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62 Results Found

The Hunt for Gollum (x5/x2)
(34) 2 2 2 6
Mordor.  
Hunters from Mordor get +2 Attack and +2 Threat for each Clue card in play.

Shadow: Deal 1 damage to each hero with a Clue card attached. (3 damage instead if this attack is undefended.)

The Hills of Emyn Muil (x3/x2)
(35) 3 1 2 6
Mordor.   Orc.  
Doomed 2. Orc Horse Thieves get +1 Attack for each location in the staging area.

Heirs of Númenor (x1)
(33) 2 5 2 5
Mordor.  
Allies cannot defend against Lieutenant of Mordor.When Revealed: Resolve the 'when revealed' effect on the topmost treachery card in the encounter discard pile, if able. This effect cannot be canceled.

Heirs of Númenor (x3)
(35) 2 1 2 5
Mordor.   Orc.  
Archery X. X is the number of different resource icons (Leadership, Tactics, Spirit, or Lore) on heroes in play.

Shadow: attacking enemy gets +2 Attack.

Heirs of Númenor (x2/x0)
(40) 2 8 3 5
Mordor.   Orc.  
While Orc Vanguard is in the staging area, resources cannot be spent from the resource pools of heroes who have a Leadership, Spirit, or Lore resource icon.

Shadow: Deal the attacking enemy two additional shadow cards.

Heirs of Númenor (x2/x0)
5 (2)
Mordor.  
If an Orc enemy is in play, progress tokens cannot be placed on Orc War Camp while it is in the staging area.

Shadow: attacking enemy gets +1 Attack for each shadow card dealt to it.

Heirs of Númenor (x3/x0)
(28) 2 1 1 3
Mordor.   Orc.  
Forced: When Orc Rabble is dealt a shadow card, it gets +2 Attack until the end of the phase.

Shadow: Deal the attacking enemy an additional shadow card for each player in the game.

Heirs of Númenor (x3)
(30) 3 3 2 3
Mordor.   Orc.  
Forced: When Orc Arsonist engages a player, deal 1 shadow card to each enemy engaged with that player.

Shadow: attacking enemy gets +1 Attack. Deal it another shadow card.

Assault on Osgiliath (x2/x0)
(40) 2 6 2 3
Orc.   Uruk.   Mordor.  
When Revealed: Add the topmost Orc enemy from the encounter discard pile to the staging area.

Shadow: Defending player discards an attachment he controls. (All attachments he controls instead if undefended.)

Assault on Osgiliath (x4)
(30) 1 4 1 2
Orc.   Uruk.   Mordor.  
Forced: After Uruk Soldier attacks and destroys a character, that character's controller returns a location he controls to the staging area, if able.

Shadow: Defending player raises his threat by 1 for each location he controls.

The Blood of Gondor (x1)
(35) X 5 3 5
Mordor.  
X is the total number of hidden cards in the game. Forced: At the end of the round, each player must raise his threat by 1 for each hiddien card in his play area.

The Blood of Gondor (x4/x2)
(10) 2 3 1 3
Orc.   Mordor.  
Forced: After Orc Ambusher engages you, discard 1 non-objective ally you control, if able.

Shadow: Attack enemy gets +1 Attack. (+3 Attack instead if undefended.)

The Blood of Gondor (x3/x1)
(20) 3 4 1 5
Orc.   Uruk.   Mordor.  
Forced: After Brutual Uruk attacks and destroys a character, that character's controller turns all hidden cards in his play area faceup. Deal a shadow card to each enemy turned faceup by this effect and resolve their attacks as normal.

The Morgul Vale (x4)
(35) 1 2 2 6
Mordor.  
Any damage that would be dealt to a Captain enemy is dealt to 1 Morgul Bodyguard instead.

Shadow: Attacking enemy engages the next player and makes an immediate attack, if able.

The Morgul Vale (x2)
(5) 1 3 1 3
Mordor.  
Forced: After any number of progress tokens are placed on To the Tower, deal Morgul Sorcerer a shadow card.

