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76 Results Found

Core Set (x2/x0)

When Revealed: Remove 4 progress tokens from the current quest card. (If there are fewer than 4 progress tokens on the quest, remove all progress tokens from that quest.)

Shadow: Defending character does not count its Defense.

Core Set (x3)
(15) 2 2 1 3
Goblin.   Orc.  
Forced: After Misty Mountain Goblins attacks, remove 1 progress token from the current quest.

Shadow: Remove 1 progress token from the current quest. (3 progress tokens instead if this attack is undefended.)

The Hunt for Gollum (x2)
Disaster.  
Doomed 1.   Surge.  
When Revealed: Remove all progress tokens from all Riverland locations.

Shadow: Resolve the 'when revealed' effect of this card.

The Hunt for Gollum (x2)
2 (4)
Riverland.  
While River Ninglor is the active location, remove 1 progress token from it and from the current quest at the end of each round.

Shadow: Remove 1 progress token from the current quest. (2 progress tokens instead if this attack is undefended.)

The Hills of Emyn Muil (x4/x2)
Hazard.  
When Revealed: If there is an active location, remove all progress tokens from that location and return it to the staging area. If no location is moved by this effect, this card gains surge.

The Hills of Emyn Muil (x3)
Hazard.  
When Revealed: Remove 1 progress token from each location in play. Then, discard the top card of each player's deck for each progress token removed by this effect.

Khazad-dûm (x3)
Hazard.  
When Revealed: Remove all progress tokens from the current quest card and active location. If Cave In removed no progress tokens, it gains surge.

Khazad-dûm (x2)
2 (7)
Underground.   Dark.  
While Goblin Tunnels is in the staging area, it gains: 'Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card.'

Shadow: attacking enemy gets +1 Attack. (+3 Attack instead if attacking enemy is a Goblin.)

The Redhorn Gate (x1)
3 (7)
Mountain.   Snow.  
While Celebdil is the active location, remove 2 progress tokens from it at the end of each round.

The Redhorn Gate (x2)

When Revealed: The first player (choose 1): removes all progress tokens from play, or reveals 2 cards from the encounter deck and adds them to the staging area.

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

Road to Rivendell (x3)
3 (5)
Hills.  
Forced: After at least 1 progress token is placed on Pathless Country, remove 1 progress token from it.

Shadow: Deal 1 damage to each ally in play.

The Long Dark (x2/x1)

When Revealed: The first player makes a locate test. If this test is failed, raise each player's threat by 7, remove all progress tokens from play, and trigger all 'Lost:' effects in play.

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 Nîn-in-Eilph (x3)
3 (3)
River.   Marsh.  
While Finger of Glanduin is in the staging area, it gains : "Forced: At the end of each round, remove 1 progress from each location in play."

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

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 Orcs' Search, the players lose the game.

The Antlered Crown (x2)

When Revealed: Remove all progress from each location in the staging area. Increase the total Threat in the staging area by 1 for each progress removed this way. If no progress was removed by this effect, Driven Back gains surge.

Across the Ettenmoors (x2/x0)
(46) 3 6 2 9
Troll.  
For each excess point of combat damage dealt by Cruel Mountain-troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must remove 1 progress from each quest card in play.

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 (x3)
Sorcery.  
When Revealed: Discard the top 3 cards of the encounter deck. The first player must either remove X progress from among the quests in play, or assign X damage among characters he controls. X is the total Threat of the discarded cards.

Shadow: If this attack destroys a character, raise your threat by the destroyed character's Willpower.

The Grey Havens (x2/x1)

Doomed 2.  
When Revealed: Add 1 copy of Lost Island from the top of the Uncharted deck to the staging area. Then, remove all progress from each Uncharted location in the staging area and shuffle them so that the players do not know which one is which.

The Grey Havens (x2)

When Revealed: Either remove all progress from the current quest and raise each player’s threat by 4, or shift your heading off-course.

Shadow: If this attack destroys a character, shift your heading off-course.

The Sands of Harad (x1)

Forced: After an enemy attacks and destroys a character, remove X progress from the main quest, X is the attacking enemy's Threat. At the end of the round, if the main quest has been in play the entire round and there are no progress tokens on it, the players lose the game.

