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181 Results Found

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 (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 (x3/x1)

When Revealed: Deal 1 damage to each exhausted character.

Core Set (x3/x2)

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

A Journey To Rhosgobel (x2/x1)

When Revealed: Deal 2 damage to each wounded character.

Shadow: Deal 1 damage to each wounded character. (2 damage instead if this attack is undefended.)

A Journey To Rhosgobel (x4/x1)

When Revealed: Deal 2 damage to each exhausted character.

Shadow: Deal 1 damage to each exhausted character.

A Journey To Rhosgobel (x4/x1)

When Revealed: Deal 1 damage to each character without any attachments.

Shadow: If a character (including Wilyador) has more damage than each other character, deal 3 additional damage to that character.

The Hills of Emyn Muil (x3/x1)
Hazard.  
When Revealed: Deal 2 damage to each character committed to this quest.

Shadow: Remove defending character from combat. This attack is considered undefended.

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 (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.

Khazad-dûm (x2/x1)

When Revealed: Deal 1 damage to each exhausted character. (2 damage instead if the active location is a Dark location.)

Shadow: Deal 1 damage to the defending character. (Attacking enemy gets +2 Attack instead if this attack is undefended.)

Khazad-dûm (x2)
(48) 2 1 3 1
Goblin.   Orc.  
Players cannot optionally engaged Goblin Archer. Characters with ranged are eligible to attack Goblin Archer while it is in the staging area.Forced: After an enemy is revealed from the encounter deck, the first player must deal 1 damage to 1 character he controls.

Khazad-dûm (x3/x1)

When Revealed: Each player must deal X damage to 1 ally he controls. X is the number of allies he controls.

Shadow: If the defending character is an ally, discard it from play.

The Redhorn Gate (x3/x1)
4 (2)
Mountain.  
Travel: Each player must deal 2 damage to 1 character he controls to travel here.

Shadow: attacking enemy gets +1 Attack for each progress token on the active location.

The Redhorn Gate (x3)
(28) 3 3 1 4
Creature.   Snow.  
Allies cannot defend while Snow Warg is attacking. Forced: After a character is declared as a defender against Snow Warg, deal 1 damage to the defending character, if able.

Road to Rivendell (x3/x1)

When Revealed: The first player (choose 1): deals 1 damage to all allies in play and Followed by Night gains surge, or all enemies engaged with players make an immediate attack, if able.

Shadow: Return attacking enemy to the staging area after it attacks.

Road to Rivendell (x4)
(27) 2 2 2 4
Goblin.   Orc.  
Ambush.  
Forced: After Goblin Taskmaster engages a player, that player deals 2 damage to 1 character he controls.

Road to Rivendell (x2/x0)

When Revealed: Deal 1 damage to each exhausted character. Then, exhaust all ready characters.

Shadow: Defending player must discard all exhausted characters he controls.

The Watcher in the Water (x1)
(48) 4 5 7 9
Creature.   Tentacle.  
Regenerate 2.  
While there is another Tentacle enemy in play, The Watcher cannot be optionally engaged. If The Watcher is in the staging area at the end of the combat phase, each player must deal 3 damage to 1 character he controls.

The Long Dark (x4/x1)

When Revealed: The first player makes a locate test. If this test is failed, deal 2 damage to all characters and trigger all 'Lost:' effects in play.

Shadow and Flame (x3)
(35) 2 1 1 2
Goblin.   Orc.  
When Revealed: Each player must deal 1 damage to a hero he controls. Forced: After a character leaves play, shuffle Ranging Goblin and the top card in the encounter discard pile back into the encounter deck.

Heirs of Númenor (x3/x2)
(33) 2 7 3 5
Besieger.  
Doomed 2.  
When Revealed: If the active location is a Battleground, deal 3 damage to it.

Shadow: Deal 2 damage to The Approach if it is in play. Otherwise, attacking enemy gets +2 Attack.

Heirs of Númenor (x4/x2)

Surge.  
When Revealed: Deal 1 damage to each character committed to the quest.

Shadow: Deal 1 damage to the defending character.

Heirs of Númenor (x1)
2 2 2 3
Gondor.   Ranger.  
While Celador is in the staging area, he is committed to the current quest. Forced: After players quest unsuccessfully or a character leaves play, deal 1 damage to Celador. If Celador leaves play, remove him from the game.

Heirs of Númenor (x3)
(18) 1 1 1 1
Creature.  
When Revealed: The first player deals 2 damage to a questing hero and removes that hero from the quest.

Shadow: Defending player raises his threat by X where X is the attacking enemy's Threat.

Heirs of Númenor (x3/x2)
(15) 1 2 1 2
Orc.   Besieger.  
Surge.  
When Revealed: Deal 1 damage to each Battleground location in play, if able.

Shadow: Deal 2 damage to The Citadel if it is in play. Otherwise, attacking enemy gets +2 Attack.

Heirs of Númenor (x2/x1)
(30) 3 4 1 6
Besieger.  
When Revealed: Deal 2 damage to the lowest Threat Battleground location in play, if able.

Shadow: Deal 2 damage to The Banks if it is in play. Otherwise, attacking enemy gets +2 Attack.

Heirs of Númenor (x1/x0)
(40) 4 5 1 5
Brigand.  
Archery 2.  
Forced: When Umbar Assassin engages a player, that player must deal 3 damage to a hero he controls. (Discard that hero instead if Umbar Assassin was not optionally engaged.)

