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200 Results Found

Core Set (x2)
2 (2)
Forest.  
Travel: Each player must exhaust 1 hero he controls to travel here.

Core Set (x3)
2 (3)
Forest.   Mountain.  
Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.Response: After Mountains of Mirkwood leaves play as an explored location, each player may search the top 5 cards of his deck for 1 card and add it to his hand. Shuffle the rest of the searched cards back into their owners' decks.

Core Set (x2)
5 (1)
Wasteland.  
Forced: After the players travel to The Brown Lands, place 1 progress token on it.

Core Set (x2)
1 (6)
Wasteland.  
When faced with the option to travel, the players must travel to The East Bight if there is no active location.

Core Set (x2/x1)
3 (2)
Stronghold.   Dol Guldur.  
Travel: The first player must discard 2 cards from his hand at random to travel here.

Core Set (x2)
2 (2)
Forest.  
While Enchanted Stream is the active location, players cannot draw cards.

Core Set (x2)
1 (3)
Forest.  
Response: After you travel to Old Forest Road, the first player may choose and ready 1 character he controls.

Core Set (x2)
2 (4)
Forest.  
Response: After you travel to Forest Gate, the first player may draw 2 cards.

Core Set (x2)
1 (3)
Dungeon.  
Doomed 1.   Surge.  

Core Set (x2)
2 (1)
Dungeon.  
Forced: After travelling to Tower Gate, 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.

Core Set (x2)
1 (3)
Riverland.  
Forced: If Banks of the Anduin leaves play, return it to the top of the encounter deck instead of placing it in the discard pile.

Core Set (x3/x1)
3 (3)
Marshland.  
Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.

The Hunt for Gollum (x2)
2 (4)
Riverland.  
While River Ninglor is the active location, remove 1 progress token from it and from the current quest at the end of each round.

Shadow: Remove 1 progress token from the current quest. (2 progress tokens instead if this attack is undefended.)

The Hunt for Gollum (x2)
3 (3)
Riverland.  
While The East Bank is the active location, ally cards cost 1 additional matching resource to play from hand.

Shadow: If you do not control at least 1 hero with a Clue card attached, return this enemy to the staging area after its attack resolves.

The Hunt for Gollum (x3)
2 (2)
Forest.  
While The Eaves of Mirkwood is the active location, encounter card effects cannot be canceled.

The Hunt for Gollum (x2/x0)
X (2)
Riverland.  
X is the number of ally cards in play.

Shadow: Discard from play all allies with a printed cost lower than the number of Riverland locations in play.

The Hunt for Gollum (x2)
3 (3)
Riverland.  
While The West Bank is the active location, attachment and event cards cost 1 additional matching resource to play from hand.

Shadow: If you do not control at least 1 hero with a Clue card attached, double this enemy's base Attack for this attack.

Conflict at the Carrock (x3)
1 (2)
Wilderlands.  
Response: After you travel to Bee Pastures, search the encounter deck and discard pile for Grimbeorn the Old and add him to the staging area. Then, shuffle the encounter deck.

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 Leadership resource tokens.

Conflict at the Carrock (x4/x2)
2 (3)
Riverland.  
While it is in the staging area, River Langflood gets +1 Threat for each Troll enemy in play.

Conflict at the Carrock (x1)
2 (6)
Riverland.  
Immune to player card effects. Players cannot travel to The Carrock except through quest card effects.While The Carrock is the active location, Troll enemies get +1 Attack and +1 Defense.

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 (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.

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)
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 (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 (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 (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 (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 (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 Dead Marshes (x4)
2 (2)
Dead Marshes.  
Forced: After the players travel to this location, place 1 resource token on Gollum.Escape: 2

The Dead Marshes (x4/x2)
1 (12)
Dead Marshes.  
When Revealed: Place 1 resource token on Gollum for each location card 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

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 (x4/x2)
3 (2)
Forest.  
While The Spider's 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 Spider's Ring becomes the active location.

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 (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.

Khazad-dûm (x3/x1)
1 (3)
Underground.   Dark.  
While Branching Paths is in the staging area, each Dark location gets +1 Threat.Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.

Khazad-dûm (x1)
3 (3)
Underground.   Bridge.  
While Bridge of Khazad-dûm is the active location, players cannot play cards.

Khazad-dûm (x1/x0)
2 (X)
Underground.   Hazard.  
When Revealed: Immediately travel to Dreadful Gap. If another location is currently active, return it to the staging area.X is the number of characters in play.

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-dum to the staging area.

Khazad-dûm (x3)
3 (5)
Underground.   Dark.   Hazard.  
When Revealed: Each player may choose and discard 1 card at random from his hand. If all players did not discard 1 card, Fouled Well gains surge.

Khazad-dûm (x2)
2 (7)
Underground.   Dark.  
While Goblin Tunnels is in the staging area, it gains: 'Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card.'

Shadow: attacking enemy gets +1 Attack. (+3 Attack instead if attacking enemy is a Goblin.)

