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Trait Keyword Victory
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Player Encounter Quest
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Results: 14 Cards

The Dunland Trap (x1)
1A-B (18)

You are following the Old South Road from Isengard to Tharbad on an errand for Saruman when you are attacked by Wild Men of Dunland.

Setup: Set Chief Turch and Munuv Duฬ‚v Ravine aside, out of play. Make Old South Road the active location. Each player searches the encounter deck for a Boar Clan enemy and puts it into play engaged with him. Shuffle the encounter deck.

Already weary from a full day of travel, you struggle to hold off the ferocious Dunlending attack. You must rally your companions and drive back the enemy, or you will be defeated.

Time 2.

Forced: After the last time counter is removed from this stage, each player discards his hand and draws 2 cards. Place 2 time counters on this stage.


The Dunland Trap (x1)
2A-B (-)

You've driven back the attackers, but some of them seized your bags during the fight and took them as they fled. Inside one of those bags is the gold that Saruman gave you for your quest, so you pursue the thieves deeper into Dunland.

When Revealed: Make Munuv Duฬ‚v Ravine the active location (returning any previous active location to the staging area). Each player discards each Item and each Mount attachment he controls. Each player chooses 1 ally he controls and discards each other ally he controls.

In your zeal to recover the gold, you have been led into an ambush.

When Revealed: Each player searches the encounter deck and discard pile for a Boar Clan enemy and puts it into play engaged with him. Shuffle the encounter deck. Each player shuffles his discard pile into his draw deck and draws 1 card.

Forced: At the end of the combat phase, advance to stage 3A.


The Dunland Trap (x1)
3A-B (-)

The Dunlendings are more clever than you thought: using your gear as bait, they have lured you into a deep ravine where you are surrounded. A large warrior wearing a boar mantle strides forward and signals the attack. With no hope of escape, your only option is to fight...

When Revealed: Put Chief Turch into play, engaged with the first player.

Time X. X is 5 times the number of players in the game.

If a hero is destroyed at this stage, the players lose the game.

Forced: After the last time counter is removed from this stage, the players make engagement checks. Then, each engaged enemy makes an attack. If no heroes are destroyed by these attacks, the players win the game.


The Dunland Trap (x1)
(50) 3 5 3 5
Dunland.   Boar Clan.  

Cannot have attachments. Cannot leave play.

Chief Turch engages the first player.

Forced: After an enemy engages a player, remove 1 time counter from the current quest.


The Dunland Trap (x1)
4 (6)
Enedwaith.   Hills.   River.  

Dunland enemies get +1 and +1

...beyond them the green and tangled valley ran up into the long ravine between the dark arms of the mountains.
–The Two Towers


The Dunland Trap (x1)
1 (4)
Road.  

Forced: At the end of the refresh phase, remove 1 time counter from the current quest.

After some miles, however, the road ceased to roll up and down... โ€“The Fellowship of the Ring


The Dunland Trap (x3/x2)
(28) 3 0 0 5
Dunland.   Boar Clan.  

Boar Clan Stalker gets +1 and +1 for each resource token on it (limit +4).

Forced: After the engaged player draws any number of cards, put a resource token on Boar Clan Stalker.


The Dunland Trap (x4)
(20) 2 3 1 4
Dunland.   Boar Clan.  

Forced: After the engaged player draws any number of cards, deal Boar Clan Warrior a shadow card.

Shadow: Attacking enemy gets +1 for each shadow card on it.


The Dunland Trap (x2/x1)
X (4)
Enedwaith.   Hills.  

Surge.

X is the number of resource tokens on this card.

Forced: After a player draws any number of cards, place 1 resource token here.


The Dunland Trap (x4/x2)
2 (3)
Enedwaith.   Hills.  

While Hills of Dunland is in the staging area, it gains:

Forced: After a player draws any number of cards, discard the top card of the encounter deck. If the discarded card is a Dunland enemy, put it into play engaged with that player. This ability does not stack with other copies of Hills of Dunland.

Travel: Each player draws a card to travel here.


The Dunland Trap (x3)
2 (2)
Enedwaith.   Plains.  

While Plains of Enedwaith is the active location, players do not draw a card during the resource phase.

Shadow: Attacking enemy gets +1 (+3 instead if undefended).


The Dunland Trap (x4)
3 (4)
Enedwaith.   River.  

While Hithaeglir Stream is the active location, players draw 2 cards during the resource phase instead of 1.

Shadow: Attacking enemy gets +1 Attack. Deal it an additional shadow card.


The Dunland Trap (x3)

When Revealed: Each player draws a card. Each player discard each ally from his hand. If no allies were discarded this way, Frenzied Attack gains Surge.

Shadow: Until the end of the round, attacking enemy cannot take damage.


The Dunland Trap (x3/x1)

Surge.

When Revealed: Attach to the active location. Counts as a Condition attachment with the text:

Limit 1 per location. Forced: After attached location is explored, each player searches the encounter deck and discard pile for a Dunland enemy and puts it into play engaged with him. Shuffle the encounter deck.