





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



Aflame 12. Immune to player card effects.
The players cannot travel to the Dream-chaser.
When the Dream-chaser is placed underneath The Havens Burn, the players lose the game.






Travel: Search the encounter deck and discard pile for a Corsair enemy and add it to the staging area. Shuffle the encounter deck.
Forced: When White Ship is placed underneath The Havens Burn, place 1 resource on each Raider enemy in play.






Travel: Each player must assign damage among characters he controls equal to the amount of damage on Elven Caravel.
Forced: When Elven Caravel is placed underneath The Havens Burn, deal 1 damage to each character in play.






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






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.












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.












Immune to player card effects. Sentinel.
Response: After you play a card with an odd printed cost, add 1 resource to a hero's resource pool. (Limit once per round.)
If the Duskbringer is destroyed, its controller is eliminated from the game.






Immune to player card effects. Ranged.
Action: Discard the top 2 cards of any deck to deal 1 damage to an engaged non-unique enemy. (Limit once per round.)
If the Glórinaith is destroyed, its controller is eliminated from the game.






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 Sahír’s Escort is in the Stormcaller’s area, it contributes its to the amount of progress the Stormcaller places on its quest stage each round.
When Revealed: Add Sahír’s Escort to the Stormcaller’s area, instead of the players’ 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.






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.




Immune to player card effects.
Helm of the Stormcaller gets +1 quest point for each resource token on a Raider enemy in play.
Forced: When Helm of the Stormcaller becomes the active location, add Captain Sahír and Na'asiyah to the staging area from out of play (enemy side faceup).



Forced: After you travel to Forecastle Deck, search the encounter deck and discard pile for an enemy and reveal it. Shuffle the encounter deck.

Shadow: Attacking enemy gets +1 (+2
instead if defending character has no resources on it or in its resource pool).



While Weather Deck is in the staging area, each other Deck location in play gains:
Travel: Each player must exhaust a character he controls to travel here.

Shadow: Exhaust a character you control.



While Cargo Hold is the active location, each enemy gets +1

Shadow: Until the end of the phase, attacking enemy gets +2



Travel: Add 1 resource to each Raider card in play to travel here.

Shadow: Attacking enemy gets +2



While Quarter Deck is the active location, deal each enemy an additional shadow card at the beginning of the combat phase.

Shadow: Discard an attachment you control.






Immune to player card effects.
If you are on-course (Sunny), Dol Amroth Warship gets +2 +2
and +2
Forced: When Dol Amroth Warship is destroyed, set it aside, out of play.






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).






Archery 2. Cannot have attachments.
While Siege Ship is in the staging area, it gains:"Forrced: at the end of the quest phase, if Siege Ship is not guarding an objective and there is an unguarded objective in the staging area, attach Siege Ship to that objective, guarding it."






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.



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.



While Umbar War Galley is the active location, each Corsair enemy gets -10 engagement cost.
Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the encounter deck until a Corsair enemy is discarded. Add the discarded enemy to the staging area.
"The Corsairs are upon us! It is the last stroke of doom!"
–Men of Gondor, The Return of the King



While Corsair Dromon is the active location, each Corsair enemy gains Archery 1.
Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Corsair enemy is discarded. Add the discarded enemy to the staging area.






Immune to player card effects. Sentinel.
Each hero you control gets +1
Setup: Choose a hero you control. Until the end of the game, that hero gains the printed Traits of another hero you control.
The Eithiliant, or "The Rainbow Spearpoint,", is an extremely swift elvent schooner featuring a swan motif.






Immune to player card effects. Sentinel.
Each hero you control gets +2
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.


















Immune to player card effects. Sentinel.
Each hero you control gets +1
Forced: When you draw your starting hand, draw 5 additional cards, then shuffle 5 cards from your hand into your deck. You cannot take a mulligan.






Immune to player card effects. Sentinel.
Each hero you control gets +2
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.






Immune to player card effects. Sentinel.
Your starting hand size is 8 cards.
Action: Play an event from your hand with a cost 3 or more, reducing its cost by 1.
An exquisite work of elven craftsmanship, the number Silent Mist bear the symbol of the Star of Eärendil on its foresail.






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.






Immune to player card effects. Sentinel.
Setup: Add 1 resource to each of your heroes' resource pools.
Action: Spend 2 resources to ready a character. (Limit once per round.)
The wealth of Gondor financed the construction of impressive ships which inspired all who sailed them.






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.)






Immune to player card effects. Sentinel.
The first card you play each round does not require a resource match.
Action: Play an ally or attachment from your hand. (Limit once per round.)
Exceptionally agile for its size. Twilight's Call is adept at launching surprise attacks as daylight fades.






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.












Archery 1. Immune to player card effects. Cannot take more than 5
damage each round.
*The Dreadnaught has global hit point value (15 hit points for each player among all groups).
Forced: At the end of the round if the Dreadnaught has less than half of its starting hit pints, flip it over.
Able to fight numerous ships at once with its ramming prow and bllistae, the Dreadnaught's potency is truly unparalleled.