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The Lord of the Rings: The Card Game – The Dream-chaser Campaign Expansion thumbnail

The Lord of the Rings: The Card Game – The Dream-chaser Campaign Expansion

Expansion for The Lord of the Rings: The Card GameExpansion for The Lord of the Rings: The Card Game – Revised Core Set

The Lord of the Rings: The Card Game – The Dream-chaser Campaign Expansion Rulebook

Table of Contents

Table of Contents

  • Component Overview
  • Expansion Symbol
  • Campaign Mode
  • Rules & New Terms
    • Archery X
    • Immune to Player Card Effects
    • Last Player
    • The Stormcaller Elite
  • Ships
    • Ship-Enemies
    • The Corsair Deck
    • Boarding X
    • Preparing Your Fleet
    • Ship-Objectives
    • Heading
    • Sailing
    • Sailing Tests
  • Scenario 1: Voyage Across Belegaer
    • Setup
    • Campaign Setup
  • Scenario 2: The Fate of Númenor
    • Setup
    • Campaign Setup
    • Uncharted
    • Preparing the Uncharted Deck
  • Scenario 3: Raid on the Grey Havens
    • Setup
    • Campaign Setup
    • Aflame X
  • Scenario 4: Flight of the Stormcaller
    • Setup
    • Campaign Setup
    • Preparing the Stormcaller Area
    • The Stormcaller's Area
  • Scenario 5: The Thing in the Depths
    • Setup
    • Campaign Setup
    • Grapple
  • Scenario 6: Temple of the Deceived
    • Setup
    • Campaign Setup
    • Preparing the Island Map
    • Exploration
  • Scenario 7: The Drowned Ruins
    • Setup
    • Campaign Setup
    • Grotto / Underwater Locations
  • Scenario 8: A Storm on Cobas Haven
    • Setup
    • Campaign Setup
  • Scenario 9: The City of Corsairs
    • Setup
    • Campaign Setup
    • From Sea to Land
    • Indestructible
  • Achievements
    • Campaign-only Achievements
  • Dream-chaser Campaign Rules
    • Gaining XP
    • Scalable & Upgradable Cards
    • Na'asiyah
    • Hard/Expert Mode Card

Component Overview

The Dream-chaser Campaign Expansion includes the following components:

  • This rulebook
  • 366 cards, consisting of:
    • 30 Quest Cards
    • 288 Encounter Cards
    • 9 Campaign Cards
    • 38 Boon and Burden Cards
    • 1 Heading Card

Expansion Symbol

The cards in this expansion can be identified by an expansion symbol before each card's collector number.

Campaign Mode

The scenarios in the Dream-chaser Campaign Expansion can be played individually or in campaign mode. When playing in campaign mode, all nine scenarios are played in sequential order, using the campaign cards, boons, and burdens to modify each scenario. For full campaign mode rules, see pages 30–31 of the Learn to Play book included in the core set. For the Dream-chaser campaign rules, see the Dream-chaser Campaign Rules section later in this rulebook.

Some double-sided cards have the text "Campaign Mode only" on their reverse side. This side can only be used while playing in campaign mode.

Rules & New Terms

The following new keywords and card types appear in multiple scenarios in this expansion. Rules that are unique to a specific scenario are included alongside that scenario's narrative and setup text later in this rulebook.

Archery X

While a card with the archery keyword is in play, players must deal damage to character cards in play equal to the specified archery value at the beginning of each combat phase. This damage can be dealt to characters under any player's control, and it can be divided among the players as they see fit. If there is disagreement as to where to assign archery damage, the first player makes the final decision. If multiple cards with the archery keyword are in play, the effects are cumulative. Defense does not block archery damage.

Immune to Player Card Effects

Cards with the text "immune to player card effects" ignore the effects of all player cards. Additionally, cards that are immune to player card effects cannot be chosen as targets of player card effects.

Last Player

Some cards refer to the "last player." The last player is considered to be the player sitting directly to the right of the first player. If there is only one player in the game, then that player is considered to be both the first and last player.

