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Results: 1 - 50 of 123 Cards
Riders of Rohan (x1)
8 3 1 1 3 6 ★ 2 
Gondor. Noble.

If Éomer is in play, Lothíriel gains the Rohan trait.

Response: After Lothíriel commits to a quest, choose an ally in your hand. If that ally shares a Trait with her, put that ally into play exhausted and committed to the quest. At the end of the phase, if that ally is still in play, shuffle it into your deck.

Angmar Awakened Hero Expansion (x3)
- 2 2 2 3 5 ★
Dúnedain. Ranger.

Encounter. Surge. Ranged. Sentinel.

When Revealed: The first player chooses a player to take control of Ranger of the North. Then, either deal 2 damage to an enemy or place 2 progress tokens on a location.

Angmar Awakened Hero Expansion (x3)
1

Action: Choose and ready a sentinel character.

Valour Action: Ready all sentinel characters.

Aragorn and Boromir did not heed the command, but still held their ground, side by side, behind Gandalf at the far end of the bridge.
–The Fellowship of the Ring

Angmar Awakened Campaign Expansion (x1)

You are playing campaign mode.

Setup: Set all 5 Losing Time treacheries aside, out of play.

Forced: At the beginning of the quest phase, place 1 resource on this card. Then, if there are 3 or more resources on it, remove 3 resources from it to reveal 1 set-aside copy of Losing Time and place it in the encounter discard pile.

Heading south from Mount Gram, the company foundthe return to Rivendell fraught with peril at every turn. The need for haste forced them to travel into the wildlands of the Ettermoors, a decision they quickly regretted.

Resolution: Add each copy of Losing Time in the encounter deck or encounter discard pile to the Campaign Pool.

"This is the land of Rhudaur; one of the three kingdoms of old Arnor. The line of Isildur did not survive in Rhudair; and over time the number of Dúnedain here dwindled. The elders tell us that evil men, hillmen in league with the realm of Angmar; usurped the last king of Rhudaur many hundreds of years ago. From that moment on, Rhudaur was a vassal of the Witch–king and those Dúnedain still remaining in this land were either slain in cold blood, or fled west."
–Amarthiúl

Dream-chaser Campaign Expansion (x1)
50 2 5 - 8 1 
Creature.

Immune to player card effects. Cannot be engaged.

The Thing in the Depths gets +3 hit points per player.

Forced: When a Creature enemy is destroyed, deal damage to The Thing in the Depths equal to that enemy'sThreat

Dream-chaser Campaign Expansion (x1)
50 3 6 - 4 1 
Creature.

Campaign Mode only.

Immune to player card effects. Cannot be engaged.

The Thing in the Depths gets +3 hit points per player.

Forced: When a Creature enemy is destroyed, deal 2 damage to The Thing in the Depths.

Ered Mithrin Hero Expansion (x3)
2
Condition.

Attach to an ally.

Attached ally does not exhaust to quest.

–The Hobbit

Ered Mithrin Hero Expansion (x3)
2 1 2 0 2 4 ★ 2 
Creature.

Cannot have attachments.

Response: Discard Loyal Hound to cancel up to 2 damage just dealt to a hero you control.

Ered Mithrin Hero Expansion (x3)
- 2 3 1 3 6 ★
Creature. Eagle.

Encounter. Surge.

Cannot have restricted attachments.

When Revealed: The first player chooses a player to take control of Eagle of the North. The chosen player may choose and discard a non-unique enemy in the staging area.

The Fellowship of the Ring (x1)
30 4 5 3 6
Creature. Warg.

Cannot have attachments.

Forced: After Great Warg Chief enages you, discard cards from the encounter deck until a Warg enemy is discarded. Put that enemy into play engaged with you.

The Fellowship of the Ring (x1)
40 4 4 3 6
Orc. Uruk.

Cannot have attachments. Allies cannot defend against Orc-chieftain.

Forced: At the beginning of the encounter phase, Orc-chieftain engages the first player.

