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Scenario Encounter
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Card Type Subtype Deck Type
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Character Project Creator

Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
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Results: 151 - 200 of 945 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.

Khazad-dûm (x3)
3
4
Underground.

Doomed 2.

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 (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 (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 (x3/x1)
5
5
Underground. Dark.

Action: Raise each player's threat by 1 to place 1 progress token on Zigil Mineshaft.

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 (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 (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 (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)
3
2
Mountain.

While Turbulent Waters is the active location, players cannot optionally engage enemies.

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 (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.)

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 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 (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)
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.

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.

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 controls.

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).

A crack had opened at the back of the cave, and was already a wide passage.
–The Hobbit

Road to Rivendell (x3)
3
5
Hills.

Forced: After at least 1 progress token in placed on Pathless Country, remove 1 progress token from it.

Shadow: Deal 1 damage to each ally in 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.

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 (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 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 (x2)
1
5
Swamp.

Forced: After you travel to Makeshift Passage, place 2 progress tokens on the current quest card, bypassing any active location.

They reached the strip of dry land between the lake and the cliffs: it was narrow, often hardly a dozen yards across, and encumbered with fallen rock and stones; but they found a way, hugging the cliff, and keeping as far from the dark water as they might.
–The Fellowship of the Ring

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.

When they came to the northernmost corner of the lake they found a narrow creek that barreed their way. It was green and stagnant, thrust out like a slimy arm towards the enclosing hills.
–The Fellowship of the Ring

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 wealth of Moria was not in gold and jewels, the toys of the Dwarves; nor in iron, their servant."
–Gandalf, The Fellowship of the Ring

PASS
The Long Dark (x2)
2
4
Underground. Dark.

Lost: Each player must choose and discard 1 card from his hand.

There hammer on the anvil smote,
There chisel clove, and graver wrote;
There forged was blade, and bount was hilt...
–The Fellowship of the Ring

PASS
The Long Dark (x2)
1
3
Underground.

Lost: Exhaust all characters.

PASS
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.

PASS
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 (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.

Down the centre stalked a double line of towering pillars. They were carved like boles of mighty trees whose boughs upheld the roof with a branching tracery of stone.
–The Fellowship of the Ring

Shadow and Flame (x3)
3
3
Underground.

While Durin's Bane has no damage on it, progress tokens cannot be placed on Second Deep.

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.

Heirs of Númenor (x2/x0)
4
3
City. River.

While Pelargir Docks is the active location, enemies get +1 Attack and +1 Defense

...they saw the River like a ribbon laid down to Pelargir, and beyond that was a light on the hem of the sky that spoke of the Sea. –The Return of the King

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 (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
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 (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)
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 (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 (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.

"...the garden of Gondor now desolate kept still a dishevelled dryad loveliness." –The Two Towers

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.

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.

"Were it buried beneath the roots of Mindolluin, still it would burn your mind away..." –Gandalf, The Return of the King