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Scenario Encounter
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Trait Keyword Victory
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Player Encounter Quest
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Results: 201 - 250 of 304 Cards
Celebrimbor's Secret (x3)
3 0 2 2 2 4 ★ 1 
Gondor. Warrior.

You may give Henneth Annûn Guard doomed 1 when you play it from your hand. If you do, it gains:

Response: After you play Henneth Annûn Guard, choose a character. Until the end of the round, that character gets +2 Defense and gains sentinel.

"Does he think that men sleep without watch all night?" –Faramir, The Two Towers

Celebrimbor's Secret (x3)
2 2 0 1 1 2 ★ 10 
Silvan.

Response: After Galadriel’s Handmaiden enters play, choose a player. That player reduces his threat by 1.

Her maidens stood silent about her, and a while she looked upon her guests. –The Fellowship of the Ring

Celebrimbor's Secret (x3)
2 2 2 2 3 5 ★ 8 
Ent.

Cannot have restricted attachments.

Enters play exhausted.

There were songs about the hunt of the Ents for the Entwives sung among Elves and Men from Mirkwood to Gondor. –The Two Towers

The Antlered Crown (x3)
3 0 1 3 2 4 ★ 3 
Rohan. Warrior.

Sentinel.

They now learned to their joy that Erkenbrand had left many men to hold Helm's Gate, and more had since escaped thither. –The Two Towers

The Antlered Crown (x3)
2 0 2 2 3 4 ★ 6 
Ent.

Cannot have restricted attachments. Enters play exhausted.

Booming Ent gets +1 Attack for each damaged Ent character you control.

"...a man that hacks once at an Ent never gets a chance of a second blow." –Merry, The Two Towers

The Lost Realm (x3)
2 1 1 0 2 3 ★ 3 
Dúnedain.

Response: After Weather Hills Watchman enters play, search the top 5 cards of your deck for a Signal card and add it to your hand. Shuffle the other cards back into your deck.

"Rangers use runes, and they come here sometimes." –Aragorn, The Fellowship of the Ring

The Lost Realm (x3)
0 1 3 1 3 5 ★ 7 
Dúnedain. Ranger.

Forced: After Dúnedain Hunter enters play, search the top 5 cards of the encounter deck for a non-unique enemy and put it into play engaged with you. If no enemy enters play by this effect, discard Dúnedain Hunter. Shuffle the encounter deck.

The Lost Realm (x3)
3 2 1 0 2 4 ★ 3 
Dúnedain. Scout.

Response: After Sarn Ford Sentry enters play, draw 1 card for each enemy engaged with you.

"Lonely men are we, Rangers of the wild, hunters but hunters ever of the servants of the Enemy..." –Aragorn, The Fellowship of the Ring

The Lost Realm (x3)
4 0 2 2 3 4 ★ 1 
Dúnedain. Ranger.

Warden of Annúminas gets +1 Willpower for each enemy engaged with you.

Rangers passed at times beyond the hills, but they were few and did not stay. –The Fellowship of the Ring

The Lost Realm (x3)
- 2 2 2 3 5 ★ 1 
Dúnedain. Ranger.

Encounter. Surge. Ranged. Sentinel.

When Revealed: The first player chooses a player to take control of Ranger of the North. Then, either deal 2 damage to an enemy or place 2 progress tokens on a location.

The Lost Realm (x1)
X X X 4
Dúnedain. Ranger.

X is the number of quest cards in play.

The first player gains control of Iârion.

Response: After a side quest is revealed from the encounter deck, ready Iârion.

If Iârion leaves play, the players lose the game.

The Wastes of Eriador (x3)
2 0 0 1 3 3 ★ 9 
Gondor. Warrior.

Response: Exhaust Honour Guard to cancel 1 point of damage just dealt to a character.

Valour Response: Exhaust and discard Honour Guard to cancel up to 5 damage just dealt to a character.

The Wastes of Eriador (x3)
2 2 0 0 2 3 ★ 4 
Hobbit.

Forced: After the active location is explored, place Curious Brandybuck on the bottom of its owner's deck.

Response: After you travel to a location, put Curious Brandybuck into play from your hand, under any player's control.

The Wastes of Eriador (x3)
3 1 2 1 3 4 ★ 2 
Dúnedain. Scout.

East Road Ranger gets +2 Willpower while committed to a side quest.

"If you bring a Ranger with you, it is well to pay attention to him..."
–Gandalf, the Fellowship of the Ring

The Wastes of Eriador (x3)
4 2 2 2 3 5 ★ 6 
Dúnedain. Ranger.

