Clear Sort View Lang
Set
Card Set Cycle Set Type
Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique Status
Character Project Creator

Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
Artist Popularity Errata
Results: 29 Cards
The Land of Shadow (x4)
1 

The Searching Eye functions like a player card.

Forced: After you draw this card, either exhaust each hero you control, or reveal an encounter card.

...that horrible growing sense of a hostile will that strove with great power to pierce all shadows of cloud, and earth, and flesh... -The Two Towers

The Land of Shadow (x3)
24 2 3 1 4
Undead.

The engaged player cannot reduce his threat.

Forced: After Groping Dead attacks and destroys a character, place 1 mire token on the active location.

Shadow: If this attack destroys a character, place 1 mire token on the active location.

The Land of Shadow (x3)
32 3 4 2 5
Undead.

The engaged player cannot reduce his threat.

Forced: After Dead Things attacks and destroys a character, the defending player raises his threat by 3.

Shadow: Raise your threat by 1 for each Undead enemy engaged with you.

The Land of Shadow (x3/x1)
36 3 5 2 6
Undead.

The engaged player cannot reduce his threat.

Forced: After Candle-bearer attacks and destroys a character, it cannot take damage until the end of the round.

Shadow: Until the end of the round, attacking enemy cannot take damage.

The Land of Shadow (x3/x2)
3
4
Marsh.

Mire 3. Forced: When Evil-smelling Fens is discarded by the Mire keyword, deal 1 damage to each character.

Travel: Raise each player's threat by 1 to travel here.

Shadow: Deal 1 damage to defending character.

The Land of Shadow (x2)
1
3
Marsh.

Surge.

Mire 1. Forced: When Shifting Quagmire is discarded by the Mire keyword, either return a random location from the victory display to the staging area, or raise each player's threat by 1 for each location in the victory display.

Travel: Spend 1 resource to travel here.

The Land of Shadow (x3)
4
5
Marsh.

Mire 2. Forced: When Haunted Mere is discarded by the Mire keyword, search the encounter deck and discard pile for an Undead enemy, reveal it, and add it to the staging area. Shuffle the encounter deck.

Travel: Exhaust Smeagol to travel here.

"They lie in all the pools, pale faces, deep deep under the dark water." -Frodo, The Two Towers

The Land of Shadow (x2)
3
7
Marsh.

Mire 5. Forced: When Stagnant Pools is discarded by the Mire keyword, raise each player's threat by 5.

Stagnant Pools gets +1 Threat for each mire token on it.

Travel: Exhaust Smeagol to travel here.

Mists curled and smoked from dark and noisome pools. The reek of them hung stifling in the still air. -The Two Towers

The Land of Shadow (x4/x3)
2
4
Marsh.

Mire 1. Forced: When Soft Mires is discarded by the Mire keyword, the first player reveals an encounter card.

Travel: Raise each player's threat by 1 to travel here.

The hobbits soon found that what had looked like one vast fen was really an endless network of pools, and soft mires... -The Two Towers

The Land of Shadow (x2/x1)

Surge. Doomed 1.

When Revealed: Attach to the current quest. (Counts as a Condition attachment with the text:"Forced: At the end of the refresh phase, place 1 mire token on each location in the staging area. Then, discard Creeping Marshes.")

The Land of Shadow (x3/x2)

Peril.

When Revealed: Either raise your threat by 1 for each character you control that is committed to the quest, or deal 1 damage to each character committed to the quest.

Shadow: Raise your threat by the attacking enemy'sThreat

The Land of Shadow (x2/x1)

Peril.

When Revealed: Put the topmost Undead enemy in the discard pile into play engaged with you. Each Undead enemy engaged with you makes an immediate attack.

Shadow: Put the topmost Undead enemy in the discard pile into play engaged with you.

The Land of Shadow (x2/x1)
45 4 5 4 9
Nazgûl.

Cannot have non-Morgul attachments.

While The One Ring is exhausted, Morgul Wraith gets -30 engagement cost and gains: "Immune to player card effects."

"They see everything, everything. Nothing can hide from them." -Gollum, The Two Towers

The Land of Shadow (x2/x1)

When Revealed: The first player must choose: either search the encounter deck, discard pile, and victory display for a Nazgul enemy and add it to the staging area, or exhaust The One Ring and reveal the top card of the encounter deck.

Shadow: Attacking enemy makes an additional attack against you after this one.

The Land of Shadow (x2/x1)

Surge.

When Revealed: Either flip Sméagol to Gollum, or Gollum makes an immediate attack. The first player may spend 1 resource and exhaust The One Ring to cancel this effect.

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if the attacking enemy is Gollum).

The Land of Shadow (x1)
Stage
1 A

Frodo and Sam left the Fellowship above the falls of Rauros and crossed the great river to climb the Emyn Muil upon the Eastern shore. After days of wandering through that maze of rocky crags, they have finally reached the edge of the Dead Marshes only to discover that Gollum is following them.

Setup: Put Gollum into play engaged with the first player. Each player searches the encounter deck for 1 location, reveals it, and adds it to the staging area. Shuffle the encounter deck.

1 B
6

The players cannot advance unless the first player controls Sméagol.

