Middle Earth: Dark Minions, Hazard Events

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hazard
Short-event
Tap a scout agent at target company's new site. Agent may attack (not counting against hazard limit) with a +4 modification to his prowess during the movement/hazard phase. Attacker chooses defending characters. A successful strike doesn't wound the defending character; instead the company must discard one item (defender's choice).

Angmar Arises

hazard
Permanent-event
Any creature that can be keyed to a Shadow-land may be keyed to Forochel, Arthedain, Angmar, Gundabad, or Rhudaur. Any creature that can be keyed to a Dark-domain may be keyed to Angmar or Gundabad. Discard this card when a creature keyed to one of these regions (not to the region symbol) is defeated.

An Unexpected Outpost

hazard
Short-event
Bring one hazard from your sideboard or discard pile into your play deck and shuffle (up to two if Doors of Night is in play).

Aware of their Ways

hazard
Short-event
Opponent reveals four cards at random from his discard pile. You may choose a non-unique one and remove it from play. Opponent discards the other three.

The Black Enemy's Wrath

hazard
Long--event
Each Under-deep site, Dark-hold, and Shadow-hold has an additional automatic-attack (cannot be canceled): Lava Flows - 1 strike against each character with 6 prowess (weapons do not modify prowess against these strikes). The penalty for an untapped character not tapping against one of these strikes is -5. Cannot be duplicated.

Bring Our Curses Home

hazard
Permanent-event
[3 CP] Corruption. Playable on a non-Wizard character whose company is facing a hazard creature attack. Discard this card if no character is eliminated by the attack. If any character is eliminated, place creature's card with this card-creature is considered off to the side. Target character's company faces an attack from creature at the start of each movement/hazard phase if creature is playable. Discard associated creature's card if this card is discarded. Discard this card if associated creature is defeated.

Chance of Being Lost

hazard
Short-event
Playable on a moving company using region movement. Make a roll (draw a #) modified by -2 for each ranger in the company. If the result is greater than 6, you may replace company's new site card with a different site from your location deck that is located in the same region or an adjacent region as the company's new site.

Cunning Foes

hazard
Short-event
Tap a warrior agent at target company's new site. Agent attacks (not counting against hazard limit) with a +3 modification to his prowess during the movement/hazard phase. Attacker chooses defending characters.

Doubled Vigilance

hazard
Permanent-event
Playable on a Shadow-hold (or on a Ruins & Lairs or Border-hold if Doors of Night is in play). If the company chooses to enter the site, it must make a roll (draw a #) and subtract its company size. If the result is greater than 6, the company may enter the site as normal. Otherwise, the company must face an attack to be resolved before any automatic-attacks: Orcs - 4 strikes at 9 prowess. Discard when the site card is discarded or returned to its location deck.

Drums

hazard
Long-event
For each company at or moving to an Under-deep site, the hazard limit is increased by one and the prowess of all attacks is increased by one. All automatic-attacks at sites in the following regions have their number of strikes and prowess increased by one (by two if Doors of Night is in play): Angmar, Gap of Isen, Gorgoroth, Gundabad, High Pass, Redhorn Gate, Rohan, Southern Mirkwood, and Ūdun. Cannot be duplicated.

Earth-tremors

hazard
Long-event
Any company moving to or from an Under-deep sites faces an attack (cannot be canceled): Rock Fall - 1 strike with 7 prowess against each character (weapons do not modify prowess against these strikes). In addition, cancels the effects of Into Dark Tunnels, Old Road, Great Road, and Bridge. Cannot be duplicated.

Endless Whispers

hazard
Permanent-event
Dark Enchantment. Playable on a non-Wizard character wounded by an Undead attack this turn; does not count against the hazard limit. Target character can never become untapped while bearing this card. Any effect that would move him to an untapped state makes him tapped instead. Cannot be duplicated on a given character.
During the organization phase, a sage in target character's company may tap to attempt to remove this card. Make a roll (or draw a #): if the result is greater than 7, discard this card.

Exhalation of Decay

hazard
Short-event
Playable on an Undead hazard creature in your discard pile. If target Undead can attack, bring it into play as a creature that attacks immediately (not counting against the hazard limit). The attack's prowess is modified by -1.

