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. 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.
Immune to player card effects. Sentinel.
Reduce the cost of the first ally you play each round by 1.
If the Nárelenya is destroyed, its controller is eliminated from the game.
Campaign Mode only.
Immune to player card effects. Sentinel.
Reduce the cost of the first ally you play each round by 1.
If the Nárelenya is destroyed, its controller is eliminated from 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.
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.
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.
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.
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.
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.
While Burning Tower is in the staging area, damage cannot be healed.
Forced: After damage is placed on Burning Tower, choose X characters, where X is the amount of damage on Burning Tower. Deal 1 damage to each chosen character.