The Sands of Harad (x5/x4)
(28) 1 2 1 3
Harad.  
Surge.   Archery 1.  
Forced: When Umbar Sentry attacks, either remove 1 progress token from the main quest, or it gets +2 Attack for this attack.

The Sands of Harad (x2/x1)

When Revealed: Either remove all progress from the main quest, or assign X damage among characters in play. X is the number of progress tokens on the main quest.

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

The Sands of Harad (x1)
(6)

Surge.  
Forced: At the end of the round, remove X progress from the main quest. X is the tens digit of the temperature. Response: When Seek Shade is defeated, reduce the temperature by 10.

The Sands of Harad (x3/x2)
(32) 3 3 2 5
Harad.  
Forced: After Southron Soldier engages you, either remove 2 progress tokens from the main quest, or Southron Soldier makes an immediate attack.

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

The Sands of Harad (x4/x3)
(36) 2 4 3 4
Harad.  
Archery 2.  
Forced: After Southron Archer engages you, either remove 2 progress tokens from the main quest, or discard an ally you control.

The Black Serpent (x1)
(50) 0 2 1 8
Harad.  
Cannot leave the staging area or take damage. X is the stage number of the main quest. The Black Serpent gets +X Threat, +X Attack and +X Defense. Forced: At the end of the encounter phase, either remove X progress from the main quest, or The Black Serpent makes an immediate attack against the first player.

The Black Serpent (x4)
(28) 2 3 1 4
Harad.  
Forced: After The Serpent's Guard engages you, either remove 2 progress from the main quest, or enemies engaged with you cannot take damage until the end of the round.

Shadow: Either remove 2 progress from main quest, or attacking enemy cannot take damage this round.

The Black Serpent (x2/x1)
4 (4)
Desert.   Ruins.  
While The Serpent's Redoubt is in the staging area, it gains: "Forced: After a player plays an ally from his hand, either remove 1 progress from the main quest, or exhaust that ally." Travel: The first player searches the encounter deck and discard pile for an enemy and puts it into play engaged with him. Shuffle the encounter deck.

The Black Serpent (x2/x1)
2 (4)
Desert.   Ruins.  
While Roofless Tower is in the staging area, it gains: "Forced: When a player plays an event, either remove 1 progress from the main quest, or cancel the effects of that event." Travel: Exhaust a hero to travel here.

The Black Serpent (x3)
3 (3)
Desert.   Ruins.  
While Southron Camp is in the staging area, it gains: "Forced: At the end of the round, remove all progress from each location in play." Travel: Raise each player’s threat by 1 to travel here.

The Crossings of Poros (x1)
(50) 0 2 1 8
Harad.  
Cannot leave the staging area or take damage. X is the stage number of the main quest. The Black Serpent gets +X Threat, +X Attack and +X Defense. Forced: At the end of the encounter phase, either remove X progress from the main quest, or The Black Serpent makes an attack against the first player.

The Fate of Wilderland (x3)
2 (5)
Mountain.   Fortification.  
While Dwarven Watchtower is the active location, each hero gets +1 Defense. Response: After Dwarven Watchtower is explored, the first player chooses: either place 1 resource on The Heroes' Defense, or remove 1 progress from The Goblins' Assault.

The Hobbit: Over Hill and Under Hill (x1)

When Revealed: The first player names a card type and then discards the top 3 cards of the encounter deck. For each of those cards that does not match the named type, remove 1 progress token from stage 2. This effect cannot be canceled.

The Hobbit: Over Hill and Under Hill (x1)
X (5)
Mountain.  
X is the number of players in the game. Forced: At the end of the round, remove X progress tokens from the current quest.

The Hobbit: Over Hill and Under Hill (x3)
2 (4)
Forest.  
Forced: After a character takes damage from an attack made by a Creature enemy, remove 1 progress from the current quest.Riddle: The first player names a sphere, shuffles his deck, and discards the top card. For each of those cards that matches, place 1 progress token on stage 2.

The Hobbit: On the Doorstep (x4)
(33) 1 2 2 2
Goblin.   Orc.  
When Revealed: Remove 1 progress from every quest stage in play. (2 progress instead if 3 or more players in the game.)

