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Trait Keyword Victory
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Player Encounter Quest
Region Archetype Age
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Results: 51 - 100 of 729 Cards
Dream-chaser Campaign Expansion (x1)
43 3 3 3 3
Undead.

Immune to player card effects. Revenant gets +2Attack and +2Defense for each resource on the campaign card.

Forced: When 3 or more damage would be placed on Revenant, place 2 damage instead.

Forced: After Revenant is destroyed, shuffle it into the encounter deck. Place 1 resource on the campaign card.

The Fellowship of the Ring (x1)
X
2
River.

Immune to player card effects. X is the number of players in the game.

The players cannot travel here while Sarn Gebir is in play. While The Argonath is the active location, skip the combat phase.

"Behold the Argonath, the Pillars of the Kings!" –Aragorn, The Fellowship of the Ring

The Two Towers (x2)
36 3 4 3 5
Isengard.

Forced: After Lieutenant of Orthanc attacks and destroys a character, that character's controller discards 1 random card from his hand.

"Saruman kept enough wisdom not to trust his Orcs. He had Men to guard his gates..." –Merry, The Two Towers

The Two Towers (x2)
3
7
Marsh.

Mire 5. Forced: When Stagnant Pools is discarded by the Mire keyword, raise each player's threat by 5.

Stagnant Pools gets +1 Threat for each mire token on it.

Travel: Exhaust Smeagol to travel here.

Mists curled and smoked from dark and noisome pools. The reek of them hung stifling in the still air. -The Two Towers

The Two Towers (x3/x2)
44 1 3 1 3
Orc.

Peril. Archery 1.

When Revealed: Discard 1 random card from your hand. Snaga gets +XThreat until the end of the round, where X is the discarded card's printed cost.

Round them were many smaller goblins. –The Two Towers

Core Set (x1)
1 1 1 0 1 2 ★ 10 
Silvan.

Action: Exhaust Henamarth Riversong to look at the top card of the encounter deck.

"And I reckon there's Elves and Elves. They're all elvish enough, but they're not all the same."
–Sam Gamgee,
The Fellowship of the Ring

Two-Player Limited Edition Starter (x2)
3 0 1 2 2 3 ★ 3 
Silvan. Warrior.

Sentinel.

Response: After a Silvan ally you control leaves play, ready Defender of the Naith.

"You cannot cross the rivers again, and behind you there are now secret sentinels that you cannot pass."
–Haldir, The Fellowship of the Ring

Two-Player Limited Edition Starter (x1)
1 1 1 0 1 2 ★ 10 
Silvan.

Action: Exhaust Henamarth Riversong to look at the top card of the encounter deck.

"And I reckon there's Elves and Elves. They're all elvish enough, but they're not all the same."
–Sam Gamgee, The Fellowship of the Ring

Khazad-dûm (x3)
4 0 3 2 3 5 ★ 3 
Dwarf. Warrior.

Veteran of Nanduhirion enters play with 1 damage on it.

With cries of "Moria!" and "Dain, Dain!" the dwarves of the Iron Hills plunged in... –The Hobbit

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.

Heirs of Númenor (x2)
24 3 3 3 3
Brigand.

Forced: When Lossarnach Bandit engages a player, that player discards 1 resource from each of his heroes’ resource pools. (2 resources instead if Lossarnach Bandit was not optionally engaged.)

Heirs of Númenor (x1)
33 2 5 2 5
Mordor.

Allies cannot defend against Lieutenant of Mordor.

When Revealed: Resolve the "when revealed" effect on the topmost treachery card in the encounter discard pile, if able. This effect cannot be canceled.

The Steward's Fear (x1)
20 3 3 2 7
Gondor. Villain.

Forced: When Telemnar’s Bane attacks, discard the top 3 cards of each player's deck.

Forced: After a player plays an event card, Telemnar’s Bane makes an immediate attack against the first player.

Encounter at Amon Dîn (x3)
1 0 0 1 1 1 ★ 2 
Gondor. Craftsman.

