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Player Encounter Quest
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Results: 1 - 50 of 642 Cards
Revised Core Set (x2)
20 2 3 1 3
Creature. Spider.

When Revealed: Each player must choose and exhaust 1 character he controls.

Shadow: Defending player must choose and exhaust 1 character he controls. (2 characters instead if this attack is undefended.)

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 (x1/x0)

When Revealed: Each player discards all event cards in his hand.

...he would see gleams in the darkness around them, and sometimes pairs of yellow or red or green eyes would stare at him from a little distance, and then slowly fade and disappear and slowly shine out again in another place.
–The Hobbit

Revised Core Set (x2)
48 2 2 0 2
Goblin. Orc.

During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area.

Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.

Revised Core Set (x1)
15 1 1 0 2
Creature.

When Revealed: Each player must choose 1 character currently committed to a quest, and remove that character from the quest. (The chosen character does not ready.)

They could not stand that, nor the huge bats, black as a top–hat, either...
–The Hobbit

Revised Core Set (x2)
2
1
Dungeon.

Forced: After travelling to Tower Gate each player places the top card of his deck, face down in front of him, as if it just engaged him from the staging area. These cards are called 'Orc Guard', and act as enemies with: 1 hit point, 1 Attack and 1 Defense

"I myself dared to pass the doors of the Necromancer in Dol Guldur, and secretly explored his ways."
–Gandalf, The Fellowship of the Ring

Revised Core Set (x3/x1)
3
3
Marshland.

Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.

"On a time they took a boat and went down to the Gladden Fields, where there were great beds of iris and flowering reeds."
–Gandalf, The Fellowship of the Ring

Revised Core Set (x3/x2)

When Revealed: Deal 1 damage to each character controlled by each player with a threat of 35 or higher.

"They say in my land he can govern the storms in the Mountains of Shadow..."
–Boromir, The Fellowship of the Ring

Revised Core Set (x2)

When Revealed: Each player raises his threat by 1 for each character he controls that is not currently committed to a quest.

Shadow: Defending player chooses and returns 1 exhausted ally he controls to its owner's hand. If he controls no exhausted allies, raise his threat by 3.

Revised Core Set (x2)

When Revealed: Each location in the staging area gets +1 Threat until the end of the phase. Then, each player with a threat of 35 or higher chooses and discards 1 card from his hand.

"But it will be hard to find the path unless the fog lifts a little later on."
–Aragorn, The Fellowship of the Ring

Revised Core Set (x1)

Surge.

When Revealed: Each player must choose: either exhaust each damaged character you control, or deal 2 damage to the hero you control with the most damage on it.

Shadow: Exhaust each damaged character you control.

The Dark of Mirkwood (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.

The Dark of Mirkwood (x2)

When Revealed: Each player returns 1 enemy engaged with him to the staging area. If no enemy was returned to the staging area this way, Surprising Speed gains surge and doomed 1.

Shadow: Attacking enemy gets +1 Attack. Return attacking enemy to the staging area after this attack.

The Dark of Mirkwood (x2)
48 2 2 0 2
Goblin. Orc.

During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area.

Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.

The Dark of Mirkwood (x2)
12 1 1 0 3
Goblin. Orc.

When Revealed: Discard the top card of each player's deck. Until the end of the phase, increase Goblintown Savengers'Threat by the total printed cost of all cards discarded in this way.

The Dark of Mirkwood (x1/x0)

When Revealed: Each player must search the encounter deck and discard pile for a Goblin enemy and put it into play, engaged with him. Then, shuffle the encounter deck. (This effect cannot be canceled.)

Shadow: Attacking enemy gets +1 Attack for each Goblin enemy engaged with you.

The Dark of Mirkwood (x2)
5 

Doomed 1.

When Revealed: Each player must choose: Either raise your threat by 1 for each questing character you control, or discard a questing character you control.

Shadow: If this attack is undefended, discard an ally you control.

The Dark of Mirkwood (x2)

When Revealed: Each player must exhaust a character and discard the top card of his deck, if able. If the printed cost of the discarded card is equal to or higher than the remaining hit points of the exhausted character, discard the exhausted character.

The Dark of Mirkwood (x1)
Treasure.

Surge. Doomed 1.

When Revealed: Each player may add 1 resource to each of their heroes' pools. Each player that does raises their threat by 5.

