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
While you are off-course (, , or ), Starlit Sea gains:
Travel: Raise each player's threat by 3.
Shadow: Attacking enemy gets +1 (+2 instead if you are off-course).
While Rough Waters is in the staging area, cancel the first symbol found during each Sailing test.
Shadow: If you are off course (, , or ), attacking enemy gets +2 Attack.
While your heading is at the worst setting (), when faced with the option to travel, the players must travel to Waterspout, if able.
Forced: After traveling to Waterspout, deal 4 damage to each Ship objective.
When Revealed: Either shift your heading off-couse, or deal 1 damage to each exhausted character.
Shadow: Excess damage from this attack is dealt to a Ship objective you control.
When Revealed: If you are off-course, deal 1 damage to each character in play. If your heading is at the worst setting (), this effect cannot be canceled.
Shadow: Either shift your heading off-course or treat this attack as undefended.
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
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).
Umbar Raider gets +1 for each resource on it.
Forced: After Umbar Raider attacks you, move 1 resource from one of your heroes’ resource pools to Umbar Raider.
“And there men of Lamedon contested the fords with fell folk of Umbar and Harad who had sailed up the river.”
–Legolas, The Return of the King
Forced: When Corsair Infiltrator attacks, deal it 1 additional shadow card for each resource on it.
Forced: After the engaged player collects resources at the beginning of the resource phase, that player moves 1 resource from one of his heroes’ pools to Corsair Infiltrator.
Raid Leader gets +1 for each resource on it.
Forced: When Raid Leader engages you, move 1 resource from each of your heroes’ resource pools to Raid Leader.
“The Corsairs are upon us! It is the last stroke of doom!”
–Men of Gondor, The Return of the King
Immune to player card effects. Sentinel.
The Dream-chaser can always be committed to Sailing tests (even if you are not the first player), and counts as 2 characters when committed to a Sailing test.
If the Dream-chaser is destroyed, the players lose the game.
Setup: Shuffle the Coast of Umbar , Corsair Raiders, Stormy Weather , Umbar Fleet, and Voyage Across Belegaer encounter sets into one encounter deck and make it the active encounter deck. Set The City of Corsairs encounter set aside, as an inactive second encounter deck. Prepare the Corsair deck. Players prepare their fleet. Add the Stormcaller to the staging area. Add 1 copy of Southern Belfalas to the staging area (2 instead if there are 3 or 4 players in the game). Shuffle the encounter deck.
Deep in enemy waters, you must recover the artifact from the Stormcaller.
Progress cannot be placed on The Coast of Umbar if the players are off-course (, , or ).
If the Stormcaller is destroyed (or if this stage has 15 or more progress on it), advance to stage 2.
Suddenly, all of the beacons and lights along the watch–tower are snuffed as fog rolls in from the west. "Pull up the sails!" you hear, but it is too late. The Corsair ships turn at once, and the Dream–chaser smashes into the rocks. You are plunged into the cold waters, struggling to stay afloat.
When Revealed: Each player assigns damage among non-Ship characters he controls equal to the total damage on each Ship objective he controls. Discard all Ship enemies, Ship objective and Ocean locations in play.
Your ships have shattered upon the rocks. You barely manage to make it to shore.
When Revealed: Shuffle the Corsair deck and Corsair discard pile into the second encounter deck. Search the encounter deck and discard piule for each copy of Battle-hardened and each copy of Watch Tower, shuffle them into the second encounter deck. Set the current encounter deck and discard pil aside, inactive. The second encounter deck becomes the active encounter deck. Advance to stage 3.
The Dream–chaser and her fleet have met their ultimate fate, but you still have your mission to complete. Sahír is somewhere within the city.
When Revealed: Search the encounter deck for The Shattered Monument and Captain Sahír, 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.
"Find them!" You can here shouting throughout the city. Sahír has raised the alarm. Set upon on all sides by Corsairs, you must fight your way through and stop the captain.
You chase Sahír through the streets, eventually cornering him in the broken monument atop a hill overlooking the city. He grins as you confront him. "You're not easy to kill," he scoffs, and unsheaths a long dark blade.
When Revealed: Add The Shattered Monument to the staging area. Put Captain Sahír into play, engaged with the first player. Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. Shuffle the encounter deck. Add 1 resource to each Raider enemy in play.
Sahír cackles, a crazed look in his eyes. "With the power of this sword, I will rule the seas from here to the Grey Havens!"
While any enemy has resources on it, Captain Sahír is indestructible.
Forced: When a hero or enemy is destroyed, add its resources to Captain Sahír.
If Captain Sahír is destroyed, the players have finally put an end to the Corsair's treacherous plot and win the game.
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.
