ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
Unexpected Rescue
Type: Quest
Quest points: 255
Stage: 1A
Setup: Each player shuffles his starting hand into his deck. Each player prepares a separate captured deck (see insert). Each player adds 2 resources to his starting hero and sets his threat to that hero's threat cost. Set Southern Gate, Jailor Gornákh and the Angmar Orcs encounter set aside, out of play. Shuffle the encounter deck. Each player draws a new starting hand of 3 cards.
You have been captured and imprisoned by the goblins of Mount Gram.
Up the Pass
Type: Quest
Quest points: 9
Stage: 1B
When Revealed: Reveal 1 card from the encounter deck per player, and add it to the staging area.
Up the Pass
Type: Quest
Quest points: 9
Stage: 1A
Setup: Add Caradhras to the staging area. Remove all copies of Snowstorm from the encounter deck and set them aside, out of play. Put Arwen Undomiel into play under the control of the first player.
Celeborn has bid you to visit her father in Rivendell. Your journey takes you though the Redhorn Gate...
Urdug's Assault
Type: Quest
Quest points: 255
Stage: 1B
Forced: At the end of the round, place 1 progress on The Goblins' Assault for each enemy in the staging area. Then, if there is X or more progress on The Goblins' Assault, advance. X is equal to 2, plus 2 per player.
Goblins swarm up the mountain slopes and you fight to keep them back.
Urdug's Assault
Type: Quest
Quest points: 255
Stage: 1A
Setup: Add The Goblins' Assault, The Heroes' Defense, and Urdug to the staging area. Shuffle the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players in the game. Add those enemies to the staging area.
Dagnir is dead. In a move long-planned, Urdug has returned with an army of Goblins to lay claim to Gundabad and the Dragon's Wealth.
Urdug's Gambit
Type: Quest
Quest points: 5
Stage: 3B
Progress cannot be placed on this quest from questing successfully.
Forced: When the players quest unsuccessfully, they do not raise their threat. Instead, place X progress here, where X is the amount by which they would have raised their threat. Then, if this stage has progress equal to its quest points, the player lose the game.
When Urdug has no hit points remaining, the players win the game.
Urdug's Gambit
Type: Quest
Quest points: 5
Stage: 3A
When Revealed:  The first player loses control of both Urdug and Tiny, flips them to their enemy sides, and adds them to the staging area. (Remove any damage that was one them.) Each other player reveals an encounter card.
You suspected Urdug would betray you once you gathered the things he required, so you're not surprised when he and Tiny try to sneak away in the night. Urdug hisses at Tiny to keep quiet, but the lumbering Troll is about as subtle as a thunder storm. You grab your weapons and chase after them.
Wainrider Camp
Type: Quest
Keywords: Race.
Stage: 1B
Race. This stage gets +4 quest points per player.
Forced: When this stage is defeated, make a racing Defense test. To pass requires 1 STRAIGHT result, plus an additional STRAIGHT result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, each player discards 1 random card from his hand.
Wainrider Camp
Type: Quest
Keywords: Race.
Stage: 1A
Setup: Build the circuit (see insert). Place The Wainriders and The Challengers objective cards at this stage. The first player adds Wainrider Champion to the staging area. Each other player adds 1 different location to the staging area. Shuffle the encounter deck.
The Wainriders have challenged you to a chariot race. Win, and you earn your freedom. Lose, and the Wainriders will sell you as prisoners to Mordor.
Washed Away!
Type: Quest
Stage: 3B
When Revealed: Discard all Item, Armor, Weapon, Light cards and all encounter deck cards from play, Shuffle all enemy and treachery cards in the encounter discard pile together with the Foundations of Stone encounter set. This deck becomes the new encounter deck. remove all other encounter deck cards from the game. Then, starting with the first player, each player draws a random stage 4 quest card. Remove all other stage 4 quest cards from the game.
Washed Away!
Type: Quest
Stage: 3A
With a groan the ground crumbles under your feet, the entire section of the tunnel giving way to a deep darkness and the rush of water. There is a feeling of weightlessness, followed by the icy wet clutches of an underground river.