...he charged into the Company and thrust his spear straight at Frodo. –The Fellowship of the Ring

The Fellowship of the Ring (x1)
Stage
3 A

So it was that Legolas and Gimli found him. They came from the western slopes of the hill, silently, creeping through the trees as if they were hunting. Gimli had his axe in hand, and Legolas his long knife: all his arrows were spent. –The Two Towers

Forced: After stage 2B is discarded, if the total Threat of encounter cards in this staging area is less than 4, reveal 1 encounter card.

3 B
-

If Frodo's Choice is not in play, any time players would place progress on this quest, discard an equal number of cards from the encounter deck instead.

Forced: After Frodo's Choice is revealed at this stage, advance to stage 4A.

Response: After you quest successfully, discard an enemy engaged with a player.

The Fellowship of the Ring (x2)

When Revealed: Remove all damage from each enemy at this stage. Each enemy at this stage gets +1 Threat, +1 Attack, and +1 Defense until the end of the round.

Shadow: If the defending character has fewer printed hit points than the attacking enemy, this attack is considered undefended.

The Two Towers (x1)
Stage
2 A

At the behest of Gandalf, Aragorn and his companions ride to Helm's Deep with the men of Rohan and their King. As the sun goes down, the valley below the Deeping Wall fills with the approaching army of Isengard...

When Revealed: Add The Defense of Helm's Deep and each set aside copy of Soldier of Isengard to the staging area. Make Deeping Wall the active location. Shuffle the encounter deck. Then, each player reveals 1 encounter card.

2 B
8

Defense.

Forced: At the end of the combat phase, if the number of enemies in the staging area is less than the number of players in the game, the first player reveals an encounter card.

Forced: At the end of the round place 1 progress here for each enemy in the staging area (bypassing the active location).

The Two Towers (x3/x1)

Surge.

When Revealed: Attach to the active location. (Counts a Siege attachment with the text: "Each enemy gets +1 Threat

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, place 1 progress on the current quest.

The Two Towers (x3/x2)

When Revealed: Place 3 progress on the main quest (bypassing any active location). Until the end of the round, treat each character's text box as if it was blank (except for Traits).

Shadow: Attacking enemy gets +2 Attack and gains Toughness 2 until the end of the round.

The Two Towers (x1)
2
1
Isengard.

Immune to player card effects.

While Orthanc is in the staging area, it gains:"Forced: After the players quest successfully, the first player looks at the top 3 cards of the encounter deck, reveals 1, and discards the others."

Still dark and tall, unbroken by the storm, the tower of Orthanc stood. –The Two Towers

The Two Towers (x3)

When Revealed: Assign X damage among characters committed to the quest. X is one more than the number of players in the game.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending player has 1 or fewer cards in his hand).

The Two Towers (x3)
32 3 4 2 5
Undead.

The engaged player cannot reduce his threat.

Forced: After Dead Things attacks and destroys a character, the defending player raises his threat by 3.

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

The Two Towers (x3)
4
5
Marsh.

Mire 2. Forced: When Haunted Mere is discarded by the Mire keyword, search the encounter deck and discard pile for an Undead enemy, reveal it, and add it to the staging area. Shuffle the encounter deck.

Travel: Exhaust Smeagol to travel here.

"They lie in all the pools, pale faces, deep deep under the dark water." -Frodo, The Two Towers

The Two Towers (x1)
2
2
Mountain.

Immune to player card effects.

Travel: Either exhaust Sméagol, or discard 1 random card from each player's hand.

Forced: After Sméagol's Secret Way is explored, each player either exhausts a character he controls, or discards 1 random card from his hand.

"...a stair, a narrow stair, O yes, very long and narrow. And then more stairs." -Gollum, The Two Towers

The Two Towers (x2/x1)

Surge.

When Revealed: Either flip Sméagol to Gollum, or Gollum makes an immediate attack. The first player may spend 1 resource and exhaust The One Ring to cancel this effect.

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if the attacking enemy is Gollum).

The Two Towers (x3/x2)

When Revealed: Shelob gets +2 Attack until the end of the phase. Then, she makes an immediate attack against each player in turn order.

Shadow: If attacking enemy is Shelob, she makes an additional attack against you after this one.

The Voice of Isengard (x3)
25 2 2 1 4
Dunland.

Forced: After the engaged player draws any number of cards. Dunland Berserker makes an immediate attack.

