In Atlantis: Exodus, you’re stepping into the final days of a crumbling civilisation. As one of the last kings of the legendary island of Atlantis, it’s up to you to lead your people through five years of cultural preservation, desperate evacuation, and strategic planning. The sea is rising, the city is falling apart, and time is running out. You’ll need to train your settlers, build your society, and make some tough decisions about who gets saved and how your civilisation will be remembered.
👥 1-4 players, ages 14+
⌛ Playing time: 90 minutes
📝 Designers: George Halkias & Konstantinos Karagiannis
🎨 Artwork: Dennis Lohausen
🏢 Publisher: dlp games (review copy provided)



Gameplay Overview
The game takes place over five years, and each year has three rounds. At the start of every round, players place their king on a rotating city rondel to collect resources, gain bonuses, and set themselves up for the turn ahead. The goal is to save as many settlers as possible and earn points through clever planning and smart timing.
At the beginning of each new year, except the first, a catastrophe tile is revealed. This determines how the city rotates, changing the layout of the rondel and shifting the positions of bonuses and available tiles. After that, new city tiles are added, settlers are replenished, and player order is determined using an initiative track. Going earlier gives you first pick, while later choices come with useful bonuses like books or gold.
Your king moves through different rings of the city across the three rounds of each year, starting from the centre and working outward. Movement is restricted by walls dividing the city, so each turn you’re choosing from a limited set of spaces. Wherever you land, you get something immediately, such as a settler, a tile, or a favour token. Some spaces also let you take a guard, which is essentially a bonus settler placed between tiles.
After all kings are placed, players take their actions. You usually get two per round, though you can earn more through favour tiles. Actions include moving up the apotheosis track for rewards, training settlers into higher professions, sending them away to score points, or claiming knowledge cards that support your strategy. You can also play influence cards, which give strong one-time effects.
You’ll also be building up your pillars of remembrance. Each pillar has three stages, and once completed, they offer special abilities you can use during the game. You can work on up to three different pillars, and triggering their effects becomes increasingly powerful as they develop.
Your personal board is where you manage your settlers and construct your settlement. You’ll place tiles like residences, workshops, and monuments, trying to make the most of the space and unlock extra bonuses. Tile placement matters, especially for end-game scoring based on rows, columns, or colour patterns.
Scoring takes place three times during the game and focuses on three regions: North Africa, Mesopotamia, and Mesoamerica. You compare how many settlers of each colour you have placed in those regions, along with any on ships, and score based on how many players you surpass in each colour.
After the fifth year, there’s a final scoring. Any untrained settlers are removed and cost you points. Then you score for your settlement layout, monuments, knowledge cards, unused influence cards, and completed pillars. The player with the most points is remembered as the heroic saviour of Atlantis.



Game Info
Atlantis Exodus is a medium-to-heavy eurogame designed by Konstantinos Karagiannis and George Halkias, and published by dlp games in 2024. It plays with 1 to 4 players, and a full game usually takes around 90 to 150 minutes. The recommended age is 14 and up, though the real barrier is more about experience than age. dlp games is known for titles like Orléans and Altiplano, and with Atlantis Exodus, they have clearly stayed in familiar territory: rich systems, layered strategy, and satisfying long-term planning.
Components, Production, and Artwork
Visually, Atlantis Exodus does a great job of finding that balance between functionality and atmosphere. The art, by Dennis Lohausen, avoids flashy distractions and focuses on clarity. His illustrations give just enough personality to the setting while making sure that the layout stays clean and practical. It is easy to tell what is what, which in a game with this many moving parts, is no small feat.
The real centrepiece is the rotating city rondel. It looks impressive on the table, and thankfully, it is not just there to look fancy. The interlocking rings spin smoothly and are cleverly designed to show exactly how the city shifts each year. Walls make movement restrictions easy to spot, and the layout changes in ways that feel both thematic and mechanically important. It is not just a visual hook, it is a core part of how the game plays.
The rest of the components hold up nicely. Player boards are laid out intuitively, guiding you through training, placement, and scoring without needing to constantly check the rulebook. Meeples and tiles are colourful, clearly shaped, and satisfyingly chunky. The brown, white, and purple colour system for settler types is used consistently across the game, from the training tree to scoring. That said, depending on your lighting, telling brown and purple apart might be a bit tricky, so something to watch out for if colour contrast is important for your group.
The box is packed with quality materials. Thick cardboard tiles, wooden tokens, a cloth bag for settler draws, and nicely illustrated cards all help give the game a premium feel. Everything holds up to repeated plays, which is great because you will likely want to play it more than once.



