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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: 23 Cards
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 reveal an encounter card.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, discard an ally you control.

The Wilds of Rhovanion (x3/x2)

When Revealed: Each player discards each resource from each of his hero's resource pools and raises his threat by 1 for each resource he discarded this way. If no resources were discarded this way, Swarm of Bats gains surge.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character has an attachment).

The Fate of Wilderland (x1)
Assault.

Urdug gets +2 Defense for each other enemy in play and cannot be dealt damage unless he had resolved an attack this phase.

Forced: After players quest unsuccessfully, place 1 progress here for each player in the game.

The Fate of Wilderland (x1)
Defense.

While there are X or more resources on The Heroes' Defense, Urdug is considered to be engaged with each player, X is five times the number of players.

Response: After an enemy is destroyed, place 1 resource here.

The Fate of Wilderland (x1)
50 2 3 2 5
Orc. Goblin.

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

Forced: When Urdug attacks, discard the top card of the encounter deck. He gets +XAttack for this attack, where X is the discarded card's printedThreat

When Urdug is destroyed, the players win the game.

The Fate of Wilderland (x3/x2)
25 2 3 2 5
Orc. Goblin.

Forced: After Urdug's Elite engages you, either exhaust a character you control, or place 1 progress on The Goblins' Assault.

Shadow: Exhaust a character you control.

The Fate of Wilderland (x3/x2)
20 2 2 2 3
Orc. Goblin.

Forced: After Fierce Vanguard engages you, either it gets +2 Attack until the end of the round, or place 1 progress on the The Goblins' Assault.

Shadow: Attacking enemy gets +2 Attack and +2 Defense until the end of the phase.

The Fate of Wilderland (x2)
30 3 4 1 4
Orc. Goblin.

Forced: After Warg-rider is dealt a shadow card with no effect, either return it to the staging area or place 1 progress on The Goblins' Assault.

The Fate of Wilderland (x1)
4
4
Mountain. Gate.

Immune to player card effects.

While Gate of Gundabad is in the staging area, resources cannot be placed on The Heroes' Defense.

Travel: Search the encounter deck, discard pile, and victory display for a Goblin Troop and add it to the staging area. Shuffle the encounter deck.

The Fate of Wilderland (x3)
3
3
Mountain. Fortification.

While Hilltop Battlements is in the staging area, each non-unique enemy gets -5 engagement cost.

Forced: When Hilltop Battlements is explored, discard the top X cards of the encounter deck, where X is the number of players in the game. Add each enemy discarded by this effect to the staging area.

The Fate of Wilderland (x3)
2
5
Mountain. Fortification.

While Dwarven Watchtower is the active location, each hero gets +1 Defense

Response: After Dwarven Watchtower is explored, the first player chooses: either place 1 resource on The Heroes' Defense, or remove 1 progress from The Goblins' Assault.

The Fate of Wilderland (x3/x1)
2
4
Mountain.

When Revealed: Either place 1 progress on The Goblins' Assault, or reveal an additional encounter card.

Shadow: Attacking enemy cannot take damage this phase.

The Fate of Wilderland (x3/x2)

Doomed 1.

When Revealed: Place X progress on The Goblins' Assault, where X is in the stage number of the main quest.

Shadow: Attacking enemy gets +XAttack where X is the stage number of the current quest.

The Fate of Wilderland (x3/x2)

When Revealed: Urdug makes an immediate attack against the first player. If this attack destroys a character, place 1 progress on The Goblins' Assault.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, place 1 progress on The Goblins' Assault.

The Fate of Wilderland (x2)

When Revealed: Each enemy and each location in the staging area gets +1 Threat until the end of the phase. If the players quest unsuccessfully this phase, place 1 progress on The Goblins' Assault.

Shadow: Discard a non-objective attachment you control.

The Fate of Wilderland (x1)
Stage
1 A

Dagnir is dead. In a move long–planned, Urdug has returned with an army of Goblins to lay claim to Gundabad and the Dragon's Wealth.

Setup: Add The Goblins' Assault, The Heroes' Defense, and Urdug to the staging area. Shuffle the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players in the game. Add those enemies to the staging area.

1 B
-

Goblins swarm up the mountain slopes and you fight to keep them back.

Forced: At the end of the round, place 1 progress on The Goblins' Assault for each enemy in the staging area. Then, if there is X or more progress on The Goblins' Assault, advance. X is equal to 2, plus 2 per player.

The Fate of Wilderland (x1)
Stage
2 A

A new force of Goblins has scaled the cliff above the gate and attacks you from the rear.

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is number of players in the game. Add those enemies to the staging area.

2 B
-

Hammered now on two fronts, you struggle to hold the gate.

Forced: After an enemy attacks, place 1 progress on The Goblins' Assault.

Forced: At the end of the round, if there is X or more progress on The Goblins' Assault, advance. X is equal to 4, plus 4 per player.

The Fate of Wilderland (x1)
Stage
3 A

Urdug commits the last of his reserves to the attack. Weary as you are from fighting so long, you reel at this fresh assault.

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players in the game. Add those enemies to the staging area.

3 B
-

Your saga through Rhovanion has reached its final test. If you fail, the Goblins of Gundabad will reestablish themseleves as a threat to the North and all your achievements will be for naught. The fate of Wilderland is in your hands.

Forced: At the end of the round, place 1 progress on the Goblins' Assault for each enemy in play. Then, if there is X or more progress on The Goblins' Assault, the players lose the game. X is equal to 8, plus 8 per player.