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200 Results Found

The Watcher in the Water (x4/x2)
(129)
Tentacle.  
When Revealed: The first player attaches Wrapped! to a hero he controls. (Counts as a Tentacle attachment with the text: 'Limit 1 per hero. Attached hero cannot exhaust or ready. At the end of the round, discard attached hero from play. Combat Action: Exhaust a hero you control without a Tentacle attachment to discard Wrapped!.')

Core Set (x2)
(20) 2 3 1 3
Creature.   Spider.  
When Revealed: Each player must choose and exhaust 1 character he controls.

Shadow: Defending player must choose and exhaust 1 character he controls. (2 characters instead if this attack is undefended.)

Core Set (x1)
(32) 3 5 2 9
Creature.   Spider.  
When Revealed: Each character currently committed to a quest gets -1 Willpower until the end of the phase.

Shadow: Raise defending player's threat by 4. (Raise defending player's threat by 8 instead if this attack is undefended.)

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 (x1/x0)

When Revealed: Each player discards all event cards in his hand.

Core Set (x2/x0)

When Revealed: The player with the highest threat level attaches this card to one of his heroes. (Counts as a Condition attachment with the text: 'Attached hero does not ready during the refresh phase unless you pay 2 resources from that hero's pool.')

Core Set (x1)
(10) 1 2 0 2
Goblin.   Orc.  
Surge.  

Shadow: Wolf Rider attacks the defending player. That player may declare 1 character as a defender. Deal Wolf Rider its own Shadow card. After combat, return Wolf Rider to the top of the encounter deck.

Core Set (x2)
(48) 2 2 0 2
Goblin.   Orc.  
During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area.Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.

Core Set (x2)
(20) 2 3 1 3
Creature.  
Forced: If Wargs is dealt a shadow card with no effect, return Wargs to the staging area after it attacks.

Shadow: attacking enemy gets 1 Attack. (2 Attack instead if this attack is undefended.)

Core Set (x2/x0)

When Revealed: Remove 4 progress tokens from the current quest card. (If there are fewer than 4 progress tokens on the quest, remove all progress tokens from that quest.)

Shadow: Defending character does not count its Defense.

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 (x3)
(10) 2 2 0 3
Dol Guldur.   Orc.  
When Revealed: The first player chooses 1 character currently committed to a quest. Deal 2 damage to that character.

Shadow: attacking enemy gets 1 Attack. (3 Attack instead if this attack is undefended.)

Core Set (x2/x1)
(35) 2 3 1 5
Dol Guldur.   Orc.  
Forced: When Dol Guldur Beastmaster attacks, deal it 1 additional shadow card.

Core Set (x1)

When Revealed: Each enemy and each location currently in the staging area gets 1 Threat until the end of the phase. If there are no cards in the staging area, Driven by Shadow gains surge.

Shadow: Choose and discard 1 attachment from the defending character. (If this attack is undefended, discard all attachments you control.)

Core Set (x3/x1)

When Revealed: Deal 1 damage to each exhausted character.

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 (x4)
(25) 2 2 1 4
Creature.   Spider.  
Forced: After Forest Spider engages a player, it gets 1 Attack until the end of the round.

Shadow: Defending player must choose and discard 1 attachment he controls.

Core Set (x1)
(5) 3 3 1 2
Goblin.   Orc.  

Shadow: attacking enemy gets 1 Attack. (If this attack is undefended, also raise your threat by 3.)

Core Set (x1)
(15) 1 1 0 2
Creature.  
When Revealed: Each player must choose 1 character currently committed to a quest, and remove that character from the quest. (The chosen character does not ready.)

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 (x1)
(40) 5 4 3 9
Nazgûl.  
No attachments. Forced: When the prisoner is 'rescued', move Nazgûl of Dol Guldur into the staging area. Forced: After a shadow effect dealt to Nazgûl of Dol Guldur resolves, the engaged player must choose and discard 1 character he controls.

