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Air, Land, & Sea
by Jon Perry · Arcane Wonders
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About the game
What is Air, Land, & Sea?
As Supreme Commander of your country's military forces in Air, Land, & Sea, you must carefully deploy your forces across three theaters of war: air, land, and sea. At the start of each battle, you're dealt a hand of six cards. Players take turns playing cards one at a time, until all cards have been played — or one player decides to withdraw. The order in which you play your cards is critical, as is whether you play them face up or face down. Playing a card face up triggers its tactical ability, but the card must be played in its corresponding theater. Face-down cards can be played to any theater, but have a strength of only 2 and do not grant tactical abilities. Sometimes, it may be best to withdraw in order to deny your opponent complete victory as points are awarded at the end of each battle based on the results. The first player to 12 points wins! Air, Land, & Sea: Critters at War features the same gameplay as in Air, Land, & Sea, but with 100% critters and more vibrant colors.
How it plays
Mechanics
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Questions players ask
Questions to bring to BoardGameBrain
- How do setup and the first turn work in Air, Land, & Sea?
- When does scoring happen and what ends the game?
- How should the table resolve an unusual timing or rules interaction?