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29 Results Found

The Road Darkens (x1)

You are playing in Campaign Mode. Setup: Each player may change hero cards he controls without incurring the +1 threat penalty. The players have earned the boon cards: Sting, Mithril Shirt, Glamdring, and Andúril. Each player chooses one and adds it to his hand. If any of those boon cards remain unchosen, shuffle them into the first player's deck.

Resolution: If Lust for the Ring is attached to a hero, the players have earned that burden.

The Road Darkens (x1)
1A-B (-)

Setup: Set Lust for the Ring, Redhorn Pass, Doors of Durin and Watcher in the Water aside, out of play. Shuffle the encounter deck.

Forced: At the end of the planning phase, each player places the top card of his deck faceup in front of him, in player order, until there are a total of 4 faceup cards between the players. The first player chooses 1 faceup card to be played for 0 cost, 1 to add to its owner's hand, 1 to discard, and 1 to shuffle into its owner's deck. Then, either shuffle Lust for the Ring into the encounter deck, or raise each player's threat by 5. Advance to stage 2.

The Road Darkens (x1)
2A-B (8)

When Revealed: Make Redhorn Pass the active location. The first player reveals cards from the encounter deck until there is at least X Threat in the staging area. X is twice the number of players in the game.

During the travel phase, the players must travel to a location, if able. Forced: After an enemy engages a player, place 1 damage on the active location, if able.

The Road Darkens (x1)
3A-B (12)

When Revealed: Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. One of those enemies must be Great Warg Chief, if able. Shuffle the encounter deck.

During the travel phase, the players must travel to a location, if able. Forced: After an enemy engages a player, place 1 damage on the active location, if able.

The Road Darkens (x1)
4A-B (-)

When Revealed: Make Doors of Durin the active location. Add Watcher in the Water to the staging area. Discard all tokens from the Ring-bearer and place it (and each card attached to it) facedown under Watcher in the Water.

There can be 2 active locations. During the travel phase, the players must travel to a location, if able. Forced: After an enemy engages a player, place 1 damage on each active location. If Doors of Durin is explored, the players win the game.

The Road Darkens (x1)
(50) 5 6 5 12
Creature.  
Indestructible.  
Immune to player card effects. Cannot leave the staging area but is considered to be engaged with each player. Forced: After placing the 6th damage here, the first player takes control of the Ring-bearer, exhausted with 1 damage on it.

The Road Darkens (x1)
(30) 4 5 3 6
Creature.   Warg.  
Cannot have attachments. Forced: After Great Warg Chief enages you, discard cards from the encounter deck until a Warg enemy is discarded. Put that enemy into play engaged with you.

The Road Darkens (x4/x2)
(50) 1 4 1 3
Creature.   Warg.  
Surge.  
Hound of Sauron gets -5 engagement cost for each enemy in the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it was engaged with round).

The Road Darkens (x4)
(38) 2 3 2 4
Creature.   Warg.  
Forced: After Howling Warg attacks, place 1 damage on an active location.

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

The Road Darkens (x2)
(28) 3 1 1 2
Creature.  
Peril.  
When Revealed: Either exhaust a hero you control, or engaged Crebain from Dunland. Forced: After Crebain from Dunland engages a player, reveal the top card of the encounter deck.

The Road Darkens (x1)
4 (6)
Mountain.  
Immune to player card effects. Forced: When Redhorn Pass is explored, each player assigns X damage among characters he controls. X is the number of damage here.

The Road Darkens (x1)
1 (9)
Gate.  
Immune to player card effects. Progress cannot be placed on each other active location before it can be placed here. Progress cannot be placed here unless the first player controls the Ring-bearer. If there are 9 damage tokens, the players lose the game.

The Road Darkens (x1)
3 (6)
Hills.  
While Tree-crowned hill is the active location, each enemy gets -1 Threat. Forced: When Tree-crowned hill is explored, the players, as a group, exhaust X characters in play. X is the number of damage here.

The Road Darkens (x3)
2 (4)
Hills.  
While Hills of Hollin is the active location, each enemy in the staging area gets +5 engagement cost. Forced: When Hills of Hollin is explored, each player raises his threat by 1 for each damage here.

