Clear Sort View Lang
Set
Card Set Cycle Set Type
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: 1201 - 1250 of 3044 Cards
Temple of the Deceived (x1)
Item. Artifact.

If unattached, return Gate Key to the staging area and it gains:"Action: Exhaust a hero to claim Gate Key and attach it to that hero."

Action: Exhaust Gate Key and attached hero and spend 3 resources from attached hero's resource pool to look at the facedown side of a Temple of the Deceived.

Temple of the Deceived (x2)
Side
A
4
4
Mountain.

While Jagged Cliffs is the active location, the location to its right is not considered to be in the staging area.

Forced: When Jagged Cliffs is flipped over while active, look at the facedown side of each adjacent copy of Lost Island.

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

Temple of the Deceived (x2)
Side
A
2
6
Underground.

While Winding Caverns is the active location, each enemy gets +10 engagement cost.

When you travel from Winding Caverns to another location, you may travel to a location up to 3 locations away. (You must still pay that location's Travel cost in order to travel there.)

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

Temple of the Deceived (x2)
Side
A
3
3
Forest.

While Jungle Path is the active location, the locations immediately above and below it are not considered to be in the staging area.

Forced: When Jungle Path is flipped over while active, each player must exhaust a character with at least 2Attack

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

Temple of the Deceived (x3)
25 2 2 2 4
Undead.

While engaged with a player, Faithless Desecrator contributes itsThreat to the total Threat in the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the active location is a Ruins location).

Temple of the Deceived (x2/x0)
46 3 4 1 5
Undead.

Island Watcher cannot be optionally engaged.

While Island Watcher is in the staging area, it gains:"Forced: At the beginning of the encounter phase, if the active location has the Ruins trait, Island Watcher engages the player with the highest treat. Then, deal it 2 shadow cards."

Temple of the Deceived (x2)
35 1 2 3 3
Undead.

Forced: When you travel to the riight, Profane Dead makes an immediate attack against the engaged player.

Shadow: Attacking enemy gets +3Attack if the players control the Gate Key.

Temple of the Deceived (x4)

When Revealed: Until the end of the phase, add XThreat to the total Threat in the staging area. X is the total Threat of all locations to the left of the active location (in its row). If X is 0, Deeper into the Ruins gains Doomed 1.

Temple of the Deceived (x3/x2)

When Revealed: Each player must choose: raise his threat by the number of his characters commited to the quest, or deal 1 damage to each of his characters committed to the quest.

Shadow: If this attack destroys a character, raise your threat by the attacking enemy'sThreat

Temple of the Deceived (x3)

When Revealed: Each player must randomly discard cards from his hand until he has no more than 3 cards in his hand. If no cards were discarded by this effect, Dwindling Supplies gains doomed 2.

Shadow: Defending characters gets -2Defense for this attack.

Temple of the Deceived (x3)

Doomed 1.

When Revealed: Each Uncharted location in the staging area gets +1 Threat until the end of the phase. If the active location has the Ruins trait, discard 1 resource from each hero and objective-ally in play.

The Drowned Ruins (x1)
5
18
Ruins. Underground. Grotto.

Shrine to Morgoth cannot have attachments and cannot enter the staging area.

Forced: At the beginning of the quest phase, flip Shrine to Morgoth to its Underwater side, without removing its progress tokens.

When Shrine to Morgoth is placed in the victory display, the players have escaped from the flooded grotto and win the game.

The Drowned Ruins (x1)
5
18
Ruins. Underground. Underwater.

Shrine to Morgoth cannot have attachments and cannot enter the staging area.

Forced: If Shrine to Morgoth is the active location at the end of the quest phase, raise each player's threat by 5.

When Shrine to Morgoth is placed in the victory display, the players have escaped the flooded grotto and win the game.

The Drowned Ruins (x3)
30 2 2 2 4
Creature.

Sea-scorpion gets +2 Attack if the active location is underwater.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the active location is Underwater).

The Drowned Ruins (x3/x2)
20 3 3 4 2
Creature.

Cave Eel cannot be engaged unless the active location is underwater.

Forced: At the beginning of the encounter phase, return Cave Eel to the staging area unless the active location is Underwater.

The Drowned Ruins (x3)
2
3
Underground. Grotto.

While Undersea Grotto is the active location, reduce the cost of the first ally played by the players each round by 1.

Response: After you travel to Undersea Grotto you may flip it to its Underwater side.

The Drowned Ruins (x3)
3
5
Underground. Grotto.

Response: After you travel to Cursed Caverns, you may flip it to its Underwater side.

Response: After the players explore Cursed Caverns as the active location, each player may raise his threat by 2 to draw the bottom card of his deck.

The Drowned Ruins (x2)
2
4
Ruins. Underground. Grotto.

