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Many players will start their meeples on mountains, even if they are inland… swearing off the beach. However, at the beginning of the game, it’s best to be close to the boats, even if it means being on the beach. Why? Because you don’t want to waste movements just to get to the edge. It’s best to jump right on board.
Anyway, falling in the water early on is better than later. There are only 3 instant sharks in 15 tiles and the serpent is far away (only ones serpent move tile). The odds are on your side. If your beach tile is removed, you can move the boat to the meeple.
This doesn’t mean that you shouldn’t place or move meeples to mountains next to the water. Just don’t avoid the beach at the expense of moves.
Happy Gaming!
One of my mistakes in this I think was to not always go for the “sure thing”. If you spread your attention out too far by advancing many meeples a little each, rather than going for the guaranteed safe ones, likely whatever you had set up will be destroyed by the next few players turns… or endgame. Be conscious of how close the island is to destruction, and act accordingly.
Hey!
I played this game with my wife and my father–both of whom are not “gamers”, but they loved this game! (I was both shocked and elated to see just how much they loved this game).
We played a few times, and we found that sometimes one person would be out of meeples before the other two. Rather than sitting back and watching the end, we let the eliminated player still take a tile from the board (and use any tiles they still could–i.e. move a monster to any empty sea space); and roll the die for movement.
This kept a person who was out engaged still, and they had fun going after the other players.
I always wait for another person to put 2 guys in a boat. Then I grab the last spot. This allows you to get you meeples moving without wasting your movements. It also helps in that the other people on board aren’t going to sabotage their own meeples.
Get your meeple onto ships occupied by others. This will serve you in two main ways
1. The other player(s) on the ship will not sink/destroy the ship.
2. The other player(s) may move the ship to land for you! If they do and have ran out of moves before they could get their people off. Get your people off then pray you can destroy it. (oh the joy when you go “Thanks, and goodbye.”)
Last game I played I never had full control of a single boat, nor did I move one. Yet I won, making others waste their valuable moves on moving the boats to land. Then sunk them soon as I was off…
What a lot of people forget about Survive: Escape from Atlantis is that it is, at it’s heart, a game of speed. The longer that you leave meeples in a position of vulnerability, the more likely that something bad will happen to them. Even the island of Atlantis itself can turn against them. Therefore, you want to get your Meeples off the island, and not just the small value ones. But other players are going to be competing the same way. So how can you turn this to your advantage?
Try this strategy. Place three meeples at opposing ends of the island; you should be able to secure at least that many. Place one high-value meeple as one of them, and two lower-value meeples at the other areas. Save your mid-range meeples at the middle of the island to try and take advantage of areas that open up later on. Try and place as many boats as you can near those meeples, or make your way to boats that are already present near other meeples.
Your goal should be to get your highest-value meeple to safety, and use the other two as decoys while still trying to get them to safety. Since most people try to get their high values off first, odds are that you can get your low-end meeples to either hitch a ride with someone else, or play taxi. Don’t count on being able to control the boat; instead, control the hazards. Try and take down meeples along with your own smaller values, in the hopes that you will eliminate the competition. At the same time, try to work hazards away from your boat without being too obvious about it.
The key to this strategy is to keep your opponents guessing. More boats will turn up near the island, and you can make a run for it with your mid-range meeples later on; you will likely lose one or two, but the gamble is that you take out an opponent’s 6 early on to make it a tradeoff.
I love variants, and this one adds a devious touch to an already evil little game. A gun.
Each 1 point meeple is considered to be carrying a gun (to remember this, you can put a dot on the bottom with a pen or pencil). Each person tries to keep track of his/her gun toting meeple. At the beginning of your turn, if you think you know your gun meeple is on a boat, you can show the bottom and use it to kick the others off the boat. You do not have to kick both off (if say,you have two meeples on the boat). If you are wrong, the gun-less meeple is kicked overboard.
This can only be used once per game per person. Again, it is an action… played before the rest of your turn.
We’ve used this several times, and it works quite well. Give it a “shot.” 🙂
Happy Gaming!
If you can slip a low point survivor onto a boat with 1 other enemy survivor or two different players survivors, don’t forget you can control the boat as well! The look on others players face when you use your “1” value meeple to steer a boat with their “5” into a sea monster is priceless.
Try to jump into boats with two pawns of the same color. You know that player will do his best to reach safety.
Most players will the use solid strategy of putting their 3 highest scoring pieces right next to each other in front of a boat. In fact most players will make this their first three placements in the game. This makes it very convenient to sabotage that well laid plan.
Pick a player who acts after you in turn order and seems to be doing this clumping strategy. Place one of your units directly behind him, preferably on a rock space to make it less obvious. When it gets to your turn, run your piece past his and grab his boat, launching it one space into the sea. This will strand all of his best guys on the shore, crippling his chances of winning.
