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Boomed and Trumpeted
Type: Event
Sphere: Tactics
Cost: 1
Ent.
Response: After an Ent character takes any amount of damage, ready it. That character gets +3 [Attack] until the end of the phase.
“They roared and boomed and trumpeted, until stones began to crack and fall at the mere noise of them.†—Merry, The Two Towers
Set: Escape from Mount Gram Number: 32
Quantity: 3
Illustrator: Jordan Saia
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11 Comments
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Captives of Gornákh
Type: Treachery
Encounter Set: Escape from Mount Gram
When Revealed: Each player chooses one of his allies and captures it underneath the encounter card with the highest [Threat].
Shadow: If this attack would damage an ally, capture that ally underneath the attacking enemy instead.
Set: Escape from Mount Gram Number: 51
Quantity: 2
Illustrator: Kaija Rudkiewicz
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No Comments have been made.
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Cruel Torturer
Type: Enemy
Encounter Set: Escape from Mount Gram
Threat Threshold: 36
Threat: 2 Attack: 3 Defense: 2 Hit Points: 3
Goblin. Orc.
Capture 1. Forced: When Cruel Torturer would damage an ally by an attack, capture that ally underneath Cruel Torturer instead.
“You’ll get bed and breakfast all right: more than you can stomach.†—Uglúk, The Two Towers
Set: Escape from Mount Gram Number: 43
Quantity: 2
Illustrator: Nicholas Gregory
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No Comments have been made.
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Derndingle Warrior
Type: Ally
Sphere: Tactics
Cost: 2
Willpower: 1 Attack: 1 Defense: 2 Hit Points: 3
Ent.
Sentinel. Cannot have restricted attachments. Enters play exhausted. While Derndingle Warrior is defending, it gains: “Action: Deal 1 damage to Derndingle Warrior to give it +3 [Defense] for this attack.” (Limit once per attack.)
Set: Escape from Mount Gram Number: 31
Quantity: 3
Illustrator: Oscar Römer
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3 Comments
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Descendants of Kings
Type: Event
Sphere: Leadership
Cost: 1
Action: Ready up to X Dúnedain characters you control. X is the number of enemies engaged with you.
“But when dark things come from the houseless hills, or creep from sunless woods, they fly from us.†—Aragorn, The Fellowship of the Ring
Set: Escape from Mount Gram Number: 30
Quantity: 3
Illustrator: Smirtouille
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No Comments have been made.
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Distant Stars
Type: Event
Sphere: Lore
Cost: 0
Action: Exhaust a Ranger or Scout character to discard a non-unique active location. Then, search the encounter deck and discard pile for a non-unique location and make it the active location. Shuffle the encounter deck.
“I have crossed many mountains and many rivers, and trodden many plains, even into the far countries of Rhûn and Harad where the stars are strange…â€
—Aragorn, The Fellowship of the Ring
Set: Escape from Mount Gram Number: 36
Quantity: 3
Illustrator: John Stanko
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No Comments have been made.
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Double Back
Type: Side Quest
Sphere: Spirit
Limit 1 per deck. Response: When this stage is defeated, reduce each player’s threat by 5.
He was taking a wandering course with many turns and doublings, to put off any pursuit. -The Fellowship of the Ring
Set: Escape from Mount Gram Number: 34
Quantity: 3
Illustrator: Jorge Barrero
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2 Comments
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Dungeon Guard
Type: Enemy
Encounter Set: Escape from Mount Gram
Threat Threshold: 16
Threat: 1 Attack: 2 Defense: 1 Hit Points: 2
Goblin. Orc.
Capture 1. Response: After the captured card(s) underneath Dungeon Guard are rescued, the players may put 1 of them into play at no cost.
Set: Escape from Mount Gram Number: 44
Quantity: 3
Illustrator: Anthony Feliciano
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No Comments have been made.
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Elven Jeweler
Type: Ally
Sphere: Spirit
Cost: 2
Willpower: 1 Attack: 1 Defense: 1 Hit Points: 2
Noldor. Craftsman.
Action: Discard 2 cards from your hand to put Elven Jeweler into play from your hand, under your control.
“...to the Elven-smiths they were but trifles...†-Gandalf, The Fellowship of the Ring
Set: Escape from Mount Gram Number: 33
Quantity: 3
Illustrator: Cassandre Bolan
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7 Comments
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Feeble and Weary
Type: Treachery
Encounter Set: Escape from Mount Gram
When Revealed: Each player must either deal 1 damage to each exhausted character he controls, or remove each exhausted character he controls from the quest.
Shadow: Exhaust a character you control.
