Clear Sort View Lang
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: 151 - 200 of 729 Cards
The Siege of Annúminas (x1)

Setup: Arrange the quest cards into three separate quest decks: 1A-3A, 1C-3C, and 1E-3E. Remove the 1C-3C deck and 1E-3E deck from the game. Search the encounter deck for AnnĂșminas, add it to the staging area, and set its city strength to 20. Flip this card over and place it next to the quest deck.

Elendil was the High King and dwelt in the North at AnnĂșminas... –The Return of the King

Forced: When the players advance to stage 2A (and before resolving its 'when revealed' effect), shuffle each set aside DĂșnedain of AnnĂșminas into the encounter deck. Then shuffle X copies of Host of Angmar into the encounter deck, where X is one less than the number of players in the game, to a minimum of 1.If a player is eliminated from the game, deal 9 damage to AnnĂșminas.

...chief among their foes was was the dread realm of Angmar and its sorcerer king.
–The Return of the King

The Siege of Annúminas (x1)

Setup: Arrange the quest cards into three separate quest decks: 1A-3A, 1C-3C, and 1E-3E. Create three separate staging area, one for each quest. Give each stage its own encounter deck. Divide the players into 3 teams, one team for each stage. The team at stage 1A searches the encounter deck for AnnĂșminas, adds it to the staging area and sets its city strength to 50. Each other team removes their copy of AnnĂșminas from the game. Flip over all 3 Setup cards and place 1 next to each quest deck.

Each stage 2 can only be defeated at the beginning of the round, and only if each other stage 2 is complete.While the players are at stage 2, each stage gains:"Forced: At the end of the round, each Host of Angmar in the staging area moves to the next staging area in descending alphabetical order. If it cannot move, discard it and deal 9 damage to AnnĂșminas."

For example: At the end of the round, there is a Host of Angmar in the staging area at stage 2F. After the teams at stage 2B and 2D resolve their end-of-round effects, the Host of Angmar in the staging area at stage 2F moves to the staging area of 2D.

If the last player at a stage is eliminated, the enemy has broken through the city's defenses and all teams lose the game.

"...in their latter days they defended the hills for a while against the evil that came out of Angmar."
–Aragorn, The Fellowship of the Ring

The Siege of Annúminas (x1)
Stage
1 A

An army from Angmar marches on the DĂșnedain capital of AnnĂșminas. You rush to prepare the defenses as best you can before the Orcs reach the city.

Setup: Set Lieutenant of Angmar Battering Ram, Enemy Camp Siege Tunnel, each copy of Host Angmar and each copy of DĂșnedain of AnnĂșminas aside, out of play. Each player searches the encounter deck for a different location and adds it to the staging area. One of those locations must be Gate of AnnĂșminas. Shuffle the encounter deck.

1 B
-

Many hands hurry to reinforce the gate with heavy timbers and large stones while the enemy draws steadily nearer.

Forced: At the beginning of the round (before the resource phase), place 1 resource here. Then, if there are 4 resources here, advance to stage 2.

Response: At the end of the round, remove 10 progress from this stage to increase the city strength of AnnĂșminas by 10.

The Siege of Annúminas (x1)
Stage
3 A

You've held back the host of Angmar, but a dark figure appears to lead the final assault. With a terrifying cry, he orders a battering ram against the gate. The old timbers won't endure for long, so you rally your troops for a desperate counter–attack. It's victory or death!

When Revealed: Shuffle the encounter discard pile into the encounter deck. The first player adds Battering Ram and Lieutenant of Angmar to the staging area. Each player reveals an encounter card.

3 B
-

Progress cannot be placed here while Battering Ram is in play.

Response: At the end of the round, raise each player's threat by 1 and reveal an encounter card to choose a non-unique enemy worth no victory points at another stage. Discard the chosen enemy.

If the Lieutenant of Angmar is in a victory display at the end of the round, the players have routed the enemy and win the game.

The Siege of Annúminas (x1)
Stage
1 C

An army from Angmar marches on the DĂșnedain city of AnnĂșminas. You ring the alarm bells and hurry to gather what strength you can.

Setup: Set Lieutenant of Angmar Battering Ram, Enemy Camp Siege Tunnel, each copy of Host of Angmar and each copy of DĂșnedain of AnnĂșminas aside, out of play. Shuffle the encounter deck. Each player discards cards from the top of the encounter deck until he discards an enemy or location. Add each enemy and location discarded in this way to the staging area.

