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Scenario Encounter
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Resource Threat Engagement
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Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
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Results: 1 - 50 of 311 Cards
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/x1)
3
2
Stronghold. Dol Guldur.

Travel: The first player must discard 2 cards from his hand at random to travel here.

"It is clad in a forest of dark fir, where the trees strive one against another and their branches rot and wither. In the midst upon a stony height stands Dol Guldur, where long the hidden Enemy had his dwelling."
–Haldir, The Fellowship of the Ring

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)
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.

The Dark of Mirkwood (x1)
2
3
Forest.

Response: After the players travel to Abandoned Camp, the first player discards the top card of their deck, If that card is any ally, put it into play under their control.

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

The Dark of Mirkwood (x1)
2
2
1 
Underground.

While Cracked Pillar is in the staging area, it gains: "The first player may declare an attack against Cracked Pillar during the combat phase as if it was an enemy engaged with him. Use Cracked Pillar'sThreat as itsDefense during this attack."

Travel: Remove 4 damage from Cracked Pillar to travel here.

The Dark of Mirkwood (x2)
4
4
10 
Underground. Dark.

Travel: Players must exhaust a Cave Torch to travel here.

Shadow: Cancel all combat damage dealt to attacking enemy.

The Dark of Mirkwood (x2)
3
5
Underground.

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

Response: After Goblin Dungeon leaves play as an explored location, the first player searches the top 5 cards of his deck for an ally and puts it into play under his control. Shuffle the rest of the searched cards back into his deck.

The Fellowship of the Ring (x1)
3
9
River.

Immune to player card effects.

While there is at least 1 other location in play, players cannot travel here.

Travel: The first player must make a Hide 3 test to travel here.

After Bucklebury Ferry leaves play as an explored location, the players win the game.

The Fellowship of the Ring (x3/x1)
3
3
Road.

While Stock Road is in the staging area, add 2 to the total Threat 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 Fellowship of the Ring (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.

"It was burned and broken, and nothing remains of it now but a tumbled ring..."
–Strider, The Fellowship of the Ring

The Fellowship of the Ring (x1)
X
4
Bridge. River.

Immune to player card effects.

X is the number of players in the game.

Travel: The first player must reveal the top card of the burden deck and resolve that card as if it were just revealed from the encounter deck to travel here.

The Fellowship of the Ring (x1)
2
6
River.

Immune to player card effects.

Response: After Ford of Bruinen leaves play as an explored location, all engaged enemies are discarded.

Travel: The first player must reveal the top card of the encounter deck to travel here.

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 (x1)
2
4
River. Lawn.

Immune to player card effects.

Travel: Search the encounter deck and discard pile for an enemy and add it to the staging area to travel here. Shuffle the encounter deck.

While Parth Galen is in play, the players cannot win the game.

The Fellowship of the Ring (x3/x1)
3
4
River. Forest.

While Wooded Shoreline is in the staging area, it gains archery 2.

Travel: Search the encounter deck and discard pile for an enemy and add it to the staging area to travel here. Shuffle the encounter deck.

The Fellowship of the Ring (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 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)
2
3
Plains.

While Eastemnet is the active location, it gains:"Response: After Eastemnet is explored, add 1 resource to each hero's resource pool."

Travel: Increase the pursuit value by 1.

...the Horse–lords had formerly kept many herds and studs in the Eastemnet, this easterly region of their realm... –The Two Towers

The Two Towers (x3/x2)
3
4
Marsh.

Mire 3. Forced: When Evil-smelling Fens is discarded by the Mire keyword, deal 1 damage to each character.

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

Shadow: Deal 1 damage to defending character.

The Two Towers (x2)
1
3
Marsh.

Surge.

Mire 1. Forced: When Shifting Quagmire is discarded by the Mire keyword, either return a random location from the victory display to the staging area, or raise each player's threat by 1 for each location in the victory display.

Travel: Spend 1 resource to travel here.

The Two Towers (x3)
4
5
Marsh.

Mire 2. Forced: When Haunted Mere is discarded by the Mire keyword, search the encounter deck and discard pile for an Undead enemy, reveal it, and add it to the staging area. Shuffle the encounter deck.

Travel: Exhaust Smeagol to travel here.

"They lie in all the pools, pale faces, deep deep under the dark water." -Frodo, The Two Towers

The Two Towers (x2)
3
7
Marsh.

Mire 5. Forced: When Stagnant Pools is discarded by the Mire keyword, raise each player's threat by 5.

Stagnant Pools gets +1 Threat for each mire token on it.

Travel: Exhaust Smeagol to travel here.

Mists curled and smoked from dark and noisome pools. The reek of them hung stifling in the still air. -The Two Towers

The Two Towers (x4/x3)
2
4
Marsh.

Mire 1. Forced: When Soft Mires is discarded by the Mire keyword, the first player reveals an encounter card.

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

The hobbits soon found that what had looked like one vast fen was really an endless network of pools, and soft mires... -The Two Towers

The Two Towers (x2/x1)
4
5
Forest. 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 Two Towers (x3)
3
6
Forest. Hills.

While Foothills of Ephel Dúath is the active location, each Harad enemy gets -1Threat

Travel: The first player engages an enemy in the staging area to travel here.

"And they go ever more heedlessly, we learn, thinking that the power of their new master is great enough, so that the mere shadow of His hills will protect them." -Mablung, The Two Towers

The Two Towers (x2)
2
3
Forest.

While Ithilien Woods is the active location, it gains:"Forced: After a player engages a Harad enemy, he readies a character he controls."

