Hey man, just want to say me and my partner have been playing this a lot this past week and we think you've made an absolutely fantastic game. We love it! Good job man.
This is one of my favorite games among my small boxes, and one of my favorite 2-player games! Me and my roommate would play this for hours on end without getting bored or tired.
We just discovered this game, it’s great! A nice fun game that we intended to use to kill 15 mins, but find ourselves blown an hour playing many games!
I finally got my copy of AL&S this week. I've been after it since I first got into 'board gaming' during the lockdown. Such a great card game!! Can't wait to see what else you come up with!
freaking bonkers good game. SO tight, SO crunchy, SO dense. The vastness of the decision tree for a round where you only have 6 cards each out of a possible 18 seems to violate some kind of law of nature.
Jon, this game is an absolute blast to play. I didn't expect it to be so crunchy (in the best way possible). One question though - did you consider swapping the retreat values for player 1 and player 2? Right now player 2 loses ties AND has less favourable retreat conditions. What's the reasoning behind this design decision? Shouldn't it be the other way around?
Glad you like it! Player 2 gets the last move of the game. This is a huge advantage, as you get to make your final decision with complete information about the board state. So that is why P2 loses ties. That is also why the retreat values are the way they are. I want both players to have a tough decision regarding a 4->6 point jump near the end of the battle. But this decision would be meaningless for P2 if it aligned with their very last card where they have total information.
@@jonperry this makes total sense, thank you for your answerJon. Yesterday I showed AL&S to my friend and he wanted to play it over and over again, this thing is just addictive ;). This is the best 2 player micro-game I've ever played so far, a brilliant design. Great job, Sir.
Hi Jon, thank you for your creativity in making this excellent game. It's a delightful strategic and tactical game! I looked up your other games and am considering printing out the Time Barons one, which also looks really good :) But in terms of Air, Land, and Sea (or the Critters version, which I own), I have an idea for you. Would you consider the possibility of making an extra promo theatre (or an expansion would be even better). One possibility for an extra promo theatre could be Scientific Research or simply Research. Just wanted to put it out there and see if you are open to the idea. Thanks again!
Happy to hear you're enjoying my game! I'd say a second standalone expansion with three more theaters is very likely, and if all goes according to plan, one of the theaters will be very similar to what you're describing...
@@jonperry That is very good news! Another random thought-have you ever considered changing the theme of time barons to make it a little friendlier (similar to the criterification of ALS?)
If the blockade card is played in the center row, and one of the rows next to it has 3 or more cards, this means a card played in the center row would be destroyed correct? Or is it that Only the lanes adjacent to the blockade card would be effected? Brilliant game by the way! Any help would be greatly appreciated to settle a big argument!
Excellent tutorial. Question are all tactics always in play even if they are covered? And looking at the rules am I to understand that a cars that bus covered can never be flipped? For example I play a wild card on sea theater, then cover that card, then it means I can never flip that wild because it's covered?
Whether a card is covered or not has no bearing on whether that card's tactical ability is active. However, covered cards can never be flipped by another card's ability.
@@jonperry Ahh, so covered cards are "protected" I've seen videos where covered cards get flipped by certain tactics. Im glad this is corrected. And to be clear, all tactics are in play unless the card was flipped and the only thing that nullifies a tactic is another tactic, and if the card was flipped to its wild side. Question: Is the same true with a flipped card that is covered? It cannot be flipped back to its tactics side?
@@BLDTHEGAMER Covered cards can never be flipped under any circumstance and it makes no difference if that card is facedown or faceup. Note that this is the ONLY special rule about covered cards. Covered cards still have active powers, can be moved, returned to a player's hand, etc etc.
I hope I can get an answer Jon, as I really enjoyed your game, its a ton of fun and is surprisingly deep for its simplicity. When an ability card is flipped face up after it was first played face down, dies the ability go off? Additionally, if I play a card face down in a theater it doesn't belong in, if its flipped face up, is it discarded or does it stay?
Hi there, thanks for playing! Yes, abilities trigger when cards are flipped faceup. Page 7 of the rulebook says "Instant Abilities: These take effect immediately after the Battle card is played or if the card is reealed by being flipped faceup." And no, cards in the wrong theater do not get discarded. This is addressed on page 8 of the rulebook under the "Cards in Non-Matching Theaters" heading.
@@jonperry Thank you for the response! That was a ton of help. Me and my friends have really been enjoying your game. I look forward to other projects of yours.
When playing sea card ‘1’ (Transport) and using ability ‘you may move 1 of your cards to a different theatre’ would that card’s ability trigger again after being moved?
@@jonperrythanks for the quick reply. Just bought spies, lies and supplies and looking forward to playing it and combing with original. Thanks for designing an easy, quick yet intriguing game.