Draw 1 additional card at the beginning of the resource phase.
Forced: After drawing cards at the beginning of the resource phase, choose and discard 1 of those cards.
Very tall he was, and his beard was long, and he was grey and old, save that his eyes were keen as stars...
–The Return of the King
Response: After drawing your setup hand, instead of taking a mulligan, you may discard any number of cards from your hand. Then, draw that many cards.
Action: If you have no cards in your hand, draw 6 cards. (Limit once per game.)
"What power still remains lies with us..."
–The Fellowship of the Ring
As an additional cost to play Skyward Volley, exhaust a ranged character you control.
Combat Action: Deal 2 damage to an enemy engaged with a player. Resolve that effect again for each copy of Skyward Volley currently in your discard pile (you may choose different targets).
Attach to a character.
Quest Action: Discard Grappling Hook and exhaust attached character to commit attached character to the quest, using its instead of its (or instead of its if the current quest has the siege keyword).
While the top card of your discard pile is an attachment, Warden of the Havens gets +2 and gains sentinel.
"...and if he comes, assailing the White Towers and the Havens, hereafter the Elves may have no escape from the lengthening shadows of Middle-earth."
–Galdor, The Fellowship of the Ring
Response: After an enemy is declared as an attacker against you, declare an exhausted character you control as the defender. Resolve that effect again for each copy of Anchor Watch currently in your discard pile (all chosen characters are defending against this attack).
Attach to a or a Scout character.
Response: At the beginning of the travel phase, exhaust Mariner’s Compass and attached character to search the top 5 cards of the encounter deck for a location. Switch that location with a location in the staging area. Shuffle the encounter deck.
Action: Place 2 progress on any location. Resolve that effect again for each copy of The Evening Star currently in your discard pile (you may choose new targets).
...for ever still a herald on
an errand that should never rest
to bear his shining lamp afar,
the Flammifer of Westernesse.
–The Fellowship of the Ring
Attach to a location in the staging area.
Progress from questing successfully may be placed on the attached location before it is placed on the current quest.
While the top card of your discard pile is an event, Sailor of Lune gets +1 and gains: "Cannot be damaged while committed to the quest."
"They are sailing, sailing, sailing over the Sea, they are going into the West and leaving us," said Sam, half chanting the words, shaking his head sadly and solemnly.
–The Fellowship of the Ring
Quest Action: Ready a questing character and give that character +1 until the end of the phase. Resolve that effect again for each copy of Elwing’s Flight currently in your discard pile (you may choose different targets).
There flying Elwing came to him
and flame was in the darkness lit;
more bright than light of diamond
the fire upon her carcanet.
–The Fellowship of the Ring
Attach to a Noldor character.
Action: Exhaust To the Sea, to the Sea! and discard X cards from your hand to reduce the cost of the next Noldor ally played this phase by X (to a minimum of 1).
To the Sea, to the Sea! The white gulls are crying,
The wind is blowing, and the white foam is flying.
–The Return of the King
Attach to Círdan the Shipwright or Gandalf.
Attached character gains a resource icon.
Action: Exhaust Narya and attached character to choose and ready up to 2 allies. Each of those allies gets +1 and +1 until the end of the phase.
"For this is the Ring of Fire, and with it you may rekindle hearts in a world that grows chill."
–Círdan, The Return of the King
The Dream-chaser and her fleet depart from the Grey Havens, in search of the island from Calphon's dreams. Only a week out from the coast, the black sails of Corsair can be seen in pursuit!
Setup: Prepare the Corsair deck. Players prepare their fleet. Shuffle each stage 2 card in the quest deck so that their order is random, leaving stage 3 on the bottom. Search the encounter deck for 1 copy of Rolling Seas and 1 copy of Scouting Ship, and add them to the staging area. Shuffle the encounter deck.
While you are on-course (), each Ship objective gets +2 .
When this stage is defeated, if you are on course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top state of the quest deck.
Calphon squints at dark storm clouds on the horizon. "In my dream, the skies were dark and full of wrath... Perhaps the island lies within that squall?"
