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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: 301 - 350 of 945 Cards
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.

"I am not sure that I like it: it has a – well, rather a barrow-wightish look."
–Merry, The Fellowship of the Ring

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 Midwinter.

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.

The Dread Realm (x3/x0)
3
3
Carn Dûm. Underground.

Forced: At the end of the round, discard the top card of each player's deck. Each player must reanimate each ally discarded by this effect.

Travel: Deal 1 shadow card to each Undead enemy in play to travel here.

He could see nothing but the dim flame of the torches; but if the company halted, there seemed and endless whisper of voices all about him...
–The Return of the King

The Dread Realm (x2)
2
4
Carn Dûm. Underground.

While Dark Halls is in the staging area, each Reanimated Dead gets +1 Attack and +1 Defense.

Shadow: If there is a copy of the defending character in your discard pile, reanimate it and deal it 1 shadow card.

The Dread Realm (x3)
1
7
Carn Dûm. Underground.

Unholy Crypt gets +1 Threat for each Reanimated Dead in play.

Shadow: if this attack destroys a character, reanimate that character and deal it 1 shadow card.

The Grey Havens (x2)
3
2
Ocean.

While you are off-course (, , or ), Starlit Sea gains:

Travel: Raise each player's threat by 3.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if you are off-course).


The Grey Havens (x2)
2
5
Ocean.

While Fog Bank is the active location, Ship enemies do not make engagement checks, cannot attack, and cannot be attacked.

Shadow: If your heading is at the worst setting
(), attacking enemy makes an additional attack after this one.

The Grey Havens (x1)
Side
A
5
8
Ruins.

While Shrine to Morgoth is the active location, players cannot draw cards or search their decks.

Forced: After Shrine to Morgoth is flipped over while active, exhaust each ally in play with printed cost 2 or less. Then, each player must search the encounter deck and discard pile for an Undead enemy and put it into play engaged with him. Shuffle the encounter deck.

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.

The Grey Havens (x2)
Side
A
4
4
Forest.

While Lush Jungle is in the staging area, characters get -1Attack and lose ranged.

Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.

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.

The Grey Havens (x2)
Side
A
1
6
Coastland.

Forced: After Forbidden Coast is flipped over while active, each player may draw a card. Then, each player chooses a card from his hand and places it on the bottom of his deck.

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.

The Grey Havens (x3)
1
3
Coastland.

Response: After Steep Plateau is explored, peek at the facedown side of an Uncharted location in the staging area.

Shadow: Discard the bottom card of the defending player's deck. If that card's printed cost is 2 or less, attacking enemy gets +2 Attack.

The Grey Havens (x1)
2
-
Grey Havens. Ship.

Aflame 12. Immune to player card effects.

The players cannot travel to the Dream-chaser.

When the Dream-chaser is placed underneath The Havens Burn, the players lose the game.

The Grey Havens (x2/x1)
1
2
Grey Havens.

Surge.

While Mithlond Harbor is in the staging area, progress cannot be placed on locations in the staging area.

Shadow: Attacking enemy gets +1 Attack for each damage token on the active location.

The Grey Havens (x2)
1
3
Grey Havens.

Aflame 5.

Burning Piers gets +1 Threat for each damage on it.

Forced: When Burning Piers is placed underneath The Havens Burn, deal 3 damage to the Dream-chaser.

Shadow: Add Burning Piers to the staging area.

The Grey Havens (x2)
2
4
Grey Havens. Ship.

Aflame 5.

When Revealed: Either deal 3 damage to Pillaged Ship, or add the topmost enemy in the encounter discard pile to the staging area.

Shadow: If attacking enemy is a Raider, move all resources from defending character to attacking enemy.

The Grey Havens (x2/x1)
4
6
Grey Havens. Ship.

Aflame 4.

Travel: Search the encounter deck and discard pile for a Corsair enemy and add it to the staging area. Shuffle the encounter deck.

Forced: When White Ship is placed underneath The Havens Burn, place 1 resource on each Raider enemy in play.

The Grey Havens (x2)
3
3
Grey Havens. Ship.

Aflame 3.

Response: After Elven Wave-runner is added to the victory display, each player draws 1 card.

Shadow: If attacking enemy is a Raider, discard a card at random from your hand and place 1 resource on attacking enemy.


The Grey Havens (x2/x1)
3
5
Grey Havens. Ship.

Aflame 4.

Travel: Each player must assign damage among characters he controls equal to the amount of damage on Elven Caravel.

Forced: When Elven Caravel is placed underneath The Havens Burn, deal 1 damage to each character in play.

The Grey Havens (x2)
1
4
Ocean.

While Calm Waters is the active location, look at 2 additional cards from the top of the encounter deck during each Sailing test.

