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52 Results Found

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 Hobbit: Over Hill and Under Hill (x1)
(50) 0 2 3 5
Gollum.  
Forced: After the first player answers a riddle and fails to find at least 1 match, Gollum attacks Bilbo Baggins. (Do not deal a shadow card for this attack.)

The Land of Shadow (x1)
(30) 2 2 2 5
Gollum.  
Immune to non-Fellowship player card effects. Gollum engages the first player. Forced: After Gollum engages the first player during the refresh phase, he makes an immediate attack. Forced: When Gollum is defeated, flip him to Sméagol exhausted.

The Mountain of Fire (x1)
(99) 2 2 2 5
Gollum.  
Surge.  
Immune to non-Fellowship player card effects. Gollum engages the first player. *Forced: After Gollum is discarded during a Fortitude test, put him into play engaged with the first player. Then, choose an encounter card discarded from this test and ignore its (|) icons.

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.

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 Nightmare (x1)

You are playing Nightmare mode. Forced: At the end of the refresh phase, choose an unclaimed Clue card not attached to a Mordor enemy and attach it to a Mordor enemy, if able. (If it was guarded, detach the encounter guarding it first. The newly attached Mordor enemy is now guarding it.) If at any point there are four or more Clue cards attached to Mordor enemies, the players lose the game.

Begin with the standard quest deck and encounter deck for The Hunt for Gollum scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 2x River Ninglor 1x The Eaves of Mirkwood 2x False Lead 2x Misty Mountain Goblins 2x Banks of the Anduin 3x Gladden Fields 3x Eastern Crows 2x Treacherous Fog 3x Evil Storm Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Hunt for Gollum encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Land of Shadow (x1)
3A-B (8)

When Revealed: Add Cleft of Cirith Ungol to the staging area. Flip Sméagol to Gollum and heal all damage from Shelob. Each player places 1 resource on Shelob.

If Gollum is defeated, add him to the victory display. (Do not flip him over.) While Shelob has at least 1 resource on her, she gains: "Forced: When Shelob is dealt any amount of damage, cancel that damage and discard 1 resource from Shelob instead." The players cannot defeat this stage unless both Shelob and Gollum are in the victory display. If the players defeat this stage, they win the game.

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.

The Passage of the Marshes Nightmare (x2)

Peril.   Surge.  
When Revealed: Deal Gollum's Rage to Gollum as a facedown shadow card, if able.

Shadow: If attacking enemy is Gollum, it gets +1 Attack and makes an additional attack against you after this one.

The Land of Shadow (x1)
1A-B (6)

Setup: Put Gollum into play engaged with the first player. Each player searches the encounter deck for 1 location, reveals it, and adds it to the staging area. Shuffle the encounter deck.

The players cannot advance unless the first player controls Sméagol. Forced: After a player declares any number of attackers against Gollum, discard the top card of the encounter deck. Gollum gets +X Defense for this attack, where X is the discarded card’s Threat.

The Land of Shadow (x1)
2 2 2 5
Gollum.  
Immune to player card effects. The first player gains control of Sméagol. Forced: After the players quest unsuccessfully, flip Sméagol to Gollum. If Sméagol is destroyed, the players lose the game.

The Mountain of Fire (x1/x0)
Gollum.  
When Revealed: Gollum makes an immediate attack against the first player. If Gollum is not in play, search the encounter deck and discard pile for Gollum and put him into play engaged with the first player. (|) (|) (|)

Shadow: If attacking enemy is Gollum, he makes an additional attack after this one.

The Hunt for Gollum (x1)
3A-B (8)


Any player who does not control a hero with at least 1 Clue objective attached cannot commit characters to this quest. If there are ever no heroes with Clue objectives attached in play, reset the quest deck to stage 2B. If the players defeat this stage, the players have once again found a true sign of Gollum's passing, and have won the game.

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)
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 (x1)
1A-B (12)

Setup: Search the encounter deck for Gollum, and add it to the staging area. Shuffle the encounter deck, then reveal 1 card per player from the encounter deck and add it to the staging area.

