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Card Set Scenario Encounter
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Set Type Project

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Resource Threat Engagement
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Trait Keyword Victory
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Player Encounter Quest
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Results: 38 Cards

Core Set (x1)
3A-B (0)

The trail winds into one of the darkest, most tangled parts of the forest...

You sense that foul, dark presence is hunting you, and you move quickly in an attempt to avoid its evil.

When Revealed: Each player must search the encounter deck and discard pile for 1 Spider card of his choice, and add it to the staging area.

The players must find and defeat Ungoliant's Spawn to win this game.

The shadows grow darker, and you realize that a foul presence is aiming to draw you from the path. You must defeat it to pass this way.


Core Set (x1)
3A-B (10)

The trail winds into one of the darkest, most tangled parts of the forest...

You sense that foul, dark presence is hunting you, and you move quickly in an attempt to avoid its evil.

Players cannot defeat this stage while Ungoliant's Spawn is in play. If players defeat this stage, they have won the game.

You attempt to follow a secret, hidden trail to avoid the enemy...


Core Set (x1)
3A-B (7)

Following a thread of sunlight, you discover a cavern opening leading out through the side of the hill. Stationed outside the cave–mouth, however, is a large group of Orcs.

Forced: At the beginning of each quest phase, each player places the top card of his deck, face down in front of him as if it just engaged him from the staging area. These cards are called "Orc Guard" and act as enemies with: 1 hit point, 1 and 1

Players cannot defeat this stage while Nazgรปl of Dol Guldur is in play. If this stage is defeated and Nazgรปl of Dol Guldur is not in play, the players have won the game.


Core Set (x1)
3A-B (0)

When Revealed: Reveal 2 encounter cards per player, and add them to the staging area.

Skip the staging step of the quest phase for the remainder of the game.

Once there are no enemies in play, the players have won the game.

The ongoing harassment from your enemies has forced your raft to the shore, and you must now confront their ambush head on. If you survive this attack, your path to the Golden Wood should be open before you...


Revised Core Set (x1)
3A-B (0)

The trail winds into one of the darkest, most tangled parts of the forest...

You sense that foul, dark presence is hunting you, and you move quickly in an attempt to avoid its evil.

When Revealed: Each player must search the encounter deck and discard pile for 1 Spider card of his choice, and add it to the staging area.

The players must find and defeat Ungoliant's Spawn to win this game.

The shadows grow darker, and you realize that a foul presence is aiming to draw you from the path. You must defeat it to pass this way.


Revised Core Set (x1)
3A-B (10)

The trail winds into one of the darkest, most tangled parts of the forest...

You sense that foul, dark presence is hunting you, and you move quickly in an attempt to avoid its evil.

Players cannot defeat this stage while Ungoliant's Spawn is in play. If players defeat this stage, they have won the game.

You attempt to follow a secret, hidden trail to avoid the enemy...


Revised Core Set (x1)
3A-B (7)

Following a thread of sunlight, you discover a cavern opening leading out through the side of the hill. Stationed outside the cave–mouth, however, is a large group of Orcs.

Forced: At the beginning of each quest phase, each player places the top card of his deck, face down in front of him as if it just engaged him from the staging area. These cards are called "Orc Guard" and act as enemies with: 1 hit point, 1 and 1

Players cannot defeat this stage while Nazgรปl of Dol Guldur is in play. If this stage is defeated and Nazgรปl of Dol Guldur is not in play, the players have won the game.


Revised Core Set (x1)
3A-B (0)

When Revealed: Reveal 2 encounter cards per player, and add them to the staging area.

Skip the staging step of the quest phase for the remainder of the game.

Once there are no enemies in play, the players have won the game.

The ongoing harassment from your enemies has forced your raft to the shore, and you must now confront their ambush head on. If you survive this attack, your path to the Golden Wood should be open before you...


The Hunt for Gollum (x1)
3A-B (8)

"But at the western edge of Mirkwood the trail turned away. It wandered off southwards and passed out of the Wood–elves' ken, and was lost." –Gandalf, The Fellowship of the Ring

Any player who does not control a hero with at least 1 Clue objective attached cannot commit characters to this quest. If there are ever no heroes with Clue objectives attached in play, reset the quest deck to stage 2B.

