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Card Set Scenario Encounter
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Player Encounter Quest
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9 Results Found

Khazad-dûm (x2/x1)
(30) 3 4 3 4
Goblin.   Orc.  
Forced: Before Patrol Leader is dealt damage, discard the top card of the encounter deck. If the discarded card is an enemy, cancel that damage.

Shadow: Cancel all damage dealt to this enemy.

Khazad-dûm (x5/x2)

Doomed 2. Surge.

Shadow: Defending player raises his threat by 2.

Khazad-dûm (x1)
7 (7)
Gate.  
Immune to card effects. Players cannot optionally engage enemies and no engagement checks are made.Forced: After East-gate leaves play as an explored location, add First Hall to the staging area.

Khazad-dûm (x1)
2 (2)
Underground.  
Travel: Each player must raise his threat by 3 to travel here.Forced: After First Hall leaves play as an explored location, add Bridge of Khazad-dum to the staging area.

Khazad-dûm (x1)
3 (3)
Underground.   Bridge.  
While Bridge of Khazad-dûm is the active location, players cannot play cards.

Khazad-dûm (x2)
2 (4)
Underground.  
Travel: The first player must exhaust 1 character he controls to travel here.

Shadow: Defending player must choose and exhaust 1 character he controls.

Khazad-dûm (x1)
1A-B (7)

Setup: Search the encounter deck for East-gate and Cave Torch. Put East-gate into play as the active location, and have the first player attach Cave Torch to a hero of his choice. Set First Hall and Bridge of Khazad-dum aside, out of play. Shuffle the encounter deck.

When Revealed: Reveal 1 encounter card per player, and add it to the staging area. Player cannot advance to the next stage of the scenario unless Bridge of Khazad-dum is in their victory display.

Khazad-dûm (x1)
2A-B (11)


If there are no enemies in play, immediately advance to the next stage of the scenario. (Players can also advance by placing 11 progress tokens on Goblin Patrol.)

Khazad-dûm (x1)
3A-B (12)


If players defeat this stage, they win the game.