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Trait Keyword Victory
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Player Encounter Quest
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Results: 51 - 81 of 81 Cards
The Hunt for the Dreadnaught (x1)
6 4 4 15
Grey Havens. Ship. Upgraded.

Immune to player card effects. Sentinel.

Each hero you control gets +2 Willpower

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.

The Hunt for the Dreadnaught (x1)
2 5 3 15
Grey Havens. Ship. Basic.

Immune to player card effects. Ranged. Sentinel.

Each hero you control gets +1 hit point.

Reduce your threat by 3. Choose a hero you control. Until the end of the game, that hero gains ranged.

The Golden Wing is equipped with a massive ballista.

The Hunt for the Dreadnaught (x1)
3 6 4 18
Grey Havens. Ship. Upgraded.

Immune to player card effects. Ranged. Sentinel.

Each hero you control gains +2 hit points and gains ranged.

Response: After Golden Wing flips, deal 6 damage to an enemy in any group.

The Hunt for the Dreadnaught (x1)
3 2 5 16
Gondor. Ship. Basic.

Immune to player card effects. Sentinel.

Each hero you control gets +1 Defense

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.

The Hunt for the Dreadnaught (x1)
4 3 6 19
Gondor. Ship. Upgraded.

Immune to player card effects. Sentinel.

Each hero you control gets +2 Defense

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.

The Hunt for the Dreadnaught (x1)
4 3 4 14
Gondor. Ship. Basic.

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.

The Hunt for the Dreadnaught (x1)
5 4 5 17
Gondor. Ship. Upgraded.

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.

The Hunt for the Dreadnaught (x1)
3 4 3 17
Gondor. Ship. Basic.

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.

The Hunt for the Dreadnaught (x1)
4 5 4 20
Gondor. Ship. Upgraded.

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.)

The Hunt for the Dreadnaught (x1)
3 4 4 18
Grey Havens. Ship. Basic.

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.

The Hunt for the Dreadnaught (x1)
4 5 5 22
Grey Havens. Ship. Upgraded.

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.

The Hunt for the Dreadnaught (x4)
3 5 4 10
Gondor. Ship.

Immune to player card effects. Ranged. Sentinel.

When Revealed: Choose a player. That player gains control of Gondorian Warship.

Forced: When Gondorian Warship is destroyed, set it aside, out of play.

Shadow: Deal 5 damage to attacking enemy.

The Hunt for the Dreadnaught (x1)
0 4 7 4 *
Corsair. Ship. Elite.

Archery 1Per Player. Immune to player card effects. Cannot take more than 5Per Player 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.

The Hunt for the Dreadnaught (x1)
0 3 5 3 *
Corsair. Ship. Damaged.

Massive. Immune to player card effects. Cannot take more than 5 Per Player 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.

The Hunt for the Dreadnaught (x2)
37 4 6 2 10
Corsair. Ship.

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.

The Hunt for the Dreadnaught (x2)
24 1 2 2 5
Corsair. Ship.

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.

The Hunt for the Dreadnaught (x1)
28 3 4 4 6
Corsair. Ship.

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 3Willpower to take control of Corsair Skirmisher as a ship-objective withWillpower equal to itsThreat (It loses the ship-enemy card type and gaines the ship-objective card type).

The Hunt for the Dreadnaught (x1)
44 3 8 4 9
Corsair. Ship.

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

The Hunt for the Dreadnaught (x1)
28 4 4 3 8
Corsair. Ship.

Cannot have attachments.

Forced: After Ramming Ship engages you, it gets +4Attack 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.

The Hunt for the Dreadnaught (x1)
32 3 7 5 5
Corsair. Ship.

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.

The Hunt for the Dreadnaught (x3)
33 3 5 2 7
Corsair. Ship.

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.

Voyage Across Belegaer Nightmare (x2)
40 3 7 3 8 1 
Corsair. Ship.

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.

Raid on the Grey Havens Nightmare (x1)
3
7
9 
Grey Havens. Ship.

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.

Raid on the Grey Havens Nightmare (x1)
3
6
1 
Gondor. Ship.

Aflame 8. Immune to player card effects.

Forced: After the first player draws and number of cards, deal 1 damage to the Dawn Star.

Raid on the Grey Havens Nightmare (x1)
2
5
5 
Gondor. Ship.

Aflame 6. Immune to player card effects.

Forced: After the first player attacks and enemy, deal 1 damage to the Silver Wing.

Flight of the Stormcaller Nightmare (x2)
44 4 4 2 9 1 
Corsair. Ship.

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.

Flight of the Stormcaller Nightmare (x1)
34 5 8 5 14 5 
Corsair. Ship.

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.

?*

The Thing in the Depths Nightmare (x1)
5
5
4 
Ship.

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.

The Thing in the Depths Nightmare (x3)
3
3
1 
Ship. Deck.

While Aft Cabin is in the staging area, each enemy grappled with each Deck location adds 3Threat instead of 2Threat

Forced: After an enemy is detached from Aft Cabin, that enemy gets +3Defense until the end of the round.

A Storm on Cobas Haven Nightmare (x2)
28 4 4 3 8 5 
Corsair. Ship.

Cannot have attachments.

Forced: After Ramming Ship engages you, it gets +4Attack 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.

The City of Corsairs Nightmare (x2)
41 2 5 2 7 4 
Corsair. Ship.

Boarding 2.

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.