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Set
Card Set Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique
Set Type Project

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: 169 Cards

Conflict at the Carrock (x1)
2 (6)
Riverland.  

Immune to player card effects.

Players cannot travel to The Carrock except through quest card effects.

While The Carrock is the active location, Troll enemies get +1 and +1


Khazad-dûm (x1)
(50) X X X 27
Flame.   Shadow.  

Immune to player card effects.

The Nameless Fear cannot engage or be engaged.

X is the number of victory points in the victory display.


Heirs of Númenor (x2)
3 (1)
City.  

Immune to player card effects.

Travel: Each player must spend 1 resource from one of his heroes%27 resource pools to travel here.

Shadow: Defending player discards all resources in his heroes' resource pools.


Heirs of Númenor (x3)
3 (3)
Forest.  

Immune to player card effects.

Shadow: Remove X progress tokens from the current quest, where X is the attacking enemy's .

"...the garden of Gondor now desolate kept still a dishevelled dryad loveliness." –The Two Towers


The Voice of Isengard (x1)
1 (1)
River.  

Immune to player card effects.

While The Islet is the active location, each Dunland enemy in play gets +1 .

There were three lines of flat stepping–stones across the stream, and between them fords for horses, that went from either brink to a bare eyot in the midst. –The Two Towers


The Voice of Isengard (x1)
2 (2)
Forest.  

Immune to player card effects.

Travel: Search the encounter deck and discard pile for a Huorn enemy and add it to the staging area to travel here (2 Huorn enemies instead if there are 3 or more players in the game).

"...we are on the very edge of Fangorn, and it is perilous to touch the trees of that wood, it is said."
–Aragorn, The Two Towers


The Three Trials (x1)
X (12)
Forest.   Hills.  

Immune to player card effects. X is the number of players in the game.

Travel: The players must exhaust 3 Key objectives.

Forced: After the players travel here, each engaged Guardian enemy makes an immediate attack.


Trouble in Tharbad (x1)
2 (10)
City.   Ruins.   River.  

Immune to player card effects. Cannot leave the staging area.

The Crossing at Tharbad gets +2 quest points for each player in the game.

When The Crossing at Tharbad is explored, the players win the game.


Celebrimbor's Secret (x1)
X (6)
Ost-in-Edhil.   Ruins  

X is the number of players in the game. Immune to player card effects.

Travel: Remove 3 progress from the current quest to travel here.

If The Secret Chamber is placed underneath The Orcsโ€™ Search, the players lose the game.


The Antlered Crown (x1)
4 (9)
Dunland.  

Time 3.

Immune to player card effects.

Forced: After the last time counter is removed from this location, exhaust each damaged character. Place 3 time counters on this location.


The Lost Realm (x1)
4 (6)
Arnor.   Ruins.  

Immune to player card effects.

While Amon Forn is the active location, it gains:

Forced: After an Orc enemy is added to the staging area, it makes an immediate attack against the first player.

The players cannot win while Amon Forn is in play.


The Wastes of Eriador (x2/x1)
4 (1)
Arnor.  

Immune to player card effects.

Travel: The first player searches the encounter deck and discard pile for a Warg enemy, reveals it, and puts it into play engages with him. Shuffle the encounter deck.

The howling of the wolves was now all around them... –The Fellowship of the Ring


Escape from Mount Gram (x1)
3 (8)
Mountain.  

Immune to player card effects.

White Southern Gate is the active location, each Orc enemy gets +2 .

Forced: When Southern Gate becomes the active location, each player with less than 35 threat must raise his threat to 35.


Across the Ettenmoors (x1)
(7)
Ettenmoors.   Cave.  

Guarded. Safe.

Immune to player card effects.

Response: After you travel to Secluded Cave, each player draws 3 cards.


Across the Ettenmoors (x1)
(3)
Ettenmoors.   River.  

Guarded. Safe.

Immune to player card effects.

Response: After you travel to The Hoarwell, heal 1 damage from each character in play.


Across the Ettenmoors (x1)
(1)
Ettenmoors.  

Guarded. Safe.

Immune to player card effects.

Response: After you travel to Abandoned Camp, each player may return 1 card from his discard pile to his hand.


Across the Ettenmoors (x1)
(5)
Ettenmoors.   Forest.  

Guarded. Safe.

Immune to player card effects.

Response: After you travel to Patch of Woods, each player adds 1 resource to each of his heroes' resource pools.


The Grey Havens (x1)
2 (-)
Grey Havens.   Ship.  

Aflame 12. Immune to player card effects.

The players cannot travel to the Dream-chaser.

When the Dream-chaser is placed underneath The Havens Burn, the players lose the game.


The Thing in the Depths (x1)
2 (1)
Ship.   Deck.  

Immune to player card effects.

Helm of the Stormcaller gets +1 quest point for each resource token on a Raider enemy in play.

Forced: When Helm of the Stormcaller becomes the active location, add Captain Sahรญr and Na'asiyah to the staging area from out of play (enemy side faceup).


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


Temple of the Deceived (x1)
(50) X 6 4 10
Undead.  

X is the number of players in the game.

Immune to player card effects. Cannot be optionally engaged.

Temple Guardian gets -50 engagement cost while Cursed Temple is the active location.


A Storm on Cobas Haven (x1)
(50) 3 5 3 18
Corsair.   Ship.  

Boarding 1. Immune to player card effects.

Only Ship objectives can be declared as attackers againt Raider Flagship.

Forced: At the end of the encounter phase, the engaged player reveals the top card of the Corsair deck and engages it.


A Storm on Cobas Haven (x2)
(28) 3 4 4 6
Corsair.   Ship.  

Boarding 1. Immune to player card effects.

Response: After Corsair Skirmisher is destroyed as an enemy, the engaged player may discard allies he controls with a total of at least 3 ti take control of Corsair Skirmisher as a Ship-Objective with equal to its (It loses the Ship-Enemy card type and gains the Ship-Objective card type).


