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: 51 - 100 of 135 Cards
The Voice of Isengard (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).

"...we are on the very edge of Fangorn, and it is perilous to touch the trees of that wood, it is said."
–Aragorn, The Two Towers

The Dunland Trap (x3)
1
1 
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.

...for into darkness fell his star
in Mordor where the shadows are.
–The Fellowship of the Ring


The Dunland Trap (x1)
1
4
Road.

Forced: At the end of the refresh phase, remove 1 time counter from the current quest.

After some miles, however, the road ceased to roll up and down... –The Fellowship of the Ring

The Lost Realm (x3)
0
4
9 

Aragorn halted and examined the tracks closely. –The Tower Towers

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 Wastes of Eriador (x3)
0
4
5 

Strider made them take cover in a thicket at the side of the Road, while he went forward to explore. –The Fellowship of the Ring

Limit 1 per deck.

Response: When this stage is defeated, the first player searches the top X cards of the encounter deck for 1 non-objective card worth no victory points and adds it to the victory display. Put the remaining cards back in any order. X is the number of players in the game plus 4.


Escape from Mount Gram (x3)
0
4
6 

He was taking a wandering course with many turns and doublings, to put off any pursuit. –The Fellowship of the Ring

Limit 1 per deck.

Response: When this stage is defeated, reduce each player's threat by 5.

Across the Ettenmoors (x3)
0
8
1 

We must do something to delay the enemy first.
–Aragorn, The Fellowship of the Ring

Limit 1 per deck.

Battle. (Characters use their Attack instead of Willpower when questing here.)

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

The Treachery of Rhudaur (x3)
1
6
3 

"Often the Rohirrim have aided us, but now the Lord Denethor asks for all your strength and all your speed..."
–Hirgon, The Return of the King

Limit 1 per deck.

Response: When this stage is defeated, each player may search the top 10 cards of his deck for an ally and put it into play under his control. Each player who did shuffles his deck.


A Storm on Cobas Haven (x3)
0
1 

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

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 Sands of Harad (x3)
0
5
3 

“For behold! The storm comes, and now all friends should gather together, lest each singly be destroyed.”
–Gandalf, The Two Towers

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.


The Mûmakil (x3)
1
6
3 

“Soon there will be battle on the fields. A sortie must be made ready.”
–Gandalf, The Return of the King

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 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 printedThreat 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.

Race Across Harad (x3)
1
6
1 

“I myself dared to pass the doors of the Necromancer in Dul Guldur, and secretly explored his ways...”
–Gandalf, The Fellowship of the Ring

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.


Beneath the Sands (x3)
1
2 
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.

"The Red Arrow has not been seen in the Mark in all my years!"
–Théoden, The Return of the King

Beneath the Sands (x3)
1
6
2 

“I called for the help of the Dúnedain, and their watch was doubled...”
–Gandalf, The Fellowship of the Ring

Limit 1 copy of Keep Watch in the victory display.

While this quest is in the victory display, each non-unique enemy engaged with a player gets -1 Attack.


The Black Serpent (x3)
1
6
2 

“Foes and fire are before you, and your homes far behind. Yet, though you fight upon an alien field, the glory that you reap there shall be your own for ever.”
–Théoden, The Return of the King

Limit 1 copy of Rally the West in the victory display.

While this quest is in the victory display, each hero gets +1 Willpower.


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.

Behind him where the walls were nearest could dimly be seen coats of mail, helms and axes, swords and spears hanging...
–The Hobbit

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.

...there in rows stood great jars and vessels filled with a wealth that could not be guessed.
–The Hobbit

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.

He did not go much further, but sat down on the cold floor and gave himself up to complete miserableness...
–The Hobbit

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.

...he was slipping – beginning to fall down, down, goodness knows where to.
–The Hobbit

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.

...without warning he trotted splash into water! Ugh! it was icy cold. That pulled him up sharp and short.
–The Hobbit

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.