Khazad-dûm (x1)
2 (3)
Mountain.  
While Knees of the Mountain is in the staging area, it gains: 'Forced: After an enemy engages a player, it gets +1 Attack until the end of the round.'

Khazad-dûm (x2/x1)
4 (4)
Underground.   Dark.  
Travel: Players must exhaust a Cave Torch to travel here.

Shadow: Cancel all combat damage dealt to attacking enemy.

Khazad-dûm (x2)
3 (2)
Underground.  
While Plundered Armoury is in the staging area, enemies get +1 Attack.Response: After Plundered Armoury leaves play as an explored location, each player may attach a Weapon or Armour attachment from his hand to 1 character he controls.

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.

Khazad-dûm (x3)
X (X)
Underground.  
X is the number of players in the game.

Shadow: attacking enemy gets +X Attack. X is the number of players in the game.

Khazad-dûm (x2/x1)
3 (2)
Mountain.  
While Turbulent Waters is the active location, players cannot optionally engage enemies.

Khazad-dûm (x3)
3 (4)
Underground.  
Doomed 2.  

Khazad-dûm (x2)
1 (3)
Mountain.  
When Revealed: Search the encounter deck and discard pile for 1 copy of Mountain Warg and add it to the staging area, if able. Shuffle the encounter deck.Response: After Warg Lair leaves play as an explored location, each player draws 1 card.

Khazad-dûm (x3/x1)
5 (5)
Underground.   Dark.  
Action: Raise each player's threat by 1 to place 1 progress token on Zigil Mineshaft.

The Redhorn Gate (x1)
3 (9)
Mountain.   Snow.  
While Caradhras is the active location, questing characters get -1 Willpower. Players cannot travel to Caradhras except by quest card effects.

The Redhorn Gate (x1)
3 (7)
Mountain.   Snow.  
While Celebdil is the active location, remove 2 progress tokens from it at the end of each round.

The Redhorn Gate (x1)
3 (7)
Mountain.   Snow.  
While Fanuidhol is the active loction, heroes must spend 1 resource from their resource pool to count their Willpower during the quest phase.

The Redhorn Gate (x3/x1)
4 (2)
Mountain.  
Travel: Each player must deal 2 damage to 1 character he controls to travel here.

Shadow: attacking enemy gets +1 Attack for each progress token on the active location.

The Redhorn Gate (x1)
2 (3)
Stair.  
Travel: Reshuffle all locations in the discard pile and victory display back into the encounter deck. If you reshuffled at least two locations, reduce each player's threat by 11 and discard all copies of Freezing Cold from play.

Road to Rivendell (x2)
2 (4)
Hills.  
While Barren Hills is the active location, ignore ambush.

Shadow: Return attacking enemy to the staging area after it attacks.

Road to Rivendell (x1)
5 (4)
Gate.  
While Goblin Gate is the active location, the first enemy revealed from the encounter deck each round gains ambush. If that enemy engages a player, it makes an immediate attack (deal and resolve a shadow card).

Road to Rivendell (x3)
3 (5)
Hills.  
Forced: After at least 1 progress token is placed on Pathless Country, remove 1 progress token from it.

Shadow: Deal 1 damage to each ally in play.

Road to Rivendell (x2)
1 (5)
Road.  
Response: After you travel to Ruined Road, the first player places 2 progress tokens on it or readies 1 hero he controls.

Shadow: Return attacking enemy to the staging area after it attacks.

The Watcher in the Water (x1)
2 (-)
Gate.  
Progress tokens that would be placed on Doors of Durin are instead placed on the current quest card. Action: Each player may discard any number of cards from his hand. Then, discard the top card of the encounter deck. If the first letter of the encounter card's title matches that of one of the discarded player cards, add Doors of Durin to your victory display. (Limit once per round.)

The Watcher in the Water (x2)
1 (5)
Swamp.  
Forced: After you travel to Makeshift Passage, place 2 progress tokens on the current quest card, bypassing any active location.

The Watcher in the Water (x2)
4 (2)
Swamp.  
No more than 1 progress token can be placed on Perilous Swamp each round.

Shadow: Remove 1 progress token from the current quest.

The Watcher in the Water (x3/x1)
3 (3)
Swamp.  
When Revealed: Discard the top card of the encounter deck. If the discarded card is a Tentacle enemy, add that card to the staging area and raise each player's threat by 5.

The Watcher in the Water (x1)
2 (4)
Stair.  
Travel: The first player must exhaust 2 characters to travel here.

Shadow: Remove 1 progress token from the current quest.

The Long Dark (x3)
3 (3)
Underground.   Dark.  
Lost: Return the top 2 Goblin enemies in the encounter discard pile to the staging area, if able.

The Long Dark (x2)
2 (4)
Underground.   Dark.  
Lost: Each player must choose and discard 1 card from his hand.

The Long Dark (x2)
1 (3)
Underground.  
Lost: Exhaust all characters.

