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Survive: Escape from Atlantis!
Survive: Escape from Atlantis!
1982 | Adventure, Animals, Bluff, Nautical
I have never been on a sinking anything. Sure, I have flipped over kayaks, and paddle-boards, and anything else that requires me to balance on top of water. But I cannot imagine the terror of being on an island that just… sinks into the deep. Oh also running out of room and having to swim to safe land. Oh also while sharks, whales, and sea monsters are chasing me. You know what? Maybe I’m cool with being located in the Midwest. I’ll just play this game and live vicariously through the esceeples (escaping meeples? I need a handbook for these -eeple terms).

Survive: Escape from Atlantis! (which I now will call Survive) is an competitive adventure game featuring action points, grid movement, secret unit deployment, dice rolls, and lots of take-that. And little boats. It also can destroy friendships and ruin evenings. Play at your own risk.

DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. We ARE including the 5-6 player mini expansion, however. Should we review the others in the future we will either update this review or post a link to the new material here. Also, I do not intend to detail every rule in the book, but give our readers an idea of how the game plays and our thoughts on it. -T


To setup a game of Survive, each player will choose a color and take into their supply all the meeples of that color and two boats. Place all the terrain tiles randomly (and face down) within the bolded line on the board to create the central island. Place out the sea serpents on the sea serpent spots as menacingly as possible. Players then take turns placing their numbered meeples on terrain tiles until all meeples have been placed, and their boateeples on any water space near the island they wish. Keep aside the shark, whale, and dolphin meeples for later. Give the die to the first player and you are ready to play.
On a player’s turn they will 1. Play any tiles from their hand, 2. Move meeples, 3. Remove terrain a tile, 4. Roll the die and move creatures. At the beginning of the game nobody will have any tiles in hand to play, so skip this step if there are no tiles in hand. On subsequent turns players may have collected tiles as a result of the #3 action, and now is the time to play those. Typically they are beneficial for the active player or detrimental to the opponents. Next, the active player will move their meeples in any combination three total board hexes. This can be done with one or more meeples on land or in the water. There are movement restrictions that I will not cover here. After movement, the active player will remove one of the terrain tiles with the lowest elevation (sand, forest, then mountain tiles). The player flips over the tile and will play it immediately if it shows an arrow, or keeps it in hand if it shows a hand icon. Finally, the active player will roll the red die and move creatures per the movement table printed on the board.

Creature movement creates the tension in the game (as if fighting over the boats wasn’t enough). You see, when sharks enter the board and are moved, they are hungry for swimmer meeples (obv). Whales are hungry(?) for boats and will destroy them but fling the meeples aboard into the water to become swimmers. Sea serpents don’t care. They will eat swimmers and manned boats… but they’re the slowest movers. So consider that.


Play continues in this fashion until the either all meeples have been removed from the play grid, or a player flips over the volcano mountain tile and ends the game. Any meeples who have made it to the safety of the outer islands are worth the VP printed on their bottoms. Wait, not the butts. The bottom of the meeples. Which I guess are the feet.
Components. To reiterate, in case it was missed, we are reviewing the 2010 Stronghold edition. There is a newer version, and it seems to look a little better but plays the same. However, I love the components of this version too. The meeples are fine, the creatures are cool, the varying thicknesses of the terrain tiles makes for an interesting mini-3D look, and the board is great without being too busy and distracting. I have absolutely no issues with these components and think they are super.

Now, you may have read in my intro that this game may ruin friendships and the evening, and I really am not joking about this. I have played this so many times where at least one person becomes completely angered by the chomping of the shark or the horrible movement of the sea serpent adjacent to their boat. It’s just a game, and it’s inevitable in this one – your meeples will get eaten. It’s gonna happen! When I teach this now I try to make that apparent right away because it is then not viewed as absolutely treachery when it happens to newer players. Should you be playing with sensitive gamers, please instruct them early that it WILL happen or you’re gonna have a bad time.

However, this game is great! I love it now as much as I ever have. It’s an older horse for me, but one of which I will never tire. I can and love to play it with new gamers, especially the ones that are hoping to join the inner circle. If you can hang through a game of Survive without being angered and taking it all in stride, you are welcome at my table ANY time. That said, as you can see by our ratings, Purple Phoenix Games gives this one a mighty and well-deserved 21 / 24. If you enjoy games that upset your players and want a cool theme on it, check out Survive: Escape from Atlantis!
  
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(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).


This is a book I'd been wanting to read for awhile. The whole gothic horror thing really piqued my interest. While this wasn't my favorite horror story, it was still a good read. I've also seen some reviews saying that this book was a lot like the Twilight series by Stephenie Meyer but I didn't think it was.

I must admit that the title is what caught my attention first. I love it, and I find that it's a very fitting title for the book.

The cover is the next thing that caught my attention, and while I don't think it really fits in with the story, it's still an interesting cover.

I enjoyed the world building very much. However, a majority of characters in this book had really peculiar names like Violet White, River West, True White, Sunshine, etc. Maybe it was just a coincidence, but I still found it strange that they all had extraordinary names. I loved the back story of everything which helped to set up the world building very nicely. The one thing that kind of annoyed me was the insta-love between River and Violet.

The pacing did start off a bit slow, but I hung in there. By about the third chapter, the book reeled me in, and my attention was focused solely on finding out what was going to happen and if River was truly a bad boy or just misunderstood.

I felt that the plot had some originality to it. River moves in to Violet's guest house and suddenly a bunch of weird things start happening. I really want to elaborate more on the plot, but I also don't want to give anything away. Let's just say the plot deals with the paranormal and romance. There is a plot twist. There's also a sort of cliff hanger ending since there's a second book in the series.

As for the characters, I thought they were alright even if they did seem a bit older than their actual ages of 16 and 17. I liked how Violet wasn't ashamed to be different. She was odd, yes, but that's what I loved about her. She seemed, for the most part, to be comfortable in her own skin. I didn't really know what to make of River. He was very mysterious and he lied...a lot! This made me not trust him at all, yet Violet was perfectly happy to trust River. (Okay, so Violet had one annoying trait). I liked Luke, and I didn't feel that he was as mean to Violet as what Violet led us to believe. In fact, I thought he was quite nice and caring. He was a bit of a ladies man, but the kid is 17 years old after all. I liked how Neely was like the protector of everyone. He did have a bit of a temper, but he was willing to do whatever it took to protect his friends and family. The character I really had a problem with was Brodie. He's such a stereotypical Texan, and that's what really made me upset. He came across as an uneducated hillbilly. I really did feel offended by the author for her portrayal of Texans.

The dialogue sounds more fitting for an adult novel as the teenagers in the book speak like they are much older than their 16 and 17 years. As I stated in the above paragraph, I was offended by the character of Brodie. His speech was so stereotypical and offensive. I've never even heard anyone from Texas speak the way Brodie spoke, and I was born and raised here in Texas! I think the author should've done a bit more research about the dialogue and dialect of Texas instead of just stereotyping. Other than that, the dialogue flowed smoothly and freely. The book is fairly violent, and there are some mild sexual situations. There is some swearing as well.

Overall, Between the Devil and the Deep Blue Sea is an intriguing read with a great plot. The world building is interesting, and the characters are likable even if one was extremely offensive.

I'd recommend this book to those aged 16+ who are fans of gothic horror or just horror in general.

<b>I'd give Between the Devil and the Deep Blue Sea by April Genevieve Tucholke a 3.75 out of 5.</b>


(I purchased a hardcover copy of this book with my own money from Amazon. No review was required).
  
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