The Hobbit: On the Doorstep (x3)
(15) 1 3 0 3
Goblin.   Orc.  
Forced: When this enemy attacks, remove 1 progress from the current quest.

Shadow: Attacking enemy gets +1 Attack for each quest stage in play with no progress on it.

The Hobbit: On the Doorstep (x3/x2)
3 (3)
Mountain.  
While Northern Slopes is in the staging area, each Goblin enemy gets +1 Attack and +1 Defense.While Northern Slopes is the active location, it gains: 'Forced: When a character leaves play, remove 1 progress from the current quest, if able.'

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 Baggins resources to travel here. (1 Baggins 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 Baggins resources to travel here. (1 Baggins resource instead if stage 3B is the current quest.)

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 Baggins resources to travel here. (1 Baggins resource instead if stage 2B is the current quest.)

The Hobbit: On the Doorstep (x3)
2 (5)
Mountain.  
Response: When Western Slopes leaves play as an explored location (choose one): the first player draws 2 cards, or remove 1 progress token from Smaug the Golden. Burgle: The first player shuffles his deck and reveals the top card. He may discard 2 cards from his hand that match the revealed card's sphere.

The Road Darkens (x2/x1)
(36) 3 6 4 6
Troll.  
Cannot have attachments. For each point of excess damage dealt by Cave-troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) remove 1 progress from the current quest.

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.

Two-Player Limited Edition Starter (x1)
(40) X X X 8
Goblin.   Orc.  
X is the stage number of the quest. Cannot take damage. Cannot have attachments. Forced: After Goblin Chieftain attacks, either remove X progress from the quest, or return it to the staging area.

Two-Player Limited Edition Starter (x2/x0)
(36) 3 6 4 6
Troll.  
Cannot have attachments. For each point of excess combat damage dealt by Great Cave-troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) remove 1 progress from the current quest.

Two-Player Limited Edition Starter (x2)
2 (7)
Underground.   Dark.  
While Goblin Tunnels is in the staging area, it gains: "Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card."

Shadow: Attacking enemy gets +1 Attack. (+3 Attack instead if attacking enemy is a Goblin.)

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)
(20) 1 2 1 2
Creature.  
Surge.  
Forced: After Warg of Carn Dûm engages you, either remove 1 progress from the main quest, or exhaust a character you control.

The Siege of Annúminas (x3)
(30) 2 4 2 3
Orc.  
Archery 1.  
Forced: When Orc of Angmar attacks, either remove 1 progress from the main quest, or it gets +2 Defense until the end of the phase.

Shadow: Defender gets -2 Defense until end of round.

The Siege of Annúminas (x3)
(35) 2 3 2 4
Orc.  
Archery 1.  
Forced: After Angmar Warg-rider engages you, either remove 2 progress from the main quest, or it makes an immediate attack.

Shadow: Exhaust a character you control.

The Siege of Annúminas (x2)
(40) 3 5 2 5
Creature.  
Forced: After Savage Werewolf attacks and destroys a character, remove 3 progress from the main quest.

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

Attack on Dol Guldur (x2)
(40) X 8 4 12
Orc.  
Archery X.  
X is the number of players. Cannot have attachments. Forced: At the end of the encounter phase, if Host of Dol Guldur is in the staging area, remove X progress from the main quest.

Attack on Dol Guldur (x2)
(34) 4 6 4 9
Troll.   Olog-hai.  
Forced: After Mirkwood Olog-hai attacks and destroys a character, remove 1 progress from the main quest for each excess point of damage.

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

Attack on Dol Guldur (x2)
(31) 3 5 3 5
Creature.   Werewolf.  
Beast of Taur-nu-Fuin cannot have attachments and its shadow cards cannot be canceled. Forced: When Beast of Taur-nu-Fuin attacks, either remove 2 progress from the main quest or deal it an additional shadow card.

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 (x4)
(24) 2 3 1 3
Orc.  
Dol Guldur Marauder gets +1 Attack and +1 Defense for each resource on it. Forced: When Dol Guldur Marauder attacks, either remove 1 progress from the main quest or place 1 resource on Dol Guldur Marauder.

Attack on Dol Guldur (x3)
(18) 1 3 2 2
Creature.   Warg.  
Surge.  
Forced: After Battle Warg engages you, either remove 1 progress from the main quest or discard an attachment you control.

