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93 Results Found

The Lost Realm (x3)
[0] (4) (722)

Limit 1 per deck. Response: After this stage is defeated, each player may search his deck for 1 card and add it to his hand. Each player shuffles his deck.

The Road Darkens (x3)
[1] (500)
Spell.  
Action: Add Flame of Anor to the victory display and discard the top card of your deck to ready an Istari character you control. That character gets +X Attack until the end of the phase where X is the discarded card's cost.

The Hobbit: On the Doorstep (x3)
[0] (320)
Artifact.   Item.  
Limit 1 per deck. Attach to a hero with Ranged. Response: After attached hero declares an attack, add Black Arrow to the victory display to give attached hero +5 Attack for this attack.

The Sands of Harad (x3)
[0] (5) (222)

Limit 1 copy of The Storm Comes in the victory display. While this quest is in the victory display, the first ally played by each player each round does not require a resource match.

Beneath the Sands (x3)
[1] (190)
Artifact.   Item.  
Limit 1 per deck. Attach to a Gondor hero. Attached hero gets +1 Willpower. Valour Response: After attached hero quests successfully, add The Red Arrow to the victory display to search the top 5 cards of your deck for an ally and put it into play.

Beneath the Sands (x3)
[1] (6) (162)

Limit 1 copy of Keep Watch in the victory display. While Keep Watch is in the victory display, each non-unique enemy engaged with a player gets -1 Attack.

The Mûmakil (x3)
[1] (6) (147)

Limit 1 copy of Prepare for Battle in the victory display. While this quest is in the victory display, the first player draws an additional card during the resource phase.

The Black Serpent (x3)
[1] (6) (109)

Limit 1 copy of Rally the West in the victory display. While this quest is in the victory display, each hero gets +1 Willpower.

Race Across Harad (x3)
[1] (6) (60)

Limit 1 copy of Explore Secret Ways in the victory display. While Explore Secret Ways is in the victory display, each location in the staging area with the same title as the active location does not contribute its Threat to the total Threat in the staging area.

A Storm on Cobas Haven (x3)
[0] (56)

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.

The Dunland Trap (x3)
[1] (39)
Song.  
Limit 1 per deck. Attach to a hero. Response: When attached hero is destroyed, add The Fall of Gil-galad to the victory display to reduce your threat by X, where X is the attached hero's threat cost.

Across the Ettenmoors (x3)
[0] (8) (22)

Battle.  
Limit 1 per deck. Response: When this stage is defeated, each player may choose and discard a non-unique enemy engaged with him.

The Hills of Emyn Muil (x4)
1 (1)
Emyn Muil.  
Travel: In order to travel to The Highlands, the players must reveal the top card of the encounter deck, and add it to the staging area.

Khazad-dûm (x1)
7 (7)
Gate.  
Immune to card effects. Players cannot optionally engage enemies and no engagement checks are made.Forced: After East-gate leaves play as an explored location, add First Hall to the staging area.

Khazad-dûm (x1)
2 (2)
Underground.  
Travel: Each player must raise his threat by 3 to travel here.Forced: After First Hall leaves play as an explored location, add Bridge of Khazad-dum to the staging area.

Khazad-dûm (x1)
2A-B (5)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

Forced: If Heading Up is in the player's victory display at the end of any quest phase, shuffle Heading Up back into the quest deck. Players may bypass this quest card at the end of the combat phase.

Khazad-dûm (x1)
2A-B (7)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

Forced: If Heading Down is in the player's victory display at the end of any quest phase, shuffle Heading DOwn back into the quest deck.

Khazad-dûm (x1)
2A-B (3)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

When Revealed: Each player chooses 1 questing character he controls. Each questing character not chosen does not count its willpower until the end of the turn. Forced: After placing the 1st progress token on Narrow Paths, search the encounter deck and discard pile for Abandoned Tools and add it to the staging area, if able. Players may bypas this quest card at the end of the combat phase.

The Redhorn Gate (x1)
2 (3)
Stair.  
Travel: Reshuffle all locations in the discard pile and victory display back into the encounter deck. If you reshuffled at least two locations, reduce each player's threat by 11 and discard all copies of Freezing Cold from play.

Foundations of Stone (x5/x3)
(27) 3 X 3 X
Nameless.  
Forced: After Nameless Thing engages a player, attach the top 2 cards of that player's deck to it. X is the printed cost of all attached cards on this card. If there are no cards attached, X is 3.

Heirs of Númenor (x1)
1 (3)
Cair Andros.   Battleground.  
If The Banks has 3 or more damage, remove it from the game (do not collect its victory points). Response: After The Banks leaves play as an explored location, remove stage 2 from the quest deck, if able.

