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Trait Keyword Victory
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Player Encounter Quest
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Results: 1051 - 1100 of 1597 Cards
The Lost Realm (x3)
- 2 2 2 3 5 ★ 1 
Dúnedain. Ranger.

Encounter. Surge. Ranged. Sentinel.

When Revealed: The first player chooses a player to take control of Ranger of the North. Then, either deal 2 damage to an enemy or place 2 progress tokens on a location.

The Wastes of Eriador (x1)
6 2 1 1 2 4 ★ 6 
Hobbit.

Response: After an enemy is revealed from the top of the encounter deck, exhaust Merry to reduce your threat by that enemy's Threat.

"We have come a long way with you and been through some stiff times. We want to go on."
–The Fellowship of the Ring

The Wastes of Eriador (x3)
3 0 1 1 3 3 ★ 2 
Gondor.

Ingold gets +1 Willpower for each hero you control with at least 1 resource in its resource pool.

"We wish for no strangers in the land at this time, unless they be mighty men of arms in whose faith and help we can trust." —The Return of the King

The Wastes of Eriador (x3)
2
1 

Response: After an ally leaves play, add it to its owner's hand instead of placing it in the discard pile.

Valour Action: Until the end of the phase, add each ally that leaves play to its owner's hand instead of placing it in the discard pile.

He let blow the horns to rally all men to his banner that could come thither...
–The Return of the King

The Wastes of Eriador (x3)
2 0 0 1 3 3 ★ 9 
Gondor. Warrior.

Response: Exhaust Honour Guard to cancel 1 point of damage just dealt to a character.

Valour Response: Exhaust and discard Honour Guard to cancel up to 5 damage just dealt to a character.

The Wastes of Eriador (x3)
2
5 
Item. Armor.

Attach to a hero with Sentinel. Limit 1 per hero.

Response: Exhaust Raven-winged Helm to prevent 1 point of damage just dealt to attached character.

He had a small hauberk, its rings of forged of steel, maybe, yet black as jet; and a high-crowned helm with small raven-wings on either side, set with a silver star in the centre of the circlet.
–The Return of the King

The Wastes of Eriador (x3)
2 2 0 0 2 3 ★ 4 
Hobbit.

Forced: After the active location is explored, place Curious Brandybuck on the bottom of its owner's deck.

Response: After you travel to a location, put Curious Brandybuck into play from your hand, under any player's control.

The Wastes of Eriador (x3)
0
3 
Mount.

Attach to a Hobbit hero. Restricted.

Quest Action: If attached hero is not committed to the quest, exhaust Hobbit Pony and attached hero to commit attached hero to the quest.

He was riding a pony, and a scarf was swathed round his neck and over his chin to keep out the fog. —The Fellowship of the Ring

The Wastes of Eriador (x3)
3 1 2 1 3 4 ★ 2 
Dúnedain. Scout.

East Road Ranger gets +2 Willpower while committed to a side quest.

"If you bring a Ranger with you, it is well to pay attention to him..."
–Gandalf, the Fellowship of the Ring

The Wastes of Eriador (x3)
0
4
5 

Strider made them take cover in a thicket at the side of the Road, while he went forward to explore. –The Fellowship of the Ring

Limit 1 per deck.

Response: When this stage is defeated, the first player searches the top X cards of the encounter deck for 1 non-objective card worth no victory points and adds it to the victory display. Put the remaining cards back in any order. X is the number of players in the game plus 4.


The Wastes of Eriador (x3)
4 2 2 2 3 5 ★ 6 
Dúnedain. Ranger.

Response: After you engage an enemy, if you control at least 1 Dúnedain hero, spend 1 resource to put Ranger of Cardolan into play from your hand, under your control. At the end of the round, if Ranger of Cardolan is still in play, shuffle it into its owner's deck.

Escape from Mount Gram (x1)
8 2 1 2 3 5 ★ 2 
Silvan.

If the active location shares a Trait with a location in the victory display, Rossiel gets +2 Willpower.

If the attacking enemy shares a Trait with an enemy in the victory display, Rossiel gets +2 Defense.

