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Air, Land, and Sea: Critters at War

Air, Land, and Sea: Critters at War

ref: AWGAW11CW
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Supreme Commander! The enemy is upon us, and it is up to you to strategically deploy our available forces into the Air, Land, and Sea. Engage the opposing force and lead our forces to victory!

In Air, Land, & Sea, your objective as the Supreme Commander of your country's military...

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Difficulty Rating:
Recommended Age:
14+
Playing Time:
15–30 Mins minutes
Amount of Players:
Artist:
Designer:
Year Released:
2023
UK Delivery:
Only £3.75
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722kg
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1,848
miles driven by an average gasoline-powered car
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Description

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

In Air, Land, & Sea, your objective as the Supreme Commander of your country's military forces is 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 these cards alone. Players take turns playing battle cards one at a time until all cards have been played or one player decides to withdraw.

The order in which you play your battle cards is crucial, as is how you play them. All cards can 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 they 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 withdrawal may lose you the battle but ultimately win you the war! Victory points are awarded at the end of each battle based on the results, and the first player to reach 12 victory points wins the war!

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