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Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique Status
Character Project Creator

Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
Artist Popularity Errata
Results: 51 - 80 of 80 Cards
The Wilds of Rhovanion (x2/x1)
33 3 2 1 8
Creature.

Werewolf gets +1 Attack for each damage on it.

Forced: After Werewolf is dealt a shadow card with no shadow effect, deal 1 damage to it and the defending character.

Shadow: Deal 1 damage to the defending character.

The Wilds of Rhovanion (x3)
28 2 3 2 3
Creature. Spider.

Forced: After Giant Spider attacks and damages a character, that character cannot ready until the end of the round.

Shadow: Defending character cannot ready until the end of the round.

The Wilds of Rhovanion (x3/x2)
18 1 2 1 2
Creature.

Surge.

While the active location has the Dark trait, Black Bats cannot take damage.

Shadow: If the active location has the Dark trait, attacking enemy cannot take damage this phase.

The Wilds of Rhovanion (x4/x3)
3
3
Underground. Dark.

Deep.

While Dark Tunnel is in the staging area, progress cannot be placed on Dark locations in the staging area.

The tunnel seemed to have no end. All he knew was that it was going down pretty steadily...
–The Hobbit

The Wilds of Rhovanion (x2)
2
2
Underground. Dark.

Deep.

Response: When you travel to Forked Passage (before resolving the deep keyword), raise each player's threat by 2 to look at the top 2 cards of the Caves deck. Put 1 on top of the Caves deck and put the other on the bottom. Then, add Forked Passage to the victory display.

The Wilds of Rhovanion (x3)

When Revealed: Add the total Threat of the active location to the total Threat in the staging area until the end of the phase. If there is no active location, discard cards from the top of the encounter deck until a location is discarded and add it to the staging area.

Shadow: Attacking enemy gets +1 Attack

The Wilds of Rhovanion (x3/x2)

Doomed 1.

When Revealed: Each player must choose: either raise your threat by 1 for each questing character you control, or discard a questing character you control.

Shadow: If this attack is undefended, discard an ally you control.

The Wilds of Rhovanion (x2/x1)
Dragon.

Surge.

When Revealed: Attach to a Dragon enemy. (Counts as a Condition attachment with the text: "Limit 1 per enemy.Forced: When attached enemy attacks you, deal 1 damage to each character you control. Then, discard Dragon Breath.")

The Wilds of Rhovanion (x2/x1)
Dragon.

Surge.

When Revealed: Attach to a Dragon enemy. (Counts as a Condition attachment with the text: "Limit 1 per enemy.Forced: When attached enemy would take any amount of damage, cancel all of that damage. Then, discard Dragon Scales.")

The Wilds of Rhovanion (x1)
2
2
Underground.

Response: After Lost Armory becomes the active location, each player may search his deck for a Weapon or Armor attachment, add it to his hand, and shuffle his deck. Limit once per game for the group.

Behind him where the walls were nearest could dimly be seen coats of mail, helms and axes, swords and spears hanging...
–The Hobbit

The Wilds of Rhovanion (x1)
3
3
Underground.

Response: After Ancient Treasury becomes the active location, each player may (choose one): reduce his threat by 3, draw 2 cards, or add 1 resource to a hero's resource pool. Limit once per game for the group.

...there in rows stood great jars and vessels filled with a wealth that could not be guessed.
–The Hobbit

The Wilds of Rhovanion (x1)
4
4
Underground. Dark.

Forced: After Frightful Den becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players. Add each enemy discarded this way to the staging area.

The Wilds of Rhovanion (x1)
5
5
Underground. Dark.

Forced: After the players commit characters to the quest, discard cards from the encounter deck until a treachery is discarded. Resolve the `when revealed' effect on that treachery.

He did not go much further, but sat down on the cold floor and gave himself up to complete miserableness...
–The Hobbit

The Wilds of Rhovanion (x1)
6
6
Underground. Dark.

Forced: After Crumbling Cavern becomes the active location, each player assigns X damage among characters he controls, where X is the number of characters he controls.

...he was slipping – beginning to fall down, down, goodness knows where to.
–The Hobbit

The Wilds of Rhovanion (x1)
X
X
Underground. Dark.

X is the number of characters controlled by the player who controls the most characters.

Forced: After an ally enters player, exhaust it.

...without warning he trotted splash into water! Ugh! it was icy cold. That pulled him up sharp and short.
–The Hobbit

The Wilds of Rhovanion (x1)
Stage
1 A

While traveling north through the Vales of Anduin on your way to Dale, you are alarmed by the number of dangerous creatures that you encounter.