1 D
-

You race along the shores of Lake Nenuial to gather the DĂșnedain inside the walls. "To arms!" you shout. "Everyone into the city! Angmar approaches!"

Forced: At the beginning of the round (before the resource phase), place 1 resource here. Then, if there are 4 resources here, advance to stage 2.

Response: At the end of the round, remove 10 progress from this stage. Then, the first player at each stage takes control of a set aside DĂșnedain of AnnĂșminas.

Attack on Dol Guldur (x1)
Stage
3 A

Sauron took Amon Lanc from the Elves at the beginning of the Third Age. Now the Elves lay siege to reclaim the fortress and cleanse the forest.

When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Bane of Amon Lanc to the staging area, unless it is in a victory display. If Dol Guldur's city strength is 5 or lower (10 or lower if playing epic multiplayer mode), Bane of Amon Lanc makes an immediate attack against each player in turn order.

3 B
-

Bane of Amon Lanc gets -1 engagement cost for each progress token on this stage.

Forced: At the end of the round, remove 5 progress from this stage or increase Dol Guldur's city strength by 3. The first player may remove an additional 5 progress to reduce Dol Guldur's city strength by 3.

Attack on Dol Guldur (x1)
Stage
3 C

Though Sauron moved his seat of power to Barad–d–r, the fortress of Dol Guldur remains a stronghold of dark sorcery.

When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Sorcerer of Dol Guldur to the staging area, unless it is in a victory display. If Dol Guldur's city strength is 5 or lower (10 or lower if playing epic multiplayer mode), Sorcerer of Dol Guldur makes an immediate attack against each player in turn order.

3 D
-

Sorcerer of Dol Guldur gets -1 engagement cost for each progress token on this stage.

Forced: At the end of the round, remove 5 progress from this stage or each player at each stage discards all but 1 card from his hand. The first player may remove an additional 5 progress from this stage to choose a player at any stage. That player searches his deck for a card, adds it to his hand, and shuffles his deck.

Attack on Dol Guldur (x1)
Stage
3 E

A sortie from Dol Guldur charges into the woods that surround the fortress in an attempt to divide the Elves and break the siege.

When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Chieftain Morlug to the staging area, unless it is in a victory display. If Dol Guldur's city strength is 5 or lower (10 or lower if playing epic multiplayer mode), Chieftain Morlug makes an immediate attack against each player in turn order.

3 F
-

Chieftain Morlug gets -1 engagement cost for each progress token on this stage.

Forced: At the end of the round, remove 5 progress from this stage or each player at each stage discards cards from the top of the encounter deck until an enemy is discarded and puts it into play engaged with him. (If the last card of the encounter deck is discarded resolving this effect, shuffle the discard pile back into the encounter deck.) The first player may remove an additional 5 progress from this stage to choose a non-unique enemy at any stage and destroy it.

Attack on Dol Guldur (x1)
Stage
3 G

Amidst the battle, you gain entrance into the dungeons beneath Dol Guldur. You slip inside to release what captives you can, but an evil creature awaits.

When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Dungeon Dweller to the staging area, unless it is in a victory display. If Dol Guldur's city strength is 5 or lower (10 or lower if playing epic multiplayer mode), Dungeon Dweller makes an immediate attack against each player in turn order.

3 H
-

Dungeon Dweller gets -1 engagement cost for each progress token on this stage.

Forced: At the end of the round, remove 5 progress from this stage or each player at each stage discards an ally he controls. The first player may remove an additional 5 progress from this stage to choose a player at any stage. That player searches the top 10 cards of his deck for an ally an puts it into play.

The Hunt for the Dreadnaught (x1)

Setup:

 Players prepare their fleet.

 Prepare the Corsair deck.

 Set the following enemies aside: all 7 unique enemies (including the Dreadnaught), 2 copies of Black Sails, and 1 copy of Corsair Warship.

 Add the Cobas Haven loction to the staging area. Shuffle the encounter deck.

 Add 1 resource to each hero's resource pool.

 Flip this card over and place it next to the quest deck.

Each player draws 1 additional card during the resource phase.

Quest Action: Deal 10 damage to a non-unique enemy engaged with a player in any group. (Group limit once per game.)

If a player controls no ship-objective, that player is eliminated from the game.

