

Animals in War: Spies, Lies & Farms
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🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
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FroGames — Moments to Remember
When someone plays Intelligence on Diplomacy and someone else responds with Economics, you realize that this war won't be won by the strongest cards. But by knowing when to retreat.
WHAT IT'S ABOUT
The war continues on three new fronts (with adorable animals)
Jon Perry returns with three new theaters for his series of themed card games: Intelligence (espionage), Diplomacy (politics), and Economics (resources). Illustrations by Valerio Buonfantino, Jose Angel Trancón Fernández, Derek Laufman, and Damien Mammoliti dress this war of cartoon animals battling it out with numbered cards. Published by Studio Supernova in Italian.
Each card has a number and a special power. You play a card on one of the three open theaters, activate its effect, and shift majorities. When you decide you can't win, you retreat: you save points for the next round. The player who wins two out of three theaters wins the round. The first to reach 12 points wins the war. Games last 20 minutes, with twice as many decisions to make.
What they say abroad
Three new theaters that work perfectly standalone, but the real magic is in the mix: you can combine Intelligence with Air and Land from the base game, or play epic mode with 5 total theaters.
— FroGames
It's a majority game that rewards those who can count cards, but especially those who know when to give up. Tactical retreat is the soul of the series, and it works perfectly here.
— FroGames
Animali in Guerra: Spie, Bugie & Fattorie (Air, Land, & Sea: Spies, Lies, & Supplies)
The three theaters of war
Intelligence, Diplomacy, Economics
Intelligence
Espionage and counter-espionage: cards that copy other cards, steal information, and overturn majorities at the last minute. The most cunning theater.
Diplomacy
Politics and alliances: powers that influence multiple theaters simultaneously, move cards between fronts, and change the rules of the game. The most unpredictable theater.
Economics
Resources and logistics: cards that enhance other cards, block opponent's moves, and act as multipliers. The most calculated theater.
Tactical Retreat
When you realize you can't win the round, you retreat: you save points for the next one. But if you retreat too early, you hand over victory. Too late, and you lose everything.
Recommended sleeves 67 cards in 2 sizes ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 64 |
| 89 × 127 mm | 3 |
| Total cards | 67 |
After three rounds you realize you weren't playing cards. You were reading your opponent's mind. And they, yours.
A game in five acts
What happens at the table
Not the rules. The experience.
Setup: three theaters, six cards
The three theaters (Intelligence, Diplomacy, Economics) are opened, and each player draws six cards. No one knows what the others have. The first two cards are played quickly, to test the waters. Someone plays strongly in Intelligence, someone else builds up in Economics.
The first surprise move
Someone plays a Diplomacy card that moves an opponent's card from one theater to another. Majorities are flipped. Whoever was winning Intelligence is now behind. You start counting: how many cards do they still have in hand? How many do I have?
The decision: fight or retreat?
You have only one card left. You can play it in Economics and try to win that theater, but Diplomacy and Intelligence are lost. Or you retreat now, save points, and start the next round with an advantage. The table watches you. It waits.
The last-minute retreat
You retreat. You save 3 points. The opponent wins the round, but you recover 3 points towards the 12 for final victory. Next round: 6 fresh cards, same war. This time you know what to expect. Or at least you think you do.
Endgame: 12 points
Someone reaches 12 points. The war ends. But no one remembers who won: they remember that perfect retreat in round 3, that Intelligence card that copied the strongest card, that Diplomacy played on the last theater. Reshuffle. "One more?"
How to play
The flow of each round
Each round is a war on three fronts. The winner is whoever conquers two out of three theaters (or whoever remains in play when everyone else retreats).
Each player draws six cards from the deck. Cards have a numerical value (1-6) and a special power. The three theaters (Intelligence, Diplomacy, Economics) are open in the center of the table.
On your turn, you play a card into one of the three theaters. You activate its special power (copy cards, move cards, block opponents, etc.). The numerical value counts for the majority in that theater.
At any time, instead of playing, you can retreat from the round: you save points based on the cards you still have in hand. The opponent wins the round, but you recover points towards the final victory (12 points).
The round ends when everyone retreats or when someone wins two out of three theaters (by summing the values of their cards in each theater). The winner gains points. First to 12 points wins the war.