Heirs of Númenor (x3)
(17) 2 3 2 2
Brigand.  
Forced: When Zealous Traitor engages a player, that player must deal 1 damage to each ally he controls. (2 damage instead if Zealous Traitor was not optionally engaged.)

The Steward's Fear (x3/x1)

When Revealed: Randomly select 1 ally controlled by the first player, if able. The first player deals X damage to one of his heroes, where X is that ally's Attack. Then discard that ally. If no ally is discarded by this effect, A Knife in the Back gains surge.

The Morgul Vale (x3)
2 (5)
Road.  
Response: After Morgul Road leaves play as an explored location, the first player may remove 1 progress token from To the Tower or deal 1 damage to any enemy in play.

Shadow: Return attacking enemy to the staging area after this attack.

The Voice of Isengard (x3/x2)
(34) 2 3 4 6
Huorn.  
Hinder.  
Cannot have attachments. Forced: At the beginning of each resource phase, the engaged player must deal 3 damage to a character he controls.

The Voice of Isengard (x3/x3)
(33) 3 4 2 4
Orc.  
Forced: After Orc Skirmisher engages a player, that player must either deal 3 damage to a character he controls, or remove 1 time counter from the current quest.

Shadow: Attacking enemy gets +1 Attack.

The Voice of Isengard (x2/x0)
(35) 3 5 3 5
Dunland.  
Forced: After Dunland Raider engages a player, that player must deal X damage divided among characters he controls where X equals the number of cards in his hand.

Shadow: Discard an attachment you control.

The Voice of Isengard (x2/x1)

Surge.  
When Revealed: Attach to the current quest. (Counts as a Condition attachment with the text: "Forced: After a player draws any number of cards, that player deals 1 damage to a character he controls.")

The Voice of Isengard (x3/x2)

Surge.  
When Revealed: Either deal 1 damage to each exhausted character, or remove 1 time counter from the current quest.

The Three Trials (x1)
(50) 3 3 5 8
Guardian.   Raven.  
Time 4.  
Cannot have non-Key attachments. Forced: After the last time counter is removed from Raven's Guardian, deal 1 damage to each character controlled by the engaged player. Place 4 time counters on Raven's Guardian.

The Three Trials (x2/x1)

When Revealed: Deal 1 damage to each non-unique character in play. If the players control 3 Key objectives, Curse of the Wild Men gains surge.

Shadow: Attacking enemy gets +1 AQttack for each Key objective the players control.

The Nîn-in-Eilph (x3)
(20) 2 1 1 6
Creature.   Insect.  
Forced: After any number of time counters are removed from the current quest, the engaged player must deal 2 damage to an ally he controls.

Shadow: Deal 1 damage to the defending character.

The Lost Realm (x3/x2)
3 (3)
Arnor.   Hills.  
While Exposed Ridge is the active location, it gains: "Forced: At the end of the refresh phase, each player deals 1 damage to a character he controls."

Shadow: Attacking enemy gets +1 Attack for each damaged character the defending player controls.

The Lost Realm (x1)
(6)

Surge.   Time 4.  
Forced: After the last time counter is removed from this quest cards, each player deals 4 damage to a hero he controls. Then, place 4 time counters on this quest card.

The Lost Realm (x3/x2)
Weather.  
When Revealed: Each player deals 1 damage to a hero he controls. Attach Cold from Angmar to the current quest. (Counts as a Condition attachment with the text: "Treat each damaged character's printed text box as if it were blank, except for keywords and Traits.")

The Wastes of Eriador (x3)
(20) 2 2 3 3
Creature.   Warg.  
Forced: After White Warg engages you, deal 1 damage to a character you control (2 damage instead if it is Night).

Shadow: If it is Night, attacking enemy makes an additional attack after this one.

Escape from Mount Gram (x2)

When Revealed: Each player must either deal 1 damage to each exhausted character he controls, or remove each exhausted character he controls from the quest.

Shadow: Exhaust a character you control.

Across the Ettenmoors (x2/x0)
(41) 3 5 4 7
Giant.  
Forced: After Coldfell Giant engages you, deal 1 damage to 3 different characters you control.

Shadow: If the defending character has at least 1 damage token on it, attacking enemy makes an additional attack after this one.

Across the Ettenmoors (x2/x0)
2 (4)
Ettenmoors.  
While Barren Moorland is in the staging area, it gains: "Forced: When an ally enters play, you must either exhaust it or deal 1 damage to it." Travel: Deal 1 damage to each exhausted character.

Across the Ettenmoors (x1)
(6)

Forced: After 1 or more resources are spent from a hero's resource pool, deal 1 damage to that hero. Response: After this stage is defeated, heal 1 damage from each hero.

The Treachery of Rhudaur (x3/x1)
Sorcery.  
When Revealed: Deal 1 damage to each exhausted character. Each player with a threat of 35 or higher must also discard each exhausted attachment he controls.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if the defending player does not control at least 1 Clue objective.)

The Grey Havens (x3)
(28) 2 2 1 3
Corsair.  
When Revealed: Either deal 2 damage to an Aflame location in play, or search the encounter deck and discard pile for an Aflame location with the highest Aflame X value, and add it to the staging area.

