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Trait Keyword Victory
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Player Encounter Quest
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40 Results Found

Heirs of Númenor (x3)
2 (2)
City.  
Surge.  
While City Street is in the staging area, players cannot travel to a location that does not have the title City Street.

Shadow: attacking enemy gets +2 Attack.

Heirs of Númenor (x2)
1 (4)
City.  
Forced: Each time a location is discarded from the top of the encounter deck, raise each player's threat by 1.

Shadow: Deal attacking enemy an additional shadow card for each Thug enemy in play.

Heirs of Númenor (x2)
3 (1)
City.  
Immune to player card effects. Travel: Each player must spend 1 resource from one of his heroes' resource pools to travel here.

Shadow: Defending player discards all resources in his heroes' resource pools.

Heirs of Númenor (x2/x0)
4 (3)
City.   River.  
While Pelargir Docks is the active location, enemies get +1 Attack and +1 Defense.

Heirs of Númenor (x1)
2 (6)
City.  
If Alcaron's Scroll is attached to a hero, The Leaping Fish gains: 'Forced: At the beginning of the quest phase discard X cards from the top of the encounter deck where X is the number of players in the game. Add each enemy discarded by this effect to the staging area.'

The Steward's Fear (x3)
3 (3)
Underworld.   City.  
Underworld 1.  
When Revealed: Place the top card of the underworld deck facedown underneath the active location, if able.

The Steward's Fear (x2)
2 (2)
Underworld.   City.  
Underworld 1.  
Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if undefended.)

The Steward's Fear (x1/x0)
4 (4)
Underworld.   City.  
Underworld 2.  
Forced: After Houses of the Dead becomes the active location, exhaust all characters.

The Steward's Fear (x1)
3 (5)
City.  
Underworld X.  
X is the number of players in the game. Response: When The Fourth Star leaves play as an explored location, each player may draw 1 card.

Trouble in Tharbad (x1)
1 (4)
City.  
Players cannot reduce their threat. While The Empty Mug is in the victory display, the current quest gains "Forced: After a player card effect reduces a player's threat, remove it from the game."

Trouble in Tharbad (x1)
2 (10)
City.   Ruins.   River.  
Immune to player card effects. Cannot leave the staging area. The Crossing at Tharbad gets +2 quest points for each player in the game. When The Crossing at Tharbad is explored, the players win the game.

Trouble in Tharbad (x2)
3 (1)
City.   Road.  
Progress cannot be placed on Streets of Tharbad while it is in the staging area. While Streets of Tharbad is the active location, enemies get -20 engagement cost.

Trouble in Tharbad (x2)
1 (1)
City.  
Surge.  
While Tharbad Hideout is the active location, time counters cannot be removed from the current quest. Forced: At the beginning of the quest phase, place 1 progress on Tharbad Hideout.

Trouble in Tharbad (x2/x1)
1 (5)
City.   Ruins.  
While Ruins of the Second Age is in the staging area, City locations get +1 Threat. While Ruins of the Second Age is the active location, deal engaged enemies 1 additional shadow card at the beginning of the combat phase.

Trouble in Tharbad (x2/x1)
3 (3)
City.  
Travel: Search the encounter deck and discard pile for a Spy enemy and add it to the staging area. Shuffle the encounter deck.

Shadow: Raise the defending player's threat by X, where X is the amount of damage dealt by this attack.

Trouble in Tharbad (x2)
3 (5)
City.  
Travel: Raise each player's threat by X to travel here. X is the number of enemies in play. Forced: After traveling to Hidden Alleyway, add 1 time counter to the current quest.

Trouble in Tharbad (x2)
2 (3)
City.  
While Decrepit Rooftops is the active location, enemies get +1 Threat and do not make engagement checks. Forced: After traveling to Decrepit Rooftops, return all engaged enemies to the staging area.

The City of Corsairs (x3)
1 (5)
Umbar.   City.  
When faced with the option to travel, if Streets of Umbar is in the staging area, the players must either travel to a location named Streets of Umbar or add 2 resources to a Raider enemy in play.

Shadow: If attacking enemy is a Raider, deal it an additional shadow card for each resource token on it, to a maximum of 3 additional shadow cards.

The City of Corsairs (x2/x1)
X (4)
Umbar.   City.  
X is the highest number of resources on a Raider enemy in play. Travel: Search the encounter deck and discard pile for a Corsair enemy and add it to the staging area. Shuffle the encounter deck.

The City of Corsairs (x3/x2)
4 (4)
Umbar.   City.  
While Umbar Harbor is the active location, Corsair enemies get +2 Defense.

Shadow: If attacking enemy is a Raider, move 1 resource from a hero you control to attacking enemy.

The Sands of Harad (x2)
2 (2)
City.  
Response: After the player travel here, choose a non-unique enemy engaged with a player and place it faceup under this location. While an enemy is under this location, that enemy is considered to be out of play. Forced: After Narrow Alleyway leaves play, put each enemy under it into play, engaged with the first player.

