Cannot have attachments.
Daechanar gets +1 for each Sorcery card in play, and gains indestructible while at least 1 Sorcery card is in play.
Forced: When Daechanar is damaged, if there is at least 1 Sorcery card in play, cancel all damage just dealt and remove a Sorcery card from the game.
While Daechanar is in play, progress cannot be placed on Altar of Midwinter.
Forced: At the end of the staging step, the first player must either reveal 1 additional card from the encounter deck, or reanimate the top card of his deck.
Forced: After Dwimmerlaik attacks and destroys a character, the defending player reanimates that character and deals it 1 shadow card.
Shadow: If this attacks destroys a character, reanimate that character and deal it 1 shadow card.
Forced: When you resolve shadow cards dealt to Witch of Angmar, if they have the Sorcery trait, resolve their "when revealed" effects. (Resolve any shadow effects first.)
Forced: When Wraith of Carn Dûm leaves play, attach it to a character in play. Counts as a Sorcery attachment with the text:
Attached character has -1 , -1 , and -1 If the attached character leaves play, return Wraith of Carn Dûm to the staging area as an enemy.
Forced: When Sinister Dungeon is explored, the first player reanimates a random card from his hand and deals Sinister Dungeon to it facedown as a shadow card.
Shadow: Discard the top 2 cards of the encounter deck. Resolve the "when revealed" effects of each Sorcery card discarded by this effect.
Forced: At the end of the round, discard the top card of each player's deck. Each player must reanimate each ally discarded by this effect.
Travel: Deal 1 shadow card to each Undead enemy in play to travel here.
He could see nothing but the dim flame of the torches; but if the company halted, there seemed and endless whisper of voices all about him...
–The Return of the King
While Dark Halls is in the staging area, each Reanimated Dead gets +1 and +1 .
Shadow: If there is a copy of the defending character in your discard pile, reanimate it and deal it 1 shadow card.
Unholy Crypt gets +1 for each Reanimated Dead in play.
Shadow: if this attack destroys a character, reanimate that character and deal it 1 shadow card.
When Revealed: Attach Death and Calamity to the current quest. Then, the first player reanimates the top X cards of his deck, where X is the number of copies of Death and Calamity in play.
Shadow: Attacking enemy gets +X where X is the number of Sorcery cards in play.
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).
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.
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).
Travel: Shift your heading off-course to travel here.
Shadow: If this attack deals damage to a Ship objective, shift your heading off-course.
The winds of wrath came driving him, and blindly in the foam he fled...
–The Fellowship of the Ring
When Revealed: Either remove all progress from the current quest and raise each player's threat by 4, or shift your heading-off course.
Shadow: If this attack destroys a character, shift your heading off-course.
While Rough Waters is in the staging area, cancel the first symbol found during each Sailing test.
Shadow: If you are off course (, , or ), attacking enemy gets +2 Attack.
While your heading is at the worst setting (), when faced with the option to travel, the players must travel to Waterspout, if able.
Forced: After traveling to Waterspout, deal 4 damage to each Ship objective.
When Revealed: Either shift your heading off-couse, or deal 1 damage to each exhausted character.
Shadow: Excess damage from this attack is dealt to a Ship objective you control.
When Revealed: If you are off-course, deal 1 damage to each character in play. If your heading is at the worst setting (), this effect cannot be canceled.
Shadow: Either shift your heading off-course or treat this attack as undefended.
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
When Revealed: Each player reveals the top card of the Corsair deck and puts it into play, engaged with him.
Shadow: Attacking enemy gets +1 (+2 instead if you control an exhausted Ship objective).
While Southron Sailor is engaged with you, each Ship enemy engaged with you contributes its to the total in the staging area.
”There is a great fleet drawing near to the mouths of Anduin, manned by the corsairs of Umbar in the South.”
–Beregond, The Return of the King
Cunning Pirate gets +1 and +1 for each resource on it.
Forced: When Cunning Pirate engages you, discard an attachment you control and place resources on Cunning Pirate equal to that attachment's printed cost.
Forced: When Vicious Marauder engages you, discard a random card from your hand and place resources on it equal to that card's printed cost.
Forced: When Vicious Marauder attacks you, distribute damage among characters you control equal to the number of resources on it.
While you are engaged with Umbar Captain, characters you control cannot attack Ship enemies.
...the strength of the rebels in Umbar was a great peril to Gondor...
–The Return of the King