Set: Escape from Mount Gram Number: 50
Quantity: 2
Illustrator: Tawny Fritzinger
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No Comments have been made.
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Flight from Mount Gram
Type: Quest
Encounter Set: Escape from Mount Gram
Encounter Info:
Quest Points: 16
When Revealed: Add Southern Gate and Jailor Gornákh to the staging area. Shuffle the Angmar Orcs encounter set into the encounter deck. Then, reveal 1 encounter card per player from the top of the encounter deck.
The players cannot travel to Southern Gate unless there is at least 16 progress on this stage. The players cannot defeat this stage while Southern Gate is in play. If the players defeat this stage, they have escaped Mount Gram and win the game.
Having rescued as many of your companions as you can find, you begin to make your way towards the dungeon’s hidden exit. By now Gornákh is surely aware of your escape, and the orcs that were with Thaurdir are now searching for you, as well.
Set: Escape from Mount Gram Number: 40
Quantity: 1
Illustrator: Lukasz Jaskolski
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No Comments have been made.
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Goblin Tormentor
Type: Enemy
Encounter Set: Escape from Mount Gram
Threat Threshold: 28
Threat: 2 Attack: X Defense: 1 Hit Points: 3
Goblin. Orc.
X is the number of cards in play with 1 or more captured cards underneath them.
Shadow: Attacking enemy gets +1 [Attack]. (+2 [Attack] instead if it has no captured cards underneath it).
Set: Escape from Mount Gram Number: 45
Quantity: 2
Illustrator: Rafał Hrynkiewicz
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No Comments have been made.
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Gornákh’s Dungeons
Type: Quest
Encounter Set: Escape from Mount Gram
Encounter Info:
Quest Points: 0
Capture 7. When Revealed: Search the encounter deck for 1 copy of Prison Cell, reveal it, and add it to your staging area. Then, capture an additional 2 cards from the top of your captured deck underneath that copy of Prison Cell.
Any time players would place progress tokens on this quest, rescue an equal number of captured card at randoms from underneath it instead. (Progress is placed on the active location before triggering this effect.) Forced: If there are no captured cards underneath Gornákh’s Dungeons, join another player at the beginning of the travel phase. If you cannot join another player, all players advance to stage 3A together.
Alone and without your equipment, you steel yourself and begin to search for your companions and belongings.
Set: Escape from Mount Gram Number: 39
Quantity: 4
Illustrator: Katayanagi
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No Comments have been made.
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Interrogation
Type: Treachery
Encounter Set: Escape from Mount Gram
When Revealed: Each player discards the top card of his captured deck and raises his threat by that card’s printed resource cost. If at least 1 player discards no cards from this effect, Interrogation gains surge.
Shadow: Discard a random card from your hand and raise your threat by its printed cost.
Set: Escape from Mount Gram Number: 52
Quantity: 2
Illustrator: Rafał Hrynkiewicz
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No Comments have been made.
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Jailor Gornákh
Type: Enemy
Encounter Set: Escape from Mount Gram
Threat Threshold: 44
Threat: 3 Attack: 5 Defense: 3 Hit Points: 8
Goblin. Orc.
Forced: After 1 or more captured cards are rescued, Jailor Gornákh engages the player with the highest threat and makes an immediate attack.
“Come on now! We’ve talked enough. Let’s go and have a look at the prisoner!†—Shagrat, The Two Towers
Set: Escape from Mount Gram Number: 41
Quantity: 1
Illustrator: Joel Hustak
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No Comments have been made.
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Keen as Lances
Type: Event
Sphere: Neutral
Cost: 5
Reduce the cost to play Keen as Lances by 1 for each card worth no victory points in the victory display. Action: Add Keen as Lances to the victory display. Then, choose one: add 2 resources to a hero’s resource pool, draw 3 cards, or reduce your threat by 4.
Set: Escape from Mount Gram Number: 37
Quantity: 3
Illustrator: Magali Villeneuve
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No Comments have been made.
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Leave No Trace
Type: Event
Sphere: Lore
Cost: 1
Limit 3 copies of Leave No Trace in the victory display. Response: After a non-unique location is explored, add Leave No Trace to the victory display to add that location to the victory display.
Set: Escape from Mount Gram Number: 35
Quantity: 3
Illustrator: Aurelien Hubert
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6 Comments
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Patrol Room
Type: Location
Encounter Set: Escape from Mount Gram
Threat: 3 Quest Points: 2
Underground.
Capture 2. Travel: Each player raises his threat by 3 to travel here.