Core Set (x2)
(8) 2 2 1 2
Undead.  
Doomed 1.  

Shadow: Choose and discard 1 attachment you control. Discarded objective cards are returned to the staging area. (If this attack is undefended, discard all attachments you control.)

Core Set (x2)

When Revealed: Until the end of the phase, raise the total Threat in the staging area by X, where X is the number of players in the game.

Shadow: Defending player raises his threat by the number of enemies with which he is engaged.

Core Set (x1)

When Revealed: Attach Iron Shackles to the top of the first player's deck. (Counts as a Condition attachment with the text: 'The next time a player would draw 1 or more cards from attached deck, discard Iron Shackles instead.')

Shadow: Resolve the 'When Revealed' effect of Iron Shackles.

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 (x1)
Item.  
Guarded.   Restricted.  
Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Gandalf's Map to a hero you control. (Counts as an attachment. If detached, return Gandalf's Map to the staging area.) Attached hero cannot attack or defend.

Core Set (x1)
Item.  
Guarded.   Restricted.  
Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Dungeon Torch to a hero you control. (Counts as an attachment. If detached, return Dungeon Torch to the staging area.)Forced: At the end of each round, raise attached hero's controller's threat by 2.

Core Set (x1)
Item.  
Guarded.   Restricted.  
Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Shadow Key to a hero you control. (Counts as an attachment. If detached, return Shadow Key to the staging area.)Forced: At the end of each round, attached hero suffers 1 damage.

Core Set (x3)
(15) 2 2 1 3
Goblin.   Orc.  
Forced: After Misty Mountain Goblins attacks, remove 1 progress token from the current quest.

Shadow: Remove 1 progress token from the current quest. (3 progress tokens instead if this attack is undefended.)

Core Set (x1/x0)

When Revealed: Reveal X additional cards from the encounter deck. X is the number of players in the game.

Shadow: Deal X shadow cards to this attacker. X is the number of players in the game.

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)
(30) 1 1 0 1
Creature.  
Surge.  
Forced: After Eastern Crows is defeated, shuffle it back into the encounter deck.

Shadow: attacking enemy gets +1 Attack. (+2 Attack instead if defending player's threat is 35 or higher.)

Core Set (x3/x2)

When Revealed: Deal 1 damage to each character controlled by each player with a threat of 35 or higher.

Core Set (x2)

When Revealed: Each player raises his threat by 1 for each character he controls that is not currently committed to a quest.

Shadow: Defending player chooses and returns 1 exhausted ally he controls to its owner's hand. If he controls no exhausted allies, raise his threat by 3.

Core Set (x2)

When Revealed: Each location in the staging area gets +1 Threat until the end of the phase. Then, each player with a threat of 35 or higher chooses and discards 1 card from his hand.

The Hunt for Gollum (x2)

When Revealed: The first player chooses and shuffles a card with the printed Clue trait back into the encounter deck. If there are no Clue cards in play, False Lead gains surge.

The Hunt for Gollum (x2)
Disaster.  
Doomed 1.   Surge.  
When Revealed: Remove all progress tokens from all Riverland locations.

Shadow: Resolve the 'when revealed' effect of this card.

The Hunt for Gollum (x2/x1)
(12) 1 1 0 3
Goblin.   Orc.  
When Revealed: Discard the top card of each player's deck. Until the end of the phase, increase Goblintown Scavenger's Threat by the total printed cost of all cards discarded in this way.

The Hunt for Gollum (x5/x2)
(34) 2 2 2 6
Mordor.  
Hunters from Mordor get +2 Attack and +2 Threat for each Clue card in play.

Shadow: Deal 1 damage to each hero with a Clue card attached. (3 damage instead if this attack is undefended.)

The Hunt for Gollum (x3/x1)
Gossip.  
When Revealed: Discard 1 resource from each hero's resource pool, if able. Exhaust any hero that could not discard a resource from its pool.