Welcome to the Jungle
Type: Quest
Quest points: 12
Stage: 1B
Forced: After the active location leaves play as an explored location, shuffle 1 set aside Wild Mûmak into the encounter deck.
The players cannot advance unless the number of Wild Mûmak in play is equal to the number of players.
The jungle is full of danger. The Haradrim warn you to stay alert lest the hunters become the hunted.
Welcome to the Jungle
Type: Quest
Quest points: 12
Stage: 1A
Setup: Set each copy of Wild Mûmak and each Capture objective aside, out of play. Each player adds 1 different location to the staging area. Shuffle the encounter deck.
After seeing his village destroyed by Sauron’s Orcs, Kahliel has decided to travel north with you to Gondor. But it is a long road, and you will need mounts to ride. So your Haradrim allies have led you into the great jungle of Harad in search of the might Mumakil.
Woodmen Under Attack
Type: Quest
Quest points: 5
Stage: 2B
No more than 1 progress can be placed on each location in the staging area each round.
Forced: After the players travel to a location, add the top card of the Evil Creatures deck to the staging area.
The players cannot defeat this stage unless the first player controls Haldan.
Woodmen Under Attack
Type: Quest
Quest points: 5
Stage: 2A
When Revealed: The first player adds Woodman Village to the staging area. Each other player reveals an encounter card.
Dark, black smoke rises above the trees in the distance. As you draw nearer to the rising cloud, you hear the cry of Orc voices, the howling of Wargs, and the ring of steel. A small group of Woodmen fight desperately to defend their village from a vicious attack. You rush to their aid.
Black Sails
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 2.
Engagement cost: 37
Attack: 6
Defense: 2
Hit points: 10
Threat strength: 4
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.
Corsair Skiff
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Surge.
Engagement cost: 24
Attack: 2
Defense: 2
Hit points: 5
Threat strength: 1
Surge. Cannot have attachments.
Forced: When Corsair Skiff engages you from the staging area, either raise your threat by 3 or it gains Boarding 1.
Corsair Skiff
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Surge.
Engagement cost: 24
Attack: 2
Defense: 2
Hit points: 5
Threat strength: 1
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.
Corsair Skirmisher
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 1.
Engagement cost: 28
Attack: 4
Defense: 4
Hit points: 6
Threat strength: 3
Boarding 1. Immune to player card effects.
Response: After Corsair Skirmisher is destroyed as an enemy, the engaged player may discard allies he controls with a total of at least 3 Willpower ti take control of Corsair Skirmisher as a Ship-Objective with Willpower equal to its Threat. (It loses the Ship-Enemy card type and gains the Ship-Objective card type).
Corsair Skirmisher
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 1.
Engagement cost: 28
Attack: 4
Defense: 4
Hit points: 6
Threat strength: 3
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 3 Willpower to take control of Corsair Skirmisher as a ship-objective with Willpower equal to its Threat. (It loses the ship-enemy card type and gaines the ship-objective card type).
Corsair Warship
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 3.
Engagement cost: 44
Attack: 8
Defense: 4
Hit points: 9
Threat strength: 3
Victory points: 6
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
Corsair Warship
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 3.
Engagement cost: 44
Attack: 8
Defense: 4
Hit points: 9
Threat strength: 3
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
Dreadnaught
Type: ShipEnemy
Traits: Corsair.,Ship.,Damaged.
Keywords: Massive.
Engagement cost: 0
Attack: 5
Defense: 3
Hit points: 253
Threat strength: 3
Victory points: 99
Massive. Immune to player card effects. Cannot take more than 5 PerPlayer 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.
Dreadnaught
Type: ShipEnemy
Traits: Corsair.,Ship.,Elite.
Keywords: Archery 1 Per Player.
Engagement cost: 0
Attack: 7
Defense: 4
Hit points: 253
Threat strength: 4
Archery 1 PerPlayer. Immune to player card effects. Cannot take more than 5 PerPlayer 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.
Heavy Cruiser
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 2.
Engagement cost: 42
Attack: 7
Defense: 5
Hit points: 8
Threat strength: 5
Boarding 2. Cannot have attachments.