This strategy will definitely create a grudge right from the beginning, so be prepared for a bloody game. But why are you playing Survive if you aren’t in a confrontational mood?
When a player runs out of meeples, we adapt the movement actions used for survivors for the creatures.
When it’s the turn of a player who is out, rather than taking a tile and rolling the creature die, they are given three movement actions to use on any creatures on the board. The creatures can move their maximum amount of spaces and it can still be considered one action.
For instance, with three actions, I could move a Sea Serpent (Max Movement 1 space) twice, and a Shark (Max Movement 2 spaces) once, both able to cover two spaces.
The reason why we use this variant is that we occasionally have players that are very swiftly eliminated and have a minimal chance to exact revenge with the original rules. Here, those that are killed off quickly can swiftly level the playing field, and it also gives veterans an incentive to get their meeples to safety as fast as possible, thanks to this powerful benefit.
If you feel this is too overpowered, simply take away the element of choice. Players can still have three actions, but before each move, they must roll the creature die as standard.
I notice new players tend to hesitate having their meeples mingle with other player’s meeples on boats.
Don’t!
You are better off having one of your guys on boat with two of your opponent’s meeples. They may think twice before risking their two guys to endanger yours.
As players grow more familiar with the game, this play could be a double bluff as the opponent may suspect you placed a high scoring meeple on their boat, and then endanger their own guys to get to it.
Do not put all your big points (6,5,4 meeples) in one area of the board. Split them up to the corners. Do not put all your meeples on one boat! Split them up as best you can.
Like cookinjr says, don’t be afraid to share boats. But also be very careful when you are. If you can, share a boat with the player to your right, NOT your left. This is because after your opponents save their own meeples, they won’t hesitate to eat your boat with a sea serpent, and there are many turns between the player to your left and yourself where this can happen, as opposed to the player to your right. Also, if you get off first, you have no problems destroying the boat and everyon in it after that.
Many copies from the original run of the game have a printing problem with the rocky portion of the island. The printing on the back is misaligned, leaving white strips along one side of the tiles. It is possible to distinguish the tiles this way, possibly even noting which one is the volcano.
Stronghold games will gladly swap these bad pieces with you if you contact them. The overall quality of the rest of the components is outstanding, and they want to maintain a good image in this area.
They also include an entirely new set of rocky tiles with the 6-player expansion. It’s the exact same set, but without the printing problem.
This is a simple rule variant my son and I added to our games to make things even more cutthroat. Occasionally, one person has all their remaining people on a safe island while the others still have people trying to escape. According to the rules, that person skips the movement phase of their turn. When we play, we allow that person to move an unoccupied boat as their movement phase. It doesn’t always come into play as the boats are frequently occupied, but when it does, it keeps the player engaged and just makes it harder for the others as you struggle to pick up your stranded islanders, only to have the boat keep moving away. It definitely makes the game tougher and adds even more opportunities to mess with the other players.
Meeples are worth different amounts of points. Place your high-valued meeples somewhere where they’ll be safe for a while and have a quick escape route. Be patient though, and wait for the monsters to get far enough out of the way or distracted with other survivors that it won’t go for you when you make a run for it (my first mistake). Once there’s a clear opening, make a run for it as fast as you can and save those meeples! Even if you only save a few, if you get the high-point ones, you could win the game.
Once you place your “Explorers”, you don’t get to look at the point value on the bottoms of the pieces again until end game. The Survive rules offer an alternative where the player with the most pawns rescued (ignore point values) at game’s end wins, but that’s a little boring and predictable.
To keep the excitement of not definitively knowing who’s winning when playing with younger players, or older players with bad memories (heck, even at my relatively-young age I have a terrible short-term memory), allow everyone to peek at their own pawns’ point values whenever they like.
If you sic sharks, whales and seamonsters on a player for no clear reason, they’ll obviously consider retaliating. I use a simple technique to soften the blow.
I play defensively first. If I can move a shark away from me, even if there is an obvious play to eat another player, I’ll protect my guys.
In the early stages of the game, I will attack other players in order, rotating around to my left. If I attacked you last round, I’m attacking the next player this round. Period. Even if I could eat 3 of your swimmers vs 1 of his, I’m going for him. I let the other players know that I’m doing this from the outset. It’s predictable, and democratic. No skipping players.
Once players start getting people to safety, the rule changes. I go after the person with the most people safe. If two players are tied, I alternate between them. Again, logical and democratic.
Obviously, many players like to be more chaotic and opportunistic. Even I don’t always play the way I’ve described, but I found that it works very well with my kids and their cousins. No one ever feels that Uncle Corey is ganging up on them.
Watch the number of tiles left on the island. Remember that any rock/mountain piece could be the eruption that ends the game. Divide the number of tiles left on the island by the number of players – that’s how many turns you’ll have left, at MOST. If your swimmers are too far away from safety, start prioritizing.