Heroes of Land, Air & Sea is an immersive and strategic 4X-style board game that transports players into a world of epic battles between orcs and humans, dwarves and elves, and warring kingdoms. With beautifully crafted miniatures, this game brings to life the thrilling tale of heroes who shape the course of war.
In this game, players take on the role of one of these iconic factions, vying to expand their kingdom and conquer new territories. Every great kingdom starts small, and players begin their journey with just a humble town hall, a handful of peons, and a lone warrior. From this modest beginning, players must venture out, explore the surrounding lands, strengthen their workforce, build a formidable army, and develop their kingdom. This requires careful decision-making, resource management, and strategic warfare.
As players progress and achieve milestones in their kingdom's development, they unlock a multitude of advantages. Peons evolve into mighty warriors, warriors ascend to become powerful heroes, and town halls transform into majestic castles. Players also gain access to water vessels and air vessels, as well as mythical creatures. By boarding these vessels and creatures with their units, players can traverse the expansive game board more swiftly and position their armies for devastating attacks.
Warfare in Heroes of Land, Air & Sea employs a meticulously designed cost/reward system, outlined on tactics cards that players must secretly select. The availability of these tactics cards depends on the units involved in the conflict. It is during these intense battles that players must showcase their strategic prowess and fight for victory, knowing that history is written by the victors.
Furthermore, Heroes of Land, Air & Sea features two distinct economic systems. The first involves the risky acquisition and careful management of vital resources such as food, ore, and mana. The second system introduces a unique twist on worker placement, where players must strategically allocate their peons to construct buildings. However, it’s important to note that these peons could also be utilized for exploration, expansion, exploitation, or even extermination! Achieving the perfect equilibrium between these two systems is absolutely pivotal for securing victory in this thrilling game.
Images
- Great components
- Assembly of little ships is notable
- Similar mechanics to Tiny Epic Galaxies and Tiny Epic Kingdoms
- Very long playtime
- Not tiny or epic in scale
- Tiny Epic Galaxies
- Tiny Epic Kingdoms
Mechanics (from transcript analysis)
- 4X game — It is a 4X game.
- Lead and Follow — It uses similar mechanics to Tiny Epic Galaxies and Tiny Epic Kingdoms, including lead and follow.
Video topics + discussion points
Quotes (from this video)
- if you stay tuned until the end we'll give you a review of tiny epic tactics
- what is your favorite tiny epic games
- I always had the most fun with tiny epic Western
- Tiny Epic Galaxies and zombies do I have the big one yeah well you can explain why both
- It's a really good trap or game we just there's a conversations recently and I think was tweeting and it what's your favorite travel game I was like any of the tiny epic games
- it's a little bit too epic for its box silly face you just have to be efficiently packing it together
- I think the co-op is a little more fun than the semi competitive semi co-op one
- The game's a good reminder of the difference between tactical combat and strategic combat
- Yeah it actually it's tacked yeah the difference between short term grab the points when they're on versus long term defend don't get hit
References (from this video)
- Part of Scott Alms' 'Tiny Epic' series, implying a certain design philosophy.
- The sheer number of boxes and expansions makes it 'dorky' and potentially overwhelming.
- The box size is compared to the Terraforming Mars collector's edition.
- Tiny Epic series
Mechanics (from transcript analysis)
- Modular — The game consists of a base game and numerous expansions, allowing players to customize their experience.
Video topics + discussion points
Quotes (from this video)
- mind clash is all about making their games just over just overboard with production values and just making them cool cool cool
- the art is neat it's original um like i say it's hard a lot of these games you look at it and you're like oh well that's that's back to the future you look at this you're like oh that's star trek but this one it's hard hard to put a finger on it isn't it
- if you know trickerion you know what's what's happening and then they did something really really smart and really really sneaky
- the components are amazing i like them i really like the feel them
- my first live stream thank you for joining me
- i'm a storage nerd
- this is a kickstarter product if you couldn't tell
- it's a loan but it's a fun loan
- the future is a scary place folks
- whoa what happens when you need to burp or fart on a live stream do you know
- Look at this thing this is crazy
- Mineclash is all about making their games just overboard with production values and just making them cool cool cool
- The vision, the artistic vision, is so weird, it's so funky and out there
- If you're a geek and I know you probably are this game is for you
- These are the coolest things, and they'll look better once I get them out of the bag
- I was so disappointed when I bought it... and then I played it and it's wicked, I loved it, it's so cool.
- It's like kitchen sink game design and people have faulted it for that.
- Perseverance is like Lost meets Jurassic Park
- It seemed like a really unique concept to me but weird, is that weird?
- and they said this will never be available at retail and then they released a version of it at retail I was like damn you
- they said we will we're not going to do gollum versions of these other games and then they released them
- Spacious and component-heavy
- The host notes that Nemesis requires more space than the Anachrony Infinity Box, and mentions a friend's extensive collection of 'Too Many Bones' components.
- Expansive and modular
- The game consists of a base game and numerous expansions, allowing players to customize their experience.
