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80 Results Found

The Flame of the West (x1)
(9) 4 1 1 3 (597)
Rohan.   Noble.  
Setup: Reduce your threat by 3. Action: Raise your threat by 3 to ready Éowyn. She gets +9 Attack until the end of the phase. (Limit once per game for the group.)

The Flame of the West (x3)
[0] (802)

Response: Exhaust a Weapon or Armor card attached to the defending character to cancel a shadow effect just triggered in combat

The Flame of the West (x1)
(10) 0 1 4 4 (254)
Gondor.   Warrior.  
Sentinel.  
Response: After Beregond defends an attack and takes no damage, reduce the defending player's threat by 1. (Limit once per round.)

The Flame of the West (x3)
[3] 2 1 1 2 (683)
Rohan.   Warrior.  
Combat Action: Discard Grimbold to choose an enemy engaged with a player. That enemy cannot attack that player this phase.

The Flame of the West (x3)
[1] (658)
Item.   Armor.  
Restricted.  
Attach to a Rohan hero. Response: After attached hero is declared as a defender, exhaust Golden Shield to add attached hero's Willpower to its Defense for this attack.

The Flame of the West (x3)
[1] (435)

Response: After a sentinel character is declared as a defender, it gets +2 Defense for this attack. If this attack deals no damage, ready the defending character.

The Flame of the West (x3)
[4] 2 2 2 3 (400)
Gondor.   Noble.  
While there is a hero in your discard pile, Prince Imrahil loses the ally card type and gains the hero card type.

The Flame of the West (x3)
[2] X 1 1 2 (371)
Wose.  
X is the Threat of the active location. Travel Action: Discard Ghân-buri-Ghân to travel to a location without resolving its Travel effect.

The Flame of the West (x3)
[4] 2 2 2 3 (260)
Dúnedain.   Ranger.  
Reduce the cost to play Halbarad by 1 for each enemy engaged with you. Each enemy engaged with you gets +10 engagement cost.

The Flame of the West (x3)
[2] (256)
Mount.  
Attach to a Dúnedain hero. If the attached hero is Aragorn, he gains a Tactics icon. Response: After you optionally engage an enemy, exhaust Roheryn and attached hero to declare attached hero as an attacker (and resolve its attack) against that eneny.

The Flame of the West (x3)
[0] (121)
Item.   Armor.  
Restricted.  
Attach to a Gondor hero. Response: Spend X resources from attached hero's pool to cancel X damage just dealt to attached hero.

The Flame of the West (x3)
[3] (39)
Artifact.   Item.  
Attach to Aragorn. While Aragorn is questing, each other questing character you control gets +1 Willpower. While Aragorn is attacking, each other attacking character you control gets +1 Attack.

The Flame of the West (x1)
(0) 2 3 2 5
Dúnedain.   Noble.   Ranger.  
The first player gains control of Aragorn. If Aragorn leaves play, the players lose the game. While Aragorn has an Artifact attached, he gains sentinel and does not exhaust to quest.

The Flame of the West (x1)
[0]
Title.  
Permanent.  
Setup: Attach to a hero. Attached hero gains the Rohan trait. Attached hero gets +1 Attack while attacking with another Rohan character.

The Flame of the West (x1)
[0]
Title.  
Permanent.  
Setup: Attach to a hero. Attached hero gains the Gondor trait. Attached hero gets +1 Willpower while commited to the quest with another Gondor character.

The Flame of the West (x4)
Fear.  
Setup: Attach to your threat dial. Limit 1 per threat dial. Your threat cannot be reduced. Forced: At the end of the round, raise your threat by 1. Then you may spend 1 Fellowship resource to detach Overcome by Fear and set it aside, out of play.

The Flame of the West (x1)
5 (5)
Hill.  
Immune to player card effects. Forced: After The Stone of Erech becomes the active location, each player searches the encounter deck and discard pile for an Oathbreaker enemy and adds it to the staging area. Shuffle the encounter deck. Travel: Remove 5 progress from stage 3B to travel here.

The Flame of the West (x2/x1)
4 (4)
Underground.  
While Dark Door is in the staging area, progress cannot be placed on locations in the staging area. Travel: The first player reveals an encounter card to travel here.

The Flame of the West (x3/x2)
3 (3)
Underground.  
While Trysting Place is in the staging area, each enemy in the staging area cannot take damage. Travel: The first player searches the encounter deck and discard pile for an Oathbreaker enemy and puts it into play engaged with him. Shuffle the encounter deck.

