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A Unit Maneuver consists of
moving 1 unit to an adjacent
empty region or friendly
region. An empty region is
a region that contains no
units from any giant race. A
friendly region is a region that
contains units belonging to your
race. You may use your Unit
Maneuvers to move multiple
giants to an adjacent region, or
to move 1 giant through several
regions, or any combination of these. It is not necessary to
use up all of the Unit Maneuvers that you are entitled to.
For example, the Hill Giants can use 6 Unit Maneuvers to
move one giant 6 times, or to move 6 giants to an adjacent
region, or to move two dierent giants twice each and one
other giant to an adjacent region, and so on.
You may make 1 additional Unit Maneuver for each Command
Card to the left of your Move Command when it is played.
For example, if the Hill Giants had played two other
Commands on earlier turns before playing the Move
Command, they would be able to make up to 8 Unit
Maneuvers when playing this Command.
You are
never
permitted to end your giants’ movement in an
enemy region containing another races giants. However,
you may
pass through
enemy regions if you have enough
Unit Maneuvers to make it to an empty or friendly region
on the other side. When passing through an enemy region,
you must either pay the enemy 1 Resource Card of your
choice, or sustain 1 wound to one of your giants that is
passing through that region this turn. You only have to
pay this penalty once per region per turn, even if you are
moving multiple giants through the same enemy region
during the same turn.
In the example below, you use 6 Unit Maneuvers to
move 3 hill giants from the Sumber Hills to the High
Moor. Since there are enemy frost giants in Delimbiyr
Vale, you must choose either to pay the frost giants
one Resource Card of your choice, or to wound one of
Universal Events
Instead of claiming one of your race’s Special Events,
you can claim one of the three face up Event Cards in the
Event Draft Area. These Events provide players with a
source of conict, as they require a player to have a giant
at a particular region on the game board and players may
attack each other to prevent the Events’ completion.
As with Special Events, you must meet the conditions listed
in the “Requirements” section of the card, and you must also
spend the appropriate Rune listed at the bottom of the Event
Card. When you claim a universal Event, place the Event Card
in your play area, receive the indicated rewards, and then turn
the card sideways to show that it has been completed. Remove
the corresponding Event Token from the game board.
Afterwards, draw a new universal Event Card and place it
face up in the Event Draft Area to replace the one that you
just claimed. Place an Event Token in the region that is
signied by the new Event Card. There should be 3 face up
Event Cards in the Event Draft Area at all times.
PLAYING COMMAND CARDS
Regardless of whether or not you claim an Event at the
start of your turn, you must play one Command Card from
your hand before ending your turn. The rst time you play a
Command Card, place it face up on the left side of your play
area, leaving room for more Command Cards to be played
in a row to the right of the rst Command.
Each Command Card includes
a special symbol that indicates
whether it provides a bonus
when it is played or instead
provides a bonus on future turns. Most Command Cards
feature the symbol indicated above. This symbol reads:
“For every Command Card to the left of this one, do the
following.” This symbol is triggered immediately after
the Command Card is played and has no further eect on
subsequent turns.
Some cards instead feature the
symbol at right. This symbol
reads: “For each Command Card
to the right of this one, gain the
following bonus.” The asterisk in the symbol is a reminder
that this ability continues for as long as this Command
Card remains face up on the table.
Each giant race has 8 dierent Command Cards that
are nearly equivalent to those of other races, as well as
one entirely unique Command Card. What follows is an
overview of the dierent types of Commands in the game.
Move Command
The “Move” Command allows you to make a certain number
of Unit Maneuvers on the game board. For all game
purposes, every Leader Token, Unit Token, and Champion
Figure is considered a unit.
11


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