Shadow: Defending player must place 1 progress token on To the Tower or treat this attack as undefended.

The Morgul Vale (x3)
(40) 4 1 0 3
Orc.   Mordor.  
Forced: When Morgul Tracker is optionally engaged, place 1 progress token on To the Tower.

Shadow: Attacking enemy gets +1 Attack. If undefended, place 1 progress token on To the Tower as well.

Trouble in Tharbad (x1)
(50) X 5 4 7
Mordor.   Spy.  
X is the number of players in the game. Orc and Creature enemies get -30 engagement cost and +1 Threat. Forced: When Bellach is destroyed, shuffle him into the encounter deck.

Trouble in Tharbad (x4)
(40) 2 3 2 4
Mordor.   Orc.   Spy.  
Forced: When Spy from Modor attacks, remove 1 time counter from the current quest.

Celebrimbor's Secret (x1)
(50) X 5 4 7
Mordor.   Spy.  
X is the number of cards underneath The Orcs' Search. Scour: Each player must search the encounter deck and discard pile for an Orc enemy and add it to the staging area.

Celebrimbor's Secret (x4/x3)
(40) 2 3 2 4
Mordor.   Orc.  
When Revealed: Either place 3 damage on the active location, or reveal an additional encounter card. Scour: Place 1 damage on the active location.

Shadow: Place 1 damage on the active location.

Celebrimbor's Secret (x2/x1)
(45) 3 5 3 5
Mordor.   Orc.  
Forced: After Prowling Orc attacks, place 1 damage on the active location. Scour: Prowling Orc engages the player with the highest threat and makes an immediate attack.

A Shadow in the East (x3)
(34) 2 4 2 4
Mordor.  
When Revealed: Either raise each player's threat by X, where X is the active location's Threat, or Messenger from Mordor makes an immediate attack against the first player.

Shadow: Attacking enemy gets +1 Attack.

A Shadow in the East (x2/x1)
(36) 1 2 1 3
Mordor.  
Surge. Servant of Sauron engages the first player. Forced: After the engaged player raises his threat, Servant of Sauron makes an immediate attack. (Limit once per phase.)

A Shadow in the East (x1)
(50) X 6 4 9
Mordor.  
Indestructible. Immune to player card effects. X is 1 more than the number of quest stages in the victory display. Cannot be engaged unless X is equal to 5. Forced: When Thane Ulchor attacks and destroys a character, place 1 damage token on Tribute to Mordor.

A Shadow in the East (x1)
(49) 4 6 4 9
Nazgûl.   Easterling.   Mordor.  
Immune to player card effects. Khamûl the Easterling engages the first player. Only the engaged player can declare attackers or defenders against Khamûl the Easterling.

A Shadow in the East (x1)
5 (-)
Mordor.  
Immune to player card effects. The player cannot travel here. Each player's threat elimination level is reduced by 5.

A Shadow in the East (x1)
Mordor.  
When Revealed: Each player with more than 5 cards in his hand discards cards from his hand until he has only 5. Forced: After a player draws any number of cards, he raises his threat by 1.

A Shadow in the East (x1)
Mordor.  
Forced: After a non-unique enemy engages a player, that enemy cannot take damage until the end of the round.

A Shadow in the East (x1)
Mordor.  
Doomed 5. Each player's threat cannot be reduced by more than 1 each round by player card effects.

Wrath and Ruin (x1)
(50) 1 6 4 9
Mordor.  
Immune to player card effects. Cannot leave the staging area. Forced: After the active location is explored, the first player must choose: either discard cards from the top of the encounter deck until a location is discarded and add it to the staging area, or Thane Ulchor attacks you.

The City of Ulfast (x2)
(32) 3 3 2 4
Mordor.  
When Revealed: Raise each player's threat by 3.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, raise each player's threat by 1.

The Treason of Saruman (x1)
(40) 4 3 4 5
Orc.   Mordor.  
Forced: After Grishnákh enters play, the first player attached 1 of the Captives to him. If Grishnákh is defeated, place the attached Captive faceup underneath To Isengard! Forced: At the end of the quest phase, deal 1 damage to the attached Captive.