The Steward's Fear (x1)
Clue.  
Action: Exhaust a hero to claim this objective, add it to the victory display, and place 1 resource token on the current quest.

The Steward's Fear (x1)
Clue.  
Action: Exhaust a hero to claim this objective and attach it to that hero.Action: If attached to a hero, add Secret Map to the victory display to place 3 progress tokens on the active location.

The Steward's Fear (x1)
Clue.  
Action: Exhaust a hero to claim this objective, add it to the victory display, and place 2 resource tokens on the current quest.

Encounter at Amon Dîn (x4)
1 (5)
Gondor.  
Villagers 4.  
Forced: At the end of the round, discard 1 villager token from Burning Farmhouse.

Encounter at Amon Dîn (x4)
2 (4)
Gondor.  
Villagers 3.  
While Gondorian Hamlet is in the staging area it gains: 'Forced: After a treachery card is revealed from the encounter deck, discard 1 villager token from Gondorian Hamlet.'

Encounter at Amon Dîn (x3)
3 (3)
Gondor.  
Villagers 2.  
Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.

The Voice of Isengard (x1/x1)
2 (2)
Forest.  
Immune to player card effects. Travel: Search the encounter deck and discard pile for a Huorn enemy and add it to the staging area to travel here (2 Huorn enemies instead if there are 3 or more players in the game).

The Dunland Trap (x1)
1 (4)
Road.  
Forced: At the end of the refresh phase, remove 1 time counter from the current quest.

A Storm on Cobas Haven (x2)
1 (5)
Coastland.   Ocean.  
You cannot travel to Belfalas Islet if you are off-course (Cloudy, Rainy, Stormy). Response: After you travel to Belfalas Islet, choose a Ship enemy that is not guarding an objective. While Belfalas Islet is the active location, the chosen enemy is considered to be out of play.

The Mûmakil (x1)
Capture.  
Response: After the attached enemy is dealt any amount of damage, the engaged player shuffles his deck and discards the top card. If the discarded card’s cost is equal to or greater than the attached enemy’s remaining hit points, add Horse-hair Lasso and attached enemy to the victory display.

The Mûmakil (x1)
Capture.  
Response: After the players quest successfully, the engaged player discards the top card of the encounter deck. If the discarded card’s [Threat] is equal to or greater than the attached enemy’s remaining hit points, add Poisoned Spear and attached enemy to the victory display.

The Mûmakil (x1)
Capture.  
Response: After the players travel to a location, if the active location's printed Threat is equal to or greater than the attached enemy's remaining hit points, the engaged player adds Pit Trap and attached enemy to the victory display.

The Mûmakil (x1)
Capture.  
Response: After a character defends an attack against the attached enemy, if the defending character has more remaining hit points than the attached enemy, add Noose of Vines and attached enemy to the victory display.

The Wilds of Rhovanion (x1)
7 (7)
Underground.   Dark.   Lair.  
Immune to player card effects. Fire-drake cannot take damage. Response: After Dragon Hoard becomes the active location, the first player chooses a player to attach an Artifact attachment from his hand to Dragon Hoard. That attachment gains the guarded (location) keyword. If that attachment has the printed guarded keyword, do not resolve it when the attachment enters play.

The Wilds of Rhovanion (x1)
2 (2)
Underground.  
Response: After Lost Armory becomes the active location, each player may search his deck for a Weapon or Armor attachment, add it to his hand, and shuffle his deck. Limit once per game for the group.

The Wilds of Rhovanion (x1)
3 (3)
Underground.  
Response: After Ancient Treasury becomes the active location, each player may (choose one): reduce his threat by 3, draw 2 cards, or add 1 resource to a hero's resource pool. Limit once per game for the group.

The Wilds of Rhovanion (x1)
4 (4)
Underground.   Dark.  
Forced: After Frightful Den becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players. Add each enemy discarded this way to the staging area.

The Wilds of Rhovanion (x1)
5 (5)
Underground.   Dark.  
Forced: After the players commit characters to the quest, discard cards from the encounter deck until a treachery is discarded. Resolve the ‘when revealed’ effect on that treachery.

The Wilds of Rhovanion (x1)
6 (6)
Underground.   Dark.  
Forced: After Crumbling Cavern becomes the active location, each player assigns X damage among characters he controls, where X is the number of characters he controls.

The Wilds of Rhovanion (x1)
X (X)
Underground.   Dark.  
X is the number of characters controlled by the player who controls the most characters. Forced: After an ally enters player, exhaust it.

