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66 Results Found

Core Set (x1/x0)
(40) 3 4 1 7
Creature.  
Forced: Each time Marsh Adder attacks you, raise your threat by 1.

Core Set (x1)
Item.  
Guarded.   Restricted.  
Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Gandalf's Map to a hero you control. (Counts as an attachment. If detached, return Gandalf's Map to the staging area.) Attached hero cannot attack or defend.

Core Set (x1)
Item.  
Guarded.   Restricted.  
Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Dungeon Torch to a hero you control. (Counts as an attachment. If detached, return Dungeon Torch to the staging area.)Forced: At the end of each round, raise attached hero's controller's threat by 2.

Core Set (x1)
Item.  
Guarded.   Restricted.  
Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Shadow Key to a hero you control. (Counts as an attachment. If detached, return Shadow Key to the staging area.)Forced: At the end of each round, attached hero suffers 1 damage.

Core Set (x3/x1)
3 (3)
Marshland.  
Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.

Conflict at the Carrock (x1)
(34) 2 4 2 10
Troll.  
While Louis is engaged with a player, all Troll enemies gain, "Forced: After this enemy attacks, the defending player must raise his threat by 3." Response: After defeating Louis, you may choose and discard 1 "Sacked!" card from play.

Khazad-dûm (x1)
2 (2)
Underground.  
Travel: Each player must raise his threat by 3 to travel here.Forced: After First Hall leaves play as an explored location, add Bridge of Khazad-dum to the staging area.

Khazad-dûm (x2)

When Revealed: Each player must raise his threat by 1 for each enemy in the staging area. Then, the last player discards an attachment he controls.

The Steward's Fear (x1)
(10) 3 5 3 5
Gondor.   Villain.  
Daughter of Berúthiel cannot be optionally engaged. Forced: After Daughter of Berúthiel attacks, return her to the staging area. The engaged player may raise his threat by 4 to prevent this effect.

Assault on Osgiliath (x2/x1)

Surge.  
When Revealed: Each player must either return the location he controls with the highest Threat to the staging area, or raise his threat by the total Threat of all locations he controls.

The Blood of Gondor (x1)
(35) X 5 3 5
Mordor.  
X is the total number of hidden cards in the game. Forced: At the end of the round, each player must raise his threat by 1 for each hiddien card in his play area.

The Voice of Isengard (x4/x3)
(1) 2 4 4 5
Huorn.  
Hinder.  
Cannot have attachments. Forced: At the beginning of each resource phase, the engaged player must raise his threat by 2.

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 an number of cards, raise his threat by 1.")

The Treachery of Rhudaur (x2/x1)
5 (4)
Ruins.  
Action: Raise your threat by 1 to reduce the Threat of Eerie Halls by 1 until the end of the phase. (Any player may trigger this action.)

Shadow: If the defending player does not control at least 1 Clue objective, the attacking enemy makes an additional attack after this one.

Flight of the Stormcaller (x2)
(24) 1 2 2 5
Corsair.   Ship.  
Surge.  
Cannot have attachments. Forced: When Corsair Skiff engages you from the staging area, either raise your threat by 3 or it gains Boarding 1.

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)
3 (5)
Underground.   Grotto.  
Response: After you travel to Cursed Caverns, you may flip it to its Underwater side. Response: After the players explore Cursed Caverns as the active location, each player may raise his threat by 2 to draw the bottom card of his deck.

The Sands of Harad (x3/x2)

When Revealed: Each player must choose: either raise your threat by 1 for each character you control, or discard a character you control.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, raise each player's threat by 1.

The Black Serpent (x1)
Item.   Harad.  
Guarded (enemy or location).  
While Banner of the Serpent is attached to an encounter card, each Harad enemy gets +1 Attack. Action: Exhaust Banner of the Serpent and raise your threat by 1 to give each Harad enemy engaged with you -1 Attack until the end of the phase.

The Black Serpent (x1)
Item.   Harad.  
Guarded (enemy).  
Attached encounter card gets +2 Threat 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 Threat until the end of the phase.

The Black Serpent (x1)
Item.   Harad.  
Guarded (location).  
While Summons from Mordor is attached to an encounter card, each player’s threat cannot be reduced. Action: Exhaust Summons from Mordor and raise your threat by 1 to add 1 resource to attached hero's pool.

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)

Doomed 1.  
When Revealed: Each player must choose: either raise your threat by 1 for each ally you control, or reveal an encounter card.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, discard an ally you control.

The Wilds of Rhovanion (x3/x2)

Doomed 1.  
When Revealed: Each player must choose: either raise your threat by 1 for each questing character you control, or discard a questing character you control.

Shadow: If this attack is undefended, discard an ally you control.

Roam Across Rhovanion (x3)
Weather.  
When Revealed: For each ready character a player controls, he must choose: either exhaust that character or raise his threat by 1.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, exhaust a character you control.

