ATOMIC
A game for two that's a real blast!

By Derek Hohls

Version 1, February 1999


OBJECTIVE

The objective is for each player to have the most pieces showing his colour at the end of the game. If there are an equal number of each, the game is a draw.

EQUIPMENT

Board
An hexagonal grid, in the shape of a hexagon, containing 61 hexes.

Pieces
One set of 30 hexagonal markers for each player. Each marker is two-sided, with the colour of one player on one side, and that of his opponent on the other. Each piece is also marked with either a line or lines connecting two or more sides, or a dot. The pieces are named as follows:

Each player has 12 Connectors (with the opponent's 12 Alternators on the reverse side); 12 Alternators (with the opponent's 12 Connectors on the reverse side); 3 Destructors (with the opponent's 3 Burn-outs on the reverse side); and 3 Burn-outs (with the opponent's 3 Destructors on the reverse side).

SET-UP

The board is placed between the two players.

The 30 markers are placed in a stock pile next to each player.

Players decide who moves first, then play alternates.

Each player takes a turn to place one piece in one of the six hexes surrounding the central hex. No Burn-outs may be placed at this time. Once this is finished, regular play commences with the first player.

PLAY

A play consists of one of placing one marker - face-up with the colour of the player whose turn it is - on any unoccupied space on the board.

No piece may be placed in the central hex.

A piece must be placed so that a line leading to one of its edges is adjacent to a piece of the opposing colour. If a player cannot place a piece in this way, he must, instead, place a Burn-out. If he cannot do that (i.e. all are played already) he forfeits his turn.

The player then traces a path ("reaction") through as many pieces of the opposing colour as he can. A path is a continuous line passing from a piece of the player's colour to one of his opponent's. Once the path is established, the opponent's piece is flipped over and the piece rotated in such a way that at least one of the lines on it joins up to the path. If there are now no lines on the new piece that point to another opposing piece, or if the flipped piece is a Burn-out, the "reaction" is over, and the player's turn ends.

If the flipped piece is an Alternator or Destructor the player can choose in which direction the reaction will proceed: but must choose a path leading to an opposing piece if one is adjacent.

A reaction path may pass through the central hex, which is considered to be a Destructor for the purpose of continuing the reaction, but must always pass through a normal piece first, if one is available.

Play continues until all pieces have been played, or until no more can be played by either player. The player with player to have the most pieces showing his colour at the end of the game is the winner. If both players have an equal number, the game is a draw.


The Board Gamesbook is maintained by:
Derek Hohls (boardgamesbook@yahoo.com)