Air, Land & Sea Game

SKU
040657
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 the Theatres of war, battles take place on Land, In the Air and On the Sea.  To win the game, players must accumulate victory points over a series of battle rounds to become the first Supreme Commander with 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 the perseverance to claim a huge victory? 

Play this game with three theatre boards depicting air, land, and sea 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 point values from 1-6 and some have tactical abilities 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 depicted on their supreme commander card.

If 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.  Players set up and continue with the next battle.  Once a player accumulates 12 total victory points, they win the game! For two players with a 20-minute game time.

Publisher's Description of Air, Land & Sea Game
In the midst of the greatest conflict humanity has ever known, victory will be claimed by the military that can overcome their enemies in every battleground. Do you have the skills to lead your nation’s best and bravest in the Air, Land & Sea?

Supreme Commander! The enemy is upon us and it is up to you strategically deploy our available forces into the Air, Land, and Sea. Engage the opposing force and lead our forces to victory!

As Supreme Commander of your country’s military forces, it is your objective to win the war by being victorious in a series of Battles! To win a Battle, you must either control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw!

To control a Theater, the total strength of all Battle cards on your side of the Theater must exceed the total Strength of the Battle cards on the opponent’s side of the Theater.

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.

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.

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!

Category Description for Strategy Games For All Ages

Please also see our Logic - Games section for more excellent strategy games.

Details
More Information
Product Format:Other
Brand:Arcane Wonders
Grades:9-AD
EAN/UPC:853211004691
Length in Inches:6.25
Width in Inches:4.5
Height in Inches:1.625
Weight in Pounds:0.45
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