The Flame of the West (x3)
2 (3)
Underground.  
While Deadly Road is in the staging area, it gains: "Forced: After a 'when revealed' effect is canceled, raise each player's threat by 1." Travel: Spend 1 Fellowship resource to travel here.

The Flame of the West (x3)
1 (4)
Underground.  
Haunted Path gets +1 Threat for each player with a threat of 35 or higher. Travel: Raise each player's threat by 1 to travel here.

Shadow: Either raise your your threat by 2, or return attacking enemy to the staging area after this attack.

The Flame of the West (x4)
(30) 2 2 1 3
Undead.   Oathbreaker.  
Phantom.  
Forced: After Dead Man of Dunharrow engages you, either attach a set aside Overcome by Fear to your threat dial, or raise your threat by 2.

Shadow: Attacking enemy gets +1 Attack.

The Flame of the West (x3/x2)
(35) 2 3 1 4
Undead.   Oathbreaker.  
Peril.   Phantom.  
When Revealed: Either raise each player's threat by 2, or reveal an additional encounter card.

Shadow: Attacking enemy gets +1 Attack and loses the Phantom keyword for this attack.

The Flame of the West (x2)
(40) 3 3 1 5
Undead.   Oathbreaker.  
Peril.   Phantom.  
When Revealed: Either attach a set aside Overcome by Fear to your threat dial, or Ghosts of Men makes an immediate attack against you.

The Flame of the West (x2/x1)
(45) 4 4 2 6
Undead.   Oathbreaker.  
Phantom.  
Forced: When Shadow Host engages you, either attach a set aside Overcome by Fear to your threat dial, or it makes an immediate attack.

The Flame of the West (x3/x1)

Doomed 1.  
When Revealed: Each player with a threat of 35 or higher deal 1 damage to each exhausted character he controls.

Shadow: If your threat is 35 or higher, defending character cannot ready until the end of the round.

The Flame of the West (x2)

Peril.   Surge.  
When Revealed: Either attach a set aside Overcome by Fear to your threat dial, or progress cannot be placed on the current quest until the end of the round.

The Flame of the West (x3)

Peril.  
When Revealed: Either attach a set aside Overcome by Fear to your threat dial, or each character you control gets -1 Willpower, -1 Attack, and -1 Defense until the end of the round.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if undefended).

The Flame of the West (x2/x1)

When Revealed: Each player must choose: either attach a set aside Overcome by Fear to your threat dial, or discard an ally you control

Shadow: Either attach a set aside Overcome by Fear to your threat dial, or attacking enemy makes an additional attack after this one.

The Flame of the West (x1)
X (5)
Ship.  
X is the number of resources on The Corsair Fleet. The players cannot travel here unless there are at least 3 Ship locations in the victory display. Travel: Each player searches the encounter deck and discard pile for a Corsair enemy and adds it to the staging area. One of those enemies must be Corsair Captain, if able.

The Flame of the West (x3)
3 (3)

While Umbar War Galley is the active location, each Corsair enemy gets -10 engagement cost. Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the encounter deck until a Corsair enemy is discarded. Add the discarded enemy to the staging area.

The Flame of the West (x3)
2 (2)
Ship.  
While Corsair Dromon is the active location, each Corsair enemy gains Archery 1. Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Corsair enemy is discarded. Add the discarded enemy to the staging area.

The Flame of the West (x3)
2 (4)
City.  
While Port of Pelargir is in the staging area, no more than 1 damage can be healed from each character each round.

Shadow: If this attack damages a character, that character cannot ready until the end of the round.

The Flame of the West (x2/x0)
3 (4)
City.  
Forced: At the end of the round, place a damage token here. Then, if there are 4 damage tokens here, discard Pelargir Quays and assign 4 damage among characters in play.

The Flame of the West (x2/x1)
(49) 3 5 3 6
Corsair.  
Cannot be optionally engaged. If the active location is a Ship, Corsair Captain gets -30 engagement cost and gains: "Forced: When Corsair Captain engages you, it makes an immediate attack."

The Flame of the West (x3)
(29) 2 2 1 3
Corsair.  
If the active location is a Ship, Corsair of Umbar gets +2 Attack and +2 Defense.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the active location is a Ship).

The Flame of the West (x2/x1)
(39) 3 6 2 8
Corsair.  
Cannot have attachments. Forced: When Umbar Pirate Crew engages you, exhaust a character you control.

Shadow: If the active location is a Ship, return attacking enemy to the staging area after this attack.

The Flame of the West (x3)
(34) 2 3 2 4
Corsair.  
Forced: When Haradrim Pirate engages you, deal 1 damage to a character you control (2 damage instead if the active location is a Ship).

