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Card Set Scenario Encounter
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Trait Keyword Victory
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Player Encounter Quest
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128 Results Found

Core Set (x1)
(12) 2 3 2 5
Dúnedain.   Noble.   Ranger.  
Sentinel.  
Response: After Aragorn commits to a quest, spend 1 resource from his resource pool to ready him.

Core Set (x1)
(8) 1 2 1 4
Noble.   Rohan.   Warrior.  
Response: After Théodred commits to a quest, choose a hero committed to that quest. Add 1 resource to that hero's resource pool.

Core Set (x1)
(9) 2 2 1 4
Dwarf.   Noble.  
Response: After Glóin suffers damage, add 1 resource to his resource pool for each point of damage he just suffered.

Core Set (x1)
(11) 2 2 2 5
Dwarf.   Noble.   Warrior.  
Gimli gets +1 Attack for each damage token on him.

Core Set (x1)
(9) 1 3 1 4
Noble.   Silvan.   Warrior.  
Ranged.  
Response: After Legolas participates in an attack that destroys an enemy, place 2 progress tokens on the current quest.

Core Set (x1)
(9) 1 2 2 4
Dwarf.   Warrior.  
While Thalin is committed to a quest, deal 1 damage to each enemy as it is revealed by the encounter deck.

Core Set (x1)
(9) 4 1 1 3
Noble.   Rohan.  
Action: Discard 1 card from your hand to give Éowyn +1 Willpower until the end of the phase. This effect may be triggered by each player once each round.

Core Set (x1)
(7) 1 1 2 3
Gondor.   Noble.  
Response: Exhaust Eleanor to cancel the 'when revealed' effects of a treachery card just revealed by the encounter deck. Then, discard that card, and replace it with the next card from the encounter deck.

Core Set (x1)
(8) 1 2 1 4
Rohan.   Warrior.  
Dúnhere can target enemies in the staging area when he attacks alone. When doing so, he gets +1 Attack.

Core Set (x1)
(8) 1 1 3 3
Gondor.   Noble.   Steward.  
Action: Exhaust Denethor to look at the top card of the encounter deck. You may move that card to the bottom of the deck.

Core Set (x1)
(12) 3 3 1 5
Noble.   Noldor.   Warrior.  
Action: Pay 1 resource from Glorfindel's pool to heal 1 damage on any character. (Limit once per round.)

Core Set (x1)
(10) 2 2 2 4
Dúnedain.   Ranger.  
Action: Exhaust Beravor to choose a player. That player draws 2 cards. Limit once per round.

Core Set (x3)
[2] 1 1 0 2
Gondor.   Warrior.  

Core Set (x2)
[4] 2 1 2 3
Gondor.   Noble.   Ranger.  
Action: Exhaust Faramir to choose a player. Each character controlled by that player gets +1 Willpower until the end of the phase.

Core Set (x2)
[3] 0 2 0 2
Dúnedain.  
Response: After Son of Arnor enters play, choose an enemy card in the staging area or currently engaged with another player. Engage that enemy.

Core Set (x3)
[1] 0 0 1 1
Rohan.   Scout.  
Response: After Snowbourn Scout enters play, choose a location. Place 1 progress token on that location.

Core Set (x2)
[3] 1 2 0 1
Archer.   Silvan.  
Ranged.  

Core Set (x2)
[4] 0 2 1 3
Dwarf.   Warrior.  
Response: After Longbeard Orc Slayer enters play, deal 1 damage to each Orc enemy in play.

Core Set (x1)
[6] 2 2 1 4
Dwarf.   Warrior.  
Response: After a Dwarf hero you control leaves play, put Brok Ironfist into play from your hand.

Core Set (x2)
[1]

Action: Choose and ready 1 ally card.

Core Set (x2)
[0]

Action: Exhaust 1 hero you control to choose and ready a different hero.

Core Set (x2)
[2]

Action: Until the end of the phase, all characters get +1 Attack. All Gondor characters also get +1 Defense until the end of the phase.

Core Set (x2)
[1]

Action: Put 1 ally card into play from your hand. At the end of the phase, if that ally is still in play, return it to your hand.

Core Set (x2)
[1]

Response: After an ally card leaves play, that card's controller draws 2 cards.

Core Set (x1)
[5]

Action: Ready all character cards in play.

Core Set (x2)
[2]
Gondor.   Title.  
Attach to a hero. Attached hero gains the Gondor trait. Action: Exhaust Steward of Gondor to add 2 resources to attached hero's resource pool.