You hesitate. Guiding your ship into a deadly storm is foolish, at best... But what if he’s right?
When Revealed: Search the encounter deck and discard pile for 1 copy of Waterspout and add it to the staging area. Shuffle the encounter deck.
Forced: At the end of the quest phase, if you are off-course (, , or ), each player must distribute 5 damage among characters he controls.
When this stage is defeated, if you are on-course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.
After days of aimless travel at sea, a dark mist settles along the ocean's surface, obscuring your visibility and frightening your ships’ crew. "Wait," Calphon says, "this happened in my dream, too... I think if we find a way through this mist, we shall be one step closer to the island."
When Revealed: Search the encounter deck and discard pile for 1 copy of Fog Bank and add it to the staging area. Shuffle the encounter deck.
While you are off-course (, , or ), each non-Ship ally gets –2 .
When this stage is defeated, if you are on-course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.
Calphon bursts into one of the heroes’ quarters in the middle of the night, sweating profusely and breathing heavily. “I saw it again!” he cries. “It was the same island as before, only the sun was rising behind it, bathing the sky in orange. It must be to the east!” You can change course to follow Calphon’s vision, but you risk being discovered by the Corsairs chasing you...
When Revealed: Search the encounter deck and discard pile for 1 copy of Scouting Ship and add it to the staging area. Shuffle the encounter deck.
While you are off-course (, , or ), each Ship enemy gains Boarding 1.
When this stage is defeated, if you are on-course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.
Calphon recognizes a bright star in the night sky, pointing to it. "There! That star! I remember that star from my vision. I believe we must follow that star if we are to reach the island." Calphon’s guidance has led you this far. But none of your maps or almanacs make any mention of this bright star...
When Revealed: Search the encounter deck and discard pile for 1 copy of Starlit Sea and add it to the staging area. Shuffle the encounter deck.
While you are off-course (, , or ), each Ocean location gets +1 .
When this stage is defeated, if you are on-course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.
Calphon insists you are very close to finding the island, but Corsairs still shadow your fleet. You must either fight them or outpace them before you can reach the island and weigh anchor.
When Revealed: Search the encounter deck or discard pile for the Ship enemy with the highest and add it to the staging area (the 2 Ship enemies with the highest instead if there are 3 or more players in the game). Shuffle the encounter deck.
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).
You arrive on the island's western beach, the edge of a dense jungle looming beyond. With no map to guide you and no idea of what to expect, you venture forward, deeper into the island...
Setup: Set Shrine to Morgoth aside, out of play. Prepare the Uncharted deck. Add 2 copies of Lost Island from the top of the Uncharted deck to the staging area (3 copies instead if there are 3 or 4 players in the game). The first player takes control of Calphon. Shuffle the encounter deck.
Progress cannot be placed on Explore the Island except by quest effects.
Forced: After a location is explored, add progress to Explore the Island equal to that location's printed quest points.
Forced: When an Uncharted location becomes the active location, add 1 copy of Lost Island from the top of the Uncharted deck to the staging area.
Markings on Adûnaic suggest the existence of a grand shrine somewhere on the island. Perhaps there, you will find answers.
When Revealed: Add 2 copies of Lost Island from the top of the Uncharted deck to the staging area. Add Shrine to Morgoth to the staging area, Lost Island side faceup. Remove all progress from each Uncharted location in the staging area and shuffle them so that the players do not know which one is which.
You search for the shrine, unsure of its exact location...
Forced: After a location is explored, if it would be shuffled into the Uncharted deck, add it to the victory display instead.
The players cannot defeat this stage unless Shrine to Morgoth is in the victory display. When Shrine to Morgoth is added to the victory display, the players win the game.
While Shrine to Morgoth is the active location, players cannot draw cards or search their decks.
Forced: After Shrine to Morgoth is flipped over while active, exhaust each ally in play with printed cost 2 or less. Then, each player must search the encounter deck and discard pile for an Undead enemy and put it into play engaged with him. Shuffle the encounter deck.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
The first player gains control of Calphon.