Mount Gundabad (x1)
1 (1)
Underground.  
Immune to player card effects. Forced: After The First Forge becomes the active location, exhaust the hero with Wormsbane attached. That hero cannot ready while The First Forge is the active location. Response: After the First Forge is explored, flip Wormsbane to its Reforged side and attach it to any hero.

Mount Gundabad (x1)
7 (7)
Underground.  
Forced: When Dagnir's Hoard is explored, Dagnir returns to the staging area and makes an immediate attack against each player in turn order. Response: After Dagnir's Hoard is explored, each player may search his deck for an Item attachment, add it to his hand, and shuffle his deck.

Mount Gundabad (x1)
4 (4)
Underground.   Dark.  
Response: When Throat of the Mountain is explored, search the quest deck for a quest card and make it the current main quest. Then, flip it over. Shuffle the rest of the quest deck.

Mount Gundabad (x1)
1A-B (-)

Setup: Add Dagnir to the staging area and set The First Forge aside, out of play. Create the Caves deck and the quest deck (see insert). Attach Wormsbane to a hero, Broken side face-up. Shuffle the encounter deck and discard cards from the top until X locations have been discarded, where X is 1 less than the number of players in the game. Add those locations to the staging area.

Forced: At the end of the planning phase, the first player looks at the top 2 cards of the quest deck and chooses 1 to place on the bottom of the quest deck. Then, add The Side Door to the victory display and advance to the top stage 2A of the quest deck.

Mount Gundabad (x1)
2A-B (3)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

Forced: After characters are committed to the quest, raise each player's threat by 1. Forced: When this stage is defeated, shuffle The First Forge into the Caves deck. At the end of the combat phase, the players may bypass this stage.

Mount Gundabad (x1)
2A-C (3)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

The 'when revealed' effects of the first treachery revealed each round cannot be canceled. Forced: When this stage is defeated, search the Caves deck for a location and make it the active location. Shuffle the Caves deck. At the end of the combat phase, the players may bypass this stage.

Mount Gundabad (x1)
2A-D (5)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

Forced: After characters are committed to the quest, discard the top 5 cards of the encounter deck. Add a random enemy discarded this way to the staging area. Forced: When this stage is defeated, reduce each player's threat by 5. At the end of the combat phase, the players may bypass this stage.

Mount Gundabad (x1)
2A-E (7)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

Forced: After characters are committed to the quest, Dagnir makes an immediate attack against each player with 6 or more characters. Forced: When this stage is defeated, deal 5 damage to Dagnir. This damage is not limited by Dagnir's text, and does not count toward her X value. At the end of the combat phase, the players may bypass this stage.

Mount Gundabad (x1)
2A-F (4)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

Each player cannot play more than 1 card each phase. Forced: When this stage is defeated, the first player looks at the top 2 cards of the quest deck and chooses 1 to place on the bottom of the quest deck. Then, flip over the top card of the quest deck. At the end of the combat phase, the players may bypass this stage.

Mount Gundabad (x1)
2A-G (6)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

Forced: After characters are committed to the quest, each player must deal 2 damage to a questing character he controls. Forced: When this stage is defeated, discard a non-unique enemy from play. At the end of the combat phase, the players may bypass this stage.

Mount Gundabad (x1)
2A-H (-)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

Dagnir gets -5 engagement cost for each character the first player controls. Response: After a player resolve an attack against Dagnir, if Dagnir has no hit points remaining, that player may discard a Reforged Wormsbane he controls to add Dagnir to the victory display. Then, the players win the game. At the end of the combat phase, if there are 4 or fewer quests in the victory display, the players must bypass this stage.

The Fate of Wilderland (x1)
4 (4)
Mountain.   Gate.  
Immune to player card effects. While Gate of Gundabad is in the staging area, resources cannot be placed on The Heroes' Defense. Travel: Search the encounter deck, discard pile, and victory display for a Goblin Troop and add it to the staging area. Shuffle the encounter deck.

A Shadow in the East (x3)
Clue.  
Guarded (enemy).  
Attached enemy gets +1 Threat, +1 Attack, and +1 Defense. When Evidence of the Cult is free of encounters, add it to the victory display. Then, place 1 resource on the main quest.

A Shadow in the East (x1)
2A-B (8)

When Revealed: Reveal 1 encounter card per player.

Forced: At the beginning of the quest phase, each player deals 1 damage to a hero he controls and exhausts that hero. That hero cannot ready or be healed until the refresh phase. While there are 4 quest stages in the victory display, progress cannot be placed here.

A Shadow in the East (x1)
2A-B (12)

When Revealed: Reveal 1 encounter card per player.

