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Trait Keyword Victory
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Player Encounter Quest
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Results: 51 - 68 of 68 Cards
The Drowned Ruins (x1)
Stage
2 A

In the center of the shrine, reverently placed on a large altar, lies a long black chest. As soon as you get close, SahĂ­r knocks one of the heroes over and grabs it!

When Revealed: Make the set aside Shrine to Morgoth the active location, Grotto side faceup. Captain SahĂ­r flips to his enemy side (removing all tokens) and makes an immediate attack against the first player. Remove Captain SahĂ­r from the game. Each player searches the encounter deck and discard pile for an Undead enemy and adds it to the staging area. Shuffle the encounter deck.

2 B
-

You dive at SahĂ­r, but he swiftly runs to the entrance, laughing as he seals you in. "Captain?! What about me?" Na'asiyah scream angrily. As soon as the entrace is sealed shut, the walls shudder, and water begins to leak rapidly from the ceiling and walls. "We have to get out of here!" the heroes shout, as the water level starts to rise.

While an Underwater location is the active location, players cannot play attachments or allies.

The City of Corsairs (x1)
Stage
3 A

The Dream–chaser and her fleet have met their ultimate fate, but you still have your mission to complete. SahĂ­r is somewhere within the city.

When Revealed: Search the encounter deck for The Shattered Monument and Captain SahĂ­r, and set them aside, out of play. Each player searches the encounter deck for 1 enemy and 1 location, and adds them to the staging area. If the Stormcaller was not destroyed at stage 1, add 1 resource to each Raider enemy in play.

3 B
18

"Find them!" You can here shouting throughout the city. SahĂ­r has raised the alarm. Set upon on all sides by Corsairs, you must fight your way through and stop the captain.

The Flame of the West (x1)
X
5
Ship.

X is the number of resources on The Corsair Fleet.

The players cannot travel here unless there are at least 3 Ship locations in the victory display.

Travel: Each player searches the encounter deck and discard pile for a Corsair enemy and adds it to the staging area. One of those enemies must be Corsair Captain, if able.

The Flame of the West (x1)
Stage
3 A

...at east the city was besieged, enclosed in a ring of foes. The Rammas was broken, and all the Pelennor was abandoned to the Enemy. –The Return of the King

When Revealed: Each player takes control of each ally he owns in the staging area and exhausts it. The first player adds Minas Tirith, Grond, and The Witch-king (Captain side faceup) to the staging area. Each other player searches the encounter deck and discard pile for a different enemy and adds it to the staging area. Shuffle the encounter deck.

3 B
4

...since the middle night the great assault had gone on. –The Return of the King

Assault.

The White City Besieged gets +4 quest points for each player in the game.

The players cannot travel to Pelennor locations.

Forced: When an enemy is destroyed, place progress on this stage equal to that enemy's total Threat (progress must be placed on the active location first).

The Flame of the West (x1)
50 6 6 6 14
Nazgûl. Captain.

Immune to player card effects.

Cannot be optionally engaged or take damage.

Forced: At the beginning of the quest phase, discard cards from the encounter deck until an enemy is discarded. Add the discarded enemy to the staging area.

The Massing at Osgiliath (x1)
40 6 6 6 11
Nazg√l. Captain.

Players cannot play attachments on The Witch-king.

While The Witch-king is in the staging area, each character gets -1 Willpower.

Forced: After The Witch-king attacks, he returns to the staging area unless the defending player raises his threat by 3.

The Morgul Vale Nightmare (x3)
18 2 4 3 5 5 
Traitor.

Each Captain enemy gets +1 Defense

Forced: At the end of the round, heal all damage from each Captain enemy in play.

Shadow: Heal all damage from each Captain enemy in play.

The Morgul Vale Nightmare (x2)
4
4
10 
River.

Forced: When Banks of Morgulduin is explored, deal it facedown as a shadow card to a Captain enemy.

Shadow: If attacking enemy is a Captain deal it 3 additional shadow cards for this attack.

