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Player Encounter Quest
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12 Results Found

Heirs of Númenor (x1)
2A-B (9)


Siege. Archery X. X is the number of players in the game. After this stage is completed advance to stage 4A (bypassing stage 3).

Heirs of Númenor (x1)
1A-B (9)

Setup: Add The Approach, The Citadel, and The Banks to the staging area. Shuffle the encounter deck.

Siege. Players must deal damage from undefended attacks to the lowest Threat Battleground location in play. If there are no Battleground locations in play, immediate advance to the next stage.

Heirs of Númenor (x1)
4A-B (5)


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

Heirs of Númenor (x1)
5A-B (15)


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 Drúadan Forest (x1)
3A-B (14)

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

Siege. Characters use their Willpower instead of Attack 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.

The Hobbit: On the Doorstep (x1)
4A-B (8)


Players cannot advance from this stage unless stage 2 and stage 3 are complete. Forced: If there is no progress on this stage at the end of the round, each player must discard all resources from each hero's resource pool.

The Siege of Annúminas (x1)
1A-B (-)

Setup: Set Lieutenant of Angmar, Battering Ram, Enemy Camp, Siege Tunnel, each copy of Host Angmar, and each copy of Dúnedain of Annúminas 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 Gate of Annúminas. Shuffle the encounter deck.

Forced: At the beginning of the round (before the resource phase), place 1 resource here. Then, if there are 4 resources here, advance to stage 2. Response: At the end of the round, remove 10 progress from this stage to increase the city strength of Annúminas by 10.

The Siege of Annúminas (x1)
1C-D (-)

Setup: Set Lieutenant of Angmar, Battering Ram, Enemy Camp, Siege Tunnel, each copy of Host of Angmar, and each copy of Dúnedain of Annúminas aside, out of play. Shuffle the encounter deck. Each player discards cards from the top of the encounter deck until he discards an enemy or location. Add each enemy and location discarded in this way to the staging area.

Forced: At the beginning of the round (before the resource phase), place 1 resource here. Then, if there are 4 resources here, advance to stage 2. Response: At the end of the round, remove 10 progress from this stage. Then, the first player at each stage takes control of a set aside Dúnedain of Annúminas.

The Siege of Annúminas (x1)
1E-F (-)

Setup: Set Lieutenant of Angmar, Battering Ram, Enemy Camp, Siege Tunnel, each copy of Host of Angmar, and each copy of Dúnedain of Annúminas aside, out of play. Each player searches the encounter deck for a different enemy and adds it to the staging area. One of these enemies must be Vanguard of Carn Dûm. Shuffle the encounter deck.

Forced: At the beginning of the round (before the resource phase), place 1 resource here. Then, if there are 4 resources here, advance to stage 2. Response: At the end of the round, remove 10 progress from this stage, then the players at each other stage reveal 1 fewer encounter card during their next quest phase (to a minimum of 0).

The Siege of Annúminas (x1)
3E-F (-)

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.

Attack on Dol Guldur (x1)

Setup: Add Dol Guldur to the staging area, attach a threat dial to it, and set its value to 5. Then, increase it's value by 5 for each player. For the rest of the game, that threat dial is the siege tracker and it displays the city strength of Dol Guldur. Flip this card over.

While Dol Guldur's city strength is 0, each Lieutenant enemy loses indestructible. While the players are at stage 3, this card gains: "Forced: After resolving the Forced effect on Dol Guldur, randomly select a stage 3 that was not in play this round and resolve its Forced effect. Then, discard all progress from the current stage 3 and advance to a new stage 3 of your choice." At the end of the round, if Dol Guldur's city strength is 0 and there are no Lieutenant enemies in play, Dol Guldur is captured and the players win the game.

Attack on Dol Guldur (x1)

Setup: Create 3 separate staging area, each with its own quest deck and encounter deck. Divide the players into 3 teams, one for each staging area. One team puts Dol Guldur into play in their staging area, attaches a threat dial to it, and sets its value to 5. Then, increase its value by 5 for each player at each stage. For the rest of the game, that threat dial is the siege tracker and it displays the city strength of Dol Guldur. Each other team removes their copy of Dol Guldur. Each other team removes their copy of Dol Guldur from the game. Flip this card over.

While Dol Guldur's city strength is 0, each Lieutenant enemy loses indestructible. While the players are at stage 3, this card gains: "Forced: After resolving the Forced effect on Dol Guldur, the team with Dol Guldur in their staging area resolves the forced effect on the stage 3 that was not in play at any stage this round. Then, each team discards all progress from their stage 3 and advances to a new stage 3 of their choice. Each team must choose a different stage." Response: At the end of the round, a player who controls Host of Lórien or Power of Lórien may give control of that card to another player at any stage. If the last player at a stage is eliminated, the siege falls and the entire group loses the game. At the end of the round, if Dol Guldur's city strength is 0 and there are no Lieutenant enemies in play at each stage, Dol Guldur is captured and the players win the game.