AIR, LAND, & SEA Rules

 Air, Land, & Sea is a strategic, two-player card game where players take on the roles of rival military commanders trying to gain control over three theaters of war: Air, Land, and Sea. Players use their cards to win battles in these theaters, with the goal of securing two out of three to claim victory. The game involves bluffing, tactics, and strategic decision-making.


Game Concept: Air, Land, & Sea

Objective:
The primary objective of Air, Land, & Sea is to control at least two of the three theaters of war (Air, Land, and Sea) at the end of a round. Players do this by deploying cards with varying strengths and abilities to these theaters.


Components

  1. Theater Boards:

    • Three theater boards represent the Air, Land, and Sea theaters. These are placed in the center of the playing area.
  2. Battle Cards:

    • A deck of 18 double-sided battle cards, each with a specific strength and sometimes a special ability. These cards are divided into three categories:
      • Air: Cards that can be played in the Air theater.
      • Land: Cards that can be played in the Land theater.
      • Sea: Cards that can be played in the Sea theater.
  3. Victory Point Tokens:

    • Tokens used to keep track of the players' victory points during the game.
  4. Reference Cards:

    • Cards that explain the abilities of each battle card for easy reference during the game.

Setup

  1. Prepare the Theaters:

    • Place the three theater boards (Air, Land, and Sea) in a row on the table between the players.
  2. Shuffle the Battle Deck:

    • Shuffle the 18 battle cards thoroughly.
  3. Deal Cards:

    • Deal 6 cards to each player. These cards make up the players' hands for the current round.
  4. Determine the Starting Player:

    • Decide which player will go first. The player going first will be the "Supreme Commander" for the round, and the other player will go second.

Gameplay Overview

Air, Land, & Sea is played over a series of rounds. In each round, players take turns deploying cards to the three theaters in an attempt to control at least two of them. The game involves strategy, bluffing, and managing the strengths and abilities of the cards effectively.

  1. Turn Structure:

    • On a player's turn, they can do one of the following:
      • Deploy a Card: Play a card from their hand face-up to one of the theaters. The card must match the theater's type (e.g., Air cards to the Air theater) unless stated otherwise by the card's ability.
      • Flip a Card: Some cards can be played face-down as a value of 2 strength. This allows players to bluff or play cards to theaters they normally couldn't.
      • Withdraw: If a player feels they cannot win the round, they can choose to withdraw, ending the round immediately.
  2. Deploying Cards:

    • Players deploy their cards in turns, attempting to gain control over the theaters. Cards have strength values and may have special abilities that can alter the game's state.
  3. Theater Control:

    • A theater is controlled by the player with the highest total strength in that theater at the end of the round. Players need to control at least two of the three theaters to win the round.
  4. Withdrawing:

    • A player can choose to withdraw from a round if they believe they are at a disadvantage. Withdrawing ends the round immediately, and the withdrawing player concedes the round but limits the points their opponent can earn.
  5. Scoring:

    • If the round ends without a withdrawal, the player who controls at least two theaters wins the round and scores points based on the number of cards remaining in their opponent's hand.
    • If a player withdraws, the opponent scores points based on how early the withdrawal happened.
  6. End of the Game:

    • The game continues in rounds until one player reaches a total of 12 victory points, at which point they are declared the winner.

Rules

  1. Playing Cards:

    • Players can only play cards face-up to their matching theaters unless using a special ability or playing the card face-down.
  2. Card Abilities:

    • Many cards have special abilities that can affect other cards or theaters. Abilities are activated when the card is played face-up.
  3. Face-Down Cards:

    • Any card can be played face-down in any theater, providing a fixed strength of 2. Face-down cards have no special abilities.
  4. Winning a Round:

    • A player wins a round by controlling at least two of the three theaters at the end of the round. Controlling a theater means having the highest total strength in that theater.
  5. Scoring Points:

    • If a player withdraws, the opponent scores points equal to the number of cards in the withdrawing player's hand. If the round ends normally, the winner scores points based on the cards remaining in their opponent's hand.
  6. Victory Conditions:

    • The first player to accumulate 12 victory points wins the game.

FAQ

  1. Can I play a card face-down in any theater?

    • Yes, you can play any card face-down in any theater. When played face-down, the card has a fixed strength of 2 and no special abilities.
  2. What happens if I can't play a card?

    • You are not forced to play a card if you can't or don't want to. You can choose to withdraw instead.
  3. How does withdrawing work?

    • When you withdraw, the round ends immediately, and your opponent scores points based on the cards remaining in your hand. The earlier you withdraw, the fewer points your opponent scores.
  4. Can I play multiple cards to the same theater?

    • Yes, you can play as many cards as you want to a single theater, provided they match the theater's type or you play them face-down.
  5. Can I use a card's special ability when it is played face-down?

    • No, when a card is played face-down, it does not use its special ability. It simply provides a fixed strength of 2 in the theater.
  6. What happens if both players have the same strength in a theater?

    • In the case of a tie, neither player controls the theater. Control of the round is determined by who controls two theaters outright.
  7. When does the round end?

    • The round ends either when one player withdraws or when both players have played all their cards.
  8. How do I keep track of victory points?

    • Use the victory point tokens to keep track of each player's score. The first player to reach 12 points wins the game.
  9. Can I play cards to theaters even if they don't match the theater's type?

    • Normally, you must play cards to their matching theaters unless using a special ability. However, any card can be played face-down to any theater.
  10. What if both players reach 12 points simultaneously?

    • If both players reach 12 points in the same round, the player with the higher score wins. If the scores are tied, play another round to determine the winner.

Air, Land, & Sea is a fast-paced, strategic game that combines card management, bluffing, and tactical decision-making. The dynamic between the three theaters and the ability to play cards face-down creates a layer of uncertainty and psychological play, making it a compelling head-to-head experience.

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