AIR, LAND, & SEA



OBJECTIVE OF AIR, LAND, & SEA: Be the first player to earn 12 victory points

NUMBER OF PLAYERS: 2 players

CONTENTS: Rulebook, 3 Theater Boards, 18 Playing Cards, 2 Supreme Commander Cards, 14 Score Markers

TYPE OF GAME: Strategy Game

AUDIENCE: Ages 14+


INTRODUCTION OF AIR, LAND, & SEA

Air, Land, & Sea is a lane control strategy game in which players are battling to control different theaters of war.  The game takes place over a number of rounds with each round considered a battle.  The player that wins each battle earns Victory Points, and the first player to earn 12 Victory Points wins the game.

CONTENTS

There are three Theater Boards that will be used to determine card placement during battles.  Air, Land, and Sea all allow different cards to be played.  During the game, players are trying to control each Theater.

Eighteen Playing Cards are included with six cards that can be played in each theater.  Each card has a Strength Number, Type, and some have Tactical Abilities.  The two Supreme Commander cards will be used to determine turn order during battle.

Fourteen Score Markers are included.  These score markers represent Victory Points that are earned when winning a battle.

SETUP

Shuffle the three Theater Boards, two Supreme Commander Cards, and eighteen Playing Cards separately.  Place the Theater boards face up in a row.  Each player is given a Supreme Commander Card.  Deal out six Playing Cards to each player.  Place the rest of the Playing  Cards face down on one side of the row of Theater Boards.  Organize the Score Markers and place them on the other end of the row of Theater Boards.

THE PLAY

The person with the 1st Player Supreme Commander goes first.  A player can complete one of three actions on their turn: Deploy, Improvise, or Withdraw.

DEPLOY

To deploy, a player chooses one Playing Card from their hand and plays it face up to the Theater that matches the card type: Air to Air, Land to Land, or Sea to Sea.  The card is placed on that player’s side of the Theater Card row.  If the player has previously played a Playing Card in that Theater, the new card must be placed in such a way that a column is formed and the top of the previously played card is shown.  When a card is deployed, the Tactical Ability on that card goes into effect immediately. 

IMPROVISE

To improvise, a player chooses one PlayingCard from their hand and plays it face down.  When a card is played face down, it is considered a wild card.  Wild cards can be played in any Theater.  The card’s type does not matter.  Wild Cards have a Strength Value in the top left corner.

WITHDRAW

If a player believes they cannot win the Battle, they may withdraw.  The opponent automatically wins the round (battle).

There are two types of Tactical Abilities including Instant and Ongoing.

INSTANT ABILITIES

These go into effect as soon as the card is put into play face up or flipped face up.  After the Instant Ability is complete, it is no longer in effect. 

ONGOING ABILITIES

As long as the card that contains an Ongoing Ability is flipped face up, the effect remains in play. 

ENDING A BATTLE

A Battle will end if a player withdraws or if both players have emptied their hands.  If a player withdraws, the opposite player automatically wins the Battle.  If both players’ hands are emptied, the player controlling the most Theaters wins the Battle.

To control a Theater, a player must have a higher Strength total in it.  The 1st player wins control of any Theater which includes a tie, and they also win the Theater if neither player has a card in it.

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Once a Battle is complete and Victory Points are calculated, it is time to set up for another Battle.  Collect all of the Playing Cards and shuffle them together.  Deal 6 cards to each player and place the remaining cards face down in their position near the Theater Card Row.  Shift the Theater Cards from left to right bringing the card on the far right over to the far left.  Players should switch Supreme Commander Cards with each other.  Continue waging war until one player reaches 12 Victory Points or more.

SCORING

If no one withdraws from the Battle, the player with control over the most Theaters earns 6 Victory Points.

If one player withdraws, the victor earns Victory Points according to their opponent’s Supreme Commander Card.  The amount of points will depend on how many cards are left in hand.

WINNING

The first player to reach 12 Victory Points wins the game.

Mark Ball
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