From: Kevin Duke Subject: Atlantic Storm Review Rebuttle There are already two other reviews of Atlantic Storm present here, and let me begin by saying this isn't a deliberate attempt to take shots at those folks-- much as I disagree with the very idea of writing a 'review' and a 'varient' of a game after one playing. We've played about 11 games now, on three separate occasions. Also, as someone who has taken plenty of shots at the now departed AHGC for laziness or poor QC, I'm not a likely person to rush to their defense. But Atlantic Storm is a great game. At least is it using all the rules, and playing with 5 or 6 people. If the other reviewers have played with less, that might account for some of the problem. We found it not-so-good with 4, and dramatically better with 5. With 6 was about the same as with 5. Also, adding in the "spoils" VP idea makes a huge difference, as players jump into the pot hoping for 'something' other than just stopping the guy with the best card. Without "spoils," players wither under the mind set "I can't beat him, so I'll discard to make sure he gets fewer points" and the interest level is much much lower. Everyone seems to agree the graphics are excellent. They are. Among the best ever, certainly the best thing I've seen from the subsidiary of a printing company (which seemed to mean that nothing was ever rejected). Moreover, the rules are extremely well done, and this comes from a group of folks who've playtested over 50 games and are usually very rough on rules writers. We haven't found a question that couldn't be found directly or reasoned easily from the overall style and intent of the game system. I'm sorry for those who complain that the game is not "realistic" enough. Hey, it's a card game! It doesn't pretend to be simulating anything-- like Rise of Lufwaffe or Up Front. It's just a very well designed card game, with excellent permutations, surprises, suspense, and shifts. Balance is extremely good-- players who are obviously "leading" get the advantage of an extra card or two, which helps off-set the "stop him" movements that usually happen in multi-player games. "First card laid" is a disadvantage, so this game allows that person to pick the convoy between two cards (could be an advantage) and pick the type of action to be fought (should be an advantage). Neither part of the game-- picking the convoy or an extra card or three-- is overwhelming, but they help. It works. It also works having a number of cards use a die roll for their strength. That means uncertainty is a part of almost every hand played. The "fate card" concept is also a good one, affecting how players use cards, which ones they discard, etc. In reference to the other reviewer, we've played Modern Art and like it as well. Comparing the two games is difficult. Their "engines" are very different, but similar in that a player "learns" more about the game as he goes along. Strategy has some subtle elements (extremely subtle perhaps in Modern Art) and few plays are certain (although we found more "locked in, can't do anything about it" problems in Modern Art than we've found in Atlantic Storm.) If you're in a gaming situation where you have only 2 or 3 gamers and plenty of time to wrestle with the latest and greatest complicated game for days at a time, then Atlantic Storm isn't going to please you, as much for your limited numbers as for the lack of "simulation." But, if you regularly have a larger group of people get together, looking for a few hours of entertainment and a game they can play over and again, then Atlantic Storm is a good investment (grab it while you can). The rules say a 'complete game' is 20 convoys. If your time is short, or you just want to have more 'start fresh' situations, then cut that number down and play several games with, say, 11 convoys each. Designer and Developer are to be complimented-- this is a thoroughly professional job. I'm sorry to wonder what "extra cards" would have been added if AHGC had stayed afloat. Kevin Duke Memphis Area Playtesters