Eyes of the Shadow

hazard
Permanent-event
Environment. May only be played if Gates of Morning is not in play. The hazard limit is increased by two for each moving company with a size of less than four that also contains a Wizard or a non-ranger character with a mind of 6 or more. Cannot be duplicated. Discard when any play deck is exhausted.

Faces of the Dead

hazard
Short-event
Playable on a non-Wizard character moving with at least two Wildernesses in his site path if you discard any Undead hazard creature from your hand (show opponent). Target character makes a roll (draws a #) and adds his mind. If the result is less than 13, that character splits off from his company, forms a new company consisting of just himself (and faces no movement/hazard phase this turn), and immediately returns to his original company's site of origin.

Flies and Spiders

hazard
Permanent-event
Playable on a character facing a Spider attack. If the strike is successful, target character is not harmed and is taken prisoner at a Ruins & Lairs. During his untap phase, make a body check for that character modified by +1. If not eliminated, his player then makes a roll (draws a #) adding his body. If the result is greater than 15, the character is automatically rescued into his own company located at the rescue site.
Rescue-attack: Spiders - 3 strikes with 9 prowess.

Foes Shall Fall

hazard
Permanent-event
[1(2) CP] Corruption. Playable on a non-Wizard character facing a strike from a Dragon or Drake hazard creature attack. If the strike is defeated, discard this card. If the strike is not defeated, place creature's card with Foes Shall Fall-creature is considered off to the side. Target character's company faces an attack from creature at the start of each movement/hazard phase if creature is playable. Discard associated creature's card if Foes Shall Fall is discarded. Discard Foes Shall Fall if attached Dragon or Drake is defeated. If target character is a Dwarf, he receives 2 corruption points.

Gnaw with Words

hazard
Short-event
Tap a sage if another sage is in his company or at his new site or at his current site. Tap a diplomat if another diplomat is in his company or at his new site or at his current site.

Good Sense Revolts

hazard
Short-event
Playable on an untapped agent. Tap the agent who may then make an influence attempt against an ally, faction, or character. +4 to influence attempt. +8 if ally, faction, or character is playable at agent's home site.
Alternatively, modify an influence attempt by an agent by +4. This card cannot serve both functions.

Great Need or Purpose

hazard
Long-event
Each agent may take an extra agent action each time he normally takes an agent action. Cannot be duplicated.

Great Secrets Buried There

hazard
Permanent-event
Playable if opponent has at least ten cards in his play deck. Opponent reveals the top ten cards of his play deck to himself. If one is available, opponent must choose a non-special, non-hoard item from the revealed cards to place off to the side under this card (item does not give marshalling points and is considered out of play). If none are available, opponent must show you the cards he revealed to himself. Opponent shuffles all remaining revealed cards into his play deck. Opponent may play this item as though it were in his hand at any Under-deep site.
Alternatively, you may play this card as a resource on yourself if you have at least ten cards in your play deck. In this case, you and your opponent reverse roles.

Helms of Iron

hazard
Permanent-event
Playable only if you have a Nazgūl permanent-event in play. Discard the Nazgūl when this card is brought into play. All Orc, Troll, and Man attacks with body have their body modified by +1; and all Orc, Troll, and Man attacks with no body have 4 body.

In Darkness Bind Them

hazard
Permanent-event
Any creature that can be keyed to a Shadow-land may be keyed to Ithilien, Harondor, Horse Plains, Khand, Imlad Morgul, Nurn, Gorgoroth, Udūn, or Dagorlad. Any creature that can be keyed to a Dark-domainmay be keyed to Khand, Imlad Morgul, Nurn, Gorgoroth, Udūn, or Dagorlad. Discard this card when a creature keyed to one of these regions (not to the region symbol) is defeated.

In Great Wrath

hazard
Short-event
Playable on a Nazgūl in your discard pile that could immediatly attack. The Nazgūl attacks immediately (not counting against the hazard limit) with +2 prowess and -1 body.

