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.