When Revealed: Search the encounter deck and discard pile for a Dol Amroth objective and add it to the staging area. Then, attach Heavy Crusier to that objective, guarding it. Shuffle the encounter deck.
Light Cruiser
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 2.
Engagement cost: 37
Attack: 6
Defense: 5
Hit points: 7
Threat strength: 4
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
Raider Flagship
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 1.
Engagement cost: 50
Attack: 5
Defense: 3
Hit points: 18
Threat strength: 3
Victory points: 20
Boarding 1. Immune to player card effects.
Only Ship objectives can be declared as attackers against Raider Flagship.
Forced: At the end of the encounter phase, the engaged player reveals the top card of the Corsair deck and engages it.
Ramming Ship
Type: ShipEnemy
Traits: Corsair.,Ship.
Engagement cost: 28
Attack: 4
Defense: 3
Hit points: 8
Threat strength: 4
Cannot have attachments.
Forced: After Ramming Ship engages you, it gets +4 Attack 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.
Sahír's Escort
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 1.
Engagement cost: 46
Attack: 4
Defense: 3
Hit points: 6
Threat strength: 2
Boarding 1. Cannot have attachments.
While Sahír's Escort is in the Stormcaller’s area, it contributes its Threat to the amount of progress the Stormcaller places on its quest stage each round.
When Revealed: Add Sahír’s Escort to the Stormcaller’s area, instead of the players’ staging area.
Scouting Ship
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 1.
Engagement cost: 35
Attack: 5
Defense: 2
Hit points: 7
Threat strength: 2
Cannot have attachments. Scouting Ship gets -15 engagement cost while you are off course (Cloudy, Rainy, or Stormy).
All too well they could see for themselves the black sails.
-The Return of the King
Sea Monster
Type: ShipEnemy
Traits: Creature.
Engagement cost: 26
Attack: 4
Defense: 0
Hit points: 11
Threat strength: 2
Ship objectives may attack and defend against Sea Monster.
When Revealed: Deal 4 damage to the Ship enemy or Ship objective with the fewest remaining hit points.
Siege Ship
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Archery 2.
Engagement cost: 46
Attack: 5
Defense: 5
Hit points: 7
Threat strength: 2
Archery 2. Cannot have attachments.
While Siege Ship is in the staging area, it gains: "Forrced: at the end of the quest phase, if Siege Ship is not guarding an objective and there is an unguarded objective in the staging area, attach Siege Ship to that objective, guarding it."
Slave Ship
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 1.
Engagement cost: 32
Attack: 7
Defense: 5
Hit points: 5
Threat strength: 3
Boarding 1. Cannot have attachments.
For each point of damage 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.
Slave Ship
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 1.
Engagement cost: 32
Attack: 7
Defense: 5
Hit points: 5
Threat strength: 3
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.
Stormcaller
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 2.
Engagement cost: 50
Attack: 6
Defense: 6
Hit points: 18
Threat strength: 2
Boarding 2. Cannot have attachments.
When the Stormcaller advances to the next quest stage, return it to the Stormcaller's area.
If the Stormcaller leaves play, the players win the game.
Stormcaller
Type: ShipEnemy
Traits: Boarding 1.
Keywords: Corsair.,Ship.
Engagement cost: 20
Attack: 7
Defense: 6
Hit points: 20
Threat strength: 2
Victory points: 15
Campaign Mode only.
The Stormcaller cannot take more than 10 damage each round. No more than 10 progress can be placed on the quest each round.
Forced: At the end of the round, if the Stormcaller is engaged with a player, either return it to the staging area or shift your heading off-course.
Stormcaller
Type: ShipEnemy
Traits: Boarding 1.
Keywords: Corsair.,Ship.
Engagement cost: 20
Attack: 6
Defense: 6
Hit points: 18
Threat strength: 2
Victory points: 10
Cannot have attachments.
Forced: At the end of the round, if the Stormcaller is engaged with a player, either return it to the staging area or shift your heading off-course.
Stormcaller
Type: ShipEnemy
Traits: Boarding 2.
