Carthusians
Anointed: Warden
Timber roads. Warden plants trees, clears trees, rarely explains which.
In the field
Warden. Can eat a nearby tree to restore Health (leaves a stump), or plant a Carthusian tree on empty ground. Two planted trees alive per side. The forest is the toolkit.
Anointed stats - Warden
Ability: Consume an adjacent tree to restore 1 HP (tree becomes a stump), or plant a destructible 1-HP tree. Each use spends Energy and an action.
| Unit | Cost | HP | Move | Attack / Damage | Range | Vision |
|---|---|---|---|---|---|---|
| Warden | 7 | 4 | 2 | 2 | Ability 1 | 3 |
Special powers
- Spend 1 Energy and one action to consume an adjacent normal or Carthusian tree. Restore 1 Health up to maximum. The tree becomes a walkable stump even if Warden was already full.
- Warden cannot attack trees; an adjacent living tree is handled by Consume or Cancel.
- Spend 1 Energy and one action to plant a tree on an adjacent empty passable tile. Each team may have at most two living planted Carthusian trees.
- Planted trees have 1 Health, block movement and vision like normal trees, and may be attacked by either team. Destroyed planted trees become stumps and do not award unit-defeat Energy.
Field company. Scout, Soldier, Heavy, Archer, and Monk share the same rules across every Order. See the field roster.