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Results: 2 Cards
Angmar Awakened Campaign Expansion (x1)

You are playing campaign mode.

Setup: Set all 5 Losing Time treacheries aside, out of play.

Forced: At the beginning of the quest phase, place 1 resource on this card. Then, if there are 3 or more resources on it, remove 3 resources from it to reveal 1 set-aside copy of Losing Time and place it in the encounter discard pile.

Heading south from Mount Gram, the company foundthe return to Rivendell fraught with peril at every turn. The need for haste forced them to travel into the wildlands of the Ettermoors, a decision they quickly regretted.

Resolution: Add each copy of Losing Time in the encounter deck or encounter discard pile to the Campaign Pool.

"This is the land of Rhudaur; one of the three kingdoms of old Arnor. The line of Isildur did not survive in Rhudair; and over time the number of DĂșnedain here dwindled. The elders tell us that evil men, hillmen in league with the realm of Angmar; usurped the last king of Rhudaur many hundreds of years ago. From that moment on, Rhudaur was a vassal of the Witch–king and those DĂșnedain still remaining in this land were either slain in cold blood, or fled west."
–AmarthiĂșl

Angmar Awakened Campaign Expansion (x4)

Surge.

When Revealed: Each player must either raise their threat by 3 or exhaust a hero they control.

Shadow: Attacking enemy either gets +3Attack or +3Defense until the end of the phase.