# Atlantic Storm ## General Info - **Year Published**: 1997 - **BGG Rating**: 6.5 - **BGG Rank**: #6689 - **Players**: 2-6 (Best with: 5) - **Duration**: 60 min - **Weight**: 2.03 / 5 - **Designers**: Ben Knight, Don Greenwood - **Artists**: Dave Shaw (II), Kurt Miller, Mark Forrer, Tyson Milbert - **Publishers**: The Avalon Hill Game Co - **Categories**: Card Game, Nautical, Wargame, World War II - **Mechanics**: Trick-taking ## Verdict Atlantic Storm is that trick-taking game that surprises you with a super well-integrated World War II theme. If you like the idea of naval and aerial battles in a card format, with tactical decisions every round, this one's for you. The experience is engaging, with the tension of contributing to the right side and the satisfaction of dividing the spoils of victory. A gem for those looking for something beyond the traditional in the genre.Well-applied war themeInteresting tactical decisionsInnovative trick-taking systemPlayer interactionGuaranteed replayabilityMay not appeal to trick-taking puristsSpecific war themeOccasional dice luckRECOMMENDED ## Description In Atlantic Storm, you dive into a unique take on trick-taking games, where cards represent the units that attacked or defended Allied convoys in the North Atlantic throughout World War II. Each round, 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. They then play a unit, either German or Allied, that was available in the chosen year and could fight in the chosen environment. Other players subsequently either pass or play a unit (of either nationality) that meets the same conditions. Once all players have made their selections, dice may be rolled 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! If you enjoy a historical and tactical twist on card games, Atlantic Storm might be a great pick. ## FAQ ### How many players can play Atlantic Storm? Atlantic Storm is designed for 2 to 6 players, making it quite flexible for various group sizes. ### What is the average play time? A game of Atlantic Storm typically lasts between 60 and 60 minutes, so it's perfect for a medium-length gaming session. ### How complex is the game? With a BGG weight of 2.0339, Atlantic Storm is considered a light-medium complexity game. It's not overly simple, but it won't melt your brain either. ### Are the components only cards? Yes, the game is predominantly card-based, representing units and convoys, but it also includes dice to resolve some battles. ### Who is Atlantic Storm recommended for? It's perfect for those who enjoy card games with trick-taking mechanics but are looking for a more immersive and tactical theme, especially fans of war games and World War II history. ### Are there any expansions for the game? Atlantic Storm does not have direct expansions, but it was re-implemented with a different theme in the game Pacific Typhoon, which follows a similar line of mechanics. ### Does the game involve a lot of luck? While the trick-taking mechanic requires strategic hand management, some battles may involve dice rolls, adding an element of luck, but tactical decision-making remains crucial.