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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: 35 Cards
Khazad-dûm (x2/x0)
38 2 7 3 10
Troll.

Immune to ranged damage.

No attachments can be played on Great Cave-troll.

Khazad-dûm (x1/x0)
50 1 1 3 1
Orc. Summoner.

While Orc Drummer is in the staging area, each enemy gets +X Threat. X is the number of players in the game.

Khazad-dûm (x3)
29 X X 2 2
Goblin. Orc.

X is the number of players in the game.

Shadow: attacking enemy gets +X Attack. X is the number of players in the game.

Khazad-dûm (x3)

When Revealed: Put the top enemy in the encounter discard pile into play, engaged with the first player. If this effect put no enemies into play, Chance Encounter gains Surge.

Shadow: attacking enemy gets +1 Attack (+3 Attack instead if engaged with the first player.)

Khazad-dûm (x2/x0)

Doomed 1.

When Revealed: Reveal X additional cards from the encounter deck and add them to the staging area. X is the number of players in the game.

Shadow: attacking enemy gets +X Attack. X is the number of players in the game.

Khazad-dûm (x3)
X
X
Underground.

X is the number of players in the game.

Shadow: attacking enemy gets +X Attack. X is the number of players in the game.

Khazad-dûm (x3)
37 3 1 0 2
Goblin. Orc. Scout.

Each player with a threat of 25 or higher cannot optionally engage Goblin Scout.

Khazad-dûm (x5)
20 1 3 1 2
Goblin. Orc.

Goblin Swordsman gets +2 Attack if its attack is undefended.

Shadow: Add Goblin Swordsman to the staging area.

Khazad-dûm (x3/x0)

When Revealed: The first player attaches Watchful Eyes to one of his heroes. Counts as a Condition attachment with the text:

Limit 1 per hero. Forced: If attached hero is exhausted at the end of the combat phase, reveal 1 card from the encounter deck and add it to the staging area.
Khazad-dûm (x2)
2
7
Underground. Dark.

While Goblin Tunnels is in the staging area, it gains:

Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card.

Shadow: attacking enemy gets +1 Attack (+3 Attack instead if attacking enemy is a Goblin.)

Shadow and Flame (x1)
Stage
1 A

As you reach the eastern realm of Darrowdelf the craftsmanship of the Dwarves is proudly displayed. But the sound of drums sound in the deep, and it appears that these halls are infested with Orcs.

Setup: Remove Dark Pit from the encounter deck and place it aside, out of play. Add Durin's Bane to the staging area. Shuffle the encounter deck.

1 B
9

A crack like lightning sounds before you, and a creature of shadow and flame blocks your way. It is an ancient demon of Morgoth, and its presence explains the massing in Moria.

When Revealed: Reduce each player's threat to 0. Reveal X cards from the encounter deck, where X is one less than the number of players in the game, and add them to the staging area.

Shadow and Flame (x1)
Stage
2 A

The fire-demon is Durin's Bane, doom of the Dwarves and the new Lord of Moria. It cannot be destroyed by mere strength of arms. You must find another way to deal with this Balrog as it relentlessly attacks, sword and whip weaving a deadly pattern of flame.

2 B
16

Forced: If at least 1 hero committed to the quest this round, place 4 progress tokens on The Rear Guard (bypassing the active location) at the end of the quest phase.

If Durin's Bane has 0 hit points, advance to the next stage of the scenario immediately.

Shadow and Flame (x1)
Stage
3 A

There is a crumbling pile of boulders on the edge of a teetering cliff, and it gives you a sudden idea. There are chasms and pits along the path you are traveling, and perhaps a well-timed rockslide could send the Balrog down into the depths below...

3 B
1

When Revealed: Durin's Bane makes an immediate attack on the first player. Add Dark Pit to the staging area.

Players cannot win the game while Durin's Bane is in play. If Durin's Bane leaves play by the effect on Dark Pit, the players have won the game.

Shadow and Flame (x1)
0
11
Underground. Dark.

While Dark Pit is the active location it gains:

Refresh Action: Exhaust X characters (maximum 3) you control to discard the top X cards of your deck. If all discarded cards have a higher combined printed cost than the remaining hit points of Durin's Bane, discard Durin's Bane from play.
Shadow and Flame (x1)
4
2
Underground.

While Second Hall is the active location, it gains:

Forced: After a character leaves play, reveal 1 card from the encounter deck and add it to the staging area.

Down the centre stalked a double line of towering pillars. They were carved like boles of mighty trees whose boughs upheld the roof with a branching tracery of stone.
–The Fellowship of the Ring

Shadow and Flame (x3)
3
3
Underground.

While Durin's Bane has no damage on it, progress tokens cannot be placed on Second Deep.

Shadow and Flame (x2/x0)

When Revealed: Each player must discard 1 ally he controls, if able. If Fires in the Deep discarded no allies, it gains Surge.

Shadow: The defending player discards 1 ally he controls, if able.

Shadow and Flame (x3/x1)
Shadow.

When Revealed: Attach Counter-Spell to Durin's Bane. Counts as a Condition attachment with the text:

Forced: When a player plays an event, discard the top card of the encounter deck. If that card is a treachery card, cancel the effects of the event, discard the event player's hand, and discard Counter-spell from play.
Shadow and Flame (x3)

When Revealed: Durin's Bane gets +3 Attack until the end of the round. The first player may remove 1 questing hero he controls from the quest to cancel the effect.