Core Set (x1)
[2]
Artifact.   Item.  
Restricted.  
Attach to a hero. Attached hero gains +2 Willpower. If attached hero is Aragorn, he also gains a Spirit resource icon.

Core Set (x3)
[2] 0 2 1 2
Dwarf.   Warrior.  

Core Set (x3)
[2] 0 1 1 1
Gondor.   Warrior.  
Sentinel.  
Response: After Gondorian Spearman is declared as a defender, deal 1 damage to the attacking enemy.

Core Set (x2)
[3] 0 2 1 2
Rohan.   Archer.  
Ranged.  

Core Set (x1)
[6] 1 3 3 6
Beorning.   Warrior.  
Action: Beorn gains +5 Attack until the end of the phase. At the end of the phase in which you trigger this effect, shuffle Beorn back into your deck. (Limit once per round.)

Core Set (x3)
[1]

Action: Choose a character. Until the end of the phase, that character gains +1 Attack and +1 Defense.

Core Set (x2)
[1]

Action: Exhaust a character you control with the ranged keyword to choose a player. Deal 1 damage to each enemy engaged with that player.

Core Set (x2)
[1]

Combat Action: Choose an enemy engaged with a player. That enemy cannot attack that player this phase.

Core Set (x2)
[1]

Action: Exhaust a character you control to immediately declare it as an attacker (and resolve its attack) against any eligible enemy target.

Core Set (x2)
[3]

You must use resources from 3 different heroes' pools to pay for this card. Action: Choose a player. That player's engaged enemies cannot attack that player this phase.

Core Set (x1)
[2]

Response: After a character is declared as a defender, deal 2 damage to the attacking enemy.

Core Set (x1)
[0]

Action: Choose a player. That player may declare any number of his eligible characters as defenders against each enemy attacking him this phase.

Core Set (x2)
[1]
Item.   Weapon.  
Restricted.  
Attach to a hero. Attached hero gets +1 Attack when attacking an Orc. Response: After attached hero attacks and destroys an enemy, place 1 progress token on the current quest.

Core Set (x2)
[4]
Item.   Armor.  
Restricted.  
Attach to a hero. Attached hero gets +4 Hit Points.

Core Set (x2)
[2]
Item.   Weapon.  
Restricted.  
Attach to a hero. Attached hero gains +1 Attack. (+2 Attack instead if attached hero is a Dwarf.)

Core Set (x1)
[1]
Item.   Artifact.  
Restricted.  
Attach to a hero. Response: After a character is destroyed, add 1 resource to attached hero's pool.

Core Set (x2)
[2] 1 1 1 2
Hobbit.  
Action: Reduce your threat by 3 to give control of Wandering Took to another player. Raise that player's threat by 3. (Limit once per round.)

Core Set (x3)
[3] 1 1 0 2
Silvan.   Scout.  
Response: After Lórien Guide commits to a quest, place 1 progress token on the active location.

Core Set (x2)
[4] 1 2 2 3
Dúnedain.   Ranger.  
Response: After Northern Tracker commits to a quest, place 1 progress token on each location in the staging area.

Core Set (x2)
[3]

Action: Reduce one player's threat by 6, or reduce each player's threat by 2.

Core Set (x2)
[0]

Response: After you travel to a location, exhaust a Spirit character to place 2 progress tokens on that location.

Core Set (x2)
[1]

Response: Cancel a shadow effect just triggered during combat.

Core Set (x2)
[1]

Action: Choose a player. Shuffle that player's discard pile back into his deck.

Core Set (x2)
[1]

Response: Cancel the 'when revealed' effects of a card that was just revealed from the encounter deck.

Core Set (x3)
[X]

Action: Choose an ally with a printed cost of X in any player's discard pile. Put that ally into play under your control. (The chosen ally can belong to any sphere of influence.)

Core Set (x2)
[2]

Action: Choose an enemy engaged with a player. Return that enemy to the staging area.

Core Set (x1)
[1]

Action: Return 1 Spirit card from your discard pile to your hand.

Core Set (x1)
[5]

Action: Choose a hero in any player's discard pile. Put that card into play, under its owner's control.

Core Set (x2)
[2]
Condition.  
Attach to a hero. Attached hero gains +1 Willpower.

Core Set (x2)
[1]
Condition.  
Attach to a location. Attached location gets -1 Threat.

Core Set (x1)
[2]
Condition.  
Attach to a hero. Action: Exhaust Unexpected Courage to ready attached hero.

Core Set (x3)
[3] 1 0 0 1
Silvan.  
Action: Exhaust Daughter of the Nimrodel to heal up to 2 damage on any 1 hero.

