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Trait Keyword Victory
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Player Encounter Quest
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16 Results Found

A Journey To Rhosgobel (x1)
3A-B (0)


If Wilyador is completely healed when this effect resolves, Wilyador survives and the players have won the game. Otherwise, the players have lost the game.

Return to Mirkwood (x1)
2A-B (3)


If the players quest unsuccessfully, Gollum escapes and the players have lost the game.

The Dunland Trap (x1)
3A-B (-)

When Revealed: Put Chief Turch into play, engaged with the first player.

Time X. X is 5 times the number of players in the game. If a hero is destroyed at this stage, the players lose the game. Forced: After the last time counter is removed from this stage, the players make engagement checks. Then, each engaged enemy makes an attack. If no heroes are destroyed by these attacks, the players win the game.

Flight of the Stormcaller (x1)
4C-D (24)


If the Stormcaller defeats this stage, Captain Sahír has gotten away with the key, and the players lose the game.

The Thing in the Depths (x1)
3A-B (0)

When Revealed: Discard cards from the top of the encounter deck until X Tentacle enemies are discarded, where X is 1 more than the number of players in the game. Resolve the Grapple keyword on each of those enemies.

During the travel phase, the players may travel to a location in the staging area even if another location is currently active. If they do, return the currently active location to the staging area. At the end of the round, if the total Threat of any one Ship location is 9 or higher, the Stormcaller is destroyed, and the players lose the game. When Thing in the Depths is destroyed, the players win the game.

The Sands of Harad (x1)
1A-B (8)

Setup: Each player searches the encounter deck for a copy of Burnt Sands and adds it to the staging area. Shuffle the encounter deck. Place the heat tracker next to the quest deck and set the temperature to 10.

Forced: After an ally enters play, either exhaust it, or deal 1 damage to it. Forced: At the end of the round, increase the temperature by 4. If the temperature is 60 or higher, the players lose the game.

The Sands of Harad (x1)
2A-B (14)

When Revealed: Increase the temperature by 2. Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.

Forced: At the end of the round, increase the temperature by 4. Then, each player assigns X damage among characters he controls, where X is the tens digit of the temperature. If the temperature is 60 or higher, the players lose the game.

The Sands of Harad (x1)
3A-B (16)

When Revealed: Increase the temperature by 2. Each player searches the encounter deck, discard pile, and victory display for a Were-worm and adds it to the staging area, if able. Shuffle the encounter deck.

During the quest phase, add X Threat to the total Threat in the staging area, where X is the tens digit of the temperature. Forced: At the end of the round, increase the temperature by 4. While at least 1 Were-worm is in play, the players cannot defeat this stage. If the players defeat this stage, they win the game. If the temperature is 60 or higher, the players lose the game.

Race Across Harad (x1)
2C-D (15)

When Revealed: If the players have already defeated stage 2B, discard cards from the top of the encounter deck until an Orc enemy is discarded. Add that enemy to the Orc's area.

While the players are at stage 3B, Uruk Chieftain cannot leave the Orc's area. Forced: At the end of the quest phase, return Uruk Chieftain to the Orc’s area and discard the top card of the encounter deck. Place X progress on this stage, where X is the discarded card's Threat plus the total Threat in the Orc's area. If you are at stage 2B when this stage is defeated, you lose the game.

Race Across Harad (x1)
3C-D (20)

When Revealed: If the players have already defeated stage 3B, discard cards from the top of the encounter deck until an Orc enemy is discarded. Add that enemy to the Orc's area.

While the players are at stage 4B, Uruk Chieftain cannot leave the Orc's area and each enemy at this stage gets +1 Threat. Forced: At the end of the quest phase, return Uruk Chieftain to the Orc's area and discard the top card of the encounter deck. Place X progress on this stage, where X is the total Threat of the discarded card plus the total Threat in the Orc's area. If you are at stage 3B when this stage is defeated, you lose the game.

Race Across Harad (x1)
4C-D (20)


If the Orcs defeat this stage, the Orcs have caught you and you lose the game.

Roam Across Rhovanion (x1)
3A-B (5)

When Revealed: The first player loses control of both Urdug and Tiny, flips them to their enemy sides, and adds them to the staging area. (Remove any damage that was one them.) Each other player reveals an encounter card.

Progress cannot be placed on this quest from questing successfully. Forced: When the players quest unsuccessfully, they do not raise their threat. Instead, place X progress here, where X is the amount by which they would have raised their threat. Then, if this stage has progress equal to its quest points, the player lose the game. When Urdug has no hit points remaining, the players win the game.

Fire in the Night (x1)
1A-B (50)

Setup: Search the encounter deck for all 8 encounter side quests, shuffle them together, and place them facedown next to the quest deck. This is the side quest deck. The first player adds Dagnir to the staging area and shuffles the encounter deck. Each other player reveals an encounter card.

Forced: At the end of the planning phase, reveal the top card of the side quest deck and add it to the staging area. Dagnir makes an attack against Hrogar’s Hill. Do not deal a shadow card for this attack. The first player may declare a defender for this attack. Excess damage must be dealt to Hrogar's Hill. This stage cannot be defeated while Dagnir has hit points remaining. If Dagnir has no hit points remaining, the players win the game. If this stage has damage equal to its quest points, the players lose the game.

The Fate of Wilderland (x1)
3A-B (-)

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players in the game. Add those enemies to the staging area.

Forced: At the end of the round, place 1 progress on the Goblins' Assault for each enemy in play. Then, if there is X or more progress on The Goblins' Assault, the players lose the game. X is equal to 8, plus 8 per player.

The Treason of Saruman (x1)
4A-B (8)

When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the encounter deck until X enemies are discarded. X is the number of players. Add each enemy discarded this way to the staging area.

Forced: After a character is destroyed, place 1 progress on this stage (bypassing any active location). If this stage is defeated, the players lose the game.

The Mountain of Fire (x1)
4A-B (-)

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players. Add each enemy discarded this way to the staging area.

Dire. Allies cannot enter play and 'when revealed' effects cannot be canceled. Forced: When Mount Doom is explored, the first player makes a Fortitude test. Discard 1 extra encounter card for each player. If the first player fails this test, the Ring-bearer claims The One Ring and the players lose the game. If the test is successful, the Ring-bearer completes the quest and the players win the game.