The Stormcaller Elite

The Stormcaller Elite is an encounter set consisting of two double-sided cards: Captain Sahír and Na'asiyah. Each of these cards has an enemy side and an objective ally side. When this encounter set is included in a scenario, the scenario will instruct the players which of these two sides should be used in that scenario.

Because these cards do not have encounter card backs, they can never be added to or shuffled into the encounter deck or discard pile. If one of them leaves play as an enemy, it is added to the victory display. If one of them leaves play as an objective ally, it is simply removed from the game.

The objective ally sides of Captain Sahír and Na'asiyah both have the text: "If this character leaves play, the players lose the game." This text cannot be modified by card effects.

Ships

Ships are a new card type in this expansion. There are two kinds of ships: ship-enemies and ship-objectives. Both ship-enemies and ship-objectives count as ship cards, but have different rules associated with them.

Ship-Enemies

Ship-enemies function in the same way as enemies and are considered to be enemies for all purposes, with the following exceptions:

  • Attacks made by ship-enemies can only be defended by ship-objectives. Non-ship cards cannot defend against a ship-enemy.
  • If an attack made by a ship-enemy is left undefended, damage from that attack must be assigned to a ship-objective you control, instead of to a hero you control.

Important: Generally, ships can only attack or defend against other ships. The only exception is that ship-enemies can be attacked by both your ship-objectives and your non-ship characters.

The Corsair Deck

The Corsair deck is a separate deck made up of only non-ship enemies, and represents the sailors, pirates and raiders players may encounter on Corsair ships in the encounter deck.

When ships are included in a scenario's encounter deck, that scenario's setup will instruct the players to "prepare the Corsair deck." This is done by removing all non-ship enemies from the encounter deck, placing them in a separate pile, and shuffling it. This pile is referred to as the Corsair deck. Ship-enemies remain in the standard encounter deck.

The enemies in the Corsair deck are only revealed through card abilities, such as the boarding keyword (see below).

The Corsair deck has its own discard pile. Whenever a non-ship enemy would be placed in the discard pile, place it in the Corsair discard pile instead. When the Corsair deck runs out of cards, immediately shuffle the Corsair discard pile back into the Corsair deck.

Boarding X

Boarding is a new keyword that appears on many ship-enemies. When a ship-enemy with the boarding keyword engages a player from the staging area, reveal the top X cards from the Corsair deck and put the revealed enemies into play, engaged with that player. Note that the boarding keyword does not resolve if the ship-enemy engages a player from another player's play area, or from the encounter deck or discard pile.

Preparing Your Fleet

When ships are included in a scenario's encounter deck, that scenario's setup will instruct the players to "prepare their fleet." To prepare their fleet, each player chooses and takes control of one of the six unique ship-objectives included in The Dream-chaser's Fleet encounter set: the Dream-chaser, the Dawn Star, the Duskbringer, the Glórinaith, the Nárelenya, or the Silver Wing. One of the players must choose the Dream-chaser. In a game with only one player, that player takes control of the Dream-chaser and one other ship-objective of their choice. Each ship-objective that is not used is removed from the game.

The player who controls the Dream-chaser attaches the Heading card to the Dream-chaser and sets it to the on-course heading (see Heading, below).

Ship-Objectives

This expansion includes six unique ship-objectives, which can be found in The Dream-chaser's Fleet encounter set. Ship-objectives function in the same way as objective-allies and are considered to be allies (and characters) for all purposes, with the following exceptions:

  • Ship-objectives can only attack ship-enemies. Non-ship enemies cannot be attacked by a ship-objective.
  • Ship-objectives can only defend against attacks made by ship-enemies. Ship-objectives cannot defend against attacks made by non-ship enemies.

Heading

The Heading card attached to the Dream-chaser represents the fleet's current ability to navigate their ships with the wind and through the many hazards that may appear at sea. A bad heading represents sailing poorly, into hazards such as enemies or foul weather.