The Sands of Harad (x1)
(4)

When Revealed: Discard cards from the encounter deck until a Harad enemy is discarded. Add that enemy to the staging area and place a resource token on it. That enemy is "the Champion." While this stage is in play, the Champion gets +2 +2 +2 and gains: Immune to player card effects. The main quest stage cannot be defeated while the Champion is in play."

The champion cannot take damage unless there are at least 4 progress tokens here. This stage cannot be defeated while the champion is in play.


The Sands of Harad (x2/x1)

Surge.

When Revealed: Attach to the highest location in the staging area without a copy of Overgrown attached. (Counts as a Condition attachment with the text: "Attached location gets +1 and gains 'Immune to player card effects.'"


The Mûmakil (x4)
(40) 3 6 3 9
Creature.  

Indestructible. Immune to player card effects.

Cannot take more tha 3 damage each round.

Forced: At the end of the round, the engaged player must choose: either return Wild Mโ€“mak to the staging area, or it makes an immediate attack.


Race Across Harad (x1)
4 (10)
Desert.   River.  

Immune to player card effects.

The players cannot travel here unless there are at least 20 progress tokens on stage 4B.

Travel: Reveal 1 encounter card per player.

Stage 4B cannot be defeated while River Harnen is in play.


Beneath the Sands (x2)
3 (2)
Underground.  

Immune to player card effects.

Forced: After Spider Burrow becomes the active location, flip the Search objective to On Track and add Brood Mother to the staging area.

Forced: When Spider Burrow leaves play as an explored location, set Brood Mother aside, out of play (unless the players are at stage 3B).


The Black Serpent (x1)
Item.   Harad.  

Guarded (enemy).

Attached encounter card gets +2 and is immune to player card effects.

Action: Exhaust The Serpent's Garb and raise your threat by 1 to give a Harad enemy in the staging area -2 until the end of the phase.


The Wilds of Rhovanion (x1)
5 (5)
Riverland.  

Immune to player card effects.

The Old Ford gets +5 quest points for each enemy in play.

Forced: After The Old Ford becomes the active location, each enemy in the staging area makes an immediate attack against the first player.


The Wilds of Rhovanion (x2/x1)

When Revealed: Add the top card of the Evil Creatures deck to the staging area and attach Frenzied Creature to it. (Counts as a Condition attachment with the text: "Attached enemy gets +1 +1 +1 and is immune to player card effects")

Shadow: Attach this card to attacking enemy.


The Wilds of Rhovanion (x1)

Each objective-location, and each card guarding one, is immune to player card effects.

Forced: When progress would be placed on the main quest, if there are no objective-locations in play, discard an equal number of cards from the encounter deck instead. Then, put the topmost objective-location in the encounter discard pile into play.


The Wilds of Rhovanion (x1)
7 (7)
Underground.   Dark.   Lair.  

Immune to player card effects.

Fire-drake cannot take damage.

Response: After Dragon Hoard becomes the active location, the first player chooses a player to attach an Artifact attachment from his hand to Dragon Hoard. That attachment gains the guarded (location) keyword. If that attachment has the printed guarded keyword, do not resolve it when the attachment enters play.


The Wilds of Rhovanion (x1)
4 (4)
Riverland.  

Immune to player card effects.

Forced: When Woodmen Village is explored, add the top card of the Evil Creatures deck to the staging area. Then, flip over Woodmen Village and attach Haldan to the just-added enemy as a guarded objective.


The Withered Heath (x4)
Clue.  

Guarded (enemy).

Attached enemy or location is immune to player card effects.

When Dragon Sign is free of encounters, add it to the victory display.


Roam Across Rhovanion (x1)
(15) 2 3 2 5
Goblin.   Orc.  

Indestructible. Immune to player card effects.

While Urdug is engaged with a player, he gains,"Forced: At the beginning of the quest phase, Urdug makes an immediate attack. If this attack deals damage, return Urdug and Tiny (if he is in play) to the staging area."


Roam Across Rhovanion (x1)
(50) 1 6 3 9
Troll.  

Immune to player card effects.

Urdug cannot take damage.

Forced: After Urdug engages a player, Tiny engages that player.


Fire in the Night (x1)
(5)

Dagnir's assault is relentless and the people of Hrogar's Hill need time to regroup. Someone mst draw the Dragon's attention away from the town.

Shadow cards dealt to Dagnir are immune to player card effects and their effects cannot be canceled.

Forced: After Draw Her Fire becomes the current quest, Dagnir makes an immediate attack against the first player.


Fire in the Night (x1)
(50) X 7 5 20
Dragon.  

Immune to player card effects. X is 1 more than the number of side quests in the victory display.

Cannot leave the staging are or take more than X damage from non-quest effects each round.

While at least 3 side quests are in the victory display, Dagnir is considered to be engaged with each player.


The Ghost of Framsburg (x1)
5 (5)
Ruins.   Dark.  

Immune to player card effects.

The players cannot travel to The Cursed Tomb unless they control 3 Loot objectives.

Forced: After the player travel to The Cursed Tomb, search the encounter deck and discard pile for Fram's Shade and add it to the staging area. Shuffle the encounter deck. Fram's Shade makes an immediate attack against each player in turn order.


The Ghost of Framsburg (x2)
2 (2)
Ruins.   Dark.  

Immune to player card effects.

Forced: After Forgotten Crypt becomes the active location, discard cards from the top of the encounter deck until an Undead enemy is discarded and add it to the staging area. Then, attach a Loot objective in the encounter discard pile to that enemy as a guarded objective.


Mount Gundabad (x1)
1 (1)
Underground.  

Immune to player card effects.

