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200 Results Found

Core Set (x2)
(20) 2 3 1 3
Creature.   Spider.  
When Revealed: Each player must choose and exhaust 1 character he controls.

Shadow: Defending player must choose and exhaust 1 character he controls. (2 characters instead if this attack is undefended.)

Core Set (x1)
(32) 3 5 2 9
Creature.   Spider.  
When Revealed: Each character currently committed to a quest gets -1 Willpower until the end of the phase.

Shadow: Raise defending player's threat by 4. (Raise defending player's threat by 8 instead if this attack is undefended.)

Core Set (x2)
(48) 2 2 0 2
Goblin.   Orc.  
During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area.Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.

Core Set (x3)
(10) 2 2 0 3
Dol Guldur.   Orc.  
When Revealed: The first player chooses 1 character currently committed to a quest. Deal 2 damage to that character.

Shadow: attacking enemy gets 1 Attack. (3 Attack instead if this attack is undefended.)

Core Set (x1)
(15) 1 1 0 2
Creature.  
When Revealed: Each player must choose 1 character currently committed to a quest, and remove that character from the quest. (The chosen character does not ready.)

Core Set (x2)
1 (3)
Forest.  
Response: After you travel to Old Forest Road, the first player may choose and ready 1 character he controls.

Core Set (x1)
(40) 5 4 3 9
Nazgûl.  
No attachments. Forced: When the prisoner is 'rescued', move Nazgûl of Dol Guldur into the staging area. Forced: After a shadow effect dealt to Nazgûl of Dol Guldur resolves, the engaged player must choose and discard 1 character he controls.

Core Set (x3/x2)

When Revealed: Deal 1 damage to each character controlled by each player with a threat of 35 or higher.

Core Set (x2)

When Revealed: Each player raises his threat by 1 for each character he controls that is not currently committed to a quest.

Shadow: Defending player chooses and returns 1 exhausted ally he controls to its owner's hand. If he controls no exhausted allies, raise his threat by 3.

Conflict at the Carrock (x4/x2)
(20) 1 2 0 4
Creature.  
Forced: If Muck Adder damages a character, discard that character from play.

Shadow: Defending character gets -1 Defense for the duration of this attack.

A Journey To Rhosgobel (x4/x1)

When Revealed: Deal 1 damage to each character without any attachments.

Shadow: If a character (including Wilyador) has more damage than each other character, deal 3 additional damage to that character.

The Hills of Emyn Muil (x3/x1)
Hazard.  
When Revealed: Deal 2 damage to each character committed to this quest.

Shadow: Remove defending character from combat. This attack is considered undefended.

Return to Mirkwood (x4/x2)
(22) 1 1 1 1
Creature.  
Surge.  
Forced: After Mirkwood Bats engages a player, deal 1 damage to each character controlled by the player guarding Gollum.

Khazad-dûm (x2/x0)
Hazard.  
When Revealed: Each player must exhaust a character and discard the top card of his deck, if able. If the printed cost of the discarded card is equal to or higher than the remaining hit points of the exhausted character, discard the exhausted character.

Khazad-dûm (x2)
(48) 2 1 3 1
Goblin.   Orc.  
Players cannot optionally engaged Goblin Archer. Characters with ranged are eligible to attack Goblin Archer while it is in the staging area.Forced: After an enemy is revealed from the encounter deck, the first player must deal 1 damage to 1 character he controls.

Khazad-dûm (x2)
3 (2)
Underground.  
While Plundered Armoury is in the staging area, enemies get +1 Attack.Response: After Plundered Armoury leaves play as an explored location, each player may attach a Weapon or Armour attachment from his hand to 1 character he controls.

Khazad-dûm (x2)
2 (4)
Underground.  
Travel: The first player must exhaust 1 character he controls to travel here.

Shadow: Defending player must choose and exhaust 1 character he controls.

The Redhorn Gate (x3/x1)
4 (2)
Mountain.  
Travel: Each player must deal 2 damage to 1 character he controls to travel here.

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

The Redhorn Gate (x3)
(28) 3 3 1 4
Creature.   Snow.  
Allies cannot defend while Snow Warg is attacking. Forced: After a character is declared as a defender against Snow Warg, deal 1 damage to the defending character, if able.

Road to Rivendell (x4)
(27) 2 2 2 4
Goblin.   Orc.  
Ambush.  
Forced: After Goblin Taskmaster engages a player, that player deals 2 damage to 1 character he controls.

The Watcher in the Water (x1)
(48) 4 5 7 9
Creature.   Tentacle.  
Regenerate 2.  
While there is another Tentacle enemy in play, The Watcher cannot be optionally engaged. If The Watcher is in the staging area at the end of the combat phase, each player must deal 3 damage to 1 character he controls.

The Watcher in the Water (x4/x3)
(12) 2 3 0 3
Tentacle.  
Forced: When Thrashing Tentacle is attacked, discard the top card of the encounter deck. If that card has a shadow effect or is a Tentacle enemy, deal the damage from the attack to 1 character an attacking player controls (ignoring defense).

The Long Dark (x2)

When Revealed: Each player must exhaust 1 character he controls, if able. Then, if any player controls no unexhausted characters, Fatigue gains surge.

Shadow: The defending player must exhaust 1 character he controls, if able.

Foundations of Stone (x3)
2 (3)
Underground.   Underwater.  
If Drowned Treasury is the active location at the end of the quest phase, each player must discard 1 character he controls. Response: After Drowned Treasury leaves play as an explored location, each player may draw 2 cards or claim 1 objective in play.

