Ross McKinley

“Books I finished and games that stayed on the table.”

Guards of Atlantis II

Rating: 4 / 5

Box art for Guards of Atlantis II showing stylized champion heroes facing off across a lane map

Dana’s nephew plays a lot of League of Legends and has spent more than one Tuesday trying to explain lane assignments and jungle timing to a group of us who mostly know the genre by reputation, so this landed on our table specifically as a translation test: does a video-game genre this mechanically specific actually work on a table. Mostly, to my surprise, yes. Each champion runs on exactly five cards representing their kit, movement, basic attack, and three abilities, and those five cards get used for everything: playing them for their effect, but also discarding them to move, or using them defensively to block damage. That single constraint, five cards doing triple duty, is the whole design in miniature, and it’s elegant enough that I understood it faster than I expected to.

The lane structure, three separate skirmish zones each with their own minion waves and objectives, gives the game the multi-front tension a MOBA needs without asking you to track a live video game’s worth of information. Leveling up champions mid-game by spending gold earned from kills and objectives lets each hero’s five-card kit evolve into stronger versions of the same cards rather than an entirely new hand, which keeps the learning curve contained even as the power level escalates.

Where it asks more of a group than most games in this genre is champion-specific asymmetry. Learning one champion well takes a game or two; learning what the other five or six champions in a given match can do to you takes considerably longer, and our early sessions had a lot of “wait, it can do what?” moments that a more experienced opponent could have punished harder than our group did. That’s not really a flaw so much as an honest cost of the genre it’s translating, since the same learning curve exists in the video games this is modeled on.

Component-wise it’s solid rather than lavish, sculpted plastic minis for a subset of champions and card stock that’s held up fine after a dozen or so plays without any noticeable wear at the corners. The rulebook is clear on core mechanics but leans hard on a companion reference for champion-specific text, which meant our first few sessions involved a lot of flipping between two documents rather than one. A genuine, well-executed attempt at a hard translation problem, and one I’d recommend to anyone who’s ever wished a MOBA had a pause button and no ping.

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