Clear Sort View Lang
Set
Card Set Cycle Set Type
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: 29 Cards
Core Set (x1)
10 1 2 0 2
Goblin. Orc.

Surge.

Shadow: Wolf Rider attacks the defending player. That player may declare 1 character as a defender. Deal Wolf Rider its own Shadow card. After combat, return Wolf Rider to the top of the encounter deck.

Core Set (x2/x1)
30 1 6 3 9
Troll.

Excess combat damage dealt by Hill Troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) must be assigned as an increase to your threat.

"Mutton yesterday, mutton today, and blimey, if it don't look like mutton again tomorrow."
–Troll, The Hobbit


Core Set (x2)
48 2 2 0 2
Goblin. Orc.

During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area.

Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.

Core Set (x1/x0)
40 3 4 1 7
Creature.

Forced: Each time Marsh Adder attacks you, raise your threat by 1.

Under the boughs of Mirkwood there was deadly strife of Elves and Men and fell beasts.
–The Fellowship of the Ring


Core Set (x2)
20 2 3 1 3
Creature.

Forced: If Wargs is dealt a shadow card with no effect, return Wargs to the staging area after it attacks.

Shadow: attacking enemy gets +1 Attack (+2 Attack instead if this attack is undefended.)

Core Set (x2/x0)

When Revealed: Remove 4 progress tokens from the current quest card. (If there are fewer than 4 progress tokens on the quest, remove all progress tokens from that quest.)

Shadow: Defending character does not count its Defense

Core Set (x2)
5
1
Wasteland.

Forced: After the players travel to The Brown Lands, place 1 progress token on it.

They had come to the Brown Lands that lay, vast and desolate, between Southern Mirkwood and the hills of the Emyn Muil. What pestilence or war or evil deed of the Enemy had so blasted all that region even Aragorn could not tell.
–The Fellowship of the Ring

Core Set (x2)
1
6
Wasteland.

When faced with the option to travel, the players must travel to The East Bight if there is no active location.

"...to the east the lands are waste, and full of Sauron's creatures..."
–Haldir, The Fellowship of the Ring

Core Set (x3)
15 2 2 1 3
Goblin. Orc.

Forced: After Misty Mountain Goblins attacks, remove 1 progress token from the current quest.

Shadow: Remove 1 progress token from the current quest. (3 progress tokens instead if this attack is undefended.)

Core Set (x1/x0)

When Revealed: Reveal X additional cards from the encounter deck. X is the number of players in the game.

Shadow: Deal X shadow cards to this attacker. X is the number of players in the game.

Core Set (x2)
1
3
Riverland.

Forced: If Banks of the Anduin leaves play, return it to the top of the encounter deck instead of placing it in the discard pile.

Here and there through openings Frodo could catch sudden glimpses of rolling mounds, and far beyond them hills in the sunset, and away on the edge of sight a dark line, where marches the southernmost ranks of the Misty Mountains.
–The Fellowship of the Ring

Core Set (x3/x1)
3
3
Marshland.

Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.

"On a time they took a boat and went down to the Gladden Fields, where there were great beds of iris and flowering reeds."
–Gandalf, The Fellowship of the Ring

The Wilds of Rhovanion (x1)
5
5
Riverland.

Immune to player card effects.

The Old Ford gets +5 quest points for each enemy in play.

Forced: After The Old Ford becomes the active location, each enemy in the staging area makes an immediate attack against the first player.

The Wilds of Rhovanion (x3/x2)
3
1
Riverland.

Forced: When Wooded Riverbank is explored, put the top card of the Evil Creatures deck into play engaged with the first player.

Shadow: Deal 1 damage to the defending character.

The Wilds of Rhovanion (x2/x1)

When Revealed: Add the top card of the Evil Creatures deck to the staging area and attach Frenzied Creature to it. (Counts as a Condition attachment with the text: "Attached enemy gets +1 Threat +1 Attack +1 Defense and is immune to player card effects")

Shadow: Attach this card to attacking enemy.

The Wilds of Rhovanion (x3)

When Revealed: Each player assigns X damage among characters he controls, where X is the total Threat of the active location. If X is less than 3, Treacherous Crossing gains surge.

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

The Wilds of Rhovanion (x2/x1)
35 3 5 4 6
Orc. Goblin.

Cannot have player card attachments.

While Goblin Troop is engaged with you, each other Goblin enemy engaged with you gets +1 Attack and +1 Defense

Shadow: Attacking enemy gets +2 Attack

The Wilds of Rhovanion (x3/x2)
50 1 2 0 3
Orc. Goblin.