At the end of the hall the floor vanished and fell to an unknown depth.
–The Fellowship of the Ring

Mount Gundabad (x1)
Stage
1 A

Mount Gundabad rises before you, and the Dragon, Dagnir, waits within.

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.

1 B
-

It doesn't take you long to discover Urdug's secret entrance, and with a turn from Durin's Key the way into Mount Gundabad lies open before you. You must find Durin's Forge, repair Wormsbane, and use it to kill Dagnir.

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)
Stage
2 A

The interior of Gundabad is dark and vast. Only by exploring the mines can you find your way.

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.

2 B
3

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)
Stage
2 A

The interior of Gundabad is dark and vast. Only by exploring the mines can you find your way.

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.

2 C
3

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)
Stage
2 A

The interior of Gundabad is dark and vast. Only by exploring the mines can you find your way.

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.

2 D
5

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)
Stage
2 A

The interior of Gundabad is dark and vast. Only by exploring the mines can you find your way.

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.

2 E
7

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)
Stage
2 A

The interior of Gundabad is dark and vast. Only by exploring the mines can you find your way.

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.

2 F
4

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)
Stage
2 A

The interior of Gundabad is dark and vast. Only by exploring the mines can you find your way.

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.

2 G
6

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)
Stage
2 A

The interior of Gundabad is dark and vast. Only by exploring the mines can you find your way.

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.

2 H
-

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)
Stage
2 A

Rows of iron–barred cells line both sides of a dark dungeon built beneath the old temple. You shudder to think what horrible fate befell the captives that were held here in years past as you continue to search for the missing Dorwinions.

When Revealed: Reveal 1 encounter card per player.

2 B
8

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)
Stage
2 A

All about you are the cruel trappings of Mordor: evidence of torture and death callously strewn about the cavern floor. You search among the bones and debris for fresh signs of those you seek.

When Revealed: Reveal 1 encounter card per player.

2 B
12

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)
Stage
2 A

A blood–stained altar to the Dark Lord of Mordor looks to have been used recently. Though the carved stone is ancient, the blood and cloth you find on it are fresh. You search about frantically to find the captive Dorwinions before more are slaughtered.

When Revealed: Reveal 1 encounter card per player.

2 B
16

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)
Stage
2 A

At the center of a large temple room is a hideous state of Sauron seated upon an iron throne. It is a terrible reminder of the darkness that awaits Middle–earth should you fail in your vigilance.

When Revealed: Reveal 1 encounter card per player.

2 B
0

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 Land of Sorrow (x1)
34 3 4 1 6
Easterling. Warden.

Immune to player card effects.

Only the engaged player can declare attackers or defenders against Ulwarth.

Allies cannot be declared as attackers or defenders against Ulwarth.

The Land of Sorrow (x1)
29 1 5 3 8
Easterling. Warden.

Immune to player card effects.

Only the engaged player can declare attackers or defenders against Lorgan.

Forced: After Lorgan attacks, raise each player's threat by 1 (2 instead if this attack destroys a character.

The Land of Sorrow (x1)
33 2 6 2 9
Easterling. Warden.

Immune to player card effects.

Only the engaged player can declare attackers or defenders against Borlach.

Forced: After Borlach attacks and destroys a character, any excess damage must be assigned among characters you control.

The Land of Sorrow (x1)
1
5
Camp.

Forced: After The Barracks becomes the active location, add the enemy under it to the staging area. That enemy cannot take damage this round.

Forced: When The Baracks is explored, the first player gains control of the objective ally it was guarding.

The Land of Sorrow (x1)
1
3
Camp.

Forced: After Slave Quarters becomes the active location, the enemy under it engages the first player and makes an immediate attack.

Forced: When Slave Quarters is explored, the first player gains control of the objective ally it was guarding.

The Land of Sorrow (x1)
1
4
Camp.

Forced: After The Storehouse becomes the active location, add the enemy under it to the staging area. That enemy gets +3Attack and -30 engagement cost until the end of the round.

Forced: When The Storehouse is explored, the first player gains control of the objective ally it was guarding.