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Set
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Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique Status
Character Project Creator

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: 25 Cards
A Shadow in the East (x1)
36 3 6 3 6
Easterling.

Forced: When Easterling Captain enters play, discard cards from the encounter deck until an Easterling treachery is discarded. Attach that treachery to Easterling Captain.

Forced: When Easterling Captain would take any amount of damage, discard an Easterling attachment from him. Then, cancel the damage.

A Shadow in the East (x2/x1)
40 2 5 2 5
Easterling.

Archery 2.

Rider of Rhûn gets -10 enagement cost for each Easterling attachment it has.

When Revealed: Search the encounter deck and discard pile for an Easterling Horse and attach it to Rider of Rhûn. Shuffle the encounter deck.

A Shadow in the East (x3)
Easterling.

While attached to an enemy, counts as a Mount attachment with the text: "Attached enemy gets +2 ThreatForced: At the end of the round, return attached enemy to the staging area."

When Revealed: Attach to the lowest engagement cost Easterling enemy without an Easterling Horse and return it to the staging area. Otherwise, Easterling Horse gains surge.

A Shadow in the East (x4/x3)
2
4
Plains.

When Revealed: Each copy of Rolling Plains gets +2 Threat until the end of the phase.

Travel: Raise each player's threat by 2.

The falling stream vanished into a deep growth of cresses and water–plants, and they could hear it tinkling away in green tunnels, down long gentle slopes...
–The Two Towers

A Shadow in the East (x2/x1)
3
3
Plains.

While Rocky Outcrop is in the staging area, characters cannot be readied by player card effects.

Travel: The first player exhausts a hero he controls.

A Shadow in the East (x2/x1)

Doomed 1.

When Revealed: Each exhausted character gets -1Willpower until the end of the phase.

Shadow: Deal 1 damage to the defending character.

A Shadow in the East (x2)

When Revealed: Each player exhausts a character he controls and deals 1 damage to it.

Shadow: Either exhaust a character you control, or return attacking enemy to the staging area after this attack.

A Shadow in the East (x1)
6

The lonely plains appear to stretch endlessly in each direction, and you tire just from looking at them.

Each player cannot ready more than 6 characters he controls during the refresh phase.

Response: When this stage is defeated, each player may ready a hero he controls.

Challenge of the Wainriders (x1)

If The Wainriders' stage has damage on it equal to or greater than its quest points, The Wainriders advances to the next stage in the circuit. Place any excess damage on that stage.

Forced: At the end of the quest phase, place X damage on The Wainriders' stage, where X is the total Threat of each enemy in the staging area.

Challenge of the Wainriders (x1)

Forced: When the players defeat a quest stage with the race keyword, advance this card to the next quest stage in the circuit.

If The Challengers completes two circuits before the Wainriders, the players win the game. If The Wainriders completes two circuits before the challenges, the players lose the game.

Challenge of the Wainriders (x1)
50 X 4 X 5
Easterling.

X is 2 per player.Indestructible.

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

While The Challengers is at the same stage as The Wainriders, Wainrider Champion is considered to be engaged with each player.

Challenge of the Wainriders (x4/x3)
28 1 4 2 3
Easterling.

Archery 1.

While The Challengers is ahead of the The Wainriders, Aggressive Racer gains surge.

Forced: After Aggressive Racer attacks and destroys a character, place 2 damage on The Wainriders' stage.

Challenge of the Wainriders (x3/x2)
38 3 5 1 6
Easterling.

When Revealed: Either place 3 damage on The Wainriders' stage, or Chariot Driver makes an attack against the first player.

Shadow: If this attack destroys a character, return attacking enemy to the the staging area.

Challenge of the Wainriders (x3)
45 2 3 1 4
Easterling.

While The Challengers is ahead of The Wainriders, Veteran Wainrider gets +2 Threat and cannot leave the staging area.

Shadow: Attacking enemy gets +2 Attack if The Challengers is ahead of the Wainriders.

Challenge of the Wainriders (x3)
3
5
Plains.

while Narrow Pass is the active location, it gains:"Response: When damage would be placed on Wainrider Champion remove an equal amount of damage from The Wainriders' stage instead."