The Morgul Vale Nightmare (x3)
2
5
10 
Mountain.

While Ephel DĂșath is in the staging area, each Captain enemy gets +2 Attack

Shadow: Defending player must either place 1 progress token on To the Tower or treat this attack as undefended.

Raid on the Grey Havens Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Captain SahĂ­r and Na'asiyah each gain: “Cannot have attachments.”

Setup: Instead of adding Dream-chaser to the staging area during setup, each player must search the encounter deck for a different unique location and add it to the staging area, one of which must be the Dream-chaser.

Stage
B

Begin with the standard quest deck and encounter deck for the Raid on the Grey Havens scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

  • 1x SahĂ­r's Advance (quest stage 2)
  • 3x Corsair Arsonist
  • 2x Elven Wave-runner
  • 1x Umbar Raider

Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Raid on the Grey Havens encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Drowned Ruins Nightmare (x1)
Stage
A

You are playing Nightmare mode.

While the active location is Underwater encounter card effects cannot be canceled.

Forced: When the 'when revealed' effect on state 2A resolves, Captain SahĂ­r makes an immediate attack against each player in turn order, instead of only the first player.

Stage
B

Begin with the standard quest deck and encounter deck for The Drowned Ruins scenario.

Remove the following card, in the specified quantities, from the standard encounter deck:

1x Cursed Caverns / Twisting Hollow

1x Undersea Grotto / Dark Abyss

2x Throngs of Unfaithful

2x Soulless Cadaver

2x Drowned Cave

3x Into the Abyss

1x Tangling and Grasping

2x Sea-scorpion

2x Cave Eel

Then, shuffle the encounter card in this Nightmare Deck into the remainder of the standard The Drowned Ruins encounter deck.

Finally, flip this setup card over and placr it next to the quest deck. Its effect remains active throughout the game, which is now ready to being.

The City of Corsairs Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Forced: When the 'when revealed' effect on stage 2B resolves, also search the encounter deck and discard pule for each copy of Umbar Bridge and each copy of Inspiring Fury and shuffle them into the second encounter deck.

Forced: When the 'when revealed' effect on stage 3A resolves, also search the encounter deck for The Cursed Sword and attack it to the set-aside Captain SahĂ­r.

Stage
B

Begin with the standard quest deck and encounter deck for The City of Corsairs scenario.

Remove the following card, in the specified quantities, from the standard encounter deck:

2x Corsair Infiltrator

2x Fog Bank

2x Starlit Sea

2x Scouting Ship

2x Serpent's Tail

1x Streets of Umbar

During setup, players are instructed to set The City of Corsairs encounter set aside, out of play. After doing so, shuffle the encounter cards in this Nightmare Deck that have The City of Corsairs encounter set icon into the set aside The City of Corsairs encounter set. Then, use the encounter cards in this Nightmare Deck that have the Coast of Umbar encounter set icon to build the standard encounter deck and Corsair deck.

Finally, flip this setup card over and placr it next to the quest deck. Its effect remains active throughout the game, which is now ready to being.

Wheel*: Some cards in The City of Corsairs Nightmare Deck have Sailing success symbols (Wheel) with an asterisk (*) next to them. This indicates that the card has a Forced effect which will trigger when the card is discarded during a Sailing test.

The City of Corsairs Nightmare (x1)
1 
Artifact. Item. Cursed.

Cannot be discarded by player card effects.

The Cursed Sword counts as a Weapon attachment with the text:"Forced: After Captain SahĂ­r attacks and deals excess damage, assign that excess damage to Captain SahĂ­r as resources. (Limit once per round.)"

Dream-chaser Campaign Expansion (x1)

You are playing Campaign Mode.

Setup: Flip the Stormcaller to its "Campaign Mode only" side, then attach Black Key (burden) to it. Each player chooses a Modification boon for each of their ship-objectives and attaches it to that ship-objective. Shuffle Thunderstruck into the encounter deck. Shuffle Crowley into the Corsair deck.

