1 x rules leaflet New to this edition; - new design for box and board - plastic male and female figures replace the pawns - the island pieces have been moulded in much finer detail - 2 special dice replace the Atlantean swirler - the number of ships is reduced to 10 from 12 - the whirlpool can now remove adjacent island pieces - game play is shorter as the island sinks much quicker. 1 x Acropolis in 2 parts 6 x citadel pieces 12 x land pieces 18 x rock pieces |
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#2 |
| Escape from the doomed island of Atlantis to the safety of nearby coral Islands at the 4 corners of the game board. The game finishes when the last surviving Atlantean reaches safety. The player with most survivors, wins.
For a shorter game, play until only the island citadel remains. The player with the most Atlanteans on the coral island, wins. Race to leave the citadels and board waiting boats. Hazards include sea monsters that can sink your boat, but if you're lucky, you'll be rescued by a dolphin. Each turn has 3 parts; - move a figure 3 spaces - sink an island piece - roll the 2 special symbol dice; the 1st determines which object to move and the 2nd for the number of spaces (1, 2, 3) or dive (D). One of 6 symbols is found on the reverse of each island piece and replaces the island piece with a sea monster, shark, octopus, dolphin or boat. If a whirlpool symbol is revealed, then any sea creatures, boats, swimmers and all island pieces on an adjoining space are removed from play. (There are 3 sets of symbols on the lowland pieces, 2 sets on the hill pieces and 1 set on the mountain pieces. The centre mountain piece has no symbol.) Players may move sea monsters to devour an opponent's figures or move a dolphin or boat to rescue their own figures, by a number of spaces according to the 2nd dice. If a D shows, the object may be moved to any vacant sea space on the board. |
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