Forced: After The First Forge becomes the active location, exhaust the hero with Wormsbane attached. That hero cannot ready while The First Forge is the active location.

Response: After the First Forge is explored, flip Wormsbane to its Reforged side and attach it to any hero.


Mount Gundabad (x1)
(50) X 7 5 20
Dragon.  

Indestructible. Immune to player card effects. X is 1 more than the number of quest cards in the victory display.

Cannot take more than X damage each round.

While there are 5 or more quest cards in the victory display, Dagnir cannot leave the staging area and is considered to be engaged with each player.


The Fate of Wilderland (x1)
(50) 2 3 2 5
Orc.   Goblin.  

Immune to player card effects. Cannot leave the staging area.

Forced: When Urdug attacks, discard the top card of the encounter deck. He gets +X for this attack, where X is the discarded card's printed

When Urdug is destroyed, the players win the game.


The Fate of Wilderland (x1)
4 (4)
Mountain.   Gate.  

Immune to player card effects.

While Gate of Gundabad is in the staging area, resources cannot be placed on The Heroes' Defense.

Travel: Search the encounter deck, discard pile, and victory display for a Goblin Troop and add it to the staging area. Shuffle the encounter deck.


A Shadow in the East (x1)
(38) 3 6 2 8
Cultist.  

Immune to player card effects.

Cannot be optionally engaged.

Forced: After Priest of Sauron attacks and destroys an ally, raise each player's threat by 2.


A Shadow in the East (x1)
(44) 3 4 3 8
Cultist.  

Immune to player card effects.

Forced: After a location is revealed from the encounter deck, The Governor engages the first player and makes an immediate attack.

"In all the long wars with the Dark Tower treason has ever been our greatest foe."
–Gandalf, The Fellowship of the Ring


A Shadow in the East (x1)
(40) 3 5 1 9
Cultist.  

Immune to player card effects.

Do not discard shadow cards dealt to Black Nรบmenรณrean if they have a shadow effect.

Forward: When Black Nรบmenรณrean attacks, resolve each of his faceup shadow cards as if they had been dealt this round.


A Shadow in the East (x2)
2 (5)
City.  

Immune to player card effects.

Forced: When Seedy Travern is explored, reveal each facedown card under it.

Travel: Look at the top 5 cards of the encounter deck. Put one of those cards facedown under Seedy Tavern and shuffle the rest back into the encounter deck.


A Shadow in the East (x1)
(50) X 6 4 9
Mordor.  

Indestructible. Immune to player card effects.

X is 1 more than the number of quest stages in the victory display. Cannot be engaged unless X is equal to 5.

Forced: When Thane Ulchor attacks and destroys a character, place 1 damage token on Tribute to Mordor.


A Shadow in the East (x2)
Easterling.  

While attached to an enemy, counts as a Condition attachment with the text: "Attached enemy gets +1 +1 +1 and is immune to player card effects."

When Revealed: Attach to the Easterling enemy with the lowest without a copy of Fanaticism. Otherwise, Fanaticism gains surge.


A Shadow in the East (x1)
(49) 4 6 4 9
Nazgûl.   Easterling.   Mordor.  

Immune to player card effects.

Khamโ€“l the Easterling engages the first player.

Only the engaged player can declare attackers or defenders against Khamโ€“l the Easterling.


A Shadow in the East (x1)
5 (-)
Mordor.  

Immune to player card effects.

The player cannot travel here.

Each player's threat elimination level is reduced by 5.

...wall upon wall, battlement upon battlement, black, immeasurably strong, mountain of iron, gate of steel, tower of adamant, he saw it: Barad–dโ€“r, Fortress of Sauron. All hope left him.
–The Fellowship of the Ring


Wrath and Ruin (x1)
(50) 1 6 4 9
Mordor.  

Immune to player card effects. Cannot leave the staging area.

Forced: After the active location is explored, the first player must choose: either discard cards from the top of the encounter deck until a location is discarded and add it to the staging area, or Thane Ulchor attacks you.


Wrath and Ruin (x1)
X (5)
City.  

Immune to player card effects.

X is 1 more than the number of locations controlled by the players.

The players cannot travel here unless stage 2B has at least 12 progress on it.

Travel: Thane Ulchor attacks each player in turn order.


The City of Ulfast (x1)
(45) X 9 4 20
Easterling.  

Immune to player card effects. Indestructible.

X is 1 more than the number of resources on the main quest.

City Guard cannot leave the staging area but is considered to be engaged with each player whose threat is equal to or higher than its engagement cost.


Challenge of the Wainriders (x1)
(50) X 4 X 5
Easterling.  

X is 2 per player. Indestructible.

Immune to player card effects. Cannot leave the staging area.

While The Challengers is at the same stage as The Wainriders, Wainrider Champion is considered to be engaged with each player.


The Land of Sorrow (x1)
(34) 3 4 1 6
Easterling.   Warden.  

Immune to player card effects.

Only the engaged player can declare attackers or defenders against Ulwarth.

Allies cannot be declared as attackers or defenders against Ulwarth.


The Land of Sorrow (x1)
(29) 1 5 3 8
Easterling.   Warden.  

Immune to player card effects.

Only the engaged player can declare attackers or defenders against Lorgan.

Forced: After Lorgan attacks, raise each player's threat by 1 (2 instead if this attack destroys a character.


The Land of Sorrow (x1)
(33) 2 6 2 9
Easterling.   Warden.  

Immune to player card effects.

Only the engaged player can declare attackers or defenders against Borlach.

Forced: After Borlach attacks and destroys a character, any excess damage must be assigned among characters you control.


The Fortress of Nurn (x1)
(0) X 6 4 12
Mordor.  

Immune to player card effects.

X is 1 more than the number of Castle side quests in the victory display.

Forced: After Thane Ulchor attacks, reveal the top card of the encounter deck.