In the Heart of his Realm

hazard
Permanent-event
Each company moving in a Dark-domain draws one less card at the start of its movement/hazard phase (to no minimum).
Additionally, any sage at a site in a Dark-domain or Gorgoroth, or moving with a Dark-domain or Gorgoroth in his site path, loses his sage skill. No character at a site in a Dark-domain or Gorgoroth, or moving with a Dark-domain or Gorgoroth in his site path, can use spells, light enchantments, or rituals. Discard when any play deck is exhausted.

Inner Cunning

hazard
Permanent-event or Short-event
As a permanent-event, playable on a face-down agent who was brought into play this turn. When the agent is revealed, and if his home site is a Shadow-hold or a Dark-hold, the site where he came into play (which is not represented by a card) may legally be any Shadow-hold or a Dark-hold. Discard when the agent is revealed.
Alternatively, as a short-event, take any agent who has a home site that is a Shadow-hold or Dark-hold from your play deck into your hand (reveal it to opponent and reshuffle your play deck).

Like the Crash of Battering-rams

hazard
Short-event
Playable on a strike. If the strike is successful, the wounded character's body is reduced by one until the end of the turn for every complete increment of 5 the strike was successful by (subtract the character's prowess plus dice roll from the strike's prowess, divide by five, and drop any fractions).

Long Dark Reach

hazard
Short-event
Playable on a moving company with at least one Wilderness in its site path if you have at least 10 cards in your play deck. Reveal the top seven cards of your play deck. One revealed Nazgūl, Dragon, or a non-unique creature of your choice immediatly attacks the company (regardless of its playability requirements). The creature must be playable in some region besides Coastal Sea. If the creature could not normally be played on the company, modify its prowess by -4. Shuffle all unused cards and return them to the top of your play deck.

The Moon Is Dead

hazard
Permanent-event
All Undead attacks receive +1 strike and +1 prowess. All Undead automatic-attacks are duplicated (i.e., each Undead automatic-attack must be faced twice, including all modifications). Discard this card when an Undead attack is defeated. Cannot be duplicated.

Mordor in Arms

hazard
Permanent-event
[(2) kill MPs]
Any company moving in Nurn faces three attacks: Orcs - 5 strikes with 8 prowess, Orcs - 4 strikes with 10 prowess, Trolls - 3 strikes with 12 prowess. If all three attacks are defeated by your opponent, he receives this card in his MP pile and 2 kill MPs. Any attempt by a character to influence a faction playable at a site in Horse Plains, Khand, Harondor, Nurn, Gorgoroth, Imlad Morgul, or Udūn is modified by -6 and cannot be done with Muster.

Neither so Ancient Nor so Potent

hazard
Permanent-event
[2 miscellaneous MPs]
Playable on a stored item. Return item to opponent's hand (discarding all attached cards). Place this card in opponent's marshalling point pile.

Never Seen Him

hazard
Permanent-event
Playable on an agent. Target agent may take an extra agent action (which does not count against the hazard limit) each time he normally takes an agent action. Cannot be duplicated on a given agent.

No Way Forward

hazard
Permanent-event
Environment. The number of region cards that may be played by a moving company using region movement is reduced by one (by two if Doors of Night is in play) to a minimum of two. This card is effective during each player's organization phase. Discard when any play deck is exhausted. Cannot be duplicated.

Nobody's Friend

hazard
Permanent-event or Short-event
As a permanent-event, playable on a face-down agent who was brought into play this turn. When the agent is revealed, and if his home site is a Border-hold or a Free-hold, the site where he came into play (which is not represented by a card) may legally be any Border-hold or a Free-hold. Discard when the agent is revealed.
Alternatively, as a short-event, take any agent who has a home site that is a Free-hold or Border-hold from your play deck into your hand (reveal it to opponent and reshuffle your play deck).

Out of the Black Sky

hazard
Permanent-event
[5 kill MP]
Playable if Doors of Night is in play on a Nazgūl permanent-event that could immediately attack if it were in your hand. The Nazgūl immediately attacks as a creature from its permanent-event state (not counting against the hazard limit) and chooses defending characters. If the Nazgūl is defeated, place this card in opponent's marshalling point pile and remove the Nazgūl from play. Otherwise, discard this card. This can be used on an opponent's Nazgūl permanent-event as well as on your own.

