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Air, Land, & Sea box art
2019 Ranked #486

Air, Land, & Sea

Two-player tactical card game where commanders deploy forces to control two of three theaters of war. With only a small hand for each battle, withdrawing at the right moment can sacrifice ground while preserving the larger war.

Strategy Games Card Game Print & Play Card Play Conflict Resolution Hand Management

Players

2

Play time

15-30 min

Age

14+

Complexity

1.72/5

Rating

7.46

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.9/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.1/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In Air, Land, & Sea, two players participate in a series of Battles, with the objective to control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw!

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In Air, Land, & Sea, two players participate in a series of Battles, with the objective to control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw! As Supreme Commander of your country's military forces, you must carefully deploy your forces across three possible theaters of war: Air, Land, and Sea. The order you play your Battle cards is critical, and so is how you play them. All cards can either be played 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 are wild and can be played to any theater, but only have a strength of 2 and do not grant Tactical Abilities. At the start of each battle, you will be dealt a hand of six cards. You will not draw additional cards during the Battle, so you must formulate your strategy based on only these cards. Players take turns playing Battle cards one at a time, until all cards have been played, or one player decides to withdraw. You do not have to continue a Battle to the very end. Sometimes, it may be best to withdraw in order to deny your opponent complete victory! In Air, Land, & Sea, a strategic withdraw may lose you the battle to ultimately win the war! Victory points are awarded at the end of each Battle based on the results, and the first player to 12 victory points wins the war!

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
2
Play time
15–30 min
Age
14+
Complexity
1.7/5
Credits and catalog connections

Credits

Designers

1
Jon Perry

Artists

2
Valerio Buonfantino Stephen Gibson

Publishers

1
Arcane Wonders