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

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Resource Threat Engagement
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Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
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Artist Popularity Errata
Results: 21 Cards

The Three Trials (x1)
1A-B (-)

Setup: Set aside all 3 Guardian enemies, all 3 Key objectives, all 3 Barrow locations, and Hallowed Circle.

At the edge of a cursed forest, the Boar Shaman explains that you must undertake three trials in order to recover the Antlered Crown, or face death. Each trial will test your worthiness. Guardian spirits watch over three sacred swords, protecting them from the undeserving.

When Revealed: The players advance to a stage 2A quest of their choice.

Three ancient barrows mark the locations for the trials, each the resting place of a different guardian spirit. The Boar Clan waits at the forest's edge for any sign of your victory... or your death. Your only option is to press onward, heading towards the site of one of the three trials...


The Three Trials (x1)
2A-B (-)

When Revealed: Randomly choose 1 of the remaining set aside Guardian enemies and 1 of the remaining set aside Barrow locations, reveal them, and add them to the staging area. Find the set aside Key objective that shares a Trait with the just revealed Guardian enemy and attach it to that enemy.

A rotting corpse guards the inner chamber of this barrow, holding in its grasp a worn sword that looks like one of the keys the Boar Shaman described to you. When you reach for the key, the guardian springs to life and attacks you!

Each Guardian enemy engages the first player. Barrow locations cannot be the active location and are immune to player card effects.

When the players control the current trial's Key objective, add all Barrow locations in play to the victory display and immediately advance to a stage 2A of the players' choice. If all stage 2 quests have been defeated, advance to stage 3A, instead.


The Three Trials (x1)
2A-B (-)

When Revealed: Randomly choose 1 of the remaining set aside Barrow locations and add it to the staging area. Then, randomly choose 1 of the remaining set aside Key objectives and attach it to that Barrow location. Find the set aside Guardian enemy that shares a Trait with the Key objective in play and reveal it, adding it to the staging area.

A huge barrow towers before you, cold mist enveloping the entrance. The key is somewhere inside, but a heavy chill fills you with dread and unease...

Each Guardian enemy engages the first player. Guardian enemies cannot be damaged or leave play except by quest effect.

When the players control the current trial's Key objective, add all Guardian enemies in play to the victory display and immediately advance to a stage 2A of the players' choice. If all stage 2 quests have been defeated, advance to stage 3A, instead.


The Three Trials (x1)
2A-B (-)

When Revealed: Randomly choose 1 of the remaining set aside Guardian enemies and 1 of the remaining set aside Barrow locations, reveal them, and add them to the staging area. Shuffle the encounter discard pile into the encounter deck. Find the set aside Key objective that shares a Trait with the just revealed Guardian enemy and suffle it into the bottom 10 cards of the encounter deck.

You have found the barrow where the trial should take place, but the key cannot be found. You are sure the key's guardian is watching you... Where is the key?

Each Guardian enemy engages the first player. Any time players would place progress on this quest, discard an equal number of cards from the encounter deck instead. (Progress is placed on the active location before triggering this effect.)

When the players control the current trial's Key objective, add all Guardian enemies and Barrow locations in play to the victory display and immediately advance to a stage 2A of the players' choice. If all stage 2 quests have been defeated, advance to stage 3A, instead.


The Three Trials (x1)
3A-B (1)

When Revealed: Add Hallowed Circle to the staging area. Reveal each Guardian enemy in the victory display, adding them to the staging area.

You have finally completed the trials and recovered each key. None have made it this far before. You hasten to the hallowed circle in the center of the forest. All that's left is to insert the hilts of these swords into the marked stone the shaman described, and the Antlered Crown will be yours. As you advance, a thick fog gathers around you and growing dread tugs at your mind.

EachGuardian enemy engages the player who controls the Key objective with a Trait shared by that enemy.

Players cannot defeat this stage unless Hallowed Circle is in the victory display. If the players defeat this stage, they win the game.

Out of the fog, the angry guardian spirits emerge once more, determined to stop you from retrieving the crown. You desperately rush to the circle while fending them off.


The Three Trials (x1)
(50) 1 4 4 10
Guardian.   Boar.  

Time 2.

