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Scenario Encounter
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Resource Threat Engagement
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Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
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Results: 551 - 600 of 3044 Cards
Conflict at the Carrock (x3)
2
1
Forest.

While Oak-wood Grove is the active location, resource tokens from any sphere may be spent as resource tokens.

Conflict at the Carrock (x3/x1)

When Revealed: Each player raises his threat by the total Threat of all cards in the staging area. Any player may choose to discard from play 1 Creature card he controls to cancel this effect.

Then, one of the ponies took fright at nothing and bolted. –The Hobbit

Conflict at the Carrock (x5/x4)

When Revealed: Attach to a hero with no “Sacked!” cards attached controlled by the first player. (Cannot be canceled.) Counts as a Condition attachment with the text:

Attached hero cannot attack, defend, commit to a quest, trigger its effect, or collect resources.

Shadow: If attacking enemy is a Troll resolve this card's 'when revealed' effect.

Conflict at the Carrock (x2/x0)

When Revealed: Destroy all heroes with the card “Sacked!” attached. Then, shuffle Roasted Slowly back into the encounter deck.

Shadow: If attacking enemy is a Troll remove 2 damage tokens from it.

A Journey to Rhosgobel (x4)
Item.

Guarded.

Action: Exhaust a hero to claim this objective if it has no encounters attached. Then, attach Athelas to that hero.

A Journey to Rhosgobel (x1)
1 1 1 20
Creature. Eagle.

No attachments. The first player gains control of Wilyador.

Forced: At the end of each round, Wilyador suffers 2 damage.

Wilyador cannot be healed of more than 5 wounds by a single effect. If Wilyador leaves play, the players have lost the game.

A Journey to Rhosgobel (x1)
X
4
Forest.

X is the number of players in the game.

While Rhosgobel is in the staging area, Wilyador cannot be healed.

Travel: Players must complete stage one of this quest before they can travel to Rhosgobel.

A Journey to Rhosgobel (x4)
2
3
Forest.

Response: After the players explore Forest Grove, search the encounter deck and discard pile for 1 Athelas objective, and add it to the staging area. Then, shuffle the encounter deck.

A Journey to Rhosgobel (x4/x1)

When Revealed: Deal 2 damage to each exhausted character.

Shadow: Deal 1 damage to each exhausted character.

A Journey to Rhosgobel (x4/x1)

When Revealed: Deal 1 damage to each character without any attachments.

Shadow: If a character (including Wilyador) has more damage than each other character, deal 3 additional damage to that character.

A Journey to Rhosgobel (x2/x1)

When Revealed: Deal 2 damage to each wounded character.

Shadow: Deal 1 damage to each wounded character. (2 damage instead if this attack is undefended.)

A Journey to Rhosgobel (x4)
32 1 2 1 3
Creature.

Only Eagle characters or characters with ranged can attack or defend against Mirkwood Flock.

Shadow: If this attack is undefended, the damage must be placed on Wilyador.

A Journey to Rhosgobel (x5)
26 1 1 0 2
Creature.

Only Eagle characters or characters with ranged can attack or defend against Black Forest Bats.

Shadow: If this attack is undefended, the damage must be placed on Wilyador

The Hills of Emyn Muil (x1)
X
5
Emyn Muil.

X is double the number of players in the game.

While Amon Hen is the active location, players cannot play events.

The Hills of Emyn Muil (x1)
X
5
Emyn Muil.

X is double the number of players in the game.

While Amon Lhaw is the active location, treat all attachments as if their printed text boxes were blank.

The Hills of Emyn Muil (x2/x0)
4
2
Emyn Muil.

While The East Wall of Rohan is the active location, non-Rohan characters cost 2 additional matching resources to play.

The Hills of Emyn Muil (x2)
3
3
Emyn Muil.

Forced: After traveling to The North Stair, move the top card of the encounter discard pile to the staging area. Resolve any "when revealed" effects on that card.

The Hills of Emyn Muil (x2)
2
4
Emyn Muil.

While Rauros Falls is the active location, all characters must commit to the current quest during the quest phase.

Shadow: After this attack resolves, return attacking enemy to the staging area.

The Hills of Emyn Muil (x3)
2
2
Emyn Muil.

Travel: The first player must discard 1 event card from his hand to travel to this location.

Shadow: After this attack resolves, return attacking enemy to the staging area.

The Hills of Emyn Muil (x3)
2
2
Emyn Muil.

While The Outer Ridge is the active location, each location in the staging area gets +1 Threat.

Shadow: After this attack resolves, return attacking enemy to the staging area.

The Hills of Emyn Muil (x4)
1
1
Emyn Muil.

Travel: In order to travel to The Highlands, the players must reveal the top card of the encounter deck, and add it to the staging area.

The Hills of Emyn Muil (x4/x2)
Hazard.

When Revealed: If there is an active location, remove all progress tokens from that location and return it to the staging area. If no location is moved by this effect, this card gains Surge.

The Hills of Emyn Muil (x3/x1)
Hazard.

When Revealed: Deal 2 damage to each character committed to this quest.

Shadow: Remove defending character from combat. This attack is considered undefended.

The Hills of Emyn Muil (x3)
Hazard.

When Revealed: Remove 1 progress token from each location in play. Then, discard the top card of each player's deck for each progress token removed by this effect.

The Hills of Emyn Muil (x3/x2)
35 3 1 2 6
Mordor. Orc.

Doomed 2.

Orc Horse Thieves get +1 Attack for each location in the staging area.

The Dead Marshes (x1)
Gollum.

If Gollum ever has 8 or more resource tokens on him, shuffle him back into the encounter deck.

