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Trait Keyword Victory
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Player Encounter Quest
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Results: 101 - 112 of 112 Cards
The Ruins of Belegost (x1)
Stage
3 A

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

Your journey into Belegost has captured the attention of the many foul creatures that now dwell there. Evil creatures that lay hidden for countless years now stir in the darkness around you. You need a light to ward them off.

3 B
6

The first Hazard card revealed each round gains surge.

During the travel phase, the players must travel to a location, if able.

Forced: When this stage is defeated, if Dwarven Torch is attached to a hero, advance to stage 4A. Otherwise advance to stage 3C.

The Ruins of Belegost (x1)
Stage
3 C

Your exploration of Belegost has brought you down to the very roots of the Ered Luin mountain range. Here, in the utter black, a patchwork of tunnels and pitfalls create an impassable labyrith. You need a map to find your way...

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

3 D
6

The Discover value on the active location is increased by 1.

During the travel phase, the players must travel to a location, if able.

Forced: When this stage is defeated, if Map of Ered Luin is attached to a hero advance to stage 4A. Otherwise, advance to stage 3E.

The Ruins of Belegost (x1)
Stage
3 E

The book you recovered explains how the Dwarves kept their treasure in secret vaults: each one marked by a stone guardian. As you explore the mines, you find what looks like a doorway blocked by the statue of a Dwarf sentry. One of the guard's eyes is a glittering gem, but the other socket is empty. Perhaps if you can find the missing gem you could open the hidden passageway...

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

3 F
6

During the travel phase, the players must travel to a location, if able.

Forced: After resolving the Discover keyword, if no Hazard card was revealed by that effect, reveal the top card of the encounter deck.

Forced: When this stage is defeated, if Blue Mountain Gem is attached to a hero advance to stage 4A. Otherwise, advance to stage 3A.

Fog on the Barrow-downs (x4)
Stage
4 A

When Revealed: End your quest phase (do not resolve the quest). Discard cards from the encounter deck until a Wight enemy is discarded. Add the discarded Wight enemy to the staging area. Discard all but X allies you control where X is the number of enemies engaged with you.

4 B
9

Forced: When a location is revealed at this stage, cancel its effects and discard it. Then, raise your threat by that card'sThreat (including modifiers).

Forced: After this stage is defeated, advance to stage 3B at the beginning of the travel phase (combining staging areas with stage 3B) and place 1 progress on a Great Barrow at that stage.

The Wizard's Quest (x1)
Stage
1 A

Concerned about the growing darkness in southern Mirkwood, Radagast sent an Eagle to spy on Dol Guldur. When the Eagle returned with an evil wound, the Wizard sent word to the White Council and asked for heroes to investigate.

Setup: Add Rhosgobel to the staging area. The opposing team searches the encounter deck for one different 0 cost enemy or 0 cost location per player and adds them to the staging area. Shuffle the encounter deck.

1 B
10

You are on your way to Rhosgobel in answer to Radagast's summons, but the deepening shadows of Mirkwood threaten to envelope you before you even reach the Wizard's sanctuary.

Forced: When Rhosgobel is explored, flip it over and add Rider of Mirkwood to the staging area.

This stage cannot be defeated while Rhosgobel is in play.

The Wizard's Quest (x1)
Stage
3 A

The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.

Rider of Mirkwood's engagement cost is considered to be 0.

The number of damage tokens on Rider of Mirkwood cannot exceed the number of progress tokens on this stage.

Players cannot defeat this stage while Rider of Mirkwood is in play. If the players defeat this stage, they win the game.

The Woodland Realm (x1)
Stage
1 A

You are traveling through Mirkwood forest in search of The Elvenking's hidden halls, when you hear a desperate cry for help from a dark path of woods.

Setup: Add Spider Den to the staging area. The opposing team searches the encounter deck for one different 0 cost enemy or 0 cost location per player and adds it to the staging area. Shuffle the encounter deck.

1 B
10

The cries are those of an Elf who has been captured within a spider den. You must rescue him!

Forced: When Spider Den is explored, flip it over and put Mendor into play under the first player's control, ready.

This stage cannot be defeated unless the first player controls Mendor.

The Mines of Moria (x1)
Stage
3 A

Your journey through Moria has been marked by all manner of terrible hazards, but you've discovered no sign of Balin's company. You hope that you might find some record of the Dwarven colony in the Chamber of Mazarbul.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (cost 3 or less instead if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

3 B
10

Enemies cannot take damage while Chamber of Mazarbul is in the staging area.

When Revealed: The opposing team searches the encounter deck and discard pile for an enemy and adds it to the staging area.

This stage cannot be defeated while an enemy is in play. When this stage is defeated, the players win the game.

Escape from Khazad-dûm (x1)
Stage
1 A

You entered Moria with the hope of finding Mithril, but you have become lost underground instead. Below the ancient mansions of the Dwarves, untold dangers lurk in the darkness.

Setup: Add Dark Pit to the staging area. The opposing team searches the encounter deck for one different 0-cost enemy or location per player and adds them to the staging area. Shuffle the encounter deck.

1 B
10

Surrounded by utter black and running low on supplies, you must find your way out of Khazad–d鈥搈 before it's too late.

Forced: When Dark Pit is explored, flip it over and set Durin's Bane aside, out of play. Each player searches the top 5 cards of his deck for a card, adds it to his hand, and shuffles his deck.

This stage cannot be defeated while Dark Pit is in play.

Escape from Khazad-dûm (x1)
Stage
2 A

The Mines of Moria are vast beyond your imagination. Though you feel that you are making progress, one wrong turn could mean disaster.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (cost 2 or less instead if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. It's 'when revealed' effects cannot be canceled.

2 B
10

When Revealed: The opposing team searchs the encounter deck and discard pile for an enemy with cost 2 or less, adds it to the staging area, and places a resources on it. Shuffle the encounter deck.

The enemy with a resource on it is immune to player card effects, and progress cannot be placed on this stage while that enemy is in play.

Escape from Khazad-dûm (x1)
Stage
3 A

Your spirits rise as you are drawing near to the East Gate of Moria. But then a huge, dark shape rises in front of you and bursts into flames: a Balrog! Durin's Bane blocks your escape.

When Revealed: Add the set-aside Durin's Bane to the staging area. It cannot take damage this round. If there is more than 1 player, it makes an immediate attack against the first player.

3 B
10

No more than 5 progress can be placed here each round.

Forced: At the beginning of the quest phase, Durin's Bane makes an attack against the first player. Any undefended or excess damage dealt by this attack must be placed here.

If this stage has damage on it equal to or greater than its quest points, the players lose the game. If this stage is defeated the players win the game.

Across the Ettenmoors Nightmare (x1)
Stage
1 A

Setup: Set aside each side quest and each location with the safe keyword. Reveal 1 of those side quests and 1 of those safe locations at random, adding them to the staging area with the safe location guarded by the side quest. Shuffle the remaining side quests and safe location into the encounter deck. Discard cards from the top of the encounter deck until X enemies are discarded, where X is the number of players in the game. Add the discarded enemies to the staging area. The first player gains control of Amarthi煤l.

1 B
10

You have escaped from the prisons of Mount Gram, but you are not safe yet.

Forced: At the beginning of the quest phase, if there are no encounter side quests in play, discard cards from the top of the encounter deck until a side quest is discarded, reveal it, and add it to the staging area.