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Official Air, Land, and Sea Rules

Air Land and Sea is a quick and strategic card game where you battle for control of the battlefield across three different theaters: Air, Land, and Sea. Here's a breakdown of the rules to help you conquer the skies, land, and waves:

Objective

  • Be the first player to reach 12 victory points!

Setup

1. Shuffle the deck of cards and deal six cards face down to each player. The remaining cards are not used in the current battle.


2. If using Supreme Commander cards, shuffle them and deal one face down to each player. The player with the higher numbered card (or whoever wins a simple game like Rock-Paper-Scissors) becomes the first Supreme Commander, determining turn order for the first battle. The Supreme Commander card is discarded after each battle.pen_spark

Gameplay

A game of Air Land and Sea consists of a series of battles. Each battle follows these steps:

1. Card Selection:

  • Players take turns playing one card face down or face up in front of them on the table.

    • Face Down Cards: Can be played on any theater (Air, Land, or Sea) and have a base strength of 2.

    • Face Up Cards: Must be played in their corresponding theater (e.g., Air card goes to the Air theater) and can trigger tactical abilities printed on the card (explained later).

2. Playing Order:

  • The Supreme Commander (if used) plays first, then play continues clockwise around the table.

  • If no Supreme Commander cards are used, players take turns in clockwise order.

3. Playing Continues: Players keep playing cards (face down or face up) until:

  • All players have played all their cards, or

  • A player decides to withdraw from the battle.

Resolving the Battle:

  1. Strength Calculation: Once all cards are played (or someone withdraws), add up the total strength of all cards in each theater (Air, Land, Sea) for each player.

  2. Theater Control: The player with the highest total strength in a theater wins control of that theater. Ties go to the first player who achieved the tieing strength in that theater during the battle. If no player placed a card in a theater, the theater is considered unclaimed.

  3. Victory Points: The player who controls the most theaters scores victory points based on the number of theaters controlled:

    • 3 Victory Points - All three theaters

    • 2 Victory Points - Two theaters

    • 1 Victory Point - One theater

Tactical Abilities (Face Up Cards Only):

Some cards have special abilities that activate when played face up. These abilities can be used to gain an advantage in the battle, such as:

  • Increase Strength: Boosts the card's overall strength for the battle.

  • Negate Strength: Cancels the strength of another player's card in the same theater.

  • Force Discard: Makes another player discard a card from their hand.

Winning the Game

  • The game continues with a new battle being set up after each battle is resolved. The first player to reach 12 victory points wins the game!

Notes/Variations

  • Observe Your Opponents: Pay attention to the cards being played and discarded by others to gauge their potential strength in each theater.

  • Plan Your Strategy: Decide whether to play cards face down for surprise or face up to utilize their tactical abilities.

  • Bluffing can be Effective: Sometimes, playing a weak card face up might make your opponents think you have a stronger ability.

  • Consider Withdrawing: If you see you're unlikely to win a battle, withdrawing can prevent your opponent from getting full victory points.

Air Land and Sea is a fast-paced and strategic game that's perfect for a quick and exciting game night. So gather your fellow commanders, deal the cards, and conquer the skies, land, and seas!

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