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Scenario Encounter
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Card Type Subtype Deck Type
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Character Project Creator

Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
Artist Popularity Errata
Results: 301 - 350 of 1117 Cards
The Lost Realm (x3)
1
4
Fornost. Ruins.

Fornost Square gets +1 Threat for each resource token on it.

Forced: After the first player discards any number of cards from the top of his deck, place 1 resource token here.

"...the heirs of Valandil removed and dwelt at Fornost on the high North Downs, and that now too is desolate." –Elrond, The Fellowship of the Ring

The Lost Realm (x2/x1)
4
4
Fornost. Ruins.

While Deadmen鈥檚 Gate is the active location, it gains:

Forced: After a player triggers an 'Action' or 'Response' effect, he must discard the top card of his deck.

Shadow: Discard an attachment you control.

The Lost Realm (x1)
5

Surge.

Forced: At the end of the refresh phase, each player discards the top X cards of his deck, where X is the number of Undead enemies engaged with him.

The more you struggle against the undead, the deeper you are drawn into the wraith–world. You must escape before madness or despair takes you...


The Lost Realm (x3/x2)
30 3 3 2 4
Orc.

Forced: After Angmar Marauder attacks and destroys an ally, return it to the staging area.

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

The Lost Realm (x2/x1)
35 3 5 2 5
Orc.

Forced: After Angmar Captain attacks and destroys an ally, discard the top card of the defending player's deck. If the discarded card is an ally, Angmar Captain makes an additional attack against the defending player.

In the twilight he saw a large black Orc... –The Two Towers

The Lost Realm (x1)
4

You've lost your way in the vastness of Arnor. You must search around until you find your trail again.

When Revealed: Each player places all cards in his hand facedown underneath Lost in the Wilderness.

Forced: When Lost in the Wilderness is defeated, return each card underneath it to its owner's hand.


The Lost Realm (x3/x2)
2
3
Arnor. Ruins.

Forced: After the "when revealed" effect of a treachery card is canceled, raise each player's threat by 2.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, the defending player raises his threat by 2.

The Lost Realm (x2)
3
2
Arnor. Ruins.

Forced: When Ancient Causeway is explored, raise each player's threat by 2.

...on either side of it there were lines of large boulders and hewn stones that screened the travellers almost like a hedge. –The Fellowship of the Ring

The Lost Realm (x1)
8

Your enemies lurk somewhere in the decrepit ruins around you: a constant threat until you search them out...

Surge.

Forced: At the end of the refresh phase, raise each player's threat by 2.

Response: After Search the Ruins is defeated, reduce each player's threat by 3.


The Lost Realm (x2/x1)
33 3 4 2 3
Undead.

Forced: After Dead Lord engages you, put the topmost Undead enemy in the discard pile into play engaged with you.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, reveal 1 encounter card.

The Lost Realm (x1)
6

Surge.

Forced: At the end of the refresh phase, discard the top 3 cards of the encounter deck. Return the topmost Undead enemy in the encounter discard pile to the staging area.

The undead keep rising from the grave. For each one that you strike down, another takes its place. You must do something to stem the tide...


The Lost Realm (x1)
8

Surge.

Cards in each player's discard pile cannot leave that player's discard pile by player card effect.

Forced: After this stage is defeated, each player shuffles the top 5 cards of his discard pile back into his deck.

You must uncover the source of this evil that sets its will against yours.


The Lost Realm (x1)
Mission.

Forced: After an enemy is defeated, place 1 resource token here. Then, if there are at least X resource tokens here, flip Hunting the Orcs and place each resource token that was on it on Savage Counter-attack. X is 3 more than the number of players in the game.

The Lost Realm (x1)
Mission.

Forced: After Savage Counter-attack enters play, advance to stage 2A.

Forced: After an enemy attacks and destroys a character, discard 1 resource token from Savage Counter-attack.

If there are no resource tokens here, the players lose the game.

The Wastes of Eriador (x1)
Time.

It is Day. Enemies do not make engagement checks.

Forced: When it becomes Day, return each enemy in play to the staging area.

Forced: At the end of the round, flip this objective.

The Wastes of Eriador (x1)
Time.

It is Night. Progress cannot be placed quest cards. Encounter card effects cannot be canceled.

Forced: When it becomes Night, reveal an encounter card.

Forced: At the end of the round, flip this objective.

The Wastes of Eriador (x1)
1 4 5 4 8
Creature. Warg.

Cannot have attachments.

Cannot be optionally engaged.

Forced: After Pack Leader engages you, exhaust a character you control for each Warg enemy engaged with you.