And looking thither they cried in dismay; for black against the glittering stream they beheld a fleet of borne up on the wind: dromunds, and ships of great draught with many oars, and with black sails bellying in the breeze.
–The Return of the King

The Hunt for the Dreadnaught (x1)

Setup:

 Players prepare their fleet.

 Prepare the Corsair deck.

 Set the following enemies aside: all 7 unique enemies (including the Dreadnaught).

 Shuffle the encounter deck and discard cards from the top until 2 locations are discarded (3 locations instead if there are 3 or more players). Add those locations to the staging area.

 Flip this card over and place it next to the quest deck.

Quest Action: Deal 10 damage to a non-unique enemy engaged with a player in any group. (Group limit once per game.)

If a player controls no ship-objective, that player is eliminated from the game.

And looking thither they cried in dismay; for black against the glittering stream they beheld a fleet of borne up on the wind: dromunds, and ships of great draught with many oars, and with black sails bellying in the breeze.
–The Return of the King

The Hunt for the Dreadnaught (x1)

Setup:

 Players prepare their fleet.

 Prepare the Corsair deck.

 Set the following enemies aside: all 7 unique enemies (including the Dreadnaught).

 Add 3 Tolfalas Landing locations to the staging area (3 Tolfalas Landing locations and 2 Wicked Cove locations if there are 3 or more players). Shuffle the encounter deck.

 Flip this card over and place it next to the quest deck.

Each player's threat cannot be reduced by more than 1 each round.

Forced: After a character is healed or readied by a player card effect, its controller raises their threat by 1.

If a player controls no ship-objective, that player is eliminated from the game.

And looking thither they cried in dismay; for black against the glittering stream they beheld a fleet of borne up on the wind: dromunds, and ships of great draught with many oars, and with black sails bellying in the breeze.
–The Return of the King

The Steward's Fear Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Setup: Shuffle each copy of False Accusations into the underworld deck. When randomly determining which Plot is the "hidden" plot card, include the 2 new Plot cards from the Nightmare Deck as well as the 3 Plot cards from the original scenario.

Forced: After an enemy is destroyed, shuffle it into the underworld deck if you are not at stage 3.

Forced: At the beginning of the refresh phase, if there is a Clue card in the staging area, shuffle it back into the underworld deck.

"Thus the will of Sauron entered into Minas Tirith..." –Gandalf, The Return of the King

Stage
B

Begin with the standard quest deck and encounter deck for The Steward's Fear scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

3x Pickpocket

3x Underworld Dissident

2x Storehouse

2x Market Square

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Steward's Fear 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.

Raid on the Grey Havens Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Captain SahĂ­r and Na'asiyah each gain: “Cannot have attachments.”

Setup: Instead of adding Dream-chaser to the staging area during setup, each player must search the encounter deck for a different unique location and add it to the staging area, one of which must be the Dream-chaser.

Stage
B

Begin with the standard quest deck and encounter deck for the Raid on the Grey Havens scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

  • 1x SahĂ­r's Advance (quest stage 2)
  • 3x Corsair Arsonist
  • 2x Elven Wave-runner
  • 1x Umbar Raider

Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Raid on the Grey Havens 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.

Raid on the Grey Havens Nightmare (x1)
Stage
2 A

A menacing ship leads the raiders, its charismatic captain bellowing orders to the Corsairs: "Kill the defenders!" he shouts. "Destroy their ships!"

When Revealed: Add Na'asiyah and Captain SahĂ­r to the staging area, enemy side faceup. Each player reveals the top card of the encounter deck. Place resources on Na'asiyah and Captain SahĂ­r equal to the amount of damage on the Dream-chaser. Add 1 resource to each other Raider enemy in play.

2 B
-

Resources on Na'asiyah are considered to be on Captain SahĂ­r, as well (and can be removed as if they were on him).

Each Raider enemy revealed by the encounter deck enters play with 1 resource on it.

If both Captain SahĂ­r and Na'asiyah are in the victory display, the players win the game.

Temple of the Deceived Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Forced: When preparing the Island Map, instead of the normal map placement, create the first three leftmost columns using the nine “Lost Island” cards, then create two middle columns using the siz new “Edge of the Temple” cards, and finally one rightmost column using the three “Temple of the Deceived” cards.

Forced: After the active location is explored, discard all player cards attached to that location.

