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Trait Keyword Victory
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Player Encounter Quest
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Results: 25 Cards
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 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 (x3)
35 3 4 3 5 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.

Angmar Awakened Campaign Expansion (x1)
Thaurdir.

Setup: Attach to Thaurdir (even if he is out of play). Otherwise, remove this card from the game.

Forced: After a Sorcery treachery is revealed, move Thaurdir's Legacy to the hero with the most resources. (Counts as a Sorcery attachment with the text: "Attached hero gets -2Willpower and is treated as if its printed text box were blank.")

Angmar Awakened Campaign Expansion (x1)
Thaurdir.

Setup: Attach to Thaurdir (even if he is out of play). Otherwise, remove this card from the game.

Forced: After a Sorcery treachery is revealed, move Thaurdir's Majests to the hero with the most non-objective attachments. (Counts as a Sorcery attachment with the text: "Attached hero gets -2Attack and cannot commit to the quest.")

Angmar Awakened Campaign Expansion (x1)
Thaurdir.

Setup: Attach to Thaurdir (even if he is out of play). Otherwise, remove this card from the game.

Forced: After a Sorcery treachery is revealed, move Thaurdir's Spite to the hero with the most damage. (Counts as a Sorcery attachment with the text: "Attached hero gets -2Defense and cannot be healed.")

The Treachery of Rhudaur (x1)
Stage
2 A

As you study the clues that you've found, you feel a chill wind flow through the keep. "You will not leave this place alive," a sinister voice echoes throughout the halls. "My master Daechanar will it so."
"Thaurdir!" Amarthi煤l exclaims, unsheathing his blades.

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.

2 B
30

The wraith you fought in Fornost has followed you since your flight from Mount Gram. Your only hope is to escape with the clues you've found.

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鈥檚 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.

"I saw them; grim faces and evil..." –Frodo, The Two Towers

The Treachery of Rhudaur Nightmare (x2)
16 2 2 1 6 2 
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 1 
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)
Stage
2 A

The foul sorcery that drives the ghouls against you attacks your mind as well, and you fight to master your fear in the face of an unrelenting enemy. The question of who works the evil spell is answered by the appearance of a dark figure. The old man you had thought to be the Orcs' prisoner has revealed himself to be a powerful wraith. He must be stopped!

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

2 B
13

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)
Stage
1 A

Your company has made its way swiftly north, and finally the fortress of Carn D没m looms before you. Unsure if you have arrived in time, you can only hope beyond hope that I芒rion is still alive.

Setup: Add Thaurdir to the staging area, Captain side faceup. Add 1 copy of Carn D没m 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.

1 B
15

Thaurdir has mustered the defense of Carn D没m. There is no turning back now. "For I芒rion!" the Rangers begin to shout, unsheathing their swords.

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)
Stage
2 A

A swirling dark cloud starts to gather above you, and a cold wind tenses your muscles. "I have a bad feeling about this..." you hear Amarthi煤l mutter. It seems Daechanar's ritual has begun. Sensing you have little time to spare, your company rushes to the gates of Carn D没m

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.

2 B
15

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鈥檚 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

Angmar Awakened Campaign Expansion (x1)

You are playing campaign mode.

Setup: Attach I芒rion's Pendant to I芒rion. Add the Protect the Innocent side quest to the staging area and place damage on it equal to the amount of damage noted in the Campaign Log.

Forced: After Thaurdir enters play, randomly select one of the following burdens and attach it to Thaurdir: Thaurdir's Legacy, Thaurdir's Majesty, or Thaurdir's Spite. Add that card to the Campaign Pool.

"To arms, D煤nedain! The wraiths of Angmart are upon us!"
–Aragorn

Resolution: Note the amount of damafge on Protect the Innocent in the Campaign Log (replacing the previous number) and remove Protect the Innocent from the Campaign Pool. Add Arnor Ravaged to the Campaign Pool in its place (found on the opposite side of Protect the Innocent). The players as a group must select either I芒rion's Pendant or Amarthi煤l's Courage to add to the Campaign Pool. Any player may add I芒rion's Pendant to their deck if it is chosen.

"The wraith that attacked us was a powerful sorcerer. It was he that took I芒rion."
"Why?", asked Amarthi煤l, but none could answer. On the ground, the young Ranger found the hawk pendant of I芒rion and regarded it in his hand. "It matters not,", said the D煤nadan clutching the pendant and rising to his feet. "Thaurdir has taken my friend, so I will pursue him."
"We will aid you in this quest," spoke the heroes with one voice. "We cannot abandon I芒rion to the same fate as those village people."

The Lost Realm (x1)
Stage
1 A

You've brought the prisoners you rescued from the Weather Hills to Fornost. The Rangers gathered there are shocked to hear what you discovered at Amon Forn. Before their Chieftain can decide what to do, an unnatural fog covers the ruins in darkness, and the spectres of dead warriors emerge from the mists to attack you!

Setup: Put I芒rion into play. Set Thaurdir aside, out of play. Add 1 copy of Fornost Square to the staging area. Shuffle the encounter deck.

1 B
11

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)
Stage
1 A

You have decided to explore the ruins of this ancient keep, but Thaurdir pursues you, and time is of the essence.

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 Amarthi煤l.

1 B
-

Time 5. Forced After the last time counter is removed from Secrets of Rhudaur, remove each Treachery of Rhudaur side quests 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鈥檚 Will gains surge.

Shadow: Flip Thaurdir after this attack.

The Battle of Carn Dûm (x1)
5

With reckless abandon, your company makes a mad dash for the gates!

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.


The Treachery of Rhudaur Nightmare (x3)
38 5 2 2 12 3 
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 +XAttack where X is that card's printed threat.

The Treachery of Rhudaur Nightmare (x3)
5 
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)
2 

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

Your adversary Thaurdir will not let you interrupt his master's ritual. Only by fighting through his ranks of Orcs can you hope to do battle with the wraith himself.

Battle.

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

Escape from Mount Gram Nightmare (x1)
Stage
A

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).

"Slash them! Beat them! Bite them! Gnash them! Take them away to dark holes full of snakes, and never let them see the light again!"
–The Great Goblin, The Hobbit

Stage
B

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 Gorn聽kh

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.