The symbol shown on the Heading card is called "your current heading." All players share the same heading. Some cards will have additional or different effects depending on the current heading. The possible headings are described below:

  • On-course (sun symbol): This is the only heading that is considered to be "on-course," and is the best possible setting. Your heading cannot shift any further on-course than this. You are traveling windward, with maximum maneuverability.
  • Off-course (the two cloud symbols): These headings are considered "off-course." You are struggling against the elements and are not navigating properly.
  • Worst off-course (lightning symbol): This heading is considered "off-course," and is the worst possible setting. Your heading cannot shift any further off-course than this. You are traveling against the wind, and are completely at the mercy of the sea.

If you are instructed to shift your heading off-course, you must rotate the Heading card 90º counterclockwise so that your current heading is one step closer to the worst setting (lightning symbol). If it is already at the worst setting, it cannot shift off-course.

If you are instructed to shift your heading on-course, you must rotate the Heading card 90º clockwise so that your current heading is one step closer to on-course (sun symbol). If it is already at on-course, it cannot shift on-course.

Note: When you are instructed to shift your heading on-course, it does not shift all the way to the on-course setting; it only shifts one step closer to the on-course setting.

Sailing

Sailing is a new keyword that appears on some quest stages in the Dream-chaser Campaign Expansion, and represents that the players are currently traveling across the sea on their ships. At the beginning of each quest phase (before committing characters to the quest), if the main quest has the Sailing keyword, the first player must perform a Sailing test.

Sailing Tests

Sailing tests represent the players' ability to change their course or alter their sails and riggings in such a way as to adapt to the changing winds. When you perform a Sailing test, follow these four steps in order:

  1. Shift your heading off-course. This represents the shifting of the winds, and the difficulty of navigating at sea. (If it is already at the worst off-course setting, it does not change.)
  2. Exhaust any number of characters you control, committing them to the Sailing test.
  3. Look at a number of cards from the top of the encounter deck equal to the total number of characters committed to the Sailing test. If the encounter deck does not contain enough cards to look at, shuffle the encounter discard pile into the encounter deck first.
  4. Check for success. Some encounter cards have a sailing success symbol on the bottom left corner of their text box. This symbol represents a success when performing a Sailing test. For each sailing success symbol found on the looked-at cards, you may shift your heading on-course. If no sailing success symbols are found, your heading stays the same. Then, discard all of the looked-at cards.

Sailing success symbols have no effect other than representing success during a Sailing test.

Players have the opportunity to use Action effects before and after a Sailing test, but not during.

Scenario 1: Voyage Across Belegaer

Difficulty level = 5.

Setup

The Voyage Across Belegaer encounter deck is built with all the cards from the following encounter sets: Voyage Across Belegaer, Vast Oceans, Stormy Weather, Umbar Fleet, Corsair Pirates, and The Dream-chaser's Fleet.

The setup narrative for this scenario, as printed, reads: "From here on, this ship shall be known as Oloroitarë, the 'Dream-chaser.' I give this ship and its crew to you, the champions of Gandalf and Elrond, to keep you safe in your journey. There are two other vessels docked in this port, the Glórinaith and the Nárelenya, which you may also find useful, should you need them. These ships, and those of Lord Calphon, shall be your fleet."

Campaign Setup

When setting up this scenario in campaign mode, the following additional cards are needed: Armor Plating, Ballista, Enlarged Quarters, Extra Sails, Ominous Fate, Thunderstruck, Crowley, and every card in the Campaign Pool (the campaign card informs you how to use these cards).

Scenario 2: The Fate of Númenor

Difficulty level = 4.

Setup

The Fate of Númenor encounter deck is built with all the cards from the following encounter sets: The Fate of Númenor, Drowned Dead, and Ruins of Númenor.

Campaign Setup

When setting up this scenario in campaign mode, the following additional cards are needed: Spyglass, Revenant, and every card in the Campaign Pool.

Uncharted

Uncharted is a new keyword that appears on some locations in this expansion. Uncharted locations represent unknown areas of Middle-earth, untouched and unexplored during this age of the world. As such, the players do not know what to expect when traveling to them.

These locations are double-sided. One side is called "Lost Island," and has the Uncharted keyword. Uncharted locations are always added to the staging area with the "Lost Island" side faceup, without looking at the other side of the card. Locations with the Uncharted keyword do not have quest points and cannot be explored by placing progress on them, although progress may still be placed on them (in order to trigger their Action ability).