Perhaps they were waiting to make some ambush in a narrow place?
–The Fellowship of the Ring

Challenge of the Wainriders (x2/x1)
0
6
Plains.

Crowded Track gets +1 Threat for each character controlled by the first player.

Forced: After Crowded Track becomes the active location, each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. Shuffle the encounter deck.

Challenge of the Wainriders (x2/x1)
4
4
Plains.

While Ravine Ledge is in the staging area, each racing test requires 1 additional matching result.

Travel: The first player makes a racingAttack test. To pass requires 1 TURN result. If the players pass the test, each player draws 1 card. If the players faill the test, each player discards 1 random card from his hand.

Challenge of the Wainriders (x2/x1)
Easterling.

Surge.

While attached, counts as a Weapon attachment with the text: "Attached enemy gets +1 Attack Excess damage dealt by attached enemy must be placed on The Wainriders' stage."

When Revealed: Attach to a non-unique Easterling enemy without a Wainrider Chariot attached.

Challenge of the Wainriders (x3/x2)

When Revealed: Wainrider Champion makes an attack against each engaged player. If no attacks were made, place damage on The Wainriders' stage equal to the Wainrider Champion'sThreat

Shadow: Attacking enemy gets +1 Attack If this attacks destroys a character, place 2 damage on The Wainriders' stage.

Challenge of the Wainriders (x1)
Stage
1 A

The Wainriders have challenged you to a chariot race. Win, and you earn your freedom. Lose, and the Wainriders will sell you as prisoners to Mordor.

Setup: Build the circuit (see insert). Place The Wainriders and The Challengers objective cards at this stage. The first player adds Wainrider Champion to the staging area. Each other player adds 1 different location to the staging area. Shuffle the encounter deck.

1 B
0

Race. This stage gets +4 quest points per player.

Forced: When this stage is defeated, make a racingDefense test. To pass requires 1 STRAIGHT result, plus an additional STRAIGHT result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, each player discards 1 random card from his hand.

Challenge of the Wainriders (x1)
Stage
2 A

The Wainriders have created a track that winds around their camp. The first part of the track is an open field that the racers sprint across to gain position before the track narrows.

2 B
0

Race. This stage gets +4 quest points per player.

Forced: When this stage is defeated, make a racingAttack test. To pass requires 1 STRAIGHT result, plus an additional STRAIGHT result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, deal 1 damage to each character.

Challenge of the Wainriders (x1)
Stage
3 A

At the far end of the Wainrider's track is a sharp turn along the side of a ravine. The racers have to pull hard on their reins to keep their horses from charging over the edge.

3 B
0

Race. This stage gets +4 quest points per player.

Forced: When this stage is defeated, make a racingWillpower test. To pass requires 1 TURN result, plus an additional TURN result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, each player discards an ally he controls.

Challenge of the Wainriders (x1)
Stage
4 A

After navigating a dangerous turn, the Wainrider's track wanders through difficult terrain at the far edge of their camp.

4 B
0

Race. This stage gets +4 quest points per player.

Forced: When this stage is defeated, make a racingDefense test. To pass requires 1 STRAIGHT result, plus an additional STRAIGHT result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, reveal the top card of the encounter deck (top 2 cards instead if there are 3 or more players).

Challenge of the Wainriders (x1)
Stage
5 A

Before returning to the camp. the Wainrider's track climbs a steep hill that rises above the plains surrounding it.

5 B
0

Race. This stage gets +4 quest points per player.

Forced: When this stage is defeated, make a racingWillpower test. To pass requires 1 STRAIGHT result, plus an additional STRAIGHT result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, place 2 damage per player on The Wainriders' stage.

Challenge of the Wainriders (x1)
Stage
6 A

The final sprint of the Wainrider's track is another sharp turn at the bottom of the last climb. The drivers push themseleves to take the turn as fast as they can in order to finish ahead of the competition.

6 B
0

Race. This stage gets +4 quest points per player.

Forced: When this stage is defeated, make a racingAttack test. To pass requires 1 TURN result, plus an additional TURN result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, this stage is not defeated and all progress here is discarded.