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Some clever giants (i.e. clever players) can suggest a
“friendly” trade, in which case both parties may choose to
trade a certain number of cards willingly. Because this is
not a forced trade, even uneven trades can take place (for
example, trading 2 Food for 1 Rune) if both players agree to
it. However, the total number of cards that you can give to
your opponent is still limited by the position of your Trade
Command Card in relation to your other Command Cards.
If an opponent rejects a friendly trade oer, you may still
perform a dierent type of trade afterwards, either with the
same or a dierent player, or with the Resource Deck.
TRADING WITH THE RESOURCE DECK
When trading with the Resource Deck, you may discard
any number of your Resource Cards (up to your trade limit)
into the Resource Discard Pile. In return, you draw the
same number of cards from the top of the Resource Deck
and add them face up to your Resource Area.
You may, if you wish, search for 1 card of your choice in
the Resource Discard Pile as part of this trade. You may
only do this
once
per trade, even if you are trading multiple
cards with the Resource Deck. The card you receive from
the discard pile takes the place of 1 of the cards that you
were entitled to draw from the top of the Resource Deck.
For example, you decide to trade 4 of your Resource
Cards with the Resource Deck. After discarding your
4 Resources, you search the Resource Discard Pile
for 1 Resource Card of your choice, and then you draw
3 new Resource Cards from the top of the Resource
Deck. You cannot receive more than 1 card from the
Resource Discard Pile during this trade.
Note: Any player may search the Resource Discard Pile
at any time during the game, including when deciding
whether or not to play the Trade Command.
Recruit Command
The Recruit Command allows
you to add new giants to your
forces. You immediately receive
the number of Recruit Points
specied on your Recruit
Command + 1 additional Recruit
Point for each Command Card to
the left of the Recruit Command
Card when it is played. The
Recruit Points that you receive
must be spent immediately or
not at all. They cannot be saved
for future turns.
To purchase a new unit, you must pay a number of Recruit
Points equal to the unit’s Ordning Value. The new unit is
placed with its healthy side up in your Starting Region.
Leader Tokens and Unit Tokens have their Ordning
Values printed on them, while Champion Figures have
their Ordning Values printed on their corresponding
Champion Cards.
You may recruit any units that you own, including your leader
if he or she was defeated earlier in the game. Even units that
enter the game for free due to special circumstances (such as
King Hekaton or the Vonindod) can be recruited again later at
full Ordning Value cost if they are defeated.
Stacking Limit: As mentioned in the “Move Command”
section on pages 11-12, each giant race has a stacking limit
that limits the number of giant units that the race can have
in a single region at the same time.
If you ever desire to deploy a unit into your Starting Region
when there is no room, then you may do so if you rst
remove one of your other giants from the destination space
and return it to your supply. You may do this freely as long
as you are only doing so to make room for incoming units.
King Hekaton (Storm Giants): Because the storm giants
have two dierent champions, it may sometimes be the
case that the storm giant player prefers to have King
Hekaton in a region instead of the other storm giant
champion. If this happens during any circumstance, then
the storm giant player is permitted to remove the other
storm giant champion from play in order to make room for
King Hekaton.
Lyn Armaal (Cloud Giants): The cloud giants’ Starting
Region is the Evermoors, but they do not necessarily
recruit new units there. Instead, they recruit units wherever
the Lyn Armaal Token is present, assuming that there are
no enemy units in the same region. This provides the cloud
giants with a certain degree of exibility when recruiting
new units, but it presents a danger as well since Lyn
Armaal’s current region might be attacked and conquered,
leaving the cloud giants without a region to recruit units
until they move Lyn Armaal elsewhere.
Note: The cloud giants’ Starting Region is always
considered the Evermoors, even if they move Lyn
Armaal somewhere else. This means that other giants
cannot attack or end their movement in the Evermoors
until the Final Ordning has begun, even if Lyn Armaal
is no longer there.
Leader Command
The Leader Command activates
your Leader’s special ability.
This ability is printed on the
corresponding Leader Card and
represents either an immediate
eect or an eect that lasts as
long as the Leader Command
remains on the table. Keep in
mind, however, that if a Leader
is wounded, the Leader’s
corresponding Leader Card
is ipped face down and the
Leader’s special ability is no longer considered to be active.
Alternatively, a player may use the Leader Command to
return their defeated Leader to their Starting Region for
free, although the Leader starts o wounded so its special
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