The Long Dark (x2)
3 (5)
Underground.   Dark.  
Forced: Before placing progress tokens on Twisting Passage, the first player must make a locate test. If this test is failed, do not place any progress tokens on Twisting Passage and trigger all 'Lost:' effects in play.

Foundations of Stone (x3)
2 (3)
Underground.   Underwater.  
If Drowned Treasury is the active location at the end of the quest phase, each player must discard 1 character he controls. Response: After Drowned Treasury leaves play as an explored location, each player may draw 2 cards or claim 1 objective in play.

Foundations of Stone (x1)
2 (5)
Underground.  
Doomed 1.  
While Mithril Lode is the active location, it gains: 'Refresh Action: Exhaust a character you control to place X progress tokens on the current quest card, bypassing any active location. X is the exhausted character's Willpower. (Limit once per round.)'

Shadow and Flame (x1)
0 (11)
Underground.   Dark.  
While Dark Pit is the active location it gains: 'Refresh Action: Exhaust X characters (maximum 3) you control to discard the top X cards of your deck. If all discarded cards have a higher combined printed cost than the remaining hit points of Durin's Bane, discard Durin's Bane from play.'

Shadow and Flame (x3)
3 (3)
Underground.  
While Durin's Bane has no damage on it, progress tokens cannot be placed on Second Deep.

Shadow and Flame (x1)
4 (2)
Underground.  
While Second Hall is the active location, it gains: 'Forced: After a character leaves play, reveal 1 card from the encounter deck and add it to the staging area.'

Heirs of Númenor (x3)
2 (2)
City.  
Surge.  
While City Street is in the staging area, players cannot travel to a location that does not have the title City Street.

Shadow: attacking enemy gets +2 Attack.

Heirs of Númenor (x2)
1 (4)
City.  
Forced: Each time a location is discarded from the top of the encounter deck, raise each player's threat by 1.

Shadow: Deal attacking enemy an additional shadow card for each Thug enemy in play.

Heirs of Númenor (x2)
4 (4)
Forest.   Road.  
While Ithilien Road is the active location, the engagement cost of each enemy in the staging area is 0.

Shadow: Return attacking enemy to the staging area after it attacks.

Heirs of Númenor (x2)
3 (1)
City.  
Immune to player card effects. Travel: Each player must spend 1 resource from one of his heroes' resource pools to travel here.

Shadow: Defending player discards all resources in his heroes' resource pools.

Heirs of Númenor (x2/x0)
5 (2)
Mordor.  
If an Orc enemy is in play, progress tokens cannot be placed on Orc War Camp while it is in the staging area.

Shadow: attacking enemy gets +1 Attack for each shadow card dealt to it.

Heirs of Númenor (x3/x1)
4 (6)
Forest.  
Action: Exhaust a Ranger character to place 3 progress tokens on Overgrown Trail.

Shadow: Remove X progress tokens from the current quest, where X is the attacking enemy's Threat.

Heirs of Númenor (x2/x0)
4 (3)
City.   River.  
While Pelargir Docks is the active location, enemies get +1 Attack and +1 Defense.

Heirs of Númenor (x3)
3 (3)
Forest.  
Immune to player card effects.

Shadow: Remove X progress tokens from the current quest, where X is the attacking enemy's Threat.

Heirs of Númenor (x1)
2 (7)
Cair Andros.   Battleground.  
If the Approach has 7 or more damage, remove it from the game (do not collect its victory points). Response: After The Approach leaves play as an explored location, remove stage 3 from the quest deck, if able.

Heirs of Númenor (x1)
1 (3)
Cair Andros.   Battleground.  
If The Banks has 3 or more damage, remove it from the game (do not collect its victory points). Response: After The Banks leaves play as an explored location, remove stage 2 from the quest deck, if able.

Heirs of Númenor (x1)
3 (11)
Cair Andros.   Battleground.  
If The Citadel has 11 or more damage, remove it from the game (do not collect its victory points). Response: After The Citadel leaves play as an explored location, remove stage 4 from the quest deck, if able.

Heirs of Númenor (x1)
2 (6)
City.  
If Alcaron's Scroll is attached to a hero, The Leaping Fish gains: 'Forced: At the beginning of the quest phase discard X cards from the top of the encounter deck where X is the number of players in the game. Add each enemy discarded by this effect to the staging area.'

The Steward's Fear (x3)
3 (3)
Underworld.   City.  
Underworld 1.  
When Revealed: Place the top card of the underworld deck facedown underneath the active location, if able.

The Steward's Fear (x1)
2 (5)
Underworld.  
Underworld 1.  
Each location in the staging area gets +2 quest points.

The Steward's Fear (x2)
2 (2)
Underworld.   City.  
Underworld 1.  
Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if undefended.)

The Steward's Fear (x1/x0)
4 (4)
Underworld.   City.  
Underworld 2.  
Forced: After Houses of the Dead becomes the active location, exhaust all characters.

