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Game Files

Once the game files are ready for the players, a link to them will be placed here. The final versions of all the game rules will be uploaded no later than July 27.
The Colossus of Atlantis is a Megagame that takes Plato's writings about Atlantis, adds some mad science from new age occult literature, and tops it off with giant steampunk robots battling eldritch abominations. This will be the third time Colossus has been run.

The final version of the rules can be found by clicking here

Player Roles

Players will either be a member of a team of six players, or playing a solitaire wandering hero. The wandering hero is a figure like Odysseus or Conan, an outsider to the noble Houses that dominate Atlantis, but capable of acquiring a powerful warband of followers and enough Arête (virtue or excellence) to disrupt the status quo and change Atlantis for the better. Each member of a noble House team will play one of six roles, in addition to governing a city on one of the map tables. The roles are:
Click on the link to see a copy of the briefing for each player role.

Control Roles

The Control team help manage the game maps, council meetings, the spawning of resources and monsters into the game, and actions by the non-player rival empires that threaten Atlantis. One member of Control will also track team scoring, and the DOOM track.

Outline of Play

There will be up to seven map tables, depending on the number of players. Each Map table will have at least five players assigned to it. Each map will have 16 colony regions for the players to struggle over, plus the cities of any House players at that map. Some of the regions will have outposts controlled by the rival empires. The initial resources controlled by each player will be similar. Maps will also have Monsters in some regions - which players can choose to avoid, or engage in combat.

Each game turn has two main phases, a map phase and a diplomacy phase.

In the map phase all players will do the following:
  • make a plan for the turn
  • reveal their plans
  • build units
  • move units
  • resolve conflicts
  • collect rewards.
All map actions are resolved simultaneously where possible. Conflict is intended to resemble the Hoplite warfare of classical Greece - battles are decisive and defeated armies must be largely rebuilt from scratch. A player should be able to recover from a bad defeat in a couple of turns. Your home city is usually safe from attack, unless you have been corrupt or dishonourable, opening you up to a challenge by other players.

In the diplomacy phase players first meet for team discussions, then attend Council meetings, before having some free time for diplomacy and purchasing upgrade cards.

Each player role has its own Council meeting, except wandering Heroes, who are free to join any Council meeting they choose. At each Council meeting, every player will get to make one choice from among a dozen or more options open to each Council. The six Councils and their core functions are:
  • The Council of Law - approves constitutional changes
  • The Council of War - defending Atlantis against rival empires
  • The Council of Trade - trading with rival empires
  • The Council of Wisdom - research into sorcery
  • The Council of Wonder - building wonders of the ancient world
  • The Council of Surveying - espionage and internal security.
Click on the link to see the options available to the Council at the start of the game, and click here for the options common to all Councils.

Progression in the game

Winning control of a Colony region in the Map phase grants rewards to a player that can include:
  • Talents (money used to build new units and make sacrifices to the Gods)
  • Arête (increase in a player's voting strength in Council meetings)
  • Kudos (status points for the player's team)
  • Orichalcum (a resource that improves cities and powers some upgrade cards)
  • Vril (a resource that improves research and powers some upgrade cards)
  • Cogs (a resource used to purchase upgrade cards).
Council actions will usually reward the player initiating the action, and may reward or punish other players. Through the Councils it is also possible for the players to change the sacred constitution of Atlantis, adjusting the rules of the game. This can (and probably will) take the game in unexpected directions, which is part of the fun of Megagames.

Players will advance in research, which will allow them to use "Cogs" to purchase upgrade cards. Upgrade cards generally make cities, armies, heroes, or Colossi more powerful or effective in the game. Wonders also change the rules of the game for the player that controls the Wonder, and can also influence what happens to other players at their map table.

Examples of upgrade cards can be found by clicking on the links below:

Click here, for examples of some of the Wonder cards that can be built during the game.

DOOM

Players that are defeated in battle, or who choose corrupt actions in council meetings, will gain DOOM tokens. DOOM is used to cast Sorcery spells, and the more DOOM tokens you have, the more powerful your spells are. DOOM tokens are also used to power up some upgrade cards.

The problem with using DOOM tokens, is that it increases Atlantis DOOM score. If the DOOM score reaches a secret level set at the start of the game, then Atlantis immediately sinks. The team that has the lowest individual DOOM score is then awarded a "moral victory".

Players will receive a warning when the DOOM score is halfway to the deluge level.

DOOM tokens in a DOOM Skull.

 
Example of a map tile
 
Example of a player city sheet
 
Schedule of Play - Thursday 17 August

Reminder: it takes approximately 15 minutes to walk from the GENCON badge collection point, to the Lucas Oil Stadium where the Megagames are being run.

0800 Control team sets up the game.
0830 Control briefing.
0900 Player briefing.
0910 Team planning.
0930 Gameplay starts:
         Game turns are expected to take approximately 40 minutes to complete. If the
         game runs to this schedule, we should complete eight game turns. If play is
         faster we might complete nine or ten turns.
1230 Lunch break - approximately 30 minutes.
1530 Last turn will start at around this time. The normal order of play is reversed, and
         the last turn will start with the Diplomacy Phase, and end with the Map Phase.
1600 End of game debrief.
1630 Pack up the game.
1700 Finish.