The Grey Havens (x3/x1)
(36) 3 4 3 5
Corsair.   Raider.  
Forced: After Sahír’s Ravager attacks, place 1 resource on it. Then, deal X damage to the Aflame location in play with the lowest Aflame value, where X is the number of resources on Sahír's Ravager.

The Grey Havens (x2)
1 (3)
Grey Havens.  
Aflame 5.  
Burning Piers gets +1 Threat for each damage on it. Forced: When Burning Piers is placed underneath The Havens Burn, deal 3 damage to The Dream-chaser.

Shadow: Add Burning Piers to the staging area.

The Grey Havens (x2)
2 (4)
Grey Havens.   Ship.  
Aflame 5.  
When Revealed: Either deal 3 damage to Pillaged Ship, or add the topmost enemy in the encounter discard pile to the staging area.

Shadow: If attacking enemy is a Raider, move all resources from defending character to attacking enemy.

The Grey Havens (x2/x1)
3 (5)
Grey Havens.   Ship.  
Aflame 4.  
Travel: Each player must assign damage among characters he controls equal to the amount of damage on Elven Caravel. Forced: When Elven Caravel is placed underneath The Havens Burn, deal 1 damage to each character in play.

The Grey Havens (x2)

When Revealed: Each player must either deal 3 damage to a character he controls, or to an Aflame location in play.

Shadow: If the active location has the Aflame keyword, either deal it 3 damage or deal the defending character 1 damage.

The Grey Havens (x2)

Doomed 2.  
When Revealed: Deal 1 damage to each Aflame location in play. If less than 3 total damage is dealt by this effect, The Fires Spread gains surge.

Shadow: If this attack destroys a character, deal 1 damage to each Aflame location in play.

The Grey Havens (x2/x1)
2 (4)
Ocean.  
While your heading is at the worst setting (Stormy), when faced with the option to travel, the players must travel to Waterspout, if able. Forced: After traveling to Waterspout, deal 4 damage to each Ship objective.

The Grey Havens (x3/x2)
Weather.  
When Revealed: Either shift your heading off-course or deal 1 damage to each exhausted character.

Shadow: Excess damage from this attack is dealt to a Ship objective you control.

The Grey Havens (x2/x1)
Weather.  
When Revealed: If you are off-course, deal 1 damage to each character in play. If your heading is at the worst setting (Stormy), this effect cannot be canceled.

Shadow: Either shift your heading off-course or treat this attack as undefended.

The Grey Havens (x2/x0)

When Revealed: Deal 1 damage to each ally with printed cost 2 or less. Place each ally that is destroyed by this effect on the bottom of its owner's deck.

Shadow: Discard the bottom card of your deck. If that card's printed cost is 2 or less, attacking enemy makes an additional attack after this one.

Flight of the Stormcaller (x2)
1 (4)
Coastland.   Ocean.  
Surge.  
Forced: At the beginning of the travel phase, if you are on-course (Sunny), place 2 progress on Jagged Reef. If you are off-course (Cloudy, Rainy, or Stormy), deal 2 damage to each Ship objective instead.

Flight of the Stormcaller (x2/x1)

Doomed 2.  
When Revealed: Attach Raging Squall to the current quest. (Counts as a Condition attachment with the text: “Forced: After an ally is committed to the quest, deal 1 damage to that ally if you are off-course.”)

The Thing in the Depths (x1)
(50) 2 5 - 8
Creature.  
Immune to player card effects. Cannot be engaged. The Thing in the Depths gets +3 hit points per player. Forced: When a Creature enemy is destroyed, deal damage to The Thing in the Depths equal to that enemy’s Threat.

The Thing in the Depths (x2)
(23) 3 5 1 7
Creature.   Tentacle.  
Grapple ( lowest printed Threat ).  
Forced: At the end of the combat phase, if Thrashing Arm is engaged with you, deal 3 damage to a character you control.

Temple of the Deceived (x3/x2)

When Revealed: Each player must choose: raise his threat by the number of his characters commited to the quest, or deal 1 damage to each of his characters committed to the quest.

Shadow: If this attack destroys a character, raise your threat by the attacking enemy's Threat.

The Drowned Ruins (x3)
5 (12)
Underground.   Underwater.  
While Dark Abyss is the active location, characters cannot attack. Forced: If Dark Abyss is the active location at the end of the quest phase, deal 1 damage to each character in play. Then, you may flip Dark Abyss to its Grotto side.

The Drowned Ruins (x4)
Hazard.  
When Revealed: Each player must remove a character from the quest. If the active location is Underwater, deal 2 damage to each character removed from the quest by this effect.

Shadow: Discard an attachment you control.

A Storm on Cobas Haven (x2/x1)

When Revealed: Attach to a Ship objective. (Counts as a Condition attachment with the text: "Forced: When attached objective exhausts, deal 2 damage to it. Action: Exhaust 3 character you control to discard Taking on Water.")

Shadow: If defending character is a ship, attach Taking on Water to it.

A Storm on Cobas Haven (x1)

Guarded.  
If Tower of the Gull is free of encounters, add it to the staging area, controlled by the players. Combat Action: If the players control Tower of the Gull, exhaust it to deal 2 damage to a non-unique Ship enemy. Any player may trigger this action.

The Sands of Harad (x2)

When Revealed: Each player exhausts a character he controls and deals 1 damage to that character.