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 (x4)
Clue.  
Guarded.  
Response: After the players quest successfully, the players may claim Signs of Gollum if it has no attached encounters. When claimed, attach Signs of Gollum to any hero committed to the quest. (Counts as a Condition attachment with: 'Forced: After attached hero is damaged or leaves play, return this card to the top of the encounter deck.')

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/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 ally card he controls to cancel this effect.

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 (x1/x1)
2 4 3 10
Ally.  
Grimbeorn the Old does not exhaust to defend against Troll enemies. If Grimbeorn the Old has 8 or more resource tokens on him, he joins the first player as an ally. Action: Spend 1 Leadership resource to place that resource on Grimbeorn the Old.

Conflict at the Carrock (x1)
(34) 2 4 2 10
Troll.  
While Louis is engaged with a player, all Troll enemies gain, "Forced: After this enemy attacks, the defending player must raise his threat by 3." Response: After defeating Louis, you may choose and discard 1 "Sacked!" card from play.

Conflict at the Carrock (x1)
(34) 2 4 2 10
Troll.  
While Morris is engaged with a player, all Troll enemies get +1 Attack. Response: After defeating Morris, you may choose and discard 1 'Sacked!' card from play.

Conflict at the Carrock (x4/x2)
(20) 1 2 0 4
Creature.  
Forced: If Muck Adder damages a character, discard that character from play.

Shadow: Defending character gets -1 Defense for the duration of this attack.

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 (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.

Conflict at the Carrock (x1)
(34) 2 4 2 10
Troll.  
Forced: After Rupert attacks, shuffle all copies of the 'Sacked!' card from the discard pile back into the encounter deck. Response: After defeating Rupert, you may choose and discard 1 'Sacked!' card from play.

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 (x1)
(34) 2 4 2 10
Troll.  
While Stuart is engaged with a player, all Troll enemies get +1 Defense. Response: After defeating Stuart, you may choose and discard 1 'Sacked!' card from 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 (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)
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 (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.

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)
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)
(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 (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 (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.

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/x2)
(35) 3 1 2 6
Mordor.   Orc.  
Doomed 2.  
Orc Horse Thieves get +1 Attack for each location in the staging area.

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 Dead Marshes (x3/x1)
Escape.  
When Revealed: Place 2 resource tokens on Gollum. Any player may exhaust a Lore hero to reduce this effect to 1 resource token.Escape: 4

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)
(36) 1 3 2 6
Creature.  
Forced: Remove 2 damage from Giant Marsh Worm at the end of each round.Escape: 2

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)
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 (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/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 (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

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.

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 (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 (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 (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 (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/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 (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 (x4/x1)

When Revealed: The last player deals damage equal to The Nameless Fear's attack to a hero he controls. This effect cannot be canceled.

Shadow: Deal damage equal to The Nameless Fear's Attack to the defending character.

Khazad-dûm (x1)
Tools.  
Guarded.   Restricted.  
Action: Exhaust a hero to claim this objective if it has no encounters attached. Then, attach Abandoned Tools to that hero. (If detached, return Abandoned Tools to the staging area.)

Khazad-dûm (x3)

When Revealed: The first player must discard 3 resources from each hero he controls.

Shadow: Defending player must discard 2 resources from each hero he controls.

Khazad-dûm (x4)
(32) 2 3 3 2
Uruk.   Orc.  
When Revealed: The first player must choose and discard an attachment from a questing character, if able.

Shadow: If this attack is undefended, deal 2 additional shadow cards to attacking enemy.

Khazad-dûm (x1)
Item.   Artifact.  
Restricted.  
Action: Exhaust a hero to claim this objective. Then, attach Book of Mazarbul to that hero. (If detached, return Book of Mazarbul to the staging area.)Attached hero cannot attack and does not exhaust to commit to a quest.