The Flame of the West (x2/x1)
(35) 3 3 1 4
Orc.   Mordor.  
When Revealed: Put the topmost Orc enemy in the discard pile into play engaged with you.

Shadow: If this attack destroys a character, return attacking enemy to the staging area.

The Flame of the West (x3)
(40) 2 3 1 3
Orc.   Mordor.  
When Revealed: Either deal 2 damage to a hero you control, or deal 2 damage to Minas Tirith.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it has the Mordor trait).

The Flame of the West (x5/x4)
(30) 1 2 1 2
Orc.   Mordor.  
While Minas Tirith is in play, undefended damage dealt by Mordor Orc must be dealt to Minas Tirith.

Shadow: If Minas Tirith is in play, engage Mordor Orc and deal it a shadow card.

The Mountain of Fire (x1)
0 (-)
Mordor.  
Immune to player card effects. The players cannot travel here. The Black Gate gets +1 Threat for each resource on it. Forced: At the beginning of the quest phase, place 1 resource here and raise each player's threat by 1.

The Mountain of Fire (x1)
(99) 4 6 5 11
Mordor.  
Immune to player card effects. Cannot leave the staging area. Forced: After a player cancels a 'when revealed' effect, The Mouth of Sauron makes an immediate attack against that player.

The Mountain of Fire (x1)
Mordor.  
Players do not raise their threat at the end of the refresh phase. Forced: At the end of the round, each player raises his threat by 1 for each non-Fellowship character he controls.

The Mountain of Fire (x1)
X (9)
Mordor.  
Immune to player card effects. X is the tens digit of the first player's threat dial. The players cannot travel here unless there is at least 20 progress on stage 3B. Travel: Each player makes a Fortitude test. If a player fails this test, raise his threat by 9.

The Mountain of Fire (x3/x2)
3 (4)
Mordor.  
While Orc-hold is in the staging area, progress cannot be placed on other locations in the staging area. Forced: After Orc-hold becomes the active location, shuffle the encounter discard pile into the encounter deck. Discard cards from the top until an Orc enemy is discarded. Put that enemy into play engaged with the first player. (|)

The Mountain of Fire (x2/x1)
1 (5)
Mordor.  
Mordor Road gets +1 Threat for each controlled by the player who controls the most allies. Forced: After Mordor Road becomes the active location, each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area. (|)

The Mountain of Fire (x4)
2 (4)
Mordor.  
If a player has failed a Fortitude test this round, Plain of Gorgoroth gets +2 Threat. Travel: The first player makes a Fortitude test to travel here. If he fails this test, raise each player's threat by 4.

The Mountain of Fire (x3/x2)
3 (3)
Mordor.  
While Brake of Thorns is in the staging area, add (|) to each Fortitude test. Forced: After Brake of Thorns becomes the active location, each player assigns X damage among characters he controls, where X is the tens digit of his threat dial. (|)

The Mountain of Fire (x1)
2 (5)
Mordor.  
While Old Water-course is the active location, it gains: "Response: When Old Water-course is explored, reduce each player's threat by 5." Travel: Each player must exhaust a hero he controls to travel here.

The Mountain of Fire (x1)
X (-)
Mordor.  
Immune to player card effects. X is twice the stage number of the main quest. Forced: After the players travel here, flip The Two Watchers to its enemy side and move it to the staging area.

The Mountain of Fire (x1)
(50) 2 5 2 4
Mordor.  
Immune to player card effects. Cannot be optionally engaged. Forced: When The Two Watchers deals any amount of damage, cancel that damage and raise the defending player's threat by X instead. X is the amount of damage just canceled.

The Mountain of Fire (x1)
Mordor.  
Add Eye to each Fortitude test. Forced: At the end of the round, flip The Eye of Sauron, then move it and each Nazgûl enemy in the staging area to The Black Gate Opens staging area. The first player may raise each player's threat by 3 to cancel this effect.