If the players defeat this stage, the players have once again found a true sign of Gollum's passing, and have won the game.


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

Feeling tha time is runing out on Wilyador's life, you gather the Athelas you have found and head back to Rhosgobel. You arrive at night, wondering if you have found enough of the herb...

When Revealed: Heal 5 wounds from Wilyador for each Athelas objective card the players control.

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.


The Dead Marshes (x1)
2A-B (3)

After a tiring pursuit through the treacherous marshland, you have cornered Gollum, and move in for the capture.

Forced: After this stage is defeated, the first player chooses a player. That player must pass an Escape test, dealing 1 card from the encounter deck for each resource token on Gollum, to capture him. If Gollum is not captured at this time, reset the quest deck to stage 1B.

If this final Escape test is passed, the players have captured Gollum and won the game.


Return to Mirkwood (x1)
4A-B (2)

As you make the final push to Thranduil's Palace, your enemies make a desperate attempt to ambush your party, and seize Gollum for themselves.

Forced: At the beginning of the combat phase, all enemies in play engage the player guarding Gollum.

Players cannot defeat this stage if there are any enemies in play. If players defeat this stage, they have won the game.


The Redhorn Gate (x1)
3A-B (13)

The mountain peaks are almost in reach, but the swirling snows make it difficult to see, and your strength begins to drain away with the daunting final push to the pinnacle.

When Revealed: Shuffle all copies of Snowstorm in the encounter discard pile back into the encounter deck.

Characters are discarded from play if their is ever 0.

Players cannot defeat this stage unless they have 5 victory points. If the players defeat this stage, they have won the game.


Road to Rivendell (x1)
3A-B (13)

Orcs and other creatures have hounded you since fighting your way free of the orc outpost. Soon you will reach the safety of Rivendell's borders, but supplies have dwindled and you are dead weary from sleepless nights of keeping watch, as dark forms shadow your camp.

When Revealed: Reveal 1 card from the encounter deck per player, and add it to the staging area.

Characters cannot be healed.

If the players defeat this stage, they have won the game.


The Watcher in the Water (x1)
2A-B (5)

The others swung round and saw the waters of the lake seething, as if a host of snakes were swimming up from the southern end.
–The Fellowship of the Ring

The Doors of Durin are blocked by an ancient spell. You must figure out a way into the mines before the Seething bog and its Watcher consumes you all.

When Revealed: Add The Watcher to the staging area. Doors of Durin becomes the active location, moving any previous active location to the staging area. Shuffle all Tentacle cards in the encounter discard pile back into the encounter deck.

If the players have at least 3 victory points and defeat this stage, they have won the game.


The Long Dark (x1)
2A-B (17)

Time carries no weight in the darkness, and the hours creep by with no end in sight. The number of Orcs in the mines increase as you head toward the East–gate, but there appears to be little real organization within their ranks. You press onward!

When Revealed: The first player makes a locate test. If this test is failed, reveal cards from the encounter deck equal to the number of players in the game and add them to the staging area. Then, trigger all "Lost:" effects in play.

If the players quest unsuccessfully, trigger all "Lost:" effects in play.

If the players defeat this stage, they have won the game.


Foundations of Stone (x1)
5A-B (11)

The shaft shoots upwards, the glimmering lines of mithril illuminating your way out of the depths of the mountain. The makeshift ladder is narrow, but you cannot linger in the realm of those things of darkness, who gnaw at the roots of the world.

When Revealed: Reveal 1 card from the encounter deck per player, and add it to the staging area.

Each player cannot commit more allies to the quest than the number of heroes he is also committing to the quest.

If the players defeat this stage, they have won the game.


Shadow and Flame (x1)
3A-B (1)

There is a crumbling pile of boulders on the edge of a teetering cliff, and it gives you a sudden idea. There are chasms and pits along the path you are traveling, and perhaps a well-timed rockslide could send the Balrog down into the depths below...

When Revealed: Durin's Bane makes an immediate attack on the first player. Add Dark Pit to the staging area.