Shadow: Discard an attachment you control.

The Wizard's Quest (x1)
27
2 (5)
Forest.   River.  
While Forest Stream is in the staging area, it gains: "Forced: At the end of the round, remove 2 progress from the main quest." Travel: Raise each player's threat by 2.

The Woodland Realm (x1)
11

When Revealed: Remove 5 progress tokens from the main quest and attach Turned Around to it. (Counts as a Condition attachment with the text: "Attached quest gets +5 quest points.")

The Hunt for Gollum Nightmare (x2)

When Revealed: Attach to the active location and remove all progress from that location. (Counts as a Condition attachment with the text:"Limit 1 per location. Attached location contributes its Threat during the quest phase as if it were in the staging area.") If The Trail Goes Cold does not attach to a location as a result of this effect, it gains surge.

The Hills of Emyn Muil Nightmare (x3)
Hazard.  
Doomed 2.  
When Revealed: Remove all progress from each Emyn Muil location in play. Each Emyn Muil location gets +2 Threat until the end of the round.

Shadow: Remove all progress from each Emyn Muil location in play.

Into the Pit Nightmare (x3)
X (X)
Underground.   Dark.  
X is the number of Dark locations in play. When Revealed: Remove all progress from each Dark location in play.

Shadow: Attacking enemy gets +1 Attack for each Dark location in play.

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.

The Fords of Isen Nightmare (x3)
(27) 2 4 2 4
Dunland.  
Forced: After Vengeful Hillman attacks and destroys a character, remove 1 progress the current quest card for each card in the defending player's hand.

Shadow: Attacking enemy gets +2 Attack.

Into Fangorn Nightmare (x3)
2 (6)
Forest.  
While Tangled Forest is in the staging area, it gains: "Forced: After any amount of progress is removed from the current quest, assign X damage amoung characters in play. X is the number of progress just removed. This ability does not stack with other copies of Tangled Forest."

Into Fangorn Nightmare (x2)

When Revealed: Either remove 6 progress from the current quest, or remove 1 time counter from the current quest.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, remove all progress from the current quest.

Intruders in Chetwood Nightmare (x2)

When Revealed: Search the encounter deck, discard pile and victory display for a copy of Orc War Party and add it to the staging area. Shuffle the encounter deck. Either remove all progress from the main quest, or each Orc War Party in the staging area makes an immediate attack against the player with the highest threat.

The Wastes of Eriador Nightmare (x1)
(8)

Surge.  
Forced: At the end of the round, remove X progress from the main quest, where X is the number of Warg enemies in play. Response: When this quest is defeated, discard a non-unique Warg enemy in the staging area.

Flight of the Stormcaller Nightmare (x2)
2 (6)
Coastland.   Ocean.  
When Revealed: If your heading is off-course (Cloudy, Rainy, or Stormy), make Sharp Jetties the active location, returning any currently active location to the staging area. Forced: When any amount of progress is placed on Sharp Jetties, either remove an equal amount of progress from the current quest, or deal an equal amount of damage to each Ship objective.

The Battle of Five Armies Nightmare (x3)
(25) 4 5 3 5
Creature.  
Forced: After Great Warg attacks and destroys a character, remove all progress from the current quest.

Shadow: Defending player discards 1 attachment he controls.

The Battle of Five Armies Nightmare (x4)
(15) 3 3 2 4
Goblin.   Orc.  
Forced: When Frenzied Warg-Rider attacks, remove 1 progress from each quest stage.

Shadow: Deal 1 damage to the defending character (2 damage instead if the current quest has no progress on it).

The Battle of Five Armies Nightmare (x4)
(40) 2 5 3 5
Goblin.   Orc.  
Cannot be optionally engaged. Forced: At the end of the round, if Gundabad Elite is in the staging area, either remove 2 progress from the current quest, or Gundabad Elite makes an attack against the first player.

Flight to the Ford Nightmare (x2)
Enchantment.  
Peril.   Doomed 1.  
When Revealed: Reduce the Ring-bearer's life by 1 and remove all progress from the current quest.

Shadow: Either reduce the Ring-bearer's life by 1, or this attack is considered undefended.