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Trait Keyword Victory
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Player Encounter Quest
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24 Results Found

Return to Mirkwood (x1)
(11) 1 2 3 5 (381)
Dwarf.  
While Dain Ironfoot is ready, Dwarf characters get +1 Attack and +1 Willpower.

Return to Mirkwood (x3)
[1] (306)
Signal.  
Attach to a hero. Attached hero gains sentinel. Action: Pay 1 resource from attached hero's pool to attach Dunedain Signal to another hero.

Return to Mirkwood (x3)
[2] (145)

Play after shadow cards have been dealt, before any attacks have resolved. Combat Action: Each player may choose and discard 1 facedown shadow card from an enemy with which he is engaged.

Return to Mirkwood (x3)
[4] 2 2 2 4 (1119)
Creature.   Eagle.  
Eagles of the Misty Mountains cannot have restricted attachments. Eagles of the Misty Mountains gets +1 Attack and +1 Defense for each facedown attachment it has. Response: After another Eagle character leaves play, you may attach that card facedown to Eagles of the Misty Mountains.

Return to Mirkwood (x3)
[3] (705)
Boon.  
Attach to a Tactics hero. Action: Exhaust Support of the Eagles to choose an Eagle ally. Until the end of the phase, attached hero adds that ally's Attack or Defense (choose 1) to its own.

Return to Mirkwood (x3)
[2] 2 0 0 1 (1693)
Rohan.  
Response: After you play West Road Traveller from your hand, switch the active location with any other location in the staging area.

Return to Mirkwood (x3)
[3] (321)

Action: Until the end of the phase, all Rohan characters get +2 Willpower.

Return to Mirkwood (x3)
[3] 1 2 0 2 (416)
Silvan.   Scout.  
While Mirkwood Runner is attacking alone, the defending enemy does not count its Defense.

Return to Mirkwood (x3)
[0] (247)

Action: Look at the top card of the encounter deck. Then, you may pay 1 Lore resource to return Rumour from the Earth to your hand.

Return to Mirkwood (x3)
[2] (235)

Action: Move the top card of the encounter discard pile to the top of the encounter deck.

Return to Mirkwood (x1)
1A-B (12)

Setup: Search the encounter deck for Gollum. Choose a player to guard Gollum at the start of the game, and place Gollum in front of that player. Then shuffle the encounter deck. Reveal 1 card per player from the encounter deck, and add it to the staging area.

Return to Mirkwood (x1)
2A-B (3)


The player guarding Gollum cannot commit characters to this quest (unless he is the only player in the game). If the players quest unsuccessfully, Gollum escapes and the players have lost the game.

Return to Mirkwood (x1)
3A-B (7)


The player guarding Gollum cannot play cards from his hand.

Return to Mirkwood (x1)
4A-B (2)


Forced: At the beginning of the combat phase, all enemies in play enage the player guarding Gollum. Player cannot defeat this stage if there are any enemies in play. If players defeat this stage, they have won the game.

Return to Mirkwood (x1)
- - - 5
Creature.  
Damage from undefended attacks against you must be dealt to Gollum. If Gollum is destroyed, or if the player guarding Gollum is eliminated, the players have lost the game. Forced: At the end of each round, raise the threat of the player guarding Gollum by 3. Then, that player may choose a new player to guard Gollum.

Return to Mirkwood (x4/x2)
3 (2)
Forest.  
While The Spider's Ring is the active location, the player guarding Gollum cannot change.

Shadow: If this attack is undefended, return any current active location to the staging area. The Spider's Ring becomes the active location.

Return to Mirkwood (x3)
2 (2)
Forest.  
While Dry Watercourse is the active location, all treachery card effects that target the player guarding Gollum also target each other player.

Return to Mirkwood (x3)
2 (2)
Forest.  
Travel: The player guarding Gollum must exhaust a hero he controls to travel to Woodman's Glade.Response: After exploring Woodman's Glade, reduce the threat of each player not guarding Gollum by 2.

Return to Mirkwood (x3)
1 (3)
Forest.  
Response: After the players travel to Wood Elf Path, the player guarding Gollum may choose a new player to guard him.

Return to Mirkwood (x2/x1)
Tantrum.  
When Revealed: Raise the threat of the player guarding Gollum by 8. That player must choose a new player to guard Gollum, if able.

Shadow: Raise the threat of the player guarding Gollum by 4.

Return to Mirkwood (x2/x1)
Tantrum.  
When Revealed: Deal 4 damage to a hero controlled by the player guarding Gollum. That player must choose a new player to guard Gollum, if able.

Shadow: Deal 2 damage to a hero controlled by the player guarding Gollum.

Return to Mirkwood (x3/x2)
Tantrum.  
When Revealed: Discard the top 10 cards from the deck of the player guarding Gollum. That player must choose a new player to guard Gollum, if able.

Shadow: Discard the top 5 cards from the deck of the player guarding Gollum.

Return to Mirkwood (x4/x2)
(22) 1 1 1 1
Creature.  
Surge.  
Forced: After Mirkwood Bats engages a player, deal 1 damage to each character controlled by the player guarding Gollum.

Return to Mirkwood (x3/x0)
(44) 2 8 4 6
Creature.   Spider.  
Forced: At the beginning of the encounter phase, Attercop, Attercop automatically engages the player guarding Gollum, regardless of his threat.