Each copy of Lost Island has the following text: "Forced: After Lost Island becomes the active location, flip it over." Thus, by traveling to an Uncharted location, the players can discover what kind of location it really is, flipping it over to its other side. Flipping over an Uncharted location removes all progress from it. Once flipped, it functions as a normal location, with the following exceptions: Double-sided locations cannot enter the encounter deck. If a double-sided location would enter the discard pile, it is instead shuffled back into the Uncharted deck, Lost Island side faceup.

Each copy of Lost Island also has the following text: "Action: Remove 4 progress from Lost Island to look at its facedown side." Thus, by placing progress on a Lost Island card in the staging area, the players may look at its facedown side in order to gain information about where to travel.

Preparing the Uncharted Deck

Many locations on the other side of an Uncharted location have Forced effects that trigger after they are flipped. After flipping an Uncharted location, make sure to check the newly flipped location for any such effects. Note that "looking" at the facedown side of an Uncharted location does not trigger any of these effects.

When Uncharted locations are included in a scenario's encounter deck, that scenario's setup may instruct the players to "prepare the Uncharted deck." This is done by shuffling all of the double-sided locations with the Uncharted keyword into a separate pile. This pile is referred to as the Uncharted deck. When preparing the Uncharted deck, each card in that deck should be Lost Island side faceup, so that players do not know which location is on the facedown side.

Note that all copies of Lost Island have the Ruins of Númenor encounter set icon on their Lost Island side, even though some of these cards may actually belong to different encounter sets.

Scenario 3: Raid on the Grey Havens

Difficulty level = 8.

Setup

The Raid on the Grey Havens encounter deck is built with all the cards from the following encounter sets: Raid on the Grey Havens, Corsair Raiders, and The Stormcaller Elite.

Campaign Setup

When setting up this scenario in campaign mode, the following additional cards are needed: Spyglass, Black Key (boon), Graxar, all copies of Galdor's Counsel, Parrying Cutlass, Throwing Axe, and every card in the Campaign Pool.

Aflame X

Many of the locations in this scenario have the Aflame keyword. This represents ships in the Elven fleet and piers in the Grey Havens which are under attack by Corsairs and are being set on fire.

At the end of each round, the players must place 1 damage on each Aflame location in the staging area. Many encounter card effects can also cause damage to be placed on Aflame locations.

If at any point an Aflame location has damage on it equal to its Aflame value, it is destroyed, and must be placed facedown underneath The Havens Burn objective card. Cards facedown underneath The Havens Burn are considered to be out of play.

If an Aflame location is explored, it is placed in the discard pile as normal, and all tokens on it are also discarded.

Scenario 4: Flight of the Stormcaller

Difficulty level = 6.

Setup

The Flight of the Stormcaller encounter deck is built with all the cards from the following encounter sets: Flight of the Stormcaller, The Dream-chaser's Fleet, Vast Oceans, Stormy Weather, and Corsair Pirates.

Campaign Setup

When setting up this scenario in campaign mode, the following additional cards are needed: Black Key (burden), Armor Plating, Ballista, Enlarged Quarters, Extra Sails, Thunderstruck, Crowley, Calaerion, and every card in the Campaign Pool.

Preparing the Stormcaller Area

The setup for this scenario instructs the players to "Prepare the Stormcaller's area." To prepare the Stormcaller's area, the players must prepare a second quest deck consisting of stage 2C, stage 3C, and stage 4C, in that order. (The quest stages labeled stage 1A, 2A, 3A, and 4A are used in the player's quest deck, as normal.) Then, in an area next to the Stormcaller's quest deck, place the Stormcaller enemy card.

If the Stormcaller's current quest stage has progress on it equal to or above its quest points, it advances to the next quest stage in the same way players would, first advancing to the "C" side of the next stage, resolving its effects, and then advancing to the "D" side.