The Hobbit: Over Hill and Under Hill (x1)
X (-)
Cave.  

X is twice the number of players in the game.

Players cannot travel here.

Immune to player card effects.

Forced: After players advance to stage 3, remove Lake in the Cavern from the game.


The Hobbit: Over Hill and Under Hill (x1)
2 (4)
Cave.   Trollshaws.  

Immune to player card effects.

Players cannot travel to Troll Cave unless Bilbo Baggins has the Troll Key attached and the first player spends 5 resources. (2 resources instead if Bilbo Baggins has the Troll Purse attached.)


The Hobbit: On the Doorstep (x1)
(50) X 6 3 8
Goblin.   Orc.  

Immune to player card effects.

X is the number of players in the game.Cannot leave the staging area.The first Goblin revealed each round gains surge.


The Hobbit: On the Doorstep (x1)
2 (2)
Ruins.   Mountain.  

Immune to player card effects.

Forced: Remove 2 progress from stage 4B at the end of each round, if able.Travel: Spend 3 resources to travel here. (1 resource instead if stage 4B is the current quest.)


The Hobbit: On the Doorstep (x1)
2 (2)
Ruins.   Valley.  

Immune to player card effects.

Forced: Remove 2 progress from stage 3B at the end of each round, if able.Travel: Spend 3 resources to travel here. (1 resource instead if stage 3B is the current quest.)


The Hobbit: On the Doorstep (x1)
1 (9)
Forest.  

Immune to player card effects.

Travel: Exhaust Bilbo Baggins to travel here.Forced: At the start of each quest phase, search the encounter deck for 1 Spider enemy and add it to the staging area. (2 Spider enemies instead if 3 or more players are at this stage.) Shuffle the encounter deck.


The Hobbit: On the Doorstep (x1)
(50) X 6 9 20
Dragon.  

Indestrutible. Immune to player card effects

X is the number of non-Burglar characters committed to the quest.

Forced: After the 6th progress token is placed here, the players advance to stage 4A.


The Hobbit: On the Doorstep (x1)
(50) 6 8 8 20
Dragon.  

Indestrutible. Immune to player card effects.

Cannot leave the staging area (except by quest effect) but is considered to be engaged with the first player.

Forced: If Smaug the Magnificent is dealt a shadow card with a burgle effect, he makes an additional attack immediately after this one.


The Hobbit: On the Doorstep (x1)
12 (4)
Mountain.  

While at least 1 card is stacked underneath, The Lonely Mountain is immune to player card effects, cannot leave the staging area, and gets -2 for each card stacked under it.Action: While making a burgle attempt, the first player may spend 2 resources to take the revealed card into hand and reveal the next card of his deck.


The Hobbit: On the Doorstep (x1)
2 (2)
Ruins.   Mountain.  

Immune to player card effects.

Forced: Remove 2 progress from stage 2B at the end of each round, if able.Travel: Spend 3 resources to travel here. (1 resource instead if stage 2B is the current quest.)


The Black Riders (x1/x1)
3 (9)
River.  

Immune to player card effects.

While there is at least 1 other location in play, players cannot travel here.

Travel: The first player must make a Hide 3 test to travel here.

After Bucklebury Ferry leaves play as an explored location, the players win the game.


The Black Riders (x1/x1)
4 (4)
Hills.   Ruins.  

Immune to player card effects.

While Weathertop is in the victory display, each enemy in play gets -1

Travel: The first player must exhaust The One Ring to travel here.

"It was burned and broken, and nothing remains of it now but a tumbled ring..."
–Strider, The Fellowship of the Ring


The Black Riders (x1/x1)
X (4)
Bridge.   River.  

Immune to player card effects.

X is the number of players in the game.

Travel: The first player must reveal the top card of the burden deck and resolve that card as if it were just revealed from the encounter deck to travel here.


The Black Riders (x1/x1)
2 (6)
River.  

Immune to player card effects.

Response: After Ford of Bruinen leaves play as an explored location, all engaged enemies are discarded.

Travel: The first player must reveal the top card of the encounter deck to travel here.


The Black Riders (x1/x1)
(45) 5 6 5 9
Nazgûl.  

Immune to player card effects.

The Witch-king gets -30 engagement cost while The One Ring is exhausted.

Characters with 1 or less cannot defend attacks made by The Witch-king.


The Road Darkens (x1)
(50) 5 6 5 12
Creature.  

Indestructible. Immune to player card effects.

Cannot leave the staging area but is considered to be engaged with each player.

Forced: After placing the 6th damage here, the first player takes control of the Ring-bearer, exhausted with 1 damage on it.


The Road Darkens (x1)
4 (6)
Mountain.  

Immune to player card effects.

Forced: When Redhorn Pass is explored, each player assigns X damage among characters he controls. X is the number of damage here.

"We may well be seen by watchers on that narrow path..." –Gandalf, The Fellowship of the Ring


The Road Darkens (x1)
1 (9)
Gate.  

Immune to player card effects.

Progress cannot be placed on each other active location before it can be placed here. Progress cannot be placed here unless the first player controls the Ring-bearer.

If there are 9 damage tokens, the players lose the game.


The Road Darkens (x1)
(50) 5 8 9 25
Balrog.   Shadow.   Flame.  

Indestructible.

Cannot be optionally engaged. The Balrog and shadow cards dealt to The Balrog are immune to player card effects.

While in the staging area, The Balrog is considered to be engaged with the first player and only the first player can declare attackers against The Balrog.


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)
4 (4)
Underground.  

Immune to player card effects.

The player cannot advance to the next stage.

Travel: Each player searches the encounter deck and discard pile for a different enemy and adds it to the staging area to travel here. One of those enemies must be Orc-chieftain, if able.


The Road Darkens (x1)
2 (4)
River.   Lawn.  

Immune to player card effects.