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 (x3)

When Revealed: Each enemy and location currently in the staging area gets +1 Threat until the end of the phase. (+3 Threat instead if it is a Dark location.) Players may exhaust a Cave Torch to cancel this effect.

Shadow: attacking enemy gets +2 Attack.

Khazad-dûm (x3)
Hazard.  
When Revealed: Remove all progress tokens from the current quest card and active location. If Cave In removed no progress tokens, it gains surge.

Khazad-dûm (x1)
Light.  
Restricted.  
Attach to a hero. Action: Exhaust Cave Torch to place up to 3 progress tokens on a Dark location.Forced: After Cave Torch exhausts, discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.

Khazad-dûm (x3)

When Revealed: Put the top enemy in the encounter discard pile into play, engaged with the first player. If this effect put no enemies into play, Chance Encounter gains surge.

Shadow: attacking enemy gets +1 Attack. (+3 Attack instead if engaged with the first player.)

Khazad-dûm (x1/x0)
(27) 2 5 2 4
Goblin.   Orc.  
When Revealed: Chieftain of the Pit gets +3 Attack until the end of the round.

Shadow: attacking enemy attacks again after this attack. Deal it another shadow card for the next attack.

Khazad-dûm (x2/x0)
Hazard.  
When Revealed: Each player must exhaust a character and discard the top card of his deck, if able. If the printed cost of the discarded card is equal to or higher than the remaining hit points of the exhausted character, discard the exhausted character.

Khazad-dûm (x2/x1)

When Revealed: Deal 1 damage to each exhausted character. (2 damage instead if the active location is a Dark location.)

Shadow: Deal 1 damage to the defending character. (Attacking enemy gets +2 Attack instead if this attack is undefended.)

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)
(48) 2 1 3 1
Goblin.   Orc.  
Players cannot optionally engaged Goblin Archer. Characters with ranged are eligible to attack Goblin Archer while it is in the staging area.Forced: After an enemy is revealed from the encounter deck, the first player must deal 1 damage to 1 character he controls.

Khazad-dûm (x4)
(33) 1 3 2 4
Goblin.   Orc.  
When Revealed: Goblin Follower engages the last player.

Shadow: attacking enemy gets +1 Attack. (+2 Attack instead if attacking the last player.)

Khazad-dûm (x3)
(37) 3 1 0 2
Goblin.   Orc.   Scout.  
Each player with a threat of 25 or higher cannot optionally engage Goblin Scout.

Khazad-dûm (x5)
(15) 2 2 2 2
Goblin.   Orc.  
Goblin Spearman gets +2 Attack if its attack is undefended.

Shadow: Add Goblin Spearman to the staging area.

Khazad-dûm (x5)
(20) 1 3 1 2
Goblin.   Orc.  
Goblin Swordsman gets +2 Attack if its attack is undefended.

Shadow: Add Goblin Swordsman to the staging area.

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 (x2)

When Revealed: Each player must raise his threat by 1 for each enemy in the staging area. Then, the last player discards an attachment he controls.

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 (x1)

Surge.  
When Revealed: Shuffle all locations in the encounter discard pile back into the encounter deck.

Khazad-dûm (x2/x0)

Doomed 1.  
When Revealed: Reveal X additional cards from the encounter deck and add them to the staging area. 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 (x3/x2)
(30) 2 4 2 4
Creature.  
If Mountain Warg is dealt a shadow card with no effect, return Mountain Warg to the staging area after it attacks.

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

Khazad-dûm (x3)

When Revealed: If the players are not on stage 1, shuffle the current quest card into the quest deck, then reveal a new quest card. Otherwise, New Devilry gains surge.

Shadow: If this attack is undefended, raise your threat by The Nameless Fear's Threat.

Khazad-dûm (x1/x0)
(50) 1 1 3 1
Orc.   Summoner.  
While Orc Drummer is in the staging area, each enemy gets +X Threat. X is the number of players in the game.