Foundations of Stone (x1)
2 (5)
Underground.  
Doomed 1.  
While Mithril Lode is the active location, it gains: 'Refresh Action: Exhaust a character you control to place X progress tokens on the current quest card, bypassing any active location. X is the exhausted character's Willpower. (Limit once per round.)'

Shadow and Flame (x3)
(35) 2 1 1 2
Goblin.   Orc.  
When Revealed: Each player must deal 1 damage to a hero he controls. Forced: After a character leaves play, shuffle Ranging Goblin and the top card in the encounter discard pile back into the encounter deck.

Shadow and Flame (x1)
4 (2)
Underground.  
While Second Hall is the active location, it gains: 'Forced: After a character leaves play, reveal 1 card from the encounter deck and add it to the staging area.'

Heirs of Númenor (x4/x2)

Surge.  
When Revealed: Deal 1 damage to each character committed to the quest.

Shadow: Deal 1 damage to the defending character.

Heirs of Númenor (x1)
2 2 2 3
Gondor.   Ranger.  
While Celador is in the staging area, he is committed to the current quest. Forced: After players quest unsuccessfully or a character leaves play, deal 1 damage to Celador. If Celador leaves play, remove him from the game.

Heirs of Númenor (x2/x0)

When Revealed: Each player removes 1 character he controls from the quest, if able. Then, if any player has no characters committed to the quest, remove all characters from the quest.

Heirs of Númenor (x3/x1)
(25) 3 4 1 5
Creature.   Spider.  
When Revealed: Until the end of the round, Morgul Spider gets +1 Attack for each character not currently committed to a quest.

Heirs of Númenor (x2)

When Revealed: Each character gets -2 Attack and -2 Defense until the end of the round.

Shadow: Deal 2 damage to all Battleground locations in play.

Heirs of Númenor (x2/x0)

When Revealed: Each player chooses 1 sphere of influence (Leadership, Tactics, Spirit, or Lore). Each character a player controls that does not belong to his chosen sphere takes 3 damage.

Encounter at Amon Dîn (x4)
(25) 2 4 1 4
Orc.  
Forced: After Marauding Orc attacks and destroys a character, place 1 damage token on Dead Villagers.

Shadow: If this attack destroys a character, discard 1 villager token from Rescued Villagers.

Assault on Osgiliath (x4)
(30) 1 4 1 2
Orc.   Uruk.   Mordor.  
Forced: After Uruk Soldier attacks and destroys a character, that character's controller returns a location he controls to the staging area, if able.

Shadow: Defending player raises his threat by 1 for each location he controls.

Assault on Osgiliath (x3)
1 (2)
Osgiliath.  
Surge.  
Response: After an enemy is defeated, place 1 progress token on Ruined Square. Forced: If a player controls Ruined Square when a character leaves play, return Ruined Square to the staging area.

Assault on Osgiliath (x3)
2 (2)
Osgiliath.  
Travel: If there is 1 active location, exhaust a character to travel here. (There are now 2 active locations.) Forced: After the player who controls Ruined Tower loses control of a location, return Ruined Tower to the staging area.

The Blood of Gondor (x3/x1)
(20) 3 4 1 5
Orc.   Uruk.   Mordor.  
Forced: After Brutual Uruk attacks and destroys a character, that character's controller turns all hidden cards in his play area faceup. Deal a shadow card to each enemy turned faceup by this effect and resolve their attacks as normal.

The Voice of Isengard (x3/x3)
(40) 3 6 3 6
Orc.   Uruk.  
While a player controls a hero with Mugash attached, Mugash's Guard engages that player. Forced: After Mugash's Guard destroys a character, if Mugash is attached to a hero, return Mugash to the staging area.

The Voice of Isengard (x3/x2)
(34) 2 3 4 6
Huorn.  
Hinder.  
Cannot have attachments. Forced: At the beginning of each resource phase, the engaged player must deal 3 damage to a character he controls.

The Voice of Isengard (x3/x3)
(33) 3 4 2 4
Orc.  
Forced: After Orc Skirmisher engages a player, that player must either deal 3 damage to a character he controls, or remove 1 time counter from the current quest.

Shadow: Attacking enemy gets +1 Attack.

The Voice of Isengard (x2/x1)
(20) 1 2 1 2
Creature.  
Surge.  
Forced: After Orc Hound engages a player, that player must exhaust a character he controls.

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 any number of cards, that player deals 1 damage to a character he controls.")

The Three Trials (x1)
(50) 3 3 5 8
Guardian.   Raven.  
Time 4.  
Cannot have non-Key attachments. Forced: After the last time counter is removed from Raven's Guardian, deal 1 damage to each character controlled by the engaged player. Place 4 time counters on Raven's Guardian.

The Nîn-in-Eilph (x3/x2)
2 (3)
Marsh.  
While Fen of Reeds is in the staging area, it gains: "Forced: After the players advance to a quest stage, each player must exhaust a character he controls."

Shadow: Attacking enemy gets +1 Attack for each time counter on the quest.

The Nîn-in-Eilph (x2)
3 (4)
Marsh.  
Response: After Hidden Eyot leaves play as an explored location, place 2 time counters on the current quest. Travel: Each player must exhaust a character he controls to travel here.

