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: 1251 - 1300 of 1481 Cards
The Withered Heath (x3)
1
2 
Item. Armor.

Attach to an ally. Restricted.

Limit 1 per ally.

Attached ally gets +2 hit points.

“There are no great weapon-hoards here, lord,” answered Éomer. “Maybe a light helm might be found to fit him...”
–The Return of the King

The Withered Heath (x3)
0
3 
Condition.

Attach to a location. Limit 1 per location.

Response: When attached location leaves play as an explored location, the first player reduces his threat by 3.

The Withered Heath (x3)
2
2 

Response: At the beginning of the quest phase, search the top 5 cards of the encounter deck for a location and make it the active location, returning any previous active location to the staging area. Then, reveal 1 less encounter card this phase (to a minimum of 0). Shuffle the encounter deck.

The Withered Heath (x3)
2 1 1 1 3 3 ★ 5 
Beorning.

Combat Action: Choose a Beorning ally with printed cost 3 or more in your hand or discard pile. Discard Beorning Skin-changer to put that ally into play.

"...sometimes he is a huge black bear, sometimes he is a great strong black–haired man with huge arms and a great beard."
–Gandalf, The Hobbit

The Withered Heath (x3)
1
1 

Response: After a Beorning character is declared as an attacker or defender against an enemy, that enemy gets -2 Attack and -2 Defense until the end of the phase.

Swiftly he returned and his wrath was redoubled, so that nothing could withstand him, and no weapon seemed to bite upon him. –The Hobbit

The Withered Heath (x3)
2 1 1 0 2 3 ★ 2 
Dale.

Response: After Long Lake Fisherman enters play, name a number. Then, search the top 5 cards of your deck for a card whose printed cost is equal to that number and add it to your hand. Shuffle your deck.

The Withered Heath (x3)
0
1 
Item.

Attach to a or Scout character. Limit 1 per character.

Encounter Action: Exhaust attached character and discard Grey Cloak to choose a non-unique enemy in the staging area. That enemy does not make engagement checks against you this phase.

The Withered Heath (x3)
1
2 
Artifact. Item.

Guarded (enemy or location).

Attach to a hero.

Each unique character you control gains +1 Willpower.

Action: Reduce your threat by 2 to attach The Arkenstone to a hero controlled by another player and raise that player's threat by 2. (Limit once per round.)

Roam Across Rhovanion (x1)
10 2 3 1 4 6 ★ 1 
Woodman. Scout.

While the active location has an attachment on it, Haldan does not exhaust to quest.

Response: When the active location is explored, draw 1 card for each attachment on it.

Roam Across Rhovanion (x3)
5 2 2 1 3 5 ★ 1 
Dale. Scout. Warrior.

Response: After you play Wiglaf, play an Item attachment on him from your hand for no cost.

Action: Exhaust an attachment on Wiglaf to ready him. (Limit once per phase.)

Roam Across Rhovanion (x3)
4
6 
Item. Armor.

Attach to a or Noble character. Restricted. Limit 1 per character.

Attached character gets +2 Defense and +2 hit points.

“May it keep you well!” said Théoden. “It was made for me in Thengel's day, while still I was a boy.” –The Two Towers

Roam Across Rhovanion (x3)
3 2 2 1 2 4 ★ 5 
Creature. Eagle.

Cannot have restricted attachments.

Response: After Meneldor enters or leaves play, place 2 progress on a location.

...Meneldor young and swift. –The Return of the King

Roam Across Rhovanion (x3)
2 1 1 1 1 2 ★ 4 
Creature.

Cannot have attachments.

Planning Action: Attach Wild Stallion to an ally you control. (Counts as a Mount attachment with the text: "Restricted. Limit 1 per ally. Attached ally gets +1 Willpower +1 Attack +1 Defense and +1 hit point.")

Roam Across Rhovanion (x3)
0
1 
Song.

Travel Action: Choose a location in the staging area with a player card attachment and make it the active location, returning any previous active location to the staging area. Reduce each player's threat by X, where X is the number of attachments on the active location.

South away! and South away!
Seek the sunlight and the day.
–The Hobbit

Roam Across Rhovanion (x3)
- 2 3 1 3 6 ★ 1 
Creature. Eagle.

Encounter. Surge.

Cannot have restricted attachments.

When Revealed: The first player chooses a player to take control of Eagle of the North. The chosen player may choose and discard a non-unique enemy in the staging area.

Fire in the Night (x1)
9 1 1 3 4 6 ★ 2 
Silvan. Noble.

Combat Action: Play a Silvan ally from your hand. You do not need a resource match for this ally. (Limit once per round.)

"It is a crime to wander in my realm without leave."
–The Hobbit

Fire in the Night (x3)
2 1 1 1 2 3 ★ 1 
Woodman. Scout.

Forest Road Traveler gets +1 Willpower +1 Attack and +1 Defense for each attachment on the active location.

