Hazard Short-events


...Knock knock...Who's there?...Sauron...uh, Sauron who?...

PRESENCE OF THE DARK LORD(Hazard Short-event)
Playable only on a company traveling to Dol Guldur, Barad-Dur, Mount Doom, the Under-courts, or the Sulfur-deeps. The hazard limit on this company is increased by 1 for every Nazgul permanent-event in play. All characters traveling to or at the site have their prowess and body modified by -1.
Additionally, all positive modifiers to corruption resulting from sources other than modifiers listed on character cards are canceled for all characters at the site.
Discard this card at the end of the site phase.
"'He will bear thee away to the houses of lamentation, beyond all darkness, where thy flesh shall be devoured, and thy shrivelled mind be left naked to the Lidless Eye.'" -LotRV
(Card created by Tim Frankovich)


...Bilbo's dream? More like a nightmare...

A CRACK IN THE WALL(Hazard Short-event)
Playable on a company moving in these regions: Angmar, Gundabad, Grey Mountain Narrows, High Pass, Redhorn Gate, Gap of Isen, Imlad Morgul.
For each non-Scout, non-Ranger character in the company, one Orc hazard creature may be played regardless of region-type restrictions and not counting against the hazard limit.
"...a crack in the wall at the back of the cave got bigger and bigger...Out jumped the goblins, big goblins, great ugly-looking goblins..." -Hob


...Gettin' a hankerin' for the ol' stompin' grounds...

CALL OF THE DEEPS(Hazard Short-event)
Playable on a company containing at least one Dwarf and one major or greater item whose destination is not a Dwarf-hold or an Under-deeps site.
Opponent must replace the company's destination site with one from his site deck that is an Under-deeps site or which is adjacent to an Under-deeps site. This must result in legal movement, or this card cannot be played.
"...hall opening out of hall, dome after dome, stair beyond stair; and still the winding paths lead on into the mountains' heart...Happy was the chance that drove me there!" -LotRIII
(Card created by Bruce Mason)


...Hey, the little guys need SOME advantages...

ORC ARCHERS(Hazard Short-event)
Does not count against the hazard limit. Playable on an Orc attack before strikes are assigned.
All characters in the company facing the Orc attack face an immediate attack from Orcs of 1 strike at 6 prowess. Weapons do not modify prowess against the attack, but characters receive +1 prowess for each usable armor, helm, and/or shield in their possession.
Attacks produced by ORC ARCHERS are never detainment attacks, regardless of the company, site, region, or region-type on which they are played.
"One...pierced Gandalf's hat and stuck there like a black feather." -Hob
(Card created by Bruce Mason)


...You make ONE little slip, and they jump all over you...

NO LONGER ALLOWED TO PASS(MELE Hazard Short-event)
Playable on a covert minion company moving to a Border-hold or Free-hold.
Make a roll. Add 2 if the company's destination is a Free-hold, and subtract the Mind of the highest-Mind untapped character in the company. If the result is 7 or greater, the company becomes overt and remains so until they successfully leave the site. This card may be placed on-guard and revealed before any automatic-attacks are faced.
"...when he spoke his name and the pass-word the guard saluted him and let him pass through..." -LotRV


Send me your suggestions for new METW cards! Only you can prevent CCG stagnation! Void where prohibited! Unless noted, all theoretical cards are created by Steve Hess. Please limit your submissions to items, persons, and situations applicable to the game's time-frame, the Third Age of Middle-Earth. And by the way, the use of materials copyrighted by ICE, Tolkien Enterprises, or any other person or organization on this page does not constitute a challenge to said copyrights.

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All of the opinions on this page are those of Steve Hess, and do not necessarily reflect the opinions of any sane person.
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