The Steward's Fear (x1)
3 (5)
City.  
Underworld X.  
X is the number of players in the game. Response: When The Fourth Star leaves play as an explored location, each player may draw 1 card.

The Drúadan Forest (x1/x0)
4 (3)
Forest.  
The cost to play each player card is increased by 1. Travel: Exhaust a hero to travel here.

The Drúadan Forest (x3)
2 (3)
Forest.  
Heroes cannot gain resources from card effects. Travel: Each player must pay 1 resource to travel here.

The Drúadan Forest (x3/x1)
X (5)
Forest.  
Each Wose enemy gains Archery 1. X is equal to the total archery value of the highest archery Wose enemy in play.

Encounter at Amon Dîn (x4)
1 (5)
Gondor.  
Villagers 4.  
Forced: At the end of the round, discard 1 villager token from Burning Farmhouse.

Encounter at Amon Dîn (x4)
2 (4)
Gondor.  
Villagers 3.  
While Gondorian Hamlet is in the staging area it gains: 'Forced: After a treachery card is revealed from the encounter deck, discard 1 villager token from Gondorian Hamlet.'

Encounter at Amon Dîn (x3)
3 (3)
Gondor.  
Villagers 2.  
Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.

Assault on Osgiliath (x1)
2 (5)
Osgiliath.  
Action: If there is no active location, search the encounter deck and discard pile for an Osgiliath location, reveal it and add it to the staging area. Then, make West Gate the active location. Shuffle the encounter deck. Forced: After the player who controls West Gate lets an attack go undefended, return West Gate to the staging area.

Assault on Osgiliath (x1)
2 (3)
Osgiliath.  
Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here. Forced: After the player who controls the King's Library lets an attack go undefended, return the King's Library to the staging area.

Assault on Osgiliath (x1)
1 (5)
Osgiliath.  
The players cannot travel here. Combat Action: Exhaust a hero to place 1 progress token on Ancient Harbor.\r\nForced: After the player who controls Ancient Harbor lets an attack go undefended, return Ancient Harbor to the staging area.

Assault on Osgiliath (x1)
1 (6)
Osgiliath.  
The players cannot travel here. Planning Action: Spend 2 resources to play 1 progress token on The Old Bridge. (1 resource instead if there is another Osgiliath location in the staging area.)\r\nForced: After the player who controls The Old Bridge lets an attack go undefended, return The Old Bridge to the staging area.

Assault on Osgiliath (x2/x1)
2 (3)
Osgiliath.  
While West Quarter is the active location, the current quest gains Siege.

Shadow: If this attack destroys a character, that character's controller must return a location he controls with the highest Threat to the staging area.

Assault on Osgiliath (x2/x1)
2 (3)
Osgiliath.  
While East Quarter is the active location, the current quest gains Battle.

Shadow: If this attack destroys a character, that character's controller must return a location he controls with the highest Threat to the staging area.

Assault on Osgiliath (x3)
1 (2)
Osgiliath.  
Surge.  
Response: After an enemy is defeated, place 1 progress token on Ruined Square. Forced: If a player controls Ruined Square when a character leaves play, return Ruined Square to the staging area.

Assault on Osgiliath (x3)
2 (2)
Osgiliath.  
Travel: If there is 1 active location, exhaust a character to travel here. (There are now 2 active locations.) Forced: After the player who controls Ruined Tower loses control of a location, return Ruined Tower to the staging area.

The Blood of Gondor (x1)
2 (4)
Ithilien.   Road.  
Travel: The first player must take 1 hidden card to travel here.

The Blood of Gondor (x1)
2 (4)
Ithilien.   Road.  
Western Road gets +5 quest points while it is in the staging area. Travel: The first player must take 1 hidden card to travel here.

The Blood of Gondor (x1)
4 (3)
Ithilien.   Road.  
Travel: The first player must take 1 hidden card to travel here.

The Blood of Gondor (x1)
4 (2)
Ithilien.   Road.  
Easter Road gets +5 quest points while it is in the staging area. Travel: The first player must take 2 hidden cards to travel here.

The Blood of Gondor (x4)
2 (2)
Forest.  
Archery X.  
X is the number of players in the game. Forced: After The Dark Woods leaves play as an explored location, the first player discards 1 hidden card.

The Blood of Gondor (x1)
X (2)
Ithilien.  
The current quest card gains Siege (and loses Battle). X is the number of players in the game. Travel: The first player must take 1 hidden card to travel here.

The Morgul Vale (x3)
2 (5)
Road.  
Response: After Morgul Road leaves play as an explored location, the first player may remove 1 progress token from To the Tower or deal 1 damage to any enemy in play.

Shadow: Return attacking enemy to the staging area after this attack.

The Morgul Vale (x3)
3 (3)
Valley.  
Forced: At the end of the round, each player returns 1 enemy engaged with him to the staging area.

Shadow: If this attack destroys a character, place 1 progress token on To the Tower.