Khazad-dûm (x1/x0)
(45) 2 1 1 3
Orc.   Summoner.  
Surge.  
When Revealed: Reveal 1 card from the encounter deck and add it to the staging area.

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 (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)

When Revealed: The first player attaches Shadow of Fear to one of his heroes. (Counts as a Condition attachment with the text: 'Limit 1 per hero. Attached hero cannot exhaust or ready and its text box is treated as if it were blank. Action: Pay 3 resources from attached hero's pool to discard this card.')

Khazad-dûm (x5/x2)

Doomed 2.   Surge.  
Shadow: Defending player raises his threat by 2.

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)
(29) X 0 2 2
Goblin.   Orc.  
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)
Hazard.  
When Revealed: The first player must discard 1 questing character he controls, if able. This effect cannot be canceled.

Shadow: Discard the defending character from play.

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)
(50) X X X 27
Flame.   Shadow.  
Immune to player card effects. The Nameless Fear cannot engage or be engaged. X is the number of victory points in the victory display.

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

Khazad-dûm (x3/x1)

When Revealed: Each player must deal X damage to 1 ally he controls. X is the number of allies he controls.

Shadow: If the defending character is an ally, discard it from play.

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/x0)

When Revealed: The first player attaches Watchful Eyes to one of his heroes. (Counts as a Condition attachment with the text: 'Limit 1 per hero. Forced: If attached hero is exhausted at the end of the combat phase, reveal 1 card from the encounter deck and add it to the staging area.')

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)
2 0 1 2
Noldor.   Noble.   Ally.  
The first player gains control of Arwen Undomiel, as an ally.Response: After Arwen Undomiel exhausts, choose a hero. Add 1 resource to that hero's resource pool.If Arwen Undomiel leaves play, the players are defeated.

The Redhorn Gate (x1/x0)
Snow.  
When Revealed: Exhaust each ready character and if it is the quest phase commit them to the quest.

The Redhorn Gate (x2)

When Revealed: The first player (choose 1): removes all progress tokens from play, or reveals 2 cards from the encounter deck and adds them to the staging area.

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

The Redhorn Gate (x2)

When Revealed: Return the top 2 Snow cards in the encounter discard pile to the top of the encounter deck. If this effect returned less than 2 Snow treachery cards, Fell Voices gains surge.

The Redhorn Gate (x3/x1)
Snow.  
When Revealed: The first player attaches this card to a hero he controls. Counts as a Condition Attachment with the text: 'Attached hero gets -2 Willpower and cannot commit to a quest. If attached hero has more than 1 copy of Freezing Cold attached, discard attached hero from play.'

The Redhorn Gate (x3)
(25) 1 2 2 3
Goblin.   Orc.  
Mountain Goblin gets +1 Attack for each Mountain location in the staging area.

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

The Redhorn Gate (x2/x0)
(35) 2 5 5 7
Troll.  
Mountain Troll gets +1 Attack for each Mountain location in the staging area.

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

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 (x5)
Snow.  
When Revealed: Each questing character gets -1 Willpower until the end of the phase.

Shadow: Until the end of the phase, characters defending this attack get -1 Willpower and are discarded if their Willpower is 0.

The Redhorn Gate (x3)
(28) 3 3 1 4
Creature.   Snow.  
Allies cannot defend while Snow Warg is attacking. Forced: After a character is declared as a defender against Snow Warg, deal 1 damage to the defending character, if able.

Road to Rivendell (x1)
2 0 1 2
Noldor.   Noble.   Ally.  
The first player gains control of Arwen Undómiel, as an ally.Response: After Arwen Undómiel exhausts, choose a hero. Add 1 resource to that hero's resource pool. If Arwen Undómiel leaves play, the players are defeated.

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 (x3)
(35) 2 0 0 3
Creature.  
Surge.  
While Crebain is in the staging area, encounter card effects cannot be canceled.

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

Road to Rivendell (x3/x1)

When Revealed: The first player (choose 1): deals 1 damage to all allies in play and Followed by Night gains surge, or all enemies engaged with players make an immediate attack, if able.

