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

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: 13 Cards

The Sands of Harad (x1)
2 2 2 3
Harad.   Noble.  

Response: At the beginning of the planning phase, add 1 resource to a hero's pool.

If Kahliel leaves play, you are eliminated from the game.


The Sands of Harad (x1)
3 1 2 3
Harad.   Scout.  

Response: After Firyal commits to a quest, look at the top of the encounter deck. Then, you may discard that card.

If Firyal leaves play, you are eliminated from the game.


The Sands of Harad (x1)
2 3 1 3
Harad.   Ranger.  

Ranged.

Response: After Yazan is declared as an attacker, deal 1 damage to a non-unique enemy in play. (Limit once per phase.)

If Yazan leaves play, you are eliminated from the game.


The Sands of Harad (x1)
1 2 3 3
Harad.   Warrior.  

Sentinel.

Response: After Jubayr is declared as a defender, discard 1 facedown shadow card from a non-unique enemy. (Limit once per phase.)

If Jubayr leaves play, you are eliminated from the game.


The Sands of Harad (x4)
(30) X X X 3
Orc.   Uruk.  

X is the stage number on the main quest.

Forced: At the end of the round, assign X damage among characters in play.

Fierce and shrill rose the yells of the Orcs...
–The Fellowship of the Ring


The Sands of Harad (x2)
X (4)
Forest.   Village.  

X is the stage number of the main quest.

Travel: Each player spends 1 resource to travel here.

Shadow: If the defending character is an objective-hero, ready it and cancel all damage from this attack.


The Sands of Harad (x2)
2 (2)
Forest.   Village.  

Response: After the players travel to Village Hut, the first player discards the top card of his deck. If that card is an ally, he puts it into play under his control, exhausted.

Travel: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.


The Sands of Harad (x2/x1)

When Revealed: Each player must choose: either discard the highest cost ally you control, or reveal an encounter card.

Shadow: Attacking enemy gets +1 If this attack destroys a character, reveal the top card of the encounter deck.


The Sands of Harad (x3)

When Revealed: Until the end of the phase, increase the total in the staging area by X, where X is twice the stage number of the main quest.

Shadow: Assign X damage among characters you control, where X is the stage number of the main quest.


The Sands of Harad (x1)
1A-B (0)

A tribe of Haradrim has rescued you, but their village is attacked by Orcs!

Setup: Set Uruk Chieftain aside, out of play. Each player adds 1 copy of Sauron's Enforcers to the staging area. Move each hero to the staging area. Each player takes control of an objective-hero and adds 2 resources to its resource pool. Remove each remaining objective-hero from the game. For the remainder of the game, heroes in the staging area are in play but under no player's control, immune to player card effects, and their text boxes are considered to be blank.

Damage from undefended attacks must be dealt to a hero in the staging area, if able.

The first card each player plays each phase does not require a resource match.

Forced: After placing progress from questing successfully, each player chooses a hero he owns in the staging area and, takes control of that hero, and exhausts it. Advance to stage 2A.


The Sands of Harad (x1)
2A-B (5)

Still weary from the long journey across the desert, your companions are somewhere in the village. In your weakened state you are no match for the attacking Orcs. Your only chance to survive is to flee into the jungle, but you will not abandon your friends.

Damage from undefended attacks must be dealt to a hero in the staging area, if able.

The first card each player plays each phase does not require a resource match.

Forced: When this stage is defeated, each player chooses a hero he owns in the staging area, takes control of that hero, and exhausts it.


The Sands of Harad (x1)
3A-B (10)

Orcs have seized your friends and are now dragging them away as captives.

When Revealed: Each player searches the encounter deck and discard pile for an Orc enemy and adds it to the staging area. Shuffle the encounter deck. Attach each hero in the staging area to a different Orc enemy in the staging area. Each hero attached to an enemy is guarded by that enemy. Guarded heroes are under no player's control, immune to player card effects, and their text boxes are considered to be blank.

While an enemy is guarding a hero it gets +1 +1 +1 and is immune to player card effects.

Forced: When the enemy guarding a hero is defeated, that hero's owner takes control of that hero and exhausts it.

This stage cannot be defeated while an enemy is guarding a hero.


The Sands of Harad (x1)
4A-B (15)

The Orcs run rampant through the Haradrim boma. Amidst the chaos, you see an opportunity to escape but a large Uruk chieftain bars your way. You will have to defeat the chieftain in order to get past him.

When Revealed: Add Uruk Chieftain to the staging area. Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.

Uruk Chieftain cannot take non-combat damage.

Each non-unique Orc enemy gets -10 engagement cost.

Forced: After Uruk Chieftain engages a player, it makes an immediate attack.

The players cannot defeat this stage while Uruk Chieftain is in play. If the players defeat this stage, they win the game.