Clear Sort View
Set
Card Set Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique Set Type
Advanced Search Options
Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Details
Artist Popularity Errata
58 Results Found

The Lost Realm (x1)
(3)

No more than 3 progress tokens can be placed on the current quest each round. While Orc Rearguard is the current quest it gains: "Forced: At the end of the staging step, reveal 1 card from the encounter deck."

The Lost Realm (x1)
(6)

Time 4. When Revealed: The first player loses control of Iârion and places him facedown underneath this stage. When this stage is defeated, the first player takes control of Iârion and exhausts him. Forced: After the last time counter is removed from this stage, discard Iârion.

The Lost Realm (x1)
(6)

Surge. Time 4. Forced: After the last time counter is removed from this quest cards, each player deals 4 damage to a hero he controls. Then, place 4 time counters on this quest card.

The Lost Realm (x1)
(5)

Surge. Forced: At the end of the refresh phase, each player discards the top X cards of his deck, where X is the number of Undead enemies engaged with him.

The Lost Realm (x1)
(4)

Each Orc enemy gets +1 Threat, +1 Attack and +1 Defense. When Revealed: Each player must search the encounter deck and discard pile for an Orc enemy and put it into play engaged with him. Shuffle the encounter deck.

The Lost Realm (x1)
(4)

When Revealed: Each player places all cards in his hand facedown underneath Lost in the Wilderness. Forced: When Lost in the Wilderness is defeated, return each card underneath it to its owner's hand.

The Lost Realm (x1)
(6)

Surge. Characters cannot be healed. Response: After Make Camp is defeated, each player heals up to 3 damage from a hero he controls.

The Lost Realm (x1)
(8)

Surge. Forced: At the end of the refresh phase, raise each player's threat by 2. Response: After Search the Ruins is defeated, reduce each player's threat by 3.

The Lost Realm (x1)
(6)

Surge. Forced: At the end of the refresh phase, discard the top 3 cards of the encounter deck. Return the topmost Undead enemy in the encounter discard pile to the staging area.

The Lost Realm (x1)
(8)

Surge. Cards in each player's discard pile cannot leave that player's discard pile by player card effect. Forced: After this stage is defeated, each player shuffles the top 5 cards of his discard pile back into his deck.

Escape from Mount Gram (x1)
(6)

Capture 5. Time 4. Forced: When the last time counter is removed from this quest, discard its captured cards and remove this quest from the game. Then, raise each player's threat by 3 for each of his characters that was discarded by this effect.

Across the Ettenmoors (x1)
(8)

Forced: At the end of the quest phase, if no progress was placed on Lie Low this round, each enemy gets -20 engagement cost until the end of the round. Response: After this stage is defeated, choose an enemy in the staging area and shuffle it into the encounter deck.

Across the Ettenmoors (x1)
(6)

Forced: After 1 or more resources are spent from a hero's resource pool, deal 1 damage to that hero. Response: After this stage is defeated, heal 1 damage from each hero.

Across the Ettenmoors (x1)
(7)

The cost to play each player card is increased by 1. Forced: When this stage is defeated, search the encounter deck and discard pile for a Troll enemy and put it into play engaged with the player with the highest threat. Each player may play a card from his hand, at no cost.

The Battle of Carn Dûm (x1)
(5)

Surge. Forced: When at least 1 progress is placed on Furious Charge, each character gets -2 Defense until the end of the round. If Thaurdir is Captain side faceup, flip him. Response: After Furious Charge is defeated, add 10 progress to the main quest.

The Dread Realm (x1)
(1) 5 4 5 12
Undead.   Dúnedain.   Sorcerer.  
Cannot have attachments. Daechanar gets +1 Attack for each Sorcery card in play, and gains indestructible while at least 1 Sorcery card is in play. Forced: When Daechanar is damaged, if there is at least 1 Sorcery card in play, cancel all damage just dealt and remove a Sorcery card from the game.

The Thing in the Depths (x1)
(50) 2 5 - 8
Creature.  
Immune to player card effects. Cannot be engaged. The Thing in the Depths gets +3 hit points per player. Forced: When a Creature enemy is destroyed, deal damage to The Thing in the Depths equal to that enemy’s Threat.

The City of Corsairs (x1)
(20) 2 6 6 18
Corsair.   Ship.  
Boarding 1. Cannot have attachments. Forced: At the end of the round, if the Stormcaller is engaged with a player, either return it to the staging area or shift your heading off-course.

The Sands of Harad (x1)
(6)

Surge. Forced: At the end of the round, remove X progress from the main quest. X is the tens digit of the temperature. Response: When Seek Shade is defeated, reduce the temperature by 10.