The Nîn-in-Eilph (x3)
1 (5)
Marsh.  
While Sinking Bog is in the staging area, each character gets -1 Willpower, -1 Attack, and -1 Defense for each Item attached to it. This ability does not stack with other copies of Sinking Bog.

Shadow: Defending character gets -1 Defense for this attack for each attachment attached to it.

The Lost Realm (x3/x2)
3 (3)
Arnor.   Hills.  
While Exposed Ridge is the active location, it gains: "Forced: At the end of the refresh phase, each player deals 1 damage to a character he controls."

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

The Lost Realm (x2)
2 (4)
Arnor.   Hills.  
While Sheltered Valley is the active location, it gains: "Response: When Sheltered Valley is explored, heal all damage from 1 character." Travel: Remove 1 resource token from the Mission objective.

The Lost Realm (x2/x1)
Sorcery.  
Doomed 2.  
When Revealed: Each player must either discard 1 card from the top of his deck for each questing character he controls, or remove each character he controls from the quest.

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)
(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 (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.

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.

The Treachery of Rhudaur (x3)
Sorcery.  
When Revealed: Each player must exhaust a character he controls. Attach Haunting Fog to the current quest. (Counts as a Condition attachment with the text: "Attached quest gets +6 quest points."

The Battle of Carn Dûm (x1)
(5)

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 (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 (x2)
(18) 2 4 0 5
Undead.   Wraith.  
Forced: When Wraith of Carn Dûm 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 Dûm to the staging area as an enemy.")

The Grey Havens (x2)

When Revealed: Either each player must exhaust a character he controls, or each Lost Island in the staging area gets +1 Threat until the end of the phase.

Shadow: Discard the bottom card of your deck. If that card’s printed cost is 2 or less, exhaust a character you control.

The Grey Havens (x2/x1)
3 (5)
Grey Havens.   Ship.  
Aflame 4.  
Travel: Each player must assign damage among characters he controls equal to the amount of damage on Elven Caravel. Forced: When Elven Caravel is placed underneath The Havens Burn, deal 1 damage to each character in play.

The Grey Havens (x2)

When Revealed: Each player must either deal 3 damage to a character he controls, or to an Aflame location in play.

Shadow: If the active location has the Aflame keyword, either deal it 3 damage or deal the defending character 1 damage.

The Grey Havens (x2/x1)
Weather.  
When Revealed: If you are off-course, deal 1 damage to each character in play. If your heading is at the worst setting (Stormy), this effect cannot be canceled.

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

The Grey Havens (x1)
(4) 6 6 2 5
Corsair.   Raider.  
Captain Sahír engages the first player. For each point of damage Captain Sahír would take, discard 1 resource from him and cancel that damage. Forced: After Captain Sahír attacks, place 2 resource tokens on him (4 instead if his attack destroyed a character).

The Thing in the Depths (x2)
2 (3)
Ship.   Deck.  
While Weather Deck is in the staging area, each other Deck location in play gains "Travel: Each player must exhaust a character he controls to travel here."

Shadow: Exhaust a character you control.

The Thing in the Depths (x2/x1)

When Revealed: Exhaust each character with 1 or less Defense.

Shadow: If the defending character has 0 Defense, discard it. Otherwise, the defending character gets –2 Defense for this attack.

The Thing in the Depths (x2)
(23) 3 5 1 7
Creature.   Tentacle.  
Grapple ( lowest printed Threat ).  
Forced: At the end of the combat phase, if Thrashing Arm is engaged with you, deal 3 damage to a character you control.

The Thing in the Depths (x3)
(20) 2 4 1 4
Creature.   Tentacle.  
Grapple ( highest printed Threat ).  
Forced: When Grasping Arm attacks, the engaged player must exhaust a character he controls.

Shadow: If this attack is undefended, resolve Grasping Arm's Grapple keyword.

Temple of the Deceived (x2)
5 (5)
Ruins.  
Uncharted.  
While Temple Halls is the active location, each character gets -1 Attack and -1 Defense. Forced: When Temple Halls is flipped over while active, put Temple Guardian into play from the victory display, engaged with the player with the highest threat.

Uncharted. Immune to player card effects. Travel: Exhaust the Gate Key to travel here. Forced: After Temple of the Deceived becomes the active location, flip it over.

Temple of the Deceived (x2)
4 (4)
Underground.  
Uncharted.  
While Jungle Path is the active location, the locations immediately above and below it are not considered to be in the staging area. Forced: When Jungle Path is flipped over while active, each player must exhaust a character with at least 2 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.

The Drowned Ruins (x3)
5 (12)
Underground.   Underwater.  
While Dark Abyss is the active location, characters cannot attack. Forced: If Dark Abyss is the active location at the end of the quest phase, deal 1 damage to each character in play. Then, you may flip Dark Abyss to its Grotto side.

The Drowned Ruins (x3)
4 (14)
Underground.   Underwater.  
While Twisting Hollow is the active location, characters cannot ready from card effects. Forced: If Twisting Hollow is the active location at the end of the quest phase, each player must discard 1 character. Then, you may flip Twisting Hollow to its Grotto side.

The Drowned Ruins (x4)
Hazard.  
When Revealed: Each player must remove a character from the quest. If the active location is Underwater, deal 2 damage to each character removed from the quest by this effect.

Shadow: Discard an attachment you control.

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 (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 Sands of Harad (x2/x1)

When Revealed: Each player exhausts a character he controls. Until the end of the combat phase, exhausted characters cannot ready.