The Road Darkens (x3/x2)
4 (5)
Hills.  
While Hills of Hollin is the active location, it gains: "Forced: After an enemy is added to the staging area, it gets -5 engagement cost until the end of the round." Forced: When Redhorn Foothills is explored, each player must discard X cards from his hand at random. X is the number of damage here.

The Road Darkens (x3/x2)
3 (4)
Hills.  
Forced: When Eregion is explored, the players, as a group, must discard X allies from play. X is the number of damage here.

Shadow: Defending player discards a non-objective attachment he controls.

The Road Darkens (x2/x1)

When Revealed: Place 3 damage on each active location.

Shadow: Undefended damage from this attack must be assigned to the active location.

The Road Darkens (x2)
Weather.  
When Revealed: Attach to the active location. (Countss as a Condition attachment with the text, "Limit 1 per location. No more than 3 progress can be placed on attached location each round.") If Snowdrifts is not attached to the active location, it gains surge.

The Road Darkens (x2/x1)
Weather.  
When Revealed: Each player must choose: either discard each ally he controls, or raise his threat by 1 for each ally he controls.

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

The Road Darkens (x3/x2)

Peril.  
When Revealed: Either the Warg enemy in the staging area with the highest engagement cost attacks you, or each Warg enemy gets -20 engagement until the end of the round. If no Warg enemy is in the staging area, Storm of Howls gains surge.

The Road Darkens (x1)
Corruption.  
Peril.   Surge.  
When Revealed: Attach to a non-Fellowship hero in play. Counts as a Condition attachment with the text: "Forced: After The One Ring exhausts, raise each player's threat by 1 and reduce attached hero's Willpower to 0 until the end of the round."

The Ring Goes South Nightmare (x1)

You are playing Nightmare mode. Setup: Set each copy of Pale-green Tentacle aside, out of play. Forced: When the players advance to stage 4B, each player puts 1 copy of Pale-green Tentacle into play engaged with him. Shuffle any remaining copies, and the encounter discard pile, into the encounter deck.

Begin with the standard and encounter deck for The Ring Goes South scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 2x Crebain from Dunland 2x Howling Warg 1x Tree-crowned Hill 3x Hills of Hollin 2x Snowdrifts 1x Storm of Howls Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Ring Goes South 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 Ring Goes South Nightmare (x4)
(22) 3 5 1 5
Tentacle.  
Cannot have attachments. Watcher in the Water Cannot take damage. Forced: After Pale-green Tentacle attacks and destroys a character, return Pale-green Tentacle to the staging area.

The Ring Goes South Nightmare (x2)
(44) 4 4 3 5
Creature.  
Cannot have attachments or be optionally engaged. While Hunting Hawk is in the staging area it gains, "Forced: After a player plays an ally, he must either exhaust it, or place 1 damage on an active location."

The Ring Goes South Nightmare (x3)
(33) 2 4 3 4
Creature.   Warg.  
When Revealed: Misty Mountain Warg makes an immediate attack against you. If it destroys a character, place 2 damage on each active location.

Shadow: If this attack destroys a character, place 1 damage on an active location.

The Ring Goes South Nightmare (x3)
X (6)
Hills.  
X is 1 more than the number of enemies in play. Forced: When Expanse of Hollin is explored, shuffle the encounter discard pile into the encounter deck. Then, discard the top card of the encounter deck for each damage here. Add each enemy discarded by this effect to the staging area.

The Ring Goes South Nightmare (x3)
3 (5)
Hills.  
Forced: After a "when revealed" effect is cancelled, place 1 damage on each active location. Forced: When Slopes of Hithaeglir is explored, each player raises his threat by 1 for each damage here.

The Ring Goes South Nightmare (x2)

Peril.  
When Revealed: Either raise your threat by 6, or engage the lowest engagement cost enemy in the staging area and reveal an encounter card.

The Ring Goes South Nightmare (x2)

Surge.   Doomed 1.  
When Revealed: Until the end of the phase, add 1 to the total $ in the staging area for each damage on each active location.

Shadow: Attacking enemy gets +1 Attack for each damage on each active location.