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Trait Keyword Victory
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Player Encounter Quest
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45 Results Found

Core Set (x1)
(12) 2 3 2 5 (496)
Dúnedain.   Noble.   Ranger.  
Sentinel.  
Response: After Aragorn commits to a quest, spend 1 resource from his resource pool to ready him.

Core Set (x1)
(10) 2 2 2 4 (472)
Dúnedain.   Ranger.  
Action: Exhaust Beravor to choose a player. That player draws 2 cards. Limit once per round.

The Watcher in the Water (x1)
(12) 2 3 2 5 (388)
Dúnedain.   Ranger.  
Sentinel.  
Refresh Action: Reduce your threat to your starting threat level. (Limit once per game.)

Core Set (x2)
[4] 1 2 2 3 (3176)
Dúnedain.   Ranger.  
Response: After Northern Tracker commits to a quest, place 1 progress token on each location in the staging area.

The Lost Realm (x3)
[0] 1 3 1 3 (1010)
Dúnedain.   Ranger.  
Forced: After Dúnedain Hunter enters play, search the top 5 cards of the encounter deck for a non-unique enemy and put it into play engaged with you. If no enemy enters play by this effect, discard Dúnedain Hunter. Shuffle the encounter deck.

The Lost Realm (x1)
(12) 2 3 2 5 (235)
Dúnedain.   Ranger.   Warrior.  
Each enemy engaged with you gets -1 Defense. Response: After Aragorn participates in an attack that destroys an enemy, choose an enemy not engaged with you and engage that enemy.

Race Across Harad (x1)
(8) 2 2 0 4 (206)
Dúnedain.   Ranger.  
Thurindir gets +1 Willpower for each side quest in the victory display. Setup: Search your deck for a side quest and add it to your hand. Shuffle your deck.

The Wastes of Eriador (x3)
[4] 2 2 2 3 (712)
Dúnedain.   Ranger.  
Response: After you engage an enemy, if you control at least 1 Dúnedain hero, spend 1 resource to put Ranger of Cardolan into play from your hand, under your control. At the end of the round, if Ranger of Cardolan is still in play, shuffle it into its owner's deck.

The Battle of Carn Dûm (x1)
(10) 1 3 3 3 (178)
Dúnedain.   Ranger.   Warrior.  
While you are engaged with at least 1 enemy, Amarthiúl gains the Tactics resource icon. While you are engaged with at least 2 enemies, add 1 additional resource to Amarthiúl's resource pool when you collect resources during the resource phase.

Core Set (x2)
[3] 0 2 0 2 (502)
Dúnedain.  
Response: After Son of Arnor enters play, choose an enemy card in the staging area or currently engaged with another player. Engage that enemy.

The Three Trials (x1)
(11) 2 3 2 4 (126)
Dúnedain.   Ranger.   Scout.  
Response: After a location is explored, ready Idraen.

The Lost Realm (x1)
(10) 2 2 2 4 (121)
Dúnedain.   Ranger.  
While you are engaged with any enemy, Halbarad does not exhaust to commit to a quest. You may optionally engage 1 additional enemy during the encounter phase.

The Battle of Carn Dûm (x3)
[3] 1 1 1 3 (429)
Dúnedain.   Ranger.  
Sentinel.  
Guardian of Arnor gets +1 Defense for each enemy engaged with you.

The Lost Realm (x3)
[2] 1 1 0 2 (412)
Dúnedain.  
Response: After Weather Hills Watchman enters play, search the top 5 cards of your deck for a Signal card and add it to your hand. Shuffle the other cards back into your deck.

The Dread Realm (x3)
[3] 1 1 1 3 (356)
Dúnedain.   Ranger.  
Ranged.  
Fornost Bowman gets +1 Attack for each enemy engaged with you.

Race Across Harad (x3)
[0] 2 1 0 2 (328)
Dúnedain.   Scout.  
Forced: After this ally enters play, search the top 5 cards of the encounter deck for a non-unique location and add it to the staging area. If no location enters play by this effect, discard Dúnedain Pathfinder. Shuffle the encounter deck.

The Dead Marshes (x3)
[3] 1 1 1 2 (323)
Dúnedain.  
Response: Discard Dunedain Watcher from play to cancel the shadow effects of a card just triggered.

The Lost Realm (x3)
[3] 2 1 0 2 (271)
Dúnedain.   Scout.  
Response: After Sarn Ford Sentry enters play, draw 1 card for each enemy engaged with you.

The Mûmakil (x3)
[2] 1 0 1 2 (268)
Dúnedain.   Ranger.  
Response: After you play Andrath Guardsman from your hand, choose a non-unique enemy engaged with you. That enemy cannot attack you this round.

The Flame of the West (x3)
[4] 2 2 2 3 (254)
Dúnedain.   Ranger.  
Reduce the cost to play Halbarad by 1 for each enemy engaged with you. Each enemy engaged with you gets +10 engagement cost.

The Sands of Harad (x3)
[4] 1 3 2 3 (203)
Dúnedain.   Ranger.  
While there is a side quest in the victory display, Vigilant Dúnadan does not exhaust to defend.

The City of Corsairs (x3)
[4] 3 0 2 2 (192)
Dúnedain.   Scout.  
Action: Spend 1 Lore resource to exhaust Súlien. Then, each location in the staging area gets –1 Threat until the end of the phase. Any player may trigger this action.

The Lost Realm (x3)
[4] 0 2 2 3 (173)
Dúnedain.   Ranger.  
Warden of Annúminas gets +1 Willpower for each enemy engaged with you.

