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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: 27 Cards
The Wilds of Rhovanion (x1)
35 X 7 X 17
Dragon.

Cannot have non-Dragon attachments.

X is 1 more than the number of players.

Forced: After the active location is explored, Fire-drake returns to the staging area and makes an immediate attack against each player in turn order.

The Wilds of Rhovanion (x1)
7
7
Underground. Dark. Lair.

Immune to player card effects.

Fire-drake cannot take damage.

Response: After Dragon Hoard becomes the active location, the first player chooses a player to attach an Artifact attachment from his hand to Dragon Hoard. That attachment gains the guarded (location) keyword. If that attachment has the printed guarded keyword, do not resolve it when the attachment enters play.

The Wilds of Rhovanion (x2/x1)
4
4
Underground.

While Iron Hills Mine is the active location, it gains:"Response: When Iron Hills Mine is explored, each player may return 1 card from his discard pile to his hand."

Travel: Each player discards the top 4 cards of his deck to travel here.

The Wilds of Rhovanion (x3)
1
5
Underground.

Contested Depths gets +1 Threat for each location in the victory display.

Forced: After the players travel to Contested Depths, either raise each player's threat by 1 for each location in the victory display, or discard Contested Depths and replace it with the top card of the Caves deck.

The Wilds of Rhovanion (x2/x1)
2
6
Underground. Dark.

Deep.

When faced with the option to travel, the players must travel to Deep Chasm if there is no active location.

The chasm was long and dark, and filled with the noise of wind and rushing water and echoing stone.
–The Fellowship of the Ring

The Wilds of Rhovanion (x2/x1)

When Revealed: The highestAttack enemy in the staging area makes an immediate attack against the first player. If no attack is made this way, Denizen of the Deep gains surge.

Shadow: Attacking enemy makes an additional attack against you after this one.

The Wilds of Rhovanion (x2/x1)

When Revealed: Attach to a questing hero and remove it from the quest. (Counts as a Condition attachment with the text: "Limit 1 per hero. While the active location has the Dark trait, reduce attached hero'sWillpower to 0 and treat its text box as if it were blank, except for Traits.")

The Wilds of Rhovanion (x2/x1)
36 3 6 3 9
Troll.

Cannot have non-objective attachments.

Forced: After Stone-troll attacks and destroys a character you control, discard 1 card from your hand for each excess point of damage dealt.

Shadow: Discard an attachment you control.

The Wilds of Rhovanion (x2/x1)
38 1 1 1 5
Orc.

While Hobgoblin is guarding a card, it gets +XThreat +XAttack and +XDefense where X is that card's cost.

Forced: After Hobgoblin enters play, the first player attaches the top card of his deck to Hobgoblin faceup as a guarded attachment. When Hobgoblin leaves play, return the card it was guarding to its owner's hand.

The Wilds of Rhovanion (x2/x1)
33 3 2 1 8
Creature.

Werewolf gets +1 Attack for each damage on it.

Forced: After Werewolf is dealt a shadow card with no shadow effect, deal 1 damage to it and the defending character.

Shadow: Deal 1 damage to the defending character.

The Wilds of Rhovanion (x3)
28 2 3 2 3
Creature. Spider.

Forced: After Giant Spider attacks and damages a character, that character cannot ready until the end of the round.

Shadow: Defending character cannot ready until the end of the round.

The Wilds of Rhovanion (x3/x2)
18 1 2 1 2
Creature.

Surge.

While the active location has the Dark trait, Black Bats cannot take damage.

Shadow: If the active location has the Dark trait, attacking enemy cannot take damage this phase.

The Wilds of Rhovanion (x4/x3)
3
3
Underground. Dark.

Deep.

While Dark Tunnel is in the staging area, progress cannot be placed on Dark locations in the staging area.

The tunnel seemed to have no end. All he knew was that it was going down pretty steadily...
–The Hobbit

The Wilds of Rhovanion (x2)
2
2
Underground. Dark.

Deep.

Response: When you travel to Forked Passage (before resolving the deep keyword), raise each player's threat by 2 to look at the top 2 cards of the Caves deck. Put 1 on top of the Caves deck and put the other on the bottom. Then, add Forked Passage to the victory display.

The Wilds of Rhovanion (x3)

When Revealed: Add the total Threat of the active location to the total Threat in the staging area until the end of the phase. If there is no active location, discard cards from the top of the encounter deck until a location is discarded and add it to the staging area.

Shadow: Attacking enemy gets +1 Attack

The Wilds of Rhovanion (x3/x2)

Doomed 1.

When Revealed: Each player must choose: either raise your threat by 1 for each questing character you control, or discard a questing character you control.

Shadow: If this attack is undefended, discard an ally you control.