The Wastes of Eriador (x2/x1)
35 2 4 2 5
Creature. Warg.

While Blood-thirsty Warg is in the staging area, it gains:

Forced: When it becomes Night, Blood-thirsty Warg engages the first player and makes an immediate attack.

The wold snarled and sprang towards them with a great leap.
–The Fellowship of the Ring

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 (x1)
44 3 5 3 8
Goblin. Orc.

Forced: After 1 or more captured cards are rescued, Jailor Gorn谩kh engages the player with the highest threat and makes an immediate attack.

"Come on now! We've talked enough. Let's go and have a look at the prisoner!"
–Shagrat, The Two Towers

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 Attack.

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

Escape from Mount Gram (x2)
36 2 3 2 3
Goblin. Orc.

Capture 1.

Forced: When Cruel Torturer would damage an ally by an attack, capture that ally underneath Cruel Torturer instead.

"You'll get bed and breakfast all right: more than you can stomach"
–Ugl煤k, The Two Towers

Escape from Mount Gram (x1)
6

Capture 5. Time 4.

Forced: When the last time counter is removed from this quest, discard its captured cards and remove this quest from the game. Then, raise each player's threat by 3 for each of his characters that was discarded by this effect.

Several of your captured companions are being sent to the executioner's block. If you make it in time, you might be able to save them before they are slain!

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)
8

Forced: At the end of the quest phase, if no progress was placed on Lie Low this round, each enemy gets -20 engagement cost until the end of the round.

Response: After this stage is defeated, choose an enemy in the staging area and shuffle it into the encounter deck.

Trolls and Giants have been pursuing you since your arrival in these moors. Your company must cover their tracks so the vile creatures do not follow.

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.

What little rations you managed to recover after your imprisonment have run dry. If the Trolls or the cold doesn't kill you, starvation surely will. There must be some food to find in these barren hills.

Across the Ettenmoors (x1)
7

The cost to play each player card is increased by 1.

Forced: When this stage is defeated, search the encounter deck and discard pile for a Troll enemy and put it into play engaged with the player with the highest threat. Each player may play a card from his hand, at no cost.

You risk drawing the attention of nearby Trolls by venturing into their lair. Perhaps inside you can find supplies to help you get back to Rivendell...

The Treachery of Rhudaur (x1)
4
8
Ruins.
Forced: When The Great Hall is explored, each player discards the top 5 cards of the encounter deck and chooses an Undead enemy he discarded in this way to add to the staging area.
The Treachery of Rhudaur (x1)
1 4 6 4 9
Undead. Wraith.

Indestructible. Cannot have attachments.

Forced: After a treachery card with the Sorcery trait is revealed from the encounter deck, Thaurdir heals 3 damage and makes an immediate attack against the first player.

The Treachery of Rhudaur (x3/x2)
32 2 4 2 4
Undead. Wraith.

Forced: When Traitorous Wight engages a player, remove 2 progress from each quest card in play.

Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.

The Treachery of Rhudaur (x2)
2
6
Ruins.

While Forbidden Descent is in the staging area, the first 2 progress that would be placed on a quest each round must be placed on Forbidden Descent, instead.

Forced: If Forbidden Descent leaves play from the staging area, raise each player鈥檚 threat by 2.

The Treachery of Rhudaur (x1)
16

While Quiet the Spirits is the current quest, each Undead enemy that enters play immediately engages the player with the highest threat. Enemies that engage a player from this effect contribute their Threat to the total Threat in the staging area until the end of the phase.

Forced: After an enemy is destroyed, place 2 progress on Quiet the Spirits.

When this quest is defeated, flip it over.

The Treachery of Rhudaur (x1)
18

You search through the ashes of the keep's destroyed rooms. If you are diligent, you may be able to find a clue as to I芒rion's ancestry.

While Sift through the Debris is the current quest, each location in the staging area gets +1 Threat

Forced: After a location is explored, place 2 progress on Sift through the Debris.

When this quest is defeated, flip it over.

The Battle of Carn Dûm (x1)
50 4 6 4 9
Undead. Wraith. Captain.

Indestructible. Cannot have attachments.

Each other enemy gets +10 engagement cost.

Forced: After Thaurdir is flipped or a treachery with the Sorcery trait is revealed, deal 1 shadow card to each enemy in play.

The Battle of Carn Dûm (x1)
50 4 6 4 9
Undead. Wraith. Champion.

Indestructible. Cannot have attachments.

Each other enemy gets -10 engagement cost.