Shadow: Exhaust a character you control.

The Mûmakil (x2/x1)

When Revealed: Remove a hero from the quest and attach Terrible Fever to that hero. (Counts as a Condition attachment with the text: "Forced: At the end of the round, deal 1 damage to attached character.")

Shadow: Defending character cannot ready until the end of the round.

Beneath the Sands (x3/x2)

When Revealed: Either flip the Search objective to Off Track, or deal 1 damage to each questing character.

Shadow: If On Track is in play, attacking enemy makes an additional attack against you after this one.

The Black Serpent (x3/x2)

Surge.   Doomed 1.  
When Revealed: Deal 1 damage to each hero with an objective attached.

Shadow: If attacking enemy is non-unique, either attach a Harad objective you control to attacking enemy, or it makes an additional attack after this one.

The Wilds of Rhovanion (x2/x1)

Doomed 1.  
When Revealed: Each player must choose: either raise your threat by 1 for each ally you control, or deal 1 damage to each ally you control.

Shadow: Raise your threat by 1 for each enemy engaged with you.

The Wilds of Rhovanion (x2/x1)
(33) 3 2 1 8
Creature.  
Werewolf gets +1 Attack for each damage on it. Forced: After Werewolf is dealt a shadow card with no shadow effect, deal 1 damage to it and the defending character.

Shadow: Deal 1 damage to the defending character.

The Wilds of Rhovanion (x2/x1)
Dragon.  
Surge.  
When Revealed: Attach to a Dragon enemy. (Counts as a Condition attachment with the text: "Limit 1 per enemy. Forced: When attached enemy attacks you, deal 1 damage to each character you control. Then, discard Dragon Breath.")

The Withered Heath (x3/x2)
Weather.  
When Revealed: For each ready character a player controls, he must choose: either exhaust that character, or deal 1 damage to it.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if defending character is damaged).

Fire in the Night (x1)
(10)

Forced: At the end of the quest phase, deal 5 damage to Hrogar's Hill. Response: When Douse the Flames is defeated, remove 10 damage from Hrogar's Hill.

Fire in the Night (x1)
(5)

While Defend the Town is the current quest, reveal an additional encounter card during the quest phase. Forced: At the end of the encounter phase, deal 1 damage to Hrogar's Hill for each enemy in the staging area.

Fire in the Night (x1)
(10)

Forced: After Dagnir attacks and destroys a character, heal 5 damage from her. Forced: After Face the Dragon is defeated, deal 5 damage to Dagnir.

Fire in the Night (x3/x1)
(30) 3 3 3 4
Goblin.   Orc.  
Forced: After The Dragon’s Thrall engages you, either deal 3 damage to Hrogar’s Hill, or it makes an immediate attack against you.

Shadow: If this attack destroys a character, deal 3 damage to Hrogar's Hill.

Fire in the Night (x4)
(25) 2 2 2 3
Goblin.   Orc.  
When Revealed: The first player must either deal 2 damage to a hero he controls, or deal 3 damage to Hrogar's Hill.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if Hrogar's Hill has at least 25 damage on it).

Fire in the Night (x2/x1)
3 (4)
Town.  
While Town Gate is in the staging area, it gains: "Forced: At the end of the quest phase, place 1 resource here. Then, if there are 3 resources here, discard Town Gate and deal 4 damage to Hrogar's Hill." Travel: Dagnir makes an immediate attack against the first player.

Fire in the Night (x2)

Doomed 1.  
When Revealed: Discard the active location and deal X damage to Hrogar’s Hill, where X is that location’s [Threat]. If no damage is dealt this way, Powerful in Wraith gains surge.

Shadow: Excess damage from this attack must be dealt to Hrogar's Hill.

A Shadow in the East (x2)

When Revealed: Each player exhausts a character he controls and deals 1 damage to it.

Shadow: Either exhaust a character you control, or return attacking enemy to the staging area after this attack.

A Shadow in the East (x3/x2)
X (5)
Underground.  
X is 1 more than the number of quest stages in the victory display. Forced: When Hall of Horrors leaves play, each player deals X damage to a character he controls.

A Shadow in the East (x2/x1)
5 (3)
Underground.  
When Revealed: Make Crumbling Passage the active location, returning any previously active location to the staging area. Forced: When Crumbling Passage leaves play, deal 1 damage to each exhausted character.

The Hobbit: Over Hill and Under Hill (x3)
2 (3)
Cave.  
While Great Cavern Room is the active location, it gains: 'Forced: After a player engages a Goblin enemy, he must deal 1 damage to a character he controls.'Forced: When faced with the option to travel, if The Great Goblin is in the victory display the players must travel to Great Cavern Room if able.

The Hobbit: Over Hill and Under Hill (x3/x2)

When Revealed: Deal 1 damage to each ally. (2 damage instead if there is a Troll enemy in the staging area.)

Shadow: Search the encounter deck for Troll Camp and add it to the staging area. Then, shuffle the encounter deck.

The Hobbit: On the Doorstep (x2)
(40) 2 2 1 3
Goblin.   Orc.  
When Revealed: Each player must deal 2 damage to a character he controls.

Shadow: Deal 1 damage to defending character for each quest stage in play with no progress on it.

The Black Riders (x3/x1)

When Revealed: Each ally gets -1 Willpower until the end of the round. Deal 2 damage to each ally with 0 willpower.