"Did you not say that you wished to see Elf-magic?"
–Galadriel, The Fellowship of the Ring

Escape from Mount Gram (x3)
3 1 2 1 2 4 ★ 5 
Gondor. Warrior.

Veteran of Osgiliath gets +1 Willpower, +1 Attack, and +1 Defense while your threat is 40 or higher.

"So do we ever watch the shores nigh Osgiliath, which our enemies now partly hold, and issue from it to harry our lands."
–Faramir, The Two Towers

Escape from Mount Gram (x3)
1
2 

Ready up to X Dúnedain characters you control. X is the number of enemies engaged with you.

"But when dark things come from the houseless hills, or creep from sunless woods, they fly from us."
–Aragorn, The Fellowship of the Ring

Escape from Mount Gram (x3)
2 1 1 2 3 4 ★ 8 
Ent. Warrior.

Sentinel.

Cannot have restricted attachments. Enters play exhausted.

While Derndingle Warrior is defending, it gains:

Action: Deal 1 damage to Derndingle Warrior to give it +3 Defense for this attack. (Limit once per attack.)
Escape from Mount Gram (x3)
1
3 
Ent.

Response: After an Ent character takes any amount of damage, ready it. That character gets +3 Attack until the end of the phase.

"They roared and boomed and trumpeted, until stones began to crack and fall at the mere noise of them." –Merry, The Two Towers

Escape from Mount Gram (x3)
2 1 1 1 2 3 ★ 5 
Noldor. Craftsman.

Discard 2 cards from your hand to put Elven Jeweler into play from your hand, under your control.

"...to the Elven–smiths they were but trifles..." –Gandalf, The Fellowship of the Ring

Escape from Mount Gram (x3)
0
4
6 

He was taking a wandering course with many turns and doublings, to put off any pursuit. –The Fellowship of the Ring

Limit 1 per deck.

Response: When this stage is defeated, reduce each player's threat by 5.

Escape from Mount Gram (x3)
1
3 

Limit 3 copies of Leave No Trace in the victory display.

Response: After a non-unique location is explored, add Leave No Trace to the victory display to add that location to the victory display.

Escape from Mount Gram (x3)
0
1 

Action: Exhaust a Ranger or Scout character to discard a non-unique active location. Then, search the encounter deck and discard pile for a non-unique location and make it the active location. Shuffle the encounter deck.

"I have crossed many mountains and many rivers, and trodden many plains, even into the far countries of Rhûn and Harad where the stars are strange..."
–Aragorn, The Fellowship of the Ring

Escape from Mount Gram (x3)
5
5 

Reduce the cost to play Keen as Lances by 1 for each card worth no victory points in the victory display.

Action: Add Keen as Lances to the victory display. Then, choose one: add 2 resources to a hero's resource pool, draw 3 cards, or reduce your threat by 4.

Across the Ettenmoors (x1)
10 1 2 2 5 6 ★ 1 
Dwarf.

Sentinel.

Response: After another hero is declared as a defender, exhaust Dori to add his Defense to the defending hero's Defense for this attack.

Dori was really a decent fellow in spite of his grumbling.
–The Hobbit

Across the Ettenmoors (x3)
1
2 
Item.

Attach to a location. Limit 1 per location.

Response: After attached location is explored, the first player adds 1 resource to each of his heroes’ resource pools.

"Rangers have been here lately. It is they who left the firewood behind."
–Aragorn, The Fellowship of the Ring

Across the Ettenmoors (x3)
1
1 
Signal.

Action: Search your deck for a side quest and add it to your hand. Shuffle your deck.

"I called for the help of the Dúnedain, and their watch was doubled..."
–Gandalf, The Fellowship of the Ring

Across the Ettenmoors (x3)
3 0 1 2 3 4 ★ 2 
Dwarf. Warrior.

Action: Discard 2 cards from the top of your deck to give Longbeard Sentry sentinel and +1 Defense until the end of the phase. (Limit once per phase.)

"...many of them have had experience in the dreadful dwarf and goblin wars, of which you have no doubt heard."
–Bilbo Baggins, The Hobbit

Across the Ettenmoors (x3)
0
8
1 

We must do something to delay the enemy first.
–Aragorn, The Fellowship of the Ring

Limit 1 per deck.