While the Stormcaller is at a different quest stage than the players, cards in the Stormcaller's area are immune to player card effects, cannot leave the Stormcaller's area, and are not considered to be in the staging area (and thus do not contribute their threat to the total threat in the staging area). Players are considered to be at "the same stage" as the Stormcaller if their main quest stage's name and number match the Stormcaller's current quest stage ("2B–Full Sail Ahead!" and "2D–Full Sail Ahead!", for example).

The Stormcaller's Area

The Stormcaller's area is a new play area, separate from the staging area, that represents the Stormcaller's journey in its attempt to flee from the players. As the players advance through their quest deck, the Stormcaller also advances through its quest deck, attempting to reach and defeat stage 4 before the players do. The quest stage on top of the Stormcaller's quest deck is called "the Stormcaller's current quest stage." Each of these quest stages has the following text: "Forced: At the end of the round, discard the top card of the encounter deck. The Stormcaller places progress on this stage equal to its threat plus the threat of the discarded card." Every round, this effect causes the Stormcaller to make progress on its stage, just as the players try to make progress on their quest stage.

When the players and the Stormcaller are at the same quest stage, cards in the Stormcaller's area are no longer immune to player card effects, can leave the Stormcaller's area, and are considered to be in the staging area (and thus do contribute their threat to the total threat in the staging area). Thus, by catching up to the same quest stage as the Stormcaller, the players can travel to locations in the Stormcaller's area and engage ships in the Stormcaller's area, including the Stormcaller itself.

Scenario 5: The Thing in the Depths

Difficulty level = 6.

Setup

The Thing in the Depths encounter deck is built with all the cards from the following encounter sets: The Thing in the Depths, The Stormcaller, Corsair Raiders, and The Stormcaller Elite.

This scenario includes two separate encounter sets: The Stormcaller encounter set and The Thing in the Depths encounter set. The setup instructions for this scenario instruct the players to "Build the encounter deck using only The Stormcaller and Corsair Raiders encounter sets, setting The Thing in the Depths and The Stormcaller Elite encounter sets aside, out of play." When setting up this scenario, players should set the entire The Thing in the Depths encounter set aside for the time being, shuffling together only the Corsair Raiders and The Stormcaller encounter sets. When the players advance to stage 2, the "When Revealed" effect of that stage will remove the Corsair Raider encounter set from the game and shuffle The Thing in the Depths encounter set into the encounter deck, completely changing the nature of the scenario!

Campaign Setup

When setting up this scenario in campaign mode, the following additional cards are needed: Black Key (boon), Black Key (burden), Sea Serpent, Come Together, and every card in the Campaign Pool. Use The Thing in the Depths' "Campaign Mode only" side.

Grapple

Grapple is a new keyword in this scenario that represents the many tentacles of the sea-beast grasping onto different parts of the Stormcaller. When an enemy with the Grapple keyword is revealed, or when you are instructed to resolve an enemy's Grapple keyword, immediately attach that enemy facedown to the location in the staging area specified in parentheses (for example, the location with the highest threat, or the highest quest points). If more than one location meets the specified criteria, the first player may choose which of those locations the enemy grapples. If there are no locations in the staging area, add the enemy to the staging area without attaching it to any location. While attached to a location by the Grapple keyword, an enemy is "grappled with" that location.

While grappled with a location, an enemy is not considered to be in the staging area, cannot be engaged, and is immune to player card effects. Instead, it adds 2 threat to the threat of the location it is grappled with.

When a location becomes the active location, or when a location in the staging area is explored, any enemies grappled with that location are detached, flipped faceup, and added to the staging area as normal enemies. Thus, by traveling to a location, the players can engage and attack the tentacles grappled with that location, freeing the Stormcaller from the creature's grasp!

Scenario 6: Temple of the Deceived

Difficulty level = 4.

Setup

The Temple of the Deceived encounter deck is built with all the cards from the following encounter sets: Temple of the Deceived, Ruins of Númenor, Drowned Dead, and The Stormcaller Elite.

Campaign Setup

When setting up this scenario in campaign mode, the following additional cards are needed: Black Key (boon), Revenant, Starla, both copies of Recurring Nightmare, Spyglass, and every card in the Campaign Pool. Use Temple Guardian's "Campaign Mode only" side.

