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41 Results Found

Khazad-dûm (x3/x1)

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

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

The Long Dark (x1/x0)
(39) 4 3 3 5
Goblin.   Orc.  
Lost: Each player must choose and discard 1 ally he controls from play, if able.

Shadow: Trigger all 'Lost:' effects in play.

Shadow and Flame (x2/x0)

When Revealed: Each player must discard 1 ally he controls, if able. If Fires in the Deep discarded no allies, it gains surge.

Shadow: The defending player discards 1 ally he controls, if able.

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

The Steward's Fear (x3/x1)

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

The Dunland Trap (x3)

When Revealed: Each player draws a card. Each player discard each ally from his hand. If no allies were discarded this way, Frenzied Attack gains surge.

Shadow: Until the end of the round, attacking enemy cannot take damage.

Trouble in Tharbad (x2/x1)

When Revealed: Each player raises his threat by 1 for each ally he controls. Then, if any player's threat is 20 or less, this card gains surge.

Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if the defending player's threat is 20 or less).

The Lost Realm (x3)
(25) 2 2 3 3
Orc.  
When Revealed: Either discard 1 ally from play, or reveal an additional encounter card.

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

The Lost Realm (x2/x1)
Sorcery.  
Doomed 2.  
When Revealed: Each player discards each ally he controls that has the same title as a card in his discard pile.

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

The Grey Havens (x1)
5 (8)
Ruins.  
Uncharted.  
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.

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/x0)

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

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

The City of Corsairs (x2/x1)
4 (3)
Ocean.   Coastland.  
While Corsair Waters is the active location, no more than 1 ally can enter play each round.

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

The Sands of Harad (x3)
(35) 2 4 2 4
Orc.   Uruk.  
Each ally with less Willpower than Uruk of Mordor's Threat cannot defend against Uruk of Mordor.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if its Threat is greater than the defending character's Willpower.

The Sands of Harad (x2/x1)

When Revealed: Each ally in play gets -1 Willpower, -1 Attack, and -1 Defense until the end of the round.

Shadow: If attacking enemy's Threat is greater than the defending character's Willpower, it makes an additional attack after this one.

The Dungeons of Cirith Gurat (x2/x1)
4 (4)
Dungeon.  
While Uruk Guardroom is in the staging area, increase the cost to play each ally by 1. Travel: Shuffle the encounter discard pile into the encounter deck and discard cards until an Orc enemy is discarded. Add that enemy to the staging area.

The Dungeons of Cirith Gurat (x3)
2 (3)
Dungeon.  
While Mines of Cirith Gurat is in the staging area, it gains: "Forced: When a player card would reduce a player's threat by any amount, reduce that amount to 1." Travel: Each player discards the top 3 cards of his deck and raises his threat by 1 for each ally he discards this way.

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

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

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

The Hobbit: Over Hill and Under Hill (x3/x1)
(40) 4 6 3 9
Giant.  
While at least one Stone-Giant is in the staging area, the Galloping Boulders card gains surge. Forced: After Stone-Giant engages a player, that player chooses and discards 1 ally he controls.

The Black Riders (x1/x1)
2 (4)
Bree.  
Response: After players travel here, the first player puts 1 ally into play from his hand. Forced: After The Prancing Pony leaves play, discard cards from the top of the encounter deck until X enemies have been discarded. X is the number of players in the game. Put each enemy discarded by this effect into play engaged with the first player.

The Black Riders (x3/x1)

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

Shadow: Discard a non-objective attachment you control.

The 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 (x3)

When Revealed: Until the end of the round, add 1 to the archery total at this stage for each ally currently at this stage.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character has fewer printed hit points than the attacking enemy).

The Treason of Saruman (x2/x1)
X (3)
Isengard.  
X is the number of players in the game. While Plain of Isengard is in the staging area, archery damage must be assigned to allies, if able. Wizardry: Each player discards 1 ally he controls.

The Land of Shadow (x3)
(44) 3 6 2 9
Harad.   Creature.  
Cannot have attachments or take more than 3 damage each round. Forced: After Oliphaunt engages you, exhaust each ally you control.

Shadow: Attacking enemy gets +3 Attack.

The Flame of the West (x2)
Sorcery.  
Peril.   Doomed 1.  
When Revealed: Discard an ally you control. Until the end of the phase, add 1 to the total Threat in the staging area for each ally in your discard pile.

Shadow: Discard a non-objective attachment you control.

The Mountain of Fire (x3)
3 (6)
Plains.  
While Waste of Dagorlad is the active location, treat the printed text box of each ally as if it were blank (except for Traits).

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 Battle of Lake-town (x3)

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

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

Fog on the Barrow-downs (x3/x2)
X (4)
Ruins.   Downs.  
X is 1 plus the number of facedown cards under this location. Forced: After Ancient Barrow enters play, each player places an ally he controls facedown under this location. When Ancient Barrow leaves play as an explored location, return each ally under this location to its owner's hand.

The Ruins of Belegost (x2/x0)
4 (4)
Underground.  
Discover 4.  
While Flooded Hall is in the staging area, increase the cost to play each ally by 1. Forced: When resolving the Discover keyword on Flooded Hall, the first player reveals an additional looked at Hazard card for each other player in the game.

Attack on Dol Guldur (x2)
1 (5)
Forest.  
Forest Battleground gets +1 Threat for each ally controlled by the player with the most allies. Forced: When Forest Battleground is explored, each player searches the encounter deck and discard pile for an Orc enemy and adds it to the staging area. Shuffle the encounter deck.

The Woodland Realm (x2)
12

When Revealed: Each player reveals his hand and discards each ally card revealed this way.

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

The Fate of Númenor Nightmare (x1)
5 (8)
Ruins.  
Uncharted.  
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.

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 Drowned Ruins Nightmare (x3)
Hazard.  
When Revealed: Until the end of the quest phase, each ally gets -1 Willpower. If the active location has the Grotto trait, remove all progress from it and flip it to its Underwater side.

Shadow: If the active location is Underwater, treat this attack as if it were undefended.

The City of Corsairs Nightmare (x2)
5 (4)
Ocean.   Coastland.  
While Walls of Umbar is in the staging area, it gains: "Forced: After a player commits an ally to a Sailing test, raise his or her threat by 1. *Forced: After Walls of Umbar is discarded from the encounter deck during a Sailing test, raise each player's threat by 1 for each ally he or she committed to that test.

The City of Corsairs Nightmare (x3)

When Revealed: Each player deals 2 damage to an ally he or she controls. For each ally destroyed by this effect, place resources on a Raider enemy in play equal to that ally's resource cost.

Shadow: Discard an attachment you control. If attacking enemy is a Raider, add resources to it equal to that attachment's printed cost.

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.

Helm's Deep Nightmare (x3)
3 (3)
Helm's Deep.  
Each enemy gains Toughness 1. Forced: When Hornburg Wall is explored, exhaust each ally in play.

Shadow: Discard a non-objective attachment you control.