The Sands of Harad (x1)
(4)

When Revealed: Discard cards from the encounter deck until a Harad enemy is discarded. Add that enemy to the staging area and place a resource token on it. That enemy is "the Champion." While this stage is in play, the Champion gets +2 Threat, +2 Attack, +2 Defense and gains: Immune to player card effects. The main quest stage cannot be defeated while the Champion is in play." The champion cannot take damage unless there are at least 4 progress tokens here. This stage cannot be defeated while the champion is in play.

The Sands of Harad (x1)
(8)

Surge. Each player cannot have more than 5 cards in his hand. (If you have more than 5, immediately choose and discard cards from hand until you have only 5.) Response: When this stage is defeated, each player draws a card.

The Sands of Harad (x1)
(6)

Characters cannot be readied by player card effects. Response: When this stage is defeated, each player readies 1 hero he controls.

The Sands of Harad (x1)
(6)

Treat the printed text box of each damaged character as if it were blank (except for Traits). Response: When this is defeated, heal 1 damage from each character in play.

The Sands of Harad (x1)
(5)

Surge. Each Orc enemy in the staging area gets -5 engagement cost. Each Orc enemy engaged with a player gets +1 Threat.

The Mûmakil (x1)
(6)

Each location gets +1 Threat. Forced: When Guardians of the Jungle becomes the current quest, search the encounter deck and discard pile for a Territorial Ape and put it into play engaged with the first player.

Beneath the Sands (x1)
(5)

When Revealed: Flip the Search objective to Off Track. While Lost Underground is in play, the Search objective cannot flip. (Do not resolve the Track keyword.) Response: When this stage is defeated, flip the Search objective to On Track and ignore its Forced effect until the end of the phase.

The Black Serpent (x1)
(6)

Forced: At the end of the round, discard all progress from the main quest. Forced: After this quest is chosen as the current quest, reveal an encounter card.

The Dungeons of Cirith Gurat (x1)
(5)

When Revealed: Each player loses control of an ally he controls and attaches it to this stage. If no allies are attached to this stage, discard it and reveal an additional encounter card. Forced: When this stage is defeated, each player reduces his threat by X, where X is the cost of the ally he controls that was attached to this stage.

The Crossings of Poros (x1)
(6)

Surge. Each player's threat cannot be reduced. Response: When Find a Way Down is defeated, each player reduces his threat by 3.

Fire in the Night (x1)
(5)

Shadow cards dealt to Dagnir are immune to player card effects and their effects cannot be canceled. Forced: After Draw Her Fire becomes the current quest, Dagnir makes an immediate attack against the first player.

Fire in the Night (x1)
(10)

Characters do not count their Defense when defending against Dagnir. Response: When Fortify the Defense is defeated, each player chooses: either draw 3 cards, or each hero he controls gains 1 resource.

Fire in the Night (x1)
(10)

Allies cannot be declared as attackers against Dagnir. Response: When Rally the Woodmen is defeated, each player searches the top 5 cards of his deck for an ally, puts it into play and shuffles his deck.

Fire in the Night (x1)
(10)

Forced: At the end of the quest phase, deal 5 damage to Hrogar's Hill. Response: When Douse the Flames is defeated, remove 10 damage from Hrogar's Hill.

Fire in the Night (x1)
(10)

Each player's threat cannot be reduced. Response: When Hold the Door is defeated, reduce each player's threat by 5.

Fire in the Night (x1)
(5)

While Defend the Town is the current quest, reveal an additional encounter card during the quest phase. Forced: At the end of the encounter phase, deal 1 damage to Hrogar's Hill for each enemy in the staging area.

Fire in the Night (x1)
(5)

Rout the Goblins gets +5 quest points for each Goblin enemy in play. When Revealed: Each player searches the encounter deck and discard pile for a different Goblin enemy and puts it into play engaged with him. Shuffle the encounter deck.

Fire in the Night (x1)
(10)

Forced: After Dagnir attacks and destroys a character, heal 5 damage from her. Forced: After Face the Dragon is defeated, deal 5 damage to Dagnir.

A Shadow in the East (x1)
(8)

Surge. When Revealed: After an Easterling enemy enters play, attach the top Easterling treachery in the discard pile to that enemy. Forced: After Warriors of the East becomes the current quest, the highest Attack Easterling enemy in the staging area attacks the first player.

A Shadow in the East (x1)
(6)

Each player cannot ready more than 6 characters he controls during the refresh phase. Response: When this stage is defeated, each player may ready a hero he controls.

A Shadow in the East (x1)
(6)

Surge. Forced: After an enemy engages a player, that player raises his threat by 1. Response: When Shadow of Fear is defeated, reduce each player's threat by 3.

A Shadow in the East (x1)
(5)

Each location in the staging area gets +1 Threat. Forced: After Unwelcome Travelers becomes the current quest, the first player discards cards from the top of the encounter deck until an enemy is discarded and puts it into play engaged with him.