Corsair Slaver gets +1 and +1 for each resource on it.
Forced: After the engaged player spends any number of resources, place 1 of those resources on Umbar Slaver.
Travel: One player must reveal the top card of the Corsair deck and engage it to travel here.
Shadow: If this attack destroys a character, discard an ally controlled by the defending player.
While Corsair Waters is the active location, no more than 1 ally can enter play each round.
Shadow: Either shift your heading off-course, or treat this attack as undefended.
While Watch Tower is in the staging area, it gains:"Forced: When a Raider enemy enters play, add 1 resource to it."
Shadow: If this attack destroys an ally, add resources to a Raider enemy in play equal to that character's printed resource cost.
When Revealed: Deal 1 shadow card to each Ship enemy in play. Then, if you are off-course (Cloudy, Rainy, Stormy), each Ship enemy in play gets -10 enagement cost until the end of the round.
Captain Sahír engages the first player.
For each point of damage Captain Sahír would take, discard 1 resource from him and cancel that damage.
For every 5 resources on Captain Sahír, he makes an additional attack against the engaged player each combat phase.
Each Raider enemy with at least 1 resource on it is immune to player events.
Forced: At the beginning of the resource phase, add 1 resource to each Raider enemy in play.
So it stood, until after the second arising of Sauron, which now approached. Umbar fell under the dominion of his servants, and the memorial of his humiliation was thrown down.
–The Return of the King
When faced with the option to travel, if Streets of Umbar is in the staging area, the players must either travel to a location named Streets of Umbar or add 2 resources to a Raider enemy in play.
Shadow: If attacking enemy is a Raider deal it an additional shadow card for each resource token on it, to a maximum of 3 additional shadow cards.
X is the highest number of resources on a Raider enemy in play.
Travel: Search the encounter deck and discard pile for a Corsair enemy and add it to the staging area. Shuffle the encounter deck.
While Umbar Harbor is the active location, Corsair enemies get +2
Shadow: If attacking enemy is a Raider move 1 resource from a hero you control to attacking enemy.
When Revealed: Add 2 resources to a Raider enemy in the staging area. Each Raider enemy in the staging area gets +1 for each resource on it until the end of the phase. If there are no Raider enemies in the staging area, Foes of Ecthelion gains surge.
When Revealed: Each player returns an enemy engaged with him to the staging area. Until the end of the round, enemies cannot be optionally engaged. If there are no enemies in the staging area, search the encounter deck and discard pile for an enemy and add it to the staging area.
When Revealed: Add 1 resource to each engaged Raider enemy. Then, each player assigns damage among characters he controls equal to the number of resource tokens on Raider enemies engaged with him. If no damage is assigned by this effect, Fury and Malice gains surge.
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 Sahír.
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.
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.
While Corsair Loyalist has 4 or more resources on it, its attacks are considered to be undefended.
Shadow: If attacking enemy is a Raider either add 2 resources to attacking enemy, or attacking enemy makes an additional attack after this one.
While Walls of Umbar is in the staging area, it gains:"Forced: After a player commits an ally to a Sailing test, raise his or her threat by 1.
*Forced: After Walls of Umbar is discarded from the encounter deck during a Sailing test, raise each player's threat by 1 for each ally he or she committed to that test.
While Umbar Bridge is in the staging area, cancel the first X progress that would be placed on the current quest each round, where X is the highest number of resources on a Raider enemy in play.
Travel: Reduce the engagement cost of each Corsair enemy to 0 until the end of the round.
When Revealed: Deal Ispiring Fury to the enemy with the highest as a shadow card.
Shadow: Shuffle the encounter discard pile into the encounter deck and deal attacking enemy 3 additional shadow cards. During this attack, shadow effects cannot be canceled.
Cannot be discarded by player card effects.
The Cursed Sword counts as a Weapon attachment with the text:"Forced: After Captain Sahír attacks and deals excess damage, assign that excess damage to Captain Sahír as resources. (Limit once per round.)"
Forced: At the end of the encounter phase, if Umbar Patrol is in the staging area, add 2 resources to the Raider enemy with the most resources on it.
Shadow: Add 1 resource to each Raider enemy engaged with you.
When Revealed: Discard cards from the top of the encounter deck until a Raider enemy is discarded. Add that enemy to the staging area and place 3 resources on it.
Shadow: If attacking enemy is a Raider after this attack ends, add 1 resource to attacking enemy for each damage dealt by this attack.
When Revealed: Each player deals 2 damage to an ally he or she controls. For each ally destroyed by this effect, place resources on a Raider enemy in play equal to that ally's resource cost.
Shadow: Discard an attachment you control. If attacking enemy is a Raider add resources to it equal to that attachment's printed cost.