Travel: Search the encounter deck and discard pile for an enemy and add it to the staging area to travel here. Shuffle the encounter deck.

While Parth Galen is in play, the players cannot win the game.


The Road Darkens (x1)
1 (6)
Hills.  

Immune to player card effects.

Response: When Seat of Seeing is explored, choose a burden card in play, in the encounter deck, or in the discard pile, and remove it from the game. Shuffle the encounter deck. (If you are playing campaign mode, remove that card from the campaign pool.)


The Road Darkens (x1)
X (2)
River.  

Immune to player card effects. X is the number of players in the game.

The players cannot travel here while Sarn Gebir is in play. While The Argonath is the active location, skip the combat phase.

"Behold the Argonath, the Pillars of the Kings!" –Aragorn, The Fellowship of the Ring


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.

"Boats of the Elves would not sink, maybe." he said, "but that does not say that we should come through Sarn Gebir alive. None have ever done so yet." –Boromir, The Fellowship of the Ring


The Treason of Saruman (x1)
(50) 4 6 4 6
Istari.   Traitor.  

Immune to player card effects. Cannot leave the staging area.

Forced: When Saruman is dealt a shadow card with a Wizardry effect, the defending player resolves that Wizardry effect as if he is the only player in the game.


The Treason of Saruman (x1)
2 (1)
Isengard.  

Immune to player card effects.

While Orthanc is in the staging area, it gains:"Forced: After the players quest successfully, the first player looks at the top 3 cards of the encounter deck, reveals 1, and discards the others."

Still dark and tall, unbroken by the storm, the tower of Orthanc stood. –The Two Towers


The Treason of Saruman (x1)
3 (1)
Isengard.  

Immune to player card effects.

Forced: When the Gates of Isengard is explored, each player searches the encounter deck and discard pile for an enemy and puts it into play engaged with him. Shuffle the encounter deck.

Here through the black rock a long tunnel had been hewn, close at either end with mighty doors of iron. –The Two Towers


The Land of Shadow (x1)
9 (9)
Road.  

Immune to player card effects.

The Cross-roads gets -1 for each facedown card under it. The players cannot travel here unless there are 0 facedown cards under The Cross-roads and at least 20 progress tokens on stage 1B.

"We must go to the Cross–roads. But make haste! Be silent!" -Gollum, The Two Towers


The Land of Shadow (x1)
4 (2)
Vale.  

Immune to player card effects.

Forced: After Morgul Vale is explored, search the encounter deck and discard pile for a Morgul Wraith and add it to the staging area. Shuffle the encounter deck. Then, the first player must either exhaust The One Ring or discard 1 random card from each player's hand.


The Land of Shadow (x1)
2 (2)
Mountain.  

Immune to player card effects.

Travel: Either exhaust Smรฉagol, or discard 1 random card from each player's hand.

Forced: After Smรฉagol's Secret Way is explored, each player either exhausts a character he controls, or discards 1 random card from his hand.

"...a stair, a narrow stair, O yes, very long and narrow. And then more stairs." -Gollum, The Two Towers


The Land of Shadow (x1)
4 (4)
Mountain.  

Immune to player card effects.

While The Cleft of Cirith Ungol is in the victory display, Shelob gets +2 loses the Indestructible keyword, and gains: "Shelob engages the first player."

Travel: Place 1 resource on Shelob to travel here.

The Cleft, Cirith Ungol, was before him, a dim notch in the black ridge... -The Two Towers


The Land of Shadow (x2/x1)
(45) 4 5 4 9
Nazgûl.  

Cannot have non-Morgul attachments.

While The One Ring is exhausted, Morgul Wraith gets -30 engagement cost and gains: "Immune to player card effects."

"They see everything, everything. Nothing can hide from them." -Gollum, The Two Towers


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 (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.

...it was the key, the weakest point in all that high and impenetrable wall. –The Return of the King


The Flame of the West (x1)
(50) X 6 2 8
Undead.   Oathbreaker.  

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)
(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 Mountain of Fire (x1)
0 (-)
Mordor.  

Immune to player card effects. The players cannot travel here.

The Black Gate gets +1 for each resource on it.

Forced: At the beginning of the quest phase, place 1 resource here and raise each player's threat by 1.

The great doors of the Black Gate swung back wide. Out of it streamed a great host as swiftly as swirling waters when a sluice is lifted.
–The Return of the King


The Mountain of Fire (x2/x1)
X (8)
Plains.  

Immune to player card effects.

X is the number of characters controlled by the player with the most characters.

While Towers of the Teeth is the active location, players cannot play allies.

...now near loomed the great rampart of Cirith Gorgor, and the Black Gate amidmost, and the Two Towers of the Teeth tall and dark upon either side.
–The Return of the King


The Mountain of Fire (x2/x1)
5 (5)
Plains.  

While Wall of Morannon is the active location, each enemy and location in the staging area is immune to player card effects.

Forced: After Wall of Morannon becomes of the active location, return each engaged enemy to the staging area.

...behind the Morannon were the tunnels and deep armouries that the servants of Mordor had made for the defence of the Black Gate...
–The Return of the King


The Mountain of Fire (x1)
(99) 4 6 5 11
Mordor.  

Immune to player card effects. Cannot leave the staging area.

Forced: After a player cancels a 'when revealed' effect, The Mouth of Sauron makes an immediate attack against that player.

The Lieutenant of the Tower of Barad–dโ€“r he was...
–The Return of the King


The Mountain of Fire (x1)
X (9)
Mordor.  

Immune to player card effects. X is the tens digit of the first player's threat dial.

The players cannot travel here unless there is at least 20 progress on stage 3B.

Travel: Each player makes a Fortitude test. If a player fails this test, raise his threat by 9.

He raised his eyes with difficulty to the dark slopes of Mount Doom towering above him...
–The Return of the King


The Mountain of Fire (x1)
X (-)
Mordor.  