Shadow: Discard a non-objective attachment you control.

The Black Riders (x1)

Surge.  
When Revealed: The first player must deal X damage divided among heroes he controls where X is the number of players in the game.

Shadow: Deal 1 damage to defending character.

The Road Darkens (x1)
5 (5)
Underground.   Bridge.  
Immune to player card effects. Response: When The Great Bridge is explored, discard a hero from play to deal X damage to The Balrog. X is that hero's threat cost. Then, The Balrog loses all keywords for the remainder of the game. Any player may trigger this response.

The Road Darkens (x1)
3 (4)
River.  
Immune to player card effects. Forced: When Sarn Gebir is explored, deal 1 damage to each exhausted character.

The Road Darkens (x1)
Wound.  
Setup: Add Grievous Wound to the staging area. "Forced: After a hero takes damage, if Grievous Wound is unattached, attach to that hero. (Counts as a Condition attachment with the text: "Forced: After attached hero exhausts, deal 1 damage to it.")

The Treason of Saruman (x1)
(40) 4 3 4 5
Orc.   Mordor.  
Forced: After Grishnákh enters play, the first player attached 1 of the Captives to him. If Grishnákh is defeated, place the attached Captive faceup underneath To Isengard! Forced: At the end of the quest phase, deal 1 damage to the attached Captive.

The Treason of Saruman (x2)

When Revealed: Either immediately end the quest phase and increase the pursuit value by 3, or deal 1 damage to each character commited to the quest. This effect cannot be canceled.

The Treason of Saruman (x3/x1)
3 (4)
Isengard.  
While Steaming Vent is in the staging area, it gains: "Forced: After a player commits characters to the quest, he deals 1 damage to a questing character he controls." Wizardry: Assign X damage among characters in play. X is 1 more than the number of players in the game.

The Land of Shadow (x3/x2)
3 (4)
Marsh.  
Mire 3.  
Forced: When Evil-smelling Fens is discarded by the Mire keyword, deal 1 damage to each character. Travel: Raise each player’s threat by 1 to travel here.

Shadow: Deal 1 damage to defending character.

The Land of Shadow (x3/x2)

Peril.  
When Revealed: Either raise your threat by 1 for each character you control that is committed to the quest, or deal 1 damage to each character committed to the quest.

Shadow: Raise your threat by the attacking enemy’s Threat.

The Land of Shadow (x4)
2 (4)
Forest.   Hills.  
While Hills of Ithilien is the active location, it gains: "Forced: After a player engages a Harad enemy, deal 1 damage to that enemy."

Shadow: Discard a non-objective attachment you control.

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 (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 (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 (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 (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 (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/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 Mountain of Fire (x3)
3 (4)
Cirith Ungol.  
While Bloodied Courtyard is the active location, it gains: "Forced: After an enemy enters the staging area, deal 1 damage to it." Travel: Raise each player's threat by 1 to travel here.

The Mountain of Fire (x3)

When Revealed: Deal 1 damage to each enemy in the staging area. Until the end of the phase, each enemy gets +1 Threat for each damage on it. If there are no enemies in the staging area, Orcish Howls gains surge.

Shadow: If you are engaged with another enemy, resolve this attack against that enemy.

The Mountain of Fire (x3)
(54) 2 3 1 4
Easterling.  
Peril.   Archery 1.  
When Revealed: Deal 1 damage to a questing character you control.

Shadow: After this attack, attacking enemy engages the next player then makes an attack.

The Mountain of Fire (x3/x2)

When Revealed: Each player deals 1 damage to a questing character he controls. Until the end of the phase, each damaged character gets -1 Willpower and cannot be healed.

Shadow: Choose a non-unique enemy in the staging area. Engage it and deal it a shadow card.

The Mountain of Fire (x2/x1)

When Revealed: Each player makes a Fortitude test. If you fail this test, deal 1 damage to each character you control. Until the end of the round, treat the printed text box of each damaged character as if it were blank (except for Traits). (|) (|)

Shadow: If you failed a Fortitude test this round, this attack is considered undefended.

The Mountain of Fire (x3)
(44) 2 4 2 3
Orc.   Snaga.  
Archery 2.  
Forced: After Snaga Archer engages you, deal 2 damage to a character you control.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character is damaged).

The Massing at Osgiliath (x2)
1 (3)
East Bank.   Polluted.  
While Morgulduin is the active Location, it gains: 'Forced: When a character commits to a Quest, deal 1 damage to that character.'

Shadow: If the players have not yet crossed the Anduin, return any current active location to the staging area. Morgulduin becomes the active location.

The Battle of Lake-town (x3)

When Revealed: Deal 1 damage to each character in play

Shadow: Deal 1 damage to each character in play. Any player may discard a hero to cancel this effect

The Battle of Lake-town (x3)

When Revealed: Each player must choose and discard 1 ally he controls if able. Deal 2 damage to Lake-town for each player that cannot.

Shadow: If this attack destroys a character, Smaug engages the next player and makes an immediate attack against that player.

The Battle of Lake-town (x4)
4 (3)
Lake-town.  
Burn 1.  
Travel Action: Deal 2 damage per player to Lake-town to add this location to the victory display.

Shadow: Deal 1 damage to Lake-town (4 damage instead if undefended.)