Pale Dream-maker

hazard
Permanent-event
[2 CP]
Corruption. Dark Enchantment. Playable on a non-Wizard character wounded by an Undead attack this turn; does not count against the hazard limit. Target character receives 2 corruption points and makes a corruption check each time his player discards a card from his hand during his turn. His direct influence is zero while bearing this card. Cannot be duplicated on a given character.
During the organization phase, a sage in target character's company (other than character) may tap to attempt to remove this card. Make a roll (or draw a #): if the result is greater than 6, discard this card.

Pierced by Many Wounds

hazard
Short-event
Playable on an attack with more strikes than defending characters before strikes are assigned; does not count against the hazard limit. The first excess strike assigned to each character gives a -4 modification to his prowess instead of -1. Cannot be duplicated on a given attack.

Rank upon Rank

hazard
Permanent-event
All non-agent Man attacks receive +1 prowess and +1 strikes. If Doors of Night is in play, all Giant attacks also receive these bonuses. Discard this card when such an affected attack (automatic, hazard creature, or otherwise) is defeated. Cannot be duplicated.

Reaching Shadow

hazard
Permanent-event
Any creature that can be keyed to a Shadow-land may be keyed to Anduin Vales, Northern Rhovanion, Southern Rhovanion, Grey Mountain Narrows, Woodland Realm, Western Mirkwood, Heart of Mirkwood, Southern Mirkwood, Brown Lands, or Dagorlad. Any creature that can be keyed to a Dark-domain may be keyed to Heart of Mirkwood, Southern Mirkwood, Brown Lands, or Dagorlad. Discard this card when a creature keyed to one of these regions (not to the region symbol) is defeated.

The Reach of Ulmo

hazard
Permanent-event
The roll required to move between adjacent Under-deep sites is increased by 2. In addition, cancels the effects of Great Ship and Ford. May be played when an Under-deep site is revealed as a new site card (before the roll is made). Discard when any play deck is exhausted or when an Under-deep site is reached from another Under-deep site or at the end of the turn after Great Ship or Ford was played. Cannot be duplicated.

Redoubled Force

hazard
Permanent-event
All Orc and Troll automatic-attacks receive +3 strikes and +2 prowess. Discard this card when such an automatic-attack is defeated. Cannot be duplicated.

Reluctant Final Parting

hazard
Permanent-event
Discard any ally if its currnet site is an Under-deeps site or if its current site's nearest Haven is not the same as the nearest Haven for the site at which the ally can be played. Discard this card when any play deck is exhausted. Cannot be duplicated.

Revealed to all Watchers

hazard
Short-event
Unique. Reveal your hand to opponent. Place all non-hazard cards from your hand off to the the side. Draw cards from your play deck until your hand size is reached. Place the non-hazard cards from off to the side face down on top of your play deck in any order you choose.

Scimitars of Steel

hazard
Permanent-event
Playable only if you have a Nazgūl permanent-event in play. Discard the Nazgūl when this card is brought into play. All Orc, Troll, and Men attacks receive +1 prowess.

Seek without Success

hazard
Short-event
Discard a ranger agent at target company's new site. Company must immediately return to its site of origin.

Seized by Terror

hazard
Short-event
Playable on a non-Wizard character moving in a Shadow-land or Dark-domain. Target character makes a roll (draws a #) and adds his mind. If the result is less than 12, that character splits off into a different company, and immediately returns to his original company's site of origin.

Shadow out of the Dark

hazard
Permanent-event
Playable on a face-up Agent who can use shadow-magic. If agent is revealed and not in a Free-hold or Haven, he can tap to allow any Undead hazard creatures to be played at his site this turn. Any Undead hazard creatures so played do not count against the hazard limit.

Spells of the Barrow-wights

hazard
Permanent-event
Playable on a character facing an Undead strike. If the strike is successful, target character is not harmed and is taken prisoner at a Ruins & Lairsor Shadow-hold. Character must discard any rings along with his other items. At the start of each of his untap phases, make a body check for that character.
Rescue-attack: Undead - 3 strikes with 8 prowess.

Sudden Fury

hazard
Short-event
Playable on a site. Until the end of the turn, any attack by a scout agent at this site has its number of strikes increased by one and attacker chooses defending characters.

