Escape from Dol Guldur · Quest
Out of the Dungeons
Quest
Rules
Following a thread of sunlight, you discover a cavern opening leading out through the side of the hill. Stationed outside the cave-mouth, however, is a large group of Orcs.
Forced: At the beginning of each quest phase, each player places the top card of his deck, face down in front of him as if it just engaged him from the staging area. These cards are called "Orc Guard" and act as enemies with: 1 hit point, 1 Attack and 1 Defense. Players cannot defeat this stage while Nazgûl of Dol Guldur is in play. If this stage is defeated and Nazgûl of Dol Guldur is not in play, the players have won the game.
Side A
Following a thread of sunlight, you discover a cavern opening leading out through the side of the hill. Stationed outside the cave-mouth, however, is a large group of Orcs.
Side B
Forced: At the beginning of each quest phase, each player places the top card of his deck, face down in front of him as if it just engaged him from the staging area. These cards are called "Orc Guard" and act as enemies with: 1 hit point, 1 Attack and 1 Defense. Players cannot defeat this stage while Nazgûl of Dol Guldur is in play. If this stage is defeated and Nazgûl of Dol Guldur is not in play, the players have won the game.
On the card
- Quest points
- 7
- Stage
- 3
Card information
- Type
- Quest
- Set
- Escape from Dol Guldur
- Number
- #125
Turns up in
Escape from Dol Guldur
Card text and art © Fantasy Flight Games and Middle-earth Enterprises; scans from the Hall of Beorn card database. Shown here by a fan project to read the game by.