Shadow: Defending character gets -1 Defense for each damage on it.

The Flame of the West (x2)

Peril.  
When Revealed: Either return each Corsair enemy engaged with you to the staging area, or discard cards from the top of the encounter deck until a Corsair enemy is discarded and put that enemy into play engaged with you.

The Flame of the West (x3)

Doomed 1.  
When Revealed: Each Ship location in the staging area gets +1 Threat until the end of the phase. If there are no non-unique Ship locations in the staging area, search the encounter deck and discard pile for a Ship location and add it to the staging area. Shuffle the encounter deck.

The Flame of the West (x2/x1)

When Revealed: Each player must choose: either add 3 to the total Threat in the staging area until the end of the phase, or discard the highest cost attachment you control.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, discard an attachment you control.

The Flame of the West (x2/x1)

Peril.  
When Revealed: Either immediately end the quest phase (without resolving the quest), or assign X damage among questing characters you control. X is the number of resources on The Corsair Fleet.

Shadow: Exhaust a character you control.

The Flame of the West (x1)
Gondor.   City.  
Minas Tirith has 30 hit points plus 10 for each player. Forced: At the end of the round, deal 1 damage to Minas Tirith for each enemy in the staging area. Then, if Minas Tirith has no hit points remaining, the players lose the game.

The Flame of the West (x1)
X (3)
Siege.  
Immune to player card effects. X is the number of resources on Grond. Forced: At the beginning of the quest phase, place 1 resource on Grond. Then, deal X damage to Minas Tirith. Travel: The Witch-king makes an immediate attack against each player, in turn order.

The Flame of the West (x1)
5 (3)
Minas Tirith.  
Immune to player card effects. While Gate of Gondor is the active location, each enemy in play gets -30 engagement cost. Forced: When Gate of Gondor is explored, return each engaged enemy to the staging area.

The Flame of the West (x3)
3 (4)
Minas Tirith.  
While City Wall is the active location, damage that would be placed on Minas Tirith must be placed here first. Forced: When City Walls has damage equal to its quest points, discard it. Then, each player raises his threat by 3.

The Flame of the West (x4)
2 (4)
Pelennor.  
While at least 1 enemy is in the staging area, progress cannot be placed on locations in the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it has the Harad trait).

The Flame of the West (x3/x2)
2 (3)
Pelennor.   Siege.  
Forced: When a player plays an event that would cancel the effects of a treachery card just revealed from the encounter deck, cancel the effects of that event. Then, discard Fire-filled Trench.

The Flame of the West (x3/x2)
3 (3)
Siege.  
While Siege Tower is in the staging area, it gains Archery 3. Forced: After Siege Tower becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add the discarded enemy to the staging area.

The Flame of the West (x1/x0)
(38) 4 5 2 5
Harad.  
Cannot have attachments or be attacked by more than 1 character at a time. When Revealed: The Black Serpent makes an immediate attack against the first player.

The Flame of the West (x2/x1)
(46) 4 6 2 9
Harad.   Creature.  
Archery 2.  
Cannot have attachments or take more than 3 damage each round. Forced: When War Mûmak is defeated, reduce each player's threat by 4.

The Flame of the West (x2)
(34) 2 4 2 4
Harad.  
Forced: After Southron Champion is dealt a shadow card with no shadow effect, either deal 3 damage to Minas Tirith, or it makes an additional attack after this one.

Shadow: Deal 1 damage to Minas Tirith

The Flame of the West (x2/x1)
(35) 3 3 1 4
Orc.   Mordor.  
Peril.  
When Revealed: Put the topmost Orc enemy in the discard pile into play engaged with you.

Shadow: If this attack destroys a character, return attacking enemy to the staging area.

The Flame of the West (x3)
(40) 2 3 1 3
Orc.   Mordor.  
Peril.   Archery 1.  
When Revealed: Either deal 2 damage to a hero you control, or deal 2 damage to Minas Tirith.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it has the Mordor trait).

The Flame of the West (x5/x4)
(30) 1 2 1 2
Orc.   Mordor.  
Surge.  
While Minas Tirith is in play, undefended damage dealt by Mordor Orc must be dealt to Minas Tirith.

Shadow: If Minas Tirith is in play, engage Mordor Orc and deal it a shadow card.

The Flame of the West (x2/x1)

When Revealed: Each player searches the encounter deck and discard pile for an enemy and puts it into play engaged with him. Shuffle the encounter deck.

Shadow: Either deal 3 damage to Minas Tirith or attacking enemy makes an additional attack after this one.

