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 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.
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.
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.
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.
Massive. Immune to player card effects. Cannot take more than 5 damage each round.
*The Dreadnaught has a global hit point value of 15 per player among all groups.
Forced: After the Dreadnaught flips, each player puts 1 set-aside unique Corsair enemy into play at random engaged with them.
With the Dreadnaught weakened and in peril, its enraged crew begins boarding your ship in a final attempt to sieze victory.
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.
Surge. Cannot have attachments.
Forced: When Corsair Skiff engages you from the staging area, eithe raise your threat by 3 or it gains Bording 1.
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
Cannot have attachments.
Forced: After Ramming Ship engages you, it gets +4 until the end of the round.
Shadow: Put the top card of the Corsair deck into play engaged with you and deal it 1 shadow card.
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.
Ship objectives may attack and defend against Sea Monster.
When Revealed: Deal 4 damage to the Ship enemy or Ship objective with the fewest remaining hit points.
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.
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