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Trait Keyword Victory
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Player Encounter Quest
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Results: 1 - 50 of 57 Cards
Heirs of Númenor (x1)
2
6
City.

If Alcaron’s Scroll is attached to a hero, The Leaping Fish gains:

Forced: At the beginning of the quest phase discard X cards from the top of the encounter deck where X is the number of players in the game. Add each enemy discarded by this effect to the staging area.

Heirs of Númenor (x2/x0)
4
3
City. River.

While Pelargir Docks is the active location, enemies get +1 Attack and +1 Defense

...they saw the River like a ribbon laid down to Pelargir, and beyond that was a light on the hem of the sky that spoke of the Sea. –The Return of the King

Heirs of Númenor (x2)
1
4
City.

Forced: Each time a location is discarded from the top of the encounter deck, raise each player's threat by 1.

Shadow: Deal attacking enemy an additional shadow card for each Thug enemy in play.

Heirs of Númenor (x3)
2
2
City.

Surge.

While City Street is in the staging area, players cannot travel to a location that does not have the title City Street.

Shadow: Attacking enemy gets +2 Attack.

Heirs of Númenor (x2)
3
1
City.

Immune to player card effects.

Travel: Each player must spend 1 resource from one of his heroes’ resource pools to travel here.

Shadow: Defending player discards all resources in his heroes' resource pools.

The Steward's Fear (x3)
3
3
Underworld. City.

Underworld 1.

When Revealed: Place the top card of the underworld deck facedown underneath the active location, if able.

The Steward's Fear (x2)
2
2
Underworld. City.

Underworld 1.

Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if undefended.)

Great stores of goods and food, and beer, were found that had been hidden away... -The Return of the King

The Steward's Fear (x1/x0)
4
4
Underworld. City.

Underworld 2.

Forced: After Houses of the Dead becomes the active location, exhaust all characters.

"The houses of the dead are no places for the living." -Gandalf, The Return of the King

The Steward's Fear (x1)
3
5
City.

Underworld X.

X is the number of players in the game.

Response: When The Fourth Star leaves play as an explored location, each player may draw 1 card.

Trouble in Tharbad (x1)
1
4
City.

Players cannot reduce their threat.

While The Empty Mug is in the victory display, the current quest gains:

Forced: After a player card effect reduces a player's threat, remove it from the game.
>
Trouble in Tharbad (x1)
2
10
City. Ruins. River.

Immune to player card effects. Cannot leave the staging area.

The Crossing at Tharbad gets +2 quest points for each player in the game.

When The Crossing at Tharbad is explored, the players win the game.

Trouble in Tharbad (x2)
3
1
City. Road.

Progress cannot be placed on Streets of Tharbad while it is in the staging area.

While Streets of Tharbad is the active location, enemies get -20 engagement cost.

As soon as his back was turned, a dark figure climbed quickly in over the gate and melted into the shadows of the village street. –The Fellowship of the Ring

Trouble in Tharbad (x2)
1
1
City.

Surge.

While Tharbad Hideout is the active location, time counters cannot be removed from the current quest.

Forced: At the beginning of the quest phase, place 1 progress on Tharbad Hideout.

Trouble in Tharbad (x2/x1)
1
5
City. Ruins.

While Ruins of the Second Age is in the staging area, City locations get +1 Threat.

While Ruins of the Second Age is the active location, deal engaged enemies 1 additional shadow card at the beginning of the combat phase.

...as far as Tharbad, where the old North Road crossed the river by a ruined town. –The Fellowship of the Ring

Trouble in Tharbad (x2/x1)
3
3
City.

Travel: Search the encounter deck and discard pile for a Spy enemy and add it to the staging area. Shuffle the encounter deck.

Shadow: Raise the defending player's threat by X, where X is the amount of damage dealt by this attack.

Trouble in Tharbad (x2)
3
5
City.

Travel: Raise each player's threat by X to travel here. X is the number of enemies in play.

Forced: After traveling to Hidden Alleyway, add 1 time counter to the current quest.

Trouble in Tharbad (x2)
2
3
City.

While Decrepit Rooftops is the active location, enemies get +1 Threat and do not make engagement checks.

