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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 (x2/x1)

Doomed 1.

When Revealed: Each player must choose: either raise your threat by 1 for each ally you control, or deal 1 damage to each ally you control.

Shadow: Raise your threat by 1 for each enemy engaged with you.

The Wilds of Rhovanion (x2/x1)

When Revealed: The player with the most cards in his hand without a copy of Lost in the Wilderness adds Lost in the Wild to his hand. (While in a player's hand, Lost in the Wild gains: "Cannot be discarded by player card effect.Forced: After you play a card, discard each card in your hand.")

The Wilds of Rhovanion (x2/x1)

When Revealed: Attach to the hero with the most attachments without Weighed Down attached. Then, exhaust attached hero. (Counts as a Condition attachment with the text:"Forced: After attached hero readies, choose and discard an attachment from it. You cannot choose Weighed Down unless attached hero has no other non-objective attachments.")

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 (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 Withered Heath (x1)
10 1 6 1 18
Dragon.

Cannot have attachments or take non-combat damage.

Cold-Drake gets +1 Threat and +1 Defense for each Dragon Sign in the victory display.

Forced: After Cold-Drake is dealt a shadow card with no shadow effect, the defending character cannot ready until the end of the round.

The Withered Heath (x4)
Clue.

Guarded (enemy).

Attached enemy or location is immune to player card effects.

When Dragon Sign is free of encounters, add it to the victory display.

The Withered Heath (x2/x1)
35 3 5 3 9
Troll.

Cannot have player card attachments.

Forced: After Snow-troll attacks and destroys a character, return it to the staging area.

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

The Withered Heath (x3/x2)
20 2 2 0 4
Dragon.

Dragon Hatchling gets +1 Attack and +1 Defense for each Dragon Sign in the victory display.

Shadow: Until the end of the phase, attacking enemy gets +1 Attack and +1 Defense for each Dragon Sign in the victory display.

The Withered Heath (x3)
2
4
Mountain.

While Mountain Pass is in the staging area, the 'when revealed' effects of Weather treachery cards cannot be canceled.

"We may well be seen by watchers on that narrow path, and waylaid by some evil; but the weather may prove a more deadly enemy than any."
–Gandalf, The Fellowship of the Ring

The Withered Heath (x3)
3
3
Mountain.

Deep.

Progress cannot be placed on Dwarven Door while it is in the staging area.

"Dwarf–doors are not made to be seen when shut."
–Gimli, The Fellowship of the Ring

The Withered Heath (x3/x2)
1
5
Mountain.

Deep.

Cave Entrance gets +1 Threat for each Dragon Sign in the victory display.

Travel: Raise each player's threat by 1.

That, of course, is the dangerous part about caves: you don't know how far they go back, sometimes, or where a passage behind may lead to, or what is waiting for you inside.
–The Hobbit

The Withered Heath (x2)
4
4
Mountain.

Response: After the players travel to Creature Den, search the Caves deck for a Dragon Sign and attach it to Creature Den as a guarded objective. Shuffle the Caves deck.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add that enemy to the staging area.

The Withered Heath (x2/x1)
X
6
Mountain.

Deep.

X is the number of locations in the staging area.

Travel: Assign X damage among characters in play.

The roar of the great falls drew nearer.
–The Fellowship of the Ring

The Withered Heath (x2/x1)
Weather.

Doomed 1.

When Revealed: Exhaust a character. Until the end of the round, characters cannot be readied by player card effect.

Shadow: Exhaust a character you control.

The Withered Heath (x3/x2)
Weather.

When Revealed: For each ready character a player controls, he must choose: either exhaust that character, or deal 1 damage to it.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if defending character is damaged).

The Withered Heath (x1)
Stage
1 A

You have journeyed to the Withered Heath in search of a giant Dragon. There you discover tracks that lead you to the cold heights of the Grey Mountains.

Setup: Set Cold-Drake and all four copies of Dragon Sign aside, out of play. Create the Caves deck (see insert) and set it next to the quest deck. Shuffle 2 set aside Dragon Sign objectives into the Caves deck. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.

1 B
6

The Grey Mountains are a cold and untamed wilderness where nothing friendly dwells, and the weather is as real a danger to you as Dragons.

Forced: After the active location is explored, look at the top 3 cards of the encounter deck. Reveal 1 of those cards and discard the rest.

The players cannot defeat this stage unless at least 1 Dragon Sign is in the victory display.

The Withered Heath (x1)
Stage
2 A

You've followed the Dragon tracks high up the Ered Mithrin mountain range to a sheltered hollow where you find the beast waiting for you. It lets out a roar that shakes the mountain, and rocks tumble down as it charges toward you in a rage!

When Revealed: Add the set-aside Cold-Drake to the staging area.

2 B
3

Ignore the Deep. keyword.

Cold-Drake cannot leave the staging area (even if it has damage equal to its hit points), but it is considered to be engaged with each player.

No more than 6 damage can be placed on Cold-Drake each round and it cannot have more than 18 damage.

This stage cannot be defeated while Cold-Drake has any hit points remaining.

The Withered Heath (x1)
Stage
3 A

The injured drake retreats among the rising slopes of Ered Mithrin and you chase afterit, carefully searching each potential hiding place.

When Revealed: Shuffle 2 set-aside Dragon Sign objectives into the Caves deck. Set Cold-Drake aside, out of play. (Do not remove damage tokens from it.) Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.

3 B
9

Forced: After the active location is explored, look at the top 3 cards of the encounter deck. Reveal 1 of those cards and discard the rest.

Forced: At the end of the round, remove 3 damage tokens from the set-aside Cold-Drake.

The players cannot defeat this stage unless at least 3 Dragon Signs are in the victory display.

The Withered Heath (x1)
Stage
4 A

At last you have cornered the injured Dragon. But with nowhere left to run, it attacks you with desperate fury. The men of Dale will make songs of this battle, if you survive to tell the story...

When Revealed: Add Cold-Drake to the staging area. It makes an immediate attack against each player in turn order. (Deal and resolve a shadow card for each attack.)

4 B
0

Cold-Drake cannot take more than X damage each round, where X is the number of Dragon Signs in the victory display.

Forced: At the beginning of the quest phase, return Cold-Drake to the staging area. It makes an immediate attack against each player in turn order.

This stage cannot be defeated while Cold-Drake is in play. When Cold-Drake is defeated, the players win the game.