Board games that try to mimic video games usually fail. They’re often clunky, bogged down by math, or just feel like a pale imitation of the digital "real thing." But then there’s Guards of Atlantis II. It's weird. It doesn't use dice. There are no "to-hit" rolls. Honestly, it’s probably the most stressful and rewarding tactical experience you can put on a tabletop right now. Created by Artem Safonov and the team at Wolff Designa, this isn't just another dungeon crawler or skirmish game. It is a pure, distilled competitive arena.
If you’ve ever played League of Legends or Dota 2, you know the rush of a perfect team fight. You know the crushing weight of a mis-timed ability. Guards of Atlantis II manages to capture that exact feeling without requiring a PC or a high-speed internet connection. It’s all about the cards. If you play the wrong one at the wrong time, your hero dies. Period.
The Zero-Luck Problem (And Why It Works)
Most tabletop gamers are used to the comfort of a die roll. If you miss a shot in XCOM or Warhammer, you can blame the plastic cubes. You can't do that here. In Guards of Atlantis II, every single action is deterministic. If my attack value is 3 and your defense is 2, you take damage. This lack of RNG (random number generation) creates a high-stakes environment where every loss feels personal. It's your fault. You got outplayed.
The game operates on a simultaneous card reveal system. Everyone chooses a card from their hand, places it face down, and then everyone flips at once. It’s a game of "I know that you know that I know." You’re staring at your opponent across the table, trying to figure out if they’re going to use their fast movement to escape or their heavy strike to finish you off. Because initiative is tied to the speed value on the cards, the turn order changes constantly. One second you're the hunter, the next you're the prey.
It’s All About the Minions
You might think a game called Guards of Atlantis II would be purely about hero-on-hero violence. It's not. Just like in a digital MOBA, the minions are the heartbeat of the map. They move automatically. They follow strict logic. If you ignore them, you lose. It’s that simple.
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The "Push" mechanic is brilliant. Minions clash in the middle of the lanes. If your team kills more enemy minions, the line of battle moves forward. If the minions reach the enemy base, you win the game. This forces players to balance two conflicting goals: hunting down enemy heroes for gold and experience, and babysitting the "creeps" to ensure the lane doesn't collapse. Most people get this wrong in their first few games. They chase kills like it's a Team Deathmatch, only to realize the enemy minions have already knocked on their front door.
Why Hero Variety Matters
The roster in Guards of Atlantis II is massive, especially if you’ve dipped into the expansion packs. You have your classic archetypes:
- Tanks like Brokk or Taksen, who soak up hits and disrupt positioning.
- Assassins like any of the high-mobility, low-health characters who can delete a hero but die if someone sneezes on them.
- Supports who provide shields and buffs, often being the unsung heroes of a winning push.
Each hero has a signature deck of just five cards. That’s it. You aren't managing a massive library of 100 spells. You have five cards. But as you level up, you replace those cards with upgraded versions. It’s a tight, elegant progression system. You feel the power creep immediately. By level 4, you’re a god compared to the level 1 version of yourself, but so is everyone else.
The Brutality of Player Elimination
Let's talk about the elephant in the room. When your hero dies in Guards of Atlantis II, you are off the board. You’re out. In many modern board games, "player elimination" is a dirty word. Designers try to avoid it to keep everyone "having fun." Wolff Designa went the other way.
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Death matters. If you die, your team is playing 4v3 or 3v2. They are at a massive disadvantage. However, the game is designed so that death isn't permanent for the whole match. You respawn after a round. But that round—that time spent off the board—is agonizing. You watch your friends struggle to hold the line while you sit there with your cards in your hand, waiting for the timer to tick down. It creates a genuine sense of self-preservation that is missing from almost every other tactical skirmish game.
Navigating the "Kickstarter" Nature of the Game
Getting your hands on a copy of Guards of Atlantis II is notoriously difficult. It’s not something you can usually find on the shelf at your local Target. It lives in the world of crowdfunding and limited print runs. This has created a bit of a cult following.
Is it worth the hassle? If you have a consistent group of 4 to 6 players, yes. This is not a great 2-player game. It "functions" at 2, but the magic happens when you have teams. The table talk, the frantic coordination, and the collective groans when an enemy reveals a "Fast 5" card are what make the game special.
If you're looking for it, you'll likely have to wait for a "Gamefound" campaign or pay a premium on the secondary market. The production quality is high—the miniatures are chunky and detailed, and the card art is vibrant—but the price reflects that. It's a "lifestyle" game. Once you start playing it, you might find your other skirmish games gathering dust.
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Common Mistakes New Players Make
- Overextending: You think you can get that last hit on an enemy hero. You move deep into their territory. You forget that they haven't played their "Defense" card yet. You're dead.
- Ignoring the Gold: Killing minions gives you gold. Gold lets you buy items. Items win games. If you aren't farming, you're falling behind.
- Lack of Communication: Since you can't show your cards to your teammates, you have to talk in code or generalities. "I'm going to hit this guy hard" or "I'm getting out of here." If you don't talk, you'll end up attacking the same target and wasting precious actions.
- Misjudging Speed: The speed value on your card is the most important number. If your card has a speed of 3 and your opponent’s has a 4, they go first. This can mean the difference between landing a killing blow and being dead before you even swing your sword.
Real Talk: The Learning Curve
The rules themselves aren't actually that hard. You can teach the basics in about 15 minutes. The complexity comes from the interaction between the heroes. Knowing what every other hero is capable of is the real challenge. You need to know that if you’re standing next to a certain character, they have the potential to push you three spaces into a pack of minions.
This "knowledge gap" can make the game feel unfair to newcomers playing against veterans. If you're introducing this to a group, try to keep the teams balanced with one experienced player on each side. Otherwise, it’s going to be a slaughter.
Actionable Steps for Your First Match
If you’ve managed to snag a copy or are headed to a friend's house to play, here is how you survive your first session of Guards of Atlantis II:
- Pick a "Simple" Hero: Start with a straightforward damage dealer or a tank. Avoid the complex "trickster" heroes until you understand the flow of the minions.
- Watch the Lanes: Always keep one eye on where the minions are. If they are close to your base, stop what you are doing and go kill some enemy creeps.
- Save Your Defense: Don't burn your best defensive cards early in the round unless you're sure it's a life-or-death situation. You'll need them when the enemy focuses their fire on you.
- Focus on Positioning: Being one hex away can be the difference between safety and a respawn timer. Use your movement cards to stay behind your minions or your tank.
- Respect the Speed: Before you lock in your card, look at the potential speed values of the enemies around you. If they can outspeed you and kill you, maybe play a defensive card instead.
Guards of Atlantis II is a rare beast in the tabletop world. It’s a game that demands your full attention and rewards your tactical brilliance without ever relying on the luck of the draw or a roll of the dice. It’s frustrating, exhilarating, and deeply addictive. Just make sure you bring some friends who don't mind getting their feelings hurt a little bit.