Shadow: Until the end of the round, defending character cannot ready.

The Sands of Harad (x2)
2 (2)
Desert.  
While Desert Oasis is the active location, it gains: "Response: When Desert Oasis is explored, heal 4 damage from among characters in play." Forced: After Desert Oasis becomes the active location, each player exhausts a character he controls.

The Sands of Harad (x2)

When Revealed: Each player exhausts a character he controls and deals 1 damage to that character.

Shadow: Exhaust a character you control.

The Sands of Harad (x1)
(6)

Treat the printed text box of each damaged character as if it were blank (except for Traits). Response: When this is defeated, heal 1 damage from each character in play.

The Sands of Harad (x3)
(33) 3 3 2 4
Creature.  
Forced: After Giant Scorpion damages a character, that character cannot ready until the end of the round.

Shadow: If this attack deals damage, the defending character cannot ready until the end of the round.

The Sands of Harad (x2/x1)
(40) 3 3 1 5
Orc.   Uruk.  
Uruk Warg-Rider gets +X Attack while attacking a character with less Willpower than Uruk Warg-rider's Threat. X is the difference.

Shadow: Return attacking enemy to the staging area after this attack.

The Mûmakil (x1)
Capture.  
Response: After a character defends an attack against the attached enemy, if the defending character has more remaining hit points than the attached enemy, add Noose of Vines and attached enemy to the victory display.

The Mûmakil (x1/x0)
(0) 4 4 3 5
Creature.  
Cannot be optionally engaged. Forced: After Harad Tiger attacks and destroys a character, return it to the staging area.

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

The Mûmakil (x2/x1)
(25) 1 3 1 3
Creature.  
Surge.  
Forced: After Strangling Python damages a character, attach it to that character. (Counts as a Condition attachment with the text: "Attached character cannot ready.")

The Mûmakil (x2)
(30) 3 3 1 2
Creature.  
Forced: After Giant Centipede damages a character, treat that character’s text box as if it were blank until the end of the round (except for Traits).

Shadow: Treat the defending character’s text box as blank until the end of the round.

The Dungeons of Cirith Gurat (x1)

While a character is attached to an encounter card, it is considered to be a guarded objective with a blank text box. Forced: When a character is attached to an encounter card, discard each token and attachment on that character. Forced: When an objective is free of encounters, it is 'rescued' and that character's owner takes control of it, exhausted.

The Wilds of Rhovanion (x2/x1)
X (X)
Hills.  
X is the number of characters controlled by the player with the most characters. Quest Action: Exhaust a character to reduce Hills of Wilderland Threat by 1 until the end of the phase. Only the first player can trigger this effect.

The Wilds of Rhovanion (x2/x1)

When Revealed: Each player removes a character he controls from the quest and discards the top card of the encounter deck. If the discarded card's printed Threat is greater than the removed character's Willpower, discard that character.

Shadow: Attacking enemy gets +2 Attack and +2 Defense if it is guarding a card.

The Wilds of Rhovanion (x2/x1)
(36) 3 6 3 9
Troll.  
Cannot have non-objective attachments. Forced: After Stone-troll attacks and destroys a character you control, discard 1 card from your hand for each excess point of damage dealt.

Shadow: Discard an attachment you control.

The Wilds of Rhovanion (x3)
(28) 2 3 2 3
Creature.   Spider.  
Forced: After Giant Spider attacks and damages a character, that character cannot ready until the end of the round.

Shadow: Defending character cannot ready until the end of the round.

The Wilds of Rhovanion (x2/x1)
Dragon.  
Surge.  
When Revealed: Attach to a Dragon enemy. (Counts as a Condition attachment with the text: "Limit 1 per enemy. Forced: When attached enemy attacks you, deal 1 damage to each character you control. Then, discard Dragon Breath.")

The Withered Heath (x2/x1)
(35) 3 5 3 9
Troll.  
Cannot have player card attachments. Forced: After Snow-troll attacks and destroys a character, return it to the staging area.

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

The Withered Heath (x2/x1)
Weather.  
Doomed 1.  
When Revealed: Exhaust a character. Until the end of the round, characters cannot be readied by player card effect.

Shadow: Exhaust a character you control.

Roam Across Rhovanion (x3)
2 (4)
Hills.  
Doomed 1.  
Response: After the players travel to Slopes of Ered Mithrin, the first player may ready a character he controls.

Shadow: If the first player controls Urdug, exhaust him.

Fire in the Night (x1)
(10)

Forced: After Dagnir attacks and destroys a character, heal 5 damage from her. Forced: After Face the Dragon is defeated, deal 5 damage to Dagnir.

The Ghost of Framsburg (x2/x0)
Hazard.  
When Revealed: Each character gets -1 Willpower, -1 Attack, and -1 Defense until the end of the round.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, raise the defending player's threat by 3.

The Ghost of Framsburg (x3)
Hazard.  
Doomed 1.  
When Revealed: Each player chooses and exhausts a character he controls. Until the end of the round, character cannot be readied by player card effects.

The Fate of Wilderland (x3/x2)
(25) 2 3 2 5
Orc.   Goblin.  
Forced: After Urdug's Elite engages you, either exhaust a character you control, or place 1 progress on The Goblins' Assault.

Shadow: Exhaust a character you control.

The Fate of Wilderland (x3/x2)

When Revealed: Urdug makes an immediate attack against the first player. If this attack destroys a character, place 1 progress on The Goblins' Assault.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, place 1 progress on The Goblins' Assault.