- Audacious (Collector's Edition)
- Social Deduction
- The host compares it to 'werewolf' and questions if it includes a literal clock tower.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Asymmetric factions with unique abilities and builds
- No dice; randomness comes from card-driven outcomes
- Towers and capital upgrades add strategic depth and long-term planning
- Sea travel and exploration add variety to map control
- Players can cap out on resources, potentially stalling engine
- Complex and large rule set; challenging for new players
- Early game weaknesses for certain factions can be punishing
- 4X style gameplay (expand, explore, exploit, exterminate) with asymmetric factions and capital-building
- Fantasy realm with dwarves, elves, and orcs on multiple continents
- Instructional playthrough with live gameplay and rule explanations
Mechanics (from transcript analysis)
- Actions (March, Muster, Recruit, Tax, Build, Research/Spell casting) — Multiple rounds where players take two actions per round and may follow in others' actions; resources are spent to gain units, build, and advance
- Capital city leveling — Capital city can be upgraded through levels; bonuses unlock and affect abilities and spells
- Combat and tactics cards — Battles resolved using tactic cards chosen secretly; outcomes influenced by card effects and special abilities
- Cube Tower — Buildings reduce costs and grant bonuses; Towers provide resources and points and influence mobility
- End Game Bonuses — End when certain conditions are met (expand, explore, exploit, exterminate); points come from units, regions, city levels, and buildings
- Endgame triggers and scoring — End when certain conditions are met (expand, explore, exploit, exterminate); points come from units, regions, city levels, and buildings
- Exploration tokens and exploration — Board regions flipped when moved into; tokens grant resources or trigger effects; portals and sea routes add depth
- Resource Management — Track resources such as food, ore, and mana used to recruit units, build, and perform actions
- Sea travel and ships — Barges and dragons travel across the map; sea exploration spots add strategic options
- Special buildings and towers — Buildings reduce costs and grant bonuses; Towers provide resources and points and influence mobility
- Units and asymmetric heroes — Four races with unique units and hero abilities; examples include Priestess, Assassin, Dragon, Sea Turtle, Berserker
Video topics + discussion points
Quotes (from this video)
- "there are no dice in this game which is a good thing"
- "the game ends when one of these four endgame conditions"
- "there are many different asymmetric abilities"
References (from this video)
- Elegant, streamlined rules for a large, component-rich game
- Compact rule set and clear action economy with two actions per round
- Sophisticated upgrade paths and powerful synergy between buildings and heroes
- Thematic flavor with engaging combat interactions via the card system
- Huge box and space/storage issues; box size mismatches pallet shelves
- High price and cost vs content; expansions feel necessary to get value
- Rulebook and spells/info can be overwhelming; many rules require FAQ or external references
- Lack of a clear objective or narrative; combat can feel repetitive or unsatisfying
- Balance concerns due to many combos and dependency on player choices
- Notoriously space-intensive when including expansions; risk of scope creep
- Conquest, economy, and large-scale combat
- Fantasy world inspired by empire-building with Africa-themed landscape and towers, airships, and sea vessels
- Narrative through engine-building and strategic combat with card-driven battles
- Twilight Imperium
Mechanics (from transcript analysis)
- Asymmetric unit upgrades via 'blood' mechanics — Blood type tier systems upgrade units and unlock second-level abilities and new production; special 'blood tank' mechanic allows turning serfs into warriors.
- Capital and buildings upgrade system — Upgrading capitals unlocks new abilities; second level unlocks additional spell and upgrades both existing and future buildings; builds a sense of progression.
- Combat card system with hidden hand — During combat, players secretly choose one of seven combat cards; cards interact and cancel; simultaneous reveals; defender and attacker both play cards and resources must be spent.
- Exploration and terrain control — Explore tokens are revealed; outposts and towers produce units and enable unit teleportation; ships transport units; two-row limit on boats/ships.
- Forex-like progression (extend, explore, expand, explode, exsanguinate) — The game uses a path of growth with economy and military expansion that pushes toward endgame conditions.
- Resource Management — Players must pay resources for played combat cards; if insufficient, they sacrifice units but still participate; strength-based resolution with magic/spells.
- Resource management and combat resolution — Players must pay resources for played combat cards; if insufficient, they sacrifice units but still participate; strength-based resolution with magic/spells.
- Two-action per round with action shields — Each round you receive two actions; you can pre-commit serfs to actions to enable free participation by others; cap actions with capital vs command.
Video topics + discussion points
Quotes (from this video)
- it's big but it never feels overbearing there is a lot of stuff but it all fits elegantly into a very sleep rules framework
- this box is so big it comes with an actual extra friend inside
- I really like this system of upgrading your things
- the highest strength wins
- this box half a centimeter too big to fit on the standard pallet shelf
- I would rather buy Twilight Imperium which comes with 17 playable races
References (from this video)
- strong IP-style appeal and table presence
- enjoyable core loop and visual appeal
- minis and components can be oversized for small tables
- not as streamlined as some lighter games
- epic bravery and exploration with multi-faction synergy
- fantasy-themed conflict with multiple factions and routes to victory
- tableau-building with multiple paths to victory
- Tiny Epic series (for scale and expansion philosophy)
Mechanics (from transcript analysis)
- area control and factional play — Players vie for control and resources across a shared map.
- team-based synergy — Players collaborate through special abilities between factions.
Video topics + discussion points
Quotes (from this video)
- Tiny Epic Galaxies is by far my favorite tiny epic game
- it's so good, I can't wait to play it
- worldwide six games with the game hall bag—worldwide, anybody can win
- the art is amazing
- this game has no right to be as good as it is
- I'll play this game anytime