Preparing the Island Map

The setup for this scenario instructs the players to "Prepare the Island Map." This is done by separating all 15 of the double-sided Uncharted locations in the encounter deck and laying them out in a three by five grid as shown below, with each "Lost Island" card in the first four columns, and the three "Temple of the Deceived" cards in the rightmost column (see page 18 for an example). This should be done without looking at the facedown side of any of these locations, so that the map is randomly generated.

Any card effects that reference a direction (left, right, above or below) should be interpreted from the perspective of the diagram below ("to the right," for example, would mean in the direction towards the three Temple of the Deceived locations).

Exploration

The Exploration keyword on the main quest represents the player's ability to traverse the Island Map prepared during setup. In this scenario, locations are not revealed from the encounter deck, and the entire island is laid out for the players to explore, one location at a time.

Locations in the Island Map cannot leave the Island Map for any reason, nor can they leave their individual positions within the island (for example, an effect that would switch two locations does not work in this scenario). The Island Map is not the same as the staging area and does not function in the same way. Note that there is still a staging area, which is used for enemies and other cards that would be placed into the staging area.

During this scenario, the active location is represented through the use of an "active location marker," which can be a resource token or a pawn/figurine of the players' choice. The active location is not moved out of its place in the Island Map when the players travel to it. The locations adjacent (orthogonally, not diagonally) to the active location are considered to be in the staging area. All of the other locations on the Island Map are not considered to be in the staging area.

When the players quest successfully, progress is still placed on the active location before it is placed on the current quest, up to that location's quest points, as normal. However, if progress is placed on any location equal to its quest points, it is not immediately explored. Instead, it remains in play.

During the Travel phase, if the active location has progress on it equal to its quest points, the players have the option to travel to a location in the staging area (i.e. an adjacent location). If the active location does not have enough progress on it, they cannot travel from it. If the players travel to another location, all progress is removed from the active location, and their active location marker is moved to the new location. At this point, the formerly active location is considered "explored," although it is not discarded or flipped over, and remains in place. Because players always travel from one location directly to another in this scenario, there is always an active location at any given moment in time. Remember that flipping an Uncharted location also removes all progress from it.

Players can freely travel around the Island Map using the above rules, and may return to locations they have already explored. Your goal is to find the entrance to the underwater Grotto which is somewhere inside the grand temple–the three locations on the rightmost side of the Island Map. But, in order to enter the Temple, you must find the Gate Key somewhere on the island.

Scenario 7: The Drowned Ruins

Difficulty level = 5.

Setup

The Drowned Ruins encounter deck is built with all the cards from the following encounter sets: The Drowned Ruins, Drowned Dead, and The Stormcaller Elite.

Campaign Setup

When setting up this scenario in campaign mode, the following additional cards are needed: Black Key (boon), Revenant, all copies of Command, all copies of Círdan's Blessing, and every card in the Campaign Pool.

Grotto / Underwater Locations

This scenario includes nine double-sided locations that do not have the Uncharted keyword. Instead, one side has the Grotto trait, while the other side has the Underwater trait. During setup, the players are instructed to "prepare the Grotto deck". First, the players must remove the double-sided "Shrine to Morgoth" card and set it aside (this card is put into play during stage 2). Then, turn the remainder of the double-sided locations so that their Grotto side is faceup, and shuffle them together into a separate pile. This pile is referred to as "the Grotto deck."

Players may freely look at the Grotto side of the top location of the Grotto deck. However, players cannot look at the facedown Underwater sides of any location until they are instructed to flip that location. Flipping a double-sided location from one side to another removes all progress from it.

During the game, locations will often be placed from the top of the Grotto deck into the staging area. This must be done with the location entering play with its Grotto side faceup, without looking at its Underwater side (unless instructed otherwise).

Because these locations are double-sided, they cannot enter the encounter deck or discard pile for any reason. When one of these locations is explored, if it is Grotto side faceup, it is shuffled back into the Grotto deck, Grotto side faceup. If it is Underwater side faceup when it is explored, it has the victory keyword and is therefore placed in the victory display.

