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52 Results Found

Core Set (x1)
2A-B (2)


Forced: When you defeat this stage, proceed to one of the 2 "A Chosen Path" stages, at random.

Conflict at the Carrock (x1)
2A-B (1)


Players cannot defeat this stage if there are any Troll enemies in play.

The Hills of Emyn Muil (x1)
1A-B (1)

Setup: Search the encounter deck for Amon Hen and Amon Lhaw, and add them to the staging area. Then shuffle the encounter deck.

Forced: If there are no location cards in the staging area, the first treachery card revealed during the quest phase gains surge. Players cannot defeat this stage until there are no Emyn Muil locations in play, and they have collected at least 20 victory points.

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


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

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


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

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


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

Khazad-dûm (x1)
2A-B (5)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

Forced: If Heading Up is in the player's victory display at the end of any quest phase, shuffle Heading Up back into the quest deck. Players may bypass this quest card at the end of the combat phase.

Khazad-dûm (x1)
2A-B (1)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

When Revealed: Reveal 1 encounter card per players, and add it to the staging area. Players may bypass this quest at the end of the combat phase.

Khazad-dûm (x1)
2A-B (3)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

When Revealed: Each player chooses 1 questing character he controls. Each questing character not chosen does not count its willpower until the end of the turn. Forced: After placing the 1st progress token on Narrow Paths, search the encounter deck and discard pile for Abandoned Tools and add it to the staging area, if able. Players may bypas this quest card at the end of the combat phase.

Khazad-dûm (x1)
2A-B (4)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

Abandoned Tools gains: "Refresh Action: Exhaust attached hero to put a progress token on Escape from Darkness." Players may bypass this quest card at the end of the combat phase. Progress tokens cannot be placed on Escape from Darkness except by Abandoned Tools. If the players defeat this stage, they escape and win the game.

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


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

Foundations of Stone (x1)
4A-B (5)


Forced: After the 5th progress token is placed on Old One Lair, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.

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


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)
4A-B (5)

Siege.  
Breakthrough at the Citadel adds 5 Threat to the staging area.

The Three Trials (x1)
3A-B (1)

When Revealed: Add Hallowed Circle to the staging area. Reveal each Guardian enemy in the victory display, adding them to the staging area.

Each Guardian enemy engages the player who controls the Key objective with a Trait shared by that enemy. Players cannot defeat this stage unless Hallowed Circle is in the victory display. If the players defeat this stage, they win the game.

The Wastes of Eriador (x1)
3A-B (5)

When Revealed: Flip the Time objective to Nightfall. Add Pack Leader to the staging area. Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until X Warg enemies are discarded. X is 1 less than the number of players in the game. Add each discarded enemy to the staging area.

Pack Leader cannot take damage unless there are at least 5 progress tokens on this stage. Forced: When it becomes Day, discard all progress from this stage. The players cannot defeat this stage while Pack Leader is in play. If Pack Leader is destroyed, the players win the game.

The Grey Havens (x1)
2A-B (2)

When Revealed: Search the encounter deck and discard pile for 1 copy of Waterspout and add it to the staging area. Shuffle the encounter deck.

Forced: At the end of the quest phase, if you are off-course (Cloudy, Rainy, Stormy), each player must distribute 5 damage among characters he controls. When this stage is defeated, if you are on course (Sunny), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.

The Grey Havens (x1)
2A-B (4)

Sailing.  
When Revealed: Search the encounter deck and discard pile for 1 copy of Scouting Ship and add it to the staging area. Shuffle the encounter deck.

While you are off-course (Cloudy, Rainy, or Stormy), each Ship enemy gains Boarding 1. When this stage is defeated, if you are on-course (Sunny), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.

The Grey Havens (x1)
2A-B (4)

Sailing.  
When Revealed: Search the encounter deck and discard pile for 1 copy of Starlit Sea and add it to the staging area. Shuffle the encounter deck.

While you are off-course (Cloudy, Rainy, or Stormy), each Ocean location gets +1 Threat. When this stage is defeated, if you are on-course, look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.