Keywords: Corsair.,Ship.
Engagement cost: 50
Attack: 7
Defense: 6
Hit points: 20
Threat strength: 2
Victory points: 15
Campaign Mode only.
If you are at the Stormcaller’s stage, no more than 9 progress can be placed on your quest each round.
When the Stormcaller advances to the next quest stage, return it to the Stormcaller’s area.
If the Stormcaller leaves play, the players win the game.
Stormcaller
Type: ShipEnemy
Traits: Boarding 2.
Keywords: Corsair.,Ship.
Engagement cost: 50
Attack: 6
Defense: 6
Hit points: 18
Threat strength: 2
Victory points: 10
Cannot have player attachments.
When the Stormcaller advances to the next quest stage, return it to the Stormcaller’s area.
If the Stormcaller leaves play, the players win the game.
Swift Raider
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 2.
Engagement cost: 38
Attack: 5
Defense: 4
Hit points: 8
Threat strength: 3
Boarding 2. Cannot have attachments.
While Swift Raider is in the staging area, it gains: “Forced: After a player commits 4 or more characters to a Sailing test or to the quest, Swift Raider engages that player.”
Thunderstruck
Type: ShipEnemy
Subtype: Burden
Traits: Corsair.,Ship.,Elite.
Keywords: Archery 1.,Boarding 2.
Engagement cost: 46
Attack: 6
Defense: 5
Hit points: 4
Threat strength: 3
Victory points: 7
Immune to player card effects. Thunderstruck gets +2 hit points per player and cannot take more than 4 damage each round.
Tide-runner
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 1.
Engagement cost: 44
Attack: 4
Defense: 2
Hit points: 9
Threat strength: 4
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.
Venom's Bite
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Boarding 2.
Engagement cost: 34
Attack: 8
Defense: 5
Hit points: 14
Threat strength: 5
Victory points: 5
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.
☸*
War Galley
Type: ShipEnemy
Traits: Corsair.,Ship.
Keywords: Archery 2.,Boarding 1.
Engagement cost: 33
Attack: 5
Defense: 2
Hit points: 7
Threat strength: 3
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.
Dawn Star
Type: ShipObjective
Traits: Gondor.,Ship.,Upgraded.
Keywords: Sentinel.
Willpower: 4
Attack: 4
Defense: 5
Hit points: 18
Campaign Mode only.
Immune to player card effects.
Draw 1 additional card during the resource phase.
If the Dawn Star is destroyed, its controller is eliminated from the game.
Dawn Star
Type: ShipObjective
Traits: Gondor.,Ship.
Keywords: Sentinel.
Willpower: 3
Attack: 3
Defense: 4
Hit points: 16
Immune to player card effects.
Raise your starting threat by 3.
Draw 1 additional card during the resource phase.
If the Dawn Star is destroyed, its controller is eliminated from the game.
Dawn Star
Type: ShipObjective
Traits: Gondor.,Ship.
Keywords: Sentinel.
Willpower: 3
Attack: 3
Defense: 4
Hit points: 16
Immune to player card effects. Sentinel.
Raise your starting threat by 3.
Draw 1 additional card during the resource phase.
If the Dawn Star is destroyed, its controller is eliminated from the game.
Dol Amroth Warship
Type: ShipObjective
Traits: Gondor.,Ship.
Willpower: 2
Attack: 2
Defense: 2
Hit points: 8
Immune to player card effects.
If you are on-course (Sunny), Dol Amroth Warship gets +2 Willpower, +2 Attack, and +2 Defense.
Forced: When Dol Amroth Warship is destroyed, set it aside, out of play.
Dol Amroth Warship
Type: ShipObjective
Traits: Sentinel.
Keywords: Gondor.,Ship.,Upgraded.
Willpower: 3
Attack: 3
Defense: 3
Hit points: 10
Campaign Mode only.
Immune to player card effects.
If you are on-course (On-Course), Dol Amroth Warship gets +2 Willpower, +2 Attack, and +2 Defense.
Forced: When Dol Amroth Warship is destroyed, set it aside, out of play.
Dol Amroth Warship
Type: ShipObjective
Keywords: Gondor.,Ship.