The Mountain of Fire (x1)
Mordor.  
Each enemy in the staging area gets +1 Threat and -10 engagement cost. Forced: At the end of the round, flip The Eye of Sauron, the move it and each Nazgûl enemy in the staging area to the Mount Doom staging area. The first player may raise each player's threat by 3 to cancel this effect.

The Hunt for Gollum Nightmare (x2)
(15) 1 3 2 3
Creature.   Mordor.  
Forced: At the beginning of the refresh phase, if Hunting Warg entered play this round, search the encounter deck and discard pile for 1 copy of Hunters from Mordor and add it to the staging area, if able. Shuffle the encounter deck.

The Hills of Emyn Muil Nightmare (x2)
(39) 2 2 3 5
Mordor.   Orc.  
Orc Interceptor gets +1 Threat and +1 Attack for each resource token on it. Forced: After a location leaves play as an explored location, place a resource token on Orc Interceptor.

Return to Mirkwood Nightmare (x3)
(28) 2 4 3 7
Mordor.   Orc.  
When Ambushing Orcs is dealt a shadow card that targets the player guarding Gollum, that shadow card also targets each other player

The Seventh Level Nightmare (x1)
(20) 3 3 3 12
Mordor.   Orc.  
Overseer Maurûl gets +X Threat, +X Attack and +X Defense, where X is the highest number of resources on a Goblin enemy in play. The Players cannot win the game unless Overseer Maurûl is in the victory display.

The Seventh Level Nightmare (x2)
(44) 1 4 4 6
Mordor.   Orc.  
When Revealed: Add 1 resource to each Goblin enemy in play. Forced: When a Goblin enemy with at least 1 resource on it is dealt any amount of damage, remove 1 resource from that enemy and cancel all damage just dealt to it.

Shadow and Flame Nightmare (x3)
(12) 3 3 2 5
Mordor.   Orc.   Uruk.  
Forced: While Durin's Bane has no damage, Servant of Flame gets +2 Attack and +2 Defense.

Shadow: Search the encounter deck for a treachery card with the Shadow or Flame trait and reveal it, if able. Shuffle the encounter deck.

Shadow and Flame Nightmare (x2)
(42) 4 4 3 7
Mordor.   Orc.   Uruk.  
Each enemy gets -20 engagement cost.

Shadow: If this attack destroys a character, attacking enemy cannot take damage this round.

Assault on Osgiliath Nightmare (x3)
(20) 2 5 3 3
Orc.   Mordor.  
Forced: After Invading Orc attacks and destroys a character, that character's controller returns a location he controls to the staging area.

Shadow: If this attack destroys a character, return a location you control to the staging area.

The Blood of Gondor Nightmare (x1)
(35) X 5 4 9
Mordor.  
X is the total number of hidden cards in the game. Forced: When Black Númenórean engages you, turn all hidden cards in your play area faceup. Forced: At the end of the round, each player must raise his threat by 1 for each hidden card in his play area.

The Blood of Gondor Nightmare (x3)
(40) 4 2 2 4
Orc.   Uruk.   Mordor.  
Archery 3. Forced: After Uruk Marksman is turned faceup as a hidden card, deal 3 damage to a character controlled by the engaged player and return Uruk Marksman to the staging area.

The Morgul Vale Nightmare (x3)
(18) 2 4 3 5
Orc.   Mordor.  
Forced: At the end of the round, if Orc Captor is in the staging area, place 1 progress token on To the Tower.

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

The Morgul Vale Nightmare (x2)
(37) X X 4 5
Orc.   Mordor.  
X is the number of progress tokens on To the Tower.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, place 1 progress on To the Tower.

Celebrimbor's Secret Nightmare (x3)
(45) 4 4 3 6
Mordor.   Orc.  
Bellach cannot take damage. Scour: Heal all damage from Bellach's Bodyguard.

Shadow: Attacking enemy cannot take damage until the end of the phase.

A Shadow of the Past Nightmare (x2)
Mordor.  
Surge. When Revealed: Attach to the current quest. (Counts as a Condition attachment with the text: "Forced: After a player fails a Hide test, he discards a random card from his hand.")