How to Play

Air, Land, & Sea

2-2 players 20-20 min 7.4 Board Game Geek Rating

In Air, Land, & Sea, players command military forces across three battle theaters using six-card hands. Cards played face-up activate special abilities but must match their designated theater, while face-down cards provide flexibility with reduced strength. Strategic timing and withdrawal decisions are crucial, as battles award points based on victory margins. First player reaching 12 points wins.

Published 2019

Air, Land, & Sea

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place theater boards
Randomly arrange 3 theater boards in any order to create a row between the 2 players
2
Deal Supreme Commander cards
Shuffle the 2 Supreme Command cards and deal 1 facedown to each player, then flip them faceup
3
Determine first player
The player who received the 1st Player Supreme Commander card takes the first turn
4
Shuffle battle cards
Shuffle the 18 battle cards that match the colors and icons of the 3 theaters
5
Deal starting hands
Randomly deal 6 cards to each player to form their starting hands, keeping them secret from each other
6
Set aside remaining cards
Place the rest of the battle cards to one side of the play area without revealing them
7
Prepare tokens
Put all supply tokens in a pile on the other side of the play area

On Your Turn

What you can do during your turn.

1
Take one action
On your turn, you must take exactly 1 of 3 possible actions: Deploy, Improvise, or Withdraw
2
Deploy a card faceup
Play 1 card from your hand faceup to its matching theater on your side
3
Improvise a card facedown
Play 1 card from your hand facedown as a "wild card" to any theater regardless of its type
4
Withdraw from battle
Voluntarily concede the battle to deny your enemy maximum Victory Points
5
Calculate theater control
Total strength from all cards, supply tokens, and card effects on your side versus your enemy's side determines who controls each theater
6
Resolve instant abilities
These take effect immediately when played faceup or flipped faceup, then have no further effect
7
Apply ongoing abilities
These remain in effect as long as the card stays faceup, even if covered by another card
8
No card drawing
You do not draw cards during a battle unless a tactical ability allows you to

Winning

How to claim victory.

1
Win a battle by theater control
After both players have played all 6 cards, the player controlling the most theaters (2 or more) wins the battle
2
Break ties with 1st Player
If strengths are tied or both players have no strength in a theater, the 1st Player controls that theater
3
Score 6 VPs for full battle
If neither player withdraws, the winner scores 6 Victory Points
4
Score based on withdrawal timing
If a player withdraws, the winner scores VPs shown on the withdrawing player's Supreme Commander card based on cards remaining in hand
5
Set up next battle
After scoring, if no player has reached 12 VPs:
6
Reach 12 Victory Points
The first player to reach a total of 12 VPs wins the game
7
Optional longer game
For extended play, increase the winning threshold to 18 VPs

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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