The Ghost of Framsburg (x3/x2)
3 (3)
Ruins.   Dark.  
Discover 3.  
While Cursed Tower is in the staging area, it gains: "Forced: After a player plays an event, raise his threat by 1."

Shadow: Discard a non-objective attachment you control.

A Shadow in the East (x2)
(28) 2 3 2 3
Easterling.  
Forced: After Rhûn Backstabber engages you, either raise your threat by 2, or discard an ally you control with printed cost 2 or higher.

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

The Hobbit: Over Hill and Under Hill (x1)
(23) 3 5 2 10
Troll.  
Players cannot play attachment cards on Troll enemies. Forced: After Bert engages a player, sack 1. Forced: Return Bert to the staging area at the end of the combat phase. The engaged player may raise his threat by 1 to cancel this effect.

Tom
The Hobbit: Over Hill and Under Hill (x1)
(33) 3 5 2 11
Troll.  
Troll enemies can only be attacked by one character at a time. Forced: After Tom engages a player, sack 1. Forced: Return Tom to the staging area at the end of the combat phase. The engaged player may raise his threat by 1 to cancel this effect.

The Hobbit: Over Hill and Under Hill (x1)
(38) 3 5 2 12
Troll.  
Troll enemies not engaged with a player cannot take damage. Forced: After William engages a player, sack 2. Forced: Return William to the staging area at the end of the combat phase. The engaged player may raise his threat by 1 to cancel this effect.

The Road Darkens (x2/x1)
Weather.  
When Revealed: Each player must choose: either discard each ally he controls, or raise his threat by 1 for each ally he controls.

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

The Road Darkens (x1)
Despair.  
Peril.   Surge.  
When Revealed: Attach to a hero you control. (Counts as a Condition attachment with the text: "Forced: After a character you control is destroyed, raise your threat by 2.")

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 Flame of the West (x4)
Fear.  
Setup: Attach to your threat dial. Limit 1 per threat dial. Your threat cannot be reduced. Forced: At the end of the round, raise your threat by 1. Then you may spend 1 Fellowship resource to detach Overcome by Fear and set it aside, out of play.

The Flame of the West (x4)
(30) 2 2 1 3
Undead.   Oathbreaker.  
Phantom.  
Forced: After Dead Man of Dunharrow engages you, either attach a set aside Overcome by Fear to your threat dial, or raise your threat by 2.

Shadow: Attacking enemy gets +1 Attack.

The Mountain of Fire (x1)
Fellowship.  
Attached hero gains the Ring-bearer trait and the Fellowship sphere. You cannot lose control of the first player token. Action: Exhaut The One Ring and raise your threat by 1 to choose an enemy. Until the end of the phase, that enemy gets -X Threat, where X is the attached hero's Willpower.

The Mountain of Fire (x3/x2)
(66) 4 6 4 9
Nazgûl.  
Cannot have non-Morgul attachments. Forced: After Nazgûl of Mordor attacks, either raise your threat by 4, or return Nazgûl of Mordor to the staging area.

The Mountain of Fire (x3)

Doomed 1.  
When Revealed: Each player must choose: either raise your threat by 1 for each character you control, or discard the highest cost ally you control.

Shadow: Discard a non-objective attachment you control.

The Mountain of Fire (x3)

Peril.  
When Revealed: The Mouth of Sauron makes an immediate attack against you. If this attack destroys a character, raise your threat by 4.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if it is The Mouth of Sauron).

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.

The Mountain of Fire (x3)
(44) 2 4 3 5
Orc.   Uruk.  
Forced: After Big Uruk engages you, either raise your threat by 4, or Big Uruk makes an immediate attack against you. (|)

Shadow: Attacking enemy gets +1 Attack for each ally you control.

The Mountain of Fire (x4/x2)
(33) 1 3 2 3
Orc.   Snaga.  
Peril.   Surge.  
When Revealed: Either raise your threat by 1 for each ally you control, or discard an ally you control. (|)

Shadow: Exhaust a character you control.

The Mountain of Fire (x4/x3)

Peril.  
When Revealed: Make a Fortitude test. If The One Ring is exhausted, add (|) (|) to the test. If you fail this test, raise your threat by 10. (|) (|)

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if you failed a Fortitude test this round).

The Mountain of Fire (x3)
(38) 3 5 2 5
Orc.   Uruk.  
Forced: After Uru Soldier engages you, raise your threat by 2.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, return attacking enemy to the staging area.

The Mountain of Fire (x3)

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

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

Two-Player Limited Edition Starter (x2)

Doomed 1.  
When Revealed: Each player must choose: Either raise your threat by 1 for each questing character you control, or discard a questing character you control.

Shadow: If this attack is undefended, discard an ally you control.

