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Set
Card Set Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique
Set Type Project

Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
Artist Popularity Errata
Results: 20 Cards

Road to Rivendell (x2)
1 (5)
Road.  

Response: After you travel to Ruined Road, the first player places 2 progress tokens on it or readies 1 hero controls.

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


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.


The Blood of Gondor (x1)
2 (4)
Ithilien.   Road.  

Travel: The first player must take 1 hidden card to travel here.

This road, too, ran straight for a while, but soon it began to bend away southwards...–The Two Towers


The Blood of Gondor (x1)
2 (4)
Ithilien.   Road.  

Western Road gets +5 quest points while it is in the staging area.

Travel: The first player must take 1 hidden card to travel here.

...he saw, beyond an arch of boughs, the road to Osgiliath running almost as straight as a streched ribbon down, down, into the West. –The Two Towers


The Blood of Gondor (x1)
4 (3)
Ithilien.   Road.  

Travel: The first player must take 1 hidden card to travel here.

Behind them lay the road to the Morannon...
–The Two Towers


The Blood of Gondor (x1)
4 (2)
Ithilien.   Road.  

Eastern Road gets +5 quest points while it is in the staging area.

Travel: The first player must take 2 hidden cards to travel here.

Black and forbidding it loomed above them, darker than the dark sky behind. –The Two Towers


The Morgul Vale (x3)
2 (5)
Road.  

Response: After Morgul Road leaves play as an explored location, the first player may remove 1 progress token from To the Tower or deal 1 damage to any enemy in play.

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


The Voice of Isengard (x2)
2 (2)
Road.  

While any player has 3 or more cards in hand, The King's Road gets +3 quest points.

While any player has 5 or more cards in hand, The King's Road gains:

When faced with the option to travel, the players must travel to The King's Road if able.


The Dunland Trap (x1)
1 (4)
Road.  

Forced: At the end of the refresh phase, remove 1 time counter from the current quest.

After some miles, however, the road ceased to roll up and down... โ€“The Fellowship of the Ring


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.

As soon as his back was turned, a dark figure climbed quickly in over the gate and melted into the shadows of the village street. –The Fellowship of the Ring


Race Across Harad (x2)
5 (5)
Desert.   Road.  

When Revealed: Add Harad Road to the Orc's area.

Shadow: If the players are not at the same stage as the Orcs, move attacking enemy to the Orc's area after this attack.


The Black Riders (x3/x1)
3 (3)
Road.  

While Stock Road is in the staging area, add 2 to the total of the discarded cards when a player resolves a Hide test.

Travel: The first player must make a Hide 1 test to travel here.


The Black Riders (x3/x3)
3 (4)
Road.  

Action: Place the top card of the burden deck on top of the encounter deck to place 4 progress on The Old Road. (Use this action only if you are playing campaign mode.)

"The Road is watched, be we should have to cross it, if we tried to take cover in the thickets away to the south."
–Aragorn, The Fellowship of the Ring


The Land of Shadow (x1)
9 (9)
Road.  

Immune to player card effects.

The Cross-roads gets -1 for each facedown card under it. The players cannot travel here unless there are 0 facedown cards under The Cross-roads and at least 20 progress tokens on stage 1B.

"We must go to the Cross–roads. But make haste! Be silent!" -Gollum, The Two Towers


The Land of Shadow (x2/x1)
4 (5)
Road.  

While Southward Road is the active location, each player may optionally engage an additional enemy during the encounter phase.

Travel: The first player reveals the top facedown card under The Cross-roads and adds it to the staging area to travel here.

"These cursed Southrons come now marching up the ancient roads to swell the hosts of the Dark Tower." -Mablung, The Two Towers


The Stone of Erech (x1)
3 (6)
Blackroot Vale.   Road.  

While Tarlang's Next is the active location, it gains,"Forced: At the beginning of the encounter phase, the players must either immediately end the encounter phase, or the first player must engaged all enemies in the staging area."


The Wizard's Quest (x1)
24
3 (3)
Forest.   Road.  

While The Shadow Road is in the staging area, it gains:"Forced: After a player optionally engages an enemy, he deals 1 damage to a character he controls."

Travel: Each player deals 1 damage to a character he controls.


The Hunt for Gollum Nightmare (x2)
3 (4)
Forest.   Road.  

Each player who does not control at least 1 Clue card cannot draw cards through card effects.

Shadow: If you do not control at least 1 Clue card, discard all cards from your hand.

"The Road is watched, but we should have to cross it..."
–Aragorn, The Fellowship of the Ring


A Knife in the Dark Nightmare (x3)
2 (8)
Road.  

The Old Road 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, shuffle 1 out of play Ringwraith into the encounter deck.


Flight to the Ford Nightmare (x3)
X (5)
Road.  

X is 1 plus the number of Nazgรปl enemies in play.

While Great East Road is in the staging area, each Nazgรปl enemy gets -5 engagement cost.

Shadow: After this attack, attacking enemy engages the next player then makes an immediate attack.