The Morgul Vale (x1)
X (X)
Bridge.  
X is the number of progress tokens on To the Tower.

The Voice of Isengard (x1/x1)
1 (1)
River.  
Immune to player card effects. While Iselet is the active location, each Dunland enemy in play gets +1 Threat.

The Voice of Isengard (x3/x3)
3 (4)
River.  
While Fords of Isen is in the staging area, players cannot gain resources from card effects. Forced: After Fords of Isen becomes the active location, each player with fewer than 5 cards in his hand draws cards until he has 5 in his hand.

The Voice of Isengard (x2/x2)
2 (2)
Road.  
While any player has 3 or more cards in hand, The King's Road gets +3 quest points. While any player has 5 or more cards in hand, The King's Road gains: "When faced with the option to travel, the players must travel to The King's Road, if able."

The Voice of Isengard (x4/x2)
2 (3)
Valley.  
While Gap of Rohan is in the staging area, Dunland enemies get +1 Attack.

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

The Voice of Isengard (x4/x4)
2 (3)
Mountain.  
While Methedras is the active location, each location in the staging area gets +1 Threat. Forced: When Methedras leaves play as an explored location, each player Searches 3.

The Voice of Isengard (x3/x3)
3 (4)
Mountain.   Cave.  
Forced: After Orc Cave leaves play as an explored location, the first player Searches 5. Travel: Discard the top X cards of the encounter deck to travel here. X is the number of players in the game. Add each Orc enemy discarded this way to the staging area.

The Voice of Isengard (x2/x2)
4 (2)
Mountain.   Cave.  
Forced: At the beginning of the encounter phase, reveal the top card of each player's out-of-play deck. Add each revealed enemy to the staging area and discard the rest.

Shadow: Defending player discards an attachment he controls.

The Voice of Isengard (x1/x1)
2 (2)
Forest.  
Immune to player card effects. Travel: Search the encounter deck and discard pile for a Huorn enemy and add it to the staging area to travel here (2 Huorn enemies instead if there are 3 or more players in the game).

The Voice of Isengard (x3/x3)
3 (3)
Forest.  
While Heart of Fangorn is in the staging area, each player cannot refresh more than 5 characters during the refresh phase.

Attacking enemy makes an additional attack after this one.

The Voice of Isengard (x3/x1)
2 (5)
Forest.  
While Ancient Forest is in the staging area, each Forest location in the staging area gets +1 Threat and +3 quest points. This ability does not stack with other copies of Ancient Forest.

Shadow: Defending player exhausts a character he controls.

The Voice of Isengard (x3/x3)
2 (4)
Forest.  
While Tangled Woods is in the staging area, each Forest location in plays gains: "Travel: Exhaust a hero to travel here." This ability does not stack with other copies of Tangled Woods.

The Voice of Isengard (x3/x3)
2 (6)
Highlands.  
While Broken Lands is in the staging area, progress cannot be placed on locations in the staging area.

Shadow: Attacking enemy gets +1 Attack for each location in the staging area.

The Dunland Trap (x1)
4 (6)
Enedwaith.   Hills.   River.  
Dunland enemies get +1 Attack and +1 Defense.

The Dunland Trap (x1)
1 (4)
Road.  
Forced: At the end of the refresh phase, remove 1 time counter from the current quest.

The Dunland Trap (x2/x1)
X (4)
Enedwaith.   Hills.  
Surge.  
X is the number of resource tokens on this card. Forced: After a player draws any number of cards, place 1 resource token here.

The Dunland Trap (x4/x2)
2 (3)
Enedwaith.   Hills.  
While Hills of Dunland is in the staging area, it gains: "Forced: After a player draws any number of cards, discard the top card of the encounter deck. If the discarded card is a Dunland enemy, put it into play engaged with that player. This ability does not stack with other copies of Hills of Dunland." Travel: Each player draws a card to travel here.

The Dunland Trap (x3)
2 (2)
Enedwaith.   Plains.  
While Plains of Enedwaith is the active location, players do not draw a card during the resource phase.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if undefended).

The Dunland Trap (x4)
3 (4)
Enedwaith.   River.  
While Hithaeglir Stream is the active location, players draw 2 cards during the resource phase instead of 1.

The Three Trials (x1)
4 (6)
Barrow.   Forest.   Hills.  
Forced: When a Guardian enemy attacks, deal it 1 additional shadow card.

The Three Trials (x1)
3 (8)
Barrow.   Forest.   Hills.  
The players, as a group, cannot have more than 5 allies in play. (If there are more than 5 allies in play, discard allies until only 5 remain.)

The Three Trials (x1)
2 (10)
Barrow.   Forest.   Hills.  
Forced: After a Guardian enemy attacks, raise each player's threat by X, where X is that enemy's Threat.

The Three Trials (x1)
X (12)
Forest.   Hills.  
Immune to player card effects. X is the number of players in the game. Travel: The players must exhaust 3 Key objectives. Forced: After the players travel here, each engaged Guardian enemy makes an immediate attack.