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


The Grey Havens (x3/x1)
4
3
Ocean.

Travel: Shift your heading off-course to travel here.

Shadow: If this attack deals damage to a Ship objective, shift your heading off-course.

The winds of wrath came driving him, and blindly in the foam he fled...
–The Fellowship of the Ring


The Grey Havens (x2)
2
3
Ocean.

While Rough Waters is in the staging area, cancel the first symbol found during each Sailing test.

Shadow: If you are off course (, , or ), attacking enemy gets +2 Attack.


The Grey Havens (x2/x1)
2
4
Ocean.

While your heading is at the worst setting (), when faced with the option to travel, the players must travel to Waterspout, if able.

Forced: After traveling to Waterspout, deal 4 damage to each Ship objective.

The Grey Havens (x2)
Side
A
3
5
Ruins.

While Flooded Ruins is the active location, it contributes itsThreat to the staging area.

Númenor was thrown down and swallowed in the sea... -The Return of the King

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.

The Grey Havens (x2)
Side
A
2
2
Ruins.

Forced: After Drowned Graves is flipped to this side while active, discard the top X cards of the encounter deck. Each player adds an Undead enemy discarded from this effect to the staging area. X is 2 more than the number of players in the game.

...their years lessened as their fear of death grew, and their joy departed. -The Return of the King

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.

The Grey Havens (x2)
Side
A
1
3
Ruins.

While Cursed Temple is the active location, characters with less than 2Willpower do not ready during the refresh phase.

It was not long before he had bewitched the King and was master of his counsel... -The Return of the King

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.

Flight of the Stormcaller (x2)
1
4
Coastland. Ocean.

Surge.

Forced: At the beginning of the travel phase, if you are on-course (), place 2 progress on Jagged Reef. If you are off-course (, , or ), deal 2 damage to each Ship objective instead.

Flight of the Stormcaller (x2)
3
3
Coastland. Ocean.

Travel: Move 2 progress from the main quest to the Stormcaller's quest stage.

Response: After Hidden Cove becomes the active location, heal 4 damage from each Ship objective.

Flight of the Stormcaller (x2/x1)
6
4
Coastland. Ocean.

When Revealed: Add Vast Coastland to the Stormcaller’s area.

Shadow: Attacking enemy gets +2 Attack if you are at the same stage as the Stormcaller.



The Thing in the Depths (x1)
2
1
Ship. Deck.

Immune to player card effects.

Helm of the Stormcaller gets +1 quest point for each resource token on a Raider enemy in play.

Forced: When Helm of the Stormcaller becomes the active location, add Captain Sahír and Na'asiyah to the staging area from out of play (enemy side faceup).

The Thing in the Depths (x2/x1)
3
5
Ship. Deck.

Forced: After you travel to Forecastle Deck, search the encounter deck and discard pile for an enemy and reveal it. Shuffle the encounter deck.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if defending character has no resources on it or in its resource pool).

The Thing in the Depths (x2)
2
3
Ship. Deck.

While Weather Deck is in the staging area, each other Deck location in play gains:

Travel: Each player must exhaust a character he controls to travel here.

Shadow: Exhaust a character you control.

The Thing in the Depths (x2)
2
2
Ship.

While Cargo Hold is the active location, each enemy gets +1 Defense

Shadow: Until the end of the phase, attacking enemy gets +2 Defense

The Thing in the Depths (x2)
1
4
Ship.

Travel: Add 1 resource to each Raider card in play to travel here.

Shadow: Attacking enemy gets +2 Attack

The Thing in the Depths (x2/x1)
4
3
Ship. Deck.

While Quarter Deck is the active location, deal each enemy an additional shadow card at the beginning of the combat phase.

Shadow: Discard an attachment you control.

Temple of the Deceived (x1)
Side
A
2
8
Ruins.

Forced: When The Grotto's Entrance is flipped over while active, put Temple Guardian into play from the victory display, engaged with the player with the highest threat.

When the 8th progress is placed on The Grotto's Entrance, the players have found the sunken ruins and win the game.

Side
B
4
-

Uncharted. Immune to player card effects.

Travel: Exhaust the Gate Key to travel here.

Forced: After Temple of the Deceived becomes the active location, flip it over.

Temple of the Deceived (x2)
Side
A
5
5
Ruins.

While Temple Halls is the active location, each character gets -1Attack and -1Defense

Forced: When Temple Halls is flipped over while active, put Temple Guardian into play from the victory display, engaged with the player with the highest threat.

Side
B
4
-

Uncharted. Immune to player card effects.

Travel: Exhaust the Gate Key to travel here.

Forced: After Temple of the Deceived becomes the active location, flip it over.

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.

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)
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.