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12 Results Found

Core Set (x3/x1)

When Revealed: Deal 1 damage to each exhausted character.

Core Set (x1)
1A-B (9)

Setup: Search the encounter deck for the 3 objective cards, reveal and place them in the staging area. Also, place the Nazgul 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.

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.

Attack on Dol Guldur (x2)

When Revealed: Deal 1 damage to each exhausted character. Until the end of the phase, each damaged character gets -1 Willpower.

Shadow: Deal 1 damage to the defending character. Until the end of the phase, the defending character gets -1 Defense for each damage on it.

The Wizard's Quest (x1)
3A-B (20)

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

Forced: After the players have committed characters to the quest, discard cards from the top of the encounter deck until a treachery is discarded. Reveal that treachery. If the players defeat this stage, they win the game.

The Wizard's Quest (x1)
3A-B (15)

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

When Revealed: Shuffle the encounter discard pile into the encounter deck. Each player discards from the top of the encounter deck until he discards an enemy, adds that enemy to the staging area, and attached a hero he controls to it as a guarded objective (discard all tokens from the chosen hero). If there is an unguarded hero in the staging area, return it to its owner's control, exhausted. This stage cannot be defeated while there is a guarded objective in play. If the players defeat this stage, they win the game.

The Wizard's Quest (x1)
3A-B (10)

Rider of Mirkwood's engagement cost is considered to be 0. The number of damage tokens on Rider of Mirkwood cannot exceed the number of progress tokens on this stage. Players cannot defeat this stage while Rider of Mirkwood is in play. If the players defeat this stage, they win the game.

The Wizard's Quest (x1)
24

When Revealed: Deal 1 damage to each exhausted character.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character is damaged).

Attack on Dol Guldur (x1)
3G-H (-)

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.

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.

Escape From Dol Guldur Nightmare (x1)

You are playing Nightmare mode. Forced: When stage 1B is revealed, the number of random heroes captured is determined by the number of players, as follows: 1-2 players = 1 hero captured, 3 players = 2 heroes captured, 4 players = 3 heroes captured. All captured heroes are turned face down and considered "the prisoner," cannot be used, cannot be damaged, and do not collect resources until they are rescued, (A single player cannot have more than 1 hero captured by this effect.)

Begin with the standard quest deck and encounter deck for the Escape from Dol Guldur scenario found in the LOTR LCG core set. Remove the following cards, in the specified quantities, from the standard encounter deck: 2x Dol Guldur Orcs 2x Enchanted Stream 1x Great Forest Web 3x Mountains of Mirkwood 2x Caught in a Web 1x The Necromancer's Reach 1x Necromancer's Pass 2x Under the Shadow 2x Tower Gate 1x Iron Shackles Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Escape from Dol Guldur 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.

A Journey to Rhosgobel Nightmare (x1)

You are playing Nightmare mode. Setup: Search the encounter deck for 1 copy of Goblin Eagle-hunter and add it to the staging area. Then shuffle the encounter deck. Forced: The first Creature enemy revealed during each quest phase gains surge. Response: After an Athelas card is placed in the discard pile, you may shuffle it into the encounter deck.

Begin with the standard quest deck and encounter deck for A Journey to Rhosgobel scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 4x Forest Grove 1x Exhaustion 2x Swarming Insects 1x Festering Wounds 3x Mountains of Mirkwood 1x Chieftan Ufthak 2x Dol Guldur Beastmaster 1x Driven by Shadow 1x The Necromancer's Reach 2x Necromancer's Pass 2x Enchanted Stream Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard A Journey to Rhosgobel 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 Hills of Emyn Muil Nightmare (x1)

You are playing in Nightmare mode. No more than 1 progress can be placed on each location in the staging area each round.

Begin with the standard quest deck and encounter deck for The Hills of Emyn Muil scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x The East Wall of Rohan 1x The North Stair 2x The Shores of Nen Hithoel 4x The Highlands 2x Slick Footing 2x Impassable Chasm 2x Dol Guldur Orcs 1x Chieftan Ufthak 2x Dol Guldur Beastmaster 2x The Necromancer's Reach 2x Necromancer's Pass 2x Enchanted Stream 3x Evil Storm 2x Pursued by Shadow Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Hills of Emyn Muil 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 Dread Realm Nightmare (x3)
(28) 2 X 3 3
Sorcerer.  
Forced: When Necromancer of Carn Dûm would attack you, instead reanimate the top card of your deck and deal it each of the Necromancer of Carn Dûm's shadow cards.