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Trait Keyword Victory
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Player Encounter Quest
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54 Results Found

Road to Rivendell (x3)
3 (5)
Hills.  
Forced: After at least 1 progress token is placed on Pathless Country, remove 1 progress token from it.

Shadow: Deal 1 damage to each ally in play.

Road to Rivendell (x2)
2 (4)
Hills.  
While Barren Hills is the active location, ignore ambush.

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

The Dunland Trap (x1)
4 (6)
Enedwaith.   Hills.   River.  
Dunland enemies get +1 Attack and +1 Defense.

The Dunland Trap (x2/x1)
X (4)
Enedwaith.   Hills.  
Surge.  
X is the number of resource tokens on this card. Forced: After a player draws any number of cards, place 1 resource token here.

The Dunland Trap (x4/x2)
2 (3)
Enedwaith.   Hills.  
While Hills of Dunland is in the staging area, it gains: "Forced: After a player draws any number of cards, discard the top card of the encounter deck. If the discarded card is a Dunland enemy, put it into play engaged with that player. This ability does not stack with other copies of Hills of Dunland." Travel: Each player draws a card to travel here.

The Three Trials (x1)
4 (6)
Barrow.   Forest.   Hills.  
Forced: When a Guardian enemy attacks, deal it 1 additional shadow card.

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.)

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.

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 (x3/x2)
X (3)
Hills.  
Doomed 2.  
X is the number of players in the game. While Grim Foothills is in the staging area, progress must be placed on Grim Foothills before it can be placed on the active location.

The Lost Realm (x3)
1 (5)
Arnor.   Hills.  
Weathered Hilltop gets +1 Threat for each resource token on it. Forced: After a Weather treachery is revealed from the encounter deck, place 1 resource token here.

The Lost Realm (x3/x2)
3 (3)
Arnor.   Hills.  
While Exposed Ridge is the active location, it gains: "Forced: At the end of the refresh phase, each player deals 1 damage to a character he controls."

Shadow: Attacking enemy gets +1 Attack for each damaged character the defending player controls.

The Lost Realm (x2)
2 (4)
Arnor.   Hills.  
While Sheltered Valley is the active location, it gains: "Response: When Sheltered Valley is explored, heal all damage from 1 character." Travel: Remove 1 resource token from the Mission objective.

The Lost Realm (x3)
2 (2)
Arnor.   Hills.  
While Concealed Orc-camp is the active location is gains: "Response: When Concealed Orc-camp is explored, place 1 resource token on the Mission objective." Travel: The first player searches the encounter deck and discard pile for an Orc enemy and put it into play engaged with him. Shuffle the encounter deck.

The Lost Realm (x2/x1)
X (5)
Arnor.   Hills.  
X is the number of quest cards in play. While there is only 1 quest card in play, Shrouded Hills gains surge.

The Wastes of Eriador (x3)
1 (4)
Arnor.   Hills.  
While it is Night, North Downs gets +2 Threat.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, remove all progress from the current quest.

The Crossings of Poros (x3/x1)
X (4)
Desert.   Hills.  
X is the highest number of characters controlled by a single player. Forced: After Desolate Land becomes the active location, choose 1 random card from the set aside encounter set with the most cards remaining. Reveal that card as if it was part of the encounter deck.

The Crossings of Poros (x4)
2 (3)
Desert.   Hills.  
Forced: After Harondor Waste becomes the active location, choose 1 random card from the set aside encounter set with the most cards remaining and place it in the encounter discard pile. Then, shuffle the encounter discard pile into the encounter deck.

Shadow: Return the attacking enemy to the staging area after this attack.

The Crossings of Poros (x3/x2)
3 (3)
Hills.  
While Foothills of Mordor is in the staging area, 'when revealed' effects cannot be canceled. Forced: After Foothills of Mordor becomes the active location, raise each player's threat by 2.

The Crossings of Poros (x2/x1)
2 (5)
Hills.  
While any player has threat of 35 or higher, Shadowy Vale gets +3 Threat. Forced: After Shadowy Vale becomes the active location, reveal the top card of the encounter deck.

The Wilds of Rhovanion (x2/x1)
X (X)
Hills.  
X is the number of characters controlled by the player with the most characters. Quest Action: Exhaust a character to reduce Hills of Wilderland Threat by 1 until the end of the phase. Only the first player can trigger this effect.

The Wilds of Rhovanion (x3/x2)
2 (5)
Hills.  
Lonely Lands gets +2 Threat for each facedown card under it. While Lonely Lands is in the staging area, it gains: "Forced: After an event is played during the quest phase, place it facedown under Lonely Lands."

Roam Across Rhovanion (x2/x1)
3 (4)
Hills.  
Forced: After Grey Moorland becomes the active location, shuffle the encunter discard pile into the encounter deck and discard cards from it until a treachery is discarded. Resolve the 'When Revealed' effect on that treachery.

Shadow: Return attacking enemy to the staging area after this attack.

Roam Across Rhovanion (x3/x2)
2 (3)
Hills.  
While Deep Ravine is in the staging area, no more than 1 progress can be placed on locations in the staging area each round. Travel: The first player must either exhaust Urdug, or raise each player's threat by 2 to travel here.

Roam Across Rhovanion (x3)
2 (4)
Hills.  
Doomed 1.  
Response: After the players travel to Slopes of Ered Mithrin, the first player may ready a character he controls.

Shadow: If the first player controls Urdug, exhaust him.

The Black Riders (x1/x1)
4 (4)
Hills.   Ruins.  
Immune to player card effects. While Weathertop is in the victory display, each enemy in play gets -1 Threat. Travel: The first player must exhaust The One Ring to travel here.

