Leadership

If you flip over a leadership card, you have one of three choices:
 * 1) Ability/Turn Icon: An extra power for this animal
 * 2) Trait Bonuses: Some leadership cards grant an immediate bonus to one or more traits.  The cards should be arranged so that any bonus aligns with the appropriate trait. (Don’t forget about that bonus leadership ability when it is covered up by the animal’s card!)
 * 3) Rank Cost: Animals with leadership are highly sought after. This is reflected by an immediate increase in the animal’s rank. Any rank related actions (i.e. recruitment, claiming locations), must account for the higher rank.

-Defer the card (see The Actions).

-Discard the card (see The Actions).

-Promote an animal.

If you choose to defer the leadership card, it will cost you one of your three actions.

If you choose to promote an animal, place the next card from your troop deck face up on top of the leadership card. These two cards remain together until the animal is trashed.

On the off-chance that you flip a legend on top of a leadership card (or even more rare: leadership card on leadership card), then you must discard or defer one of the two. You chose.

Once you have a leadership/animal pair, you can treat it like any other potential recruit. You could even defer or discard the combo, but a deferral at this point will cost two actions since there are two cards to shuffle back into your deck.

You may only have one leadership card in your field at a time. You may, however, have other leadership/animal pairs waiting in your pen.

NICKEL’S TWO CENTS:

As stated above, an animal army can’t handle more than one leadership style at a time.

This is not the case with legends. You can have any number of them on your field at the same time. You cannot recruit a legend who is currently in someone’s field.

Don’t let duplicate legends or extra leadership pairs sit in your pen for too long. If you can’t see a path to their recruitment, you’re better off getting rid of the dead weight.