Response: After an encounter card with surge is revealed, discard Minas Tirith Lampwright to name enemy, location, or treachery. If the next encounter card revealed is the named type, discard it without resolving its effects.

Assault on Osgiliath (x3)
3 0 3 1 3 5 ★ 3 
Gondor. Warrior.

If each of your heroes has a printed resource icon, Knight of Minas Tirith gains:

Response: After Knight of Minas Tirith enters play, choose an enemy in the staging area. Engage that enemy and exhaust Knight of Minas Tirith to declare it as attacker (and resolve its attack) against that enemy.
The Blood of Gondor (x3)
4
3 
Record.

Attach to a hero. Reduce the cost to play Tome of Atanatar by 1 for each hero you control with a printed resource icon.

Action: Discard Tome of Atanatar to play any event event card in your discard pile as if it were in your hand. Then, place that event on the bottom of your deck.

Trouble in Tharbad (x3)
3 0 1 2 2 3 ★ 3 
Silvan. Warrior.

Sentinel.

Response: After a Silvan ally you control leaves play, ready Defender of the Naith.

"We have been keeping watch on the rivers, ever since we saw a great troop of Orcs going North toward Moria..." –Haldir, The Fellowship of the Ring

The Lost Realm (x3)
4 0 2 2 3 4 ★ 1 
Dúnedain. Ranger.

Warden of AnnĂșminas gets +1 Willpower for each enemy engaged with you.

Rangers passed at times beyond the hills, but they were few and did not stay. –The Fellowship of the Ring

The Treachery of Rhudaur (x1)
Clue.

Action: Exhaust AmarthiĂșl or a hero to claim Daechanar’s Brand. Then, attach Daechanar’s Brand to that character.

Attached character gets +1 Attack while attacking Undead enemies.

When you touch this dark blade, you can feel a cursed power coursing through it. In Tengwar, the name "Daechanar" is inscribed upon its handle.

The Battle of Carn Dûm (x2/x1)

When Revealed: Flip Thaurdir. Then, if he is Captain side faceup, Daechanar’s Will gains surge.

Shadow: Flip Thaurdir after this attack.

The Dread Realm (x1)
1 5 4 5 12
Undead. Dúnedain. Sorcerer.

Cannot have attachments.

Daechanar gets +1 Attack for each Sorcery card in play, and gains indestructible while at least 1 Sorcery card is in play.

Forced: When Daechanar is damaged, if there is at least 1 Sorcery card in play, cancel all damage just dealt and remove a Sorcery card from the game.

The Grey Havens (x3)
2 2 1 1 2 4 ★ 3 
Noldor. Scout.

Lindon Navigator does not exhaust to commit to a quest, and can commit to quests while exhausted.

Forced: After resolving a quest to which Lindon Navigator was committed, either discard it from play or discard 1 card from your hand.

The Sands of Harad (x3)
4 1 3 2 3 6 ★ 2 
Dúnedain. Ranger.

While there is a side quest in the victory display, Vigilant DĂșnadan does not exhaust to defend.

"I don't think we've rightly understood till now what they did for us."
–Barliman Butterbur, The Return of the King

A Shadow in the East (x2)
Easterling.

While attached to an enemy, counts as a Condition attachment with the text: "Attached enemy gets +1 Threat +1 Attack +1 Defense and is immune to player card effects."

When Revealed: Attach to the Easterling enemy with the lowestDefense without a copy of Fanaticism. Otherwise, Fanaticism gains surge.

The Fortress of Nurn (x2/x1)
32 3 4 2 3
Easterling.

When Revealed: Either reveal an additional encounter card, or no progress can be placed on the current quest this phase.

Shadow: Attacking enemy gets +1 Attack for each Castle side quest in the victory display.

The Road Darkens (x1)
X
2
River.

Immune to player card effects. X is the number of players in the game.

The players cannot travel here while Sarn Gebir is in play. While The Argonath is the active location, skip the combat phase.

"Behold the Argonath, the Pillars of the Kings!"