The Black Riders (x3/x3)
3 (2)
Forest.   Hills.  
Response: After the players travel here, place 1 non-unique enemy in play facedown under this location. While an enemy is under this location, it is out of play. Forced: After this location leaves play, return each enemy under it to the staging area face-up.

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 (x1)
1 (6)
Hills.  
Immune to player card effects. Response: When Seat of Seeing is explored, choose a burden card in play, in the encounter deck, or in the discard pile, and remove it from the game. Shuffle the encounter deck. (If you are playing campaign mode, remove that card from the campaign pool.)

The Road Darkens (x3)
3 (3)
Forest.   Hills.  
Travel: A player at this staging area must engage an enemy in any staging area to travel here.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character has fewer printed hit points than the attacking enemy).

The Treason of Saruman (x3)
2 (2)
Plains.   Hills.  
While the Wold is the active location, it gains: "Response: After The Wold is explored, each player draws 1 card." Travel: Increase the pursuit value by 1.

The Land of Shadow (x3)
3 (6)
Hills.  
While Foothills of Ephel Dúath is the active location, each Harad enemy gets -1 Threat. Travel: The first player engages an enemy in the staging area to travel here.

The Land of Shadow (x4)
2 (4)
Forest.   Hills.  
While Hills of Ithilien is the active location, it gains: "Forced: After a player engages a Harad enemy, deal 1 damage to that enemy."

Shadow: Discard a non-objective attachment you control.

The Mountain of Fire (x2)
2 (3)
Hills.  
While Beleaguered Hills is the active location, reduce the total Threat in the staging area by X, where X is the total Threat of each engaged enemy. Forced: After Beleaguered Hills becomes the active location, each player engages a non-unique enemy in the staging area.

The Mountain of Fire (x2/x1)
4 (1)
Hills.  
Forced: When Slopes of Cirith Gorgor leaves play. the first player shuffles the encounter discard pile into the encounter deck and discards cards from the top until an enemy is discarded. Then, he puts that enemy into play engaged with him.

Road to Rivendell Nightmare (x3)
1 (7)
Hills.  
Forced: When an engaged enemy with the ambush keyword engages a player, Treacherous Bluffs gets +2 Threat until the end of the phase.

Shadow: Excess damage dealt by this attack must be assigned to Arwen Undómiel.

The Drúadan Forest Nightmare (x2)
5 (4)
Forest.   Hills.  
Players cannot travel to Eilenach unless there is at least 1 resource in each hero's resource pool.

Shadow: If the defending character has no resources, deal it 1 damage.

The Dunland Trap Nightmare (x3)
2 (3)
Enedwaith.   Hills.   River.  
While Munuv Dûv River is in the staging area, it gainst: "Forced: After a player draws any number of cards, he deals 1 shadow card to an enemy engaged with him."

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

The Dunland Trap Nightmare (x3)
3 (4)
Enedwaith.   Forest.   Hills.  
While Hithaeglir Woods is in the staging area, each Dunland enemy in the staging area cannot take damage. Travel: Deal each Dunland enemy a shadow card to travel here.

The Three Trials Nightmare (x2)
2 (3)
Forest.   Hills.  
When faced with the option to travel, players must travel to Haunted Pillars, if able. When Revealed: Either return the active location to the staging area, or Haunted Pillars gains surge.

Shadow: Attacking enemy gets +3 Defense until the end of the phase.

The Weather Hills Nightmare (x2)
5 (5)
Arnor.   Hills.  
Progress cannot be placed on Weather-torn Valley while it is in the staging area. While Weather-torn valley is active location, Weather cards cannot be canceled.

The Wastes of Eriador Nightmare (x3)
3 (5)
Arnor.   Hills.  
While Snowy Badlands is in the staging area, each enemy in the staging area cannot take damage. Travel: Each player deals 1 damage to an exhausted character he controls to travel here (2 damage instead if it is Night).

We Must Away, Ere Break of Day Nightmare (x3)
3 (5)
Western Lands.   Hills.  
Forced: After placing 1 or more progress tokens on Wicked Hilltops, each player must discard an ally he controls without an attached Sack card.

Shadow: Attacking enemy gets +2 Attack. (+3 Attack instead if attacking enemy is a Troll.)

A Knife in the Dark Nightmare (x1)
4 (6)
Hills.   Ruins.  
Immune to player card effects. The Witch-king cannot be damaged. Forced: After Weathertop becomes the active location, exhaust The One Ring. The One Ring cannot ready while Weathertop is the active location.

A Knife in the Dark Nightmare (x3)
3 (5)
Hills.  
While the players are at stage 1, progress cannot be placed here. While The One Ring is exhausted, Weather Hills gets +2 Threat.

Shadow: Attacking enemy gets +2 Attack.

Flight to the Ford Nightmare (x2)
2 (6)
Forest.   Hills.  
Pathless Wilderness enters play with 3 resource tokens on it. Forced: At the end of the round, discard 1 resource token here. Then, if there are no resource tokens here, reduce the Ring-bearer's life by 3.

Flight to the Ford Nightmare (x2)
5 (3)
Forest.   Hills.  
Forced: When Ettendales is explored, shuffle the top card of the burden deck into the encounter deck.

Shadow: Attacking enemy gets +2 Attack. If this attack destroys a character, reduce the Ring-bearer's life by 1.

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.

Breaking of the Fellowship Nightmare (x3)
3 (4)
Forest.   Hills.  
While Western Emyn Muil is in the staging area, each Uruk-hai enemy at this stage gains Toughness 1. Travel: A player at this stage must engage the highest toughness enemy in the staging area to travel here.

The Uruk-hai Nightmare (x2)
5 (5)
Plains.   Hills.  
Action: Increase the pursuit value by 1 to place 1 progress on Wold of Rohan.

Shadow: Discard a non-objective attachment you control.