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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: 18 Cards

Trouble in Tharbad (x1)
1A-B (-)

Your meeting with Nalir is interrupted by a host of Orcs led by a man, Bellach. In the ensuing chaos, you manage to escape with the Dwarf but the Orcs pursue. Outnumbered, you must throw the Orcs off your trail if you hope to escape...

Setup: Set Bellach and The Crossing at Tharbad aside, out of play. Search the encounter deck for 1 copy of Spy From Mordor per player, and add them to the staging area. Make The Empty Mug the active location. The first player takes control of Nalir, as an ally. Shuffle the encounter deck.

Time 4. Forced: After the last time counter is removed from this quest, reduce each player's threat elmination level by 10 for the remainder of the game. Then, place 4 time counters on this stage.

Forced: After one or more progress is placed on this quest, cancell all progress and reduce each players threat by an equal amount.

When all players have 0 threat, immediately proceed to stage 2.


Trouble in Tharbad (x1)
2A-B (-)

You've eluded the Orcs and you make haste for the river crossing. If you can get across, perhaps you can escape. But, Bellach has cleverly set a patrol at the ford, and you are quickly spotted. You make a dash for the river...

When Revealed: Add Bellach and The Crossing at Tharbad to the staging area. Then shuffle the encounter discard pile into the encounter deck and discard cards from the encounter deck until X Orc enemies have been discarded, where X is the number of players in the game. Add all discarded Orc enemies to the staging area.

Time 3. Forced: After the last time counter is removed from the quest, either raise each player's threat by 3 or Bellach makes an immediate attack against Nalir. Then, place 3 time counters on this stage.

Progress that would be placed on this quest are instead placed on The Crossing at Tharbad.

Forced: After a character leaves play, raise its controller's threat by 2.


Trouble in Tharbad (x1)
0 1 2 3
Dwarf.  

The first player gains control of Nalir.

Forced: At the beginning of the refresh phase, raise your threat by 1 for each player in the game.

If Nalir leaves play, the players lose the game.


Trouble in Tharbad (x1)
1 (4)
City.  

Players cannot reduce their threat.

While The Empty Mug is in the victory display, the current quest gains

Forced: After a player card effect reduces a player's threat, remove it from the game.



Trouble in Tharbad (x1)
(50) X 5 4 7
Mordor.   Spy.  

X is the number of players in the game.

Orc and Creature enemies get -30 engagement cost and +1 .

Forced: When Bellach is destroyed, shuffle him into the encounter deck.


Trouble in Tharbad (x1)
2 (10)
City.   Ruins.   River.  

Immune to player card effects. Cannot leave the staging area.

The Crossing at Tharbad gets +2 quest points for each player in the game.

When The Crossing at Tharbad is explored, the players win the game.


Trouble in Tharbad (x4)
(40) 2 3 2 4
Mordor.   Orc.   Spy.  

Forced: When Spy from Mordor attacks, remove 1 time counter from the current quest.

"Some spying breed of Orc, I guess, or a creature of theirs." –Faramir, The Two Towers


Trouble in Tharbad (x2/x1)
(30) 3 5 4 5
Orc.  

While Bellach's Marauder is engaged with a player, it gains:

Forced: After a time counter is removed from the current quest, deal Bellach's Marauder 2 shadow cards.

Shadow: Remove 1 time counter from the current quest.


Trouble in Tharbad (x2)
3 (1)
City.   Road.  

Progress cannot be placed on Streets of Tharbad while it is in the staging area.

While Streets of Tharbad is the active location, enemies get -20 engagement cost.

As soon as his back was turned, a dark figure climbed quickly in over the gate and melted into the shadows of the village street. –The Fellowship of the Ring


Trouble in Tharbad (x2)
1 (1)
City.  

Surge.

While Tharbad Hideout is the active location, time counters cannot be removed from the current quest.

Forced: At the beginning of the quest phase, place 1 progress on Tharbad Hideout.


Trouble in Tharbad (x2/x1)
1 (5)
City.   Ruins.  

While Ruins of the Second Age is in the staging area, City locations get +1 .

While Ruins of the Second Age is the active location, deal engaged enemies 1 additional shadow card at the beginning of the combat phase.

...as far as Tharbad, where the old North Road crossed the river by a ruined town. –The Fellowship of the Ring


Trouble in Tharbad (x2/x1)
3 (3)
City.  

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

Shadow: Raise the defending player's threat by X, where X is the amount of damage dealt by this attack.


Trouble in Tharbad (x2)
3 (5)
City.  

Travel: Raise each player's threat by X to travel here. X is the number of enemies in play.

Forced: After traveling to Hidden Alleyway, add 1 time counter to the current quest.


Trouble in Tharbad (x2)
2 (3)
City.  

While Decrepit Rooftops is the active location, enemies get +1 and do not make engagement checks.

Forced: After traveling to Decrepit Rooftops, return all engaged enemies to the staging area.


Trouble in Tharbad (x2)

When Revealed: Return all engaged enemies to the staging area. Then, the first player either removes 1 time counter from the current quest or each Spy enemy in the staging area gets +2 until the end of the phase.

Concealment was no longer possible, and they could only hope that no enemy or spy was observing them. –The Fellowship of the Ring


Trouble in Tharbad (x2/x1)

When Revealed: Each player raises his threat by 1 for each ally he controls. Then, if any player's threat is 20 or less, this card gains Surge.

Shadow: Attacking enemy gets +1 (+2 instead if the defending player's threat is 20 or less).


Trouble in Tharbad (x2)

When Revealed: The first player either removes 1 time counter from the current quest or each enemies gets -20 engagement cost and +1 until the end of the round.

Shadow: Attacking enemy gets +1 (+2 instead if the defending player's threat is 20 or less).


Trouble in Tharbad (x2/x1)

When Revealed: The enemies in the staging area with the highest engages the first player and makes an immediate attack against Nalir. If there are no enemies in the staging area, Get That Dwarf! gains Surge.

Shadow: If this attack is undefended, deal 2 damage to Nalir.