Forced: After Thaurdir is flipped or a treachery with the Sorcery trait is revealed, Thaurdir heals 3 damage and makes an immediate attack against the first player.

The Battle of Carn Dûm (x2/x0)
35 2 5 4 6
Creature. Werewolf.

Forced: After an event card is played, deal 1 shadow card to Werewolf of Angmar.

Forced: If there are 3 shadow cards dealt to Werewolf of Angmar and it is in the staging area, it engages the first player and makes an immediate attack (do not deal it a shadow card for this attack).

The Battle of Carn Dûm (x3)
3
3
Blight. Plains.

Forced: After an enemy attacks, heal 1 damage from it.

Travel: Deal each enemy in play 1 shadow card to travel here.

Shadow: If the attacking enemy is Thaurdir, heal 3 damage from him.

The Battle of Carn Dûm (x1)
5

With reckless abandon, your company makes a mad dash for the gates!

Surge.

Forced: When at least 1 progress is placed on Furious Charge, each character gets -2 Defense until the end of the round. If Thaurdir is Captain side faceup, flip him.

Response: After Furious Charge is defeated, add 10 progress to the main quest.


The Dread Realm (x1)
1 5 4 5 12
Undead. Dúnedain. Sorcerer.

Cannot have attachments.

Daechanar gets +1 Attack for each Sorcery card in play, and gains indestructible while at least 1 Sorcery card is in play.

Forced: When Daechanar is damaged, if there is at least 1 Sorcery card in play, cancel all damage just dealt and remove a Sorcery card from the game.

The Dread Realm (x1)
5
9
Carn Dûm. Underground.

While Daechanar is in play, progress cannot be placed on Altar of Midwinter.

Forced: At the end of the staging step, the first player must either reveal 1 additional card from the encounter deck, or reanimate the top card of his deck.

The Dread Realm (x3/x1)
34 4 5 0 9
Undead. Wraith.

Forced: After Dwimmerlaik attacks and destroys a character, the defending player reanimates that character and deals it 1 shadow card.

Shadow: If this attacks destroys a character, reanimate that character and deal it 1 shadow card.

The Dread Realm (x3/x2)
26 3 2 2 4
Undead. Sorcerer.

Forced: When you resolve shadow cards dealt to Witch of Angmar, if they have the Sorcery trait, resolve their "when revealed" effects. (Resolve any shadow effects first.)

The Dread Realm (x2)
18 2 4 0 5
Undead. Wraith.

Forced: When Wraith of Carn D没m leaves play, attach it to a character in play. Counts as a Sorcery attachment with the text:

Attached character has -1 Willpower, -1 Attack, and -1 Defense If the attached character leaves play, return Wraith of Carn D没m to the staging area as an enemy.
The Dread Realm (x3)
4
1
Carn Dûm. Underground.

Forced: When Sinister Dungeon is explored, the first player reanimates a random card from his hand and deals Sinister Dungeon to it facedown as a shadow card.

Shadow: Discard the top 2 cards of the encounter deck. Resolve the "when revealed" effects of each Sorcery card discarded by this effect.

The Dread Realm (x3/x0)
3
3
Carn Dûm. Underground.

Forced: At the end of the round, discard the top card of each player's deck. Each player must reanimate each ally discarded by this effect.

Travel: Deal 1 shadow card to each Undead enemy in play to travel here.

He could see nothing but the dim flame of the torches; but if the company halted, there seemed and endless whisper of voices all about him...
–The Return of the King

The Grey Havens (x1)
Side
A
5
8
Ruins.

While Shrine to Morgoth is the active location, players cannot draw cards or search their decks.

Forced: After Shrine to Morgoth is flipped over while active, exhaust each ally in play with printed cost 2 or less. Then, each player must search the encounter deck and discard pile for an Undead enemy and put it into play engaged with him. Shuffle the encounter deck.

Side
B
2
-

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 Grey Havens (x3/x2)
35 3 3 4 3
Undead.

Forced: When Servant of the Deceiver engages you, look at the top card of your deck. If its printed cost is 2 or less, place it on the bottom of your deck and Servant of the Deceiver gets +2 Attack until the end of the round.

The Grey Havens (x2)
Side
A
4
4
Forest.

While Lush Jungle is in the staging area, characters get -1Attack and lose ranged.

Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.

Side
B
2
-

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 Grey Havens (x2)
Side
A
1
6
Coastland.

Forced: After Forbidden Coast is flipped over while active, each player may draw a card. Then, each player chooses a card from his hand and places it on the bottom of his deck.

Side
B
2
-

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.