Immune to player card effects.

X is twice the stage number of the main quest.

Forced: After the players travel here, flip The Two Watchers to its enemy side and move it to the staging area.

They were like great figures seated upon thrones. Each had three joined bodies, and three heads facing outward, and inward, and across the gateway.
–The Return of the King


The Mountain of Fire (x1)
(50) 2 5 2 4
Mordor.  

Immune to player card effects. Cannot be optionally engaged.

Forced: When The Two Watchers deals any amount of damage, cancel that damage and raise the defending player's threat by X instead. X is the amount of damage just canceled.


The Battle of Lake-town (x3)
(40) 7 5 9 20
Dragon.  

Immune to player card effects.

When Revealed: Smaug the Mighty makes an immediate attack against each player (deal and resolve a shodow card for each attack).


The Battle of Lake-town (x3)
(35) 6 7 7 20
Dragon.  

Immune to player card effects.

When Revealed: Resolve all burn damage from all locations in play


The Battle of Lake-town (x3)
(30) 5 8 8 20
Dragon.  

Immune to player card effects.

Excess damage from attacks by Smaug the Magnificent must be assigned to Lake-town.WhenRevealed: Move 3 damage from Smaug the Magnificent to Lake-town.


The Battle of Lake-town (x4)
3 (4)
Lake-town.  

Burn 1.

All locations are immune to player card effects.

Shadow: attacking enemy gets +2 Then it make an additional attack after this one.


The Stone of Erech (x1)
X (6)
Blackroot Vale.  

Immune to player card effects. X is twice the number of players in the game.

While The Stone of Erech is that active location, characters with less than 2 cannot ready.

Travel: Exhaust each character with less than 2


The Old Forest (x1)
(50) 3 5 4 12
Tree.  

Indestructible. Immune to player card effects.

Forced: When Old Man Willow attacks, discard a random location from the victory display. The defending player raises his threat by X, where X is that location's victory point value.


The Old Forest (x1)
1 (5)
Forest.   River.  

Immune to player card effects.

The player cannot win the game while Withywindle is in play.

While Withywindle is the active location, the first player reveals 1 additional encounter card during the quest phase.

"The Withywindle valley is said to be the queerest part of the whole wood..." –Merry, The Fellowship of the Ring


The Ruins of Belegost (x1)
(20) X 7 5 20
Dragon.  

Immune to player card effects, Cannot take damage.

X is the number of resources on Stalking the Ruins.

Forced: When Naurlhรปg makes an attack, the defending player assigns X damage among characters he controls.


The Ruins of Belegost (x1)
4 (6)
Underground.  

Discover 5.

Immune to player card effects.

Forced: When Naurlhรปg's Lair is explored, add the Loot objective from underneath Stalking the Ruins to the staging area faceup.

Travel: Place X resources on Stalking the Ruins where X is the number of players.


Fog on the Barrow-downs (x1)
3 (3)
Ruins.   Downs.  

Immune to player card effects.

Travel: Each player searches the encounter deck and discard pile for a Wight enemy and puts it into play engaged with him. Shuffle the encounter deck.

It was shapeless and yet significant: like a landmark, or a guarding finger, or more like a warning.
–The Fellowship of the Ring


Fog on the Barrow-downs (x1)
4 (4)
Ruins.   Downs.  

Immune to player card effects.

Travel: The first player searches the encounter deck, discard pile and victory display a Great Barrow and adds it to the staging area. Shuffle the encounter deck.

He had passed between them almost before he was aware: and even as he did so darkness seemed to fall round him. –The Fellowship of the Ring


Fog on the Barrow-downs (x5/x3)
1 (1)
Ruins.   Downs.  

Peril.

Immune to player card effects. The players cannot travel here.

Forced: After Great Barrow enters the staging area, remove each character you control from the quest and create your own staging area. Then advance to a separate stage 4A by yourself.


Murder at the Prancing Pony (x1)
5 (5)
Hideout.  

Immune to player card effects.

While Bill Ferny's House is in the victory display, each Suspect, and each shadow card dealt to a Suspect, is immune to player card effects.

Travel: Search the encounter deck, discard pile and victory display for Bill Ferny and add him to the staging area. Shuffle the encounter deck.



Murder at the Prancing Pony (x1)
5 (5)
Hideout.  

Immune to player card effects.

While Staddle Hiding Hole is in the victory display, each player not engaged with a Suspect cannot declare attackers against that Suspect.

Travel: Search the encounter deck and discard pile for a Greenway Footpad, reveal it, and add it to the staging area. Shuffle the encounter deck.


Murder at the Prancing Pony (x1)
5 (5)
Hideout.  

Immune to player card effects.

While Combe Storehouse is in the victory display, each Suspect gains:

Forced: After this enemy engages a player, it makes an immediate attack.

Travel: Search the encounter deck and discard pile for a Lawless Ruffian and add it to the staging area. Shuffle the encounter deck.


Murder at the Prancing Pony (x1)
5 (5)
Hideout.  

Immune to player card effects.

While Archet Trading Post is in the victory display, each Suspect cannot take more than 5 damage each round.

Travel: Search the encounter deck and discard pile for a Bree-land Informant and add it to the staging area. Shuffle the encounter deck.


Murder at the Prancing Pony (x1)
5 (5)
Hideout.  

Immune to player card effects.

While Chetwood Campsite is in the victory display, each Suspect gets +1 , +1 , and +1 .

Travel: Search the encounter deck and discard pile for a Chetwood Outlaw and add it to the staging area. Shuffle the encounter deck.


The Siege of Annúminas (x1)
(0) 4 6 4 9
Angmar.   Sorcerer.  

Immune to player card effects.

Lieutenant of Angmar cannot take damage unless there is at least 10 progress on the main quest.