The Sands of Harad (x2/x1)
3 (3)
City.  
While Street of Umbar is the active location, each enemy gets -1 engagement cost for each progress token on the main quest.

Shadow: Discard an attachment you control.

The Sands of Harad (x3)
2 (3)
City.  
While Umbar Square is the active location, it gains: "Response: After an enemy is defeated, place 1 progress on the main quest, bypassing the active location." Travel: Reveal the top card of the encounter deck to travel here.

The Sands of Harad (x2)
X (4)
City.  
X is the number of engaged enemies. Travel: Assign X damage among characters in play to travel here.

The Sands of Harad (x2)
3 (1)
City.  
While Haradrim Estate is in the staging area, progress cannot be placed here. Travel: Search the encounter deck and discard pile for a Harad enemy and put it into play engaged with the first player. Then, place 1 progress on the main quest, bypassing the active location. Shuffle the encounter deck.

The Flame of the West (x3)
2 (4)
City.  
While Port of Pelargir is in the staging area, no more than 1 damage can be healed from each character each round.

Shadow: If this attack damages a character, that character cannot ready until the end of the round.

The Flame of the West (x2/x0)
3 (4)
City.  
Forced: At the end of the round, place a damage token here. Then, if there are 4 damage tokens here, discard Pelargir Quays and assign 4 damage among characters in play.

The Flame of the West (x1)
Gondor.   City.  
Minas Tirith has 30 hit points plus 10 for each player. Forced: At the end of the round, deal 1 damage to Minas Tirith for each enemy in the staging area. Then, if Minas Tirith has no hit points remaining, the players lose the game.

The Battle of Lake-town (x1)
City.  
If Lake-town has 50 or more damage on it, Lake-town has completely burned and the players have lost the game.

The Siege of Annúminas (x1)
City.  
Forced: At the end of the round, deal 1 damage to Annúminas for each enemy at each stage. If the city strength of Annúminas reaches 0, the city is overrun by the forces of Angmar and all teams lose the game.

The Siege of Annúminas (x2)
X (5)
Arnor.   City.  
X is 1 more than the number of enemies in play. Travel: Each player engages an enemy in the staging area to travel here.

The Siege of Annúminas (x3)
3 (4)
Arnor.   City.  
Immune to player card effects. Forced: At the end of the round, place 1 resource on City Wall. Then, if there are 3 resources here, discard City Wall to deal 4 damage to Annúminas and reveal an encounter card. Travel: Reveal the top card of the encounter deck to travel here.

Attack on Dol Guldur (x1)
City.   Stronghold.  
While the players are at stage 3, Dol Guldur gains: "Forced: At the end of the round, after resolving the Forced effect on each stage 3 in play, reduce Dol Guldur's city strength by X, where X is the total siege value of each location explored and each enemy destroyed at each stage this round."

Peril in Pelargir Nightmare (x3)
2 (6)
City.  
While Dockside Street is in the staging area, enemies in the staging area cannot be damaged or optionally engaged. Travel: Exhaust the hero with Alcaron's Scroll attached to travel here.

Peril in Pelargir Nightmare (x2)
2 (6)
City.  
While Alcaron's Scroll is not attached to a hero, Pelargir Alley gets +3 Threat.

Shadow: If the defending player controls a hero with Alcaron's Scroll attached, attach Alcaron's Scroll to the attacking enemy.

The Steward's Fear Nightmare (x2)
3 (6)
Underworld.   City.  
Underworld 1.  
Forced: At the end of the round, place 1 resource token on Traitors' Den. Then, if it has 4 or more resource tokens on it, remove all tokens from it and reveal at random one of the Plot cards removed from the game during setup. Add that card to the staging area.

The Steward's Fear Nightmare (x2)
2 (5)
City.  
While Rath Celerdain is in the staging area, it gains: "Forced: At the beginning of the encounter phase, reveal the top card of the underworld deck. If it is an objective, discard it."

The Steward's Fear Nightmare (x2)
4 (3)
Underworld.   City.  
Underworld 1.  
Travel: Reveal all facedown cards underneath Arched Tunnel, one at a time. Then, place the top card of the underworld deck facedown underneath Arched Tunnel, if able.

Trouble in Tharbad Nightmare (x3)
2 (5)
City.   Ruins.  
While City of Spies is in the staging area, it gains: "Forced: When you commit a character to the quest, raise your threat by 1. This effect does not stack with other copies of City of Spies."

Trouble in Tharbad Nightmare (x3)
5 (4)
City.  
While Dark Pathway is the active location, the first treachery card without the printed surge keyword revealed during the quest phase gains surge.

Shadow: Either remove 1 time counter from the current quest or treat this attack as undefended.