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Alternatively, the Attack Command allows you to move any
number of units from one region to an adjacent empty region.
The second half of the Attack Command allows you to
convert arcane results into hit results during this attack.
For each card to the left of the Attack Command, you may
convert one of your arcane results into 2 hit results. This
only applies to the current battle in which you are the
attacker. Unlike the Leader and Magic Commands, this
bonus does not apply to future battles. For more details on
battles, see “Battles” on page 16.
Rest Command
Knowing the right moment to use
the Rest Command is a pivotal
part of your overall strategy.
Resting includes three activities
which must be performed in
order from top to bottom. The
rst activity allows you to heal
1 wounded unit (either a Leader
Token or a Unit token) by ipping
it face up to its healthy side.
Afterwards, for every card to the
left of the Rest Command, you make take 1 Giantslayer
Action. Giantslayer Actions allow you to recruit, move, and
attack with the games three neutral giantslayers: Hook,
Line, and Sinker. For more details on taking Giantslayer
Actions, see the “Giantslayers” section on page 18.
Finally, after taking Giantslayer Actions (if any), you must
draw all of your Command Cards back into your hand. This
has the advantage on future turns of allowing you to choose
from among any of your Command Cards. However, it can
also be dangerous since any bonuses you have set up from
your Leader and Magic Commands will no longer be in eect.
Some players may choose to wait until they have played
all of their other Commands rst in order to secure the
maximum available bonuses from a full row of Command
Cards. However, sometimes it is very important to repeat a
Command, and resting earlier than the other players will
allow you to play certain key Commands (such as attacking)
more frequently. The best choice is to allow the circumstances
on the board to determine the perfect moment to rest.
Special Commands
Each giant race features one
special Command Card that is
unique to its race. What follows
is a summary of each of these
Command Cards.
STUFF STUFF (HILL GIANTS)
“Stu Stu” allows you to feed
Chief Guh. First, you may draw
1 Food Resource from the
Resource Discard Pile. Then, for
every card to the left of the “Stu
ability will not be active. Place the Leader Token in the
Starting Region face down, with its wounded side showing,
and ip the corresponding Leader Card face down as well.
The stacking limit still applies when using this ability, so you
may need to remove a unit to make room for your Leader.
The second part of the Leader Command rewards you for
having your Leader in battle during future turns. For every
card to the right of the Leader Command, your Leader may
re-roll one of your dice in combat. This ability can be used
in any combat in which the Leader participates after your
Leader Command is on the table, regardless of whether the
Leader’s army is attacking or defending.
Magic Command
The Magic Command allows you
to acquire Spell Cards. When you
play the Magic Command, you
may draw the top 2 Spell Cards
from the Spell Deck, examine
them, and then discard 1 of them
face up to the Spell Discard Pile.
Instead of drawing new Spell
Cards, you may alternatively
choose to draw the top card of
the Spell Discard Pile.
The second half of the Magic
Command helps prepare you for future battles, regardless
of whether you are the attacker or the defender. For every
card to the right of the Magic Command, you may convert
one of your arcane results to a block result after you roll
the combat dice (see “Battles” on page 16).
Casting Spells: Each Spell Card oers two dierent spell
options, a basic spell and an advanced spell. You may only cast
one of these two spells (not both). In order to cast the advanced
spell, you must also spend 1 Artifact Resource Card.
Each spell species precisely when it can be cast and
what its eects are. After casting a spell, you must remove
it from the game. Cast spells do
not
go into the Spell
Discard Pile. Once a Spell Card has been used, it can never
be drawn or cast again.
Attack Command
Giants may attack one another
using the Attack Command.
Giants cannot move into enemy
regions, but may attack them from
an adjacent region. Giant attacks
always take place from one region
to an adjacent enemy region. If
you lead a successful attack that
eliminates all of the enemy units
in a region, you may immediately
enter that region with any number
of your victorious giants. You must
move in with at least half the giants who participated in the
attack and survived (round up).
14

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