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TRIBE OF GIANTS
It is no doubt obvious that
among the Tribe of Giants,
size really does matter. Giants
continue to grow throughout their
lives, and no one has ever been
able to prove that there is a limit
to their size. Which is fortunate,
as this is how the Tribe of Giants chooses their king:
the largest Giant rules.
If your Band of Allies has a Giant for a Leader, check to see if you
now have the largest Band with a Giant Leader. If you do, you immedi-
ately gain 2 Glor on the Glor Track and you take the Giant token and
place it on your new Band. Another player can take the Giant token
away from you only if they play a larger Band with a Giant Leader.
Even the same player may move the Giant token from one of his Bands
to a larger one, gaining another 2 Glor. At the end of the Age, you
gain extra Glor if you still hold the Giant token, the value depending
on which Age has ended (as indicated on the token). Then the Giant
token returns to the side of the board to be used in the next Age.
For Example, if you play a Band of 3 Allies with a Giant Leader, and
that is the largest Giant-led Band this Age, you can take the Giant token to
mark that Band and gain 2 Glor. Later on, another player can play a Band
of 4 Allies with a Giant Leader and take the Giant token away from you for
their own Band, earning 2 Glor as well.
If you hold the Giant token at the end of the First Age, you earn 2 Glor
before returning the token to the side of the game board.
TRIBE OF HALFLINGS
The humble folk that make up the
Tribe of Halflings hardly conjure up
an image of boldness. No warrior
would follow these tiny farmers and
merchants, so they are never seen
in positions of leader ship. Yet, many
a would-be ruler has been surprised
to look around and find them every where.
If you choose a Halfling as the Leader of a Band of Allies, you do not
get to place any Control markers on the board, regardless of the size of
your Band. However, the Tribe of Halings is ice the size of any
other Tribe, making it easier to create larger Bands, which are worth
more Glor at the end of the Age.
TRIBE OF MERFOLK
If anyone can say what lies beyond the borders of
the Six Kingdoms, across the waves that surround the
land, it is the Merfolk. Always, they are searching for
new discoveries. Those who befriend this inquisitive
Tribe are often delighted to discover that their friends
have brought them some trinket from a far-off place
something no one has ever seen before.
When you use a Merfolk as the Leader of a Band of Allies, in ad-
dition to placing a Control marker (if you can), move your marker on
the Merfolk board up a number of spaces equal to the number of cards
in the Band you just played. If you reach or pass a space with a marker
symbol, you may also place another one of your Control markers on any
Kingdom, regardless of the size of your Band.
At the end of each Age, the highest-ranking players on the Mer-
folk board earn Glor as if it were its own Kingdom. The Merfolk
board is never reset, so if a player reaches the last space, their marker
can no longer be moved.
For Example, if you play a Band of 3 Allies with a green Merfolk Leader,
you can place a Control marker in Althea (if you had 2 or fewer markers there
already), and move your Control marker up 3 spaces on the Merfolk board.
If your token lands on the “3” space, which has a marker symbol, you can
then place a second Control marker on any Kingdom (not just Althea), even
a Kingdom where you already have 3 or more tokens.
If your marker on the Merfolk board is the highest at the end of the First
Age, you gain 1 Glor.
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