Travel: The first player reveals an encounter card to travel here.

Ithilien, the garden of Gondor now desolate kept still a dishevelled dryad loveliness. -The Two Towers

The Two Towers (x1)
2
2
Mountain.

Immune to player card effects.

Travel: Either exhaust Sméagol, or discard 1 random card from each player's hand.

Forced: After Sméagol's Secret Way is explored, each player either exhausts a character he controls, or discards 1 random card from his hand.

"...a stair, a narrow stair, O yes, very long and narrow. And then more stairs." -Gollum, The Two Towers

The Two Towers (x1)
4
4
Mountain.

Immune to player card effects.

While The Cleft of Cirith Ungol is in the victory display, Shelob gets +2 Attack loses the Indestructible keyword, and gains: "Shelob engages the first player."

Travel: Place 1 resource on Shelob to travel here.

The Cleft, Cirith Ungol, was before him, a dim notch in the black ridge... -The Two Towers

The Two Towers (x3)
2
5
Underground.

While Deep Dark Passage is in the staging area, it gains:"Forced: When any amount of progress would be placed on a location in the staging area, reduce that amount by 1."

Travel: Exhaust Sméagol to travel here.

Not since the lightless passages of Moria had Frodo or Sam known such darkness, and if possible here it was deeper and denser. -The Two Towers

The Two Towers (x3)
1
4
Underground.

While Den of Night is in the staging area, it gains:"Forced: After a `When Revealed' effect is canceled, place 1 resource on Shelob."

Travel: Place 1 resource on Shelob to travel here.

Here was some opening in the rock far wider than any they had yet passed; and out of it came a reek so foul, and a sense of lurking malice so intense, that Frodo reeled. -The Two Towers

The Return of the King (x1)
5
5
Hill.

Immune to player card effects.

Forced: After The Stone of Erech becomes the active location, each player searches the encounter deck and discard pile for an Oathbreaker enemy and adds it to the staging area. Shuffle the encounter deck.

Travel: Remove 5 progress from sta

The Return of the King (x2/x1)
4
4
Underground.

While Dark Door is in the staging area, progress cannot be placed on locations in the staging area.

Travel: The first player reveals an encounter

...before him stood a stony door closed fast...

-The Return of the King

The Return of the King (x3/x2)
3
3
Underground.

While Trysting Place is in the staging area, each enemy in the staging area cannot take damage.

Travel: The first player searches the encounter deck and discard pile for an Oathbreaker enemy and puts it into play engaged with him. Shuffl

The Return of the King (x3)
2
3
Underground.

While Deadly ~Road is in the staging area, it gains: "Forced: After a 'when revealed' effect is canceled, raise each player's threat by 1."

Travel: Spend 1 Fellowship res

"I was held to the road only by the will of Aragorn."

-Gimli, The Return of the King

The Return of the King (x3)
1
4
Underground.

Haunted Path gets +1 Threat for each player with a threat of 35 or higher.

Travel: Raise each player's threat

Shadow: Either raise your your threat by 2, or return attacking enemy to the staging area after this attack.

The Return of the King (x1)
X
5
Ship.

X is the number of resources on The ~Corsair Fleet.

The players cannot travel here unless there are at least 3 Ship locations in the victory display.

Travel: Each player searches the encounter deck and discard pile for a Corsair enemy and adds it to the staging area. One of those enemies must be ~Corsa

Victory 5
The Return of the King (x3)
3
3
Ship.

While Umbar War Galley is the active location, each Corsair enemy gets -10 engagement cost.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the encounter deck until a Corsair enemy is discarded. Add the discarded enemy

"The Corsairs are upon us! It is the last stroke of doom!"

-Men of Gondor, The Return of the King

Victory 3
The Return of the King (x3)
2
2
Ship.

While Corsair Dromon is the active location, each Corsair enemy gains Archery 1.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Corsair enemy is discarded. Add the discarded enemy

Victory 2
The Return of the King (x1)
X
3
Siege.

Immune to player card effects.

X is the number of resources on Grond.

Forced: At the beginning of the quest phase, place 1 resource on Grond. Then, deal X damage to Minas Tirith.

Travel: The Witch-king makes an immediate attack against each p

Victory 4
The Return of the King (x1)
1
1
Cirith Ungol.

Immune to player card effect.

The players cannot travel here unless there is at least 18 progress on stage 2B.

Travel: Add Shagrat to the staging

"That's what I'm going to do," said Shagrat in angry tones. "Put him up in the top chamber."

-The Return of the King

Victory 2
The Return of the King (x3)
3
4
Cirith Ungol.

While Bloodied Courtyard is the active location, it gains: "Forced: After an enemy enters the staging area, deal 1 damage to it."

Travel: Raise each player's threat

At once he saw that up here the fighting has been fiercest. All the court was choked with dead orcs or their severed and scattered heads and limbs. The place stank of death.

-The Return of the King

The Return of the King (x3)
2
4
Cirith Ungol.

While Winding Stairs is the active location, each enemy in the staging area gets +10 engagement cost.

Travel: Each player must exhaust a character he con

The stairs were high and steep and winding.

-The Return of the King

The Return of the King (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.

He raised his eyes with difficulty to the dark slopes of Mount Doom towering above him...

-The Return of the King

Victory 9
The Return of the King (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.

There smokes trailed on the ground and lurked in hollows, and fumes leaked from fissures in the earth.

-The Return of the King

The Return of the King (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 con

Clambering a few steps up he found a tiny stream of dark water that came out from the hill-side and filled a little bare pool...

-The Return of the King

Victory 2
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.