A Shadow in the East (x2)

When Revealed: Each player exhausts a character he controls and deals 1 damage to it.

Shadow: Either exhaust a character you control, or return attacking enemy to the staging area after this attack.

A Shadow in the East (x1)
Plot.  
Each non-unique enemy gets +1 Attack. Forced: After an enemy attacks and destroys a character, place 1 damage token here. Then, if there are X damage tokens here, the players lose the game. X is 4 more than the number of players.

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 (x3/x2)
X (5)
Underground.  
X is 1 more than the number of quest stages in the victory display. Forced: When Hall of Horrors leaves play, each player deals X damage to a character he controls.

A Shadow in the East (x2/x1)

Doomed 1.  
When Revealed: Until the end of the round, treat the printed text box of each character as if it were blank (except for Traits).

Shadow: Defending character cannot ready until the end of the round.

The Hobbit: Over Hill and Under Hill (x3)
(30) 3 2 2 3
Goblin.   Orc.  
When Revealed: The first player exhausts 1 character he controls.

Shadow: Defending player exhausts 1 character he controls.

The Hobbit: Over Hill and Under Hill (x3)
2 (3)
Cave.  
While Great Cavern Room is the active location, it gains: 'Forced: After a player engages a Goblin enemy, he must deal 1 damage to a character he controls.'Forced: When faced with the option to travel, if The Great Goblin is in the victory display the players must travel to Great Cavern Room if able.

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: Over Hill and Under Hill (x3/x1)
3 (3)
Forest.   Trollshaws.  
While Troll Camp is in the staging area, Troll enemies get +1 Threat for each player in the game. While Troll Camp is in play, Bilbo Baggins gains: "Action: Exhaust Bilbo Baggins and spend 1 Baggins resource to remove 1 Sack card from a character. Bilbo Baggins may trigger this effect even with a Sack card attached to him."

The Hobbit: On the Doorstep (x3)
(15) 2 2 0 1
Creature.  
Forced: After Dark Bats damages a character, attach it to that character. (While attached, counts as a Condition attachment with the text: 'Attached character gets -1 Willpower, -1 Attack, and -1 Defense.')

Shadow: Attach this card to the defending character.

The Hobbit: On the Doorstep (x4/x3)
3 (3)
Forest.  
While Giant Web is the active location, each character gets -1 Willpower, -1 Attack, and -1 Defense for each poison it has.Response: After Giant Web leaves play as an explored location, ready an unconscious character.

The Hobbit: On the Doorstep (x3/x1)
(33) 3 3 0 3
Creature.   Spider.  
Venom.  
When Revealed: Each character committed to the quest gets 1 poison.

Shadow: If defending character is poisoned, make that character unconscious.

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 (x2/x0)

When Revealed: Each character takes damage equal to the number of poison it has. If no characters were damaged by this effect, this card gains surge.

Shadow: Discard an unconscious character you control.

The Hobbit: On the Doorstep (x5)
(25) 1 4 1 3
Creature.   Spider.  
Venom.  
Forced: When this enemy attacks, defending player must attach 1 poison to a character he controls.

Shadow: Defending character gets 2 poison.

The Hobbit: On the Doorstep (x2)
(40) 2 2 1 3
Goblin.   Orc.  
When Revealed: Each player must deal 2 damage to a character he controls.

Shadow: Deal 1 damage to defending character for each quest stage in play with no progress on it.

The Black Riders (x3/x2)

Peril.   Hide 2.  
When Revealed: If you have failed a Hide test this phase, remove each character you control from the quest.

Shadow: Return attacking enemy to the staging area after this attack.

The Black Riders (x2/x1)

Peril.  
When Revealed: Treat the text box of each character in play as blank (except for Traits) until the end of the round. If there is a Nazgûl enemy in the staging area, The Nine are Abroad gains surge.

Shadow: Return attacking enemy to the staging area after this attack.

The Road Darkens (x3)
Hazard.  
When Revealed: Remove a character you control from the quest and discard the top card of the encounter deck. If that character's printed Willpower is less than the discarded card's Threat, discard that character.

The Road Darkens (x1)

Doomed 1.   Surge.  
When Revealed: Treat the printed text box of each character in play as blank (except for Traits) until the end of the round.

Shadow: Defending character does not count its Defense.

The Road Darkens (x1)
Despair.  
Setup: Add Overcome by Grief to the staging area. Forced: After a character is destroyed, if Overcome by Grief is unattached, attach to a hero. (Counts as a Condition attachment with the text: "Forced: After a character you control is destroyed, exhaust attached hero. Until the end of the round, attached hero cannot ready.")

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 Treason of Saruman (x2)

When Revealed: Either immediately end the quest phase and increase the pursuit value by 3, or deal 1 damage to each character commited to the quest. This effect cannot be canceled.

The Treason of Saruman (x2/x1)
Enchantment.  
When Revealed: Each character commited to the quest gets -1 Willpower until the end of the round.

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

The Treason of Saruman (x2/x0)
(44) 4 5 1 5
Dunland.  
Peril.   Archery.  
When Revealed: Warrior of Dunland makes an immediate attack against you. Forced: After Warrior of Dunland attacks and destroys a character, place 3 progress on the active location.

The Treason of Saruman (x4)
(39) 4 4 1 4
Orc.   Uruk-hai.  
Toughness 1.   Archery 1.  
Forced: After Soldier of Isengard attacks and destroys a character, place 1 progress on the current quest.

