Atlantis - Online Rules
Starting The Game
With /join 2-4 players can join the game. With /start the game begins. Alternatively, you can use the Game Tool!
Object of the Game
Atlantis is a tactical game in which each player tries to rescue his meeples from the sinking island to the shore, collecting as many points as possible on the way. During the game the path sinks more and more and moving becomes more expensive, so players have to use their cards wisely in order to travel as efficiently as possible.
For players who already know the rules, there is also a Quick Start, which describes only the game interface.
Game Board

- Starting tile - Atlantis
- Track tiles with a value of 1-7
- Watery gap
- Bridge
- Destination tile - Continent
- Player Dashboard

- Name of player and current points
- Player's Cards
- Bridge indicator (if player has already built it or not)
- Number of cards in hand
- Tiles Collected/Scored
Starting the Game
At the beginning of the game, the path from Atlantis to the continental shore is constructed (automatically), using the following logic: ten pairs of tiles (stacked), ten single tiles, six more pairs of tiles (stacked), a watery gap, followed by six more pairs of tiles (stacked), ten single tiles and ten pairs of tiles (stacked).
Each player gets three meeples and a bridge. The starting player gets four movement cards, the following player gets five cards and so on.
Flow of the game
Each player carries out the following actions:
- Move a meeple
- Collect a track tile
- Draw a new movement card
Move a meeple
A meeple is moved by playing a movement card from your hand. The meeple moves forward to the symbol of the card chosen to the next tile with that symbol on it. If the next tile is already occupied, the player must play an additional card to move to the next available free tile. A tile can never be occupied by more than one meeple! A player can therefore move forward rapidly by using many cards in this way.
To move a meeple, the active player must seclect the meeple he wants to move first by clicking on it. Then the tiles he can possibly reach with his movement cards are shown.

Example: Player green has selected the meeple on the bottom left. The movement cards in his hand are blue, gray, brown and pink (one of each). The green arrows now show the tiles he can reach during this turn. Next to the arrows, on the right, the player can see the cards needed for this move. To reach the grey One, the player only needs a grey card. To move forward to the grey Four, the player can play the pink card first. Because the pink Two is already occupied, he has to play another card. By playing the grey card he can jump to the next grey tile, the grey Four. He has two possibilities to reach the brown Two or the blue Seven. Either he jumps there directly by playing a brown or blue card or he can play the pink card first to reach this tile with two cards. To select the desired tile, the player clicks on the corresponding coloured point next to the green arrow. If green intends to jump to the blue Seven with only one movement card he has to click on the point marked by the red circle
Watery gaps
Watery gaps on the way can be crossed in two different ways:
- building a bridge
- Hiring a boat
The cheapest way to cross a watery gap is to build a bridge across the gap. But each player has only one bridge at his disposal. To build a bridge click on the desired water tile.

To finish building the bridge, click on the confirmation field
A bridge crosses more than one connected tiles of water. If an adjacent track tile is removed, the bridge is extended automatically. After a bridge is built, all players can use it to cross that gap.
If a player has no more bridge at his disposal or decides that he does not want to build it, he can cross a gap by boat. This option is not free of charge. The price for the crossing depends on the adjacent track tiles. The lower score is used and can be paid using tiles already collected or cards in hand. If a player crosses more than one gap during his turn, the numbers are added and can be paid at once.

Example: Blue wants to jump to the white Four by playing a white card. He has to cross three watery gaps on the way. The first gap lies between a Two and a Five, so he has to pay two points for this one. The next gap is already crossed by a bridge which he can use for free. But the third gap lies between a Five and a Seven, therefore the price for crossing this gap is five. The player has to pay 2 + 5 = 7 for the entire jump to the white Four.

The price for a jump including gaps can be seen by moving the mouse over the corresponding green arrow.

After choosing a movement and selecting the corresponding coloured point, a window opens if a gap must be crossed. This window shows how many points have to be paid, using either collected track tiles or cards in hand, regardless of colour.

In order to pay, the player moves the mouse over his name and chooses the desired points and/or selects some of his cards in hand. If he has reached the price this way, he confirms by clicking on the green checkmark
Be careful: it is possible to overpay (either intentionally or by accident! If for example a player has to pay only one point, but he has only higher tiles and no cards in hand left, he must overpay! This means he has to give away a valuable tile, losing points. If a player does not pay attention while choosing the correct tiles or decides again during the selection, he should always verify the number next to the checkmark in order to avoid overpaying by accident.
Since the player has not collected a tile with a value of seven, he has to mix in this example: he chooses the blue Five and two additional cards from his hand.

Special case: If a player is not able to carry out a legal move with the cards in his hand, he must skip his turn. He is compensated for this with two additional cards in hand.

At the beginning of his turn a player can buy movement cards by giving up a tile Points. To do this they must move the mouse onto their name to display the tile points. They can then choose a tile and receive half the value (rounded down) in cards.
Collect a track tile
After a player has made their move, they can take the next free path tile behind him. If there is a watery gap or a bridge behind him, he can take the next tile behind the gap or bridge.
Draw additional movement cards
At the end of his turn the player draws one new movement card. If one of his meeples has already reached the continent shores, he may draw two cards each turn, if two meeples are already rescued, he may draw three cards.
End of the Game
The game ends immediately when a player moves his third meeple to the continent shore. He gains four additional cards for this move. The remaining meeples of the other players are automatically moved to the continent and points for crossing watery gaps are automatically subtracted from their score. The victory points are calculated by adding the scores on the collected track tiles and one point per card left in hand. The player with the most victory points wins the game. In case of a tie, the game is a draw.