The Stone of Erech (x2)

When Revealed: Deal 1 damage to each character with less than 2 Willpower. (Dusk. less than 3 Willpower insread. Midnight. less than 4 Willpower instead).

The Old Forest (x3/x1)

When Revealed: Each player removes a character he controls from the quest and deals 2 damage to that character (3 damage instead if that character is an ally).

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character is an ally.)

The Siege of Annúminas (x1)
City.  
Forced: At the end of the round, deal 1 damage to Annúminas for each enemy at each stage. If the city strength of Annúminas reaches 0, the city is overrun by the forces of Angmar and all teams lose the game.

The Siege of Annúminas (x1)
X (5)
Siege.  
X is 1 more than the number of resources on Battering Ram. Immune to player card effects. Forced: At the end of the round, place 1 resource on Battering Ram. Then, deal X damage to Annúminas. Travel: Reveal 1 encounter card per player to travel here.

The Siege of Annúminas (x3)
3 (4)
Arnor.   City.  
Immune to player card effects. Forced: At the end of the round, place 1 resource on City Wall. Then, if there are 3 resources here, discard City Wall to deal 4 damage to Annúminas and reveal an encounter card. Travel: Reveal the top card of the encounter deck to travel here.

The Siege of Annúminas (x3)
3 (3)
Arnor.  
While Arnor Battlefield is in the staging area, each non-unique enemy gets -5 engagement cost. Travel: Each player deals 1 damage to a hero he controls to travel here.

The Siege of Annúminas (x3)

Each player must choose: either deal 1 damage to each questing character you control, or each questing character you control gets -1 Willpower until the end of the phase.

Shadow: Either remove 2 progress from the main quest, or return attacking enemy to the staging area after this attack.

The Siege of Annúminas (x3)

When Revealed: Each player deals 1 damage to a hero he controls. If that hero is questing, remove it from the quest. Until the end of the round, treat each damaged character's text box as if it were blank (except for Traits).

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defender is damaged).

Attack on Dol Guldur (x3)
(36) 2 4 1 4
Orc.  
Archery 2.  
Forced: After Amon Lanc Archer engages you, either remove 2 progress from the main quest, or deal 2 damage to an ally you control.

Shadow: Exhaust a character you control.

Attack on Dol Guldur (x2)

When Revealed: Deal 1 damage to each exhausted character. Until the end of the phase, each damaged character gets -1 Willpower.

Shadow: Deal 1 damage to the defending character. Until the end of the phase, the defending character gets -1 Defense for each damage on it.

The Wizard's Quest (x1)
17

When Revealed: Each player deals X damage to a character he controls, where X is 1 more than the stage number of the main quest.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character has an attachment).

The Wizard's Quest (x1)
18
(38) 2 4 2 5
Orc.   Goblin.  
Cannot be optionally engaged. Forced: At the end of the combat phase, easy player deals 1 damage to a hero he controls.

Shadow: Defending character does not count it's Defense.

The Wizard's Quest (x1)
19
(21) 2 2 1 2
Warg.  
Forced: After Necromancer's Warg engages you, deal 1 damage to a character you control.

Shadow: If you are engaged with an Orc enemy and a Warg enemy, discard a character you control.

The Wizard's Quest (x1)
19
Weather.  
When Revealed: Each player deals 1 damage to a questing character he controls. Until the end of the phase, each damaged character gets -1 Willpower and cannot be healed.

Shadow: Deal 1 damage to the defending character.

The Wizard's Quest (x1)
24
(24) 2 3 1 4
Orc.  
When Revealed: Each player deals 1 damage to a character he controls.

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

The Wizard's Quest (x1)
24
3 (3)
Forest.   Road.  
While The Shadow Road is in the staging area, it gains: "Forced: After a player optionally engages an enemy, he deals 1 damage to a character he controls." Travel: Each player deals 1 damage to a character he controls.

The Wizard's Quest (x1)
24

When Revealed: Deal 1 damage to each exhausted character.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character is damaged).

The Woodland Realm (x2)
1
X (X)
Forest.  
X is 1 more than the stage number of the main quest. Travel: Each player deals X damage to a character he controls.

The Woodland Realm (x1)
6
(28) 3 3 1 8
Creature.  
Beast of Taur-nu-Fuin gets +1 Attack for each damage on it. Forced: When Beast of Taur-nu-Fuin is dealt a shadow card with no shadow effect, deal 1 damage to it and the defending character.

Passage Through Mirkwood Nightmare (x3)
(27) 4 1 0 3
Creature.   Insect.  
Forced: After you engage Forest Flies, deal 1 damage to each exhausted character you control.

Shadow: If attacking enemy is an Insect, deal it 2 additional shadow cards.

Passage Through Mirkwood Nightmare (x3)
2 (2)
Mirkwood.  
Immune to player card effects. Forced: After Abandoned Camp leaves play, each player must deal 2 damage to each exhausted character he controls.

Shadow: If this attack is undefended, discard all attachment cards players control.

Journey Along the Anduin Nightmare (x3)
10 (10)
Marshland.  
Action: Deal 1 damage to a hero you control to reduce Gladden Marshlands Threat by 1 until the end of the phase. Any player may trigger this effect.

Shadow: Each enemy engaged with the defender player gets +1 Attack until the end of the phase. (+2 Attack instead if this attack is undefended.)