Shadow: Attacking enemy gets +1 [Attack]. (+2 [Attack] instead if the defending player’s threat is 20 or higher).
Set: Escape from Mount Gram Number: 47
Quantity: 2
Illustrator: Jordan Saia
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No Comments have been made.
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Prison Cell
Type: Location
Encounter Set: Escape from Mount Gram
Threat: 1 Quest Points: 3
Underground.
Capture 1. Response: After the players travel to Prison Cell, look at the captured card(s) underneath it and choose 1 to put into play at no cost. Place the other cards back underneath Prison Cell.
...goblins don’t care who they catch, as long as it is done smart and secret, and the prisoners are not able to defend themselves. —The Hobbit
Set: Escape from Mount Gram Number: 46
Quantity: 4
Illustrator: Ferdinand Ladera
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No Comments have been made.
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Rossiel
Type: Hero
Sphere: Lore
Starting Threat: 8
Willpower: 2 Attack: 1 Defense: 2 Hit Points: 3
Silvan.
If the active location shares a Trait with a location in the victory display, Rossiel gets +2 [Willpower]. If the attacking enemy shares a Trait with an enemy in the victory display, Rossiel gets +2 [Defense].
“Did you not say that you wished to see Elf-magic?†—Galadriel, The Fellowship of the Ring
Set: Escape from Mount Gram Number: 28
Quantity: 1
Illustrator: Alexandre Dainche
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18 Comments
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Sound the Alarm!
Type: Treachery
Encounter Set: Escape from Mount Gram
Doomed 3. When Revealed: Until the end of the round, each enemy gets -10 engagement cost and +1 [Attack]. If there are no enemies in play, search the encounter deck and discard pile for an enemy and add it to the staging area.
Set: Escape from Mount Gram Number: 49
Quantity: 2
Illustrator: Owen William Weber
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No Comments have been made.
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Southern Gate
Type: Location
Encounter Set: Escape from Mount Gram
Threat: 3 Quest Points: 8
Mountain.
Immune to player card effects. While Southern Gate is the active location, each Orc enemy gets +2 [Attack]. Forced: After Southern Gate becomes the active location, each player with less than 35 threat must raise his threat to 35.
Set: Escape from Mount Gram Number: 42
Quantity: 1
Illustrator: Jake Bullock
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No Comments have been made.
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Stop the Executioners!
Type: Side Quest
Encounter Set: Escape from Mount Gram
Capture 5. Time 4. Forced: When the last time counter is removed from this quest, discard its captured cards and remove it from the game. Then, raise each player’s threat by 3 for each of his characters that was discarded by this effect.
Several of your captured companions are being sent to the executioner’s block. If you make it in time, you might be able to save them before they are slain!
Set: Escape from Mount Gram Number: 53
Quantity: 1
Illustrator: Guillaume Ducos
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No Comments have been made.
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Tunnels of Mount Gram
Type: Location
Encounter Set: Escape from Mount Gram
Threat: 0 Quest Points: 4
Underground.
Capture 1. X is the number of captured cards underneath Tunnels of Mount Gram.
Shadow: Capture each attachment attached to the defending character underneath the attacking enemy.
Set: Escape from Mount Gram Number: 48
Quantity: 2
Illustrator: Ferdinand Ladera
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No Comments have been made.
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Unexpected Rescue
Type: Quest
Encounter Set: Escape from Mount Gram
Encounter Info:
Quest Points: 0
Setup: Each player shuffles his starting hand into his deck. Each player prepares a separate captured deck (see insert). Each player add 2 resources to his starting hero and sets his threat to that hero’s threat cost. Set Southern Gate, Jailor Gornákh and the Angmar Orcs encounter set aside, out of play. Shuffle the encounter deck. Each player draws a new starting hand of 3 cards.
When Revealed: Each player creates his own staging area and advances to a different stage 2A.
You have been captured and imprisoned by the goblins of Mount Gram.
Set: Escape from Mount Gram Number: 38
Quantity: 1
Illustrator: Tomasz Jedruszek
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No Comments have been made.
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Veteran of Osgiliath
Type: Ally
Sphere: Leadership
Cost: 3
Willpower: 1 Attack: 2 Defense: 1 Hit Points: 2
Gondor. Warrior.
Veteran of Osgiliath gets +1 [Willpower], +1 [Attack], and +1 [Defense] while your threat is 40 or higher.
“So do we ever watch the shores nigh Osgiliath, which our enemies now partly hold, and issue from it to harry our lands.†—Faramir, The Two Towers
Set: Escape from Mount Gram Number: 29
Quantity: 3
Illustrator: John Stanko
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No Comments have been made.
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