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.
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.
Boarding 1. Cannot have attachments.
Forced: At the end of the encounter phase, if Sahír's Pursuer is in the staging area, the first player must either engage it or shift your heading off-course.
Aflame 10. Immune to player card effects.
Forced: After the first player plays an ally from his hand, deal 1 damage to the N relenya.
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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While Captain's Quarters is grappled, Raider characters are considered to have no resources.
Travel: Add 2 resources to Captain Sahír (even if he is out of play) and 1 resource to each other Raider card in play.
While Aft Cabin is in the staging area, each enemy grappled with each Deck location adds 3 instead of 2
Forced: After an enemy is detached from Aft Cabin, that enemy gets +3 until the end of the round.
Cannot have attachments.
Forced: After Ramming Ship engages you, it gets +4 until the end of the round.
Shadow: Put the top card of Corsair deck into play engaged with you and deal it a shadow card.
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.