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21 Results Found

The Lost Realm (x1)
(1) 4 6 4 9
Undead.   Wraith.  
Indestructible.  
Cannot have attachments. Forced: After a treachery card with the Sorcery trait is revealed from the encounter deck, Thaurdir makes an immediate attack against the first player.

The Treachery of Rhudaur (x1)
(1) 4 6 4 9
Undead.   Wraith.  
Indestructible.  
Cannot have attachments. Forced: After a treachery card with the Sorcery trait is revealed from the encounter deck, Thaurdir heals 3 damage and makes an immediate attack against the first player.

The Battle of Carn Dûm (x1)
(50) 4 6 4 9
Undead.   Wraith.   Captain.  
Indestructible.  
Cannot have attachments. Each other enemy gets +10 engagement cost. Forced: After Thaurdir is flipped or a treachery card with the Sorcery trait is revealed, deal 1 shadow card to each enemy in play.

The Battle of Carn Dûm (x1)
(50) 4 6 4 9
Undead.   Wraith.   Champion.  
Indestructible.  
Cannot have attachments. Each other enemy gets -10 engagement cost. Forced: After Thaurdir is flipped or a treachery with the Sorcery trait is revealed, Thaurdir heals 3 damage and makes an immediate attack against the first player.

Escape from Mount Gram Nightmare (x2)
(35) 3 4 3 5
Orc.  
Forced: When Orc of Thaurdir attacks you, either discard the top 2 cards of your captured deck, or deal Orc of Thaurdir 2 additional shadow cards.

Shadow: For each damage dealt by this attack, discard the top card of your captured deck.

The Treachery of Rhudaur (x1)
2A-B (30)

When Revealed: Add Thaurdir to the staging area. Each player searches the encounter deck and discard pile for an Undead enemy and adds it to the staging area. Shuffle the encounter deck.

Thaurdir's Pursuit has -5 quest points for each Clue objective attached to a character. This stage cannot be defeated while Thaurdir has any hit point remaining. If this stage is defeated, the players win the game.

The Lost Realm (x3/x1)
(35) 3 5 2 6
Undead.   Wraith.  
Forced: After Thaurdir's Damned engages you, discard the top 2 cards of your deck and assign X damage among characters you control. X is the combined printed cost of the discarded cards.

The Treachery of Rhudaur Nightmare (x2)
(16) 2 2 1 6
Undead.  
Forced: When Thaurdir's Hunter attacks, either remove 1 time counter from the main quest, or treat this attack as undefended.

Shadow: If this attack is undefended, either remove 1 time counter or 5 progress from a quest.

The Battle of Carn Dûm Nightmare (x2)
(45) 2 5 4 6
Orc.  
Forced: If there are 3 shadow cards dealt to Thaurdir's Elite, discard all shadow cards dealt to it and each player must discard an ally he controls.

Shadow: Either raise your threat by 4, or discard an ally you control.

The Lost Realm (x1)
2A-B (13)

When Revealed: Add Thaurdir to the staging area. Then, reveal 1 encounter card per player.

Forced: After Thaurdir attacks and destroys a character, that character's controller must either discard the top 3 cards of his deck, or return Thaurdir to the staging area. If a player has no cards in his deck, he is eliminated from the game. The players cannot defeat this stage while Thaurdir has any hit points remaining. If the players defeat this stage, they win the game.

The Battle of Carn Dûm (x1)
1A-B (15)

Setup: Add Thaurdir to the staging area, Captain side faceup. Add 1 copy of Carn Dûm garrison per player to the staging area. Search the encounter deck for 1 copy of Accursed Battlefield and make it the active location. Shuffle the encounter deck.

Thaurdir cannot leave the staging area and cannot take damage. At the end of the round, if Thaurdir is Champion side faceup, flip him. Do not discard unresolved shadow cards at the end of the combat phase. Forced: If there are 3 shadow cards dealt to Thaurdir, flip him.

The Battle of Carn Dûm (x1)
2A-B (15)

When Revealed: Raise each player's threat by X, where X is the number of shadow cards in play. If Thaurdir is Captain side faceup, flip him.

