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The Weald

The Weald is the woodland itself — Dryads, Treefolk, and Fungi that answer to neither Empire nor Coalition. Where the other factions march, the Weald simply grows, and what it takes it does not give back.

Playstyle

The Weald is the armour-heavy faction. Its Troops are slow, hard to shift, and hard to kill. Weald armies trade mobility for staying power: they root themselves around a Territory, absorb Charges, and win by still being there when the Territory Threshold forces the issue.

Faction Ability — Oldgrowth

Weald players gain X Oldgrowth tokens in their Homeland at the start of the game.

During each Attrition Phase, you may:

  • Move 1 Weald Dryad, Treefolk, or Fungi Troop from the battlefield onto an Oldgrowth token, and
  • Move 1 Troop from an Oldgrowth token back onto the battlefield.

A Troop resting on an Oldgrowth token contributes its Provision supply and heals 1 damage each Muster Phase.

Oldgrowth turns your Homeland into a rotation: wounded Troops withdraw into the roots to recover while fresh ones take their place on the line.


Weald Quirks

Entangle / Overgrowth

By default, many Weald cards cannot move unless adjacent to an allied Troop. When they do move, they move together as a block — see Moving as a Unit.

Overgrowth additionally lets many Weald Troops be played directly to the Flanks, rather than only into your Vanguard.

Armour

Weald faction Gambits and abilities buff Pike Troops with armour rather than raw damage or movement. See the Pike Buffs by Faction table.


Common Archetypes

  • Dryad — Rooted spirits of the old trees
  • Treefolk — Slow, heavily armoured living timber
  • Fungi — Spreading growths that thrive on the fallen

WIP

Mushroom, Sap, and Poison token mechanics for the Weald are still in development, as is the full Weald card list and the exact value of X for starting Oldgrowth tokens.