Forced: At the beginning of the quest phase, discard X cards from the top of the encounter deck, where X is 1 more than the number of quest stages in the victory display. Add 2 to the total Threat in the staging area for each different card type discarded this way. While there are 4 quest stages in the victory display, progress cannot be place here.

A Shadow in the East (x1)
2A-B (16)

When Revealed: Reveal 1 encounter card per player.

Forced: At the beginning of the quest phase, each player discards the top X cards of his deck, where X is 1 more than the number of quest stages in the victory display. Each player examines the cards he controls and the cards in his hand. If any of these cards are copies of the cards he just discarded from the top of his deck, he must discard those copies as well. While there are 4 quest stages in the victory display, progress cannot be placed here.

A Shadow in the East (x1)
2A-B (0)

When Revealed: Reveal 1 encounter card per player.

This stage gets +4 quest points per player. Forced: At the beginning of the quest phase, each player discards 1 card from his hand. Until the end of the round, no more than X progress can be placed on this stage. X is the total cost of each card discarded by this effect. While there are 4 quest stages in the victory display, progress cannot be placed here.

The Black Riders (x1)
[0]
Title.  
Permanent.  
Setup: Attach to the Ring-bearer. Action: Add Mr. Underhill to the victory display to choose an enemy engaged with you. Until the end of the round, that enemy cannot attack you.

The Black Riders (x1/x1)
0 (3)
Shire.  
Response: After Bag End leaves play, each player draws 1 card for each Hobbit hero he controls.

The Black Riders (x1/x1)
1 (1)
Forest.  
While Woody End is the active location, reduce each Hide X value by 1.

The Black Riders (x1/x1)
1 (5)
Forest.   Stream.  
When Revealed: Immediately travel to Stock-brook. If another location is currently active, return it to the staging area.

The Black Riders (x1/x1)
2 (2)
Shire.  
Response: After the players travel to Bamfurlong, each player engaged with a Nazgûl enemy may ready a hero he controls.

The Black Riders (x1/x1)
2 (4)
Bree.  
Response: After players travel here, the first player puts 1 ally into play from his hand. Forced: After The Prancing Pony leaves play, discard cards from the top of the encounter deck until X enemies have been discarded. X is the number of players in the game. Put each enemy discarded by this effect into play engaged with the first player.

The Black Riders (x1/x1)
3 (6)
Marshland.  
While Midgewater is the active location, enemies cannot attack, take damage, or be engaged. Forced: After Midgewater becomes the active location, return each engaged enemy in play to the staging area.

The Black Riders (x1/x1)
(38) 3 1 3 5
Bree.   Spy.  
Players cannot optionally engage Bill Ferny. Forced: At the beginning of the staging step, either shuffle 1 out of play Ringwraith into the encounter deck or each player raises their threat by 1 for each non-Fellowship hero he committed to the quest.

The Black Riders (x1/x1)
1 (2)
Forest.  
While The Troll's Camp is the active location, each hero gets +1 Willpower, +1 Attack and +1 Defense.

The Road Darkens (x1)
4 (6)
Mountain.  
Immune to player card effects. Forced: When Redhorn Pass is explored, each player assigns X damage among characters he controls. X is the number of damage here.

The Road Darkens (x1)
1 (9)
Gate.  
Immune to player card effects. Progress cannot be placed on each other active location before it can be placed here. Progress cannot be placed here unless the first player controls the Ring-bearer. If there are 9 damage tokens, the players lose the game.

The Road Darkens (x1)
3 (6)
Hills.  
While Tree-crowned hill is the active location, each enemy gets -1 Threat. Forced: When Tree-crowned hill is explored, the players, as a group, exhaust X characters in play. X is the number of damage here.

The Road Darkens (x3)
2 (4)
Hills.  
While Hills of Hollin is the active location, each enemy in the staging area gets +5 engagement cost. Forced: When Hills of Hollin is explored, each player raises his threat by 1 for each damage here.

The Road Darkens (x1)
2 (4)
River.   Lawn.  
Immune to player card effects. Travel: Search the encounter deck and discard pile for an enemy and add it to the staging area to travel here. Shuffle the encounter deck. While Parth Galen is in play, the players cannot win the game.

The Road Darkens (x1)
1 (6)
Hills.  
Immune to player card effects. Response: When Seat of Seeing is explored, choose a burden card in play, in the encounter deck, or in the discard pile, and remove it from the game. Shuffle the encounter deck. (If you are playing campaign mode, remove that card from the campaign pool.)

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.

The Road Darkens (x1)
3 (4)
River.  
Immune to player card effects. Forced: When Sarn Gebir is explored, deal 1 damage to each exhausted character.

