Setup: Add 2 resources to Denethor's resource pool.
Action: Move 1 resource from Denethor's resource pool to another Gondor hero's resource pool. (Limit once per round.)
"...why should I sit here in my tower and think, and watch, and wait, spending even my sons? For I can still wield a brand."
-The Return of the King
Attach to a Gondor hero.
Action: Spend 2 resources from attached hero's resource pool to draw 1 card.
"The last Steward of Gondor begs leave to surrender his office." And he held out a white rod.
–The Return of the King
Attach to a character.
Attach character gains the Gondor trait.
But be it known that I have sworn him to my service...
–The Return of the King
Response: After a Warrior character is destroyed while defending against an enemy attack, deal damage to the attacking enemy equal to that character's printed .
In a grave along under the shadow of the Hornburg lay HĂĄma, captain of the King's guard. He fell before the Gate.
–The Two Towers
Glorfindel can be played from your discard pile.
Action: Discard a card from your hand to ready Glorfindel. (Limit once per phase.)
"He is an Elf-lord of a house of princes."
–Gandalf, The Fellowship of the Ring
Response: When a shadow card increases an enemy's by any amount, increase the defending character's by 3 for that attack. Then, the players as a group may spend 2 resources to ready the defending character and give it +3 for its next attack this phase.
...the tides of fate had turned against them and their doom was at hand.
–The Return of the King
Action: Discard a card from your hand to heal 1 damage on any character. (Limit twice per round).
"You are in Rivendell, and you need not worry about anything for the present."
–Gandalf, The Fellowship of the Ring
As an additional cost to play Guardian of Rivendell from your hand, you must discard 2 cards from your hand.
"Indeed there is a power in Rivendell to withstand the might of Mordor, for a while."
–Gandalf, The Fellowship of the Ring
Play only if you control 2 or fewer heroes.
Action: Until the end of the phase, if your threat is higher than 20, treat your threat as if it is 20.
"I see now little hope, if we do not soon vanish from sight for a while, and cover our trail."
–Gandalf, The Fellowship of the Ring
Corsairs led by the treacherous Captain SahĂr have stolen the black key you recovered in the ruins of NĂșmenor. You must get it back!
Setup: Prepare the Corsair deck. Players prepare their fleet. Prepare the Stormcaller's area with a second quest deck consisting of only stages 2C, 3C, and 4C, as well as the Stormcaller (see insert). Search the encounter deck for 1 copy of Rolling Seas, and add it to the staging area (2 copies instead if there are 3 or more players in the game). Shuffle the encounter deck.
The Stormcaller has a considerable lead on your fleet, but with good fortune and skilled sailing, perhaps you can catch up to it.
Forced: At the end of the quest phase, if you are off-course (, , or ), move 2 progress from Swift Departure to the Stormcaller's quest stage.
As you travel along the western coast of Middle-earth, Corsairs continue to harry your fleet in an attempt to slow your progress.
When Revealed: Search the encounter deck and discard pile for 1 copy of Swift Raider and add it to the staging area. Shuffle the encounter deck.
No more than 8 progress can be placed here each round. If you are off-course (, , or ), no more than 4 progress can be placed here each round instead.
When you defeat this stage, if the Stormcaller is at stage 2, you have caught up to the Stormcaller and win the game. Otherwise, advance to the next stage.
As your voyage continues, the skies darken and the rain becomes relentless. Storm clouds on the horizon flash with lightning, and unpredictable wind makes setting a course difficult.
Forced: At the end of the staging step, if you are off-course (, , or ), reveal an additional encounter card from the top of the encounter deck.
When you defeat this stage, if the Stormcaller is still at stage 3, you have caught up to the Stormcaller and win the game. Otherwise, advance to the next stage.
Youâve pursued the Stormcaller all the way to the deadly Cape of Andrast, where terrible winds and sharp jetties threaten to tear apart your entire fleet.
When Revealed: Discard cards from the top of the encounter deck until a Weather treachery is discarded. Resolve that cardâs âwhen revealedâ effect. That effect cannot be canceled.
Forced: After a Weather treachery is revealed, deal 1 damage to each Ship objective and Ship enemy at this stage.
If you defeat this stage, you have caught up to the Stormcaller and win the game.
The Stormcaller is the pride of the Corsair fleet, swift as the wind and nigh-unsinkable. It wonât be an easy quarry to chase.
If the players are off-course (, , or ), the Stormcaller gets +2 .
No more than 4 damage may be placed on the Stormcaller each round.
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 plus the of the discarded card.
Aided by other Corsair ships, the Stormcaller slips out of sight, heading into the dark clouds on the southern horizon.
When Revealed: Search the encounter deck and discard pile for 1 copy of SahĂrâs Escort and add it to the Stormcaller's area. Shuffle the encounter deck.
If the players are off-course (, , or ), the Stormcaller gets +2 .
No more than 4 damage may be placed on the Stormcaller each round.
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 plus the of the discarded card.
The Stormcaller once again slips out of your grasp, rounding the Cape of Andrast to the south.
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 plus the of the discarded card.
If the Stormcaller defeats this stage, Captain SahĂr has gotten away with the key, and the players lose 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 SahĂrâs Escort is in the Stormcallerâs area, it contributes its to the amount of progress the Stormcaller places on its quest stage each round.
When Revealed: Add SahĂrâs Escort to the Stormcallerâs area, instead of the playersâ 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.
Corsair Seafarer gets +1 for each resource on it.
Forced: After the engaged player commits a hero to a Sailing test or to a quest, move 1 resource from that hero's resource pool to Corsair Seafarer.
Forced: When the Stormcaller advances to the next quest stage, Serpentâs Blade makes an immediate attack against the engaged player.
Travel: Move 2 progress from the main quest to the Stormcaller's quest stage.
Response: After Hidden Cove becomes the active location, heal 4 damage from each Ship objective.
When Revealed: Add Vast Coastland to the Stormcallerâs area.
Shadow: Attacking enemy gets +2 if you are at the same stage as the Stormcaller.
When Revealed: Each player contributing at least 8 to the quest must discard a questing character. If your heading is at the worst setting (), this effect cannot be canceled.
Shadow: Attacking enemy gets +X , where X is the Stormcaller's current quest stage.