Forced: At the end of the round, Lieutenant of Angmar moves to the staging area with the lowest total and makes an immediate attack against the first player.


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 Annรบminas.

Travel: Reveal 1 encounter card per player to travel here.


The Siege of Annúminas (x1)
5 (5)
Siege.  

Immune to player card effects.

Forced: At the end of the round, if Enemy Camp is in play, discard 1 random facedown hero from under each stage 3. If Enemy Camp is in the victory display, return each hero under each stage 3 to its owner's control instead.

Travel: Reveal 1 encounter card per player to travel here.


The Siege of Annúminas (x1)
5 (5)
Siege.  

Immune to player card effects.

Forced: At the end of the round, each team discards from the top of their encounter deck until an enemy is discarded and adds that enemy to their staging area.

Travel: Reveal 1 encounter card per player to travel here.


The Siege of Annúminas (x3)
(50) 4 9 4 12
Orc.  

Archery 2.

Immune to player card effects.

Forced: After Host of Angmar attacks and destroys a character, either remove 2 progress from the main quest, or return Host of Angmar to the staging area.


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 Annรบminas and reveal an encounter card.

Travel: Reveal the top card of the encounter deck to travel here.


Attack on Dol Guldur (x1)
(45) 3 5 3 9
Lieutenant.   Troll.   Olog-hai.  

Indestructible. Immune to player card effects.

Forced: When Bane of Amon Lanc attacks you, discard a random card from your hand. Bane of Amon Lanc gets +X for this attack, where X is that card's printed cost.


Attack on Dol Guldur (x1)
(45) 3 6 2 9
Lieutenant.   Sorcerer.  

Indestructible. Immune to player card effects.

Forced: When Sorcerer of Dol Guldur attacks you, discard the top card of your deck. Then, discard each copy of that card from play.

"A great kind and sorcerer he was of old, and now he wields a deadly fear."
–Gandalf, The Fellowship of the Ring


Attack on Dol Guldur (x1)
(45) 3 3 4 8
Lieutenant.   Orc.   Uruk.  

Indestructible. Immune to player card effects.

Forced: When Chieftain Morlug attacks you, discard cards from the top of the encounter deck until an enemy is discarded and put it into play engaged with you.


The Wizard's Quest (x1)
1 (1)
Forest.   Village.  

Immune to player card effects.

Response: After the players travel to Rhosgobel, add 1 resource to each hero's pool and each player draws 1 card.


The Wizard's Quest (x1)
(50) X 6 3 10
Nazgûl.  

Immune to player card effects.

X is 1 more than the stage number of the main quest.

Cannot leave the staging area unless the players are at stage 3B.


The Woodland Realm (x1)
1 (1)
Forest.  

Immune to player card effects.

Travel: The opposing team searches the encounter deck and discard pile for a 0 cost enemy and adds it to the staging area, if able (1 cost or less if there are two or more players). Shuffle the encounter deck.


The Woodland Realm (x1)
5

When Revealed: The opposing team attaches Driven by Shadow to an enemy and returns it to the staging area. (Counts as a Condition attachment with the text: "Limit 1 per enemy. Attached enemy gets +2 +2 +2 and is immune to player card effects.") If there is no enemy in play, Driven by Shadow gains surge.


The Mines of Moria (x1)
(50) 2 4 1 4
Creature.  

Immune to player card effects.

Cannot be optionally engaged.

The Watcher gets +2 and +4 hit points per player.


The Mines of Moria (x1)
X (5)
Underground.  

X is 1 more than the stage number of the main quest.

Immune to player card effects.

The players cannot travel here unless they are at stage 3B.

Travel: Each player discards 1 random card from his hand.


The Mines of Moria (x2)
4

When Revealed: The opposing team attaches Denizen of the Deep to a non-unique enemy and returns it to the staging area. If there are no non-unique enemies in play, Denizens of the Deep gains surge. (Counts as Condition attachment with the text: "Attached enemy gets +1 +1 +1 and is immune to player card effects.)


The Mines of Moria Preorder Promotion (x1)
(50) 2 4 1 4
Creature.  

Immune to player card effects.

Cannot be optionally engaged.

The Watcher gets +2 and +4 hit points per player.


The Mines of Moria Preorder Promotion (x1)
X (5)
Underground.  

X is 1 more than the stage number of the main quest.

Immune to player card effects.

The players cannot travel here unless they are at stage 3B.

Travel: Each player discards 1 random card from his hand.


Escape from Khazad-dûm (x1)
1 (1)
Underground.  

Immune to player card effects.

Travel: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (cost 2 or less instead if there are 2 or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.


Escape from Khazad-dûm (x2)
26

When Revealed: The opposing team attaches Vast and Intricate to a non-unique location in the staging area. If there are no non-unique locations in the staging area, Vast and Intricate gains surge. (Counts as a Condition attachment with the text: "Attached location gets +2 and is immune to player card effects.")


The Hunt for the Dreadnaught (x1)
(0) 4 7 4 *
Elite.   Corsair.   Ship.  

Archery 1 Immune to player card effects. Cannot take more than 5 damage each round.

*The Dreadnaught has global hit point value (15 hit points for each player among all groups).

Forced: At the end of the round if the Dreadnaught has less than half of its starting hit pints, flip it over.

Able to fight numerous ships at once with its ramming prow and bllistae, the Dreadnaught's potency is truly unparalleled.


The Hunt for the Dreadnaught (x1)
(0) 3 5 3 *
Corsair.   Ship.   Damaged.  

Massive. Immune to player card effects. Cannot take more than 5 damage each round.

*The Dreadnaught has a global hit point value of 15 per player among all groups.

Forced: After the Dreadnaught flips, each player puts 1 set-aside unique Corsair enemy into play at random engaged with them.

With the Dreadnaught weakened and in peril, its enraged crew begins boarding your ship in a final attempt to sieze victory.


