7.5
rating
Ludopedia
7.4
rating
BGG
Our Verdict
If you're looking for a fast, strategic card duel with tough hand management decisions, Air, Land, & Sea is a perfect fit for two players!
Highlights
- Intense tactical duel
- Impactful decisions
- Crucial hand management
- Clever strategic withdrawal
- Fast and replayable
Keep in mind
- Only for two players
- Can have initial luck
- More abstract theme
HIGHLY RECOMMENDED
In Air, Land, & Sea, you step into the shoes of a Supreme Commander, leading your military forces through a series of intense tactical confrontations. The battlefield is divided into three theaters of war: Air, Land, and Sea, and your objective is to dominate two of them or compel your opponent to withdraw. Each battle kicks off with six cards in hand, and here's the kicker: you won't draw any more cards, so every single play is incredibly impactful!
Players take turns playing one card at a time. The order in which you play is critical, as is how you play them. Cards played face up activate their tactical abilities but must be assigned to their corresponding theater (an air card to the Air theater, for instance). Face-down cards offer more flexibility: they can be played to any theater, but they have a fixed strength of 2 and don't activate any abilities.
Sometimes, fighting to the bitter end isn't the best strategy. A tactical withdrawal might be the key to denying your opponent a complete victory, losing the battle to, perhaps, win the war! Victory points are awarded at the end of each skirmish, and the first player to reach 12 points is crowned the supreme victor. Oh, and if you prefer a lighter theme, the 'Critters at War' version offers the same gameplay but with adorable critters and vibrant colors!
Players take turns playing one card at a time. The order in which you play is critical, as is how you play them. Cards played face up activate their tactical abilities but must be assigned to their corresponding theater (an air card to the Air theater, for instance). Face-down cards offer more flexibility: they can be played to any theater, but they have a fixed strength of 2 and don't activate any abilities.
Sometimes, fighting to the bitter end isn't the best strategy. A tactical withdrawal might be the key to denying your opponent a complete victory, losing the battle to, perhaps, win the war! Victory points are awarded at the end of each skirmish, and the first player to reach 12 points is crowned the supreme victor. Oh, and if you prefer a lighter theme, the 'Critters at War' version offers the same gameplay but with adorable critters and vibrant colors!
GALLERY
11 photos · from the community
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
In English
-
How to Play Air Land & Sea w/ the Designer
-
Air, Land, & Sea - Tutorial & Full Playthrough
-
How to Play Air Land and Sea (Rules School) with the Game Boy Geek
-
How to Play Air, Land, & Sea
-
Air, Land, and Sea - See what a round looks like as my daughters and I check it out.
-
All the Games with Steph: Air, Land, & Sea: Critters at War
-
شرح لعبة Air, Land & Sea
2
BEST
Loading playlist...
Finding best prices...
Prices unavailable at this time.
Price history — last 6 months (lowest new offer)
Mechanics
Categories
Families
Publisher
Arcane Wonders, (Web published), FunMill.ru, Games7Days, Giant Roc, Hobby World
Designer
Jon Perry
Artist
Derek Laufman, Stephen Gibson, Valerio Buonfantino
How many players can play Air, Land, & Sea?
This game is exclusively for two players, making it perfect for intense and strategic duels.
What is the average game length?
Games are quite quick, typically lasting between 20 to 30 minutes, which makes it great for multiple rounds.
What is the complexity level of the game?
It's considered a light-to-medium weight game (BGG: 1.74/5), easy to learn but with strategic depth to master.
Are the components language-dependent?
Not much! The game has minimal text on cards, and the rules are easy to memorize, so language dependency is low.
What does 'strategic withdrawal' mean in the game?
It means you can choose to concede a battle before it ends to limit the points your opponent would gain, which can be crucial for winning the overall war (the game).
Are there any expansions for Air, Land, & Sea?
The 'Critters at War' version is a re-implementation with the same gameplay and an animal theme, serving as a variation of the base game.
Who is Air, Land, & Sea recommended for?
It's highly recommended for anyone looking for a fast, tactical card game with lots of direct interaction and tough decisions for two players.