The Thing in the Depths (x1)
1A-B (4)

Setup: Build the encounter deck using only The Stormcaller and Corsair Raiders encounter sets, setting The Thing in the Depths and The Stormcaller Elite encounter sets aside, out of play (enemy side faceup). Search the encounter deck for Helm of the Stormcaller and 1 copy of Umbar Raider, and add them to the staging area. Shuffle the encounter deck.

Captain Sahír and Na’asiyah gain indestructible. Forced: At the end of the round, if Captain Sahír and Na’asiyah are not in play, add 1 resource to each of them. Progress cannot be placed on this stage unless Helm of the Stormcaller is in the victory display.

A Storm on Cobas Haven (x1)
3A-B (5)

Sailing.  
When Revealed: The players make engagement checks against each enemy in the staging area. Raider Flagship gets -50 engagement cost during these engagement checks.

Raider Flagship gets -50 engagement cost. Break Through the Fleet! has +5 quest points for each Ship enemy in play. If this stage is defeated, or if Raider Flagship is in the victory display, the players have broken through the Corsair fleet and win the game!

The Sands of Harad (x1)
2A-B (5)


Forced: When this stage is defeated, each player chooses a hero he owns in the staging area, takes control of that hero, and exhausts it.

Beneath the Sands (x1)
1A-B (5)

Setup: Set Brood Mother aside, out of play. Add the Search objective to the staging area (Off Track face up).

When Revealed: Discard cards from the encounter deck until X locations are discarded, where X is the number of players. Add each location discarded by this effect to the staging area.

Beneath the Sands (x1)
2A-B (5)

When Revealed: Flip the Search objective to Off Track. 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 by this effect to the staging area.

While On Track is in play, encounter card effects cannot be canceled.

Beneath the Sands (x1)
3A-B (5)

When Revealed: The first player adds Brood Mother to the staging area. Each other player reveals an encounter card. Flip the Search objective to Off Track.

While there are at least 5 progress tokens on this stage, Brood Mother loses the text: "Cannot take damage." Forced: After the Search objective is flipped to Off Track, remove all progress tokens from this stage. This stage cannot be defeated while Brood Mother is in play. If the players defeat this stage, they win the game.

The Wilds of Rhovanion (x1)
2A-B (5)

When Revealed: The first player adds Woodman Village to the staging area. Each other player reveals an encounter card.

No more than 1 progress can be placed on each location in the staging area each round. Forced: After the players travel to a location, add the top card of the Evil Creatures deck to the staging area. The players cannot defeat this stage unless the first player controls Haldan.

The Wilds of Rhovanion (x1)
3A-B (5)

When Revealed: The first player adds The Old Ford to the staging area. Each other player adds the top card of the Evil Creatures deck to the staging area.

The players cannot travel toThe Old Ford unless there is at least 5 progress here. Forced: At the beginning of the quest phase, add the top card of the Evil Creatures deck to the staging area. This stage cannot be defeated while The Old Ford is in play. When The Old Ford is explored, the players win the game.

The Withered Heath (x1)
2A-B (3)

When Revealed: Add the set-aside Cold-Drake to the staging area.

Ignore the Deep keyword. Cold-Drake cannot leave the staging area (even if it has damage equal to its hit points), but it is considered to be engaged with each player. No more than 6 damage can be placed on Cold-Drake each round and it cannot have more than 18 damage. This stage cannot be defeated while Cold-Drake has any hit points remaining.

Roam Across Rhovanion (x1)
2A-B (5)

The 'when revealed' effects of treachery cards cannot be canceled. Forced: When the players defeat this stage, remove it from the game. Advance to a random stage 2A, if able. Otherwise, advance to stage 3A. The players cannot travel to the Grey Moorland guarding Tiny unless there is at least 5 progress on this stage. This stage cannot be defeated unless the first player controls Urdug and Tiny.

Roam Across Rhovanion (x1)
2A-B (5)

When Revealed: The first player searches the encounter deck, discard pile, and victory display for a Grey Mountain Giant, adds it to the staging area, and attaches the set-aside Urdug's Horn to it as a guarded objective. Shuffle the encounter deck. Each other player reveals an encounter card.