Core Set (x2)
[2] 1 1 1 3
Dwarf.   Craftsman.  
Response: After you play Erebor Hammersmith, return the topmost attachment in any player's discard pile to his hand.

Core Set (x1)
[1] 1 1 0 1
Silvan.  
Action: Exhaust Henamarth Riversong to look at the top card of the encounter deck.

Core Set (x2)
[2] 0 1 1 2
Dwarf.  
Response: After Miner of the Iron Hills enters play, choose and discard 1 Condition attachment from play.

Core Set (x2)
[2] 1 0 0 2
Minstrel.   Rohan.  
Action: Exhaust Gléowine to choose a player. That player draws 1 card.

Core Set (x3)
[2]

Action: Choose a character. Heal all damage from that character.

Core Set (x2)
[3]

Action: Choose a player. That player draws 3 cards.

Core Set (x2)
[1]

Quest Action: Choose an enemy in the staging area. Until the end of the phase, that enemy does not contribute its Threat.

Core Set (x2)
[1]

Quest Action: Choose a location in the staging area. Until the end of the phase, that location does not contribute its Threat.

Core Set (x2)
[X]

Action: Look at the top X cards of any player's deck, add 1 of those cards to its owner's hand, and return the rest to the top of the deck in any order.

Core Set (x1)
[5]

Action: Choose a player. Heal all damage on each hero controlled by that player.

Core Set (x2)
[3]
Item.   Trap.  
Attach to an enemy engaged with a player. Attached enemy cannot attack.

Core Set (x2)
[1]
Title.  
Attach to a hero. Action: Discard a card from your hand to give attached hero +1 Defense or +1 Willpower until the end of the phase. Limit 3 times per phase.

Core Set (x1)
[1]
Condition.  
Attach to a hero. Attached hero gets -1 Willpower. Response: Exhaust Dark Knowledge to look at 1 shadow card that was just dealt to an enemy attacking you.

Core Set (x2)
[3]
Skill.  
Attach to a character. Action: Exhaust Self Preservation to heal 2 points of damage from attached character.

Core Set (x4)
[5] 4 4 4 4
Istari.  
At the end of the round, discard Gandalf from play. Response: After Gandalf enters play, (choose 1): draw 3 cards, deal 4 damage to 1 enemy in play, or reduce your threat by 5.

Core Set (x2)
(20) 2 3 1 3
Creature.   Spider.  
When Revealed: Each player must choose and exhaust 1 character he controls.

Shadow: Defending player must choose and exhaust 1 character he controls. (2 characters instead if this attack is undefended.)

Core Set (x1/x0)
(40) 1 2 0 3
Creature.   Insect.  
Forced: After Hummerhorns engages you, deal 5 damage to a single hero you control.

Shadow: Deal 1 damage to each character the defending player controls. (2 damage instead if this attack is undefended.)

Core Set (x1)
(32) 3 5 2 9
Creature.   Spider.  
When Revealed: Each character currently committed to a quest gets -1 Willpower until the end of the phase.

Shadow: Raise defending player's threat by 4. (Raise defending player's threat by 8 instead if this attack is undefended.)

Core Set (x2)
2 (2)
Forest.  
Travel: Each player must exhaust 1 hero he controls to travel here.

Core Set (x3)
2 (3)
Forest.   Mountain.  
Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.Response: After Mountains of Mirkwood leaves play as an explored location, each player may search the top 5 cards of his deck for 1 card and add it to his hand. Shuffle the rest of the searched cards back into their owners' decks.

Core Set (x1/x0)

When Revealed: Each player discards all event cards in his hand.

Core Set (x2/x0)

When Revealed: The player with the highest threat level attaches this card to one of his heroes. (Counts as a Condition attachment with the text: 'Attached hero does not ready during the refresh phase unless you pay 2 resources from that hero's pool.')

Core Set (x1)
(10) 1 2 0 2
Goblin.   Orc.  
Surge.  

Shadow: Wolf Rider attacks the defending player. That player may declare 1 character as a defender. Deal Wolf Rider its own Shadow card. After combat, return Wolf Rider to the top of the encounter deck.

Core Set (x2/x1)
(30) 1 6 3 9
Troll.  
Excess combat damage dealt by Hill Troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) must be assigned as an increase to your threat.

Core Set (x2)
(48) 2 2 0 2
Goblin.   Orc.  
During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area.Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.

Core Set (x1/x0)
(40) 3 4 1 7
Creature.  
Forced: Each time Marsh Adder attacks you, raise your threat by 1.

Core Set (x2)
(20) 2 3 1 3
Creature.  
Forced: If Wargs is dealt a shadow card with no effect, return Wargs to the staging area after it attacks.