Willpower: 2
Attack: 2
Defense: 2
Hit points: 8
Immune to player card effects.
If you are on-course (On-Course), Dol Amroth Warship gets +2 Willpower, +2 Attack, and +2 Defense.
Forced: When Dol Amroth Warship is destroyed, set it aside, out of play.
Dream-chaser
Type: ShipObjective
Traits: Grey Havens.,Ship.,Upgraded.
Keywords: Sentinel.
Willpower: 6
Attack: 5
Defense: 5
Hit points: 19
Campaign Mode only.
Immune to player card effects.
The Dream-chaser can be committed to any Sailing test and counts as 3 characters when committed to a Sailing test.
If the Dream-chaser is destroyed, the players lose the game.
Dream-chaser
Type: ShipObjective
Traits: Grey Havens.,Ship.
Keywords: Sentinel.
Willpower: 5
Attack: 4
Defense: 4
Hit points: 18
Immune to player card effects.
The Dream-chaser can 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.
Dream-chaser
Type: ShipObjective
Traits: Grey Havens.,Ship.
Keywords: Sentinel.
Willpower: 5
Attack: 4
Defense: 4
Hit points: 18
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.
Duskbringer
Type: ShipObjective
Traits: Gondor.,Ship.,Upgraded.
Keywords: Sentinel.
Willpower: 4
Attack: 5
Defense: 4
Hit points: 17
Campaign Mode only.
Immune to player card effects.
Response: After you play a card  with an odd printed cost, add 1 resource to a hero's resource pool. (Limit twice per round.)
If the Duskbringer is destroyed, its controller is eliminated from the game.
Duskbringer
Type: ShipObjective
Traits: Gondor.,Ship.
Keywords: Sentinel.
Willpower: 3
Attack: 4
Defense: 3
Hit points: 16
Immune to player card effects.
Response: After you play a card with an odd printed cost, add 1 resource to a hero's resource pool. (Limit once per round.)
If the Duskbringer is destroyed, its controlled is eliminated from the game.
Eithiliant
Type: ShipObjective
Traits: Grey Havens.,Ship.,Upgraded.
Keywords: Sentinel.
Willpower: 6
Attack: 4
Defense: 4
Hit points: 15
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.
Eithiliant
Type: ShipObjective
Traits: Grey Havens.,Ship.,Basic.
Keywords: Sentinel.
Willpower: 5
Attack: 3
Defense: 3
Hit points: 13
Immune to player card effects. Sentinel.
Each hero you control gets +1 Willpower.
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.
Glórinaith
Type: ShipObjective
Traits: Grey Havens.,Ship.,Upgraded.
Keywords: Ranged.,Sentinel.
Willpower: 5
Attack: 5
Defense: 4
Hit points: 18
Campaign Mode only.
Immune to player card effects.
Action: Name a card. Discard the top 3 cards of any deck to deal 1 damage to an engaged non-unique enemy (2 damage instead if the named card is discarded this way). (Limit once per round.)
If the Glórinaith is destroyed, its controller is eliminated from the game.
Glórinaith
Type: ShipObjective
Traits: Grey Havens.,Ship.
Keywords: Ranged.,Sentinel.
Willpower: 4
Attack: 4
Defense: 3
Hit points: 17
Immune to player card effects.
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.
Golden Wing
Type: ShipObjective
Traits: Grey Havens.,Ship.,Upgraded.
Keywords: Ranged.,Sentinel.
Willpower: 3
Attack: 6
Defense: 4
Hit points: 18
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.
Golden Wing
Type: ShipObjective
Traits: Grey Havens.,Ship.,Basic.
Keywords: Ranged.,Sentinel.
Willpower: 2
Attack: 5
Defense: 3
Hit points: 15
Immune to player card effects. Ranged. Sentinel.
Each hero you control gets +1 hit point.
Setup: 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.
Gondorian Warship
Type: ShipObjective
Traits: Gondor.,Ship.
Keywords: Ranged.,Sentinel.
Willpower: 3
Attack: 5
Defense: 4
Hit points: 10
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.