Conflict at the Carrock Nightmare (x3)
3 (3)
Wilderlands.  
Forced: After any amount of progress is placed on Hives and Hives, deal 1 damage to each character in play.

Shadow: Attacking enemy gets +2 Attack.

A Journey to Rhosgobel Nightmare (x3)
(48) 2 5 3 4
Goblin.   Orc.  
Goblin Eagle-hunter gets +1 hit point per player. Forced: At the end of the combat phase, deal 1 damage to Wilyador

Shadow: If Wilyador has 10 or less damage on him, deal 2 damage to Wilyador.

The Hills of Emyn Muil Nightmare (x3)
3 (5)
Emyn Muil.  
Forced: After a character commits to the quest, deal 1 damage to that character if it has not been dealt damage by another copy of Brambles and Thorns this round.

The Dead Marshes Nightmare (x3)
(50) 3 4 2 8
Undead.  
Forced: After a character commit to an escape test, deal 1 damage to that character.

Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if attacking enemy is Undead.)

The Dead Marshes Nightmare (x2)
Escape.  
When Revealed: The first player makes an escape test counting Defense intead of Willpower, dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and deal 1 damage to each character in play. Escape: 3

The Redhorn Gate Nightmare (x3)
(20) 2 3 2 4
Goblin.   Orc.   Snow.  
Surge.  
Forced: After engaging Wolfpelt Goblin, the engaged player must deal X damage to 1 character he controls, where X is the active location's remaining quest points. Then, remove 2 progress from the active location, if able.

Road to Rivendell Nightmare (x3)
(5) 3 5 3 5
Uruk.   Orc.  
Ambush.  
Forced: When Uruk Elf-stalker attacks and destroys a character, deal 1 damage to Arwen Undómiel.

Shadow: Attacking enemy gets +2 Attack.

The Watcher in the Water Nightmare (x1)
(50) 4 7 7 21
Creature.   Tentacle.  
While The Watcher is in the staging area, it cannot be damaged by player card effects. If The Watcher is in the staging area at the end of the combat phase, each player must deal 3 damage to 1 character he controls.

The Watcher in the Water Nightmare (x2)
Tentacle.  
When Revealed: Deal 3 damage to each character with a Tentacle attachment. If no characters were damaged by this effect, Pulled Under gains surge.

Shadow: If the defending character has a Tentacle attachment, discard that character.

The Siege of Cair Andros Nightmare (x3)

Doomed 2.  
When Revealed: Deal 2 shadow cards to each enemy in play. Deal 2 damage to each Battleground location in play.

Shadow: Discard an attachment you control.

The Blood of Gondor Nightmare (x3)
(40) 4 2 2 4
Orc.   Uruk.   Mordor.  
Archery 3.  
Forced: After Uruk Marksman is turned faceup as a hidden card, deal 3 damage to a character controlled by the engaged player and return Uruk Marksman to the staging area.

Into Fangorn Nightmare (x2)

When Revealed: If Mugash is attached to a hero, deal 2 damage to that hero. If Mugash is not attached to a hero, Fangorn's Anger gains surge and doomed 2.

Shadow: After this attack, if Mugash is attached to a hero, attacking enemy engages the player who controls that hero.

The Dunland Trap Nightmare (x4)
(20) 2 3 2 4
Dunland.   Boar Clan.  
Forced: After the engaged player draws any number of cards, deal 1 damage to a hero he controls.

Shadow: Deal 1 damage to a hero you control (2 damage instead if undefended).

Trouble in Tharbad Nightmare (x2)
(50) 3 6 4 6
Orc.   Spy.  
While a player controls 5 or more allies, Bellach's Hunter gets -20 engagement cost. Forced: When Bellach's Hunter engages a player, that player must either remove all time counters from the current quest or deal 5 damage to a hero he controls.

Celebrimbor's Secret Nightmare (x3)
2 (5)
Ost-in-Edhil.   Ruins.  
Dusty Labyrinth gets +1 Threat for each damage on it. Scour: Deal 2 damage to Dusty Labyrinth. Travel: The first player must place a card from his hand facedown underneath The Orcs' Search to travel here.

Celebrimbor's Secret Nightmare (x3)

When Revealed: Deal 1 damage to each location in the staging area. Until the end of the phase, each damaged location gets +1 Threat. If there are no locations in the staging area, Hateful Search gains surge.

Shadow: Defending player discards a non-objective attachment he controls.

Celebrimbor's Secret Nightmare (x2)

When Revealed: Bellach makes an immediate attack against each player in turn order. Then, deal 1 damage to the active location for each character destroyed by this effect.

Shadow: Deal 1 damage to the defending character.

Intruders in Chetwood Nightmare (x2)

When Revealed: Each player returns each enemy engaged with him to the staging area. Either search the encunter deck, discard pile and victory display for Orc Rearguard and reveal it, or each player must deal 4 damage to a character he controls. Shuffle the encounter deck.

The Weather Hills Nightmare (x3)
3 (4)
Arnor.   Ruins.  
While Ruined Watch-tower is in the staging area, it gains: "Forced: When an Orc enemy is revealed, each player must deal 1 damage to a character he controls. While Ruined Watch-tower is the active location, each enemy gets +3 Defense.