Stage
B

Begin with the standard quest deck and encounter deck for the Temple of the Deceived scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

  • 1x Jungle Path
  • 2x Cursed Temple
  • 1x Deeper into the Ruins
  • 3x Sunken Ruins
  • 2x Aimless Wandering
  • 2x Curse of the Downfallen
  • 1x Dwindling Supplies
  • 3x Faithless Desecrator

Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Temple of the Deceived 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.

Shelob's Lair Nightmare (x1)

You are playing Nightmare mode.

Do not discard unresolved shadow cards from Shelob at the end of the combat phase.

While Cleft of Cirith Ungol is in the staging area, players cannot travel to locations not named Cleft of Cirith Ungol.

...she was there, who was there before Sauron, and before the first stone of Barad–d–r; and she served none but herself, drinking the blood of Elves and Men, bloated and grown fat with endless brooding on her feasts, weaving webs of shadow...
The Two Towers

Begin with the standard quest deck and encounter deck for the Shelob's Lair scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

4x Mogul Orc

2x The Under-way

3x Deep Dark Passage

2x Many Openings

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Shelob's Lair 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.

Revised 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.

Revised Core Set (x2/x1)
35 2 3 1 5
Dol Guldur. Orc.

Forced: When Dol Guldur Beastmaster attacks, deal it 1 additional shadow card.

Revised 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.

Revised Core Set (x3/x1)
3
3
Marshland.

Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.

"On a time they took a boat and went down to the Gladden Fields, where there were great beds of iris and flowering reeds."
–Gandalf, The Fellowship of the Ring

Revised Core Set (x1)
Stage
1 A

The Lady Galadriel of LĂłrien has asked you to investigate the area in the vicinity of Dol Guldar. While doing so, one of your allies was ambushed by Orcs, captured, and is now held in a dungeon cell...

Setup: Search the encounter deck for the 3 objective cards, reveal and place them in the staging area. Also, place the Nazgûl of Dol Guldur face up but out of play, alongside the quest deck. Then, shuffle the encounter deck, and attach 1 encounter to each objective card.

1 B
9

When Revealed: Randomly select 1 hero card (among all the heroes controlled by the players) and turn it facedown. The hero is now considered a "prisoner", cannot be used, cannot be damaged, and does not collect resources, until it is "rescued" (as instructed by card effects) later in this quest.

The players, as a group, cannot play more than 1 ally card each round.

Players cannot advance to the next stage of this quest unless they have at least 1 objective card.

Revised Core Set (x1)
Stage
2 A

Reveal 1 additional card from the encounter deck each quest phase. Do not make engagement checks during the encounter phase. (Each player may still optionally engage 1 enemy each encounter phase.)

After defeating the Troll, you are able to board the raft and embark upon a river voyage. As you depart, your enemies pursue, harassing the small vessel as you attempt to navigate the river...

2 B
16

As your enemies harass the raft, it is difficult to maintain balance and effectively fight them off.

Revised Core Set (x1)
0
1 
Condition.

Attached hero collects 1 additional resource during each resource phase.

“Yet it is not our part to master all the tides of the world, but to do what is in us for the succour of those years wherein we are set...”
–Gandalf, The Return of the King

The Dark of Mirkwood (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.

Ori
Dwarves of Durin (x1)
8 2 2 1 3 5 ★ 6 
Dwarf.

If you control at least 5 Dwarf characters, draw 1 additional card at the beginning of the resource phase.

"He could write well and speedily, and often used the Elvish characters." –Gimli, The Fellowship of the Ring

Dwarves of Durin (x3)
2 1 1 1 1 2 ★ 9 
Dwarf.

Action: Exhaust Zigil Miner and name a number to discard the top 2 cards of your deck. If at least one of those cards has cost equal to the named number, choose a hero you control. For each card that matches the named number, add 1 resource to that hero's resource pool.

Elves of Lórien (x3)
1
6 
Title.

Attach to a Ranger hero.

Response: After attached hero commits to a quest, name enemy, location or treachery. If a card of the named type is revealed during this quest phase, exhaust Wingfoot to ready attached hero.

"Wingfoot I name you. This deed of the three friends should be sung in many a hall. Forty leagues and five you have measured ere the forth day is ended!"

-Éomer, The Two Towers

Defenders of Gondor (x3)
1
6 
Title.

Attach to a Warrior hero.

Response: After you optionally engage an enemy, exhaust Captain of Gondor to give attached hero +1 Attack and +1 Defense until the end of the round.