Forced: After traveling to Decrepit Rooftops, return all engaged enemies to the staging area.

The City of Corsairs (x3)
1
5
Umbar. City.

When faced with the option to travel, if Streets of Umbar is in the staging area, the players must either travel to a location named Streets of Umbar or add 2 resources to a Raider enemy in play.

Shadow: If attacking enemy is a Raider deal it an additional shadow card for each resource token on it, to a maximum of 3 additional shadow cards.

The City of Corsairs (x2/x1)
X
4
Umbar. City.

X is the highest number of resources on a Raider enemy in play.

Travel: Search the encounter deck and discard pile for a Corsair enemy and add it to the staging area. Shuffle the encounter deck.

The City of Corsairs (x3/x2)
4
4
Umbar. City.

While Umbar Harbor is the active location, Corsair enemies get +2 Defense

Shadow: If attacking enemy is a Raider move 1 resource from a hero you control to attacking enemy.

The Sands of Harad (x2)
2
2
City.

Response: After the player travel here, choose a non-unique enemy engaged with a player and place it faceup under this location. While an enemy is under this location, that enemy is considered to be out of play.

Forced: After Narrow Alleyway leaves play, put each enemy under it into play, engaged with the first player.

The Sands of Harad (x2/x1)
3
3
City.

While Street of Umbar is the active location, each enemy gets -1 engagement cost for each progress token on the main quest.

Shadow: Discard an attachment you control.

The Sands of Harad (x3)
2
3
City.

While Umbar Square is the active location, it gains:"Response: After an enemy is defeated, place 1 progress on the main quest, bypassing the active location."

Travel: Reveal the top card of the encounter deck to travel here.

The loss of Umbar was grievous to Gondor...
–The Return of the King

The Sands of Harad (x2)
X
4
City.

X is the number of engaged enemies.

Travel: Assign X damage among characters in play to travel here.

Often those on who suspicion fell had fled to Umbar and there joined the rebels...
–The Return of the King

The Sands of Harad (x2)
3
1
City.

While Haradrim Estate is in the staging area, progress cannot be placed here.

Travel: Search the encounter deck and discard pile for a Harad enemy and put it into play engaged with the first player. Then, place 1 progress on the main quest, bypassing the active location. Shuffle the encounter deck.

A Shadow in the East (x3)
2
4
City.

While Hillside Manor is in the staging area, each player's threat cannot be reduced by more than 1 each round by player card effects.

Travel: Each player discards 1 random card from his hand.

The wine of Dorwinion brings deep and pleasant dreams.
–The Hobbit

A Shadow in the East (x2)
1
5
City.

City Forum gets +1 Threat for each resource here.

While City Forum is in the staging area, it gains:"Forced: After a location is explored, place 1 resource here."

Travel: Each player raises his threat by 1 for each resource here.

A Shadow in the East (x2)
2
5
City.

Immune to player card effects.

Forced: When Seedy Travern is explored, reveal each facedown card under it.

Travel: Look at the top 5 cards of the encounter deck. Put one of those cards facedown under Seedy Tavern and shuffle the rest back into the encounter deck.

A Shadow in the East (x2/x1)
3
3
City.

While Side Street is in the staging area, progress cannot be placed on other locations in the staging area.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards until a location is discarded. Add that location to the staging area.

A Shadow in the East (x2/x1)
4
4
City.

While Catacombs is in the staging area, enemies in the staging area cannot take damage.

Travel: Each player discards the top card of the encounter deck. If a player discards an enemy this way, he puts it into play engaged with him.

Wrath and Ruin (x1)
X
5
City.

Immune to player card effects.

X is 1 more than the number of locations controlled by the players.

The players cannot travel here unless stage 2B has at least 12 progress on it.

Travel: Thane Ulchor attacks each player in turn order.

Wrath and Ruin (x3/x2)
1
3
City.

Surge.

Forced: After an enemy is defeated, place 1 progress on Contested Square if it is in the staging area.

While you control Contested Square, it gains:"Forced: After a character you control is destroyed, if you control Contested Square, returns Contested Square to the staging area."

