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Scenario Encounter
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Trait Keyword Victory
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Player Encounter Quest
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Results: 1 - 50 of 153 Cards
Core Set (x2)
2
2
Forest.

Travel: Each player must exhaust 1 hero he controls to travel here.

As he drew nearer, he saw that it was made with spider–webs one behind and over and tangled with another.
–The Hobbit

Core Set (x3)
2
3
Forest. Mountain.

Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.

Response: After Mountains of Mirkwood leaves play as an explored location, each player may search the top 5 cards of his deck for 1 card and add it to his hand. Shuffle the rest of the searched cards back into their owners' decks.

Core Set (x2)
2
2
Forest.

While Enchanted Stream is the active location, players cannot draw cards.

"There is one stream, I know, black and strong which crosses the path. That you should neither drink of, nor bathe in; for I have heard that it carries enchantment and a great drowsiness and forgetfulness."
–Beorn, The Hobbit

Core Set (x2)
1
3
Forest.

Response: After you travel to Old Forest Road the first player may choose and ready 1 character he controls.

...Beorn had warned them that that way was now often used by the goblins, while the forest–road itself, he had heard, was overgrown and disused on the eastern end and led to impassable marshes where the path had long been lost.
–The Hobbit

Core Set (x2)
2
4
Forest.

Response: After you travel to Forest Gate the first player may draw 2 cards.

The path itself was narrow and wound in and out among the trunks. Soon the light in the gate was like a little bright hole far behind, and the quiet was so deep that their feet seemed to thump along while the trees leaned over them and listened.
–The Hobbit

Two-Player Limited Edition Starter (x2)
2
2
Forest.

While The Eaves of Mirkwood is the active location, encounter card effects cannot be canceled.

By the afternoon they had reached the eaves of Mirkwood, and were resting almost beneath the great overhanging boughs of its outer trees.
–The Hobbit

Two-Player Limited Edition Starter (x2/x0)
X
3
Forest.

X is the number of locations in the staging area.

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

Two-Player Limited Edition Starter (x2)
2
4
Forest.

Response: After you travel to Forest Gate the first player draws 2 cards.

Soon the light in the gate was like a little bright hole far behind, and the quiet was so deep that their feet seemed to thump along while the trees leaned over them and listened.
–The Hobbit

Two-Player Limited Edition Starter (x2)
4
4
Forest.

Quest Action: Search the encounter deck and discard pile for a Spider enemy and put it into play engaged with you to discard Spider Den. (Any player may trigger this effect.)

Two-Player Limited Edition Starter (x2)
3
6
Forest.

Travel: Reveal the top card of the encounter deck to travel here.

Response: When Goblin Trail leaves play as an explored location, place 6 progress on the current quest.

Revised Core Set (x2)
2
2
Forest.

Travel: Each player must exhaust 1 hero he controls to travel here.

As he drew nearer, he saw that it was made with spider–webs one behind and over and tangled with another.
–The Hobbit

Revised Core Set (x3)
2
3
Forest. Mountain.

Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.

Response: After Mountains of Mirkwood leaves play as an explored location, each player may search the top 5 cards of his deck for 1 card and add it to his hand. Shuffle the rest of the searched cards back into their owners' decks.

Revised Core Set (x2)
2
2
Forest.

While Enchanted Stream is the active location, players cannot draw cards.

"There is one stream, I know, black and strong which crosses the path. That you should neither drink of, nor bathe in; for I have heard that it carries enchantment and a great drowsiness and forgetfulness."
–Beorn, The Hobbit

Revised Core Set (x2)
1
3
Forest.

Response: After you travel to Old Forest Road the first player may choose and ready 1 character he controls.

...Beorn had warned them that that way was now often used by the goblins, while the forest–road itself, he had heard, was overgrown and disused on the eastern end and led to impassable marshes where the path had long been lost.
–The Hobbit

Revised Core Set (x2)
2
4
Forest.

Response: After you travel to Forest Gate the first player may draw 2 cards.

The path itself was narrow and wound in and out among the trunks. Soon the light in the gate was like a little bright hole far behind, and the quiet was so deep that their feet seemed to thump along while the trees leaned over them and listened.
–The Hobbit

The Hunt for Gollum (x3)
2
2
Forest.