-Aragorn, The Fellowship of the Ring

Victory 1
The Treason of Saruman (x2)
36 3 4 3 5
Isengard.

Forced: After Lieutenant of Orthanc attacks and destroys a character, that character's controller discards 1 random card from his hand.

"Saruman kept enough wisdom not to trust his Orcs. He had Men to guard his gates..." –Merry, The Two Towers

The Treason of Saruman (x3/x2)
44 1 3 1 3
Orc.

Peril. Archery 1.

When Revealed: Discard 1 random card from your hand. Snaga gets +XThreat until the end of the round, where X is the discarded card's printed cost.

Round them were many smaller goblins. –The Two Towers

The Land of Shadow (x2)
3
7
Marsh.

Mire 5. Forced: When Stagnant Pools is discarded by the Mire keyword, raise each player's threat by 5.

Stagnant Pools gets +1 Threat for each mire token on it.

Travel: Exhaust Smeagol to travel here.

Mists curled and smoked from dark and noisome pools. The reek of them hung stifling in the still air. -The Two Towers

The Flame of the West (x1)
Gondor. City.

Minas Tirith has 30 hit points plus 10 for each player.

Forced: At the end of the round, deal 1 damage to Minas Tirith for each enemy in the staging area. Then, if Minas Tirith has no hit points remaining, the players lose the game.

The Massing at Osgiliath (x4)
1 1 1 0 2
Orc. Scout.

Forced: At the beginning of the encounter phase, all copies of Snaga Scouts engage the player with the lowest threat. (The first player chooses in case of a tie.)

The Siege of Annúminas (x1)
City.

Forced: At the end of the round, deal 1 damage to AnnĂșminas for each enemy at each stage.

If the city strength of AnnĂșminas reaches 0, the city is overrun by the forces of Angmar and all teams lose the game.

The Siege of Annúminas (x1)
0 4 6 4 9
Angmar. Sorcerer.

Immune to player card effects.

Lieutenant of Angmar cannot take damage unless there is at least 10 progress on the main quest.

Forced: At the end of the round, Lieutenant of Angmar moves to the staging area with the lowest total Threat and makes an immediate attack against the first player.

The Siege of Annúminas (x3)
1 2 2 3
Dúnedain.

Surge. Ranged. Sentinel.

When Revealed: Any player may spend 1 resource to take control of DĂșnedain of AnnĂșminas. Otherwise, discard it.

Shadow: Ready the defending character and give it +2 Defense for this attack.

Escape from Khazad-dûm (x1) 23
38 3 5 3 9
Creature.

Cannot be optionally engaged.

While Elder Nameless Thing is in the staging area, it gains:"Forced: After players have committed characters to the quest, Elder Nameless Thing makes an attack against the first player.

The Hunt for the Dreadnaught (x1)
0 4 7 4 *
Corsair. Ship. Elite.

Archery 1Per Player. Immune to player card effects. Cannot take more than 5Per Player damage each round.

*The Dreadnaught has global hit point value (15 hit points for each player among all groups).

Forced: At the end of the round if the Dreadnaught has less than half of its starting hit pints, flip it over.

Able to fight numerous ships at once with its ramming prow and bllistae, the Dreadnaught's potency is truly unparalleled.

The Hunt for the Dreadnaught (x1)
0 3 5 3 *
Corsair. Ship. Damaged.

Massive. Immune to player card effects. Cannot take more than 5 Per Player damage each round.

*The Dreadnaught has a global hit point value of 15 per player among all groups.

Forced: After the Dreadnaught flips, each player puts 1 set-aside unique Corsair enemy into play at random engaged with them.

With the Dreadnaught weakened and in peril, its enraged crew begins boarding your ship in a final attempt to sieze victory.

The Hunt for the Dreadnaught (x1)
39 5 5 2 9
Corsair. Elite.

Immune to player card effects.

Engaged player cannot attack the Dreadnaught.

Forced: After Commander of the Dreadnaught attacks you, the Dreadnaught attacks you.