Only on the Road would travellers be found...
–The Fellowship of the Ring

Fire in the Night (x3)
1
3 
Item.

Attach to a or Ranger character. Limit 1 per character.

Response: After a Location is revealed from the encounter deck, exhaust Leather Boots to ready attached character.

His legs were stretched out before him, showing high boots of supple leather the fitted him well...
–The Fellowship of the Ring

Fire in the Night (x3)
5 0 4 3 4 7 ★ 4 
Creature. Beorning.

Cannot have attachments.

Action: Ready Giant Bear. At the end of the phase in which you trigger this effect, shuffle Giant Bear into your deck. (Limit once per phase.)

"As a bear he ranged far and wide"
–Gandalf, The Hobbit

Fire in the Night (x3)
0 0 0 0 1 2 
Silvan.

Cannot attack or defend.

Response: After Galion enters play, he gets +1 Willpower until the end of the round.

"Here am I waiting and waiting down hero, while you fellows drink and make merry and forget your tasks. Small wonder if I fall asleep from weariness!"
–The Hobbit

Fire in the Night (x3)
0
1 

Response: Return a Silvan ally you control to your hand to cancel a shadow effect just triggered during combat.

"You would die before your stroke fell."
–Legolas, The Two Towers

Fire in the Night (x3)
4 2 2 2 3 5 ★ 2 
Dúnedain. Ranger.

While there is at least 1 side quest in the victory display, ready Thalion at the beginning of the combat phase.

While there are at least 3 side quests in the victory display, Thalion loses the ally card type, gains the hero card type and the resource icons of each sphere on a side quest in the victory display.

The Ghost of Framsburg (x1)
11 1 2 3 5 7 ★ 1 
Dwarf. Noble. Warrior.

While Dáin Ironfoot is defending, he gains,"Action: Discard the top card of your deck to give Dáin Ironfoot +1 Defense for this attack. (Limit 3 times per phase.)"

"The time of my thought is my own to spend."
–The Fellowship of the Ring

The Ghost of Framsburg (x3)
5 0 3 3 3 6 ★ 2 
Dwarf. Warrior.

Action: Discard the top 3 cards from your deck to ready Soldier of Erebor. (Limit once per round.)

The Ghost of Framsburg (x3)
0
1 

Play only if no other copies of Man the Walls have been played this round.

Planning Action: Reduce the cost of the next ally played by each player this phase by 1. Those allies cannot quest this round.

The Ghost of Framsburg (x3)
4 2 2 2 3 5 ★ 1 
Woodman. Ranger.

Ranged.

Reduce the cost to play Mirkwood Hunter by 1 for each attachment on the active location.

...they were brave and well–armed and even the Wargs dared not attack them if there were many together...
–The Hobbit

The Ghost of Framsburg (x3)
1
1 

Action: Each location with an attachment gets -2 Threat until the end of the phase.

The Ghost of Framsburg (x3)
1
1 
Song.

Response: After a character you control attacks and destroys an enemy, exhaust a Weapon attached to that character to ready that character and give it +2 Attack for its next attack this phase.

The sword is sharp, the spear is long,
The arrow swift, the Gate is strong.
–The Hobbit

The Ghost of Framsburg (x3)
4 2 2 2 2 4 ★ 1 
Dale.

Reduce the cost to play Item attachments on Descendant of Girion by 1.

–Glóin, The Fellowship of the Ring

The Ghost of Framsburg (x3)
1
2 
Artifact. Ring.

Guarded (enemy or location).

Attach to a Dwarf hero.

Action: Exhaust Ring of Thrór and discard the top card of your deck to ready attached hero. If the discarded card is an attachment, put it into play.

Mount Gundabad (x1)
9 1 1 2 2 4 ★ 1 
Hobbit. Burglar.

Response: After Bilbo Baggins commits to the quest, choose an enemy in the staging area. Until the end of the phase, Bilbo Baggins gets +XWillpower where X is that enemy'sThreat If the players quest successfully, deal 1 damage to that enemy (2 damage instead if it is guarding a card).

Mount Gundabad (x3)
3 0 0 2 3 3 ★ 1 
Silvan. Warrior.

Response: After Greenwood Defender enters play, it does not exhaust to defend until the end of the round.

...after the coming of Men they took ever more and more to the gloaming and the dusk.
–The Hobbit

Mount Gundabad (x3)
0
1 

Action: Return a Silvan ally you control to your hand to choose a hero. Add 1 resource to that hero's pool.

...soon Haldir turned aside into the trees and halted on the bank of the river under their shadows.
–The Fellowship of the Ring

Mount Gundabad (x3)
0
4 
Item. Armor.

Attach to a character. Restricted.

Response: After a shadow effect is triggered during combat, exhaust Round Shield to give attached character +2 Defense for this attack.