Action: Exhaust Calphon to look at the bottom card of your deck. Then, you may switch that card with a card in your hand.
If Calphon leaves play, the players lose the game.
Forced: When Servant of the Deceiver engages you, look at the top card of your deck. If its printed cost is 2 or less, place it on the bottom of your deck and Servant of the Deceiver gets +2 until the end of the round.
While Lush Jungle is in the staging area, characters get -1 and lose ranged.
Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
Forced: After Forbidden Coast is flipped over while active, each player may draw a card. Then, each player chooses a card from his hand and places it on the bottom of his deck.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
Response: After Steep Plateau is explored, peek at the facedown side of an Uncharted location in the staging area.
Shadow: Discard the bottom card of the defending player's deck. If that card's printed cost is 2 or less, attacking enemy gets +2 .
When Revealed: Either each player must exhaust a character he controls, or each Lost Island in the staging area gets +1 until the end of the phase.
Shadow: Discard the bottom card of your deck. If that card's printed cost is 2 or less, exhaust a character you control.
When Revealed: The first player discards the bottom card of his deck. Then, he discards each card in his hand with a printed cost higher than that of the discarded card.
Shadow: Discard the bottom card of the defending player's deck. If that card's printed cost is 2 or less, attacking enemy gets +2 .
When Revealed: Add 1 copy of Lost Island from the top of the Uncharted deck to the staging area. Then, remove all progress from each Uncharted location in the staging area and shuffle them so that the players do not know which one is which.
Setup: Set Captain Sahír and Na’asiyah aside, out of play. Add The Havens Burn, the Dream-chaser, and 1 copy of Sahír’s Ravager to the staging area. Shuffle the encounter deck and discard cards from the top of the encounter deck until X locations with the Aflame keyword are discarded, where X is the number of players in the game. Add each discarded Aflame location to the staging area. Then, shuffle the encounter discard pile back into the encounter deck.
Corsairs are attacking the Grey Havens and burning the Elven fleet. You must defend the Havens from these fierce raiders and save as many ships as you can!
Forced: At the end of the combat phase, deal X damage to the Aflame location in play with the lowest Aflame value. X is the number of Corsair enemies in play.
A menacing ship leads the raiders, its charismatic captain bellowing orders to the Corsairs: ”Kill the defenders!” he shouts. ”Destroy their ships!”
When Revealed: Add Na’asiyah and Captain Sahír to the staging area, enemy side faceup. Each player reveals the top card of the encounter deck. Place resources on Na’asiyah and Captain Sahír equal to the amount of damage on the Dream-chaser. Add 1 resource to each other Raider enemy in play.
Any time players would place progress on this quest, remove an equal amount of damage from locations in play instead. (Progress is placed on the active location before triggering this effect.)
Each Raider enemy revealed by the encounter deck enters play with 1 resource on it.
If Captain Sahír is in the victory display and each location in play has no damage, the players win the game.
Forced: When a card is placed underneath The Havens Burn, reveal the top card of the encounter deck.
If there are X or more cards underneath The Havens Burn, the Corsairs have destroyed the Elven fleet and the players lose the game. X is 3 more than the number of players in the game.
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.
When Revealed: Either deal 2 damage to an Aflame location in play, or search the encounter deck and discard pile for an Aflame location with the highest Aflame X value, and add it to the staging area.
Forced: After Sahír’s Ravager attacks, place 1 resource on it. Then, deal X damage to the Aflame location in play with the lowest Aflame value, where X is the number of resources on Sahír’s Ravager.
Shadow: Attacking enemy gets +1 for each damage token on the active location.
Burning Piers gets +1 for each damage on it.
Forced: When Burning Piers is placed underneath The Havens Burn, deal 3 damage to the Dream-chaser.
Shadow: Add Burning Piers to the staging area.
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.
While Calm Waters is the active location, look at 2 additional cards from the top of the encounter deck during each Sailing test.
Shadow: Attacking enemy gets +1 (+3 instead if attacking enemy is a Ship Enemy).