Angmar Awakened Campaign Expansion (x1)
9

Surge.

Forced: After Mysterious Omens becomes the current quest, each player discards 1 random card from their hand.

Forced: When Mysterious Omens is defeated, remove it from the Campaign Pool. Then, each player may choose 1 of the following boons and attach it to a hero they control: Cunning, Hardy, Resolute, Ruthless, or Stalwart.

Angmar Awakened Campaign Expansion (x1)
8

The loss of Iârion at the hands of the wraith weighs upon you and your companions, sapping your resolve and making you question every decision you make in your pursuit. Yet if you give in, there will surely be no rescue for him from the foul sorcery of Angmar...

Each event card gains doomed 1.

Forced: When Fend Off Despair is defeated, mark in the Campaign Log that each player's starting threat by 2. (This reduction is cumulative.)

Angmar Awakened Campaign Expansion (x1)
4

Loot the Dungeons is considered to be in each player's staging area and gets +4 quest points for each player in the game at every staging area.

Forced: When Loot the Dungeons is defeated, each player (at every staging area) may choose one of the following boons and add it to their hand: Berelind, Chieftain's Brooch, Coruhaer, Laermuin, Mail of Eärnur, or Silverthorn. Add the chosen cards to the Campaign Pool.

Angmar Awakened Campaign Expansion (x4)

Surge.

When Revealed: Each player must either raise their threat by 3 or exhaust a hero they control.

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

Dream-chaser Campaign Expansion (x1)

Surge. Ominous Fate cannot be canceled.

When Revealed: Each player must either reveal an encounter card, raise their threat by X, or deal X damage divided among characters they control. X is the campaign card's part number. The players may add Ominous Fate to the victory display.

Shadow: Reveal an encounter card.

Dream-chaser Campaign Expansion (x1)
Item. Artifact.

When Black Key leaves play, remove it from the game.

Attached enemy gets +1Threat +1Attack +1Defense and gainst immune to player card effects.

Forced: At the end of the quest phase, if Captain Sahír is in play, place 1 resource on him for each player in the game.

Dream-chaser Campaign Expansion (x1)

Each player's threat cannot be reduced by more than 1 each round.

Forced: After a player draws any number of cards, that player raises their threat by that number.

Resolution: Gain 1 XP.

The Fellowship of the Ring (x1)
0
3
Shire.

Response: After Bag End leaves play, each player draws 1 card for each Hobbit hero he controls.

...it was popularly believed, whatever the old folk might say, that the Hill at Bag End was full of tunnels stuffed with treasure. –The Fellowship of the Ring

The Fellowship of the Ring (x1)
2
2
Shire.

Response: After the players travel to Bamfurlong, each player engaged with a Nazgûl enemy may ready a hero he controls.

"This is Bamfurlong, old Farmer Maggot's land."
–Pippin, The Fellowship of the Ring

The Fellowship of the Ring (x3)

Doomed 2.

When Revealed: Starting with the last player, each player must either return a Nazgûl enemy engaged with him to the staging area or make a Hide 2 test.

"So he is seeking it, seeking it, and all his thought is bent on it." –Gandalf, The Fellowship of the Ring

The Fellowship of the Ring (x1)

Setup: Add Gandalf's Delay to the staging area.

Each player draws 1 less card in his starting hand.

The next day Frodo became really anxious, and kept a constant look–out for Gandalf. Thursday, his birthday morning, dawned as fair and clear as it had long ago for Bilbo's great party. Still Gandalf did not appear.
–The Fellowship of the Ring

The Fellowship of the Ring (x1)
38 3 1 3 5
Bree. Spy.

Players cannot optionally engage Bill Ferny.

Forced: At the beginning of the staging step, either shuffle 1 out of play Ringwraith into the encounter deck or each player raises their threat by 1 for each non- hero he committed to the quest.

The Fellowship of the Ring (x3)

Peril.

When Revealed: You must either shuffle the top card of the burden deck into the encounter deck and reveal an additional encounter card, or raise each player's threat by 3 and immediately end the quest phase (do not resolve the quest).

Then the leader, who was now half across the Ford, stood up menacing in his stirrups, and raised up his hand.
–The Fellowship of the Ring

The Fellowship of the Ring (x1)
50 5 6 5 12
Creature.

Indestructible. Immune to player card effects.

Cannot leave the staging area but is considered to be engaged with each player.

