Clear Sort View Lang
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: 15 Cards

The Withered Heath (x1)
(10) 1 6 1 18
Dragon.  

Cannot have attachments or take non-combat damage.

Cold-Drake gets +1 and +1 for each Dragon Sign in the victory display.

Forced: After Cold-Drake is dealt a shadow card with no shadow effect, the defending character cannot ready until the end of the round.


The Withered Heath (x4)
Clue.  

Guarded (enemy).

Attached enemy or location is immune to player card effects.

When Dragon Sign is free of encounters, add it to the victory display.


The Withered Heath (x2/x1)
(35) 3 5 3 9
Troll.  

Cannot have player card attachments.

Forced: After Snow-troll attacks and destroys a character, return it to the staging area.

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


The Withered Heath (x3/x2)
(20) 2 2 0 4
Dragon.  

Dragon Hatchling gets +1 and +1 for each Dragon Sign in the victory display.

Shadow: Until the end of the phase, attacking enemy gets +1 and +1 for each Dragon Sign in the victory display.


The Withered Heath (x3)
2 (4)
Mountain.  

While Mountain Pass is in the staging area, the 'when revealed' effects of Weather treachery cards cannot be canceled.

"We may well be seen by watchers on that narrow path, and waylaid by some evil; but the weather may prove a more deadly enemy than any."
–Gandalf, The Fellowship of the Ring


The Withered Heath (x3)
3 (3)
Mountain.  

Deep.

Progress cannot be placed on Dwarven Door while it is in the staging area.

"Dwarf–doors are not made to be seen when shut."
–Gimli, The Fellowship of the Ring


The Withered Heath (x3/x2)
1 (5)
Mountain.  

Deep.

Cave Entrance gets +1 for each Dragon Sign in the victory display.

Travel: Raise each player's threat by 1.

That, of course, is the dangerous part about caves: you don't know how far they go back, sometimes, or where a passage behind may lead to, or what is waiting for you inside.
–The Hobbit


The Withered Heath (x2)
4 (4)
Mountain.  

Response: After the players travel to Creature Den, search the Caves deck for a Dragon Sign and attach it to Creature Den as a guarded objective. Shuffle the Caves deck.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add that enemy to the staging area.


The Withered Heath (x2/x1)
X (6)
Mountain.  

Deep.

X is the number of locations in the staging area.

Travel: Assign X damage among characters in play.

The roar of the great falls drew nearer.
–The Fellowship of the Ring


The Withered Heath (x2/x1)
Weather.  

Doomed 1.

When Revealed: Exhaust a character. Until the end of the round, characters cannot be readied by player card effect.

Shadow: Exhaust a character you control.


The Withered Heath (x3/x2)
Weather.  

When Revealed: For each ready character a player controls, he must choose: either exhaust that character, or deal 1 damage to it.

Shadow: Attacking enemy gets +1 (+2 instead if defending character is damaged).


The Withered Heath (x1)
1A-B (6)

You have journeyed to the Withered Heath in search of a giant Dragon. There you discover tracks that lead you to the cold heights of the Grey Mountains.

Setup: Set Cold-Drake and all four copies of Dragon Sign aside, out of play. Create the Caves deck (see insert) and set it next to the quest deck. Shuffle 2 set aside Dragon Sign objectives into the Caves deck. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.

The Grey Mountains are a cold and untamed wilderness where nothing friendly dwells, and the weather is as real a danger to you as Dragons.

Forced: After the active location is explored, look at the top 3 cards of the encounter deck. Reveal 1 of those cards and discard the rest.

The players cannot defeat this stage unless at least 1 Dragon Sign is in the victory display.


The Withered Heath (x1)
2A-B (3)

You've followed the Dragon tracks high up the Ered Mithrin mountain range to a sheltered hollow where you find the beast waiting for you. It lets out a roar that shakes the mountain, and rocks tumble down as it charges toward you in a rage!

When Revealed: Add the set-aside Cold-Drake to the staging area.

Ignore the Deep keyword.

Cold-Drake cannot leave the staging area (even if it has damage equal to its hit points), but it is considered to be engaged with each player.

No more than 6 damage can be placed on Cold-Drake each round and it cannot have more than 18 damage.

This stage cannot be defeated while Cold-Drake has any hit points remaining.


The Withered Heath (x1)
3A-B (9)

The injured drake retreats among the rising slopes of Ered Mithrin and you chase afterit, carefully searching each potential hiding place.

When Revealed: Shuffle 2 set-aside Dragon Sign objectives into the Caves deck. Set Cold-Drake aside, out of play. (Do not remove damage tokens from it.) Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.

Forced: After the active location is explored, look at the top 3 cards of the encounter deck. Reveal 1 of those cards and discard the rest.

Forced: At the end of the round, remove 3 damage tokens from the set-aside Cold-Drake.

The players cannot defeat this stage unless at least 3 Dragon Signs are in the victory display.


The Withered Heath (x1)
4A-B (0)

At last you have cornered the injured Dragon. But with nowhere left to run, it attacks you with desperate fury. The men of Dale will make songs of this battle, if you survive to tell the story...

When Revealed: Add Cold-Drake to the staging area. It makes an immediate attack against each player in turn order. (Deal and resolve a shadow card for each attack.)

Cold-Drake cannot take more than X damage each round, where X is the number of Dragon Signs in the victory display.

Forced: At the beginning of the quest phase, return Cold-Drake to the staging area. It makes an immediate attack against each player in turn order.

This stage cannot be defeated while Cold-Drake is in play. When Cold-Drake is defeated, the players win the game.