Table feel
Air, Land, & Sea has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to each other's strategies frequently. However, the game does not emphasize cooperation as much.
Players
2
Time
15-30
Age
14+
Weight
1.72
Rating
7.46
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Air, Land, & Sea has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to each other's strategies frequently. However, the game does not emphasize cooperation as much.
Air, Land, & Sea offers a high level of variability with its gameboard, expansions, and strategic depth. The game adapts well to different player counts and has a moderate learning curve. With a final replayability score of 8.15, it provides a fresh and engaging experience with each playthrough.
Air, Land, & Sea has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning, resulting in a game that is primarily determined by player strategy and decisions, with luck playing a minor role.
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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