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|Type(s)||Action - Attack|
|Turn your Journey token over (it starts face up). Then if it's face down, +. If it's face up, + , and each other player reveals the top card of their deck, trashes it if it costs from to , and otherwise discards it and gains a Curse.|
Giant is an Action-Attack from Adventures. It is either a trashing attack or a curser, depending on the cost of the card revealed from your opponent's deck. It is a powerful attack, but only hits every other time you play it, via the Journey token.
 Official FAQ
- At the start of the game, your Journey token (the one with the boot) is face up. When you play this, you turn it over.
- Then, if it is face down, you get + and nothing more happens.
- If it is face up, you get + and the attack part happens.
- The attack resolves in turn order, starting with the player to your left. The player reveals the top card of their deck, and either trashes it if it costs from Curse otherwise. to , or discards it and gains a
- If they have no cards (even after shuffling) they gain a Curse.
- Cards with Alchemy) do not cost from to . in the cost (from
- Cards with an asterisk or + by the cost that cost from Teacher, or Masterpiece from Guilds) do get trashed. to (such as
- Players can respond to Giant being played with Reactions that respond to Attacks (such as Caravan Guard), even if Giant will only be producing + this time.
 Other Rules clarifications
Giant becomes very powerful if you can consistently play multiples of them. A Throne Room variant would be the best support, particularly Royal Carriage or Disciple; doubling (or tripling) Giant ensures that the Attack will happen. If all players go for Giants, you'll want to grab as many as you can, because they will get trashed. Similarly to a Knights game, whoever has Giants left when all the rest are trashed will have a distinct advantage, perhaps even more pronounced since Giant gives an enormous amount of and hands out Curses.
 Synergies and Combos
- In combination with Capitalism they can become a cheap Platinum.
- Pilgrimage lets you control your Journey token, not only to activate Giant faster but potentially to gain a second Giant after your first play.
 Preview Analysis
How bad is the attack? It would be trouble except that the giant is so slow. Unless your opponents can play a lot of giants you might be able to ignore it. When you have more than one opponent you might get more attacks on your deck and then you might need to worry.
Traders, Beggars, and Silver in general look like good defenses against a Giant. The defender will generally have some control of what the attack will do since it is the defender that puts most of the cards into the deck. If you buy a lot of Fool's Gold then the Giant will be giving you Curses. Even so the Giant attack will probably be quite random since, like a Jester, it only looks at one card. We'll see streaks of luck where the same sort of card is turned over again and again.
How good is the coin income? If you can use those + to buy key cards like Platinum then it is excellent. Of course, having to get + first is very bad but perhaps you can use those early turns to gain some cards with +Buy, ready for when the Giant gives you the real money. Maybe if you can play your Giants very often you can forget the bad start and look towards a healthy income of + coins from two plays.I suspect there will be some interesting end game decisions on whether or not to play the Giant and flip the Journey token, especially if there's another action that could be played instead. I also suspect that these decisions will feel bad every time as you'll be weighing up income in the current hand against a gamble on what you need in a future hand. Triumph or disaster will be waiting.
 English versions
|Turn your Journey token over (it starts face up). If it's face down, + If it's face up, .+ and each other player reveals the top card of his deck, trashes it if it costs from , to , and otherwise discards it and gains a Curse.||Adventures||April 2015|
|Turn your Journey token over (it starts face up). Then if it's face down, + If it's face up, .+ and each other player reveals the top card of their deck, trashes it if it costs from , to , and otherwise discards it and gains a Curse.||Adventures (2017 printing)||August 2017|
 Other language versions
 Secret History
 Donald X.'s opinion
Throne Rooms are a cute combo but not essential. I've seen Royal Carriage the most there, since it's in Adventures. Disciple, not bad. I've seen Lost Arts on Giant; let's play a lot of Giants.Giant is a rare top-down card. I wanted a card called Giant. It's slow but hits hard. Late in the game you are sad to trash a card unless it's ; early on either attack is good. Getting a lot of at once is good, but you knew that. It's not a tricky card.