"Boromir it was that drove the enemy at last back from this western shore..." –Beregond, The Return of the King

Defenders of Gondor (x3)
2
9 
Trap.

Play Ranger Spikes into the staging area unattached.

If unattached, attach Ranger Spikes to the next eligible enemy that enters the staging area.

Players do not make engagement checks against attached enemy. Attached enemy gets -2 Threat.

Defenders of Gondor (x3)
1
3 
Trap.

Play Ithilien Pit into the staging area unattached.

If unattached, attach Ithilien Pit to the next eligible enemy that enters the staging area.

Any character may choose attached enemy as the target of an attack.

Angmar Awakened Hero Expansion (x1)
10 1 3 3 3 6 ★
Dúnedain. Ranger. Warrior.

While you are engaged with at least 1 enemy, AmarthiĂșl gains the resource icon.

While you are engaged with at least 2 enemies, add 1 additional resource to AmarthiĂșl's resource pool when you collect resources during the resource phase.

"The heirs of Elendil do not forget all things past..."
–Aragorn, The Return of the King

Angmar Awakened Hero Expansion (x1)
10 2 2 2 4 6 ★
Dúnedain. Ranger.

While you are engaged with any enemy, Halbarad does not exhaust to commit to a quest.

You may optionally engage 1 additional enemy during the encounter phase.

"Little do they know of our long labour for the safekeeping of their borders, and yet I grudge it not." –The Return of the King

Angmar Awakened Hero Expansion (x1)
10 2 2 2 4 6 ★
Noldor.

Draw 3 additional cards at the beginning of the resource phase.

At the end of the round, discard all cards in your hand.

"That is the path of despair. Of folly, I would say, if the long wisdom of Elrond did not forbid me."
–The Fellowship of the Ring

Angmar Awakened Hero Expansion (x3)
2 1 1 0 2 3 ★
Dúnedain.

Response: After Weather Hills Watchman enters play, search the top 5 cards of your deck for a Signal card and add it to your hand. Shuffle the other cards back into your deck.

"Rangers use runes, and they come here sometimes." –Aragorn, The Fellowship of the Ring

Angmar Awakened Hero Expansion (x3)
1
Signal.

Action: Search your deck for a side quest and add it to your hand. Shuffle your deck.

"I called for the help of the DĂșnedain, and their watch was doubled..."
–Gandalf, The Fellowship of the Ring

Angmar Awakened Hero Expansion (x3)
1
Signal.

Play only if you control a DĂșnedain hero.

Planning Action: Shuffle 1 of your set aside Ranger of the North allies with the encounter keyword into the encounter deck. Then, remove Ranger Summons from the game.

"We rode as swiftly as we might when your summons came." –Halbarad, The Return of the King

Angmar Awakened Hero Expansion (x3)
1

Response: Exhaust a DĂșnedain or Ranger hero to cancel an enemy card just revealed from the encounter deck. Then, shuffle it back into the encounter deck and reveal an additional encounter card.

"... though I cannot disappear, I have hunted many wild and wary things and I can usually avoid being seen, if I wish."
–Aragorn, The Fellowship of the Ring

Angmar Awakened Hero Expansion (x3)
3
Condition.

Attach to a player's threat dial. Limit 1 per player.

Forced: When you would be eliminated by reaching your threat elimination level, instead discard Favor of the Valar and reduce your threat to 5 less than your threat elimination level. You are not eliminated.

"...their hearts were lifted up in such a hope as they had not known since the darkness came out of the East..."
–The Return of the King

Angmar Awakened Campaign Expansion (x1)

You are playing campaign mode.

Setup: Each player may change hero cards without incurring the +1 threat penalty. Each player adds 1 copy of Determination to their starting hand. Add each of those events to the Campaign Pool. Shuffle the Fend Off Despair side quest into the encounter deck.

"We cannot tarry. The wolves here are evil and vicious, and the darkness of night is their hunting ground. I fear our hunt has just become theirs..."
–AmarthiĂșl

Resolution: Add Fend Off Despair to the Campaign Pool.