Wrath and Ruin (x3)
2
4
City.

Encounter Action: Put the topmost enemy in the encounter discard pile into play engaged with you to take control of Ransacked House.

While you control Ransacked House, it gains:"Forced: After the player who controls Ransacked House loses control of a location, return Ransacked House to the staging area."

Wrath and Ruin (x3/x2)
3
3
City.

While Makeshift Fortification is the active location, it gains archery 3.

Forced: After a player takes control of Makeshift Fortification return the topmost enemy in the encounter discard pile to the staging area.

Wrath and Ruin (x2/x1)
4
4
City.

While Captured Tower is the active location, encounter card effects cannot be canceled.

Forced: After a player takes control of Captured Tower, he shuffles the encounter discard pile into the encounter deck and discards cards from the top until he discards an enemy and puts that enemy into play engaged with him.

The City of Ulfast (x2)
3
5
City.

While The King's Lawn is in the staging area, each player must raise his threat by 1 additional point during the refresh phase.

Travel: Place 1 resource on the main quest.

The City of Ulfast (x3/x2)
2
4
City.

While Guarded Archway is in the staging area, each player engaged with City Guard cannot reduce his threat.

Travel: City Guard makes an attack against the first player.

The City of Ulfast (x2)
2
2
City.

While Crowded Market is the active location, City Guard gets +20 engagement cost.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add that enemy to the staging area.

The City of Ulfast (x3/x2)
X
5
City.

X is 1 more than the number of resources on the main quest.

Travel: Raise each player's threat by X.

Shadow: Return attacking enemy to the staging area after this attack.

The Fortress of Nurn (x2/x1)
3
6
City.

While Fortress Walls is in the staging area, the cost to play each ally is increased by 1.

Travel: Each player places 1 card from his hand under a Castle side quest.

The Fortress of Nurn (x3)
2
4
City.

While Guard Tower is in the staging area, players cannot draw cards or gain resources from player card effects.

Travel: Each player exhausts a character he controls.

The Fortress of Nurn (x3/x2)
X
5
City.

X is 1 more than the number of Castle side quests in the victory display.

Travel: Each player assigns X damage characters he controls.

...nothing could waft away the glooms and the sad mists that clung about...
–The Return of the King

The Flame of the West (x3)
2
4
City.

While Port of Pelargir is in the staging area, no more than 1 damage can be healed from each character each round.

Shadow: If this attack damages a character, that character cannot ready until the end of the round.

The Flame of the West (x2/x0)
3
4
City.

Forced: At the end of the round, place a damage token here. Then, if there are 4 damage tokens here, discard Pelargir Quays and assign 4 damage among characters in play.

"...this attack will draw off much of the help that we looked to have from Lebennin and Belfalas..."
–Beregond, The Return of the King

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 Battle of Lake-town (x1)
City.

If Lake-town has 50 or more damage on it, Lake-town has completely burned and the players have lost the game.

"It was not built on the shore, though there were a few huts and buildings there, but right out on the surface of the lake, protected from the swirl of the entering river by a pomonotory of rock which formed a calm bay."
—The Hobbit

The Siege of Annúminas (x1)
City.

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

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

The Siege of Annúminas (x2)
X
5
Arnor. City.

X is 1 more than the number of enemies in play.

Travel: Each player engages an enemy in the staging area to travel here.

"...the Men of Westernesse were diminished, and their city of of Annúminas beside lake Evendim fell into ruin..."
–Elrond, The Fellowship of the Ring

The Siege of Annúminas (x3)
3
4
Arnor. City.

Immune to player card effects.

Forced: At the end of the round, place 1 resource on City Wall. Then, if there are 3 resources here, discard City Wall to deal 4 damage to Annúminas and reveal an encounter card.

Travel: Reveal the top card of the encounter deck to travel here.

Attack on Dol Guldur (x1)
City. Stronghold.

While the players are at stage 3, Dol Guldur gains:"Forced: At the end of the round, after resolving the Forced effect on each stage 3 in play, reduce Dol Guldur's city strength by X, where X is the total siege value of each location explored and each enemy destroyed at each stage this round."