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14 Results Found

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

Setup: Set Chief Turch and Munuv Du^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.

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 (-)

When Revealed: Make Munuv Du^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.

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 (-)

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 Attack and +1 Defense.

The Dunland Trap (x1)
1 (4)
Road.  
Forced: At the end of the refresh phase, remove 1 time counter from the current quest.

The Dunland Trap (x3/x2)
(28) 3 0 0 5
Dunland.   Boar Clan.  
Boar Clan Stalker gets +1 Attack and +1 Defense 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 Attack 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 Attack (+3 Attack 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.

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.")