The Goblins emerged under the cover darkness, clad in white fur that blended with the snow. The sentries that kept watch were taken from behind, pulled to the ground and gagged. One spotted the approaching Goblins and called out, but was immediately struck by Goblin–arrows. The sentry's shouts woke the rest of the company, but taken by surprise and outnumbered nearly ten to one, the odds were grim. TYhe largest of the Goblins stepped forward and grinned wickedly. "Surround them! Don't let any escape!" if bellowed, "GornĂĄkh wants them alive!"
The heroes were forced to submit, disarmed of their weapons, and bound. They looked amongst themselves for a moment before they realized that AmarthiĂșl was no longer standing among them. They weren't sure if his body was among the slaim.
"Come alonmg now, lads," the larger Goblin growled, pulling one of the heroes to his feet and forcing him to march at spear–point. "Mount Gram awaits."

Angmar Awakened Campaign Expansion (x1)

You are playing campaign mode.

Setup: Each player may change hero cards without incurring the +1 threat penalty, and AmarthiĂșl may be included among a player's heroes. Then, each player in turn order may select one of the following boons and add it to their opening hand: Elrond's Champion, Lore of Ancient Arnor, Raiment of the Second Age, or Rivendell Skirmishers. Add the chosen cards to the Campaign Pool.

Resolution: Note the amount of damage on each hero at the end of the game.

As the heroes slew Thaurdir, his remains crumbled and decayed into ash before their very eyes, and his armor and weapon clattered to the ground harmlessly. But before they could rejoice in their victory, the howling of wolves sounded in the air, as if all around them.
"Goblins!" one of the Rangers in the rear ranks shouted, "Goblins from Mount Gram!" The company found themselves assaulted from the south by Goblins while the Orcs of Carn Dûm rallied their defenses once more. They had but a moment to slip into the fortress before they were surrounded on all sides. One of the Elves that had accompanied them from Rivendell turned to the heroes with a grim expression and shouted over the clamour of battle, "You must make your way into the fortress and stop Daechanar's ritual!"

Dream-chaser Hero Expansion (x1)
12 4 2 2 4 8 ★ 1 
Noldor. Noble.

Draw 1 additional card at the beginning of the resource phase.

Forced: After drawing cards at the beginning of the resource phase, choose and discard 1 of those cards.

Very tall he was, and his beard was long, and he was grey and old, save that his eyes were keen as stars...
–The Return of the King

Dream-chaser Hero Expansion (x3)
0
Signal.

Attach to a hero.

Response: After DĂșnedain Remedy is attached to a hero, heal 1 damage on that hero.

Action: Pay 1 resource from attached hero's resource pool to attach DĂșnedain Remedy to another hero.

Dream-chaser Hero Expansion (x3)
1
Title.

Attach to a Ranger or hero.

Response: After a Signal attachment is attached to a hero, exhaust Rune-master to add 1 resource to that hero's resource pool.

Dream-chaser Hero Expansion (x3)
2
1 

As an additional cost to play Skyward Volley, exhaust a ranged character you control.

Combat Action: Deal 2 damage to an enemy engaged with a player. Resolve that effect again for each copy of Skyward Volley currently in your discard pile (you may choose different targets).

Dream-chaser Hero Expansion (x3)
1
3 
Trap.

Play Entagling Nets into the staging area, unattached.

If unattached, attach Entangling Nets to the next eligible enemy that enters the staging area.

Attached enemy gets -2Attack and -2Defense

Dream-chaser Hero Expansion (x3)
1
6 

Play only after making engagement checks.

Encounter Action: If no enemies were engaged this phase, deal 1 damage to each enemy in the staging area. Then, the players as a group may spend 3 resources to deal 2 additional damage to each enemy in the staging area.

Dream-chaser Hero Expansion (x3)
3 1 2 3 3 5 ★
Noldor. Warrior.

As an additional cost to play Guardian of Rivendell from your hand, you must discard 2 cards from your hand.

"Indeed there is a power in Rivendell to withstand the might of Mordor, for a while."
–Gandalf, The Fellowship of the Ring

Dream-chaser Hero Expansion (x3)
3
Title.

Attach to Prince Imrahil.

Price Imrahil gains the Outlands trait.

While you control Outlands allies that belong to 4 different spheres, add 1 additional resource to Prince Imrahil's resource pool when you collect resources during the resource phase (if Prince Imrahil is a hero).

Dream-chaser Hero Expansion (x3)
0

Limit 1 per deck.

Planning Action: Add Justice Shall Be Done to the victory display to draw 3 cards and add 3 resources to the resource pool of each hero you control. At the end of the round, you are eliminated from the game.

"...it is the last move in a great jeopardy, and for one side or the other it will bring the end of the game."
–Aragorn, The Return of the King