Air, Land & Sea
2019
Design4.0/10
Interaction6.0/10
Artistry7.0/10
Strategy7.0/10
Complexity6.0/10

What do these ratings say about Air, Land & Sea?

What kind of game is Air, Land & Sea?

Air, Land & Sea balances system and theme, giving you focused mechanics while still delivering a clear sense of meaning.

How interactive is Air, Land & Sea?

Air, Land & Sea offers a balanced level of interaction where you still do your own thing, but opponent decisions matter. It creates shared tension without becoming overly confrontational.

What is the presentation of Air, Land & Sea like?

The art, setting, and presentation in Air, Land & Sea create a strong table presence. Aesthetics are a major appeal for this game.

How strategic is Air, Land & Sea?

Air, Land & Sea rewards long-term planning and sequencing. Players who enjoy deeper strategic arcs and optimization will likely find a lot to explore.

How hard is Air, Land & Sea to learn?

Air, Land & Sea has moderate complexity, combining approachable core rules with enough depth to stay interesting. Most groups can learn it in a session and grow into stronger play over time.

These ratings reflect player feedback. If it doesn’t match your experience, add your rating to help refine it.

Air, Land & Sea

Outwit your opponent in air, land, and sea battles, knowing when to strategically withdraw.
2019 • 2–4

Player info

Average rating
2.00
Players
2–4
Avg time
20 min
Age
10+

How does this game fit?

Tap if it's a strong fit, if not.

Overview

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.

Categories

Mechanics