Knights

### Summary

Use shields for defense before converting them to Strength. Play Weapons and gain benefits for coming from behind.

## Class Icon

The Knights are one of the eight primaries in the Core Set. Knights focus on playing Weapons and Shields. Shields can increase their defense before being removed for large power boosts. Weapons add power and deal damage, allowing them to come from behind after playing defensively.

## Cards

### Units

#### Maxim

*Leader, 5 Power, 5 Health*

**React:** Once per turn per unit, after another allied unit gains a Strength, gain 1 Strength.

**Command:** Move a Strength or Shield between two allied units.

#### Branford

*Acolyte, 3 Power, 3 Health*

**Command:** Choose a Fate:

**Fate:** Another allied unit gains 1 Shield.

**Fate:** Play a Weapon on an allied shielded unit.

#### Chere

*Acolyte, 3 Power, 3 Health*

**Attack:** Hunt for a Weapon

**Command:** If you are losing here, draw a Weapon from your discard.

#### Garamonde

*Acolyte, 3 Power, 3 Health*

**Retreat Here:** If you were the loser here, move this unit to any battlefield.

#### Harvey

*Acolyte, 3 Power, 3 Health*

**Command:** Gain 1 Strength. Gain 1 Shield. Gain 2 Delay.

#### Loire

*Acolyte, 3 Power, 3 Health*

**Command:** Remove a Shield from an allied unit, then it gains 1 Strength or 2 temporary power.

#### Captain

*Elite, 4 Power, 4 Health*

**Command:** An allied unit gains 1 Shield. If all allied units are shielded, draw a card.

#### Squire

*Soldier, 3 Power, 3 Health*

**Constant:** If this card has a Weapon attached, gain 2 power and protection from power alteration.

#### Page

*Recruit, 2 Power, 2 Health*

Attack: If a rival unit here has more power than this card, draw a card and gain 1 Strength.

### Actions

#### Shield Block x2

*Action • Order*

**Attack:** Up to 2 allied units gain 1 Strength. Up to 2 allied units gain 1 Shield.

#### Barricade x2

*Action • Construct (3 Health)*

**Constant:** On your Rival's turn, this battlefield gains resistance equal to the Shield count on allied units here.

**Command:** If you are losing here, move an allied unit from any battlefield to here. Sacrifice this card.

#### Duel

*Action • Order*

**Attack:** You may return an allied Weapon to your hand and play it on a different allied unit. Each allied unit gains 1 temporary power for each Weapon attached to it.

#### Forge

*Action • Construct (3 Health)*

**React:** After you play a unit here, you may Hunt for an Equipment.

**Deplete:** If there is an allied unit here, spend 2 Morale, then draw an Equipment from your discard.

#### Honor and Glory

*Action • Order*

**Attack:** Play a Weapon on each allied unit.

**Loot Any:** If you won the captured battlefield, gain 2 Morale.

#### Shield Bash

*Action • Order*

**Attack:** Each shield allied unit gains 1 Strength. Each shield allied unit deals 1 iterative damage to its battlefield or a rival target there.

#### Surrounded

*Action • Order*

**Ambush Play:** If you are losing on the captured battlefield, destroy a rival unit there with less power than an allied unit there.

#### The Best Defense

*Action • Order*

**Attack:** Remove all Shields from an allied unit, then it gains 2 temporary power for each Shield removed.

### Items

#### Longsword x3

*Item • Equipment • Weapon*

**Constant:** This unit gains 1 power.

**Command:** If this unit is shielded, it gains 1 temporary power. If this unit is strengthened, it gains 1 temporary power.

#### Mace x2

*Item • Equipment • Weapon*

**Constant:** This unit gains 2 power.

**React:** After you play a Weapon on this unit, deal 1 damage to a rival target there.

## Trivia

* Maxim is named after the protagonist of Lufia 2: Rise of the Sinistrals.
* The Knight Acolytes are named after the last names of Final Fantasy Knight style characters.
* The Best Defense is named after the quote that the best defense is a good offense. This is one of very few actions that has a three word name.
* Knights are one of the few classes in the Core Set who can increase in Morale.