Shadow: Exhaust a character you control.

The Treason of Saruman (x3/x2)

When Revealed: Place 3 progress on the main quest (bypassing any active location). Until the end of the round, treat each character's text box as if it was blank (except for Traits).

Shadow: Attacking enemy gets +2 Attack and gains Toughness 2 until the end of the round.

The Treason of Saruman (x2)
(36) 3 4 3 5
Isengard.  
Forced: After Lieutenant of Orthanc attacks and destroys a character, that character's controller discards 1 random card from his hand.

The Treason of Saruman (x3)
2 (2)
Isengard.  
While Ring-wall of Isengard is in the staging area, it gains: "Forced: After any amount of damage is healed from a character, its owner discards 1 card from his hand." Wizardry: Each player discards 1 random card from his hand.

The Treason of Saruman (x2/x1)
4 (3)
Isengard.  
While Underground Armoury is in the staging area, it gains: "Forced: After an enemy engages a player, deal it a shadow card." Wizardry: Each player exhausts a character he controls.

The Treason of Saruman (x3)
(29) 3 3 2 3
Orc.   Uruk-hai  
Toughness 2.  
Forced: After Uruk-hai Fighter attacks and destroys a character, return it to the staging area.

Shadow: Discard a non-objective attachment you control.

The Land of Shadow (x3)
(24) 2 3 1 4
Undead.  
The engaged player cannot reduce his threat. Forced: After Groping Dead attacks and destroys a character, place 1 mire token on the active location.

Shadow: If this attack destroys a character, place 1 mire token on the active location.

The Land of Shadow (x3)
(32) 3 4 2 5
Undead.  
The engaged player cannot reduce his threat. Forced: After Dead Things attacks and destroys a character, the defending player raises his threat by 3.

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

The Land of Shadow (x3/x1)
(36) 3 5 2 6
Undead.  
The engaged player cannot reduce his threat. Forced: After Candle-bearer attacks and destroys a character, it cannot take damage until the end of the round.

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

The Land of Shadow (x3/x2)
3 (4)
Marsh.  
Mire 3.  
Forced: When Evil-smelling Fens is discarded by the Mire keyword, deal 1 damage to each character. Travel: Raise each player’s threat by 1 to travel here.

Shadow: Deal 1 damage to defending character.

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 Land of Shadow (x2)
2 (3)
Forest.  
While Ithilien Woods is the active location, it gains: "Forced: After a player engages a Harad enemy, he readies a character he controls." Travel: The first player reveals an encounter card to travel here.

The Land of Shadow (x1)
2 (2)
Mountain.  
Immune to player card effects. Travel: Either exhaust Sméagol, or discard 1 random card from each player's hand. Forced: After Sméagol's Secret Way is explored, each player either exhausts a character he controls, or discards 1 random card from his hand.

The Land of Shadow (x2/x1)
3 (9)
Underground.  
When Revealed: Make Blocked Tunnel the active location, returning any previous active location to the staging area. Action: Exhaust a character with a Weapon attachment to place 3 progress on Blocked Tunnel. (Any player may trigger this effect.)

The Flame of the West (x3)

Peril.  
When Revealed: Either attach a set aside Overcome by Fear to your threat dial, or each character you control gets -1 Willpower, -1 Attack, and -1 Defense until the end of the round.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if undefended).

The Flame of the West (x3)
2 (4)
City.  
While Port of Pelargir is in the staging area, no more than 1 damage can be healed from each character each round.

Shadow: If this attack damages a character, that character cannot ready until the end of the round.

The Flame of the West (x2/x1)
(39) 3 6 2 8
Corsair.  
Cannot have attachments. Forced: When Umbar Pirate Crew engages you, exhaust a character you control.

Shadow: If the active location is a Ship, return attacking enemy to the staging area after this attack.

The Flame of the West (x3)
(34) 2 3 2 4
Corsair.  
Forced: When Haradrim Pirate engages you, deal 1 damage to a character you control (2 damage instead if the active location is a Ship).

Shadow: Defending character gets -1 Defense for each damage on it.

The Flame of the West (x1/x0)
(38) 4 5 2 5
Harad.  
Cannot have attachments or be attacked by more than 1 character at a time. When Revealed: The Black Serpent makes an immediate attack against the first player.

The Mountain of Fire (x3)
2 (4)
Cirith Ungol.  
While Winding Stairs is the active location, each enemy in the staging area gets +10 engagement cost. Travel: Each player must exhaust a character he controls to travel here.

The Mountain of Fire (x2/x1)
(56) 3 7 3 8
Troll.  
Cannot have attachments. Forced: After Gorgoroth Hill-troll attacks and destroys a character, the defending player discards a random card from his and hand and raises his threat by that card's printed cost.

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 (x2/x1)

When Revealed: Each player makes a Fortitude test. If you fail this test, deal 1 damage to each character you control. Until the end of the round, treat the printed text box of each damaged character as if it were blank (except for Traits). (|) (|)

Shadow: If you failed a Fortitude test this round, this attack is considered undefended.

The Mountain of Fire (x3/x2)
(28) 1 3 1 3
Orc.  
Surge.  
Forced: After Orc of Mordor engages you, exhaust a character you control.

Shadow: Exhaust a character you control.