Note that Grotto locations do not always have the same Underwater location on their facedown side.

Scenario 8: A Storm on Cobas Haven

Difficulty level = 8.

Setup

The A Storm on Cobas Haven encounter deck is built with all the cards from the following encounter sets: A Storm on Cobas Haven, Voyage Across Belegaer, Umbar Fleet, Corsair Pirates, Corsair Raiders, and The Dream-chaser's Fleet.

Campaign Setup

When setting up this scenario in campaign mode, the following additional cards are needed: Black Key (burden), Armor Plating, Ballista, Enlarged Quarters, Extra Sails, Thunderstruck, Crowley, Calaerion, all copies of Círdan's Blessing, Gavin, all copies of Send for Help, and every card in the Campaign Pool. Set aside each Send for Help facedown.

Scenario 9: The City of Corsairs

Difficulty level = 8.

Setup

The City of Corsairs encounter deck is built with all the cards from the following encounter sets: The City of Corsairs, Coast of Umbar, Stormy Weather, Umbar Fleet, Voyage Across Belegaer, Corsair Raiders, and The Dream-chaser's Fleet.

Campaign Setup

When setting up this scenario in campaign mode, the following additional cards are needed: Black Key (burden), Armor Plating, Ballista, Enlarged Quarters, Extra Sails, Thunderstruck, Crowley, Calaerion, all copies of Círdan's Blessing, Gavin, all copies of Send for Help, The Black Sword, and every card in the Campaign Pool. Set aside each Send for Help facedown.

From Sea to Land

The setup effect for this scenario instructs the players to shuffle the Corsair Raiders, Stormy Weather, Umbar Fleet, Voyage Across Belegaer, and Coast of Umbar encounter sets into an encounter deck and make it the active encounter deck. Set aside The City of Corsairs encounter set, as an inactive second encounter deck.

When the players reach stage 2B, they are instructed to shuffle the Corsair Deck and Corsair discard pile into the second encounter deck. Then, they search the encounter deck and discard pile for each copy of Watch Tower and each copy of Battle-hardened, and shuffle those cards into the second encounter deck as well (copies of Watch Tower that are currently in play should remain in play). Finally, the players set the current encounter deck aside, inactive, and the second encounter deck becomes the active encounter deck.

This represents the transition from sailing the seas to traveling the streets of Umbar, and the heroes must continue their journey without the use of their ships.

Indestructible

An enemy with the indestructible keyword cannot be destroyed by damage, even when it has damage on it equal to its hit points.

Achievements

The following is a list of achievements that players can strive toward as they play the Dream-chaser scenarios and campaign. As the players complete each of these achievements, they may check the box next to it. Try to complete all of them for the ultimate challenge!

  • Seasick: Win Voyage Across Belegaer without committing any characters to each Sailing test.
  • Movin' on Up: Upgrade 25 or more cards.
  • Boat Trader: Each player chooses a different ship-objective than they chose previously in the campaign (except for the Dream-chaser) whenever they "prepare their fleet."
  • Only You Can Prevent Ship Fires: Win Raid on the Grey Havens with no cards underneath The Havens Burn.
  • Seek and Destroy: Destroy the Stormcaller enemy in four or fewer rounds in Flight of the Stormcaller.
  • Pop a Wheelie: Win The Thing in the Depths after traveling to Helm of the Stormcaller in the first round.
  • Dori the Explorer: Win Temple of the Deceived after exploring all locations (flip them all over).
  • Nightswimming: Win The Drowned Ruins after flipping an Undersea Grotto to its Underwater side in three consecutive rounds.
  • Same Old Song and Dance: Play all nine scenarios with the same heroes you started the campaign with.
  • Nightmare on Temple Street: Destroy Recurring Nightmare four or more times in one game.
  • One Deck to Rule Them All: Play all nine scenarios without adding any non-campaign cards to your deck.
  • Destroy Corsair Warship six times throughout the campaign.