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 (x1)
2A-B (3)


Forced: After this stage is defeated, the first player chooses a player. That player must pass an Escape test, dealing 1 card from the encounter deck for each resource token on Gollum, to capture him. If Gollum is not captured at this time, reset the quest deck to stage 1B. If this final Escape test is passed, the players have captured Gollum and won the game.

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 (x1)
4A-B (2)


Forced: At the beginning of the combat phase, all enemies in play enage the player guarding Gollum. Player cannot defeat this stage if there are any enemies in play. If players defeat this stage, they have won the game.

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)
2A-B (3)


The player guarding Gollum cannot commit characters to this quest (unless he is the only player in the game). If the players quest unsuccessfully, Gollum escapes and the players have lost the game.

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 (x1)
1A-B (12)

Setup: Search the encounter deck for Gollum. Choose a player to guard Gollum at the start of the game, and place Gollum in front of that player. Then shuffle the encounter deck. Reveal 1 card per player from the encounter deck, and add it to the staging area.

Return to Mirkwood (x1)
3A-B (7)


The player guarding Gollum cannot play cards from his hand.

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.

The Hobbit: Over Hill and Under Hill (x1)
3A-B (16)


When Revealed: The first player gains control of Bilbo Baggins. Reveal 1 encounter card per player and add it to the staging area. Gollum engages the first player. Damage from undefended attacks made by Gollum must be placed on Bilbo Baggins. All riddle effects are ignored. Treachery cards gain surge. If players defeat this stage, they have won the game.

The Hobbit: Over Hill and Under Hill (x1)
2A-B (9)

Setup: Search the encounter deck for Gollum and Bilbo's Magic Ring. Place Gollum and Bilbo Baggins in the riddle area and attach Bilbo's Magic Ring to Bilbo Baggins. Then, shuffle the encounter deck.

Players cannot advance to stage 3A unless both 1B and 2B are complete. Progress tokens cannot be added to, or removed from, this quest except by answering riddles. Cards in the riddle area are immune to player card effects and cannot leave the riddle area except by quest effects.

The Land of Shadow (x2/x1)

Surge.  
When Revealed: Either flip Sméagol to Gollum, or Gollum makes an immediate attack. The first player may spend 1 Fellowship resource and exhaust The One Ring to cancel this effect.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if the attacking enemy is Gollum).

The Dead Marshes Nightmare (x1)

You are playing Nightmare mode. Players cannot reduce their threat. Setup: Search the encounter deck for The Mere of Dead Faces, and add it to the stage area. Then, shuffle the encounter deck. Forced: After Gollum is placed in the discard pile, shuffle him into the encounter deck.

Begin with the standard quest deck and encounter deck for The Dead Marshes scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x A Wisp of Pale Sheen 1x Through the Mist 2x Great Marsh Worm 4x Fens and Mires 3x Eastern Crows 2x Pursued by Shadow 2x Treacherous Fog 1x Wolf Rider 2x Hill Troll 2x Goblin Sniper 2x Wargs 2x Despair 2x The Brown Lands 2x The East Bight Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Dead Marshes encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Dead Marshes Nightmare (x1)
X (-)
Dead Marshes.  
X is the number of resource tokens here. Cannot leave the staging area. If Gollum is not in play, any resource tokens that would be placed on Gollum are placed here instead. Forced: After Gollum enters play, place 2 resource tokens on Gollum, then move all resource tokens from The Mere of Dead Faces to Gollum.

The Dead Marshes Nightmare (x2)
(40) 4 3 2 5
Undead.   Wight.  
Forced: After Marsh-wight engages a player, that player makes an escape test, dealing 3 cards from the encounter deck. If this test is failed, place 2 resources on Gollum and Marsh-wigth makes an immediate attack.