Shadow: attacking enemy gets 1 Attack. (2 Attack instead if this attack is undefended.)

Core Set (x2/x0)

When Revealed: Remove 4 progress tokens from the current quest card. (If there are fewer than 4 progress tokens on the quest, remove all progress tokens from that quest.)

Shadow: Defending character does not count its Defense.

Core Set (x2)
5 (1)
Wasteland.  
Forced: After the players travel to The Brown Lands, place 1 progress token on it.

Core Set (x2)
1 (6)
Wasteland.  
When faced with the option to travel, the players must travel to The East Bight if there is no active location.

Core Set (x3)
(10) 2 2 0 3
Dol Guldur.   Orc.  
When Revealed: The first player chooses 1 character currently committed to a quest. Deal 2 damage to that character.

Shadow: attacking enemy gets 1 Attack. (3 Attack instead if this attack is undefended.)

Core Set (x1/x0)
(35) 2 3 3 6
Dol Guldur.   Orc.  
Chieftain Ufthak get 2 Attack for each resource token on him. Forced: After Chieftain Ufthak attacks, place 1 resource token on him.

Core Set (x2/x1)
(35) 2 3 1 5
Dol Guldur.   Orc.  
Forced: When Dol Guldur Beastmaster attacks, deal it 1 additional shadow card.

Core Set (x1)

When Revealed: Each enemy and each location currently in the staging area gets 1 Threat until the end of the phase. If there are no cards in the staging area, Driven by Shadow gains surge.

Shadow: Choose and discard 1 attachment from the defending character. (If this attack is undefended, discard all attachments you control.)

Core Set (x3/x1)

When Revealed: Deal 1 damage to each exhausted character.

Core Set (x2/x0)
3 (2)
Stronghold.   Dol Guldur.  
Travel: The first player must discard 2 cards from his hand at random to travel here.

Core Set (x2)
2 (2)
Forest.  
While Enchanted Stream is the active location, players cannot draw cards.

Core Set (x4)
(25) 2 2 1 4
Creature.   Spider.  
Forced: After Forest Spider engages a player, it gets 1 Attack until the end of the round.

Shadow: Defending player must choose and discard 1 attachment he controls.

Core Set (x1)
(5) 3 3 1 2
Goblin.   Orc.  

Shadow: attacking enemy gets 1 Attack. (If this attack is undefended, also raise your threat by 3.)

Core Set (x1)
(15) 1 1 0 2
Creature.  
When Revealed: Each player must choose 1 character currently committed to a quest, and remove that character from the quest. (The chosen character does not ready.)

Core Set (x2)
1 (3)
Forest.  
Response: After you travel to Old Forest Road, the first player may choose and ready 1 character he controls.

Core Set (x2)
2 (4)
Forest.  
Response: After you travel to Forest Gate, the first player may draw 2 cards.

Core Set (x2/x0)
(38) 1 2 3 5
Dol Guldur.   Orc.  
Forced: If Dungeon Jailor is in the staging area after the players have just quested unsuccessfully, shuffle 1 unclaimed objective card from the staging area back into the encounter deck.

Core Set (x1)
(40) 5 4 3 9
Nazgûl.  
No attachments. Forced: When the prisoner is 'rescued', move Nazgûl of Dol Guldur into the staging area. Forced: After a shadow effect dealt to Nazgûl of Dol Guldur resolves, the engaged player must choose and discard 1 character he controls.

Core Set (x2)
(8) 2 2 1 2
Undead.  
Doomed 1.  

Shadow: Choose and discard 1 attachment you control. Discarded objective cards are returned to the staging area. (If this attack is undefended, discard all attachments you control.)

Core Set (x2)

When Revealed: Until the end of the phase, raise the total Threat in the staging area by X, where X is the number of players in the game.

Shadow: Defending player raises his threat by the number of enemies with which he is engaged.

Core Set (x1)

When Revealed: Attach Iron Shackles to the top of the first player's deck. (Counts as a Condition attachment with the text: 'The next time a player would draw 1 or more cards from attached deck, discard Iron Shackles instead.')

Shadow: Resolve the 'When Revealed' effect of Iron Shackles.

Core Set (x2)
1 (3)
Dungeon.  
Doomed 1.   Surge.  

Core Set (x2)
2 (1)
Dungeon.  
Forced: After travelling to Tower Gate, each player places the top card of his deck, face down in front of him, as if it just engaged him from the staging area. These cards are called 'Orc Guard', and act as enemies with: 1 hit point, 1 Attack, and 1 Defense.

