





Boar Clan Stalker gets +1 and +1
for each resource token on it (limit +4).
Forced: After the engaged player draws any number of cards, put a resource token on Boar Clan Stalker.






Forced: After the engaged player draws any number of cards, deal Boar Clan Warrior a shadow card.

Shadow: Attacking enemy gets +1 for each shadow card on it.







Forced: After Boar Clan Ambusher attacks and destroys a character, discard a random card from your hand.

Shadow: If this attack destroys a character, discard a random card from your hand.














Forced: After the engaged player draws any number of cards, deal 1 damage to a hero he controls.

Shadow: Deal 1 damage to a hero you control (2 damage instead if undefended).



When Revealed: Each engaged enemy makes an immediate attack. If no attacks are made this way, Boar Clan Assault gains surge.

Shadow: Each enemy engaged with you gets +1 until the end of the phase.


If unattached, the first player must claim Key of the Boar and attach it to a hero he controls.
If Key of the Boar is discarded, add it to the staging area.

Shadow: Shuffle Key of the Boar back into the encounter deck.








When Revealed: Each player reveals the top card of the Corsair deck and puts it into play, engaged with him.

Shadow: Attacking enemy gets +1 (+2
instead if you control an exhausted Ship objective).


When Revealed: Each player puts the top card of the Corsair deck into play engaged with them.

Shadow: Attacking enemy gets +1 (+2
instead if you control an exhausted Ship objective).


When Revealed: Each player contributing at least 8 to the quest must discard a questing character. If your heading is at the worst setting (
), this effect cannot be canceled.

Shadow: Attacking enemy gets +X , where X is the Stormcaller's current quest stage.






Boarding 2. Cannot have player attachments.
When the Stormcaller advances to the next quest stage, return it so the Stormcaller's area.
If the Stormcaller leaves play, the players win the game.






Campaign Mode only. Boarding 2.
If you are at the Stormcaller's stage, no more than 9 progress can be placed on your quest each round.
When the Stormcaller advances to the next quest stage, return it so the Stormcaller's area.
If the Stormcaller leaves play, the players win the game.






Archery 1. Boarding 2. Immune to player card effects. Thunderstruck gets +2 hit points per player and cannot take more than 4 damage each round.

Shadow: Either add Thundertruck to the staging area or deal 2 damage to the defending character.






Boarding 1. Cannot have attachments.
Scouting Ship gets -15 engagement cost while you are off course ( ,
, or
).
All too well they could see for themselves the black sails.
–The Return of the King






Boarding 2. Cannot have attachments.
Each Raider enemy revealed from the Corsair deck by Light Cruiser's boarding keyword enters play with 1 resource on it.
And looking thither they cried in dismay; for black against the glittering stream they beheld a fleet borne up on the wind...
–The Return of the King






Boarding 3. Cannot have attachments.
While Corsair Warship os om the staging area, it cannot be damaged and gains archery 4.
...ships of great draught with many oars, and with black sails bellying in the breeze.
–The Return of the King






Boarding 2. Cannot have attachments.
When the Stormcaller advances to the next quest stage, return it to the Stormcaller's area.
If the Stormcaller leaves play, the players win the game.






Boarding 1. Cannot have attachments.
While SahĂrâs Escort is in the Stormcallerâs area, it contributes its to the amount of progress the Stormcaller places on its quest stage each round.
When Revealed: Add SahĂrâs Escort to the Stormcallerâs area, instead of the playersâ staging area.






Boarding 2. Cannot have attachments.
While Swift Raider is in the staging area, it gains:
Forced: After a player commits 4 or more characters to a Sailing test or to the quest, Swift Raider engages that player.






Boarding 1. Immune to player card effects.
Only Ship objectives can be declared as attackers againt Raider Flagship.
Forced: At the end of the encounter phase, the engaged player reveals the top card of the Corsair deck and engages it.






Boarding 1. Immune to player card effects.
Response: After Corsair Skirmisher is destroyed as an enemy, the engaged player may discard allies he controls with a total of at least 3 ti take control of Corsair Skirmisher as a Ship-Objective with
equal to its
(It loses the Ship-Enemy card type and gains the Ship-Objective card type).






Boarding 2. Cannot have attachments.
When Revealed: Search the encounter deck and discard pile for a Dol Amroth objective and add it to the staging area. Then, attach Heavy Crusier to that objective, guarding it. Shuffle the encounter deck.






Boarding 1. Cannot have attachments.
Forced: At the end of the round, if the Stormcaller is engaged with a player, either return it to the staging area or shift your heading off-course.






Boarding 1. Cannot have attachments.
For each point of damage dealt to a Ship objective by Slave Ship's attack, deal 1 point of damage to a non-Ship character controlled by the defending player, as well.






Boarding 2. Cannot have attachments.
While Black Sails is in the staging area, it gains Archery 3.

Shadow: If attacking enemy is a Ship return it to the staging area after this attack.