Setup: Set Woodmen Village and The Old Ford aside, out of play. Create the Evil Creatures deck (see insert) and place it next to the quest deck. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.

1 B
10

Forced: After placing progress here from questing successfully, place 1 resource here.

Forced: At the beginning of the encounter phase, remove 1 resource from this stage. Then, add the top card of the Evil Creatures deck to the staging area.

This stage cannot be defeated while an enemy from the Evil Creatures deck in play.

The Wilds of Rhovanion (x1)
Stage
2 A

Dark, black smoke rises above the trees in the distance. As you draw nearer to the rising cloud, you hear the cry of Orc voices, the howling of Wargs, and the ring of steel. A small group of Woodmen fight desperately to defend their village from a vicious attack. You rush to their aid.

When Revealed: The first player adds Woodman Village to the staging area. Each other player reveals an encounter card.

2 B
5

No more than 1 progress can be placed on each location in the staging area each round.

Forced: After the players travel to a location, add the top card of the Evil Creatures deck to the staging area.

The players cannot defeat this stage unless the first player controls Haldan.

The Wilds of Rhovanion (x1)
Stage
3 A

Grateful for your help, one of the Woodmen offers to journey with you to The Old Ford. He wants to warn Grimbeorn of the growing danger, but when you reach the forst you find the Beornings already fighting to defend the passage of the river from dangerous creatures.

When Revealed: The first player adds The Old Ford to the staging area. Each other player adds the top card of the Evil Creatures deck to the staging area.

3 B
5

The players cannot travel toThe Old Ford unless there is at least 5 progress here.

Forced: At the beginning of the quest phase, add the top card of the Evil Creatures deck to the staging area.

This stage cannot be defeated while The Old Ford is in play. When The Old Ford is explored, the players win the game.

The Wilds of Rhovanion (x1)
4
4
Riverland.

Immune to player card effects.

Forced: When Woodmen Village is explored, add the top card of the Evil Creatures deck to the staging area. Then, flip over Woodmen Village and attach Haldan to the just-added enemy as a guarded objective.

The Wilds of Rhovanion (x1)
2 3 1 4
Woodman. Scout.

The first player gains control of Haldan while he is free of encounters.

While there is an active location, Haldan does not exhaust to quest.

If Haldan leaves play, the players lose the game.

The Wilds of Rhovanion (x1)
Stage
1 A

After several days of traveling through Mirkwood, you awaken suddenly in the night to see dozens of hungry eyes glaring at you from the darkness.

Setup: Set the Spiders of Mirkwood and Dol Guldur Orcs encounter sets aside, out of play. The first player takes control of Haldan and adds Searching for a Way Out to the staging area. Each player adds 1 Forest Spider to the staging area. Shuffle the encounter deck.

1 B
-

There is a bitter fight not only to drive back the spiders but to avoid being separated in the pitch black. When the first light of dawn rises to reveal your surroundings, you see only endless trees and no sign of your path. You begin searching about for some type of landmark to point you in the right direction.

Each player's threat cannot be reduced by player card effect.

Forced: After an enemy engages a player, raise that player's threat by 1.

The Wilds of Rhovanion (x1)
Stage
2 A

You've got a better idea of where you are, but you have unfortunately wandered too far north and into the territory of the giant spiders of Mirkwood.

When Revealed: Shuffle the Spiders of Mirkwood encounter set into the encounter deck. Then, reveal 1 encounter card per player.

2 B
-

You fight to keep the spiders at bay as you continue to search for landmarks or a better view of the forest to find your way out.

The first Spider enemy revealed each quest phase gains surge.

Forced: When a Spider enemy attacks and damages a character, that character cannot ready until the end of the round.

The Wilds of Rhovanion (x1)
Stage
2 C

You've got a better idea of where you are, but you have unfortunately wandered too far south and into the territory of the Orcs of Dol Guldur.

When Revealed: Shuffle the Dol Guldur Orcs encounter set into the encounter deck. Then, reveal 1 encounter card per player.

2 D
-

You fight to keep the Orcs at bay as you continue to search for landmarks or a better view of the forest to find your way out.

The first Orc enemy revealed each quest phase gains surge.

Forced: When an Orc enemy attacks and damages a character, that character's controller chooses and discards 1 card from his hand.

The Wilds of Rhovanion (x1)
Stage
3 A

As night falls some of your companions are carried off by unseen foes. You follow the sound of their cries in order to rescue them.

When Revealed: Each player chooses a hero he controls, discards each token and attachment from that hero, and places it in the staging area. Each player discards cards from the top of the encounter deck until an enemy is discarded and attaches that enemy to the hero he owns in the staging area, guarding it.

