Campaign Mode only.
If unattached, return Gate Key to the staging and it gains:"Action: Exhaust a hero to claim Gate Key and attach it to that hero."
Action: Exhaust Gate Key and attached hero to look at the facedown side of a Temple of the Deceived location or secret.
Immune to player card effects. Sentinel.
Draw 1 additional card during the resource phase.
If the Dawn Start 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.
When Armor Plating leaves play, remove it from the game.
Attached Ship gets +1
Response: After attached Ship defends against an enemy, discard 1 shadow card from another enemy.
When Ballista leaves play, remove it from the game.
Attached Ship gets +1 and gains ranged.
Response: After attached Ship attacks, deal 1 damage to a non-unique enemy and remove 1 resource from that enemy.
When Enlarged Quarters leaves play, remove it from the game.
Attached Ship gets +3 hit points and can be commited to any Sailing test. It counts as 1 additional character when committed to a Sailing test.
When Extra Sails leaves play, remove it from the game.
Attached Ship gets +1
Response: When a non-unique Ship enemy engages you, spend 1 resource and exhaust Extra Sails to reduce that enemy's Boarding value by 1.
When Spyglass leaves play, remove it from the game.
Action: Exhaust Spyglass to choose one:
• Look at a shadow card. You may discard it.
• Look at the top and bottom card of your deck.
• Place 1 progress on a location (4 progress instead if it is Uncharted).
When Black Key leaves play, remove it from the game.
Attached character gets +1 +1 +1
Response: After attached character quests successfully, place 1 resource on them.
Action: Exhaust Black Key and remove 3 resources from attached character to ready them.
Permanet. Restricted.
Attached hero gets +2 (+3 instead if it has 2 or more resources in its resource pool).
Response: When attached hero defends against an enemy, exhaust Parrying Cutlass to move 1 resource from that enemy to attached hero's resource pool.
Permanent. Restricted.
Attached hero gets +2 (+3 instead if it has 2 or more damage on it).
Action: Either deal 1 damage to an enemy, or toss Throwing Axe. If it travel at least two feet across the playing area and stops on any enemies, deal 4 damage to one of them. Reattach Throwing Axe to its hero. (Limit once per game.)
When Black Key leaves play, remove it from the game.
Attached enemy gets +1 +1 +1 and gains immune to player card effects.
When Calaerion leaves play, remove him from the game.
Response: After a card is discarded from the encounter deck, shuffle it into that deck. (Limit once per round.)
Action: Spend 2 resources and exhaust Calaerion to ready another ally and give it +1 +1 and +1 until the end of the round.
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.
Each hero you control gets +2
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.
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.
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.)
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.