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THE GAME FILE

Air, Land & Sea

Commit a six-card hand across three fronts, or withdraw before a losing battle costs more.

CompetitivePlay against each other
Players
2
Playing time
20 min
Rules
moderate

This profile links the 2026 revised English rulebook.

How it plays

Each battle starts with six cards in hand and three shared fronts: air, land and sea. Play a card faceup to its matching front for its strength and ability, or normally play it facedown anywhere for two strength without an ability. The stronger side controls each front.

Win a battle by controlling two fronts after the hands are played, or by making your opponent withdraw. Battles continue until someone reaches twelve points. Withdrawing earlier can award your opponent fewer points than staying to the end.

Decisions you’ll make

Your hand must cover competing demands. A faceup ability may move or flip cards, while a facedown play can strengthen a front that your hand otherwise cannot reach.

Before committing another card, compare your chance of winning with the cost of retreat. A narrow-looking lead may depend on an ability your opponent can disable.

Learning the game

Moderate: the basic actions are short, but card abilities and withdrawal scoring need practice.

LEARN THE GAME

Watch how to play

The publisher-linked tutorial predates the revised rulebook; components may look different. Use the PDF for the current ability wording.

Game Boy Geek

How to Play Air Land and Sea (Rules School) with the Game Boy Geek

Watch on YouTube