



Make camp
End your current command. Heal 20% your max at the start of your next turn if you don't have an active command. Charges (1/1)
action

Make Camp
End your current command. Heal 20% your max at the start of your next turn if you don't have an active command. Charges (1/1)
- Charges
- Cards with Charges can be played X number of times per combat before they become Depleted and are removed from combat.
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