Battle. (Characters use their Attack instead of Willpower when questing here.)

Response: When this stage is defeated, each player may choose and discard a non-unique enemy engaged with him.

Across the Ettenmoors (x3)
1
6 
Mount.

Attach to a or Noldor hero. Restricted.

Response: After attached hero commits to a quest, discard a card from your hand to place 2 progress on the active location.

In the dusk its headstall flickered and flashed, as if it were studded with gems like living stars.
–The Fellowship of the Ring

Across the Ettenmoors (x3)
1
4 

Action: Choose a Noldor or Silvan character.

Until the end of the phase, add that character's Willpower to its Attack.

"...you saw him for a moment as he is upon the other side: one of the mighty of the Firstborn."
–Gandalf, The Fellowship of the Ring

Across the Ettenmoors (x3)
3 3 2 2 3 6 ★ 9 
Ent.

Cannot have restricted attachments.

Enters play exhausted.

Response: After Wellinghall Preserver readies, heal 1 damage from an Ent character.

Across the Ettenmoors (x3)
1
3 

Limit 3 copies of None Return in the victory display.

Response: After a non-unique enemy is destroyed, add None Return to the victory display to add that enemy to the victory display.

"None of the Orcs will ever return out of Lórien."
–Haldir, The Fellowship of the Ring

Across the Ettenmoors (x3)
0
1 
Song.

Action: Reduce the cost of the next event that has a Valour trigger you play this phase by 2.

Valour Action: Search the top 10 cards of your deck for an event that has a Valour trigger and add it to your hand. Shuffle your deck.

Hope he rekindled, and in hope ended;
over death, over dread, over doom lifted
out of loss, out of life, unto long glory.
–The Return of the King

The Treachery of Rhudaur (x1)
10 2 2 2 4 6 ★ 5 
Noldor.

Draw 3 additional cards at the beginning of the resource phase.

At the end of the round, discard all cards in your hand.

"That is the path of despair. Of folly, I would say, if the long wisdom of Elrond did not forbid me."
–The Fellowship of the Ring

The Treachery of Rhudaur (x3)
3
1 

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

Action: The players, as a group, can put up to 2 allies into play from their hands. Each of these allies may enter play under any player's control. At the end of the phase, return each of those allies that are still in play to their owners' hands.

The Treachery of Rhudaur (x3)
1
6
3 

"Often the Rohirrim have aided us, but now the Lord Denethor asks for all your strength and all your speed..."
–Hirgon, The Return of the King

Limit 1 per deck.

Response: When this stage is defeated, each player may search the top 10 cards of his deck for an ally and put it into play under his control. Each player who did shuffles his deck.


The Treachery of Rhudaur (x3)
0
2 
Item. Weapon.

Attach to a Noldor or Silvan hero. Restricted.

Action: Discard a card from your hand to give attached hero +1 Attack until the end of the phase. Limit 3 times per phase.

Their spears and swords shone in the gloom with a gleam of chill flame, so deadly was the wrath of the hands that held them.
–The Hobbit

The Treachery of Rhudaur (x3)
2
2 

Action: All enemies get -1 Attack until the end of the phase.

Valour Action: Choose a player. Each enemy engaged with that player gets -3 Attack until the end of the phase.

Loud the challenge rang and bellowed, like the shout of many throats under the cavernous roof.
–The Fellowship of the Ring

The Treachery of Rhudaur (x3)
1 1 0 0 1 1 ★ 5 
Silvan. Craftsman.

Cannot attack or defend.

Response: After Galadhrim Weaver enters play, shuffle the top card of your discard pile into your deck.

"You are indeed high in the favour of the Lady! For she herself and her maidens wove this..." –Lórien Elf, The Fellowship of the Ring

The Treachery of Rhudaur (x3)
2
8 
Item. Instrument.

Attach to a hero. Restricted.

Response: After a card is discarded from your hand, exhaust Silver Harp to return that card to your hand.

Elrond wore a mantle of grey and had a star upon his forehead, and a silver harp was in his hand... –The Return of the King

The Treachery of Rhudaur (x3)
4 2 2 1 4 5 ★ 5 
Noldor.