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 (x4)
(27) 2 2 2 4
Goblin.   Orc.  
Ambush.  
Forced: After Goblin Taskmaster engages a player, that player deals 2 damage to 1 character he controls.

Road to Rivendell (x2/x0)

Surge.  
When Revealed: All Orc enemies in the staging area engage the first player. If there are no Orc enemies in the staging area, return all Orc enemies in the encounter discard pile to the staging area, if able.

Road to Rivendell (x3)
(21) 1 3 1 3
Orc.  
Ambush.  
Forced: After Orc Raiders engages a player, that player discards 2 attachments he controls, if able.

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.

Road to Rivendell (x2/x0)

When Revealed: Deal 1 damage to each exhausted character. Then, exhaust all ready characters.

Shadow: Defending player must discard all exhausted characters he controls.

Road to Rivendell (x3)
(34) 0 2 3 5
Creature.  
Ambush.  
Forced: After Wild Bear engages a player, it makes an immediate attack.

The Watcher in the Water (x3)

Doomed 5.  

The Watcher in the Water (x4/x3)
(12) 2 3 0 3
Tentacle.  
Forced: When Grasping Tentacle is attacked, discard the top card of the encounter deck. If that card has a shadow effect or is a Tentacle enemy, attach this card to an attacking character as a Tentacle attachment with the text: 'Attached character's Attack and Defense are reduced to 0.'

The Watcher in the Water (x1/x0)

When Revealed: All enemies in the staging area engage the player with the highest threat. Then, each player raises his threat by the total Threat of all cards in the staging area.

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

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 Watcher in the Water (x4/x3)
(18) 2 4 1 3
Tentacle.  
Forced: When Striking Tentacle attacks, discard the top card of the encounter deck. If that card has a shadow effect or is a Tentacle enemy, this attack is considered undefended.

The Watcher in the Water (x4/x3)
(12) 2 3 0 3
Tentacle.  
Forced: When Thrashing Tentacle is attacked, discard the top card of the encounter deck. If that card has a shadow effect or is a Tentacle enemy, deal the damage from the attack to 1 character an attacking player controls (ignoring defense).

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 (x3)
(31) 3 2 1 4
Spider.   Creature.  
When Revealed: The first player draws 1 card. Then, that player must choose and discard 4 cards from his hand, if able. Forced: After Cave Spider engages a player, that player must choose and discard 1 card from his hand, if able.

The Long Dark (x1)
Artifact.   Armour.  
When Revealed: The first player attaches Durin's Greaves to a hero of his choice as an attachment. Attached hero gets +1 Defense.

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

The Long Dark (x2)

When Revealed: Each player must exhaust 1 character he controls, if able. Then, if any player controls no unexhausted characters, Fatigue gains surge.

Shadow: The defending player must exhaust 1 character he controls, if able.

The Long Dark (x4/x1)

When Revealed: The first player makes a locate test. If this test is failed, deal 2 damage to all characters and trigger all 'Lost:' effects in play.

The Long Dark (x1/x0)

When Revealed: Attach this card to a location in the staging area with the highest combined threat and remaining quest points. (Counts as a Condition attachment with the text: 'Each enemy revealed from the encounter deck gains surge.')

The Long Dark (x4)
(15) 2 1 1 2
Goblin.   Orc.  
Forced: After Goblin Sneak engages a player, discard the top card of the encounter deck. If it is a treachery card, Goblin Sneak engages the next player, if able.

Shadow: Add Goblin Sneak to the staging area.

The Long Dark (x1/x0)
(39) 4 3 3 5
Goblin.   Orc.  
Lost: Each player must choose and discard 1 ally he controls from play, if able.

Shadow: Trigger all 'Lost:' effects in play.

The Long Dark (x3)
(20) 1 3 0 3
Creature.  
Rock Adder cannot be attacked unless it has dealt at least 1 damage this round.