The Mountain of Fire (x3)
(44) 2 4 2 3
Orc.   Snaga.  
Archery 2.  
Forced: After Snaga Archer engages you, deal 2 damage to a character you control.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character is damaged).

The Mountain of Fire (x2)

When Revealed: Each player exhausts a character he controls. If The Eye of Sauron is in the staging area, characters cannot be readied by player card effects this round.

Shadow: If The Eye of Sauron is in the staging area, attacking enemy gets +2 Attack and returns to the staging area after this attack.

Two-Player Limited Edition Starter (x2)
(34) 2 3 1 3
Spider.  
Forced: After Gret Spider engages you, exhaust a character you control.

Shadow: Deal 1 damage to an exhausted character you control.

Two-Player Limited Edition Starter (x2)
(48) 2 2 0 2
Goblin.   Orc.  
During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area. Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.

Two-Player Limited Edition Starter (x2)

When Revealed: Each player must exhaust a character and discard the top card of his deck, if able. If the printed cost of the discarded card is equal to or higher than the remaining hit points of the exhausted character, discard the exhausted character.

The Massing at Osgiliath (x1)
(40) 6 6 6 11
Nazgûl.   Captain.  
Players cannot play attachments on The Witch-king. While The Witch-king is in the staging area, each character gets -1 Willpower. Forced: After The Witch-king attacks, he returns to the staging area unless the defending player raises his threat by 3.

The Massing at Osgiliath (x4)
(27) 1 4 1 3
Creature.   Scout.  
Forced: After Wolves from Mordor attack and destroy a character, shuffle Wolves from Mordor into the encounter deck.

Shadow: Deal 2 damage to the defending character.

The Massing at Osgiliath (x2)
1 (3)
East Bank.   Polluted.  
While Morgulduin is the active Location, it gains: 'Forced: When a character commits to a Quest, deal 1 damage to that character.'

Shadow: If the players have not yet crossed the Anduin, return any current active location to the staging area. Morgulduin becomes the active location.

The Battle of Lake-town (x3)

When Revealed: Deal 1 damage to each character in play

Shadow: Deal 1 damage to each character in play. Any player may discard a hero to cancel this effect

The Stone of Erech (x2)

When Revealed: Deal 1 damage to each character with less than 2 Willpower. (Dusk. less than 3 Willpower insread. Midnight. less than 4 Willpower instead).

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 Willpower cannot ready. Travel: Exhaust each character with less than 2 Willpower.

The Old Forest (x3/x1)

When Revealed: Each player removes a character he controls from the quest and deals 2 damage to that character (3 damage instead if that character is an ally).

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character is an ally.)

Fog on the Barrow-downs (x5/x3)
1 (1)
Ruins.   Downs.  
Peril.  
Immune to player card effects. The player cannot travel hereo. 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.

Fog on the Barrow-downs (x4/x3)
(30) 3 5 1 6
Wight.  
While Barrow-wight is engaged with a player, that player's threat cannot be reduced. Forced: After Barrow-wight attacks and destroys a character, that character's controller raises his threat by 2.

Fog on the Barrow-downs (x3)
(35) 2 4 1 5
Wight.  
While Cold-wight is engaged with a player, that player cannot draw cards from card effects. Forced: After Cold-wight attacks and destroys a character, that character's controller discards a random card from his hand.

Fog on the Barrow-downs (x3)
(40) 2 3 1 7
Wight.  
While Dark-wight is engaged with a player, that player's heros cannot gain resources from card effects. Forced: After Dark-wight attacks and destroys a character, that character's controller discards all resources from each hero he controls.

The Ruins of Belegost (x3)

Doomed 1.  
When Revealed: Add 1 to the total Threat in the staging area for each character controlled by the first player until the end of the phase.

Shadow: Discard 1 random card from your hand. If the discarded card is an event, attacking enemy gets +2 Attack.

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 (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)
(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)
2 (4)
Dol Guldur.  
While Dungeon Door is in the staging area, it gains: "The players cannot travel or place progress here unless they are at stage 3H. No more than 1 damage can be healed from each character each round."

Attack on Dol Guldur (x2)

Doomed 1.  
When Revealed: Each player exhausts a character he controls. Until the end of the round, characters cannot be readied by player card effects.

Shadow: Defending character cannot ready until the end of the round.

The Wizard's Quest (x1)
16
2 (5)
Forest.  
While Oak-wood Grove is in the staging area, progress cannot be placed on other locations in the staging area. Travel: Each player exhausts a character.

The Wizard's Quest (x1)
17
0 (6)
Forest.  
Cannot have attachments. Twilight Hall gets +1 Threat for each character controlled by the first player. Forced: When Twilight Hall is explored, reveal 1 encounter card per player.

The Wizard's Quest (x1)
17

When Revealed: Each player deals X damage to a character he controls, where X is 1 more than the stage number of the main quest.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character has an attachment).

The Wizard's Quest (x1)
19
(21) 2 2 1 2
Warg.  
Forced: After Necromancer's Warg engages you, deal 1 damage to a character you control.

Shadow: If you are engaged with an Orc enemy and a Warg enemy, discard a character you control.

The Wizard's Quest (x1)
24
(24) 2 3 1 4
Orc.  
When Revealed: Each player deals 1 damage to a character he controls.

Shadow: Defending character gets -1 Defense for each damage on it.

The Wizard's Quest (x1)
24
3 (3)
Forest.   Road.  
While The Shadow Road is in the staging area, it gains: "Forced: After a player optionally engages an enemy, he deals 1 damage to a character he controls." Travel: Each player deals 1 damage to a character he controls.

