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Card Set Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique
Set Type Project

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Resource Threat Engagement
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Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
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Results: 9 Cards

The Wilds of Rhovanion (x1)
(35) X 7 X 17
Dragon.  

Cannot have non-Dragon attachments.

X is 1 more than the number of players.

Forced: After the active location is explored, Fire-drake returns to the staging area and makes an immediate attack against each player in turn order.


The Wilds of Rhovanion (x1)
7 (7)
Underground.   Dark.   Lair.  

Immune to player card effects.

Fire-drake cannot take damage.

Response: After Dragon Hoard becomes the active location, the first player chooses a player to attach an Artifact attachment from his hand to Dragon Hoard. That attachment gains the guarded (location) keyword. If that attachment has the printed guarded keyword, do not resolve it when the attachment enters play.


The Wilds of Rhovanion (x2/x1)
4 (4)
Underground.  

While Iron Hills Mine is the active location, it gains:"Response: When Iron Hills Mine is explored, each player may return 1 card from his discard pile to his hand."

Travel: Each player discards the top 4 cards of his deck to travel here.


The Wilds of Rhovanion (x3)
1 (5)
Underground.  

Contested Depths gets +1 for each location in the victory display.

Forced: After the players travel to Contested Depths, either raise each player's threat by 1 for each location in the victory display, or discard Contested Depths and replace it with the top card of the Caves deck.


The Wilds of Rhovanion (x2/x1)
2 (6)
Underground.   Dark.  

Deep.

When faced with the option to travel, the players must travel to Deep Chasm if there is no active location.

The chasm was long and dark, and filled with the noise of wind and rushing water and echoing stone.
–The Fellowship of the Ring


The Wilds of Rhovanion (x2/x1)

When Revealed: The highest enemy in the staging area makes an immediate attack against the first player. If no attack is made this way, Denizen of the Deep gains surge.

Shadow: Attacking enemy makes an additional attack against you after this one.


The Wilds of Rhovanion (x1)
1A-B (0)

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.

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 printed

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


The Wilds of Rhovanion (x1)
2A-B (-)

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.

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)
3A-B (-)

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.

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.