3 B
-

Each enemy guarding a hero cannot take non-combat damage. Each guarded hero is in play but under no player's control.

Forced: When an enemy guarding a hero is defeated, return that hero to its owner's control exhausted.

When the players advance from this stage, discard each guarded hero.

The Wilds of Rhovanion (x1)
Stage
3 C

Exhaustion begins to take its toll as you stumble through the endless forest. Supplies grow sparse and you struggle to find anything that can help.

When Revealed: Each player discards cards from the top of the encounter deck until he discards a non-objective lcoation and adds it to the staging area. Each player places his hand of cards facedown under a different location in the staging area.

3 D
-

Each location gets +1 quest point for each facedown player card under it.

Forced: When a location with a facedown player card under it is explored, return each facedown player card under it to its owner's hand.

When the players advance from this stage, discard each facedown player card under a location.

The Wilds of Rhovanion (x1)
Stage
4 A

Just when you think you've found the way out of the forest, you see an evil creature blocking your path. You dare not leave the trail after working so hard to find it, so you resolve to fight the beast and escape Mirkwood.

When Revealed: Remove Searching for a Way Out from the game. Search the remaining set-aside encounter set for the enemy with the most hit points and add it to the staging area. That enemy is the "nemesis" until it leaves play.

4 B
8

The nemesis gets +2 Threat +2 Attack +2 Defense and is immune to player card effects.

Forced: At the end of the round, return the nemesis to the staging area and it makes an attack against the first player.

This stage cannot be defeated while the nemesis is in play. The nemesis cannot take damage unless there is at least 8 progress on this stage. If the players defeat the nemesis, they win the game.

The Wilds of Rhovanion (x1)
Stage
4 C

You can see light ahead from what must be the forest's edge and it looks as if you will reach the other side, but then you hear the cry of enemies all around you. It seems that you will have to fight once more to escape from Mirkwood.

When Revealed: Remove Searching for a Way Out from the game. Starting with the first player, each player discards cards from the top of the encounter deck until he discards an enemy and puts that enemy into play engaged with him.

4 D
16

Forced: At the end of the round, raise each player's threat by 1 for each enemy engaged with him.

This stage cannot be defeated while a player is engaged with an enemy. When this stage is defeated, the players win the game.

The Wilds of Rhovanion (x1)
Stage
1 A

You have tracked the beast that attacked the village on the border of Brand's realm to the mines beneath the Iron Hills. The Dwarves there have been driven from the lower depths by a new terror, and the mines have become a haunt for evil creatures.

Setup: Build the Caves deck (see insert) and set it next to the quest deck. Set Fire-drake, Dragon Hoard, and the Dragon Might encounter sets aside, out of play. Shuffle the encounter deck. Each player discards cards from the top of the encounter deck until he discards an enemy or location and adds that card to the staging area.

1 B
0

Forced: At the beginning of the quest phase, discard cards from the top of the encounter deck until a location is discarded. Either add that location to the staging area, or raise each player's threat by X, where X is that location's printedThreat

This stage cannot be defeated unless there are 3 locations with victory points in the victory display.

The Wilds of Rhovanion (x1)
Stage
2 A

A bright flame splits the darkness, and your fears are confirmed: it was a dragon you tracked from the village. The fire–drake chased the Dwarves from their mines, and you must search out its lair somewhere in the lower depths.

When Revealed: Place Dragon Hoard on the bottom of the Caves deck. Add Fire-drake to the staging area and shuffle the Dragon Might encounter set into the encounter deck.

2 B
-

Fire-drake cannot leave the staging area or take damage.

Response: After placing progress here from questing successfully, remove 5 progress from this stage to look at the top 2 cards of the Caves deck. Put one on top of the Caves deck and put the other on the bottom.

After The Dragon Hoard becomes the active location, advance to stage 3A.

The Wilds of Rhovanion (x1)
Stage
3 A

The cavern around you trembles as the dragon roars and spews fire from its mouth. For a moment, the terrifying form of the beast is lit by red–orange flame and it all becomes clear to you: the huge fire–drake must be responsible for the upheaval you've encountered in Wilderland. The Iron Hills and the realm of Dale will not be safe until the dragon is dead.

When Revealed: Search the encounter deck and discard pile for a Dragon treachery and attach it to Fire-drake, if able. Shuffle the encounter deck.

3 B
-

Ignore the Deep keyword.

Forced: After a player declares X attackers against Fire-drake, he must remove X progress tokens from the main quest or cancel the attack.

This stage cannot be defeated while Fire-drake is in play. If Fire-drake is defeated, the players win the game.