The Three Trials (x2)
3 (3)
Forest.  
Travel: Search the encounter deck and discard pile for a Spirit enemy and add it to the staging area.

Shadow: If this attack destroys a character, remove a time counter from an enemy, if able.

The Three Trials (x3/x2)
X (3)
Hills.  
Doomed 2.  
X is the number of players in the game. While Grim Foothills is in the staging area, progress must be placed on Grim Foothills before it can be placed on the active location.

Trouble in Tharbad (x1)
1 (4)
City.  
Players cannot reduce their threat. While The Empty Mug is in the victory display, the current quest gains "Forced: After a player card effect reduces a player's threat, remove it from the game."

Trouble in Tharbad (x1)
2 (10)
City.   Ruins.   River.  
Immune to player card effects. Cannot leave the staging area. The Crossing at Tharbad gets +2 quest points for each player in the game. When The Crossing at Tharbad is explored, the players win the game.

Trouble in Tharbad (x2)
3 (1)
City.   Road.  
Progress cannot be placed on Streets of Tharbad while it is in the staging area. While Streets of Tharbad is the active location, enemies get -20 engagement cost.

Trouble in Tharbad (x2)
1 (1)
City.  
Surge.  
While Tharbad Hideout is the active location, time counters cannot be removed from the current quest. Forced: At the beginning of the quest phase, place 1 progress on Tharbad Hideout.

Trouble in Tharbad (x2/x1)
1 (5)
City.   Ruins.  
While Ruins of the Second Age is in the staging area, City locations get +1 Threat. While Ruins of the Second Age is the active location, deal engaged enemies 1 additional shadow card at the beginning of the combat phase.

Trouble in Tharbad (x2/x1)
3 (3)
City.  
Travel: Search the encounter deck and discard pile for a Spy enemy and add it to the staging area. Shuffle the encounter deck.

Shadow: Raise the defending player's threat by X, where X is the amount of damage dealt by this attack.

Trouble in Tharbad (x2)
3 (5)
City.  
Travel: Raise each player's threat by X to travel here. X is the number of enemies in play. Forced: After traveling to Hidden Alleyway, add 1 time counter to the current quest.

Trouble in Tharbad (x2)
2 (3)
City.  
While Decrepit Rooftops is the active location, enemies get +1 Threat and do not make engagement checks. Forced: After traveling to Decrepit Rooftops, return all engaged enemies to the staging area.

The Nîn-in-Eilph (x3/x2)
2 (3)
Marsh.  
While Fen of Reeds is in the staging area, it gains: "Forced: After the players advance to a quest stage, each player must exhaust a character he controls."

Shadow: Attacking enemy gets +1 Attack for each time counter on the quest.

The Nîn-in-Eilph (x3)
3 (3)
River.   Marsh.  
While Finger of Glanduin is in the staging area, it gains : "Forced: At the end of each round, remove 1 progress from each location in play."

Shadow: If this attack destroys a character remove all progress from the current quest.

The Nîn-in-Eilph (x2)
3 (4)
Marsh.  
Response: After Hidden Eyot leaves play as an explored location, place 2 time counters on the current quest. Travel: Each player must exhaust a character he controls to travel here.

The Nîn-in-Eilph (x3)
1 (5)
Marsh.  
While Sinking Bog is in the staging area, each character gets -1 Willpower, -1 Attack, and -1 Defense for each Item attached to it. This ability does not stack with other copies of Sinking Bog.

Shadow: Defending character gets -1 Defense for this attack for each attachment attached to it.

Celebrimbor's Secret (x1)
X (6)
Ost-in-Edhil.   Ruins  
X is the number of players in the game. Immune to player card effects. Travel: Remove 3 progress from the current quest to travel here. If the Secret Chamber is placed underneath The Orcs' Search, the players lose the game.

Celebrimbor's Secret (x3)
2 (2)
Ost-in-Edhil.   Ruins.  
Forced: After Ruined Plaza enters the staging area, place 1 damage here.

Shadow: Defending player assigns X damage amoung characters he controls. X is the number of cards underneath The Orcs' Search.

Celebrimbor's Secret (x2)
1 (4)
Ost-in-Edhil.   Ruins.  
Surge.  
Scour: Return this location to the staging area and place 2 damage here.

Shadow: Excess damage from this attack must be placed on the active location, if able.

Celebrimbor's Secret (x4)
2 (4)
Ost-in-Edhil.   Ruins.  
Scour: Assign X damage amoung locations in play. X is the number of locations in play. This ability does not stack with other copies of Ancient Foundation. Travel: Place 1 damage on this location to travel here.

Celebrimbor's Secret (x4/x2)
3 (3)
Ost-in-Edhil.   Ruins.  
Forced: After placing any amount of progress here, trigger the topmost **Scour** effect in the discard pile, if able.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, raise each player's threat by 1 for each card underneath The Orcs' Search.