Shadow: If this attack is undefended, the defending player must discard 1 character he controls from play.

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.

The Long Dark (x2/x1)

When Revealed: The first player makes a locate test. If this test is failed, raise each player's threat by 7, remove all progress tokens from play, and trigger all 'Lost:' effects in play.

Foundations of Stone (x4)

Doomed 1.   Surge.  
When Revealed: Attach 1 card from the top of the first player's deck to each Nameless enemy in play, if able.

Shadow: If attacking enemy is Nameless, the defending player must discard his hand.

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)
Weapon.   Artifact.  
Surge.   Restricted.  
Attached hero gets +3 Attack. If attached hero is a Dwarf, it gets +1 Willpower. Action: Exhaust a hero to claim this objective. Then, attach Durin's Axe to that hero as an attachment.

Foundations of Stone (x1)
Armor.   Artifact.  
Surge.  
Attached hero gets +1 Defense. If attached hero is a Dwarf, it gets +2 hit points. Action: Exhaust a hero to claim this objective. Then, attach Durin's Helm to that hero as an attachment.

Foundations of Stone (x2/x0)

When Revealed: Each player chooses and shuffles a hero he controls into his deck. When he draws that hero, he puts it into play.

Shadow: If attacking enemy is Nameless, the defending player must discard his hand.

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.)'

Foundations of Stone (x4)
(33) 1 1 2 1
Creature.  
Only characters with ranged can attack or defend against Moria Bats. While Moria Bats is engaged with a player, it gets +1 Attack for each other enemy engaged with that player.

Shadow and Flame (x3/x1)
Shadow.  
When Revealed: Attach Counter-spell to Durin's Bane. (Counts as a Condition attachment with the text: 'Forced: When a player plays an event, discard the top card of the encounter deck. If that card is a treachery card, cancel the effects of the event, discard the event player's hand, and discard Counter-spell from play.')

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)
(1) 4 6 3 27
Balrog.   Flame.   Shadow.  
Regenerate 3.   Indestructible.  
Players cannot play attachments on Durin's Bane.Durin's Bane cannot leave the staging area, is considered to be engaged with each player whose threat is 1 or greater, and attacks each of those players in turn during the combat phase (deal and discard a new shadow card each attack).

Shadow and Flame (x2)
Weapon.   Flame.  
When Revealed: Attach Fiery Sword to Durin's Bane as a Weapon attachment with the text: 'Attached enemy gets +3 Attack.'

Shadow and Flame (x2/x0)

When Revealed: Each player must discard 1 ally he controls, if able. If Fires in the Deep discarded no allies, it gains surge.

Shadow: The defending player discards 1 ally he controls, if able.

Shadow and Flame (x3)

When Revealed: Durin's Bane gets +3 Attack until the end of the round. The first player may remove 1 questing hero he controls from the quest to cancel this effect.

Shadow: If attacking enemy is Durin's Bane, it gets +3 Attack.

Shadow and Flame (x3)

Surge.  
When Revealed: Heal 5 damage from Durin's Bane, if able. The first player may remove 1 questing hero he controls from the quest to cancel this effect.

Shadow and Flame (x3/x1)

When Revealed: Durin's Bane makes an immediate attack against the first player (deal and resolve a shadow card).

Shadow: If attacking enemy is Durin's Bane, it gets +3 Attack.

Shadow and Flame (x2)
Weapon.   Flame.  
When Revealed: Attach Many Thonged Whip to Durin's Bane as a Weapon attachment with the text: 'Forced: When Durin's Bane attacks, the defending player must discard 1 card at random from his hand.'

Shadow and Flame (x3)
(35) 2 1 1 2
Goblin.   Orc.  
When Revealed: Each player must deal 1 damage to a hero he controls. Forced: After a character leaves play, shuffle Ranging Goblin and the top card in the encounter discard pile back into the encounter deck.

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