Heroes of Land, Air & Sea is a 4X-style board game that tells the epic tale of Aughmoore's many conflicts: Orcs vs. Humans, Dwarves vs. Elves, battling kingdoms, and the heroic individuals who turn the tides of war. …
|Playing time:||180-420 minutes|
Created by: Scott Almes, Chad Hoverter, Adam P. McIver, Ian Rosenthaler, Benjamin Shulman
Published by: Gamelyn Games
Expansions:Heroes of Land, Air & Sea: Mercenaries Expansion Pack #1
Heroes of Land, Air & Sea: Mercenaries Expansion Pack #2
Heroes of Land, Air & Sea: Mercenaries Expansion Pack #3
Heroes of Land, Air & Sea: Nomads Mini-Expansion
Check These Posts:
A Faction consists of a Capital City Board, a supply of Units, Hero Cards, several types of Constructs, and several Tokens:
Capital City Board: Placed directly in front of each player. It contains the information needed for gameplay, an Action Bar, and an area to track a player's Resources.
Units: 20 Miniatures for each Faction kept in a supply. These consist of 3 Heroes, 5 Warriors, and 12 Serfs.
Hero Cards: Each Hero has a corresponding Hero Card that lists their special abilities. …
All that is known for certain is that Humans, the youngest race, first sailed to Aughmoore from far away. The specifics of their homeland have been lost to time, but there are those who maintain that they are not native to this world.
Pointing to the design of their water and aircraft, the few that have preserved the old ways claim the extraordinary vessels once traveled among the stars. Regardless of its exact origin, Human civilization has shown an unprecedented explosion in economic and cultural growth in its new home. …
In this variant, you go head-to-head with an A.I.-controlled Faction, called the Enemy. The Enemy controls 3 armies, each led by one of its powerful Heroes. These Heroes each have powerful abilities, and will offer you a serious challenge!
Components and Setup Changes
|8 Solo Action Cards|
After you have selected your Faction:
Randomly select the Faction for the Solo Enemy.
Gather that Faction's components as if it were a normal game. Flip the Enemy's C.C. Board to the Solo Enemy side. The Enemy does not need Hero Cards, as the Enemy Hero abilities are listed on the Solo C.C. Board. …
In this epic variant, players gather in groups of 2 (or 3 with the Order & Chaos Expansion) in a war of alliances! Their powerful Factions have banded together in a campaign against their mortal enemies.
Components and Setup
Setup as you would for a normal game. Even as teams, players have their own Faction.
Player Seat Positions
The Team Play Variant must be played as a 2 vs. 2 game (with two teams of 2), or with the Order & Chaos Expansion as a 2 vs. 2 vs. 2 game (with three teams of 2) or as a 3 vs. 3 game (with two teams of 3). …
- 6 Siege engine constructs (3 types)
- 6 Siege engine cards
Place the 6 Siege Engine Constructs (3 types) and their 6 Siege Engine Cards in an area within reach of the players.
Siege Engines are Units any player can acquire by taking or following a Build Action:
Pay the cost in Resources listed on each Siege Engine's card (different for each type).
After building it, place the Construct in your Courtyard or a Region with a Tower you control.
Take the Siege Engine's Card. …
The Nomads Mini-Expansion offers two different variants for Heroes of Land, Air & Sea:
- 10 Nomad Miniatures
- 1 Nomads Mercenary Card
- 6 Nomad Spell Cards
1. Wandering Nomads
This variant uses an army of 10 Nomads, playing as non-player- characters. The Nomads are placed on the board, one each round, by the players.
They negatively affect the Regions they are adjacent to but can be captured by players for Victory Points and to gain extra "Follow" and "Muster" actions.
If players ignore the Nomads, their army can grow to the point where they become hard to defeat. Managing the size of the Nomad army becomes a meaningful part of each player's strategy. …
- 4 Miniatures
- 4 Mercenary cards
- 1 Rule card
Shuffle the Mercenary Cards under the table and randomly draw 1 card per player. For 2 players, draw a 3rd Mercenary Card.
Place these cards and their corresponding miniatures in an area within reach of the players. The unused miniatures and cards can be placed back in the box.
Mercenaries are Hero Units that any player can acquire by taking or following a Recruit Action:
Pay its cost (3 Ore, 3 Magic, and 3 Food).
Place the corresponding miniature into your Capital City's Courtyard. …
Action Bar - Row of 9 Action Slots along the top of the C.C. Board. Players place Action Tokens on these slots to perform these Actions OR place Serfs to Follow or Muster an Action.
Capital Actions - 4 Action Slots (Recruit, Build, Research, and Tax) selected by a player on their turn and can be Followed by other players using a Serf from their Courtyard.
Command Actions - 5 Action Slots (March, March, Sail, Fly, and Cast) selected by a player on their turn, who may also choose to Muster to take a second Command Action, marking it with a Serf from their Courtyard. …