The Hunt for the Dreadnaught (x1)
(31) 3 8 5 7
Corsair.   Pillager.   Elite.  

Immune to player card effects. Pillage 8.

Engaged player cannot attack the Dreadnaught.

Forced: At the end of the combat phase, if engaged player has no cards in their deck, that player is eliminated from the game.


The Hunt for the Dreadnaught (x1)
(39) 5 5 2 9
Corsair.   Elite.  

Immune to player card effects.

Engaged player cannot attack the Dreadnaught.

Forced: After Commander of the Dreadnaught attacks you, the Dreadnaught attacks you.

If the Dreadnaught is fated to go under, its commander will surely try to take his foes down with it.


The Hunt for the Dreadnaught (x1)
(42) 1 3 2 5
Corsair.   Elite.  

Immune to player card effects.

Engaged player cannot attack the Dreadnaught.

Forced: After Descendant of Castamir engages you, put the top 2 cards of the Corsair deck into play engaged with you and deal each of them 1 shadow card.


The Hunt for the Dreadnaught (x1)
(34) 2 6 1 8
Corsair.   Elite.  

Immune to player card effects. No more than 1 character can attack Ophidian each round.

Engaged player cannot attack the Dreadnaught.

Forced: When a character defends against Ophidian, deal 2 damage to that character.


The Hunt for the Dreadnaught (x1)
(35) 6 7 3 6
Corsair.   Elite.  

Archery 3. Immune to player card effects.

Engaged player cannot attack the Dreadnaught.

For each point of excess combat damage dealt by Varjax, defending player deals 1 damage to a Ship they control.


The Hunt for the Dreadnaught (x1)
(28) 3 4 4 6
Corsair.   Ship.  

Boarding 1. Immune to player card effects.

Response: After Corsair Skirmisher is destroyed as an enemy, the engaged player may discard allies they control with a total of at least 3 to take control of Corsair Skirmisher as a ship-objective with equal to its (It loses the ship-enemy card type and gaines the ship-objective card type).


The Hunt for the Dreadnaught (x3)
2 (4)
Coastland.   Ocean.  

Each location in the staging area is immune to player card effects.

Shadow: Until the end of the round, attacking enemy is immune to player card effects and gets +2


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.


The Seventh Level Nightmare (x1)
5 (8)
Underground.  

Immune to player card effects.

Each Goblin enemy with at least 1 resource on it is immune to player events.

Forced: When a Goblin enemy engages a player, add 2 resources to that enemy.

"Now, I fear, we must say farewell to Balin son of Fundin."
–Gandalf, The Fellowship of the Ring


The Drúadan Forest Nightmare (x3)
3 (3)
Forest.  

Immune to player card effects.

While Devil's Mirk is in the staging area, characters cannot be healed.

While Devil's Mirk is the active location, each Wose enemy gets +2


Assault on Osgiliath Nightmare (x1)
0 (5)
Osgiliath.  

Immune to player card effects. Palace Remains gets +1 for each resource token on it.

The players cannot travel here unless there are at least 5 resource tokens on Palace Remains.

While Palace Remains is in the staging area, it gains"Forced: After a player takes control of a location, place 1 resource token here."


Into Fangorn Nightmare (x3)
3 (4)
Forest.  

While Entwood is in the staging area, each Huorn enemy in the staging area gains: "Immune to player card effects."

Travel: The first player engages the highest engagement cost Huorn enemy in the staging area.


The Treachery of Rhudaur Nightmare (x3)
2 (5)
Ruins.  

Immune to player card effects.

While Secret Antechamber is in the staging area, no more than 5 progress can be placed on the main quest each round.

Travel: Raise each player's threat by 3 to travel here.


The Battle of Carn Dûm Nightmare (x1)
(8)

Your task seems hopeless and your fate dire, but somehow you must inspire your companions to fight onward!

Surge.

Shadow cards are immune to player card effects.

Response: After this quest is defeated, discard 1 shadow card from each enemy in play.


The Dread Realm Nightmare (x3)
3 (5)
Carn Dûm.   Underground.  

While Cursed Halls is in the staging area, Sorcery attachments are immune to player card effects.

Shadow: Until the end of the phase, attacking enemy gets +1 and +1 for each Reanimated Dead engaged with you.


The Fate of Númenor Nightmare (x2)
5 (5)
Ruins.  

Each Undead enemy gains "immune to player card effects."

Forced: After Forsaken City is flipped over while active, each engaged Undead enemy makes an immediate attack.

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.


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 Nย relenya.


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.


A Knife in the Dark Nightmare (x1)
4 (6)
Hills.   Ruins.  

Immune to player card effects.

The Witch-king cannot be damaged.

Forced: After Weathertop becomes the active location, exhaust The One Ring. The One Ring cannot ready while Weathertop is the active location.


Flight to the Ford Nightmare (x1)
3 (3)
River.  

Immune to player card effects.

Travel: Each player searches the encounter deck and discard pile for a Nazgรปl enemy and puts it into play engaged with him. Shuffle the encounter deck.


Helm's Deep Nightmare (x2)
2 (2)
Helm's Deep.  

Immune to player card effects.

The players cannot travel here unless they are at stage 4B.

While Glittering Caves is the active location, it gains: "Skip the combat phase.Forced: At the end of the round, add Glittering Caves to the victory display and raise each player's threat by 2."


Journey to the Cross-roads Nightmare (x2)
5 (5)
Forest.  

While Dense Fern-brake is the active location, enemies in the staging area are immune to player card effects.

Shadow: Exhaust a character you control.


Shelob's Lair Nightmare (x3)
2 (5)
Underground.  

Immune to player card effects.

While Cobwebbed Tunnel is in the staging area, each Underground location in the staging area gets +1 and +5 quest points.

Travel: The first player reveals an encounter card to travel here.