The Antlered Crown (x1)
4 (9)
Dunland.  
Time 3.  
Immune to player card effects. Forced: After the last time counter is removed from this location, exhaust each damaged character. Place 3 time counters on this location.

The Antlered Crown (x4/x2)
2 (4)
Dunland.  
Time 3.  
Forced: After the last time counter is removed from this location, starting with the first player, each player draws the top card of the Raven deck and puts it into play engaged with him.

The Antlered Crown (x3)
2 (3)
Dunland.  
Time 2.  
Forced: After the last time counter is removed from this location, reveal the top card of the Raven deck and add it to the staging area.

Shadow: Deal attacking enemy 2 additional shadow cards from the Raven deck.

The Antlered Crown (x3)
3 (5)
Dunland.  
Time 3.  
Forced: After the last time counter is removed from this location, each player assigns X damage among characters he controls, where X is the number of cards in his hand.

Shadow: Deal 1 damage to the defending character.

The Antlered Crown (x2)
3 (6)
Dunland.  
Time 4.  
Forced: After the last time counter is removed from this location, each player raises his threat by the number of cards in his hand.

Shadow: Defending player assigns X damage among characters he controls. X is the Time X value on the active location.

The Lost Realm (x3/x2)
3 (3)
Arnor.   Forest.  
Travel: One player chooses and engages an enemy in the staging area.

Shadow: Defending player either exhausts a hero he controls, or returns attacking enemy to the staging area after this attack.

The Lost Realm (x2)
2 (4)
Arnor.  
While Borders of Bree-land is in the staging area it gains: "Forced: At the beginning of the quest phase, return 1 enemy engaged with a player to the staging area."

Shadow: Defending character gets -1 Defense for each quest stage in play.

The Lost Realm (x3/x2)
2 (8)
Arnor.  
Doomed 1.  
While Outlying Homestead is in the staging area, players cannot reduce their threat. Travel: Reveal a card from the encounter deck.

The Lost Realm (x1)
4 (6)
Arnor.   Ruins.  
Immune to player card effects. While Amon Forn is the active location, it gains: "Forced: After an Orc enemy is added to the staging area, it makes an immediate attack against the first player." The players cannot win while Amon Forn is in play.

The Lost Realm (x3)
1 (5)
Arnor.   Hills.  
Weathered Hilltop gets +1 Threat for each resource token on it. Forced: After a Weather treachery is revealed from the encounter deck, place 1 resource token here.

The Lost Realm (x3/x2)
3 (3)
Arnor.   Hills.  
While Exposed Ridge is the active location, it gains: "Forced: At the end of the refresh phase, each player deals 1 damage to a character he controls."

Shadow: Attacking enemy gets +1 Attack for each damaged character the defending player controls.

The Lost Realm (x2)
2 (4)
Arnor.   Hills.  
While Sheltered Valley is the active location, it gains: "Response: When Sheltered Valley is explored, heal all damage from 1 character." Travel: Remove 1 resource token from the Mission objective.

The Lost Realm (x3)
2 (2)
Arnor.   Hills.  
While Concealed Orc-camp is the active location is gains: "Response: When Concealed Orc-camp is explored, place 1 resource token on the Mission objective." Travel: The first player searches the encounter deck and discard pile for an Orc enemy and put it into play engaged with him. Shuffle the encounter deck.

The Lost Realm (x3/x2)
2 (6)
Fornost.   Ruins.  
Time 3.  
Forced: After the last time counter is removed from Broken Battlements, each player discards the top 5 cards of his deck and places 1 time counter here. Travel: Each player discard the top card of his deck.

The Lost Realm (x2)
2 (5)
Fornost.   Ruins.  
While Norbury Tombs is the active location, it gains: "Respnse: When Norbury Tombs is explored, each player shuffles the top 5 cards of his discard pile into his deck." Travel: Return the topmost enemy in the encounter discard pile to the staging area.

The Lost Realm (x3)
1 (4)
Fornost.   Ruins.  
Fornost Square gets +1 Threat for each resource token on it. Forced: After the first player discards any number of cards from the top of his deck, place 1 resource token here.

The Lost Realm (x3/x2)
3 (3)
Fornost.   Ruins.  
While Haunted Keep is the active location, the first Undead enemy revealed each round gains surge.

Shadow: Defending player discards the top card of his deck. Attacking enemy gets +X Attack where X is the discarded card's printed cost.

The Lost Realm (x2/x1)
4 (4)
Fornost.   Ruins.  
While Deadmen's Gate is the active location, it gains: "Forced: After a player triggers an 'Action' or 'Response' effect, he must discard the top card of his deck."

Shadow: Discard an attachment you control.

The Lost Realm (x3)
2 (3)
Arnor.  
If the current quest is a side quest, Rugged Country gets +2 Threat.

Shadow: Attacking enemy gets +1 Attack for each quest card in play.

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.