A Shadow in the East (x1)
(12)

Forced: At the end of the round, place 1 damage token here. Then, if there are 4 or more damage tokens here, remove 4 of them and reveal the top card of the Power of Mordor deck. If you cannot, the player lose the game. This stage cannot be the active quest while Thane Ulchor has any hit points remaining. When this stage is defeated, the players win the game.

A Shadow in the East (x1)
(8)

When Revealed: Each player places the top 10 cards of his deck facedown under his threat dial (without looking at them). When this stage is defeated, each player shuffles all cards under his threat dial back into his deck. Forced: After a player raises his threat by any amount, he discards the top card from under his threat dial.

A Shadow in the East (x1)
1A-B (-)

Setup: Shuffle each of the stage 2 quest cards together and place them facedown under this stage. Create The Power of Mordor deck (see insert) and set it next to the quest deck. Add Thane Ulchor and Tribute to Mordor to the staging area. Shuffle the encounter deck.

Skip the quest phase. Forced: At the end of the planning phase, place 1 resource token here. Then, if there are 2 resource tokens here, add this stage to the victory display and advance to the topmost stage 2A.

The City of Ulfast (x1)
(10)

Each enemy in the staging area gets -10 engagement cost. Response: After Cat and Mouse is defeated, each player may discard a non-unique enemy engaged with him.

The Hobbit: On the Doorstep (x1)
12 (4)
Mountain.  
While at least 1 card is stacked underneath, The Lonely Mountain is immune to player card effects, cannot leave the staging area, and gets -2 Threat for each card stacked under it.Action: While making a burgle attempt, the first player may spend 2 Baggins resources to take the revealed card into hand and reveal the next card of his deck.

Intruders in Chetwood Nightmare (x1)
(8)

Each copy of Orc War Party cannot be engaged, cannot be dealt damage and gets +2 Threat. When Revealed: Return each engaged Orc War Party to the staging area.

Intruders in Chetwood Nightmare (x1)
(10)

Surge. Forced: At the end of the quest phase, if no progress was placed on Protect the Bree-landers, place 1 resource on it. Then, raise each players threat by the number of resources on Protect the Bree-landers.

The Weather Hills Nightmare (x1)
(8)

Each enemy gets +10 enagement cost and cannot be optionally engaged. When Revealed: Reveal the top of card of the Orc deck (reveal the top 2 card instead if there are 3 or more players in the game).

Deadmen's Dike Nightmare (x1)
(8)

Surge. When Revealed: Each player placed the top 8 cards fo his deck facedown under this quest. Forced: When this quest is defeated, shuffle each card under this quest into its owner's deck.

The Wastes of Eriador Nightmare (x1)
(-)

When Revealed: If it is a Day, flip the Time objective to Nightfall, The Time objective cannot flip to Daybreak. Response: After an enemy is defeated, place 1 resource token on Make a Stand. Then, if there are 2 resource tokens per player on Make a Stand, or if there are no enemies in play, add Make a Stand to the victory display.

The Wastes of Eriador Nightmare (x1)
(8)

Surge. Forced: At the end of the round, remove X progress from the main quest, where X is the number of Warg enemies in play. Response: When this quest is defeated, discard a non-unique Warg enemy in the staging area.

Escape from Mount Gram Nightmare (x1)
(9)

Surge. Capture 3. Forced: After a card is captured by another card effect, capture a random cards from each player's hand underneath Raid Golfimbul's Vault. Forced: When the captured cards underneath Golfimbul's Vault are rescued, put each rescued Item card into its owner's hand and discard the rest.

Across the Ettenmoors Nightmare (x1)
(7)

Surge. Players cannot draw cards by card effects. Forced: When this stage is defeated, each player draws 1 card.

Across the Ettenmoors Nightmare (x1)
(15)

When Revealed: Each player places the lowest-threat-cost hero he controls facedown underneath Rescue from the Trolls, out of play. Response: After a Troll enemy is destroyed, place 3 progress on Rescue from the Trolls. Forced: When Rescue from the Trolls is defeated, each player takes control of each of his heroes underneath it.

The Battle of Carn Dûm Nightmare (x1)
(6)

Siege. Forced: At the end of the combat phase, assign X damage among characters in play, where X is the total number of shadow cards dealt to enemies in the staging area.

The Battle of Carn Dûm Nightmare (x1)
(8)

Surge. Shadow cards are immune to player card effects. Response: After this quest is defeated, discard 1 shadow card from each enemy in play.

The Battle of Carn Dûm Nightmare (x1)
(6)

Battle. Thaurdir gets +2 Threat, +2 Attack, and cannot take damage.