Forced: After placing the 6th damage here, the first player takes control of the Ring-bearer, exhausted with 1 damage on it.

The Fellowship of the Ring (x1)
4
6
Mountain.

Immune to player card effects.

Forced: When Redhorn Pass is explored, each player assigns X damage among characters he controls. X is the number of damage here.

"We may well be seen by watchers on that narrow path..." –Gandalf, The Fellowship of the Ring

The Fellowship of the Ring (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.

For their defense in the night the Company climbed to the top of the small hill... –The Fellowship of the Ring

The Fellowship of the Ring (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 Fellowship of the Ring (x2/x1)
Weather.

When Revealed: Each player must choose: either discard each ally he controls, or raise his threat by 1 for each ally he controls.

Shadow: Attacking enemy makes an additional attack after this one.

The Fellowship of the Ring (x1)
Corruption.

Peril. Surge.

When Revealed: Attach to a non- hero in play. Counts as a Condition attachment with the text:"Forced: After The One Ring exhausts, raise each player's threat by 1 and reduce attached hero's Willpower to 0 until the end of the round."

The Fellowship of the Ring (x1)
4
4
Underground.

Immune to player card effects.

The player cannot advance to the next stage.

Travel: Each player searches the encounter deck and discard pile for a different enemy and adds it to the staging area to travel here. One of those enemies must be Orc-chieftain, if able.

The Fellowship of the Ring (x2)
3
3
Underground.

While Ancient Guardroom is the active location, each enemy in play gets -1 Attack.

Travel: Discard the top card of the encounter deck to travel here. Each player raises his threat by X, where X is the discarded card's Threat.

The Fellowship of the Ring (x3/x2)

When Revealed: Each player assigns X damage among characters he controls. X is the number of exhausted characters he controls.

Shadow: Assign X damage among characters you control. X is the number of enemies engaged with you.

The Fellowship of the Ring (x4)
2
5
River.

While River Anduin is in the staging area it gains: "Forced: At the end of the travel phase, each player at this stage raises his threat by 1. Then, River Anduin moves to the staging area to the left, if able."

"Anduin flows faster than I thought." –Aragorn, The Fellowship of the Ring

The Two Towers (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.

Ahead and eastward they saw the windy uplands of the Wold of Rohan that they had already glimpsed many days ago from the Great River. –The Two Towers

The Two Towers (x3)
3
3
Helm's Deep.

While The Hornburg is the active location, reduce the archery total by 1 for each player in the game.

Forced: When The Hornburg is explored, assign X damage among characters in play. X is the number of enemies in play.

But the Hornburg still held fast, like an island in the sea. –The Two Towers

The Two Towers (x4)
4
4
Helm's Deep.

While Deeping Wall is the active location, each hero gets +1 Defense

Forced: When Deeping Wall is explored, raise each player's threat by 4.

The Deeping Wall was twenty feet high, and so thick that four men could walk abreast along the top, sheltered by a parapet over which only a tall man could look. –The Two Towers

The Two Towers (x2/x1)
X
2
Helm's Deep.

X is the 1 more than the number of allies controlled by the first player.

Forced: When Deeping Culvert is explored, each player searches the encounter deck and discard pile for an enemy, reveals it, and adds it to the staging area. Shuffle the encounter deck.

Orcs had crept like rats through the culvert through which the stream flowed out. –The Two Towers

The Two Towers (x1)
3
1
Isengard.

Immune to player card effects.

Forced: When the Gates of Isengard is explored, each player searches the encounter deck and discard pile for an enemy and puts it into play engaged with him. Shuffle the encounter deck.

Here through the black rock a long tunnel had been hewn, close at either end with mighty doors of iron. –The Two Towers

The Two Towers (x3)
2
2
Isengard.

While Ring-wall of Isengard is in the staging area, it gains:"Forced: After any amount of damage is healed from a character, its owner discards 1 card from his hand."

Wizardry: Each player discards 1 random card from his hand.

The Two Towers (x2/x1)
4
3
Isengard.

While Underground Armoury is in the staging area, it gains:"Forced: After an enemy engages a player, deal it a shadow card."

Wizardry: Each player exhausts a character he controls.

The shafts ran down by many slopes and spiral stairs to caverns far under; there Saruman had treasuries, store–houses, armouries, smithies, and great furnaces. –The Two Towers