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

The Voice of Isengard (x2/x1)

Surge.

When Revealed: Attach to the current quest. Counts as a Condition attachment with the text:

Forced: After a player draws any number of cards, that player deals 1 damage to a character he controls.

"I looked on the hillmen and they seemed over large for me..." –Gimli, The Two Towers

The Dunland Trap (x1)
50 3 5 3 5
Dunland. Boar Clan.

Cannot have attachments. Cannot leave play.

Chief Turch engages the first player.

Forced: After an enemy engages a player, remove 1 time counter from the current quest.

The Dunland Trap (x3/x2)
28 3 0 0 5
Dunland. Boar Clan.

Boar Clan Stalker gets +1 Attack and +1 Defense for each resource token on it (limit +4).

Forced: After the engaged player draws any number of cards, put a resource token on Boar Clan Stalker.

The Dunland Trap (x4)
20 2 3 1 4
Dunland. Boar Clan.

Forced: After the engaged player draws any number of cards, deal Boar Clan Warrior a shadow card.

Shadow: Attacking enemy gets +1 Attack for each shadow card on it.

The Antlered Crown (x1)
1 3 2 5
Dunland. Boar Clan.

The first player gains control of Chief Turch.

Immune to player card effects. Chief Turch does not exhaust to defend.

If Chief Turch leaves play, the players lose the game.

The Antlered Crown (x2/x1)

Doomed 3.

When Revealed: Each player draws 3 cards. Until the end of the round, players cannot play events.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, remove 1 time counter from the active location.

The Lost Realm (x3)
- 2 2 2 3 5 ★ 1 
Dúnedain. Ranger.

Encounter. Surge. Ranged. Sentinel.

When Revealed: The first player chooses a player to take control of Ranger of the North. Then, either deal 2 damage to an enemy or place 2 progress tokens on a location.

The Lost Realm (x2/x1)
X
5
Arnor. Hills.

X is the number of quest cards in play.

While there is only 1 quest card in play, Shrouded Hills gains Surge.

As the sun rose and passed noon they glimpsed far off in the east the grey–green lines of the Downs... –The Fellowship of the Ring

The Lost Realm (x1)
4

You've lost your way in the vastness of Arnor. You must search around until you find your trail again.

When Revealed: Each player places all cards in his hand facedown underneath Lost in the Wilderness.

Forced: When Lost in the Wilderness is defeated, return each card underneath it to its owner's hand.


The Lost Realm (x2/x1)

When Revealed: Each Undead enemy gets +1 Threat +1 Attack and +1 Defense until the end of the round. If there are no Undead enemies in play, Restless Evil gains Surge.

Shadow: Each Undead enemy engaged with you gets +1 Attack and +1 Defense until the end of the round.

The Lost Realm (x3/x2)
Sorcery.

When Revealed: Each player discards the top 3 cards of his deck. Until the end of the round, add 2 to the total Threat in the staging area for each different card type discarded this way.

Shadow: Defending player discards the top 3 cards of his deck. Attacking enemy gets +1 Attack for each different card type discarded this way.

Across the Ettenmoors (x1)
Stage
1 A

Setup: Set aside each of the 3 Across the Enttenmoors side quests and each of the 4 locations with the safe keyword. Reveal 1 of those side quests at random and 1 of those safe locations at random, adding them to the staging area with the safe location guarded by the side quest. Search the encounter deck for 1 copy of Savage Trollspawn per player and add them to the staging area. Shuffle the remaining side quests and safe locations back into the encounter deck. The first player gains control of Amarthiúl.

1 B
10

You have escaped from the prisons of Mount Gram, but you are not safe yet.

Forced: At the beginning of the quest phase, if there are no encounter side quests in play, discard cards from the top of the encounter deck until a side quest is discarded, reveal it, and add it to the staging area.

Forced: When a side quest is defeated, place progress tokens on Into the Ettenmoors equal to that side quest's quest points.

The Battle of Carn Dûm (x3)
1
2 

Action: Choose and ready a sentinel character.

Valour Action: Ready all sentinel characters.

