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21 Results Found

The Treachery of Rhudaur (x1)
1A-B (-)

Time 5.  
Setup: Make The Great Hall the active location. Set Thaurdir aside, out of play. Add the 3 Treachery of Rhudaur side quests to the staging area, quest side faceup. Search the encounter deck for 1 copy of Ancient Causeway, and add it to the staging area (2 copies instead if there are 3 or 4 players in the game). The first player gains control of Amarthiúl.

Forced: After the last time counter is removed from Secrets of Rhudaur, remove each Treachery of Rhudaur side quest from the game and immediately advance to stage 2. During the quest phase, Secrets of Rhudaur cannot be chosen as the current quest. If there are no Treachery of Rhudaur side quests in play, immediately advance to stage 2.

The Treachery of Rhudaur (x1)
2A-B (30)

When Revealed: Add Thaurdir to the staging area. Each player searches the encounter deck and discard pile for an Undead enemy and adds it to the staging area. Shuffle the encounter deck.

Thaurdir's Pursuit has -5 quest points for each Clue objective attached to a character. This stage cannot be defeated while Thaurdir has any hit point remaining. If this stage is defeated, the players win the game.

The Treachery of Rhudaur (x1)
1 3 3 3
Dúnedain.   Ranger.   Warrior.  
Response: After an enemy engages a player, give control of Amarthiúl to that player. If Amarthiúl leaves play, the players lose the game.

The Treachery of Rhudaur (x1)
4 (8)
Ruins.  
Forced: When The Great Hall is explored, each player discards the top 5 cards of the encounter deck and chooses an Undead enemy he discarded in this way to add to the staging area.

The Treachery of Rhudaur (x1)
(1) 4 6 4 9
Undead.   Wraith.  
Indestructible.  
Cannot have attachments. Forced: After a treachery card with the Sorcery trait is revealed from the encounter deck, Thaurdir heals 3 damage and makes an immediate attack against the first player.

The Treachery of Rhudaur (x2)
(23) 2 3 3 5
Undead.   Wight.  
While the current quest has 1 or more progress on it, Wight of Rhudaur gains surge. While the current quest has 0 progress on it, Wight of Rhudaur gains doomed 2.

The Treachery of Rhudaur (x3/x2)
(32) 2 4 2 4
Undead.   Wraith.  
Forced: When Traitorous Wight engages a player, remove 2 progress from each quest card in play.

Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.

The Treachery of Rhudaur (x2)
2 (6)
Ruins.  
While Forbidden Descent is in the staging area, the first 2 progress that would be placed on a quest each round must be placed on Forbidden Descent, instead. Forced: If Forbidden Descent leaves play from the staging area, raise each player’s threat by 2.

The Treachery of Rhudaur (x2/x1)
5 (4)
Ruins.  
Action: Raise your threat by 1 to reduce the Threat of Eerie Halls by 1 until the end of the phase. (Any player may trigger this action.)

Shadow: If the defending player does not control at least 1 Clue objective, the attacking enemy makes an additional attack after this one.

The Treachery of Rhudaur (x2/x0)
4 (4)
Ruins.  
Any time the encounter deck runs out of cards, return the topmost Undead enemy in the encounter discard pile to the staging area before resetting the encounter deck. Travel: Return the topmost Undead enemy in the encounter discard pile to the staging area.

The Treachery of Rhudaur (x2)
1 (3)
Ruins.  
While Decrepit Remains is in the staging area, each location and quest in the staging area gets +2 quest points.

Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.

The Treachery of Rhudaur (x2/x1)

Surge.  
When Revealed: The first player must choose a new quest to be the current quest, if able.

Shadow: If the defending player does not control at least 1 Clue objective, this attack is considered undefended.

The Treachery of Rhudaur (x3/x1)
Sorcery.  
When Revealed: Deal 1 damage to each exhausted character. Each player with a threat of 35 or higher must also discard each exhausted attachment he controls.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if the defending player does not control at least 1 Clue objective.)

The Treachery of Rhudaur (x3)
Sorcery.  
When Revealed: Discard the top 3 cards of the encounter deck. The first player must either remove X progress from among the quests in play, or assign X damage among characters he controls. X is the total Threat of the discarded cards.

Shadow: If this attack destroys a character, raise your threat by the destroyed character's Willpower.

The Treachery of Rhudaur (x3)
Sorcery.  
When Revealed: Each player must exhaust a character he controls. Attach Haunting Fog to the current quest. (Counts as a Condition attachment with the text: "Attached quest gets +6 quest points."

The Treachery of Rhudaur (x1)
(16)

While Quiet the Spirits is the current quest, each Undead enemy that enters play immediately engages the player with the highest threat. Enemies that engage a player from this effect contribute their Threat to the total Threat in the staging area until the end of the phase. Forced: After an enemy is destroyed, place 2 progress on Quiet the Spirits. When this quest is defeated, flip it over.

The Treachery of Rhudaur (x1)
Clue.  
Action: Exhaust Amarthiúl or a hero to claim Daechanar's Brand. Then, attach Daechanar's Brand to that character. Attached character gets +1 Attack while attacking undead enemies.

The Treachery of Rhudaur (x1)
(18)

While Sift through the Debris is the current quest, each location in the staging area gets +1 Threat. Forced: After a location is explored, place 2 progress on Sift through the Debris. When this quest is defeated, flip it over.

The Treachery of Rhudaur (x1)
Clue.  
Action: Exhaust Amarthiúl or a hero to claim Heirloom of Iârchon. Then, attach Heirloom of Iârchon to that character. Attached character gets +1 Willpower.

The Treachery of Rhudaur (x1)
(14)

While Decipher Ancient Texts is the current quest, allies get –2 Willpower. Action: Pay 1 resource to place 1 progress on Decipher Ancient Texts. (Any player may trigger this action. Limit 3 times per round.) When this quest is defeated, flip it over.

The Treachery of Rhudaur (x1)
Clue.  
Action: Exhaust Amarthiúl or a hero to claim Orders from Angmar. Then, attach Orders from Angmar to that character. Attached character gets +1 Defense while defending against undead enemies.