Cannot have non-Key attachments.

Forced: After the last time counter is removed from Boar's Guardian the engaged player must discard an ally he controls. Place 2 time counters on Boar's Guardian.


The Three Trials (x1)
(50) 2 5 3 12
Guardian.   Wolf.  

Time 3.

Cannot have non-Key attachments.

Forced: After the last time counter is removed from Wolf's Guardian it makes an immediate attack against the engaged player. Place 3 time counters on Wolf's Guardian.


The Three Trials (x1)
(50) 3 3 5 8
Guardian.   Raven.  

Time 4.

Cannot have non-Key attachments.

Forced: After the last time counter is removed from Raven's Guardian deal 1 damage to each character controlled by the engaged player. Place 4 time counters on Raven's Guardian.


The Three Trials (x1)
Item.   Key.   Boar.  

If unattached, the first player must claim Key of the Boar and attach it to a hero he controls.

If Key of the Boar is discarded, add it to the staging area.

Shadow: Shuffle Key of the Boar back into the encounter deck.


The Three Trials (x1)
Item.   Key.   Wolf.  

If unattached, the first player must claim Key of the Wolf and attach it to a hero he controls.

If Key of the Wolf is discarded, add it to the staging area.

Shadow: Shuffle Key of the Wolf back into the encounter deck.


The Three Trials (x1)
Item.   Key.   Raven.  

If unattached, the first player must claim Key of the Raven and attach it to a hero he controls.

If Key of the Raven is discarded, add it to the staging area.

Shadow: Shuffle Key of the Raven back into the encounter deck.


The Three Trials (x1)
4 (6)
Barrow.   Forest.   Hills.  

Forced: When a Guardian enemy attacks, deal it 1 additional shadow card.

They heard of the Great Barrows, and the green mounds, and the stone–rings upon the hills and in the hollows among the hills. –The Fellowship of the Ring


The Three Trials (x1)
3 (8)
Barrow.   Forest.   Hills.  

The players, as a group, cannot have more than 5 allies in play. (If there are more than 5 allies in play, discard allies until only 5 remain.)

Raising himself on one arm he looked, and saw now in the pale light that they were in a kind of passage which behind them turned a corner. –The Fellowship of the Ring


The Three Trials (x1)
2 (10)
Barrow.   Forest.   Hills.  

Forced: After a Guardian enemy attacks, raise each player's threat by X, where X is that enemy's .

Stone rings grinned out of the ground like broken teeth in the moonlight. –The Fellowship of the Ring


The Three Trials (x1)
X (12)
Forest.   Hills.  

Immune to player card effects. X is the number of players in the game.

Travel: The players must exhaust 3 Key objectives.

Forced: After the players travel here, each engaged Guardian enemy makes an immediate attack.


The Three Trials (x5/x4)
(28) 1 1 2 4
Undead.   Spirit.  

Cannot have attachments.

Spirit of the Wild gets +1 and +1 for each Key objectives the players control.

Shadow: Attacking enemy gets +1 for each Key objective the players control.


The Three Trials (x2)
3 (3)
Forest.  

Travel: Search the encounter deck and discard pile for a Spirit enemy and add it to the staging area.

Shadow: If this attack destroys a character, remove a time counter from an enemy, if able.


The Three Trials (x3/x2)
X (3)
Hills.  

Doomed 2.

X is the number of players in the game.

While Grim Foothills is in the staging area, progress must be placed on Grim Foothills before it can be placed on the active location.


The Three Trials (x2/x1)

When Revealed: Deal 1 damage to each non-unique character in play. If the players control 3 Key objectives, Curse of the Wild Men gains Surge.

Shadow: Attacking enemy gets +1 for each Key objective the players control.


The Three Trials (x2/x0)

When Revealed: Each Guardian enemy makes an attack. If there are no Guardian enemies in play, reveal a random Guardian enemy from the victory display, and add it to the staging area.

If the attacking enemy is a Guardian it makes an additional attack after this one.


The Three Trials (x3/x2)

When Revealed: Remove X time counters from each enemy in play with the time keyword, where X is the number of players.

Shadow: If attacking enemy is a Guardian deal it 2 additional shadow cards for this attack.