The Flame of the West (x2/x1)
Morgul.  
Surge.  
When Revealed: Attach to a Nazgûl enemy. Limit 1 per enemy. (Counts as a Mount attachment with the text: "Attached enemy gets +1 Threat, +1 Attack, +1 Defense and -10 engagement cost. Forced: At the end of the round, return attached enemy to the staging area.

The Flame of the West (x2/x1)
Morgul.  
When Revealed: Remove a hero you control from the quest and attach Black Dart to that hero. Limit 1 per hero. (Counts as a Condition attachment with the text: "Forced: At the end of the round, deal 1 damage to attached hero.")

Shadow: If this attack damages a hero, attach Black Dart to that hero.

The Flame of the West (x2)
Sorcery.  
When Revealed: Either deal 1 damage to each exhausted character, or deal 5 damage to Minas Tirith.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, deal 2 damage to Minas Tirith.

The Flame of the West (x2)
Sorcery.  
Peril.   Doomed 1.  
When Revealed: Discard an ally you control. Until the end of the phase, add 1 to the total Threat in the staging area for each ally in your discard pile.

Shadow: Discard a non-objective attachment you control.

The Flame of the West (x2/x1)
Sorcery.  
Doomed 1.  
When Revealed: Each player deals 1 damage to a hero he controls. Until the end of the round, treat the printed text box of each damaged character as if it were blank, except for Traits.

The Flame of the West (x4)
(45) 0 6 4 12
Nazgûl.  
Setup: Add Wraith on Wings to the staging area. Cannot have non-Morgul attachments. Wraith on Wings gets +1 Threat and -1 enagement cost for each resource on it. Forced: At the beginning of the quest phase, place 1 resource on Wraith on Wings (Limit 5 resources.)

The Flame of the West (x1)
1A-B (-)

Setup: Set The Stone of Erech and Army of the Dead aside, out of play. Each player attaches a copy of Overcome by Fear to his threat dial. Remove each unattached copy of Overcome by Fear from the game.

When Revealed: Each player may add 1 resource to the resource pool of each hero he controls. Each player who does so must raise his threat by 3. Forced: At the end of the planning phase, discard all cards in each player’s hand and advance to stage 2A.

The Flame of the West (x1)
2A-B (X)

When Revealed: Each player searches the encounter deck for a different location and adds it to the staging area. Shuffle the encounter deck.

X is the threat of the player with the highest threat. Each player cannot reduce his threat below his initial threat level. Forced: At the beginning of the planning phase each player must choose: either raise your threat by 1, or you cannot play cards this phase.

The Flame of the West (x1)
3A-B (5)

When Revealed: Add The Stone of Erech and Army of the Dead (enemy side faceup) to the staging area. Each player may raise his threat by 3 to detach Overcome by Fear from his threat dial and set it aside, out of play.

While Stone of Erech is the active location, each Oathbreaker enemy loses the Phantom keyword and gets -20 engagement cost. When The Stone of Erech leaves play as an explored location, the players win the game.

The Flame of the West (x1)

Setup: Each player may trade heroes without incurring a threat penalty. The first player may raise each player’s threat by 1 to search his deck for Anduril and add it to his hand. Remove each burden with these burden set icons from the encounter deck: A Shadow of the Past, Flight to the Ford, The Ring Goes South, The Passage of the Marshes, Shelob’s Lair

Resolution: Add each copy of Overcome by Fear attached to a player's threat dial to the campaign pool and record the name of each player it was attached to. If Army of the Dead is in the victory display, add the Army of the Dead boon to the campaign pool. The players have earned each card added to the campaign pool

The Flame of the West (x1)
(50) X 6 2 8
Undead.   Oathbreaker.  
Phantom.  
Immune to player card effects. X is twice the number of players in the game. Forced: When Army of the Dead attacks, you must either attach a set aside Overcome by Fear to your threat dial, or discard an ally you control.

The Flame of the West (x1)
4 6 2 8
Undead.  
Immune to player card effects. The first player gains control of Army of the Dead. Setup: The first player takes control of Army of the Dead. If Army of the Dead leaves play, remove it from the game.

The Flame of the West (x1)
1A-B (20)

Setup: Add The Corsair Fleet (Corsair side faceup) and Great Corsair Ship to the staging area. Each player searches the encounter deck for a Ship location and adds it to the staging area. Shuffle the encounter deck.

Each Ship location in the staging area is immune to player card effects. The players cannot defeat this stage while Great Corsair Ship is in play. When this stage is defeated, the players win the game.