Response: After 1 or more cards are discarded from your hand, draw 1 card. Limit once per round.

"But have they the strength, have we here the strength to withstand the Enemy, the coming of Sauron at the last, when all else is overthrown?"
–The Fellowship of the Ring

The Treachery of Rhudaur (x3)
1
3 

Response: After an encounter card is revealed from the encounter deck, cancel its effects and discard it if there is a card with the same title in the victory display.

"...I perceive the Dark Lord and know his mind, or all of his mind that concerns the Elves. And he gropes ever to see me and my thought. But still the door is closed!"
–Galadriel, The Fellowship of the Ring

The Treachery of Rhudaur (x3)
1
2 
Title.

Attach to a character.

Attached character gains the Noldor and Silvan traits.

"I name you Elf–friend; and may the stars shine upon the end of your road!"
–Gildor, The Fellowship of the Ring

The Battle of Carn Dûm (x1)
10 1 3 3 3 6 ★ 4 
Dúnedain. Ranger. Warrior.

While you are engaged with at least 1 enemy, Amarthiúl gains the resource icon.

While you are engaged with at least 2 enemies, add 1 additional resource to Amarthiúl's resource pool when you collect resources during the resource phase.

"The heirs of Elendil do not forget all things past..."
–Aragorn, The Return of the King

The Battle of Carn Dûm (x3)
3 1 1 1 3 3 ★ 5 
Dúnedain. Ranger.

Sentinel.

Guardian of Arnor gets +1 Defense for each enemy engaged with you.

"Travellers scowl at us, and countrymen give us scornful names."
–Aragorn, The Fellowship of the Ring

The Battle of Carn Dûm (x3)
5
1 

Planning Action: Until the end of the round, players do not raise their threat from questing unsuccessfully.

Valour Planning Action: Raise each player's threat by 2 to skip the quest phase this round.

"Dooms hangs still on a thread. Yet hope there is still, if we can stand but unconquered for a little while."
–Gandalf, The Two Towers

The Battle of Carn Dûm (x3)
3 2 2 1 4 5 ★ 5 
Ent.

Cannot have restricted attachments.

Enters play exhausted.

Response: After Beechbone is declared as an attacker, deal 1 damage to him to deal X damage to the defending enemy. X is the amount of damage on Beechbone.

The Battle of Carn Dûm (x3)
1
2 

Action: Choose and ready a sentinel character.

Valour Action: Ready all sentinel characters.

Aragorn and Boromir did not heed the command, but still held their ground, side by side, behind Gandalf at the far end of the bridge.
–The Fellowship of the Ring

The Battle of Carn Dûm (x3)
3 2 1 2 2 4 ★ 5 
Noldor.

Response: After Lindir enters play, if you have less than 3 cards in your hand, draw until you have 3 cards in your hand.

"To sheep other sheep no doubt appear different," laughed Lindir. "Or to shepherds. But Mortals have not been our study. We have other business."
–The Fellowship of the Ring

The Battle of Carn Dûm (x3)
3
3 

Lords of the Eldar can only be played from your discard pile.

Action: Place Lords of the Eldar on the bottom of your deck from your discard pile. Then, until the end of the round all Noldor characters get +1 Willpower, +1 Attack, and +1 Defense.

The Battle of Carn Dûm (x3)
1
5 
Condition.

Attach to a quest card in play. Limit 1 per quest.

Response: After attached quest card is defeated, each player either draws 2 cards or heals up to 5 damage from among characters he controls.

"...for ere the fall of Nargothrond or Gondolin I passed over the mountains, and together through ages of the world we have fought the long defeat."
–Galadriel, The Fellowship of the Ring

The Battle of Carn Dûm (x3)
1
1 

Response: Exhaust a Dúnedain or Ranger hero to cancel an enemy card just revealed from the encounter deck. Then, shuffle it back into the encounter deck and reveal an additional encounter card.

"... though I cannot disappear, I have hunted many wild and wary things and I can usually avoid being seen, if I wish."
–Aragorn, The Fellowship of the Ring