Skip to main content

Air, Land, & Sea - Critters at War

By: Arcane Wonders

Type: Boxed Game

Product Line: Card Games (Arcane Wonders)

Last Stocked on 10/16/2024

Product Info

Title
Air, Land, & Sea - Critters at War
Publisher
Category
Author
Jon Perry
Publish Year
2021
Dimensions
4.25x6.25x1.5"
NKG Part #
2147952148
MFG. Part #
AWGAW11CW
Type
Boxed Game
Age Range
14 Years and Up
# Players
2 Players
Game Length
20 Minutes

Description

Gather your forces and face off in the air, land, and sea! Outsmart and outplay your opponent to claim your victory!

It won’t be easy, but it will be glorious!!!

Supreme Commander! The enemy is upon us and it is up to you strategically deploy our available forces into the Air, Land, and Sea. Engage the opposing force and lead our forces to victory!

As Supreme Commander of your country’s military forces, it is your objective to win the war by being victorious in a series of Battles! To win a Battle, you must either control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw!

To control a Theater, the total strength of all Battle cards on your side of the Theater must exceed the total Strength of the Battle cards on the opponent’s side of the Theater.

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.

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.

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!