Thaurdir cannot leave the staging area, is considered to be engaged with each player, and attacks each player in turn during the combat phase (deal and discard a new shadow card for each attack). At the end of the round, if Thaurdir is Captain side faceup, flip him. While Midwinter's Crux has 15 or more progress on it, Thaurdir loses indestructible. You cannot defeat this stage while Thaurdir is in play. If Thaurdir is defeated, you win the game

The Lost Realm (x1)
1A-B (11)

Setup: Put Iârion into play. Set Thaurdir aside, out of play. Add 1 copy of Fornost square to the staging area. Shuffle the encounter deck.

When Revealed: Each player must search the encounter deck for a Baleful Shade and put it into play engaged with him. Shuffle the encounter deck and reveal 1 encounter card per player. Forced: At the end of the refresh phase, each player discards the top card of his deck. If a player has no cards in his deck, he is eliminated from the game.

The Treachery of Rhudaur (x1)
1A-B (-)

Time 5.  
Setup: Make The Great Hall the active location. Set Thaurdir aside, out of play. Add the 3 Treachery of Rhudaur side quests to the staging area, quest side faceup. Search the encounter deck for 1 copy of Ancient Causeway, and add it to the staging area (2 copies instead if there are 3 or 4 players in the game). The first player gains control of Amarthiúl.

Forced: After the last time counter is removed from Secrets of Rhudaur, remove each Treachery of Rhudaur side quest from the game and immediately advance to stage 2. During the quest phase, Secrets of Rhudaur cannot be chosen as the current quest. If there are no Treachery of Rhudaur side quests in play, immediately advance to stage 2.

The Battle of Carn Dûm (x2/x1)

When Revealed: Flip Thaurdir. Then, if he is Captain side faceup, Daechanar's Will gains surge.

Shadow: Flip Thaurdir after this attack.

The Battle of Carn Dûm (x1)
(5)

Surge.  
Forced: When at least 1 progress is placed on Furious Charge, each character gets -2 Defense until the end of the round. If Thaurdir is Captain side faceup, flip him. Response: After Furious Charge is defeated, add 10 progress to the main quest.

Escape from Mount Gram Nightmare (x1)

You are playing Nightmare mode. Forced: After choosing a starting hero and randomly setting another hero aside facedown, instead of the standard captured deck setup, shuffle any remaining heroes into your captured deck, then place the facedown set aside hero on the bottom of your captured deck. The players cannot win the game while a hero is captured (underneath an encounter card, or in their captured deck).

Begin with the standard quest deck and encounter deck for the Escape from Mount Gram scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 4x Prison Cell 3x Dungeon Guard 1x Jailor Gornákh 2x Interrogation 1x Goblin Tormentor 1x Cruel Torturer Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Escape from Mount Gram encounter deck. Note: This Nightmare Deck includes a card for the Angmar Orcs encounter set, Orc of Thaurdir. During setup, this card should be set aside along with the rest of the Angmar Orcs encounter set. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Treachery of Rhudaur Nightmare (x3)
(38) 5 2 2 12
Undead.  
While you are engaged with Apostate of Angmar, you cannot attack Thaurdir.

Shadow: Discard the top card of the encounter deck. Attacking enemy gets +X Attack, where X is that card's printed threat.

The Treachery of Rhudaur Nightmare (x3)
Sorcery.  
When Revealed: Deal Life Drain to Thaurdir, as a shadow card.

Shadow: If attacking enemy is Thaurdir, he gets +3 for this attack. If this attack destroys a character, attach Life Drain to Thaurdir. (Counts as a Condition attachment with the text: "Thaurdir gets +3 hit points.")

The Battle of Carn Dûm Nightmare (x1)

When Revealed: Attach to Thaurdir. (Counts as a Mount attachment with the text: "Black Mare remains attached even if Thaurdir flips. Thaurdir gets +3 hit points. Forced: After Thaurdir is flipped, raise each player's threat by 1.")

Shadow: Attach Black Mare to Thaurdir.

The Battle of Carn Dûm Nightmare (x1)
(6)

Battle.  
Thaurdir gets +2 Threat, +2 Attack, and cannot take damage.