Although multiple things have changed between the1998 edition and the 2018 Admiral’s Edition, Atlantic Storm will be very familiar to any long-time fan. Here are the basic changes.
Force Deck
I added 24 new cards and removed 18 old ones. In most cases this was simply substituting one U-boat or escort ship for another. I did this so I could add 24 more instances of historically-based fate. Of the cards that remained, I tweaked around two dozen values after doing more research and to improve the balance between both sides. The Admiral’s Edition also includes more events, and I revised some old events. My goal has been to increase the opportunities for play and to reduce the frequency with which players choose to discard. However, the most obvious change in the Admiral’s Edition is that Force cards are now a larger (tarot) size, which makes it easier to see the values on the cards from across the table.
Convoy Deck
I added 2 more convoys to 1940, and 3 more to each of the other years. I also added a Storm event. The Storm has a different effect than the original Storm event (that card in the Force deck was renamed and slightly changed). Two-thirds of the convoys are now fated (previously only half of them were), and the percentage of Empty and Full convoys has increased (while the percentage of Half-Full convoys dropped). The convoys still use the standard card size so they won’t inadvertently get mixed in with the Force Deck.
Rules
The rules now offer several ways to build the Convoy Draw Pile: Quick, Random (18 rounds, which is 2 shorter than the original edition), Loaded (no Empty convoys), Fated, and Everything. Players get a chance to adjust their starting hands, and Bonus cards are easier to play. When a tied combat happens, all players are allowed to discard from their hand prior to the upcoming round in the hope of drawing cards that will be playable. I clarified a couple of other rules, and I updated the 2-player rules to fit 3 players as well. I added rules for a Chronological Version and a Team Version for people who want those experiences.
Solitaire
Lastly, I added rules for a Solitaire game, which uses elements of the Team Version but with specific rules for enemy plays. You never get to call suit in the Solitaire game (the enemy always starts each round), but otherwise you have the normal decisions to make about managing your hand and responding to what has been played. Those who know Atlantic Storm well should typically beat the enemy in Solitaire unless they use the “Increased Challenge” rule, which slightly increases the likelihood of enemy plays.
All in all, I hope the above changes appeal to the fans of Atlantic Storm and give them new chances to tell stories about the battleships they caught or the U-boats that got away.
Force Deck
I added 24 new cards and removed 18 old ones. In most cases this was simply substituting one U-boat or escort ship for another. I did this so I could add 24 more instances of historically-based fate. Of the cards that remained, I tweaked around two dozen values after doing more research and to improve the balance between both sides. The Admiral’s Edition also includes more events, and I revised some old events. My goal has been to increase the opportunities for play and to reduce the frequency with which players choose to discard. However, the most obvious change in the Admiral’s Edition is that Force cards are now a larger (tarot) size, which makes it easier to see the values on the cards from across the table.
Convoy Deck
I added 2 more convoys to 1940, and 3 more to each of the other years. I also added a Storm event. The Storm has a different effect than the original Storm event (that card in the Force deck was renamed and slightly changed). Two-thirds of the convoys are now fated (previously only half of them were), and the percentage of Empty and Full convoys has increased (while the percentage of Half-Full convoys dropped). The convoys still use the standard card size so they won’t inadvertently get mixed in with the Force Deck.
Rules
The rules now offer several ways to build the Convoy Draw Pile: Quick, Random (18 rounds, which is 2 shorter than the original edition), Loaded (no Empty convoys), Fated, and Everything. Players get a chance to adjust their starting hands, and Bonus cards are easier to play. When a tied combat happens, all players are allowed to discard from their hand prior to the upcoming round in the hope of drawing cards that will be playable. I clarified a couple of other rules, and I updated the 2-player rules to fit 3 players as well. I added rules for a Chronological Version and a Team Version for people who want those experiences.
Solitaire
Lastly, I added rules for a Solitaire game, which uses elements of the Team Version but with specific rules for enemy plays. You never get to call suit in the Solitaire game (the enemy always starts each round), but otherwise you have the normal decisions to make about managing your hand and responding to what has been played. Those who know Atlantic Storm well should typically beat the enemy in Solitaire unless they use the “Increased Challenge” rule, which slightly increases the likelihood of enemy plays.
All in all, I hope the above changes appeal to the fans of Atlantic Storm and give them new chances to tell stories about the battleships they caught or the U-boats that got away.