Shadow: If attacking enemy is Durin's Bane, it gets +3 Attack.

Shadow and Flame (x3)

Surge.

When Revealed: Heal 5 damage from Durin's Bane, if able. The first player may remove 1 questing hero he controls from the quest to cancel this effect.

The fire in it seemed to die, but the darkness grew.
–The Fellowship of the Ring

Shadow and Flame (x2)

When Revealed: Each player must discard 1 attachment he controls, if able.

Shadow: If attacking enemy is Durin's Bane, the defending player discards all attachments he controls.

Shadow and Flame (x3/x1)

When Revealed: Durin's Bane makes an immediate attack against the first player (deal and resolve a shadow card).

Shadow: If attacking enemy is Durin's Bane, it gets +3 Attack.

Shadow and Flame (x1)
1 4 6 3 27
Balrog. Flame. Shadow.

Regenerate 3. Indestructible. Players cannot play attachments on Durin’s Bane.

Durin’s Bane cannot leave the staging area, is considered to be engaged with each player whose threat is 1 or greater, and attacks each of those players in turn during the combat phase (deal and discard a new shadow card each attack).

Shadow and Flame (x3)
35 2 1 1 2
Goblin. Orc.

When Revealed: Each player must deal 1 damage to a hero he controls.

Forced: After a character leaves play, shuffle Ranging Goblin and the top card in the encounter discard pile back into the encounter deck.

Shadow and Flame (x2)
Weapon. Flame.

When Revealed: Attach Fiery Sword to Durin's Bane as a Weapon attachment with the text:

Attached enemy gets +3 Attack.

In its right hand was a blade like a stabbing tongue of fire...
–The Fellowship of the Ring

Shadow and Flame (x2)
Weapon. Flame.

When Revealed: Attach Many Thonged Whip to Durin's Bane as a Weapon attachment with the text:

Forced: When Durin's Bane attacks, the defending player must discard 1 card at random from his hand.

...in its left it held a whip of many thongs.
–The Fellowship of the Ring

'
Shadow and Flame Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Setup: Shuffle the 10 encounter cards with theAttack trait into a separate 'Balrog deck.'

When Durin's Bane would be dealt a shadow card, deal it from the Balrog deck instead of the encounter deck. Shadow cards dealt from the Balrog deck are discarded into a separate Balrog discard pile.

At the beginning of each combat phase (or if the Balrog deck runs out of cards), shuffle the Balrog discard pile back into the Balrog deck.

Stage
B

Begin with the standard quest deck and encounter deck for Foundations of Stone scenario.

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

3x Goblin Scout

2x Goblin Tunnels

3x Stray Goblin

3x The Mountains' Roots

3x Ranging Goblin

1x Fiery Sword

1x Many Thonged Whip

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Shadow and Flame encounter deck.

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.

Play Tip: This scenario contains 10 treachery cards with theAttack trait that have only a 'shadow' effect, and no 'when revealed' effect. These cards are never revealed from the encounter deck and are only ever dealt as shadow cards to Durin's Bane.

Shadow and Flame Nightmare (x2)
1 
Attack.

Shadow: For each excess point of combat damage dealt by this attack (damage that is dealt beyond the remaining hit points of the character damaged by this attack) you must damage another character you control. Exhaust all characters damaged by this effect.

Shadow and Flame Nightmare (x2)
7 
Attack.

Shadow: For each point of damage dealt by this attack, heal 1 damage from Durin's Bane.

The flames roared up to greet it, and wreathed about it; and a black smoke swirled in the air. –The Fellowship of the Ring

Shadow and Flame Nightmare (x2)
5 
Attack.

Shadow: Discard all cards attached to the defending character and deal it 1 damage. Cannot be canceled.

Fire came from its nostrils. –The Fellowship of the Ring

Shadow and Flame Nightmare (x2)
1 
Attack.

Shadow: If this attack destroys a character, Durin's Bane makes an additional attack against the defending player after this one.

From out of the shadow a red sword leaped flaming. –The Fellowship of the Ring

Shadow and Flame Nightmare (x2)
8 
Attack.

Shadow: Deal Durin's Bane 3 additional shadow cards from the encounter deck (not the Balrog deck).

The dark figure streaming with fire raced towards them. –The Fellowship of the Ring

Shadow and Flame Nightmare (x3)
12 3 3 32 5 1 
Mordor. Orc. Uruk.

Forced: While Durin's Bane has no damage, Servant of Flame gets +2 Attack and +2 Defense

Shadow: Search the encounter deck for a treachery card with the Shadow or Flame trait and reveal it, if able. Shuffle the encounter deck.

Shadow and Flame Nightmare (x2)
42 4 4 3 7 1 
Mordor. Orc. Uruk.

Each enemy gets -20 engagement cost.

Shadow: If this attack destroys a character, attacking enemy cannot take damage this round.

"And some are large and evil: Black Uruks of Mordor." –Gandalf, The Fellowship of the Ring

Shadow and Flame Nightmare (x2)
5
2
2 
Underground.

Progress cannot be placed on Fiery Depths while it is in the staging area.

Travel: Each player must move 1 damage from Durin's Bane to a hero to travel here.

Out of it a fierce red light came, and now and again flames licked at the brink and curled about the bases of the columns. –The Fellowship of the Ring