The Wastes of Eriador Nightmare (x3)
3 (5)
Arnor.   Hills.  
While Snowy Badlands is in the staging area, each enemy in the staging area cannot take damage. Travel: Each player deals 1 damage to an exhausted character he controls to travel here (2 damage instead if it is Night).

The Wastes of Eriador Nightmare (x3)

When Revealed: Deal 1 damage to each questing character. If it is Night, discard an attachment from each character damaged by this effect.

Shadow: Discard 1 attachment you control (2 attachments instead if it is Night).

Escape from Mount Gram Nightmare (x2)
0 (X)
Underground.  
Capture 1.   Surge.  
X is twice the number of cards captured underneath Torture Chamber. Forced: At the end of the combat phase, if Torture Chamber is in the staging area, deal 1 damage to each exhausted character.

Across the Ettenmoors Nightmare (x2)
(38) 3 4 3 5
Creature.  
As an additional cost to travel to a safe location, one player must engaged Hoarwell River Serpent. Forced: When you engage Hoarwell River Serpent, deal 1 damage to each damaged character you control.

The Treachery of Rhudaur Nightmare (x2)
5 (4)
Ruins.  
While Charred Ruins is the active location, it gains: "Forced: After a player's threat is increased by an encounter card effect, that player must deal 2 damage to a character he controls."

The Battle of Carn Dûm Nightmare (x3)
3 (4)
Carn Dûm.  
While Stronghold Tower is in the staging area, shadow effects cannot be canceled. Travel: Each player must deal 2 damage to a character he controls to travel here.

Voyage Across Belegaer Nightmare (x2)
Weather.  
Surge.  
*Forced: After Raging Squall is discarded from the encounter deck duirng a Sailing test, deal 1 damage to each character committed to that test. ☸*

The Fate of Númenor Nightmare (x2)
5 (5)
Ruins.  
Uncharted.  
Each Undead enemy gets +1 Threat and +1 Attack. Forced: After Desecrated Grounds is flipped over while active, deal 1 damage to each exhausted character.

Uncharted. Cannot have player card attachments. Forced: After Lost Island becomes the active location, flip it over. Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x3)
Hazard.  
When Revealed: Each player discards the bottom card of his deck. Each player player chooses and removes his characters from the until only X or fewer of his characters are questing, where X is the printed cost of the card that player discarded. Deal 1 damage to each character still committed to the quest.

Raid on the Grey Havens Nightmare (x1)
3 (7)
Grey Havens.   Ship.  
Aflame 10.  
Immune to player card effects. Forced: After the first player plays an ally from his hand, deal 1 damage to the Nárelenya.

Raid on the Grey Havens Nightmare (x1)
3 (6)
Gondor.   Ship.  
Aflame 8.  
Immune to player card effects. Forced: After the first player draws and number of cards, deal 1 damage to the Dawn Star.

Raid on the Grey Havens Nightmare (x1)
2 (5)
Gondor.   Ship.  
Aflame 6.  
Immune to player card effects. Forced: After the first player attacks and enemy, deal 1 damage to the Silver Wing.

Raid on the Grey Havens Nightmare (x2)
2 (6)

Aflame 5.  
While Burning Tower is in the staging area, damage cannot be healed. Forced: After damage is placed on Burning Tower, choose X characters, where X is the amount of damage on Burning Tower. Deal 1 damage to each chosen character.

Raid on the Grey Havens Nightmare (x3)

When Revealed: Each player must either deal 2 damage to an Aflame location in play, or reveal 1 card from the top of the encounter deck.

Shadow: Either deal 2 damage to an Aflame location in play or attacking enemy makes an additional attack after this one.

Temple of the Deceived Nightmare (x3)

When Revealed: Attach to the active location. (Counts as a Condition attachment with the text: "Forced: After you travel from attached location to the right, deal 2 damage to each exhausted character.")

Shadow: Attacking enemy makes an additional attack after this one.

Dungeons Deep and Caverns Dim Nightmare (x3)
4 (3)
Mountain.  
Travel: Deal 3 damage to each ready character. The first player may spend up to 3 Baggins resources to reduce the damage dealt to each character by 1 for each Baggins resource spent. Riddle: The first player names a card title, shuffles his deck, and discards the top 5 cards. For each card that matches, place 1 progress on stage 2.

Journey in the Dark Nightmare (x3)
X (4)
Underground.  
X is 1 more than the number of damaged characters. Forced: After a player commits characters to the quest, he deals 1 damage to a character he controls.

Journey in the Dark Nightmare (x3)

When Revealed: Each player deals 1 damage to a questing character he controls. Until the end of the phase, each damaged character gets -2 Willpower.

Shadow: Deal 1 damage to the defending character.

Journey in the Dark Nightmare (x2)

Peril.  
When Revealed: Either deal 1 damage to each character you control, or progress cannot be placed on the quest until the end of the round.

Shadow: If this attack destroys a character, remove all progress from the quest.

Breaking of the Fellowship Nightmare (x3)
(44) 2 4 2 4
Orc.   Uruk-hai.  
Toughness 1.   Archery 2.  
Forced: After Isengard Archer enters the staging area, each player at this stage deals 2 damage to a character he controls.

Shadow: Deal 2 damage to an ally you control.

The Passage of the Marshes Nightmare (x3)

When Revealed: Each player must choose: either raise your threat by 1 for each questing character you control, or deal 1 damage to each character you control.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, place 1 mire token on the active location.