Aragorn and Boromir did not heed the command, but still held their ground, side by side, behind Gandalf at the far end of the bridge.
–The Fellowship of the Ring

The Battle of Carn Dûm (x2/x1)

When Revealed: Flip Thaurdir. Then, if he is Captain side faceup, Daechanar’s Will gains surge.

Shadow: Flip Thaurdir after this attack.

The Dread Realm (x1)
Stage
3 A

The imposter in Iârion's body collapses in agony, and a piercing shriek echoes the halls as the sorcerer exits Iârion. "Thank you," Iârion says with a pained smile before his eyes close for the last time. Before you can mourn your loss, the walls begin to shake and crack. The catacombs are collapsing!

When Revealed: If there are less than X locations in the staging area, search the encounter deck and discard pile and add locations to the staging area until there are X locations in staging area. X is the number of players in the game.

3 B
-

Reanimated Dead are Undead enemies with 2 Threat, 2 Attack, 2 Defense and 2 hit points.

Progress that would be placed on this quest is instead placed on locations in the staging area, divided as you choose.

Forced: At the end of the quest phase, if there are any locations in play, deal 1 damage to all characters in play. If there are no locations in play, the players have escaped Carn Dûm, and win the game.

The Thing in the Depths (x1)
50 2 5 - 8
Creature.

Immune to player card effects. Cannot be engaged.

The Thing in the Depths gets +3 hit points per player.

Forced: When a Creature enemy is destroyed, deal damage to The Thing in the Depths equal to that enemy'sThreat

The Thing in the Depths (x2)
0 2 - 5 5
Creature. Body.

Surge.

Eye of the Beast cannot attack.

While Eye of the Beast is engaged with a player, The Thing in the Depths attacks that player during the combat phase (deal and resolve a shadow card for this attack).

The Thing in the Depths (x2)
23 3 5 1 7
Creature. Tentacle.

Grapple ( lowest printed Threat ).

Forced: At the end of the combat phase, if Thrashing Arm is engaged with you, deal 3 damage to a character you control.

The Thing in the Depths (x3)
17 1 3 1 5
Creature. Tentacle.

Surge. Grapple ( highest printed quest points ).

Forced: After Crushing Arm is detached from a location, it makes an immediate attack against the first player.

The Thing in the Depths (x3)
20 2 4 1 4
Creature. Tentacle.

Grapple ( highest printed Threat ).

Forced: When Grasping Arm attacks, the engaged player must exhaust a character he controls.

Shadow: If this attack is undefended, resolve Grasping Arm's Grapple keyword.

The Thing in the Depths (x3)
13 1 4 1 6
Creature. Tentacle.

Grapple ( lowest printed quest points ).

Giant Arm gets +2 Attack when attacking allies.

Shadow: After this attack, either put Giant Arm into play engaged with you and deal it a shadow card, or resolve its Grapple ability.

The Thing in the Depths (x3)

When Revealed: Discard the top 3 cards of the encounter deck. Resolve the Grapple keyword on each enemy discarded by this effect.

Shadow: Assign damage among characters you control equal to the number of enemies grappled with locations in the staging area.

The Thing in the Depths (x2/x0)

When Revealed: The Thing in the Depths attacks each player in turn order from the staging area (deal and resolve a shadow card for each attack).

Shadow: After this attack, The Thing in the Depths makes an attack against the defending player (deal a shadow card for this attack).

The Mûmakil (x4)
40 3 6 3 9
Creature.

Indestructible. Immune to player card effects.

Cannot take more tha 3 damage each round.

Forced: At the end of the round, the engaged player must choose: either return Wild Mûmak to the staging area, or it makes an immediate attack.

The Mûmakil (x2)

Doomed 1.

When Revealed: Choose a Wild M–mak in the staging area to attack the first player. If no attacks are made this way, search the encounter deck and discard pile for a Mûmak Trail and add it to the staging area. Shuffle the encounter deck.

On the great beast thundered, blundering in blind wrath through pool and thicket. –The Two Towers

The Mûmakil (x1)
6

The great apes of the jungle gather in the trees around you. They shadow your steps and slow your progress.

Each location gets +1 Threat

Forced: When Guardians of the Jungle becomes the current quest, search the encounter deck and discard pile for a Territorial Ape and put it into play engaged with the first player.