If the Dreadnaught is fated to go under, its commander will surely try to take his foes down with it.

The Dead Marshes Nightmare (x3)
3
5
7 
Dead Marshes.

While Stagnant Quagmire is in play, it adds its Escape value to all escape tests.

Escape: 2

Shadow: Perform an escape test, dealing 1 card the encounter deck. If this test is failed, discard the defending character.

The Steward's Fear Nightmare (x1)
5 
Plot.

When Revealed: Attach Assassination to the hero with the highest threat cost. (Counts as a Plot attachment with the text: "Each enemy gets +1 Attack Attached hero cannot be healed. Damage from undefended attacks and A Knife in the Back must be assigned to attached hero. If attached hero leaves play, the players lose the game.")

The Drúadan Forest Nightmare (x2)
5
4
10 
Forest. Hills.

Players cannot travel to Eilenach unless there is at least 1 resource in each hero's resource pool.

Shadow: If the defending character has no resources, deal it 1 damage.

...standing up from the long ridges of the DrĂșadan Forest... –The Return of the King

The Dread Realm Nightmare (x3)
3 
Sorcery.

Surge.

When Revealed: Attach Daechanar's Curse 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, reanimate those cards instead. Then, discard Daechanar's Curse.")

Shelob's Lair Nightmare (x3)
35 2 3 2 4
Orc.

Peril.

When Revealed: Either discard a random card from your hand, or engage Orc of Minas Morgul and reveal an additional encounter card.

Shadow: Attacking enemy gets +2 Attack

The City of Corsairs (x1)
Stage
4 A

You chase SahĂ­r through the streets, eventually cornering him in the broken monument atop a hill overlooking the city. He grins as you confront him. "You're not easy to kill," he scoffs, and unsheaths a long dark blade.

When Revealed: Add The Shattered Monument to the staging area. Put Captain SahĂ­r into play, engaged with the first player. Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. Shuffle the encounter deck. Add 1 resource to each Raider enemy in play.

4 B
-

SahĂ­r cackles, a crazed look in his eyes. "With the power of this sword, I will rule the seas from here to the Grey Havens!"

While any enemy has resources on it, Captain SahĂ­r is indestructible.

Forced: When a hero or enemy is destroyed, add its resources to Captain SahĂ­r.

If Captain SahĂ­r is destroyed, the players have finally put an end to the Corsair's treacherous plot and win the game.

Challenge of the Wainriders (x1)
Stage
3 A

At the far end of the Wainrider's track is a sharp turn along the side of a ravine. The racers have to pull hard on their reins to keep their horses from charging over the edge.

3 B
0

Race. This stage gets +4 quest points per player.

Forced: When this stage is defeated, make a racingWillpower test. To pass requires 1 TURN result, plus an additional TURN result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, each player discards an ally he controls.

Revised Core Set (x3)
3
10 
Item. Trap.

Attach to an enemy engaged with a player.

Attached enemy cannot attack.

"We shall have it like a coney in a trap. Then we shall learn what kind of thing it is."
–Unidentified Man of Gondor,
The Two Towers

Defenders of Gondor (x3)
2
6 
Skill.

Attach to a Gondor hero.

While attached hero has at least 1 resource in its resource pool, Gondor characters get +1 Willpower

"...still the lords of Gondor have keener sight than lesser men..." –Denethor, The Return of the King

Dream-chaser Hero Expansion (x3)
0
1 
Item.

Attach to a location in the staging area.

Progress from questing successfully may be placed on the attached location before it is placed on the current quest.

Ered Mithrin Hero Expansion (x3)
2
Condition.

Attach to an ally.

Attached ally does not exhaust to quest.

–The Hobbit

The Fellowship of the Ring (x3)
1

Action: Choose a Hobbit character. That character gets +2 Willpower, +2 Attack, and +2 Defense until the end of the phase.

"I have something to do before the end, and it lies ahead, not in the Shire. I must see it through, sir, if you understand me." –Sam Gamgee, The Fellowship of the Ring