Air, Land, & Sea (Revised Ed.)

D&D RPG: Spellbook Cards - Paladin
D&D RPG: Spellbook Cards - Paladin
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Cat Lady - Box of Treats
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Air, Land, & Sea (Revised Ed.)

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SKU :
AW03AS2AWG
Barcode :
853211004691
Info :
BGG Link
Case Quantity :
24
Country of Origin :
China
Type :
Base Game
Players
2 - 2
Play Time
15 - 30 Min
Age
14+ Year
Complexity
1.76 / 5
Designer(s)
Jon Perry
Artist(s)
Valerio Buonfantino, Stephen Gibson
Mechanic(s)
Hand Management , Card Play Conflict Resolution
Theme(s)
Card Game , Print & Play , Wargame , World War II
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!