Players cannot win the game while Durin's Bane is in play. If Durin's Bane leaves play by the effect on Dark Pit, the players have won the game.


Heirs of Númenor (x1)
3A-B (15)

You've recovered the scroll but are still outnumbered by your determined foes. Lord Alcaron shouts for you to escape and deliver the scroll before he flees to summon the city guard. If you can get to your ship, you can escape the clutches of these desperate thugs...

When Revealed: Each player searches the encounter deck and discard pile for 1 type:Enemy@enemy} and adds it to the staging area.

Enemies cannot be optionally engaged.

Forced: The first enemy revealed from the encounter deck each round makes an immediate attack against the player who controls Alcaron's Scroll from the staging area.

The players cannot defeat this stage unless Alcaron's Scroll is attached to a hero. If the players defeat this stage, they have won the game.


Heirs of Númenor (x1)
4A-B (15)

The island fortress of Cair Andros rises from the middle of the Anduin. From a distance all is quiet, but as you near the island and night approaches a raucous cry is heard on the wind. The horns of Mordor sound in response. The enemy is moving on Cair Andros, and the assault will soon begin. You must reach it before all hope is lost.

If any players threat is 37 or higher, Approaching Cair Andros gains Siege.

Forced: At the end of each round, raise each player's threat by 2.

If the players defeat this stage, they have won the game.


Heirs of Númenor (x1)
5A-B (15)

The defenders of Cair Andros have survived brunt upon brunt of the enemy's assault, but the outcome of the battle hangs on the edge of a knife. One last heroic effort is required to save the fortress and win the victory...

Siege.

When Revealed: Reveal 1 card per player from the encounter deck and add it to the staging area.

If the players have collected 4 or more victory points, The Last Battle gains Battle and loses Siege.

If the players defeat this stage, they have won the game.


The Steward's Fear (x1)
3A-B (15)

You have unmasked the conspiracy and its champion is upon you. The wheels of treachery are in motion, and only a heroic effort can stop the cabal's plan in time...

When Revealed: Reveal the set aside Villain card and add it to the staging area.

When Revealed: Shuffle the underworld deck into the encounter deck.

The players cannot defeat this stage while a Villain is in play. If this stage is defeated, the players have won the game.


The Drúadan Forest (x1)
3A-B (14)

Siege.

When Revealed: Add Drรป-buri-Drรป to the staging area.

You sense that the edge of the forest must be near at hand, but Woses are master huntsmen and a band of them block your path. your situation seems hopeless: there are simply too many of them. As they begin their attack, you realize your only hope of survival is to convince the Pukel–men that you are not their enemy.

Siege.

Characters use their instead of when attacking enemies. If an enemy would be damaged this way, place progress tokens on it instead of damage tokens. When an enemy has progress equal to its hit points, add it to the victory display and place those progress tokens on the quest.

If the players defeat this stage, they have won the game.


Assault on Osgiliath (x1)
1A-B (-)

Setup: Each player chooses 1 enemy and 1 unique location and add them to the staging area. Shuffle the encounter deck.

You have returned to Minas Tirith just in time to join the army of Gondor as it marches to Osgiliath. An army of orcs and southrons have garrisoned the ancient city, but Lord Boromir means to retake it. Eager to strike a blow against Mordor, you will see the city retaken or die in the attempt...

Player card effects cannot place progress tokens on locations in the staging area.

Forced: When an Osgiliath location leaves play as an explored location, the first player takes control of that location.

If the players control all Osgiliath locations in play at the end of the round, they have won the game.


The Blood of Gondor (x1)
2A-B (15)

Battle.

When Revealed: Place Faramir and Lord Alcaron under Captured! (they are in play but players cannot gain control of them). Each player turns each of his hudden cards faceup.

Faramir and Lord Alcaron have been captured! Through the throng of warriors, you see their bloodied torn forms rushed eastward by a band of Uruks. You must move quickly to prevent the unthinkable! If there is to be any hope of rescuing your friends, you must fight your way out of the ambush.

Battle.

At the beginning of the quest phase, each player takes 1 hidden card.

If a player has 5 hidden cards, he must turn them faceup.

