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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
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Artist Popularity Errata
Results: 8 Cards

The Treason of Saruman (x3)
3 (3)
Helm's Deep.  

While The Hornburg is the active location, reduce the archery total by 1 for each player in the game.

Forced: When The Hornburg is explored, assign X damage among characters in play. X is the number of enemies in play.

But the Hornburg still held fast, like an island in the sea. –The Two Towers


The Treason of Saruman (x4)
4 (4)
Helm's Deep.  

While Deeping Wall is the active location, each hero gets +1

Forced: When Deeping Wall is explored, raise each player's threat by 4.

The Deeping Wall was twenty feet high, and so thick that four men could walk abreast along the top, sheltered by a parapet over which only a tall man could look. –The Two Towers


The Treason of Saruman (x2/x1)
X (2)
Helm's Deep.  

X is the 1 more than the number of allies controlled by the first player.

Forced: When Deeping Culvert is explored, each player searches the encounter deck and discard pile for an enemy, reveals it, and adds it to the staging area. Shuffle the encounter deck.

Orcs had crept like rats through the culvert through which the stream flowed out. –The Two Towers


The Treason of Saruman (x2)
3 (2)
Helm's Deep.  

While Postern Door is the active location, each hero gets +1

Forced: When Postern Door is explored, until the end of the round, players cannot declare attacks.

There was a small postern–door that opened in an angle of the burg–wall on the west, where the cliff stretched out to meet it. –The Two Towers


The Treason of Saruman (x2/x1)
5 (3)
Helm's Deep.  

While Helm's Gate is the active location, if any player is not engaged with an enemy, the first player reveals an encounter card at the end of each staging step.

Forced: When Helm's Gate is explored, each enemy gets -20 engagement cost and +2 until the end of the round.


Helm's Deep Nightmare (x2)
3 (2)
Helm's Deep.  

While Helm's Dike is the active location, each enemy gets -10 engagement cost.

Forced: When Helm's Dike is explored, shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add the discarded enemy to the staging area.


Helm's Deep Nightmare (x3)
3 (3)
Helm's Deep.  

Each enemy gains Toughness 1.

Forced: When Hornburg Wall is explored, exhaust each ally in play.

Shadow: Discard a non-objective attachment you control.


Helm's Deep Nightmare (x2)
2 (2)
Helm's Deep.  

Immune to player card effects.

The players cannot travel here unless they are at stage 4B.

While Glittering Caves is the active location, it gains: "Skip the combat phase.Forced: At the end of the round, add Glittering Caves to the victory display and raise each player's threat by 2."