Each enemy with 1 or more guarded attachments gets +2 Threat and +2 Defense. Forced: When the players defeat this stage, remove it from the game. Advance to a random stage 2A, if able. Otherwise, advane to stage 3A. The Grey Mountain Giant guarding Urdug's Horn cannot take damage unless there is at least 5 progress on this stage. This stage cannot be defeated unless the first player controls Urdug with Urdug's Horn attached.

Roam Across Rhovanion (x1)
2A-B (5)

When Revealed: The first player searches the encounter deck, discrd pile, and victory display for a Deep Ravine, adds it to the staging area, and attaches the set-aside Durin's Key to it as a guarded objective. Shuffle the encounter deck. Each player reveals an encounter card.

Each encounter card guarding a card is immune to player card effects. Forced: When the players defeat this stage, remove it from the game. Advance to a random stage 2A, if able. Otherwise, advance to stage 3A. The players cannot travel to the Deep Ravine guarding Durin's Key unless there is at least 5 progress on this stage. This stage cannot be defeated unless the players control Urdug and Durin's Key.

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.

Mount Gundabad (x1)
2A-B (3)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

Forced: After characters are committed to the quest, raise each player's threat by 1. Forced: When this stage is defeated, shuffle The First Forge into the Caves deck. At the end of the combat phase, the players may bypass this stage.

Mount Gundabad (x1)
2A-C (3)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

The 'when revealed' effects of the first treachery revealed each round cannot be canceled. Forced: When this stage is defeated, search the Caves deck for a location and make it the active location. Shuffle the Caves deck. At the end of the combat phase, the players may bypass this stage.

Mount Gundabad (x1)
2A-D (5)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

Forced: After characters are committed to the quest, discard the top 5 cards of the encounter deck. Add a random enemy discarded this way to the staging area. Forced: When this stage is defeated, reduce each player's threat by 5. At the end of the combat phase, the players may bypass this stage.

Mount Gundabad (x1)
2A-F (4)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

Each player cannot play more than 1 card each phase. Forced: When this stage is defeated, the first player looks at the top 2 cards of the quest deck and chooses 1 to place on the bottom of the quest deck. Then, flip over the top card of the quest deck. At the end of the combat phase, the players may bypass this stage.

A Shadow in the East (x1)
1A-B (5)

Setup: Set Warriors of the East aside, out of play. Add Easterling Pursuit and 1 copy of River Running to the staging area. Each player adds 1 different Easterling enemy to the staging area. Shuffle the encounter deck.

This stage gets +5 quest points per player. Add +1 Threat to the total threat in the staging area for each resource token on Easterling Pursuit.

A Shadow in the East (x1)
1A-B (5)

Setup: Set each plot objective and each Cultist enemy aside, out of play. Each player searches the encounter deck for a different location and adds it to the staging area. One of those locations must be Side Street. Shuffle the encounter deck.

Forced: After the active location leaves play as an explored location, place 1 resource here. This stage cannot be defeated unless there are at least 2 resources here.

Wrath and Ruin (x1)
1A-B (4)

Setup: Add Thane Ulchor and Gate of Dorwinion to the staging area. Each player adds a different location to the staging area. Make a copy of Makeshift Fortification the active location. Shuffle the enocounter deck.

The stage gets +4 quest points per player. Progess cannot be placed on locations in the staging area by player card effects. Forced: When a location is explored, the first player takes control of it. The stage cannot be defeated unless there are more locations under the players' control than in the staging area at the end of the round.

The Hobbit: Over Hill and Under Hill (x1)
2A-B (1)

When Revealed: Add the set-aside Troll enemies and the Troll Cave to the staging area. Shuffle the encounter discard pile back into the encounter deck.

Forced: If there are no Troll enemies left in play, or if there are no cards left in the encounter deck, advance it to the next stage. Any time players would place progress tokens on this quest, discard an equal number of cards from the encounter deck instead. (Progress is placed on the active location before triggering this effect.)