While The Eaves of Mirkwood is the active location, encounter card effects cannot be canceled.

By the afternoon they had reached the eaves of Mirkwood, and were resting almost beneath the great overhanging boughs of its outer trees. –The Hobbit

Conflict at the Carrock (x3)
2
1
Forest.

While Oak-wood Grove is the active location, resource tokens from any sphere may be spent as resource tokens.

A Journey to Rhosgobel (x1)
X
4
Forest.

X is the number of players in the game.

While Rhosgobel is in the staging area, Wilyador cannot be healed.

Travel: Players must complete stage one of this quest before they can travel to Rhosgobel.

A Journey to Rhosgobel (x4)
2
3
Forest.

Response: After the players explore Forest Grove, search the encounter deck and discard pile for 1 Athelas objective, and add it to the staging area. Then, shuffle the encounter deck.

Return to Mirkwood (x4/x2)
3
2
Forest.

While The Spiders’ Ring is the active location, the player guarding Gollum cannot change.

Shadow: If this attack is undefended, return any current active location to the staging area. The Spiders’ Ring becomes the active location.

Return to Mirkwood (x3)
2
2
Forest.

While Dry Watercourse is the active location, all treachery card effects that target the player guarding Gollum also target each other player.

Return to Mirkwood (x3)
2
2
Forest.

Travel: The player guarding Gollum must exhaust a hero he controls to travel to Woodman’s Glade.

Response: After exploring Woodman’s Glade, reduce the threat of each player not guarding Gollum by 2.

Return to Mirkwood (x3)
1
3
Forest.

Response: After the players travel to Wood Elf Path, the player guarding Gollum may choose a new player to guard him.

Heirs of Númenor (x2)
4
4
Forest. Road.

While Ithilien Road is the active location, the engagement cost of each enemy in the staging area is 0.

Shadow: Return attacking enemy to the staging area after it attacks.

Heirs of Númenor (x3/x1)
4
6
Forest.

Action: Exhaust a Ranger character to place 3 progress tokens on Overgrown Trail.

Shadow: Remove X progress tokens from the current quest, where X is the attacking enemy's Threat.

Heirs of Númenor (x3)
3
3
Forest.

Immune to player card effects.

Shadow: Remove X progress tokens from the current quest, where X is the attacking enemy's Threat.

"...the garden of Gondor now desolate kept still a dishevelled dryad loveliness." –The Two Towers

The Drúadan Forest (x1/x0)
4
3
Forest.

The cost to play each player card is increased by 1.

Travel: Exhaust a hero to travel here.

"They still haunt The DrĂșadan Forest..." –Elfhelm, The Return of the King

The Drúadan Forest (x3)
2
3
Forest.

Heroes cannot gain resources from card effects.

Travel: Each player must pay 1 resource to travel here.

"...they use poisoned arrows, it is said..." – Elfhelm, The Return of the King

The Drúadan Forest (x3/x1)
X
5
Forest.

Each Wose enemy gains Archery 1.

X is equal to the total archery value of the highest archery Wose enemy in play.

"...they are woodcrafty beyond compare." –Elfhelm, The Return of the King

The Blood of Gondor (x4)
2
2
Forest.

Archery X.

X is the number of players in the game.

Forced: After The Dark Woods leaves play as an explored location, the first player discards 1 hidden card.

The Voice of Isengard (x1)
2
2
Forest.

Immune to player card effects.

Travel: Search the encounter deck and discard pile for a Huorn enemy and add it to the staging area to travel here (2 Huorn enemies instead if there are 3 or more players in the game).

"...we are on the very edge of Fangorn, and it is perilous to touch the trees of that wood, it is said."
–Aragorn, The Two Towers

The Voice of Isengard (x3)
3
3
Forest.

While Heart of Fangorn is in the staging area, each player cannot refresh more than 5 characters during the refresh phase.

Attacking enemy makes an additional attack after this one.

The Voice of Isengard (x3/x1)
2
5
Forest.

While Ancient Forest is in the staging area, each Forest location in the staging area gets +1 Threat and +3 quest points. This ability does not stack with other copies of Ancient Forest.

