Air, Land & Sea: Spies, Lies and Supplies Game

SKU
032705
Grade 9-AD
Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.
Our Price
$17.99 $17.99 $14.75
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Description

In this edition of Air Land & Sea, three new war theatres are introduced, that represent vital components of waging battles.  Whoever demonstrates the best use of Intelligence, Diplomacy, and Economics overall will emerge victorious! To win the game, players must accumulate victory points over a series of battle rounds and become the first Supreme Commander to earn 12 points. Do you have the tactical skill and ingenuity to predict the outcome and withdraw your troops early enough when you predict a loss for your team to minimize your opponent’s victory points?  Or will you fight on to the bitter end with surprise moves and perseverance to claim a huge victory?  

Play this game with the three theatre boards depicting Intelligence, Diplomacy, and Economics as well as six matching player cards for each of these theaters. Players start with 6 randomly dealt cards and take turns with one of three actions: 1) Deploy – Play a card face-up matching its corresponding theatre. Each card has a point value from 1-6, and some have tactical abilities that are used when played or on an ongoing basis during the battle.  2) Improvise – Play a card facedown to any theatre.  These cards are wild and worth 2 points. 3) Withdraw – The earliest assessment of a loss benefits a surrender from battle as the enemy earns the fewest points when you withdraw with more cards remaining in your hand. This ends the battle and the winning player gains victory points as depicted on their Supreme Commander card.

When both players have placed all cards in their hand into a battle theatre without a withdrawal, the battle ends and the player who controls the most theatres based on their total point value in each wins the battle with six victory points. If a player has taken the withdrawal action, the other player wins the battle, but their victory points are reduced based on when the withdrawal action was taken. The sooner a withdrawal action was taken, the less points earned by the other player.  Players set up and continue with the next battle. Once a battle ends where a player has earned 12 total victory points, they win the game! For two players with a 20-minute game time.

This version of Air Land & Sea may be combined with the original version to present new challenges.  The game manual explains how to set a combined game up. - Marsha

Publisher's Description of Air, Land & Sea: Spies, Lies and Supplies Game

In the midst of the greatest conflict humanity has ever known, victory will be claimed by the ones that can overcome their enemies in every battleground, even those that may be less conventional.

Do you have the skills needed to manage your nation’s Spies, Lies, and Supplies?

Spies, Lies, & Supplies is the sequel to the critically acclaimed original, Air, Land, & Sea. This box contains everything new players need to get started, or can be combined with the original game to unlock new match-ups and game modes.

*Does not require the original Air, Land & Sea game to play

Details
More Information
Product Format:Other
Grades:9-AD
Brand:Arcane Wonders
EAN/UPC:853211004912
Length in Inches:6.25
Width in Inches:4.5
Height in Inches:1.625
Weight in Pounds:0.45
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