Forced: At the end of the quest phase, the party must make an escape test, dealing 1 card per player from the encounter deck. If this test is failed, place 2 resource tokens on Gollum.

The Dead Marshes (x3/x1)
Escape.

When Revealed: Place 2 resource tokens on Gollum. Any player may exhaust a hero to reduce this effect to 1 resource token.

Escape: 4

Presently it grew altogether dark; the air itself seemed black and heavy to breathe. When lights appeared Sam rubbed his eyes: he thought his head was going queer. He first saw one with the corner of his left eye, a wisp of pale sheen that faded away...
–The Two Towers

The Dead Marshes (x3)
Escape.

When Revealed: The first player makes an escape test, dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and raise each player's threat by 2.

Escape: 2

The Dead Marshes (x3)
Escape.

When Revealed: The first player makes an escape test counting Attack instead of Willpower, dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and raise each player's threat by 1.

Escape: 3

The Dead Marshes (x4/x2)
Escape.

When Revealed: Each player must make an escape test, dealing 2 cards from the encounter deck for each test. Each player that fails this test places 1 resource token on Gollum, and raises his threat by 1.

Escape: 5

The Dead Marshes (x4/x2)
36 1 3 2 6
Creature.

Forced: Remove 2 damage from Giant Marsh Worm at the end of each round.

Escape: 2

"No birds here. There are snakeses, wormses, things in the pools. Lot of things, lots of nasty things."
–Gollum, The Two Towers

The Dead Marshes (x4/x2)
1
12
Dead Marshes.

When Revealed: Place 1 resource token on Gollum for each location in the staging area.

Escape: 2


The Dead Marshes (x4/x2)
3
4
Dead Marshes.

While The Heart of the Marshes is the active location, all cards dealt from the encounter deck for escape tests get +1 Escape. (Cards receive this bonus even if they do not have a printed escape value.)

Escape: 1

The Dead Marshes (x4)
2
2
Dead Marshes.

Forced: After the players travel to this location, place 1 resource token on Gollum for each location in the staging area.

Escape: 2

Return to Mirkwood (x1)
- - - 5
Creature.

Damage from undefended attacks against you must be dealt to Gollum. If Gollum is destroyed, or if the player guarding Gollum is eliminated, the players have lost the game.

Forced: At the end of each round, raise the threat of the player guarding Gollum by 3. Then, that player may choose a new player to guard Gollum.

Return to Mirkwood (x4/x2)
3
2
Forest.

While The Spiders’ Ring is the active location, the player guarding Gollum cannot change.

Shadow: If this attack is undefended, return any current active location to the staging area. The Spiders’ Ring becomes the active location.

Return to Mirkwood (x3)
2
2
Forest.

While Dry Watercourse is the active location, all treachery card effects that target the player guarding Gollum also target each other player.

Return to Mirkwood (x3)
2
2
Forest.

Travel: The player guarding Gollum must exhaust a hero he controls to travel to Woodman’s Glade.

Response: After exploring Woodman’s Glade, reduce the threat of each player not guarding Gollum by 2.

Return to Mirkwood (x3)
1
3
Forest.

Response: After the players travel to Wood Elf Path, the player guarding Gollum may choose a new player to guard him.

Return to Mirkwood (x2/x1)
Tantrum.

When Revealed: Raise the threat of the player guarding Gollum by 8. That player must choose a new player to guard Gollum, if able.

Shadow: Raise the threat of the player guarding Gollum by 4.

Return to Mirkwood (x2/x1)
Tantrum.

When Revealed: Deal 4 damage to a hero controlled by the player guarding Gollum. That player must choose a new player to guard Gollum, if able.

Shadow: Deal 2 damage to a hero controlled by the player guarding Gollum.

Return to Mirkwood (x3/x2)
Tantrum.

When Revealed: Discard the top 10 cards from the deck of the player guarding Gollum. That player must choose a new player to guard Gollum, if able.

Shadow: Discard the top 5 cards from the deck of the player guarding Gollum.

Return to Mirkwood (x4/x2)
22 1 1 1 1
Creature.

Surge.

Forced: After Mirkwood Bats engages a player, deal 1 damage to each character controlled by the player guarding Gollum.

Return to Mirkwood (x3/x0)
44 2 8 4 6
Creature. Spider.

Forced: At the beginning of the encounter phase, Attercop, Attercop automatically engages the player guarding Gollum, regardless of his threat.

"Attercop! Attercop! Won't you stop..."
–Bilbo Baggins, The Hobbit

Khazad-dûm (x2/x1)
30 3 4 3 4
Goblin. Orc.

Forced: Before Patrol Leader is dealt damage, discard the top card of the encounter deck. If the discarded card is an enemy, cancel that damage.

Shadow: Cancel all damage dealt to this enemy.

Khazad-dûm (x5/x2)

Doomed 2. Surge.

Shadow: Defending player raises his threat by 2.

Khazad-dûm (x1)
7
7
Gate.

Immune to card effects.

Players cannot optionally engage enemies and no engagement checks are made.

Forced: After East-gate leaves play as an explored location, add First Hall to the staging area.

Khazad-dûm (x1)
2
2
Underground.

Travel: Each player must raise his threat by 3 to travel here.

Forced: After First Hall leaves play as an explored location, add Bridge of Khazad-dûm to the staging area.

Khazad-dûm (x1)
3
3
Underground. Bridge.

While Bridge of Khazad-dûm is the active location, players cannot play cards.

Khazad-dûm (x2)
2
4
Underground.

Travel: The first player must exhaust 1 character he controls to travel here.

Shadow: Defending player must choose and exhaust 1 character he controls.