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Arcane Wonders

Air Land & Sea

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  • 2 Maximum Players: 2
  • Conflict Resolution Mechanic: Conflict Resolution, Hand Management
  • 14+ Recommended Age: 14+
  • Wargames Theme: Wargames, WWII

In Air, Land, & Sea, two players participate in a series of Battles, with the objective to control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw!

  • Free Delivery on orders over $75 Free Delivery on orders over $75
  • Unopened? 30 days returns Unopened? 30 days returns
Description

In Air, Land, & Sea, two players participate in a series of Battles, with the objective to control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw!In Air, Land, & Sea, two players participate in a series of Battles, with the objective to control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw!

As Supreme Commander of your country's military forces, you must carefully deploy your forces across three possible theaters of war: Air, Land, and Sea. 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.

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.

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!

Shipping & returns

Good Games uses Australia Post for shipping of orders across Australia as they have the widest reach and offers our customers conveniences like Parcel Lockers, Parcel Collect, and mail redirection.

Good Games offers two service levels of shipping; Standard and Express.

  • Standard is shipped using Australia Post eParcel Post and generally takes between 1 - 7 working days for most parts of Australia. The is a tracked shipment.
  • Express is shipped using Australia Post Express Post and takes around 1 - 3 working days. Express orders are also prioritised, and will be sent the same business day if possible. We recommend ordering before 11 am and contacting us if you urgently need your order. This is a tracked shipment.
  • New Zealand shipments are sent via Australia Post International Standard and take between 3 - 14 working days for delivery. This is a tracked shipment.
  • Store Pick-up is offered for singles purchased from tcg.goodgames.com.au. Please allow for between 2-10 working days for your order to be available for pickup. This delay is the transfer time required.

Estimated shipping if ordered today

  • Order Placed
  • 15:00
    0
    Order dispatches
  • 4
    Delivered!

Note: Times are provided as a guide only and should not be relied on for time-sensitive orders. Delay may occur outside our control.

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