Mad Charge
Warfare
Boost an allied unit by 5 and give it 2 Armor.
If it's a Knight, also give it Vitality (2).
Armor: Protects the unit from damage. This value doesn't count towards your score and/or the unit's power.
Vitality: Status that boosts this unit by 1 on its turn end. Note: Vitality turns can accumulate; 1 turn of Vitality cancels out 1 turn of Bleeding.
Audio
You can't stop a galloping cavalry horse. So if things go bad, the only thing to do is to lower your lance, close your eyes and pray to the gods.
Illustration by: Maciej Laszkiewicz
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