Fog on the Barrow-downs (x2/x1)
Enchantment.  
Peril.  
When Revealed: Attach to a questing hero you control. Counts as a Condition attachment with the text: "Limit 1 per hero. Attached hero's Willpower is 0. Forced: At the end of the round, raise your threat by 1 for each Wight enemy engaged with you."

Murder at the Prancing Pony (x2)
(30) 3 2 1 3
Bree.  
Response: After Bree-land Information makes an attack against you, if it was dealt a shadow card with no shadow effect, raise your threat by 1 and spend 1 resource to look at the bottom card of the Investigation deck. Then, discard Bree-land Informant.

Murder at the Prancing Pony (x3)
(40) 4 4 3 5
Brigand.  
Forced: After you optionally engaged Chetwood Outlaw, raise your threat by 4.

Shadow: Either raise your threat by 2, or return attacking enemy to the staging area after this attack.

The Wizard's Quest (x1)
15
(36) 3 6 3 9
Nazgûl.  
Cannot have non-objective player card attachments or take non-combat damage. Forced: After Nazgûl of Dol Guldur attacks you, eithe return it to the staging area or raise your threat by 3.

The Wizard's Quest (x1)
18
2 (4)
Mountain.   Forest.  
When Revealed: Each Pine Slopes +2 Threat until the end of the phase. Travel: Raise your threat by 1 for each Pine Slopes in the staging area.

The Wizard's Quest (x1)
25

Doomed 1.  
When Revealed: Attach to the first player's threat dial. (Counts as a Condition attachment with the text: "Forced: Raise your threat by an additional point during the refresh phase.")

The Woodland Realm (x2)
13

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

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, raise each player's threat by 1.

Conflict at the Carrock Nightmare (x1)
(34) 4 4 2 10
Troll.  
Forced: After Louis attacks, the defending player must raise his threat by 3. While Louis is in the victory display, each Troll enemy gains, "Forced: After this enemy attacks, the defending player must raise his threat by 1."

The Dead Marshes Nightmare (x1)
Escape.  
When Revealed: Each player makes an escape test, dealing 1 card from the encounter deck. Each player who fails this test must either discard a hero from play or raise his threat by 5. Escape: 5

Flight from Moria Nightmare (x4)
4 (6)
Underground.   Dark.  
As an additional cost to bypass a quest card, each player must raise his threat by 2.

Shadow: If the defending character is a hero, discard all resources in its resource pool. Deal attacking enemy another shadow card for each resource discarded in this way.

Foundations of Stone Nightmare (x3)

When Revealed: Each player must either discard his hand, or raise his threat by the number of cards in his hand. If no cards were discarded by this effect, Chill of the Roots gains surge.

Shadow: If attacking enemy is Nameless, attach the top card of the defending player's deck to it.

The Steward's Fear Nightmare (x2)
Scheme.  
When Revealed: Each player must either raise his threat by 5 or exhaust each ready character he controls.

Shadow: After this attack, return attacking enemy to the staging area. Then, it makes engagement checks against each player.

The Blood of Gondor Nightmare (x1)
(35) X 5 4 9
Mordor.  
X is the total number of hidden cards in the game. Forced: When Black Númenórean engages you, turn all hidden cards in your play area faceup. Forced: At the end of the round, each player must raise his threat by 1 for each hidden card in his play area.

Trouble in Tharbad Nightmare (x3)
(0) 2 2 2 3
Creature.  
Forced: When Blood Hound engages you, raise your threat by 5.

Shadow: Either raise your threat by 10, or attacking enemy makes an additional attack against you after this one.

Trouble in Tharbad Nightmare (x3)
2 (5)
City.   Ruins.  
While City of Spies is in the staging area, it gains: "Forced: When you commit a character to the quest, raise your threat by 1. This effect does not stack with other copies of City of Spies."

The Dread Realm Nightmare (x2)
Sorcery.  
When Revealed: Attach All is Lost to the first player's threat dial. (Counts as a Condition attachment with the text: "Each time you attack a Reanimated Dead, raise your threat by 1.")

Shadow: If attacking enemy is a Reanimated Dead, it attacks again after this attack.

The Lonely Mountain Nightmare (x3)
3 (5)
Mountain.  
Foced: At the end of the planning phase, each player who played at least 1 ally this phase must raise his threat by 1.

Shadow: Attacking enemy gets +2 Attack. If this attack destroys a character, raise each player's threat by 3.

The Ring Goes South Nightmare (x2)

Peril.  
When Revealed: Either raise your threat by 6, or engage the lowest engagement cost enemy in the staging area and reveal an encounter card.

The Passage of the Marshes Nightmare (x3)
(30) 2 4 3 5
Undead.  
The engaged player cannot reduce his threat. Forced: When Pale Faces attacks, raise your threat by 4.

Shadow: Attacking enemy get +X Attack, where X is the Mire X value of the active location.

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.