The Three Trials (x3)
[3] 2 1 0 2 (164)
Dúnedain.   Scout.  
You may give Greyflood Wanderer doomed 2 when you play from your hand. If you do, it gains: "Response: After you play Greyflood Wanderer, place 1 progress token on each location in play."

The Wastes of Eriador (x3)
[3] 1 2 1 3 (159)
Dúnedain.   Scout.  
East Road Ranger gets +2 Willpower while committed to a side quest.

Road to Rivendell (x3)
[5] 1 2 2 2 (154)
Dúnedain.   Ranger.  
Ranged.   Sentinel.   Secrecy 3.  

Beneath the Sands (x3)
[2] 1 1 1 2 (151)
Dúnedain.  
Response: Discard Dúnedain Lookout to cancel the 'When Revealed' effects of an enemy just revealed from the encounter deck.

The Lost Realm (x3)
[-] 2 2 2 3 (133)
Dúnedain.   Ranger.  
Encounter.   Surge.   Ranged.   Sentinel.  
When Revealed: The first player chooses a player to take control of Ranger of the North. Then, either deal 2 damage to an enemy or place 2 progress tokens on a location.

The Thing in the Depths (x3)
[4] 1 2 2 3 (122)
Dúnedain.   Noble.  
Sentinel.  
Action: Spend 1 Lore resource to look at a facedown shadow card dealt to an engaged enemy. If that card has a shadow effect, Eldahir gets +2 Defense until the end of the phase. Any player may trigger this action. (Limit once per phase.)

The Treason of Saruman (x1)
(0) 2 3 2 5
Dúnedain.   Noble.   Ranger.  
The first player gains control of Aragorn. If Aragorn leaves play, the players lose the game. Action: Spend 2 resources from Aragorn's resource pool to ready a hero.

The Flame of the West (x1)
(0) 2 3 2 5
Dúnedain.   Noble.   Ranger.  
The first player gains control of Aragorn. If Aragorn leaves play, the players lose the game. While Aragorn has an Artifact attached, he gains sentinel and does not exhaust to quest.

The Mountain of Fire (x1)
(0) 2 3 2 5
Dúnedain.   Gondor.   Noble.   Warrior.  
Sentinel.  
The first player gains control of Aragorn. Action: Spend 1 resource from Aragorn's pool to ready him. (Limit once per phase.) If Aragorn leaves play the players lose the game.

Two-Player Limited Edition Starter (x1)
(12) 2 3 2 5
Dúnedain.   Noble.   Ranger.  
Sentinel.  
Response: After Aragorn commits to a quest, spend 1 resource from his resource pool to ready him.

The Old Forest (x1)
(12) 2 3 2 5
Dúnedain.   Noble.   Ranger.  
Sentinel.  
Response: After Aragorn commits to a quest, spend 1 resource from his resource pool to ready him.

Fog on the Barrow-downs (x1)
(12) 2 3 2 5
Dúnedain.   Noble.   Ranger.  
Sentinel.  
Response: After Aragorn commits to a quest, spend 1 resource from his resource pool to ready him.

The Lost Realm (x1)
X X X 4
Dúnedain.   Ranger.  
X is the number of quest cards in play. The first player gains control of Iârion. Response: After a side quest is revealed from the encounter deck, ready Iârion. If Iârion leaves play, the players lose the game.

The Wastes of Eriador (x1)
1 3 3 3
Dúnedain.   Ranger.   Warrior.  
Response: After an enemy engages a player, give control of Amarthiúl to that player. If Amarthiúl leaves play, the players lose the game.

Across the Ettenmoors (x1)
1 3 3 3
Dúnedain.   Ranger.   Warrior.  
Response: After an enemy engages a player, give control of Amarthiúl to that player. If Amarthiúl leaves play, the players lose the game.

The Treachery of Rhudaur (x1)
1 3 3 3
Dúnedain.   Ranger.   Warrior.  
Response: After an enemy engages a player, give control of Amarthiúl to that player. If Amarthiúl leaves play, the players lose the game.

The Dread Realm (x1)
(1) 5 4 5 12
Undead.   Dúnedain.   Sorcerer.  
Cannot have attachments. Daechanar gets +1 Attack for each Sorcery card in play, and gains indestructible while at least 1 Sorcery card is in play. Forced: When Daechanar is damaged, if there is at least 1 Sorcery card in play, cancel all damage just dealt and remove a Sorcery card from the game.

Fire in the Night (x3)
[4] 2 2 2 3
Dúnedain.   Ranger.  
While there is at least 1 side quest in the victory display, ready Thalion at the beginning of the combat phase. While there are at least 3 side quests in the victory display, Thalion loses the ally card type, gains the hero card type and the resource icons of each sphere on a side quest in the victory display.

Two-Player Limited Edition Starter (x2)
[2] 1 0 1 2
Dúnedain.   Ranger.  
Response: After you play Andrath Guardsman from your hand, choose a non-unique enemy engaged with you. That enemy cannot attack you this round.

Two-Player Limited Edition Starter (x2)
[3] 2 1 0 2
Dúnedain.   Scout.  
Response: After Sarn Ford Sentry enters play, draw 1 card for each enemy engaged with you.

Two-Player Limited Edition Starter (x2)
[2] 1 1 1 2
Dúnedain.  
Response: Discard Dúnedain Lookout to cancel the 'when revealed' effects of an enemy just revealed from the encounter deck.

The Siege of Annúminas (x3)
1 2 2 3
Dúnedain.  
Surge.   Ranged.   Sentinel.  
When Revealed: Any player may spend 1 resource to take control of Dúnedain of Annúminas. Otherwise, discard it.

Ready the defending character and give it +2 Defense for this attack.