

Animals in War — Air, Land, and Sea
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🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
Pairs well with
FroGames — Moments You'll Remember
Your hand is perfect. Theirs is too. Someone will retreat before the end. Someone will deny the other a full victory. And in the end, you'll understand that timing beats strength.
WHAT IT IS ABOUT
A clash where losing well is worth more than winning poorly
Designed by Jon Perry and illustrated by Derek Laufman (known for his vibrant anthropomorphic creatures), this Animals at War version brings the tactical conflict of Air, Land, & Sea into a context full of irony and color. The three theaters of war (air, land, sea) become arenas where mice, foxes, and pandas fight with airplanes, tanks, and submarines. Released in 2019, the game quickly found a loyal audience among those seeking tactical tension without getting lost in lengthy rulebooks.
You are the supreme commander of your country's armed forces. Each battle begins with six cards in hand. You play one in turn, until all are exhausted or someone decides to retreat. Playing a card face up places it in the corresponding theater (air, land, or sea) and activates its tactical ability. Playing it face down allows you to place it anywhere, but it's only worth 2 points and no bonus. Whoever controls more theaters wins the battle points. First to 12 wins the war. The key is knowing when to stop: if you retreat, the opponent gets fewer points. If you resist too long, you risk giving away a full victory.
What they say abroad
A head-to-head battle where retreating isn't cowardice, it's precise calculation.
— FroGames
"Each card played reshapes the entire battlefield. Every turn is a riddle."
Each card played reshapes the entire battlefield. Every turn is a riddle.
— The Opinionated Gamers
Animals at War — Air, Land, and Sea
Your arsenal
Four cards that define the conflict
Air Support
Air cards can turn the tide on land and sea. A well-placed fighter can block an entire enemy strategy. But playing it too early makes it a target.
Armored Infantry
The land theater is the most crowded. Land cards interact with each other, creating devastating combos. Whoever controls the land controls the pace of battle.
Submarine Fleet
The sea is the most unpredictable theater. Naval cards hide, wait, strike when you least expect it. Underestimating them is a fatal mistake.
Face Down Cards
Playing a card face down means sacrificing the ability for flexibility. It's only worth 2, but you can place it anywhere. Sometimes it's a bluff, sometimes it's desperation, sometimes it's tactical genius.
Recommended Sleeves 126 cards in 3 dimensions ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Dimension | Quantity |
|---|---|
| 63 × 88 mm | 120 |
| 89 × 127 mm | 3 |
| 90 × 125 mm | 3 |
| Total cards | 126 |
In ten minutes someone will retreat. Someone will curse a card played too early. Someone will win the battle but lose the war. It always happens with Air, Land, & Sea.
A game in five acts
What happens at the table
Not the rules. The experience.
The opening hand
Each of you draws six cards. You look at it, turn it over, search for combos. Your opponent does the same. No one knows what the other has, but both know that someone will retreat. The question is not if, but when.
The first moves
You play the first card. He responds. You respond to the response. Each card changes the value of the others. The board builds turn by turn, and each new card is a variable that rewrites the equation. You're already thinking about retreating.
The heated theatre
One of the three theatres becomes heated. Too crowded, too many overlapping abilities. Someone is dominating the air, someone else has saturated the land. The sea is still empty, but not for long. Every turn is a gamble on what to defend and what to sacrifice.
Retreat or madness
He still has three cards, you have two. The points are evenly distributed, but you feel that the next card will change everything. You can retreat now and limit the damage, or play and hope. Whoever decides to stay wins 6 points if they dominate, or gives away 6 if they collapse. This is the hand you'll remember.
End of battle, new war
Someone won this battle. But the war is to 12 points, and this was only the first. Shuffle, draw again. Now you know how he plays. Now he knows how you play. The next battle will be different, but the tension will be identical.
How to play
The flow of each battle
A game is a series of battles. Each battle is played until cards run out or someone retreats.
At the start of each battle, both players draw six cards from the deck. Look at your hand, study the abilities, think about combos. There's no drafting, no choice: this is the hand you fight with.
In turns, you play a card. Face up, you place it in the corresponding theatre (air, land, or sea) and activate its tactical ability. Face down, you place it wherever you want, but it's only worth 2 points and gives no bonus. Your opponent does the same.
