Folly
Folly is the dashing ringmaster of the Travelling Circus, a ragtag crew of performers and friends.
Despite actually being mediocre at acting on stage, his charisma is beloved by the Circus’ audiences.
He often feels bored and leads the Circus aimlessly around the Wywold countryside. He also has a habit of stealing from strangers — but usually for a good reason, and from those who won’t miss what he’s stealing.
His friends in the Circus say he’s noble-hearted, and that he’s destined for more.
Playstyle: Execute
Affiliation: The Circus
Abilities (as champion)
Passive (Obscurity): Your castle only takes damage from attack units or spells, or modifiers directly acting on attack units or spells
Active (Hidden Identity): Switch your castle’s health points with your opponent’s castle — these changes do not count as healing or damage
Activated on your turn
1 charge
Active (Mayhem And Madness): Convert your active defence units in wilderness zones into attack units (if possible given limits per unit type in the wilderness)
Activated on your turn
1 charge
Ability (as spell)
Active (Pickpocket):
Summon Folly as a movable unit with 15 health points in your castle
Folly may move 3 times before being discarded automatically — he can move once per turn, and can move in the wilderness at night, but cannot move on the turn he is summoned
If Folly moves into the opponent’s castle, he is discarded and you may view your opponent’s hand and steal a card
If Folly moves into an outpost defence zone, he is discarded and you may steal an available outpost item
If Folly moves into any wilderness zone with an opponent’s active unit, gain 5 coins per opposing unit in that zone
Cast on your turn