If the players defeat this stage, they have won the game.


The Morgul Vale (x1)
3A-B (-)

When Revealed: Add Nazgรปl of Minas Morgul and The White Bridge to the staging area.

You've delivered justice to the traitor Alcaron. You rush forward to help Lord Faramir, who is still struggling with his captors. Then another shrill crwy emanates from the city. It pierces your ears and chills your heart. With a dull clangor; the gates of Minas Morgul open. Mounted on a great black horse, a Nazgรปl rides forth to claim Sauron's prize.

When Revealed: Reveal 1 card per player from the encounter deck and add it to the staging area.

Nazgรปl of Minas Morgul cannot leave play unless destroyed.

If Nazgรปl of Minas Morgul is defeated, the players have won the game.


The Hobbit: Over Hill and Under Hill (x1)
3A-B (0)

"Dawn take you all, and be stone to you!" said a voice that sounded like William's but it wasn't. For just at that moment the light came over the hill, and there was a mighty twitter in the branches. William never spoke for he stood turned to stone as he stooped; and Bert and Tom were stuck like rocks as they looked at him. –The Hobbit

When Revealed: Remove all Troll enemies and Sack cards from the game. If Troll Cave is in the victory display, the players have discovered the treasure cards Sting, Glamdring, and Orcrist.

The players have won the game.


The Hobbit: Over Hill and Under Hill (x1)
3A-B (20)

Out jumped the goblins, big goblins, great ugly–looking goblins, lots of goblins, before you could say rocks and blocks. – The Hobbit

When Revealed: Shuffle all encounter cards back into the encounter deck and set it aside, inactive. The second encounter deck becomes the active encounter deck. Search the encounter deck for The Great Goblin and add it to the staging area. Then, shuffle the encounter deck.

Players cannot defeat this stage unless The Great Goblin is in the victory display.

When Revealed: Reveal 3 encounter cards per player, Bilbo Baggins may spend X resources to reduce the total number of encounter cards revealed by X. (To a minimum of 1.)

If the players defeat this stage, they have won the game.


The Hobbit: Over Hill and Under Hill (x1)
3A-B (16)

To everyone's surprise, Bilbo Baggins rejoined his companions on the eastern side of the Misty Mountains. However, their celebration was cut short by the chilling sound of wolves howling close by. To the frightened hobbit, it seemed that they had escaped from the goblins only to be eaten by wargs.

When Revealed: The first player gains control of Bilbo Reveal 1 encounter card per player and add it to the staging area.

Gollum engages the first player. Damage from undefended attacks made by Gollum must be placed on Bilbo Baggins.

All riddle effects are ignored. Treachery cards gain surge.

If players defeat this stage, they have won the game.


The Hobbit: On the Doorstep (x1)
4A-B (-)

Then the battle began. Some of the dwarves had knives, and some had sticks, and all of them could get stones; and Bilbo had his elvish dagger. Again and again the spiders were beaten off, and many of them were killed. But it could not go on for long. –The Hobbit

When Revealed: Add The Spider's Glade to the staging area.

Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious character).

Progress cannot be placed on this stage while The Spider's Glade is in play.

Action: Spend 2 resources to ready an unconscious character you control.

If the players defeat this stage, they have won the game and discovered the treasure card Bilbo's Magic Ring.


The Hobbit: On the Doorstep (x1)
3A-B (20)

They debated long on what was to be done, but they could think of no way of getting rid of Smaug – which had always been a weak point in their plans, as Bilbo felt inclined to point out. – The Hobbit

When Revealed: Set Smaug the Golden aside, out of play. Add Smaug the Magnificent and A Bare Patch to the staging area.

Players cannot defeat this stage while Smaug the Magnificent is in play.

Forced: If the total number of progress on this stage is greater than the total remaining hit points on Smaug the Magnificent, remove Smaug the Magnificent from play.

If the players defeat this stage, they have won the game and discovered any treasure successfully burgled from The Lonely Mountain.