Put Calaerion into play under the control of the player with the Dream-chaser. One player may choose a copy of CĂ­rdan's Blessing not in the Campaign Pool and add it to their hand. If "Gavin returned," put him into play under any player's control. Flip this card over.

Forced: When stage 2B is revealed, search the encounter deck and discard pile for each boon and non-Ship burden and shuffle them into the second enconter deck.

Forced: When Captain SahĂ­r enters play, attach Black Key (burden) and The Black Sword to him.

Refresh Action: Ehxaust a hero to move 1 resource from The Black Sword to that hero's resource pool. If The Black Sword has no resources on it, remove it from the game. (Group limit once per round.)

Resolution: The players win the campaign!

Gain the following:

‱ 1 XP for each surviving players.

‱ 1 XP for each of the following cards in the victory display: Corsair Warship, Shattered Monument, Crowley, and Stormcaller.

‱ 2 XP if Thunderstruck is in the victory display.

‱ -1 XP if Ominous Fate is in the victory display.

After a long and arduous quest, the heroes are greatly relieved to finally witness Captain SahĂ­r demise.

When one adventure ends, a new one is bound to begin...

Flight of the Stormcaller (x1)
Stage
4 C

The Stormcaller once again slips out of your grasp, rounding the Cape of Andrast to the south.

4 D
24

Forced: At the end of the round, discard the top card of the encounter deck. the Stormcaller places progress on this stage equal to its Threat plus the Threat of the discarded card.

If the Stormcaller defeats this stage, Captain SahĂ­r has gotten away with the key, and the players lose the game.

The Thing in the Depths (x1)
Stage
1 A

Swinging across on ropes, your company boards the Stormcaller, and a fierce battle ensues!

Setup: Build the encounter deck using only The Stormcaller and Corsair Raiders encounter sets, setting The Thing in the Depths and The Stormcaller Elite encounter sets aside, out of play (enemy side faceup). Search the encounter deck for Helm of the Stormcaller and 1 copy of Umbar Raider and add them to the staging area. Shuffle the encounter deck.

1 B
4

Captain SahĂ­r and Na'asiyah gain indestructible.

Forced: At the end of the round, if Captain SahĂ­r and Na'asiyah are not in play, add 1 resource to each of them.

Progress cannot be placed on this stage unless Helm of the Stormcaller is in the victory display.

The Thing in the Depths (x1)
Stage
2 A

SahĂ­r and Na'asiyah prove to be worthy adversaries, but before you can finish the fight, the entire ship starts to shudder and shake violently. The battle stops as both parties look about, startled. All of a sudden, tentacle arms burst forth from all around the Stormcaller, grabbing a hold of the deck and the masts, punching through the hull of the ship. Deadly, spiked arms lash about at friend and foe alike, and the entire ship creaks, slowly crushed by the arms of a giant sea–beast. The Corsairs lock eyes with you, and you nod in a silent truce.

2 B
0

When Revealed: Flip Captain SahĂ­r and Na'asiyah to their objective sides, removing all tokens from them. Search the encounter deck, discard pile and all play areas for each encounter card from the Corsair Raiders encounter set and remove each of those cards from the game. Add The Thing in the Depths to the staging area. Shuffle the encounter discard pile and the set aside The Thing in the Depths encounter set into the encounter deck. Advance to stage 3.

Journey to the Cross-roads Nightmare (x1)

You are playing Nightmare mode.

Setup: Place 1 Southron Warrior per player facedown under The Cross-roads, then shuffle the facedown cards under The Cross-roads. Set any remaining Southron Warriors aside, out of play.

"Great strength of them was reported to us some days ago, marching north. One of their regiments is due by our reckoning to pass by, some time ere noon..."
–Mablung, The Two Towers

Begin with the standard quest deck and encounter deck for The Journey to the Cross-roads scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

1x Captain of Harad

1x Henneth Annun

2x Southward Road

4x Hills of Ithilien

3x The Dark Lord's Summons

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard the Journey to the Cross-roads encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.