The Flame of the West (x1)

Setup: The first player may raise each player's threat by 1 to search his deck for Andúril and add it to his hand. Remove each burden with the following burden set icons from the encounter deck:

Resolution: Count the number of resources on The Corsair Fleet and record that number in the notes section of the quest log. Remove Army of the Dead from the Campaign pool.

The Flame of the West (x1)
Corsair.  
Forced: At the beginning of the staging step, place 1 resource on this objective. Then, each player must choose: either reveal an encounter card, or assign X damage among characters he controls. X is the number of resources here.

The Flame of the West (x1)
Gondor.  
Forced: At the beginning of the quest phase, remove 1 resource from The Corsair Fleet. Then, if there are no resources here, the first player takes control of Aragorn and adds The Corsair Fleet to the victory display.

The Flame of the West (x1)
1A-B (2)

Setup: Set Minas Tirith, Grond, The Witch-king, and each copy of Wraith of Wings aside, out of play. Search the encounter deck for a copy of Pelennor Field and make it the active location. Shuffle the encounter deck. The players may attach Esquire of Rohan and Esquire of Gondor to different heroes.

Skip the quest phase and combat phase. Forced: At the end of the planning phase, place 1 progress here.

The Flame of the West (x1)
2A-B (X)

When Revealed: Each player adds 1 set aside Wraith on Wings to the staging area and reveals an encounter card. Starting with the first player, each player discards cards from the top of his deck until he discards an ally that is not in play. Put the discarded ally into play in the staging area and treat its text box as if it were blank until the end of the phase.

X is the total cost of all allies in the staging area. Allies in the staging area are treated as if their text box is blank, are immune to player card effects, and are under no player's control. Forced: At the end of the round, assign damage among the allies in the staging area equal to the number of enemies in the staging area.

The Flame of the West (x1)
3A-B (4)

Assault.  
When Revealed: Each player takes control of each ally he owns in the staging area and exhausts it. The first player adds Minas Tirith, Grond, and The Witch-king (Captain side faceup) to the staging area. Each other player searches the encounter deck and discard pile for a different enemy and adds it to the staging area. Shuffle the encounter deck.

The White City Besieged gets +4 quest points for each player in the game. The players cannot travel to Pelennor locations. Forced: When an enemy is destroyed, place progress on this stage equal to that enemy's total Threat (progress must be placed on the active location first).

The Flame of the West (x1)
4A-B (-)

When Revealed: Set the Witch-king aside, out of play. Each player searches the top 10 cards of his deck for an ally that matches the sphere of a hero he controls and put it into play under his control. Each player shuffles his deck.

Progress cannot be placed on this stage by questing successfully is instead assigned as damage among enemies in play. (Progress must be placed on the active location first.) Forced: At the end of the quest phase, advance to stage 5A.

The Flame of the West (x1)
5A-B (20)

When Revealed: The first player adds The Witch-king to the staging area (Sorcerer side faceup). Then, he searches the encounter deck and discard pile for a Fell Beast and attaches it to The Witch-king, if able. Shuffle the encounter deck. Each other player reveals an encounter card.

The Witch-king and shadow cards deal to The Witch-king are immune to player card effects. Forced: When an enemy attacks and destroys a character, deal 1 damage to Minas Tirith. This stage cannot be defeated unless Aragorn is in play and The Witch-king is in the victory display. If the players defeat this stage, they win the game.

The Flame of the West (x1)

Setup: Set each Harad enemy recorded in the campaign log aside, out of play. The first player attaches Andúril and Banner of Elendil to Aragorn and set him aside, out of play. Add The Corsair Fleet to the staging area (Gondor side faceup) and place X resources on it, where X is the number recorded in the campaign log. Remove each burden with the following burden set icons from the encounter deck, then flip this card over.

Forced: When the players advance to stage 5B, add each set aside Harad enemy to the staging area. Resolution: Add 1 copy, per player, of Wraith on Wings to the campaign pool. The players have earned those burdens. If Esquire of Gondor, or Esquire of Rohan, is attached to a hero, that hero's controller has earned that boon.

The Flame of the West (x1)
(50) 6 6 6 14
Nazgûl.   Captain.  
Immune to player card effects. Cannot be optionally engaged or take damage. Forced: At the beginning of the quest phase, discard cards from the encounter deck until an enemy is discarded. Add the discarded enemy to the staging area.

The Flame of the West (x1)
(50) 6 6 6 14
Nazgûl.   Sorcerer.  
Only the engaged player can declare attackers against the Witch-king. Forced: At the beginning of the encounter phase, The Witch-king engages the first player. Then, it makes an immediate attack.