The Dead Marshes Nightmare (x2)
Escape.  
When Revealed: The first player makes an escape test counting Defense intead of Willpower, dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and deal 1 damage to each character in play. Escape: 3

Return to Mirkwood Nightmare (x1)

You are playing Nightmare mode. Forced: At the beginning of the quest phase, the player who is guarding Gollum must either exhaust a hero he controls or resolve the "when revealed" effect of the topmost Tantrum card in the encounter discard pile. Forced: When Stage 4A is revealed, search the encounter deck and discard pile for 1 copy of Attercop, Attercop and add it to the staging area, if able. Shuffle the encounter deck.

Begin with the standard quest deck and encounter deck for the Return to Mirkwood scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 3x Woodman's Glade 3x Wood Elf Path 3x Mountains of Mirkwood 2x Goblin Sniper 1x Marsh Adder 2x Wargs 2x Despair 2x The Brown Lands 2x The East Bight Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Return to Mirkwood encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

Return to Mirkwood Nightmare (x3)
(28) 2 4 3 7
Mordor.   Orc.  
When Ambushing Orcs is dealt a shadow card that targets the player guarding Gollum, that shadow card also targets each other player

Return to Mirkwood Nightmare (x2)
(48) 3 4 2 4
Goblin.   Orc.  
Cannot be optionally engaged. Forced: After the player guarding Gollum changes, Pursuing Warg-rider engages the player guarding Gollum and makes an immediate attack against that player.

Return to Mirkwood Nightmare (x3)
(33) 3 3 2 5
Creature.   Spider.  
When Revealed: The player guarding Gollum must either exhaust a hero he controls or Web-spinner gains surge.

Shadow: The player guarding Gollum must exhaust a character he controls.

Return to Mirkwood Nightmare (x2)

Surge.  
When Revealed: Attach Isolation to the current quest. (Counts as a Condition attachment with the text: "All characters lost the ranged and sentinel keywords. The player guarding Gollum cannot choose a new player to guard Gollum.")

Return to Mirkwood Nightmare (x2)
Tantrum.  
When Revealed: Discard all attachments controlled by the player guarding Gollum. Then remove all cards in that player's discard pile from the game. If no attachments are discarded as a result of this effect, Befouled Equipment gains surge.

Shadow: Discard all attachments controlled by the player guarding Gollum.

Return to Mirkwood Nightmare (x2)

When Revealed: The player guarding Gollum must either reveal the topmost Tantrum card in the encounter discard pile, or reveal 2 additional encounter cards from the encounter deck.

Shadow: Deal the topmost Tantrum card in the encounter discard pile as a new shadow card for this attack, if able.

Dungeons Deep and Caverns Dim Nightmare (x1)

You are playing Nightmare mode. Gollum cannot take damage. Setup: Search the encounter deck for The Lower Gate and set it aside, out of play. Forced: When stage 3B is revealed, add The Lower Gate to the staging area.

Begin with the standard quest deck and encounter deck for the Dungeons Deep and Caverns Dim scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 3x Goblin Miners 3x Goblin Axeman 3x The Goblins' Caves 3x Grip, grab! Pinch, nab! 1x Not fair! Not fair! Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Dungeons Deep and Caverns Dim encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.

Dungeons Deep and Caverns Dim Nightmare (x3)

When Revealed: Discard 2 resources from Bilbo Baggins's resource pool, or Gollum makes an attack against Bilbo Baggins. Riddle: The first player names a sphere, a cost, and a card type, shuffles his deck, and discards the top 3 cards. For each card that matches all three items, place 1 progress on stage 2.

Dungeons Deep and Caverns Dim Nightmare (x3)

When Revealed: Attach We Hates Is! to Gollum. (Counts as a Condition attachment with the text: "If the players are on stage 3, Gollum gets +2 Attack.") Riddle: The first player names a Trait, shuffles his deck, and discards the top card. For each card that has at least 1 matching Trait, place 1 progress on stage 2.

The Passage of the Marshes Nightmare (x2)
2 (3)
Marsh.  
Mire 2.  
Forced: When Great Reed Thicket is discarded by the Mire keyword, either flip Sméagol to Gollum, or Gollum makes an immediate attack. Travel: Exhaust Sméagol to travel here.