Over the years, we’ve seen some impressive micro-games that make good use of a few components, likely popularized by a highly successful little game known as Love Letter. Air, Land, and Sea: Critters at War is another game that uses just a small amount of cards, taking two players to the three theaters of war to battle it out head-to-head. This edition is a re-theme of the game Air, Land, & Sea, but as far as I’m aware the rules for this version are the same.
Air, Land, and Sea: Critters at War is a two-player lane battler with a listed playtime of 20 minutes.
Gameplay Overview:
Three large cards are placed horizontally between players, denoting the theaters of war: air, land, and sea—but not necessarily in that order. Each player is dealt a hand of six cards. Every card matches one of the three theaters and will have a listed strength of 1-6. Players alternate turns, playing a single card to a matching theater. Alternatively, a card can be played facedown with a strength of 2 to any theater. Most cards have a listed ability that will allow players to alter the rules in some way, perhaps to flip a card or move a card from one theater to another.
A round ends when both sides have played all of their cards, or when one side chooses to surrender. The player who controls the most theaters at the end of the round scores a number of points: 6 if all cards were played and no one surrendered early, but fewer points are awarded to the winner depending on when the loser chose to forfeit the round. The cards are then shuffled and re-dealt and a new round begins. A player wins once they have 12 points.

Game Experience:
While I mentioned Love Letter in the intro, this game has nothing in common with that one except a small number of cards (18, to be precise). The game I would actually relate it to is Battle Line from Reiner Knizia, as players are comparing cards against their opponent’s cards in the same lane. This one is different though—a little more simplified as you’re only trying for the higher sum. However, complexity is introduced through the card abilities, which elevates this experience from a simple game of war, to something more strategic.

While luck factors into the cards each player is dealt, what card you play and when you play it absolutely matters, and how you respond to your opponent’s plays can have a big impact. There is room for sneak maneuvers and misdirection. Often a round is decided by that very last card a player is holding—maybe they’re currently losing, but they play a card that adds +3 strength to all adjacent theaters, or one that boosts their facedown cards from a strength of 2 to 4! In other instances, if you know victory is nigh impossible, you have the option to back down early so your opponent scores fewer points and you can live to fight another day, perhaps turning the tide in your favor.
While most games in my experience lasted a bit beyond 20 minutes, they didn’t quite drag on. Play is mostly snappy, but there are instances where you will mull over your turn for a little while, calculating your odds of victory and your best next move. As far as replay value, I think it’s decent here. Repeat plays certainly lend familiarity with the cards, helping you make more informed decisions, but how you craft your strategy and play a round is determined by how you can make use of the unique set of cards you’ve been dealt. While I like that tactical aspect of the game, players who like to form their strategy in advance might feel frustrated or at the mercy of the cards.

Final Thoughts:
Air, Land, and Sea: Critters at War is a good little game to sit down to as a warm-up or wind down for game night, or when you just want to squeeze in a quick match at the end of a long day. It’s not teeming with depth and strategy, but the decision space it manages to present with a limited amount of cards is still impressive. You don’t often get dealt a straight-up terrible hand, but having the option to back out early to cut your losses is a small boon if it does happen, even if it’s the less fun option. I think players who enjoy a snappy, move-and-counter-move tactical game experience will enjoy this one.
Final Rating: 3.5 stars – Johnny, get our gun, the critters are coming!
Hits:
• Lots of strategy for a small game
• Fun look and great art
• Quick, tactical gameplay
Misses:
• Can get dealt an unlucky hand
• Only so much room to plan ahead
• Surrendering early is anti-climactic