Campaign-only Achievements

  • Unleash the Kraken: Get Sea Serpent into the victory display.
  • Dream On: In one round, commit the Dream-chaser to a Sailing test, commit it to a quest, defend an attack with it, and make an attack with it.
  • Death and Axes: Destroy five or more enemies with Throwing Axe's action throughout the campaign.
  • Booty-licious: Get 12 or more resources on Captain Sahír ally in one game.
  • PIRATES!!!: Win a scenario after having the entire Corsair deck in play at once.
  • Take it to the Limit: Win the Dream-chaser campaign by using player cards from only the core set and the Dream-chaser Hero Expansion.
  • Boaty McBoatface: Win scenario 1, 4, or 8 with no damage on each ship-objective at game's end.
  • Sweet Dreams (Are Made of This): Win the Dream-chaser campaign on Expert mode.

Dream-chaser Campaign Rules

Gaining XP

During the resolution of each scenario, the players gain an amount of experience, or XP, based on how many conditions were met on that scenario's campaign card. Record this amount in the Campaign Log. This XP may be spent on leveling up and upgrading campaign cards to make them more beneficial.

The following cards are considered to be encounter cards: all ship-objectives, all Modification attachments, Calaerion, Gavin, and all copies of Send for Help.

Scalable & Upgradable Cards

Each scalable and upgradable card has one or more checkboxes next to its title in the Campaign Log. Spending 1 XP allows the players to mark any one checkbox. The players can only spend XP before or after a scenario. Record any unspent XP.

A scalable card is leveled up for each checkbox marked by its title. Each scalable card has an X value, which increases with its level. For example, the players spend 3 XP on Galdor's Counsel and mark 3 checkboxes next to it in the Campaign Log. Its level is now 3.

An upgradable card becomes more beneficial when all of that card's checkboxes are marked. If a card has been upgraded and it has an Upgraded side on its back, use the Upgraded side of the card for the rest of the campaign. For a quick reference, each upgradable card has an XP cost on the bottom right of the card.

Some burden cards may be upgraded, which then makes them weaker and easier to play against.

Na'asiyah

When playing the Dream-chaser campaign, the Na'asiyah hero cannot be used in scenarios 1 through 7.

Hard/Expert Mode Card

If you would like a challenge and a way to gain more XP, you may play scenarios on Hard or Expert mode by using the corresponding side of this double-sided card. If you do, put this card next to the quest deck at the end of setup. It remains in play for the rest of the game. If you win the game, resolve this card's resolution. If you want to be challenged more in other scenarios for The Lord of the Rings: The Card Game, feel free to use this card during those scenarios as well.

The Hard Mode side of this card (objective, collector number 217) reads:

Each player's threat cannot be reduced by more than 1 each round.

Forced: After a player draws any number of cards, that player raises their threat by that number.

Resolution: Gain 1 XP.

The Expert Mode side of this card (objective, collector number 217) reads:

Each player's threat cannot be reduced.

Forced: After a player draws any number of cards, that player raises their threat by that number.

Forced: After a character is healed or readied by a player card effect, its controller raises their threat by 1.

Resolution: Gain 2 XP.

Seek and Destroy 2: Electric Boogaloo:
  • Zombie Hunter: Win a scenario after getting 4 or more resources on a campaign card.
  • Message in a Bottle: Resolve the when revealed effect of all four Send for Help boons in one game.
  • I'm on a Boat (or Five): Win A Storm on Cobas Haven while having one player control both Dol Amroth Warships and both Corsair Skirmishers at once.
  • It's Sabotage: Win The City of Corsairs after destroying the Stormcaller in the first or second round.
  • Come Sail Away: Find 12 or more sailing success symbols during a single Sailing test.
  • Stay the Course: Win scenarios 1, 4, and 8 without your heading ever reaching the second of the two off-course headings.
  • Are You Experienced?: Gain 50/65/80/100 or more XP in a 1/2/3/4 player campaign.
  • Bless Me: Play Círdan's Blessing on Círdan.
  • Double Dare: Win The Fate of Númenor with 7 or more double-sided locations in the victory display.
  • Under the Boardwalk: Have one player get boarded by six or more Corsairs in a single round.