Boarding 1. Immune to player card effects.
Response: After Corsair Skirmisher is destroyed as an enemy, the engaged player may discard allies they control with a total of at least 3 to take control of Corsair Skirmisher as a ship-objective with
equal to its
(It loses the ship-enemy card type and gaines the ship-objective card type).






Boarding 3. Cannot have attachments.
While Corsair Warship is in the staging area, it cannot be damaged and gains Archery 4.
...ships of great draught with many oars, and with black sails bellying in the breeze.
–The Return of the King






Boarding 1. Cannot have attachments.
For each point of damage that is dealt to a Ship objective by Slave Ship's attack, deal 1 point of damage to a non-Ship character controlled by the defending player, as well.






Archery 2. Boarding 1. Cannot have attachments.
Forced: When War Galley engages you from the staging area, either raise your threat by 4 or it gains Boarding 1.







Boarding 1. Cannot have attachments.
Forced: At the end of the encounter phase, if SahĂr's Pursuer is in the staging area, the first player must either engage it or shift your heading off-course.







Boarding 1. Cannot have attachments.
While you are off-course (Cloudy, Rainy, or Stormy), Tide-runner is considered to be in the Stormcaller's area and the staging area, regardless of its current location.
When Revealed: Either choose a player to engage Tide-runner, or add Tide-runner to the Stormcaller's area and it gains surge.







Boarding 2. Cannot have attachments.
*Forced: After this Sailing test ends, if you are off-course (Cloudy, Rainy, or Stormy), put the Venom's Bite into play in the staging area. If you are on-course (Sunny), put it into play in the Stormcaller's area instead.
?*







Forced: After you shift your heading on-course, Patrol Ship gets -40 engagement cost this round.
*Forced: After Patrol Ship is discarded from the encounter deck during a Sailing test, cancel all Wheel symbols found unless you add it to the staging area.

When Extra Sails leaves play, remove it from the game.
Attached Ship gets +1
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.



You are following the Old South Road from Isengard to Tharbad on an errand for Saruman when you are attacked by Wild Men of Dunland.
Setup: Set Chief Turch and Munuv DuÌv Ravine aside, out of play. Make Old South Road the active location. Each player searches the encounter deck for a Boar Clan enemy and puts it into play engaged with him. Shuffle the encounter deck.
Already weary from a full day of travel, you struggle to hold off the ferocious Dunlending attack. You must rally your companions and drive back the enemy, or you will be defeated.
Forced: After the last time counter is removed from this stage, each player discards his hand and draws 2 cards. Place 2 time counters on this stage.






Cannot have attachments. Cannot leave play.
Chief Turch engages the first player.
Forced: After an enemy engages a player, remove 1 time counter from the current quest.






The first player gains control of Chief Turch.
Immune to player card effects. Chief Turch does not exhaust to defend.
If Chief Turch leaves play, the players lose the game.






Surge. Cannot have attachments.
Forced: When Corsair Skiff engages you from the staging area, either raise your threat by 3 or it gains Boarding 1.




While Cobas Haven is the active location, reduce the Boarding X value on each Ship enemy by 1.
But beyond, in the great fief of Belfalas, dwelt Prince Imrahil in his castle of Dol Amroth by the sea...
–The Return of the King



You've driven back the attackers, but some of them seized your bags during the fight and took them as they fled. Inside one of those bags is the gold that Saruman gave you for your quest, so you pursue the thieves deeper into Dunland.
When Revealed: Make Munuv DuÌv Ravine the active location (returning any previous active location to the staging area). Each player discards each Item and each Mount attachment he controls. Each player chooses 1 ally he controls and discards each other ally he controls.
In your zeal to recover the gold, you have been led into an ambush.
When Revealed: Each player searches the encounter deck and discard pile for a Boar Clan enemy and puts it into play engaged with him. Shuffle the encounter deck. Each player shuffles his discard pile into his draw deck and draws 1 card.
Forced: At the end of the combat phase, advance to stage 3A.



Calphon bursts into one of the heroesâ quarters in the middle of the night, sweating profusely and breathing heavily. âI saw it again!â he cries. âIt was the same island as before, only the sun was rising behind it, bathing the sky in orange. It must be to the east!â You can change course to follow Calphonâs vision, but you risk being discovered by the Corsairs chasing you...
When Revealed: Search the encounter deck and discard pile for 1 copy of Scouting Ship and add it to the staging area. Shuffle the encounter deck.
While you are off-course (,
, or
), each Ship enemy gains Boarding 1.
When this stage is defeated, if you are on-course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.


You are playing Nightmare mode.
"I hear them," said Ăomer; "but they are only the screams of birds and the bellowing of beasts to my ears."
–The Two Towers

Begin with the standard quest deck and encounter deck for The Dunland Trap scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
4x Boar Clan Warrior
4x Hithaeglir Stream
3x Plains of Enedwaith
1x Dunlending Ambush
1x Frenzied Attack
1x Low on Provisions
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Dunland Trap encounter deck.
Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.