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Resource Threat Engagement
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Trait Keyword Victory
Category
Player Encounter Quest
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Results: 28 Cards
The Lost Realm (x3)
25 2 2 3 3
Orc.

When Revealed: Either discard 1 ally from play, or reveal an additional encounter card.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys an ally, return attacking enemy to the staging area.

The Lost Realm (x3/x2)
30 3 3 2 4
Orc.

Forced: After Angmar Marauder attacks and destroys an ally, return it to the staging area.

Shadow: Attacking enemy gets +1 Attack for each ally the defending player controls.

The Lost Realm (x2/x1)
35 3 5 2 5
Orc.

Forced: After Angmar Captain attacks and destroys an ally, discard the top card of the defending player's deck. If the discarded card is an ally, Angmar Captain makes an additional attack against the defending player.

In the twilight he saw a large black Orc... –The Two Towers

The Lost Realm (x1)
4

Each Orc enemy gets +1 Threat +1 Attack and +1 Defense.

When Revealed: Each player must search the encounter deck and discard pile for an Orc enemy and put it into play engaged with him. Shuffle the encounter deck.

Several Orcs spring upon you from their hiding place! Their surprise attack puts you on the defensive. You must fight to gain the upper hand.


Escape from Mount Gram (x1)
Stage
1 A

You have been captured and imprisoned by the goblins of Mount Gram.

Setup: Each player shuffles his starting hand into his deck. Each player prepares a separate captured deck (see insert). Each player adds 2 resources to his starting hero and sets his threat to that hero's threat cost. Set Southern Gate, Jailor Gornákh and the Angmar Orcs encounter set aside, out of play. Shuffle the encounter deck. Each player draws a new starting hand of 3 cards.

1 B
-

You have endured much during your imprisonment in Mount Gram at the hands of a cruel goblin known as Gornákh. But before you are taken north as prizes for "Lord Daechanar," Amarthiúl comes to your rescue. After he frees you, he slips off to find Iârion, whom you suspect is imprisoned nearby. Armed with only your wits and resolve, you must find the rest of your company.

When Revealed: Each player creates his own staging area and advances to a different stage 2A.

Escape from Mount Gram (x4)
Stage
2 A

Alone and without your equipment, you steel yourself and being to search for your companions and belongings.

Capture 7.

When Revealed: Search the encounter deck for 1 copy of Prison Cell, reveal it, and add it to your staging area. Then capture an additional 2 cards from the top of your captured deck underneath that copy of Prison Cell.

2 B
-

Capture 7.

Any time players would place progress on this quest, resuce an equal number of captured cards at random from underneath it instead. (Progress is placed on the active location before triggering this effect.)

Forced: If there are no captured cards underneath Gornákh's Dungeons, join another player at the beginning of the travel phase. If you cannot join another player, all players advance to stage 3A together.

Escape from Mount Gram (x1)
Stage
3 A

Having rescued as many of your companions as you can find, you begin to make your way towards the dungeon's hidden exit. By now Gornákh is surely aware of your escape, and the orcs that were with Thaurdir are now searching for you, as well.

When Revealed: Add Southern Gate and Jailor Gornákh to the staging area. Shuffle the Angmar Orcs encounter set into the encounter deck. Then, reveal 1 encounter card per player from the top of the encounter deck.

3 B
16

Orcs and Goblins rush to find you before you can make your escape. You must make haste if you wish to make it out of Mount Gram alive!

The player cannot travel to Southern Gate unless there is at least 16 progress on this stage.

The players cannot defeat this stage while Souther Gate is in play. If the players defeat this stage, they have escaped Mount Gram and win the game.

Escape from Mount Gram (x1)
44 3 5 3 8
Goblin. Orc.

Forced: After 1 or more captured cards are rescued, Jailor Gornákh engages the player with the highest threat and makes an immediate attack.

"Come on now! We've talked enough. Let's go and have a look at the prisoner!"
–Shagrat, The Two Towers

Escape from Mount Gram (x1)
3
8
Mountain.

Immune to player card effects.

White Southern Gate is the active location, each Orc enemy gets +2 Attack.

Forced: When Southern Gate becomes the active location, each player with less than 35 threat must raise his threat to 35.

Escape from Mount Gram (x2)
36 2 3 2 3
Goblin. Orc.

Capture 1.

Forced: When Cruel Torturer would damage an ally by an attack, capture that ally underneath Cruel Torturer instead.

"You'll get bed and breakfast all right: more than you can stomach"
–Uglúk, The Two Towers

Escape from Mount Gram (x3)
16 1 2 1 2
Goblin. Orc.

Capture 1.

Response: After the captured card(s) underneath Dungeon Guard are rescued, the players may put 1 of them into play at no cost.

Escape from Mount Gram (x2/x0)
28 2 X 1 3
Goblin. Orc.

Capture 1.

X is the number of cards in play with 1 or more captured cards underneath them.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it has no captured cards underneath it).

Escape from Mount Gram (x4)
1
3
Underground.

Capture 1.

