RulesPal
Chat
Rulebook
Amenaza Gigante thumbnail

Amenaza Gigante

Amenaza Gigante Rulebook

Table of Contents

Table of Contents

  • Components
  • Solitary
  • Objective
  • Setup
  • Gameplay
    • 1) Giant's Advance
      • Giant's Actions
    • 2) Heroes' Actions
    • 3) City Verification
  • Special Abilities
  • End of the Game

Components

  • 1 rulebook
  • 1 game mode card
  • 1 campaign sheet
  • 6 gears
  • 1 Giant pawn
  • 16 indicators (tokens)
  • 2 help cards
  • 9 Hero cards
  • 9 Giant cards
  • 4 City cards

Each City (Clock Tower or Zeppelin) is formed with 2 City cards and contains 8 gauges. The gauges reflect the Giant's State, the City's Integrity, the development of the Heroes' Qualities (Attack, Repair, Moral) and the availability of Supplies.

Solitary

IMPORTANT: The basic game rules are explained for Solo Mode. The game mode cards contain the necessary modifications for each mode.

Objective

A game of Giant Threat is played over successive rounds until either the Giant is destroyed, or it manages to destroy the City or demoralize the Heroes, whichever happens first.

Setup

  1. The Giant's Path: shuffle the 9 Giant cards and place them face down randomly, one next to the other, forming the path the Giant will follow, from left to right. Place the Giant pawn on the first card.
  2. The Heroes' Team: choose 1 Hero of each type, forming a team ABC. The remaining Heroes will not be used in this game. Place the 3 chosen Heroes side by side, with the side showing their rondels facing up, and place a gear on each card in the starting space of the rondel.
  3. The City: combine 2 City cards to form the Clock Tower, and distribute 8 indicators on it, placing each one in the starting position of each gauge (green shaded spaces).

The printed setup figure shows the Clock Tower illustration for Solo and Competitive modes.

Gameplay

Each game round consists of 3 phases:

  1. Giant's Advance
  2. Heroes' Actions
  3. City Verification

1) Giant's Advance

At the beginning of the game, the first Giant card is revealed, whose initial active zone will always be the middle, as indicated by the pawn, and this zone is activated (see Activating a Zone).

At the start of the following rounds, the next Giant card is revealed, and the pawn is placed on the zone indicated by the "Next Move" icon.

If the pawn reaches the end of the path, at the start of each subsequent round, the Giant will deal 2 points of damage to the City as its only action.

Activating a Zone: The Giant will activate a single zone from each of the 9 Giant cards that form the path. The zone to be activated is determined by the position of the pawn, which will always be on the active card. Each zone contains the Giant's actions, divided into Mandatory Resolution sectors (orange) and Alternative Resolution sectors (green).

In the active zone, all actions in orange sectors must be resolved first, and are mandatory. If there are 2 or 3 green sectors, you must choose only one of them and resolve all actions in the chosen sector, completely ignoring the others. Within each sector, actions must be resolved in order, from left to right.

For each Giant action that cannot be resolved due to the lack of some Supply or Quality, 1 Moral point is lost.

Giant's Actions

The printed sheet heads this list "ACCIONES DEL GIGANTE" (Spanish for "Giant's Actions"); it is translated here.

  • Advance the Giant's State indicator by 1 (to the right). If it is at maximum, it has no effect.
  • Move the City's Integrity indicator back by 2 (to the left) (2 points of damage).
  • Advance 1 position on a Hero's rondel. This does not trigger activation. Check the Moral level.
  • Swap the positions of two Heroes' gears. This does not trigger activation.
  • Move a Hero's rondel 1 step forward or backward. This does not trigger activation. Check the Moral level.
  • For each icon shown, advance the corresponding Quality or Supply indicator by 1.
  • For each icon shown, move the corresponding Quality or Supply indicator back by 1.

Wall: If the City's Integrity indicator is in the Wall zone (see City cards), when the Giant would deal 2 points of damage, it will only deal 1 point.

2) Heroes' Actions

At the beginning of this phase, the gears on the rondels of the 3 Heroes will advance clockwise: one by 1 space, another by 2, and the remaining by 3. How to distribute these advances among the 3 Heroes each round is entirely free, but the number of advances in different rondels must never be repeated. For example: Hero A can advance 3 spaces, Hero B 1, and Hero C 2.

Moral Level: Limits the movements of the gears.

  • If the Moral indicator is at 4 or 5, every space on the rondel counts.
  • If it is at 2 or 3, green spaces are nullified (only advancing through yellow and red spaces).
  • If it is at 1, green and yellow spaces are nullified (only advancing through red spaces, as shown in the printed illustration).

Nullified spaces do not count for any purpose and movements cannot end on them during any phase.

The following actions are resolved in this phase:

  • Gather Supplies: For each icon, advance the corresponding Supply indicator by 1.
  • Enhance Qualities: For each icon, advance the corresponding Quality indicator by 1.
  • Special Ability: Activate the Hero's special ability (see Special Abilities).
  • Teamwork: Simultaneously activate Attack and Repair.

The gauges have limits: you can never have less than 0 or accumulate more than the maximum.

Attack: The Attack will weaken the Giant's State by moving its indicator to the left, as long as the necessary Attack points are available. The spaces on the Giant's State track indicate how many Attack points must be spent for a successful Attack.

Repair: Repair will improve the City's Integrity by moving its indicator to the right, as long as the necessary Repair points are available. The spaces on the Integrity gauge indicate how many Repair points must be spent to perform a successful Repair.

When Attacking or Repairing, the State and Integrity indicators can be moved as many spaces as the accumulated Attack and Repair points allow, respectively. Any leftover points from these Qualities that are insufficient for a new movement are carried over to the next round.

Important Clarification: The special abilities of Heroes C are activated and resolved after all actions of Heroes A and B.

3) City Verification

  • Check the Supplies: If any of them are at the minimum, 1 point of the indicated Quality on the corresponding gauge is lost (Penalties). Similarly, if any are at the maximum, 1 point of the indicated Quality on that gauge is gained (Bonus).
  • Check the City's Integrity indicator: If it is in one of the first two spaces of the Wall, gain the Attack points indicated in that space.

Once this is resolved, a new round begins.

Special Abilities

The Heroes' special abilities are printed on the Hero cards. A Hero's ability is activated in the Heroes' Actions phase, as described above.

HeroTypeSpecial Ability
Victor OxinAGain 2 Attacks or 2 Repairs.
BrainhelsingADuring this round, reduce the cost of Attacks on the Giant by 1.
Ursula RamsbottomAChoose 2 unrevealed Giant cards, look at them, and place them face down anywhere on the path.
Henry 807BLose 1 Supply to gain a different one.
Wang Fi XalotBGain 3 Attacks.
Rufina GunnBGain 3 Repairs.
Igor ClocktowerCPlace the 3 gears in their initial position (without activating) and increase Integrity by 1.
Doctor Braün

End of the Game

The game ends immediately if:

  • The Giant's State is at its minimum. Victory!
  • The Heroes' Morale is at its minimum. Defeat!
  • The City's Integrity is at its minimum. Defeat!
C
The 3 Heroes move their gears again (see Moral level) and activate them.
Petronella CanningCPlace a gear from another Hero anywhere (see Moral level) and activate it.