Books, board games, and whatever else is on the desk this week.

Guards of Atlantis II Is the Closest a Board Game Has Gotten to a MOBA

Rating: 5 / 5

Box art for Guards of Atlantis II showing a banner logo with an ornate gear-and-crystal emblem over a fantasy battlefield

I’ve put real hours into video-game MOBAs and went in wondering how much of that tension could survive a translation to a board, laning, jungling, ability builds, all of it depends on real-time reflexes those genres are built around. Guards of Atlantis II solves it with simultaneous card-based action selection, everyone picks their move secretly each round, then reveals and resolves in an order set by initiative, and it recreates the same read-your-opponent tension without needing anyone to click faster than anyone else.

Teachability is rough at first honestly, there’s a real learning curve just parsing a single hero’s ability card the first game, symbols stacked on symbols, and our first session ran long while everyone kept flipping back to individual reference sheets. Once you’ve played two or three heroes though it clicks hard, the asymmetry between heroes is genuinely deep, and the lane-pushing structure, deciding whether to shove a lane for gold or hang back to defend, produces exactly the kind of tense positional decisions the video game genre is built on. The wooden gold and building tokens have a good clack to them during the shopping phase between rounds, small thing, but it adds to a game that already feels like it’s simulating something bigger than the box.

Two player is actually one of its best configurations, a straightforward one-lane duel that strips the game down to its purest form, hero draft and ability combos, without the coordination overhead a larger team game usually needs. This isn’t a casual pickup, the rulebook alone demands a real session before your first game, but for anyone who’s sunk time into MOBAs and wondered if that specific tension could survive without a keyboard, this is the closest I’ve found.

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