While Water-logged Halls is the active location, each Undead enemy in play gets -1Threat

Response: After you travel to Water-logged Halls, you may flip it to its Underwater side.

The Drowned Ruins (x3)
5
12
Underground. Underwater.

While Dark Abyss is the active location, characters cannot attack.

Forced: If Dark Abyss is the active location at the end of the quest phase, deal 1 damage to each character in play. Then, you may flip Dark Abyss to its Grotto side.

The Drowned Ruins (x3)
4
14
Underground. Underwater.

While Twisting Hollow is the active location, characters cannot ready from card effects.

Forced: If Twisting Hollow is the active location at the end of the quest phase, each player must discard 1 character. Then, you may flip Twisting Hollow to its Grotto side.

The Drowned Ruins (x2)
3
10
Ruins. Underground. Underwater.

While Sunken Temple is the active location, treat each attachment as if its printed text box is blank (except for Traits).

Forced: If Sunken Temple is the active location at the end of the quest phase, discard 1 resource from each objective-ally an each hero's resource pool. Then, you may flip Sunken Temple to its Grotto side.

The Drowned Ruins (x2)
3
4
Underground. Underwater.

While Drowned Cave is the active location, Undead enemies cannot be engaged (return any engaged enemies to the staging area).

Forced: If Drowned Cave is the active location at the end of the quest phase, each player must discard the top 10 cards of his deck. Then, you may return Drowned Cave to the staging area.

The Drowned Ruins (x3/x1)
Hazard.

When Revealed: You cannot flip the active location this round. If the active location is Underwater resolve its Forced effect as if it is the end of the quest phase. If there is no Underwater active location, Powerful Undertow gains doomed 3, instead.

The Drowned Ruins (x3)

When Revealed: Each player chooses a card type and discards each card in his hand that is not of the chosen type. If no cards are discarded by this effect, Into the Abyss gains surge.

Shadow: If the active location is Underwater search the encounter deck and discard pile for a Creature enemy, and add it to the staging area.

The Drowned Ruins (x4)
Hazard.

When Revealed: Each player must remove a character from the quest. If the active location is Underwater deal 2 damage to each character removed from the quest by this effect.

Shadow: Discard an attachment you control.

The Drowned Ruins (x3/x1)

When Revealed: Add the top location from the Grotto deck to the staging area and flip that location to its Underwater side. This effect cannot be canceled.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the active location is Underwater).

A Storm on Cobas Haven (x2)
2 2 2 8
Gondor. Ship.

Immune to player card effects.

If you are on-course (Sunny), Dol Amroth Warship gets +2 Willpower +2 Attack and +2 Defense

Forced: When Dol Amroth Warship is destroyed, set it aside, out of play.

A Storm on Cobas Haven (x1)
50 3 5 3 18
Corsair. Ship.

Boarding 1. Immune to player card effects.

Only Ship objectives can be declared as attackers againt Raider Flagship.

Forced: At the end of the encounter phase, the engaged player reveals the top card of the Corsair deck and engages it.

A Storm on Cobas Haven (x2)
28 3 4 4 6
Corsair. Ship.

Boarding 1. Immune to player card effects.

Response: After Corsair Skirmisher is destroyed as an enemy, the engaged player may discard allies he controls with a total of at least 3Willpower ti take control of Corsair Skirmisher as a Ship-Objective withWillpower equal to itsThreat (It loses the Ship-Enemy card type and gains the Ship-Objective card type).

A Storm on Cobas Haven (x3/x2)
46 2 5 5 7
Corsair. Ship.

Archery 2. Cannot have attachments.

While Siege Ship is in the staging area, it gains:"Forrced: at the end of the quest phase, if Siege Ship is not guarding an objective and there is an unguarded objective in the staging area, attach Siege Ship to that objective, guarding it."

A Storm on Cobas Haven (x1/x0)
42 5 7 5 8
Corsair. Ship.

Boarding 2. Cannot have attachments.

When Revealed: Search the encounter deck and discard pile for a Dol Amroth objective and add it to the staging area. Then, attach Heavy Crusier to that objective, guarding it. Shuffle the encounter deck.

A Storm on Cobas Haven (x3/x1)
3
3
Coastland. Ocean.

If you are off-course (Cloudy, Rainy, Stormy), Coast of Anfalas gets +2 ThreatTravel: Exhaust a Ship objective to travel here.

Shadow: If you are off-course (Cloudy, Rainy, Stormy), attacking enemy gets +2 Attack

A Storm on Cobas Haven (x2)
1
5
Coastland. Ocean.

You cannot travel to Belfalas Islet if you are off-course (Cloudy, Rainy, Stormy).

Response: After you travel to Belfalas Islet, choose a Ship enemy that is not guarding an objective. While Belfalas Islet is the active location, the chosen enemy is considered to be out of play.

A Storm on Cobas Haven (x2)
2
4
Coastland. Ocean.