Surge. Cannot be optionally engaged.

While Stray Goblin is in the staging area, it gains:"Forced: After a player engages an enemy, Stray Goblin engages that player."

Shadow: Add Stray Goblin to staging area.

The Wilds of Rhovanion (x2/x1)
40 4 4 3 5
Creature. Warg.

Forced: If Pack of Wargs is dealt a shadow card with no effect, Pack of Wargs makes an additional attack after this one. (Do not deal it a shadow card.)

Shadow: Return attacking enemy to the staging area after this attack.

The Wilds of Rhovanion (x2/x1)
X
X
Hills.

X is the number of characters controlled by the player with the most characters.

Quest Action: Exhaust a character to reduce Hills of WilderlandThreat by 1 until the end of the phase. Only the first player can trigger this effect.

The Wilds of Rhovanion (x3/x2)
2
5
Hills.

Lonely Lands gets +2 Threat for each facedown card under it.

While Lonely Lands is in the staging area, it gains:"Forced: After an event is played during the quest phase, place it facedown under Lonely Lands."

The Wilds of Rhovanion (x2/x1)

Doomed 1.

When Revealed: Each player must choose: either raise your threat by 1 for each ally you control, or deal 1 damage to each ally you control.

Shadow: Raise your threat by 1 for each enemy engaged with you.

The Wilds of Rhovanion (x2/x1)

When Revealed: The player with the most cards in his hand without a copy of Lost in the Wilderness adds Lost in the Wild to his hand. (While in a player's hand, Lost in the Wild gains: "Cannot be discarded by player card effect.Forced: After you play a card, discard each card in your hand.")

The Wilds of Rhovanion (x2/x1)

When Revealed: Attach to the hero with the most attachments without Weighed Down attached. Then, exhaust attached hero. (Counts as a Condition attachment with the text:"Forced: After attached hero readies, choose and discard an attachment from it. You cannot choose Weighed Down unless attached hero has no other non-objective attachments.")

The Wilds of Rhovanion (x1)
Stage
1 A

While traveling north through the Vales of Anduin on your way to Dale, you are alarmed by the number of dangerous creatures that you encounter.

Setup: Set Woodmen Village and The Old Ford aside, out of play. Create the Evil Creatures deck (see insert) and place it next to the quest 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.

1 B
10

Forced: After placing progress here from questing successfully, place 1 resource here.

Forced: At the beginning of the encounter phase, remove 1 resource from this stage. Then, add the top card of the Evil Creatures deck to the staging area.

This stage cannot be defeated while an enemy from the Evil Creatures deck in play.

The Wilds of Rhovanion (x1)
Stage
2 A

Dark, black smoke rises above the trees in the distance. As you draw nearer to the rising cloud, you hear the cry of Orc voices, the howling of Wargs, and the ring of steel. A small group of Woodmen fight desperately to defend their village from a vicious attack. You rush to their aid.

When Revealed: The first player adds Woodman Village to the staging area. Each other player reveals an encounter card.

2 B
5

No more than 1 progress can be placed on each location in the staging area each round.

Forced: After the players travel to a location, add the top card of the Evil Creatures deck to the staging area.

The players cannot defeat this stage unless the first player controls Haldan.

The Wilds of Rhovanion (x1)
Stage
3 A

Grateful for your help, one of the Woodmen offers to journey with you to The Old Ford. He wants to warn Grimbeorn of the growing danger, but when you reach the forst you find the Beornings already fighting to defend the passage of the river from dangerous creatures.

When Revealed: The first player adds The Old Ford to the staging area. Each other player adds the top card of the Evil Creatures deck to the staging area.

3 B
5

The players cannot travel toThe Old Ford unless there is at least 5 progress here.

Forced: At the beginning of the quest phase, add the top card of the Evil Creatures deck to the staging area.

This stage cannot be defeated while The Old Ford is in play. When The Old Ford is explored, the players win the game.

The Wilds of Rhovanion (x1)
4
4
Riverland.

Immune to player card effects.

Forced: When Woodmen Village is explored, add the top card of the Evil Creatures deck to the staging area. Then, flip over Woodmen Village and attach Haldan to the just-added enemy as a guarded objective.

The Wilds of Rhovanion (x1)
2 3 1 4
Woodman. Scout.

The first player gains control of Haldan while he is free of encounters.

While there is an active location, Haldan does not exhaust to quest.

If Haldan leaves play, the players lose the game.