Rulebook and Learning Curve
The rulebook does what it needs to do, but it is not exactly a breezy read. It is dense, thorough, and sometimes a little too formal, possibly due to the translation. All the key rules are there, and there are examples to help clarify things, but they can feel a bit buried in the layout. Thankfully, each player gets a reference card with a summary of the year structure and another for scoring, which definitely helps smooth out early plays. Still, the main rulebook could have been easier to navigate during that first game.
This is not a game you will teach in ten minutes, but the structure is logical. Once the rondel rotation and the action system click, most players find their rhythm. That said, new players may need a full game before they really feel confident, so it helps to go in with some patience and a warm drink.


Strategic Depth and Player Experience
Make no mistake, this is a euro for players who enjoy getting their teeth into something meaty. It is full of systems that interlock in satisfying ways, from the settler training tree to the variety of tile types and the shifting rondel. You are constantly making small tactical choices while keeping your eyes on longer-term goals. Each decision matters, especially because you only get two actions per round, which never feels like enough. In a good way.
One of the most engaging elements is how dynamic the game board feels. The rotating city changes what you can access each round, so you are always adjusting. Planning where to place your king, how to time your settler training, and which bonuses to prioritise is like solving a puzzle that keeps changing shape. The game rewards flexibility as much as it does foresight.
The way you train and use settlers creates its own mini-puzzle. You will need to think carefully about who to train, and when. Whether you are prepping for a knowledge card, activating a workshop, or powering up a pillar, those little wooden meeples are working hard. Some of mine deserved a holiday after game three.


Interactions, Replayability, and Pacing
While Atlantis Exodus does not have much direct player interaction, it still feels competitive. The rondel can get tense, especially when someone else grabs the bonus you had your eye on. Competing for majorities gives the game a quiet bit of tension, and good timing can swing things your way.
Replayability is strong, not because of randomness, but because of all the possible paths you can take. You might focus on shipping in one game, go full workshop combo in the next, or build your strategy around monument and pillar synergies. The puzzle shifts just enough each game to keep it fresh.
That said, at higher player counts, the game can start to stretch. With four players, especially if everyone wants to analyse every move, the playtime can creep well past two hours. We have found it shines brightest at three. It keeps the rondel competitive without dragging too much between turns.
Variants
There is also a solo mode and a two-player variant. Both work well, and the designers have made slight changes to keep things balanced. In the solo game, your score earns you a title, from humble fisherman to mighty king. It is a fun little touch that gives the solo experience a sense of progression and a reason to chase your high score. Just do not be surprised if you start off as a temple servant.



Final Thoughts
We have now played Atlantis Exodus several times, and it has definitely earned its spot on the shelf. It has that classic euro feel with lots of planning, careful timing, and juicy decisions, but it does not feel outdated or dry. It is modern in its presentation and smart in its design.
The puzzle at the heart of the game is engaging, and once it clicks, it is incredibly rewarding to play well. There are so many ways to score, so many things to optimise, and just enough friction to keep every choice interesting.
Still, it is not without its quirks. The rulebook could be more user-friendly. Some icons need getting used to. And the colour choices could be better for accessibility. It also asks for your full attention. This is not a casual midweek filler.
But for players who enjoy medium-heavy euros with strong engine-building, shifting priorities, and a satisfying level of depth, Atlantis Exodus delivers. It is a game that asks you to plan smart, adapt constantly, and make the most of limited time. If you are into games like Orléans, Trismegistus, or Anachrony, you will probably feel right at home here. Just make sure you have snacks ready because Atlantis does not save itself in under an hour.
📝 We received a review copy of Atlantis Exodus from dlp games.