The Lost Realm (x3/x2)
2 (3)
Arnor.   Ruins.  
Forced: After the "when revealed" effect of a treachery card is canceled, raise each player's threat by 2.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, the defending player raises his threat by 2.

The Lost Realm (x2)
3 (2)
Arnor.   Ruins.  
Forced: When Ancient Causeway is explored, raise each player's threat by 2.

The Wastes of Eriador (x2)
3 (5)
Arnor.   Plains.  
While Eriador Wastes is in the staging area, no more than 5 progress can be placed on the current quest each round. Travel: The first player engages a Warg enemy in the staging area and deals it a shadow card.

The Wastes of Eriador (x2/x1)
4 (1)
Arnor.  
Immune to player card effects. Travel: The first player searches the encounter deck and discard pile for a Warg enemy, reveals it, and puts it into play engages with him. Shuffle the encounter deck.

The Wastes of Eriador (x3)
1 (4)
Arnor.   Hills.  
While it is Night, North Downs gets +2 Threat.

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

Escape from Mount Gram (x1)
3 (8)
Mountain.  
Immune to player card effects. White Southern Gate s the active location, each Orc enemy gets +2 Attack. Forced: When Southern Gate becomes the active location, each player with less than 35 threat must raise his threat to 35.

Escape from Mount Gram (x4)
1 (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.

Escape from Mount Gram (x2)
3 (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).

Escape from Mount Gram (x2)
X (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.

Across the Ettenmoors (x2)
1 (6)
Ettenmoors.  
While Troll-fells is the active location, Weather cards gain doomed 1. When Revealed: If Troll fells is not revealed guarding a safe location, search the encounter deck and discard pile for a location with the safe keyword and attach it to Troll-fells, guarded. Shuffle the encounter deck.

Across the Ettenmoors (x2/x0)
2 (4)
Ettenmoors.  
While Barren Moorland is in the staging area, it gains: "Forced: When an ally enters play, you must either exhaust it or deal 1 damage to it." Travel: Deal 1 damage to each exhausted character.

The Treachery of Rhudaur (x1)
4 (8)
Ruins.  
Forced: When The Great Hall is explored, each player discards the top 5 cards of the encounter deck and chooses an Undead enemy he discarded in this way to add to the staging area.

The Treachery of Rhudaur (x2)
2 (6)
Ruins.  
While Forbidden Descent is in the staging area, the first 2 progress that would be placed on a quest each round must be placed on Forbidden Descent, instead. Forced: If Forbidden Descent leaves play from the staging area, raise each player’s threat by 2.

The Treachery of Rhudaur (x2/x1)
5 (4)
Ruins.  
Action: Raise your threat by 1 to reduce the Threat of Eerie Halls by 1 until the end of the phase. (Any player may trigger this action.)

Shadow: If the defending player does not control at least 1 Clue objective, the attacking enemy makes an additional attack after this one.

The Treachery of Rhudaur (x2/x0)
4 (4)
Ruins.  
Any time the encounter deck runs out of cards, return the topmost Undead enemy in the encounter discard pile to the staging area before resetting the encounter deck. Travel: Return the topmost Undead enemy in the encounter discard pile to the staging area.

The Treachery of Rhudaur (x2)
1 (3)
Ruins.  
While Decrepit Remains is in the staging area, each location and quest in the staging area gets +2 quest points.

Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.

The Battle of Carn Dûm (x3)
2 (3)
Carn Dûm.  
While Accursed Battlefield is the active location, each quest card in play gains the battle keyword.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if the defending player's threat is higher than the attacking enemy's engagement cost).

The Battle of Carn Dûm (x2)
3 (5)
Mountain.  
While Mountains of Angmar is the active location, each shadow card with no shadow effect gains: "Shadow: Raise defending player's threat by 2."

Shadow: Raise defending player's threat by 2.

The Battle of Carn Dûm (x3)
3 (3)
Blight.   Plains.  
Forced: After an enemy attacks, heal 1 damage from it. Travel: Deal each enemy in play 1 shadow card to travel here.

Shadow: If the attacking enemy is Thaurdir, heal 3 damage from him.

The Battle of Carn Dûm (x3/x1)
4 (3)
Carn Dûm.  
While Fortress Walls is the active location, for each resource spent by a player, raise that player's threat by 1.

Shadow: If your threat is 40 or higher, attacking enemy makes an additional attack against you after this one.

The Dread Realm (x1)
5 (9)
Carn Dûm.   Underground.  
While Daechanar is in play, progress cannot be placed on Altar of Widwinter. Forced: At the end of the staging step, the first player must either reveal 1 additional card from the encounter deck, or reanimate the top card of his deck.

The Dread Realm (x3)
4 (1)
Carn Dûm.   Underground.  
Forced: When Sinister Dungeon is explored, the first player reanimates a random card from his hand and deals Sinister Dungeon to it facedown as a shadow card.

Shadow: Discard the top 2 cards of the encounter deck. Resolve the "when revealed" effects of each Sorcery card discarded by this effect.