Why it's different from others
Six mechanics that make a difference
Three ways to play
Standalone (only the three new theaters), Mix (combine Intelligence/Diplomacy/Economics with Air/Land/Sea from the base game), Epic Mode (5 total theaters for longer, more chaotic games). Each combination changes strategies. If you have the base game, you have dozens of different setups.
Retreat is a move
It's not surrendering: it's pure tactics. You retreat when you realize you can't win the round, you save points (the more cards you have in hand, the more points you save), and you start the next round with a numerical advantage. Retreating too early gives away rounds. Waiting too long loses everything.
Implicit bluffing
You declare nothing, but every card played is a message. If you play strongly in Intelligence, are you defending that theater or feigning to make your opponent retreat? If you stack cards in Economics, do you really have the winning hand or are you wasting resources? Your opponent must read your moves.
Asymmetrical powers
Each theater has unique mechanics. Intelligence copies and spies. Diplomacy moves and influences multiple theaters. Economics boosts and multiplies values. There's no universal strategy: you must adapt to the open theaters and the cards you draw.
Count cards (or die)
The deck is small (18 cards per theater in standalone), the hand is large (6 starting cards). This means you can track what has been played and calculate probabilities. It's not poker, but memory helps. Those who count cards win more rounds.
20 minutes, 3 rounds
A game lasts as long as a coffee break, but the decision density is high. Every card played counts. Every retreat is a gamble. No turn is passive. You play, you lose, you start over. And you start over immediately, because setup is instant.
How it ends
How to win and how to lose
The war ends when someone reaches 12 total points. But each round is a separate battle.
Victory
- Win two out of three theaters in the round (by summing the values of your cards in each theater): gain 6 points
- All opponents retreat and you remain in play: win the round and gain points
- Be the first to reach 12 total points by summing points from multiple rounds: win the war
Defeat
- Play all cards without winning two theaters: lose the round and gain no points
- Don't retreat in time and your opponent wins too many rounds: they reach 12 points before you
- Retreat too early in too many rounds: save points but don't gain enough to win
A game where losing well is more important than winning badly. And where each game lasts 20 minutes, but you remember it for days.
Frequently Asked Questions
FAQ about Animali in Guerra: Spie, Bugie & Fattorie (Air, Land, & Sea: Spies, Lies, & Supplies)
Is the base game needed to play?
No, Spie, Bugie & Fattorie is standalone: it's played with the three new theaters (Intelligence, Diplomacy, Economics) without needing the base game. But if you have the original Air, Land & Sea, you can combine the theaters for mixed games (e.g., Intelligence + Air + Land) or an epic mode with 5 total theaters.
Does it work well for 3-4 players or is it designed for 2?
The Air, Land & Sea series is designed for 2 players, and for 2 it's perfect: tense, tactical, calculated. It works with 3-4 players (official rules included), but it loses some of the tension of the direct duel. If you're looking for a game for more players, something else might be better. If you often play as a duo, this is gold.
How much does luck play a role in card drawing?
You draw 6 cards from a small deck, so you see one-third of the deck each round. Luck exists (you can draw poorly), but you have choices: which theater to play each card in, when to retreat, which powers to activate. Those who read their opponent better and count cards win more often. It's not Memory, but memory helps.
Is it too similar to the base game?
The three new theaters have different mechanics compared to Air, Land, Sea. Intelligence focuses on espionage and copying, Diplomacy on multi-theater influence, Economics on multipliers and resources. If you liked the base game, this adds variety. If you've never tried it, this is an excellent starting point (and then you can decide whether to get the other one).
Is this edition in Italian?
Yes, the Studio Supernova edition is completely in Italian: cards, rulebook, everything. The names are localized (Animali in Guerra: Spie, Bugie & Fattorie). Total linguistic independence: nothing to translate, all ready to play.
Animali in Guerra: Spie, Bugie & Fattorie (Air, Land, & Sea: Spies, Lies, & Supplies) is a strategic card game for 2-4 players (ideal for 2), lasting 15-30 minutes, age 14+. Designed by Jon Perry and published by Studio Supernova in Italian, it introduces three new theaters of war (Intelligence, Diplomacy, Economics) playable standalone or mixed with the base game. Mechanics: area majorities, hand management, tactical retreat. Win by being the first to reach 12 points, conquering two out of three theaters each round, or retreating at the right moment to save points. Available on FroGames.it.

Animals in War: Spies, Lies & Farms
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