The Wizard's Quest (x1)
25
(34) 3 4 2 5
Spider.  
Forced: After Ravenous Spider attacks and destroys a character, the defending player exhausts a character he controls.

Shadow: If this attack destroys a character, exhaust a character you control.

The Wizard's Quest (x1)
26
(28) 2 3 2 4
Spider.  
Forced: After Venomous Spider attacks and damages a character, that character cannot ready until the end of the round.

Shadow: Defending character cannot ready until the end of the round.

The Wizard's Quest (x1)
27
(20) 2 3 1 2
Creature.  
Forced: After Dark Bats attacks and damages a character, reveal the top card of the encounter deck. Then, discard Dark Bats.

Shadow: Attacking enemy gets +1 Attack. Deal it an additional shadow card.

The Wizard's Quest (x1)
28

When Revealed: Exhaust each character with an attachment. If no character is exhausted this way, Weighed Down gains surge.

Shadow: Discard an attachment from the defending character.

The Woodland Realm (x2)
1
X (X)
Forest.  
X is 1 more than the stage number of the main quest. Travel: Each player deals X damage to a character he controls.

The Woodland Realm (x2)
1

When Revealed: Until the end of the round, treat each character's printed text box as if it were blank (except for Traits).

Shadow: Treat the defending character's text box as if it were blank until the end of the phase (except for Traits).

The Woodland Realm (x2)
3

When Revealed: Each player exhausts a character he controls. Until the end of the round, characters cannot be readied by player card effects.

Shadow: Defending character cannot ready until the end of the round.

The Woodland Realm (x3)
4
(22) 2 2 1 2
Spider.  
Forced: After Spiders of Mirkwood engages you, exhaust a character you control.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it has the Spider trait).

The Woodland Realm (x2)
7
(30) 3 3 2 5
Spider.  
When Revealed: Each player exhausts a character he controls.

Shadow: Exhaust a character you control.

Passage Through Mirkwood Nightmare (x1)
(32) 3 5 3 9
Creature.   Spider.  
When Revealed: Until the end of the phase, each character currently committed to the quest gets -2 Willpower and is discarded if its Willpower is 0.

Shadow: Raise defending player's threat by 5. (Raise defending player's threat by 10 instead if undefended.)

Passage Through Mirkwood Nightmare (x2)
4 (4)
Mirkwood.  
While Glade of the Spawn is the active location, it gains: "Forced: After a Spider enemy enters play, each player must choose and exhaust 1 character he controls."

Conflict at the Carrock Nightmare (x3)
3 (3)
Wilderlands.  
Forced: After any amount of progress is placed on Hives and Hives, deal 1 damage to each character in play.

Shadow: Attacking enemy gets +2 Attack.

The Hills of Emyn Muil Nightmare (x3)
3 (5)
Emyn Muil.  
Forced: After a character commits to the quest, deal 1 damage to that character if it has not been dealt damage by another copy of Brambles and Thorns this round.

The Dead Marshes Nightmare (x3)
(50) 3 4 2 8
Undead.  
Forced: After a character commit to an escape test, deal 1 damage to that character.

Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if attacking enemy is Undead.)

The Dead Marshes Nightmare (x3)
(18) 2 2 3 7
Spirit.   Undead.  
While Ill-fated Guard is engaged with a player, that player cannot commit more than 1 character to each escape test.

Shadow: Discard all attachments from each character you control with 3 or more Willpower.

The Dead Marshes Nightmare (x2)
Escape.  
When Revealed: The first player makes an escape test counting Defense intead of Willpower, dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and deal 1 damage to each character in play. Escape: 3

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.

Road to Rivendell Nightmare (x3)
(5) 3 5 3 5
Uruk.   Orc.  
Ambush.  
Forced: When Uruk Elf-stalker attacks and destroys a character, deal 1 damage to Arwen Undómiel.

Shadow: Attacking enemy gets +2 Attack.

Road to Rivendell Nightmare (x3)
(30) 3 3 2 3
Goblin.   Orc.  
Ambush.  
Forced: After Goblin Trapper engages a player, that player must exhaust a character he controls.

Shadow: Add Goblin Trapper to the staging area.

The Watcher in the Water Nightmare (x1)
(50) 4 7 7 21
Creature.   Tentacle.  
While The Watcher is in the staging area, it cannot be damaged by player card effects. If The Watcher is in the staging area at the end of the combat phase, each player must deal 3 damage to 1 character he controls.

The Watcher in the Water Nightmare (x4)
(10) 2 5 1 4
Tentacle.  
Forced: After resolving an attack made by Choking Tentacle, discard the top card of the encounter deck. If that card has a shadow effect or is a Tentacle enemy, attach Choking Tentacle to a character the defending player controls as a Tentacle attachment with the text: "Forced: After attached character readies. deal it 1 damage."

The Watcher in the Water Nightmare (x2)
Tentacle.  
When Revealed: Deal 3 damage to each character with a Tentacle attachment. If no characters were damaged by this effect, Pulled Under gains surge.

Shadow: If the defending character has a Tentacle attachment, discard that character.

The Long Dark Nightmare (x3)
(42) 4 5 3 6
Creature.   Spider.  
Forced: If Trapdoor Spider damage a character, discard that character from play. Lost: Trapdoor Spider engages the last player and makes an immediate attack.