Core Set (x1)
Item.  
Guarded.   Restricted.  
Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Gandalf's Map to a hero you control. (Counts as an attachment. If detached, return Gandalf's Map to the staging area.) Attached hero cannot attack or defend.

Core Set (x1)
Item.  
Guarded.   Restricted.  
Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Dungeon Torch to a hero you control. (Counts as an attachment. If detached, return Dungeon Torch to the staging area.)Forced: At the end of each round, raise attached hero's controller's threat by 2.

Core Set (x1)
Item.  
Guarded.   Restricted.  
Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Shadow Key to a hero you control. (Counts as an attachment. If detached, return Shadow Key to the staging area.)Forced: At the end of each round, attached hero suffers 1 damage.

Core Set (x3)
(15) 2 2 1 3
Goblin.   Orc.  
Forced: After Misty Mountain Goblins attacks, remove 1 progress token from the current quest.

Shadow: Remove 1 progress token from the current quest. (3 progress tokens instead if this attack is undefended.)

Core Set (x1/x0)

When Revealed: Reveal X additional cards from the encounter deck. X is the number of players in the game.

Shadow: Deal X shadow cards to this attacker. X is the number of players in the game.

Core Set (x2)
1 (3)
Riverland.  
Forced: If Banks of the Anduin leaves play, return it to the top of the encounter deck instead of placing it in the discard pile.

Core Set (x3/x1)
3 (3)
Marshland.  
Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.

Core Set (x3/x1)
(30) 1 1 0 1
Creature.  
Surge.  
Forced: After Eastern Crows is defeated, shuffle it back into the encounter deck.

Shadow: attacking enemy gets +1 Attack. (+2 Attack instead if defending player's threat is 35 or higher.)

Core Set (x3/x2)

When Revealed: Deal 1 damage to each character controlled by each player with a threat of 35 or higher.

Core Set (x2)

When Revealed: Each player raises his threat by 1 for each character he controls that is not currently committed to a quest.

Shadow: Defending player chooses and returns 1 exhausted ally he controls to its owner's hand. If he controls no exhausted allies, raise his threat by 3.

Core Set (x2)

When Revealed: Each location in the staging area gets +1 Threat until the end of the phase. Then, each player with a threat of 35 or higher chooses and discards 1 card from his hand.

Core Set (x1)
1A-B (8)

Setup: Search the encounter deck for 1 copy of the Forest Spider and 1 copy of the Old Forest Road, and add them to the staging area. Then, shuffle the encounter deck.

Core Set (x1)
2A-B (2)


Forced: When you defeat this stage, proceed to one of the 2 "A Chosen Path" stages, at random.

Core Set (x1)
3A-B (0)


When Revealed: Each player must search the encounter deck and discard pile for 1 Spider card of his choice, and add it to the staging area. The players must find and defeat Ungoliant's Spawn to win this game.

Core Set (x1)
3A-B (10)


Players cannot defeat this stage while Ungoliant's Spawn is in play. If players defeat this stage, they have won the game.

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.

Core Set (x1)
2A-B (15)


Response: After placing any number of progress tokens on this card, flip the "prisoner" hero card face-up, and place 1 damage toke on it. The hero has been "rescued" and may now be used by its controller. The players, as a group, cannot play more than 1 ally card each round. Players cannot advance to the next stage of the quest unless they have rescued the prisoner and have all 3 "Escape from Dol Guldur" objective cards.

Core Set (x1)
3A-B (7)


Forced: At the beginning of each quest phase, each player places the top card of his deck, face down in front of him as if it just engaged him from the staging area. These cards are called "Orc Guard" and act as enemies with: 1 hit point, 1 Attack, and 1 Defense. Players cannot defeat this stage while Nazgul of Dol Guldur is in play. If this stage is defeated and Nazgul of Dol Guldur is not in play, the players have won the game.

Core Set (x1)
1A-B (8)

Setup: Each player reveals 1 card from the top of the encounter deck, and adds it to the staging area.

When Revealed: Search the encounter deck for 1 Hill Troll is one is not already in play, and place it in the staging area. Shuffle the encounter deck. Players cannot defeat this stage while any Hill Troll cards are in play.

Core Set (x1)
2A-B (16)

Reveal 1 additional card from the encounter deck each quest phase. Do not make engagement checks during the encounter phase. (Each player may still optionally engage 1 enemy each encounter phase.)

Core Set (x1)
3A-B (0)

When Revealed: Reveal 2 encounter cards per player, and add them to the staging area. Skip the staging step of the quest phase for the remainder of the game. Once there are no enemies in play, the players have won the game.