The Treason of Saruman (x1)
3 (1)
Isengard.  
Immune to player card effects. Forced: When the Gates of Isengard is explored, each player searches the encounter deck and discard pile for an enemy and puts it into play engaged with him. Shuffle the encounter deck.

The Land of Shadow (x2)
1 (3)
Marsh.  
Surge.   Mire 1.  
Forced: When Shifting Quagmire is discarded by the Mire keyword, either return a random location from the victory display to the staging area, or raise each player's threat by 1 for each location in the victory display. Travel: Spend 1 Fellowship resource to travel here.

The Land of Shadow (x1)
1 (1)
Refuge.  
While Henneth Annûn is the active location, skip both the encounter phase and combat phase, and ignore the Forced effects on stage 1B and The Black Gate. Forced: After Henneth Annûn becomes the active location, return each engaged enemy to the staging area.

The Massing at Osgiliath (x2)
1 (7)
West Bank.  
If the players have crossed the Anduin, Pelennor Fields gains: 'When faced with the option to travel, the players must either travel to Pelennor Fields or raise each player's threat by 3.'

The Stone of Erech (x1)
3 (6)
Blackroot Vale.   Road.  
While Tarlang's Next is the active location, it gains, "Forced: At the beginning of the encounter phase, the players must either immediately end the encounter phase, or the first player must engaged all enemies in the staging area."

The Old Forest (x3)
3 (3)
Forest.  
While Strange Woods is in the staging area, characters cannot be healed.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, raise each player's threat by 2.

The Old Forest (x1)
[0]
Tale.  
Setup: The first player attaches Old Bogey-stories to a hero in play. Action: Add Old Bogey-stories to the victory display to shuffle your hand of at least 6 cards into your deck. Then, draw 6 cards.

Fog on the Barrow-downs (x1)
[0]
Song.  
Setup: The first player adds this card to his hand. Response: Add this card to the victory display and remove it from the campaign pool to cancel the "when revealed" effects of an encounter card just revealed from the encounter deck.

Conflict at the Carrock Nightmare (x4)
(21) 1 3 2 6
Troll.  
While Savage Hill-troll is in the victory display, each Troll enemy gets +1 hit point.

Shadow: If attacking enemy is a Troll, defending character does not ready during the refresh phase this round.

Flight from Moria Nightmare (x1)
2A-B (-)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

The Nameless Fear attacks each player in turn order during the combat phase (deal and discard a shadow card for each attack). Characters are eligible to attack The Nameless Fear while it is in the staging area. If The Nameless Fear has 10 or more damage on it, remove all damage from it and advance to the next stage. Players may bypass this quest card at the end of the combat phase.

Flight from Moria Nightmare (x1)
2A-B (1)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

When Revealed: Deal 1 damage to each questing character. Players may bypass this quest card at the end of the combat phase.

Flight from Moria Nightmare (x3)
Shadow.   Flame.  
Surge.   Doomed 1.  
When Revealed: Add this card to the victory display.

Shadow: If this attack destroys a character, add this card to the victory display.

The Redhorn Gate Nightmare (x2)
(42) 4 6 4 10
Giant.   Snow.  
While Snow-Giant is in the staging area, it attacks the first player during the combat phase, as if it were engaged. Forced: After Snow-Giant engages you, discard the ally you control with the highest Willpower.

Encounter at Amon Dîn Nightmare (x3)
4 (6)
Gondor.  
Villagers 2.  
Forced: When any amount of progress is placed on a location in the staging area, discard 1 villager token from that location. Travel: The first player searches the encounter deck for an enemy, reveals it, and puts it into play engaged with him. Shuffle the encounter deck.

Encounter at Amon Dîn Nightmare (x2)
3 (5)
Gondor.  
Villagers 2.  
While Overrun Village is in the staging area, it gains: "Forced: After an enemy engages a player, discard 1 villager token from Overrun Village." Travel: Place 1 damage token on Dead Villagers.

Raid on the Grey Havens Nightmare (x1)
3 (7)
Grey Havens.   Ship.  
Aflame 10.  
Immune to player card effects. Forced: After the first player plays an ally from his hand, deal 1 damage to the Nárelenya.

Raid on the Grey Havens Nightmare (x1)
3 (6)
Gondor.   Ship.  
Aflame 8.  
Immune to player card effects. Forced: After the first player draws and number of cards, deal 1 damage to the Dawn Star.

Raid on the Grey Havens Nightmare (x1)
2 (5)
Gondor.   Ship.  
Aflame 6.  
Immune to player card effects. Forced: After the first player attacks and enemy, deal 1 damage to the Silver Wing.