The Black Riders (x1)
1A-B (1)

Setup: Set Buckleberry Ferry aside, out of play. Add 1 Black Rider to the staging area and make Bag End the active location. Shuffle the encounter deck.

When a player fails a Hide test, each Nazgûl enemy in the staging area engages that player. (Trigger Forced effects after resolving this effect.) The player cannot advance unless Bag End is in the victory display.

The Flame of the West (x1)
3A-B (5)

When Revealed: Add The Stone of Erech and Army of the Dead (enemy side faceup) to the staging area. Each player may raise his threat by 3 to detach Overcome by Fear from his threat dial and set it aside, out of play.

While Stone of Erech is the active location, each Oathbreaker enemy loses the Phantom keyword and gets -20 engagement cost. When The Stone of Erech leaves play as an explored location, the players win the game.

The Flame of the West (x1)
1A-B (2)

Setup: Set Minas Tirith, Grond, The Witch-king, and each copy of Wraith of Wings aside, out of play. Search the encounter deck for a copy of Pelennor Field and make it the active location. Shuffle the encounter deck. The players may attach Esquire of Rohan and Esquire of Gondor to different heroes.

Skip the quest phase and combat phase. Forced: At the end of the planning phase, place 1 progress here.

The Flame of the West (x1)
3A-B (4)

Assault.  
When Revealed: Each player takes control of each ally he owns in the staging area and exhausts it. The first player adds Minas Tirith, Grond, and The Witch-king (Captain side faceup) to the staging area. Each other player searches the encounter deck and discard pile for a different enemy and adds it to the staging area. Shuffle the encounter deck.

The White City Besieged gets +4 quest points for each player in the game. The players cannot travel to Pelennor locations. Forced: When an enemy is destroyed, place progress on this stage equal to that enemy's total Threat (progress must be placed on the active location first).

The Mountain of Fire (x1)
1A-B (4)

Dire.  
Setup: Add Mount Doom and The Tower of Barad-dûr to the staging area. Make Brake of Thorns the active location. Each player searches the encounter deck for a different location and adds it to the staging area. Shuffle the encounter deck.

Dire. This stage gets +4 quest points for each player. The first treachery revealed each quest phase is immune to player card effects and gains surge.

The Massing at Osgiliath (x1)
2A-B (5)


Players cannot travel to West Bank locations. Each player cannot play or put into play more than 1 card from his hand each round.

The Massing at Osgiliath (x1)
3A-B (1)


Progress tokens from card effects cannot be placed on this quest card or the active location. Players cannot travel to East Bank or West Bank locations. In order to commit characters to the quest, a player must first choose a hero or 1 Ranger of Ithilien card he controls. Discard each chosen card from play.

Fog on the Barrow-downs (x1)
1A-B (1)

Setup: Set each copy of Great Barrow, Standing Stones, and Hollow Circle aside, out of play. Shuffle the encounter deck.

Skip the quest phase. Forced: At the end of the round, place 1 progress on this stage.

The Wizard's Quest (x1)
2A-B (5)

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

When Revealed: The opposing team searches the encounter deck and discard pile for a location with cost 2 or less, adds it to the staging area, and places a resource on it. Shuffle the encounter deck. The location with a resource on it is immune to player card effects and the players cannot travel to it while this stage has any quest points remaining. This stage cannot be defeated while the location with a resource on it is in play.

The Wizard's Quest (x1)
2A-B (5)

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

This stage gets +5 quest points per player. Forced: At the beginning of the quest phase, Rider of Mirkwood makes an immediate attack against the first player.

Flight from Moria Nightmare (x1)
2A-B (5)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

Forced: At the end of the round, shuffle the discard pile into the encounter deck and discard the top 5 cards. Resolve the "when revealed" effects of each copy of A Foe Beyond discarded by this effect. No more than 1 progress can be placed on this stage each round. If the players defeat this stage, they win the game. Players may bypass this quest card at the end of the combat phase.

Flight from Moria Nightmare (x1)
2A-B (1)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

When Revealed: Deal 1 damage to each questing character. Players may bypass this quest card at the end of the combat phase.