Shadow: Defending player exhausts a character he controls.

The Voice of Isengard (x3)
2
4
Forest.

While Tangled Woods is in the staging area, each Forest location in plays gains:

Travel: Exhaust a hero to travel here.

This ability does not stack with other copies of Tangled Woods.

The forest was dark and close. –The Two Towers

The Three Trials (x1)
4
6
Barrow. Forest. Hills.

Forced: When a Guardian enemy attacks, deal it 1 additional shadow card.

They heard of the Great Barrows, and the green mounds, and the stone–rings upon the hills and in the hollows among the hills. –The Fellowship of the Ring

The Three Trials (x1)
3
8
Barrow. Forest. Hills.

The players, as a group, cannot have more than 5 allies in play. (If there are more than 5 allies in play, discard allies until only 5 remain.)

Raising himself on one arm he looked, and saw now in the pale light that they were in a kind of passage which behind them turned a corner. –The Fellowship of the Ring

The Three Trials (x1)
2
10
Barrow. Forest. Hills.

Forced: After a Guardian enemy attacks, raise each player's threat by X, where X is that enemy's Threat.

Stone rings grinned out of the ground like broken teeth in the moonlight. –The Fellowship of the Ring

The Three Trials (x1)
X
12
Forest. Hills.

Immune to player card effects. X is the number of players in the game.

Travel: The players must exhaust 3 Key objectives.

Forced: After the players travel here, each engaged Guardian enemy makes an immediate attack.

The Three Trials (x2)
3
3
Forest.

Travel: Search the encounter deck and discard pile for a Spirit enemy and add it to the staging area.

Shadow: If this attack destroys a character, remove a time counter from an enemy, if able.

The Lost Realm (x3/x2)
3
3
Arnor. Forest.

Travel: One player chooses and engages an enemy in the staging area.

Shadow: Defending player either exhausts a hero he controls, or returns attacking enemy to the staging area after this attack.

Across the Ettenmoors (x1)
5
Ettenmoors. Forest.

Guarded. Safe.

Immune to player card effects.

Response: After you travel to Patch of Woods, each player adds 1 resource to each of his heroes' resource pools.

The Grey Havens (x2)
Side
A
4
4
Forest.

While Lush Jungle is in the staging area, characters get -1Attack and lose ranged.

Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

Temple of the Deceived (x2)
Side
A
3
3
Forest.

While Jungle Path is the active location, the locations immediately above and below it are not considered to be in the staging area.

Forced: When Jungle Path is flipped over while active, each player must exhaust a character with at least 2Attack

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Sands of Harad (x2)
X
4
Forest. Village.

X is the stage number of the main quest.

Travel: Each player spends 1 resource to travel here.

Shadow: If the defending character is an objective-hero, ready it and cancel all damage from this attack.

The Sands of Harad (x2)
2
2
Forest. Village.

Response: After the players travel to Village Hut, the first player discards the top card of his deck. If that card is an ally, he puts it into play under his control, exhausted.

Travel: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.

The Sands of Harad (x2/x1)
4
4
Forest.

While Jungle Trail is the active location, each location in the staging area gets -1 Threat

Travel: Reveal the top card of the encounter deck to travel here.

The path itself was narrow and wound in and out among the trunks.
–The Hobbit

The Sands of Harad (x3/x2)
3
2
Forest.

Forced: When Forest Clearing is explored, discard the top card of the encounter deck. If that card is an enemy, add that enemy to the staging area.

Shadow: Discard an attachment you control.

The Sands of Harad (x3)
2
3
Forest.

Forced: When Dense Jungle is explored, discard the top card of the encounter deck. If that card is a location, add that location to the staging area.

Shadow: Discard a random card from your hand.

The Mûmakil (x4)
2
3
Forest.

While Mumak Trail is the active location, it gains:"Response: When Mumak Trail leaves play as an explored location, search the encounter deck and discard pile for a Wild Mumak and add it to the staging area. Shuffle the encounter deck."

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

The Wilds of Rhovanion (x1)
4
Forest.

Guarded (location).

Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck and assigns X damage among characters he controls, where X is that card'sThreat

Forced: After the players travel here, advance to the next stage A, if able.