While Cobas Haven is the active location, reduce the Boarding X value on each Ship enemy by 1.

But beyond, in the great fief of Belfalas, dwelt Prince Imrahil in his castle of Dol Amroth by the sea...
–The Return of the King

A Storm on Cobas Haven (x2)

When Revealed: If you are off-course (Cloudy, Rainy, or Stormy), the engaged Ship enemy with the highestAttack makes an immediate attack. Until the end of the phase, add 1 to the total Threat in the staging area for each damage dealt by this attack. If no attack is made as a result of this effect, Ramming Speed! gains doomed 2.

A Storm on Cobas Haven (x2/x1)

When Revealed: Attach to a Ship objective. (Counts as a Condition attachment with the text:"Forced: When attached objective exhausts, deal 2 damage to it.Action: Exhaust 3 character you control to discard Taking on Water.")

Shadow: If defending character is a ship, attach Taking on Water to it.

A Storm on Cobas Haven (x2)

When Revealed: Choose a Ship enemy that is not currently guarding an objective. Attach that enemy to an unguarded objective in the staging area, guarding it (return that enemy to the staging area if it is engaged). If no Ship enemy is returned to the staging area by this effect, The Raiders' Assault gains surge.

A Storm on Cobas Haven (x1)
Dol Amroth.

Guarded.

If Sea-ward Tower is free of encounters, add it to the staging area, controlled by the players.

While the players control Sea-ward Tower, look at 2 additional cards from the top of the encounter deck during each Sailing test.

A Storm on Cobas Haven (x1)
Dol Amroth.

Guarded.

If Tower of the Gull is free of encounters, add it to the staging area, controlled by the players.

Combat Action: If the players control Tower of the Gull, exhaust it to deal 2 damage to a non-unique Ship enemy. Any player may trigger this action.

A Storm on Cobas Haven (x1)
Dol Amroth.

Guarded.

If The Beacon is free of encounters, add it to the staging area, controlled by the players.

Planning Action: If the players control The Beacon, exhaust it and spend 5 resources to take control of 1 set-aside copy of Dol Amroth Warship. Any player may trigger this action.

A Storm on Cobas Haven (x1)
Dol Amroth.

Guarded.

If Tower of the Heron is free of encounters, add it to the staging area, controlled by the players.

While Tower of the Heron is controlled by the players, reduce the archery total by 4.

The City of Corsairs (x1)
20 2 6 6 18
Corsair. Ship.

Boarding 1. Cannot have attachments.

Forced: At the end of the round, if the Stormcaller is engaged with a player, either return it to the staging area or shift your heading off-course.

The City of Corsairs (x2)
32 3 7 5 5
Corsair. Ship.

Boarding 1. Cannot have attachments.

For each point of damage dealt to a Ship objective by Slave Ship's attack, deal 1 point of damage to a non-Ship character controlled by the defending player, as well.

The City of Corsairs (x3/x1)
28 2 2 3 5
Corsair. Raider.

Corsair Slaver gets +1 Attack and +1 Threat for each resource on it.

Forced: After the engaged player spends any number of resources, place 1 of those resources on Umbar Slaver.

The City of Corsairs (x2)
3
5
Ocean. Coastland.

Travel: One player must reveal the top card of the Corsair deck and engage it to travel here.

Shadow: If this attack destroys a character, discard an ally controlled by the defending player.

The City of Corsairs (x2/x1)
4
3
Ocean. Coastland.

While Corsair Waters is the active location, no more than 1 ally can enter play each round.

Shadow: Either shift your heading off-course, or treat this attack as undefended.

The City of Corsairs (x2/x1)
2
3
Umbar. Coastland.

While Watch Tower is in the staging area, it gains:"Forced: When a Raider enemy enters play, add 1 resource to it."

Shadow: If this attack destroys an ally, add resources to a Raider enemy in play equal to that character's printed resource cost.

The City of Corsairs (x2)

When Revealed: Deal 1 shadow card to each Ship enemy in play. Then, if you are off-course (Cloudy, Rainy, Stormy), each Ship enemy in play gets -10 enagement cost until the end of the round.

The City of Corsairs (x1)
4 6 6 2 8
Corsair. Raider. Corrupt.

Captain Sahír engages the first player.

For each point of damage Captain Sahír would take, discard 1 resource from him and cancel that damage.

For every 5 resources on Captain Sahír, he makes an additional attack against the engaged player each combat phase.

The City of Corsairs (x1)
4
8
Umbar.

Each Raider enemy with at least 1 resource on it is immune to player events.

Forced: At the beginning of the resource phase, add 1 resource to each Raider enemy in play.

So it stood, until after the second arising of Sauron, which now approached. Umbar fell under the dominion of his servants, and the memorial of his humiliation was thrown down.
–The Return of the King