To Get You Away

hazard
Permanent-event
Tap an agent at target company's new site. Agent may attack (not counting against hazard limit) during the movement/hazard phase. Attacker chooses defending characters. A successful strike doesn't wound the defending character, instead the character is taken prisoner at one of the agent's home sites of the attacker's choice (regardless of site's location) and the agent returns to the same site.
Rescue-attack: Same race as agent - 3 strikes with 8 prowess.

Tribal Banner

hazard
Short-event
Playable on an Orc or Troll attack before strikes are assigned; does not count against the hazard limit. The prowess and body of target attack are each reduced by one. All body checks resulting from successful strikes of this attack are modified by +1. Cannot be duplicated on a given attack.

Tribal Totem

hazard
Short-event
Playable on an Orc or Troll attack before strikes are assigned; does not count against the hazard limit. The prowess and body of target attack and of all Orc and Troll attacks against this company for the rest of the turn are each reduced by three. Any body check resulting from a successful strike of such a modified attack is modified by +2. Cannot be duplicated against a given company.

Troll-purse

hazard
Permanent-event
Playable on a site with an Orc or Troll automatic-attack. When any item is played at this site, the company must face all automatic-attacks of the site again with the attack's prowess modified by +3. Any successful strike does not harm the character, but rather the character is taken prisoner at the site.
The rescue-attack equals all automatic-attacks of the site at the time of rescue.

Twisted Tales

hazard
Short-event
Playable on an untapped diplomat agent. Tap the agent who may then make an influence attempt against a faction playable at the agent's site. +6 to influence attempt. Attempt is automatically successful if target faction is playable at the agent's home site.

Two or Three Tribes Present

hazard
Short-event
Playable on a company moving with at least two Wildernesses, one Shadow-land, or one Dark-domainin their site path. When played, announce a creature type except Nazgūl, Undead, or Dragons (like Orcs, Men, Slayers, Drakes, etc.). For this turn, any hazard creatures of this type played against target company do not count against the hazard limit.

The Way is Shut

hazard
Long-event
A company moving to or from an Under-deep site must return to its site of origin.
Additionally, cancels the effects of Secret Passage and Secret Entrance. Cannot be duplicated.

Waylaid, Wounded, and Orc-dragged

hazard
Permanent-event
Playable on a Hobbit facing a strike from an Orc attack. Target Hobbit receives +2 prowess against the strike. If the strike is successful, he is not harmed and is taken prisoner at a Ruins & Lairs, Shadow-hold, or Dark-hold. If the Hobbit bears a ring, his player makes a roll at the start of each of his untap phases-if the result is less that 7, the ring is discarded.
Rescue-attacks (3): Orcs - 3 strikes with 6 prowess, Orcs - 4 strikes with 7 prowess, Orcs - 5 strikes with 8 prowess.

Which Might Be Lies

hazard
Short-event
Playable on a stored resource permanent-event that required an information site to be played. Discard event.

Will not Come Down

hazard
Short-event
Playable on an untapped agent. Tap the agent who may then make an influence attempt against an ally, faction, or character. Unused general influence modification does not apply. If successful, the target is not discarded, but rather it is returned to its owner's hand.

Wound of Long Burden

hazard
Permanent-event
[1 CP]
Corruption. Playable on a character facing a strike with a prowess of 12 or greater. If the strike is not successful, discard this card. Otherwise, target character receives 1 corruption point and his body is lowered by 1.
During his organization phase, a character at a Haven with this card may tap to attempt to remove it. Make a roll (or draw a #): if this result is greater than 7, discard this card.

Wraith-lord

hazard
Short-event
Playable on a moving company with two Dark-domains in its site path. Each Nazgūl that attacks target company this turn receives +2 prowess and lowers the body of any characters it wounds by one (for the rest of the turn). Each Nazgūl so played does not count against the hazard limit. Cannot be duplicated on a given turn.

Your Welcome Is Doubtful

hazard
Short-event
Playable on an untapped agent. Tap the agent who may then make an influence attempt against an ally or character. +6 to influence attempt (+10 if the agent is a diplomat). An additional +7 to the attempt if target character has the same home site as the agent or if target ally is playable at the agent's home site.