The Wilds of Rhovanion (x2/x1)
Dragon.

Surge.

When Revealed: Attach to a Dragon enemy. (Counts as a Condition attachment with the text: "Limit 1 per enemy.Forced: When attached enemy attacks you, deal 1 damage to each character you control. Then, discard Dragon Breath.")

The Wilds of Rhovanion (x2/x1)
Dragon.

Surge.

When Revealed: Attach to a Dragon enemy. (Counts as a Condition attachment with the text: "Limit 1 per enemy.Forced: When attached enemy would take any amount of damage, cancel all of that damage. Then, discard Dragon Scales.")

The Wilds of Rhovanion (x1)
2
2
Underground.

Response: After Lost Armory becomes the active location, each player may search his deck for a Weapon or Armor attachment, add it to his hand, and shuffle his deck. Limit once per game for the group.

Behind him where the walls were nearest could dimly be seen coats of mail, helms and axes, swords and spears hanging...
–The Hobbit

The Wilds of Rhovanion (x1)
3
3
Underground.

Response: After Ancient Treasury becomes the active location, each player may (choose one): reduce his threat by 3, draw 2 cards, or add 1 resource to a hero's resource pool. Limit once per game for the group.

...there in rows stood great jars and vessels filled with a wealth that could not be guessed.
–The Hobbit

The Wilds of Rhovanion (x1)
4
4
Underground. Dark.

Forced: After Frightful Den becomes the active location, 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. Add each enemy discarded this way to the staging area.

The Wilds of Rhovanion (x1)
5
5
Underground. Dark.

Forced: After the players commit characters to the quest, discard cards from the encounter deck until a treachery is discarded. Resolve the `when revealed' effect on that treachery.

He did not go much further, but sat down on the cold floor and gave himself up to complete miserableness...
–The Hobbit

The Wilds of Rhovanion (x1)
6
6
Underground. Dark.

Forced: After Crumbling Cavern becomes the active location, each player assigns X damage among characters he controls, where X is the number of characters he controls.

...he was slipping – beginning to fall down, down, goodness knows where to.
–The Hobbit

The Wilds of Rhovanion (x1)
X
X
Underground. Dark.

X is the number of characters controlled by the player who controls the most characters.

Forced: After an ally enters player, exhaust it.

...without warning he trotted splash into water! Ugh! it was icy cold. That pulled him up sharp and short.
–The Hobbit

The Wilds of Rhovanion (x1)
Stage
1 A

You have tracked the beast that attacked the village on the border of Brand's realm to the mines beneath the Iron Hills. The Dwarves there have been driven from the lower depths by a new terror, and the mines have become a haunt for evil creatures.

Setup: Build the Caves deck (see insert) and set it next to the quest deck. Set Fire-drake, Dragon Hoard, and the Dragon Might encounter sets aside, out of play. Shuffle the encounter deck. Each player discards cards from the top of the encounter deck until he discards an enemy or location and adds that card to the staging area.

1 B
0

Forced: At the beginning of the quest phase, discard cards from the top of the encounter deck until a location is discarded. Either add that location to the staging area, or raise each player's threat by X, where X is that location's printedThreat

This stage cannot be defeated unless there are 3 locations with victory points in the victory display.

The Wilds of Rhovanion (x1)
Stage
2 A

A bright flame splits the darkness, and your fears are confirmed: it was a dragon you tracked from the village. The fire–drake chased the Dwarves from their mines, and you must search out its lair somewhere in the lower depths.

When Revealed: Place Dragon Hoard on the bottom of the Caves deck. Add Fire-drake to the staging area and shuffle the Dragon Might encounter set into the encounter deck.

2 B
-

Fire-drake cannot leave the staging area or take damage.

Response: After placing progress here from questing successfully, remove 5 progress from this stage to look at the top 2 cards of the Caves deck. Put one on top of the Caves deck and put the other on the bottom.

After The Dragon Hoard becomes the active location, advance to stage 3A.

The Wilds of Rhovanion (x1)
Stage
3 A

The cavern around you trembles as the dragon roars and spews fire from its mouth. For a moment, the terrifying form of the beast is lit by red–orange flame and it all becomes clear to you: the huge fire–drake must be responsible for the upheaval you've encountered in Wilderland. The Iron Hills and the realm of Dale will not be safe until the dragon is dead.

When Revealed: Search the encounter deck and discard pile for a Dragon treachery and attach it to Fire-drake, if able. Shuffle the encounter deck.

3 B
-

Ignore the Deep keyword.

Forced: After a player declares X attackers against Fire-drake, he must remove X progress tokens from the main quest or cancel the attack.

This stage cannot be defeated while Fire-drake is in play. If Fire-drake is defeated, the players win the game.