Response: After the players travel to Prison Cell, look at the captured card(s) underneath it and choose 1 to put into play at no cost. Place the other cards back underneath Prison Cell.

...goblins don't care who they catch, as long as it isa done smart and secret, and the prisoners are not able to defend themselves.
–The Hobbit

Escape from Mount Gram (x2)
3
2
Underground.

Capture 2.

Travel: Each player raises his threat by 3 to travel here.

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

Escape from Mount Gram (x2)
X
4
Underground.

Capture 1.

X is the number of captured cards underneath Tunnels of Mount Gram.

Shadow: Capture each attachment attached to the defending character underneath the attacking enemy.

Escape from Mount Gram (x2/x1)

Doomed 3.

When Revealed: Until the end of the round, each enemy gets -10 engagement cost and +1 Attack. If there are no enemies in play, search the encounter deck and discard pile for an enemy and add it to the staging area.

Escape from Mount Gram (x2)

When Revealed: Each player must either deal 1 damage to each exhausted character he controls, or remove each exhausted character he controls from the quest.

Shadow: Exhaust a character you control.

Escape from Mount Gram (x2/x1)

When Revealed: Each player chooses one of his allies and captures it underneath the encounter card with the highest Threat.

Shadow: If this attack would damage an ally, capture that ally underneath the attacking enemy instead.

Escape from Mount Gram (x2)

When Revealed: Each player discards the top card of his captured deck and raises his threat by that card's printed resource cost. If at least 1 player discarded no cards from this effect, Interrogation gains doomed 2

Shadow: Discard a random card from your hand and raise your threat by its printed cost.

Escape from Mount Gram (x1)
6

Capture 5. Time 4.

Forced: When the last time counter is removed from this quest, discard its captured cards and remove this quest from the game. Then, raise each player's threat by 3 for each of his characters that was discarded by this effect.

Several of your captured companions are being sent to the executioner's block. If you make it in time, you might be able to save them before they are slain!

Escape from Mount Gram Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Forced: After choosing a starting hero and randomly setting another hero aside facedown, instead of the standard captured deck setup, shuffle any remaining heroes into your captured deck, then place the facedown set aside hero on the bottom of your captured deck.

The players cannot win the game while a hero is captured (underneath an encounter card, or in their captured deck).

"Slash them! Beat them! Bite them! Gnash them! Take them away to dark holes full of snakes, and never let them see the light again!"
–The Great Goblin, The Hobbit

Stage
B

Begin with the standard quest deck and encounter deck for the Escape from Mount Gram scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

4x Prison Cell

3x Dungeon Guard

1x Jailor Gorn kh

2x Interrogation

1x Goblin Tormentor

1x Cruel Torturer

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Escape from Mount Gram encounter deck.

Note: This Nightmare Deck includes a card for the Angmar Orcs encounter set, Orc of Thaurdir. During setup, this card should be set aside along with the rest of the Angmar Orcs encounter set.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

Escape from Mount Gram Nightmare (x1)
45 4 5 5 14 2 
Goblin. Orc.

Forced: After Jailor Gorn kh enters playt each player searches his captured deck for each hero and captures thme underneath Jailor Gorn kh.

Forced: After a player rescues any number of cards, Jailor Gorn kh attacks that player.

Escape from Mount Gram Nightmare (x3)
26 2 2 1 4 1 
Goblin. Orc.

Capture 1.

While you are engaged with Prison Guard, it gainst: "Planning Action: Rescue a random card from underneath Prison Guard. Then, raise each player's threat by X, where X is that card's printed cost. (Limit once per round)."

Escape from Mount Gram Nightmare (x4)
2
3
9 
Underground.

Capture 1.

While Prison Cell is the active location, it gains:

Planning Action: Rescue a random card from underneath Prison Cell. Then, raise each player's threat by X, where X is that card's printed cost. (Limit once per round).
Escape from Mount Gram Nightmare (x2)
0
X
5 
Underground.

Capture 1. Surge.

X is twice the number of cards captured underneath Torture Chamber.

Forced: At the end of the combat phase, if Torture Chamber is in the staging area, deal 1 damage to each exhausted character.

Escape from Mount Gram Nightmare (x3)
4 

Surge.

When Revealed: Attach to the current quest. Counts as a Condition attachment with the text: "Each player cannot have more than 6 cards in his hand. (Each player with more than 6 cards in his hand must immediately discard cards until he has 6 cards in his hand.)"

Escape from Mount Gram Nightmare (x2)
3 

When Revealed: Each player may capture any number of random cards from his hand underneat the current quest. Each player raises his threat by the number of cards in his hand.

Shadow: Capture 3 random cards from your hand underneath attacking enemy.

Escape from Mount Gram Nightmare (x1)
9
2 

Surge. Capture 3.

Forced: After a card is captured by another card effect, capture a random cards from each player's hand underneath Raid Golfimbul's Vault.

Forced: When the captured cards underneath Golfimbul's Vault are rescued, put each rescued Item card into its owner's hand and discard the rest.