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Land, Air, & Sea

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Land, Air, & Sea

Land, Air, & Sea

1998

Designed by Jonathan Tweet

Published by (Web published), Wizards of the Coast

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Description

A simple dice game designed by Jonathan Tweet (On the Edge, Hecatomb, Dreamblade), that was made freely available on the Wizards of the Coast website in the late 1990s. From the publisher's website in 1998: Game Design by Jonathan Tweet. If you really like it, you can send a toy dinosaur to the designer c/o Wizards of the Coast. Goal Control two out of the three battle zones to win the war. Summary There are three battle zones: land, air, and sea. Each player has two boxes per battle zone. Players take turns rolling a die and writing the number rolled in any open box--including an opponent's. The two numbers in a player's battle zone are multiplied together to determine that player's strength in that battle zone. The player with the highest strength in a battle zone controls it. When all twelve boxes are filled, the player who controls two out of three battle zones is the winner. Setup Players start with a blank Land, Air, & Sea score sheet, a pen, and a twelve-sided die. (If you don't have a twelve-sided die, any die will do.) Play In turn, each player rolls a die and writes the number rolled in any open box on either player's side. (Hint: Put high numbers in your boxes and low numbers in your opponent's boxes.) When both boxes in a player's battle zone have numbers in them, multiply the numbers together and write the result on the "Strength" blank. When both players have a result for Strength in a battle zone, circle the higher number. (Cross out both numbers if there's a tie.) Winning When all twelve boxes are filled in and all six Strength numbers written down, the player who has higher Strength numbers in at least two battle zones wins the game. If each player controls one battle zone and the third is a tie, then the game is a tie.

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