At any point in your turn, before playing a card, you can retreat. If you retreat, your opponent wins the battle but takes fewer points (equal to the number of theatres they control). If you resist until the end and win, you get 6 points. If you resist and lose, your opponent gets 6.
At the end of the battle, you count the controlled theatres (sum of card power points). Whoever controls more wins. Points are scored. First to 12 wins the war. Reshuffle and start a new battle.
Why it's different from others
Six mechanics that make a difference
Dual cards: face up or down
Each card has two ways to be played. Face up activates the ability but ties you to the printed theatre. Face down is worth little but you can place it anywhere. This simple choice creates infinite tactical depth.
Retreat is a move
You are never forced to play until the end. You can retreat at any time and deny your opponent a full victory. Those who know when to stop win more wars than those who always fight to the last.
Three theatres, one objective
You don't have to win all three. Two out of three theatres are enough. But which ones? And at what cost? Every turn redefines which theatre is worth defending and which to sacrifice.
Chasing abilities
Cards don't just add up points. They move, they copy, they nullify other cards, they change values. A well-placed card can turn around a theatre you seemed to have lost. The order of play is everything.
Asymmetrical scoring system
Winning a battle after an opponent's retreat gives fewer points than winning one fought to the end. The tension lies in understanding when your opponent will retreat and how much force to expend to compel them.
No setup, all cards
There's no board, no cubes, nothing to set up. 18 cards and you're playing. The first game starts 5 minutes after opening the box. And after that, you play three more in a row.
How it ends
How to win and how to lose
The war is won by accumulating points. Each battle awards points based on theatre control and retreat (or lack thereof).
Victory
- Reach 12 points before your opponent by summing the results of multiple battles
- Win a battle fought to the end by dominating at least 2 out of 3 theatres: take 6 points
- Your opponent retreats and you control N theatres: take N points (from 1 to 3, never 6)
Defeat
- Your opponent reaches 12 points before you: you lost the war
- Fight to the end of a battle but control fewer theatres than your opponent: he takes 6 points, you zero
- You retreat too late: you gave too many points to your opponent and can't recover in subsequent battles
Air, Land, & Sea doesn't reward those with the best cards. It rewards those who know when to play them and when to stop. Retreat is the strongest weapon in the game, but only if used at the right time.
Frequently Asked Questions
FAQ about Animals in War — Air, Land, and Sea
How long does a game really last?
A single battle (6 cards each) lasts 5-8 minutes. A complete war (up to 12 points) requires 3-5 battles, so 15-25 minutes total. It's very fast, and it's easy to play two or three wars in a row without realizing it.
Is it really strategic or is it luck of the draw?
The draw matters, but hand management and timing matter more. A weak hand well played (with strategic retreat) limits damage. A strong hand wasted gives 6 points to the opponent. Those who can read the board win more often.
What are the differences between the classic edition and Animals in War?
The gameplay is identical: same 18 cards, same abilities, same structure. The illustrations change (anthropomorphic animals instead of human soldiers) and the color palette (more vibrant). If the classic military theme leaves you cold, this version engages you more visually.
Is it a good first game for two players?
Yes, if both of you are willing to lose the first two or three battles while you understand the system. The rules are immediate, but the tactical depth only emerges after a few games. It's not a relaxed gateway game: it's a challenging gateway game.
Is it available in Italian?
Yes, this is the Italian edition published by Studio Supernova. Cards, rules, and quick references are entirely in Italian. No English knowledge is needed to play.
Air, Land, & Sea (in this edition Animals in War) is a tactical game for 2 players lasting 20 minutes designed by Jon Perry, published by Studio Supernova. Area control, hand management, and bluffing intertwine in a system where strategic retreat is as valuable as victory. Each battle is played with 6 cards, each playable face up (with tactical ability) or face down (for flexibility). First to 12 points wins the war. Suitable for experienced players and as a gateway game, with immediate rules but tactical depth that emerges in subsequent games. Illustrations by Derek Laufman bring anthropomorphic animals to the battlefield. Available on FroGames.it.

Animals in War — Air, Land, and Sea
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