The Black Riders (x1)
2A-B (15)


When Revealed: Add Ford of Bruinen and The Witch-king to the staging area. While at least 1 Nazgûl enemy is in play, Race to Rivendell gets +15 quest points. Forced: At the end of the round, reduce the Ring-bearer's life by 1. If the players defeat this stage, they have won the game.

The Treason of Saruman (x1)
2A-B (X)

As their pursuers close in on them, the Uruk–hai race towards the forest of Fangorn with redoubled speed. If the Orcs reach its borders, they will escape into the woods, taking their captives with them...

When Revealed: Each player searches the encounter deck and discard pile for an Uruk-hai enemy, reveals it, and adds it to the staging area. Shuffle the encounter deck.

X is the pursuit value.

Response: After an enemy is defeated, reduce the pursuit value by 1.

The players cannot defeat this stage while Uglรบk is in play. If the players defeat this stage, they have rescued each Captive hero and won the game.

"Run! There's the forest," he shouted, pointing ahead. "Get to it! It's your best hope. Off you go!" –Uglรบk, The Two Towers


The Battle of Lake-town (x1)
3A-B (-)

"Roaring he swept back over the town. A hail of dark arrows leaped up and snapped and rattled on his scales and jewels, and their shafts fell back kindled by his breath burning and hissing into the lake." – The Hobbit

Forced: During the quest phase, reveal 1 additional card from the encounter deck.

RefreshAction: Reset the quest deck to stage 2B.

The players must defeat Smaug to defeat this stage. When Smaug is defeated, compare the number of damage tokens on Lake-town with the number of Victory points in the victory display. If the players have more victory points, they have won the game. Otherwise, Lake-town has burned and the players have lost.


The Stone of Erech (x1)
3A-B (14)

When Revealed: Starting with the first player, each player searches the encounter deck and discard pile for 1 Oathbreaker enemy, reveals it, and adds it to the staging area. Add the Lord of the Dead to the staging area.

Shuffle the encounter deck.

Midnight. Battle (Characters use their instead of when questing.)

Players cannot place progress on this stage unless they control Derufin.

If the players defeat this stage, they have escaped the Blackroot Vale with Derufin and won the game.


The Siege of Annúminas (x1)
3C-D (-)

You've driven back the Orcs, but they've captured some of your companions. You won't abandon your friends, so you follow them to the enemy camp.

When Revealed: Shuffle the encounter discard pile into the encounter deck. The first player adds Enemy Camp to the staging area. Each other player reveals an encounter card. Each player at each stage chooses a hero he controls, discards all tokens and attachments from it, and places it facedown under the main quest at their stage.

Process cannot be placed here while Enemy Camp is in play.

Response: At the end of the round, raise each player's threat by 1 and reveal an encounter card to choose a non-unique enemy worth no victory points at another stage. Discard the chosen enemy.

If the Lieutenant of Angmar is in the victory display at the end of the round, the players have routed the enemy and won the game.


The Siege of Annúminas (x1)
3E-F (-)

You've driven the enemy from the battlements when you hear a commotion from below. Orcs have tunneled under the walls and atack you from the rear. You charge down the stairs to stem the tide of Orcs and block the tunnel entrance.

When Revealed: Shuffle the encounter discard pile into the encounter deck. The first player adds Siege Tunnel to the staging area. Each other player reveals an encounter card.

Progress cannot be placed here while Siege Tunnel is in play.Response: At the end of the round, raise each player's threat by 1 and reveal an encounter card to choose a non-unique enemy worth no victory points at another stage. Discard the chosen enemy.

If the Lieutenant of Angmar is in the victory display at the end of the round, the players have routed the enemy and won the game.


Conflict at the Carrock Nightmare (x1)
3A-B (-)

Just as you think the fight is over, you find tracks that lead you to what appears to be the leader of this group of Trolls. You can see Grimbeorn the Old, captured and ready to be cooked. It's up to you to save him!

When Revealed: Add Rob and Bob to the staging area. Then, each player must search the encounter deck and discard pile for a non-unique Troll enemy and add it to the staging area, if able. Shuffle the encounter deck.

A nice pickle they were all in now. –The Hobbit

When Rob and Bob have been defeated, the players have rescued Grimbeon the Old from certain death, and won the game.