Forced: After a player declares any number of attackers against Gollum discard the top card of the encounter deck. Gollum gets +XDefense for this attack, where X is the discarded card’sThreat

Things would have gone ill with Sam, if he had been alone. But Frodo sprang up, and drew Sting from its sheath. —The Two Towers

The Land of Shadow (x1)
Stage
2 A

The Hobbits soon found that what had looked like one vast fen was really an endless network of pools, and soft mires, and winding half–strangled watercourses. Among these a cunning eye and foot could thread a wandering path. -The Two Towers

When Revealed: If the number of locations in the staging area is less than the number of players in the game, discard cards from the encounter deck until a location is discarded. Add the discarded location to the staging area.

2 B
12

Progress cannot be placed on locations in the staging area.

The players cannot advance unless the first player controls Sméagol and there are at least 4 locations in the victory display.

Forced: At the end of the staging step, if the number of locations in the staging area is less than the number of players in the game, reveal the top card of the encounter deck.

The Land of Shadow (x1)
Stage
3 A

For a moment the water below him looked like some window, glazed with grimy glass, through which he was peering. Wrenching his hands out of the bog, he sprang back with a cry. "There are dead things, dead faces in the water," he said with horror. -The Two Towers

When Revealed: Each player searches the encounter deck and discard pile for an Undeadenemy and puts it into play engaged with him. Shuffle all locations in the victory display into the encounter deck.

3 B
24

While any player is engaged with an Undead enemy, progress cannot be placed on this stage.

The players cannot defeat this stage unless the first player controls Sméagol. If the players defeat this stage, they win the game.

Gollum laughed. "The Dead Marshes, yes, yes: that is their names," he cackled. "You should not look in when the candles are lit." —The Two Towers

The Land of Shadow (x1)

You are playing campaign mode.

Setup: Each player may change hero cards he controls without incurring the +1 threat penalty. Each player shuffles 1 copy of The Searching Eye into his deck. Remove each burden with the following burden set icons from the encounter deck and each player's deck: Helm's Deep, The Road to Isengard

"It's that Gollum! Snakes and adders! And to think that I thought that we'd puzzle him with our bit of a climb! Look at him! Like a nasty crawling spider on a wall." -Sam Gamgee, The Two Towers

Resolution: Each player must choose: either take a permanent +2 starting threat penalty, or earn 1 copy of The Searching Eye. Record each player's choice in the campaign log.

The marshes were at an end, dying away into dead peats and wide flats of dry cracked mud. The land ahead rose in long shallow slopes, barren and pitiless, towards the desert that lay at Sauron's gate.
–The Two Towers

The Land of Shadow (x1)
30 2 2 2 5
Gollum.

Immune to non- player card effects. Gollum engages the first player.

Forced: After Gollum engages the first player during the refresh phase, he makes an immediate attack.

Forced: When Gollum is defeated, flip him to Sméagol and exhaust Sméagol.

The Land of Shadow (x1)
2 2 2 5
Gollum.

Immune to player card effects. The first player gains control of Sméagol.

Forced: After the players quest unsuccessfully, flip Sméagol to Gollum.

If Sméagol is destroyed, the players lose the game.

The Passage of the Marshes Nightmare (x1)

You are playing Nightmare mode.

Forced: When a location in the staging are is explored, raise each player's threat by X, where X is that location's Mire value.

Often they floundered, stepping or falling hands–first into waters as noisome as a cesspool, till they were slimed and fouled almost up to their necks and stank in one another's nostrils. –The Two Towers

Begin with the standard quest deck and encounter deck for The Passage of the Marshes scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

3x Groping Dead

3x Dead Things

3x Soft Mires

3x Haunted Mere

3x Bitter Reek

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Passage of the Marshes encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Passage of the Marshes Nightmare (x3)
5
6
Marsh.

Mire 2.

Forced: When Festering Mire is discarded by the Mire keyword, each player discards his hand.

Travel: Each player discard 1 random card from his hand to travel here.

The Passage of the Marshes Nightmare (x3)
4
5
Marsh.

Mire 3.

Forced: When Candle-lit Pool is discarded by the Mire keyword, each player searches the encounter deck and discard pile for an Undead enemy and puts it into play engaged with him.

Travel: Spend 2 resources to travel here.

The Passage of the Marshes Nightmare (x2)
2
3
Marsh.

Mire 2.

Forced: When Great Reed Thicket is discarded by the Mire keyword, either flip Sméagol to Gollum or Gollum makes an immediate attack.

Travel: Exhaust Sméagol to travel here.

The Passage of the Marshes Nightmare (x3)
30 2 4 3 5
Undead.

The engaged player cannot reduce his threat.

Forced: When Pale Faces attacks, raise your threat by 4.

Shadow: Attacking enemy get +XAttack where X is the Mire X value of the active location.

The Passage of the Marshes Nightmare (x3)
34 4 6 3 8
Undead.

Cannot have attachments.

The engaged player cannot reduce his threat.

Forced: After Rotting Thing attacks and destroys a character, place 1 mire token on the active location for each excess point of damage.

The Passage of the Marshes Nightmare (x3)

When Revealed: Each player must choose: either raise your threat by 1 for each questing character you control, or deal 1 damage to each character you control.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, place 1 mire token on the active location.

The Passage of the Marshes Nightmare (x2)

Peril. Surge.

When Revealed: Deal Gollum's Rage to Gollum as a facedown shadow card, if able.

Shadow: If attacking enemy is Gollum it gets +1 Attack and makes an additional attack against you after this one.