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Card Set Cycle Set Type
Scenario Encounter
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Card Type Subtype Deck Type
Sphere Unique Status
Character Project Creator

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Resource Threat Engagement
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Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
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Artist Popularity Errata
Results: 20 Cards
Dream-chaser Campaign Expansion (x1)
Item. Artifact. Upgraded.

Campaign Mode only.

If unattached, return Gate Key to the staging and it gains:"Action: Exhaust a hero to claim Gate Key and attach it to that hero."

Action: Exhaust Gate Key and attached hero to look at the facedown side of a Temple of the Deceived location or secret.

Dream-chaser Campaign Expansion (x1)
6 5 5 19
Grey Havens. Ship. Upgraded.

Campaign Mode only.

Immune to player card effects. Sentinel.

The Dream-chaser can be committed to any Sailing test and counts as 3 characters when committed to a Sailing test.

If the Dream-chaser is destroyed, the players lose the game.

Dream-chaser Campaign Expansion (x1)
4 4 5 18
Gondor. Ship. Upgraded.

Immune to player card effects. Sentinel.

Draw 1 additional card during the resource phase.

If the Dawn Start is destroyed, its controller is eliminated from the game.

Dream-chaser Campaign Expansion (x1)
4 4 6 17 1 
Grey Havens. Ship. Upgraded.

Campaign Mode only.

Immune to player card effects. Sentinel.

Reduce the cost of the first ally you play each round by 1.

If the Nárelenya is destroyed, its controller is eliminated from the game.

Dream-chaser Campaign Expansion (x1)
0
Modification. Armor. Upgraded.

When Armor Plating leaves play, remove it from the game.

Attached Ship gets +1Defense

Response: After attached Ship defends against an enemy, discard 1 shadow card from another enemy.

Dream-chaser Campaign Expansion (x1)
0
Modification. Weapon. Upgraded.

When Ballista leaves play, remove it from the game.

Attached Ship gets +1Attack and gains ranged.

Response: After attached Ship attacks, deal 1 damage to a non-unique enemy and remove 1 resource from that enemy.

Dream-chaser Campaign Expansion (x1)
0
Modification. Upgraded.

When Enlarged Quarters leaves play, remove it from the game.

Attached Ship gets +3 hit points and can be commited to any Sailing test. It counts as 1 additional character when committed to a Sailing test.

Dream-chaser Campaign Expansion (x1)
0
Modification. Upgraded.

When Extra Sails leaves play, remove it from the game.

Attached Ship gets +1Willpower

Response: When a non-unique Ship enemy engages you, spend 1 resource and exhaust Extra Sails to reduce that enemy's Boarding value by 1.

Dream-chaser Campaign Expansion (x1)
0
Item. Upgraded.

When Spyglass leaves play, remove it from the game.

Action: Exhaust Spyglass to choose one:

• Look at a shadow card. You may discard it.

• Look at the top and bottom card of your deck.

• Place 1 progress on a location (4 progress instead if it is Uncharted).

Dream-chaser Campaign Expansion (x1)
0
Item. Artifact. Upgraded.

When Black Key leaves play, remove it from the game.

Attached character gets +1Willpower +1Attack +1Defense

Response: After attached character quests successfully, place 1 resource on them.

Action: Exhaust Black Key and remove 3 resources from attached character to ready them.

Dream-chaser Campaign Expansion (x1)
0
Item. Weapon. Upgraded.

Permanet. Restricted.

Attached hero gets +2Defense (+3Defense instead if it has 2 or more resources in its resource pool).

Response: When attached hero defends against an enemy, exhaust Parrying Cutlass to move 1 resource from that enemy to attached hero's resource pool.

Dream-chaser Campaign Expansion (x1)
0
Item. Weapon. Upgraded.

Permanent. Restricted.

Attached hero gets +2Attack (+3Attack instead if it has 2 or more damage on it).

Action: Either deal 1 damage to an enemy, or toss Throwing Axe. If it travel at least two feet across the playing area and stops on any enemies, deal 4 damage to one of them. Reattach Throwing Axe to its hero. (Limit once per game.)

Dream-chaser Campaign Expansion (x1)
Item. Artifact. Upgraded.

When Black Key leaves play, remove it from the game.

Attached enemy gets +1Threat +1Attack +1Defense and gains immune to player card effects.

Dream-chaser Campaign Expansion (x1)
2 2 2 4
Noldor. Scout. Upgraded.

When Calaerion leaves play, remove him from the game.

Response: After a card is discarded from the encounter deck, shuffle it into that deck. (Limit once per round.)

Action: Spend 2 resources and exhaust Calaerion to ready another ally and give it +1Willpower +1Attack and +1Defense until the end of the round.

The Hunt for the Dreadnaught (x1)
6 4 4 15
Grey Havens. Ship. Upgraded.

Immune to player card effects. Sentinel.

Each hero you control gets +2 Willpower

Response: After Eithiliant flips, shuffle up to 6 cards from your discard pile into your deck. Place 6 progress on a location in any group.

The Hunt for the Dreadnaught (x1)
3 6 4 18
Grey Havens. Ship. Upgraded.

Immune to player card effects. Ranged. Sentinel.

Each hero you control gains +2 hit points and gains ranged.

Response: After Golden Wing flips, deal 6 damage to an enemy in any group.

The Hunt for the Dreadnaught (x1)
4 3 6 19
Gondor. Ship. Upgraded.

Immune to player card effects. Sentinel.

Each hero you control gets +2 Defense

Response: After Pride of Lebennin flips, heal 2 damage from a character. Choose up to 2 cards from the encounter discard pile and add them to the victory display.

The Hunt for the Dreadnaught (x1)
5 4 5 17
Gondor. Ship. Upgraded.

Immune to player card effects. Sentinel.

Response: After Silent Mist flips, choose up to 2 events from your discard pile and/or your collection and add them to your hand (following deckbuilding rules).

Action: Play an event from your hand with cost 3 or more, reducing its cost by 2.

The Hunt for the Dreadnaught (x1)
4 5 4 20
Gondor. Ship. Upgraded.

Immune to player card effects. Sentinel.

Response: After Swan Ship of Dol Amroth flips, add 2 resources to a hero's resource pool. Ready a card.

Action: Spend 1 resource to ready a card. (Limit once per round.)

The Hunt for the Dreadnaught (x1)
4 5 5 22
Grey Havens. Ship. Upgraded.

Immune to player card effects. Sentinel.

Each card you play does not require a resource match.

Response: After Twilight's Call flips, draw 3 cards.

Action: Play an ally or attachment from your hand.