Air land sea – game rules

By: Dennis B. B. Taylor

AIR, LAND, & SEA

Welcome to Air, Land, & Sea – a super exciting strategy game where you and your opponents will go head to head in epic battles across different fronts. Each battle is a new round in a larger war, and the player who can win the most battles and earn 12 Victory Points will secure ultimate victory!

WHAT’S IN THE GAME?

There are three Theater Boards that play a crucial role in determining where you can place your cards during battles. These boards represent the Air, Land, and Sea theaters, and each one has its own unique rules and strategies to consider. Your aim is to conquer and control each of these theaters throughout the game.

You’ll find a total of eighteen Playing Cards here, and each theater has six cards that can be played. These cards come with a Strength Number, Type, and some even have Tactical Abilities. To determine the order of turns during battle, you’ll make use of the two Supreme Commander cards.

Air land sea - game rules

When you play this game, you’ll receive fourteen Score Markers. Each of these Score Markers represents Victory Points, which you can earn by winning battles.

Air land sea - game rules

GAME SETUP

Let’s get started by setting up the game. First, we need to shuffle the three Theater Boards, two Supreme Commander Cards, and eighteen Playing Cards separately. Make sure to mix them up well. Now, let’s place the Theater boards face up in a row. This is where all the action will take place!

Next, each player will receive a Supreme Commander Card. This card is unique to each player and will represent their role in the game. Make sure to distribute the cards evenly.

Now, let’s deal out six Playing Cards to each player. These cards will be your hand, and you’ll use them strategically to make moves in the game. Keep them secret from your opponents, as you don’t want them knowing your next move!

Lastly, take the remaining Playing Cards and place them face down on one side of the row of Theater Boards. This will be the main draw pile throughout the game.

Before we begin, let’s take a moment to organize the Score Markers. These markers will help keep track of each player’s score. Place them on the other end of the row of Theater Boards.

Great job! Now that everything is set up, we’re ready to jump into the exciting world of the game. Get ready for an adventure like no other!

Air land sea - game rules

The Game

Alright, let’s get this party started! I’m the first player, so I’ll take the lead as the Supreme Commander. There are three actions I can pick from on my turn: Deploy, Improvise, or Withdraw.

Deploy

When I decide to deploy, I choose a card from my hand and play it face up on the matching Theater. There are three types of cards: Air to Air, Land to Land, and Sea to Sea. I place the card on my side of the Theater Card row. If I’ve already played a card in that Theater, I have to make sure the new card is placed in a way that forms a column and shows the top of the previously played card. Oh, and as soon as I deploy a card, the Tactical Ability on that card takes effect right away.

Improvise

When you want to make an improvisation, you can choose one PlayingCard from your hand and play it face down. This face-down card is called a wild card, which means it can be played in any Theater regardless of its type. The wild card also has a Strength Value in the top left corner.

WITHDRAW

If you think that you won’t be able to win the Battle, you have the option to withdraw. By doing so, your opponent automatically wins the round (battle).

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

INSTANT ABILITIES

Instant Abilities come into effect as soon as the card is played face up or flipped face up. Once the Instant Ability is complete, it is no longer in effect.

ONGOING ABILITIES

If a card has an Ongoing Ability, its effect remains active as long as the card is flipped face up.

Bringing a Battle to a Close

A Battle is brought to its end by two possible scenarios: when a player decides to withdraw or when both players have exhausted their hands. If one of the players chooses to withdraw, the opposing player is declared the automatic winner of the Battle. On the other hand, if both players run out of cards, victory goes to the player who controls the largest number of Theaters.

To gain control of a Theater, a player needs to have a higher total Strength value within that Theater. In the event of a tie, the first player to lay claim to the Theater is declared the winner. Similarly, if neither player has a card in a Theater, the first player is awarded control of that Theater.

So, after finishing a Battle and calculating the Victory Points, it’s time to get ready for the next one. First, gather all of the Playing Cards and mix them up. Then, deal 6 cards to each player and put the rest face down near the Theater Card Row. Move the Theater Cards from left to right, bringing the card on the far right to the far left. Oh, and don’t forget to swap Supreme Commander Cards with your opponent. Now, let the war continue until one player reaches 12 or more Victory Points.

SCORING

If nobody gives up during the Battle, the player who controls the most Theaters gets 6 Victory Points.

If one player gives up, the winner receives Victory Points based on their opponent’s Supreme Commander Card. The number of points will depend on how many cards are left in that player’s hand.

WINNING

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