Mount Gundabad (x3)
3 2 0 0 2 3 ★ 2 
Dwarf. Craftsman.

Response: After you play Erebor Toymaker from your hand, reduce the cost of the next attachment played this phase by 2.

There were toys the like of which they had never seen before, all beautiful and some obviously magical.
–The Fellowship of the Ring

Mount Gundabad (x3)
0
5 

Play only if each of your heroes is a Hobbit.

Action: Reduce your threat by 4.

"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world."
–Thorin Oakenshield, The Hobbit

The Fate of Wilderland (x1)
11 2 2 3 4 7 ★ 2 
Istari.

You may use resources from Radagast's pool to pay for Creature allies of any sphere.

Response: After you play a Creature card, Radagast does not exhaust to quest this round.

"..he has much lore of herbs and beasts, and birds are especially his friends."
–Gandalf, The Fellowship of the Ring

The Fate of Wilderland (x3)
1 1 0 0 1 1 ★ 1 
Creature.

Cannot attack, defend, or have attachments.

Refresh Action: Return Messenger Raven to it's owner's hand and name a card type. Choose a player to look at the top card of his deck. If that card is the named type, add it to its owner's hand. If it is not, discard it.

The Fate of Wilderland (x3)
1
1 
Song.

Action: Search your deck for a Guarded attachment and put it into play. Shuffle your deck.

His crown shall be upholden,
His harp shall be restrung,
His halls shall echo golden
To songs of yore re–sung
–The Hobbit

The Fate of Wilderland (x3)
2 1 2 0 2 4 ★ 2 
Creature.

Cannot have attachments.

Response: Discard Loyal Hound to cancel up to 2 damage just dealt to a hero you control.

The Fate of Wilderland (x3)
3
1 

You must use resources from 3 different heroes' pools to pay for this card.

Combat Action: Choose and discard a non-unique enemy in the staging area.

...it seemed they could hear the noise of a great hunt going by to the north of the path...
–The Hobbit

The Fate of Wilderland (x3)
2 1 1 1 2 3 ★ 2 
Hobbit. Shirriff.

Bywater Shirriff gets +1 Willpower +1 Attack and +1 Defense while you are engaged with an enemy with engagement cost higher than your threat.

The Shirriffs was the name that the Hobbits gave to their police, or the nearest equivalent that they possessed.
–The Hobbit

The Fate of Wilderland (x3)
1
2 

Play only if you control a unique character with the Istari trait and another unique character with the Eagle trait.

Action: Search the top 5 cards of your deck for an Eagle or Istari ally and put it into play. Shuffle your deck. At the end of the round, if that ally is still in play, return it to your hand.

The Fate of Wilderland (x3)
1
1 
Artifact. Item. Armor.

Guarded (location).

Attach to a hero.

Response: When attached hero is dealt any amount of damage, reduce that damage by 1.

It was of silver-steel which the Elves call mithril, and with it went a belt of pearls and crystals. –The Hobbit

The Fate of Wilderland (x3)
X
3 

Action: Choose an attachment with a printed cost of X in any player's discard pile and play that attachment for no cost. (The chosen attachment can belong to any sphere of influence.)

The Sword of Elendil was forged anew by Elvish smiths... –The Fellowship of the Ring

The Fate of Wilderland (x3)
2
3 
Artifact. Item. Staff.

Attach to Radagast.

Action: Exhaust Radagast's Staff to choose one: Reduce the cost of the next Creature ally you play this phase by 2, ready a Creature ally, or return a non-unique Creature enemy engaged with you to the staging area.

A Shadow in the East (x1)
0
3 
Artifact. Ring. Master.

Restricted. Immune to non-Master card effects.

Setup: Attach to a hero you control and search your deck for a Master card. Add it to your hand and shuffle your deck. Your threat elimination level is reduced by 5.

If The One Ring leaves play, the players lose the game.

A Shadow in the East (x1)
7 2 1 2 2 4 ★ 2 
Hobbit.

Response: After Frodo Baggins commits to the quest, spend 1 resource from his resource pool to ready another unique character committed to the quest. If you quest successfully this phase, reduce your threat by 1.

"Keep your tempers and hold your hands to the last possible moment!"
–The Return of the King

A Shadow in the East (x3)
2 2 0 0 2 3 ★ 2 
Hobbit.

Response: After Merry enters play, each unique ally you control gets +1 Willpower until the end of the round.

"Shire–folk have been so comfortable so long they don't know what to do. They just want a match, though, and they'll go up in fire."
–The Return of the King

A Shadow in the East (x3)
4 2 1 2 3 5 ★ 1 
Gondor. Noble. Ranger.

Response: After Faramir enters play, choose a non-unique enemy in the staging area. Engage that enemy and deal 2 damage to it (4 damage instead if it has an attachment on it).

"There will be hard handstrokes nigh at hand ere the day is full."
–The Two Towers