Response: After you engage an enemy, if you control at least 1 Dúnedain hero, spend 1 resource to put Ranger of Cardolan into play from your hand, under your control. At the end of the round, if Ranger of Cardolan is still in play, shuffle it into its owner's deck.

Escape from Mount Gram (x3)
3 1 2 1 2 4 ★ 5 
Gondor. Warrior.

Veteran of Osgiliath gets +1 Willpower, +1 Attack, and +1 Defense while your threat is 40 or higher.

"So do we ever watch the shores nigh Osgiliath, which our enemies now partly hold, and issue from it to harry our lands."
–Faramir, The Two Towers

Escape from Mount Gram (x3)
2 1 1 2 3 4 ★ 8 
Ent. Warrior.

Sentinel.

Cannot have restricted attachments. Enters play exhausted.

While Derndingle Warrior is defending, it gains:

Action: Deal 1 damage to Derndingle Warrior to give it +3 Defense for this attack. (Limit once per attack.)
Escape from Mount Gram (x3)
2 1 1 1 2 3 ★ 5 
Noldor. Craftsman.

Discard 2 cards from your hand to put Elven Jeweler into play from your hand, under your control.

"...to the Elven–smiths they were but trifles..." –Gandalf, The Fellowship of the Ring

Across the Ettenmoors (x3)
3 0 1 2 3 4 ★ 2 
Dwarf. Warrior.

Action: Discard 2 cards from the top of your deck to give Longbeard Sentry sentinel and +1 Defense until the end of the phase. (Limit once per phase.)

"...many of them have had experience in the dreadful dwarf and goblin wars, of which you have no doubt heard."
–Bilbo Baggins, The Hobbit

Across the Ettenmoors (x3)
3 3 2 2 3 6 ★ 9 
Ent.

Cannot have restricted attachments.

Enters play exhausted.

Response: After Wellinghall Preserver readies, heal 1 damage from an Ent character.

The Treachery of Rhudaur (x3)
1 1 0 0 1 1 ★ 5 
Silvan. Craftsman.

Cannot attack or defend.

Response: After Galadhrim Weaver enters play, shuffle the top card of your discard pile into your deck.

"You are indeed high in the favour of the Lady! For she herself and her maidens wove this..." –Lórien Elf, The Fellowship of the Ring

The Battle of Carn Dûm (x3)
3 1 1 1 3 3 ★ 5 
Dúnedain. Ranger.

Sentinel.

Guardian of Arnor gets +1 Defense for each enemy engaged with you.

"Travellers scowl at us, and countrymen give us scornful names."
–Aragorn, The Fellowship of the Ring

The Dread Realm (x3)
3 1 1 1 3 3 ★ 4 
Dúnedain. Ranger.

Ranged.

Fornost Bowman gets +1 Attack for each enemy engaged with you.

To the last battle at Fornost with the Witch–lord of Angmar they sent some bowmen to the aid of the king...
–The Fellowship of the Ring

The Dread Realm (x3)
2 1 0 1 1 1 ★ 4 
Silvan. Healer.

Response: After Galadhrim Healer enters play, choose a player. Heal 1 damage from each hero controlled by that player.

"Even if your Quest did not concern us closely, you should have refuge in this City, until you were healed and refreshed."
–Celeborn, The Fellowship of the Ring

The Grey Havens (x3)
2 1 1 0 2 3 ★ 2 
Noldor. Warrior.

While the top card of your discard pile is an ally, Mithlond Sea-watcher gets +2 Attack and gains ranged.

But it was an old tradition that away over there stood the Grey Havens, from which at times elven-ships set sail, never to return.
–The Fellowship of the Ring

The Grey Havens (x3)
2 0 1 1 3 3 ★ 1 
Noldor. Warrior.

While the top card of your discard pile is an attachment, Warden of the Havens gets +2 Defense and gains sentinel.

"...and if he comes, assailing the White Towers and the Havens, hereafter the Elves may have no escape from the lengthening shadows of Middle-earth."
–Galdor, The Fellowship of the Ring

The Grey Havens (x3)
2 2 1 1 2 4 ★ 3 
Noldor. Scout.

Lindon Navigator does not exhaust to commit to a quest, and can commit to quests while exhausted.

Forced: After resolving a quest to which Lindon Navigator was committed, either discard it from play or discard 1 card from your hand.

The Grey Havens (x3)
2 1 1 0 2 3 ★ 4 
Noldor. Scout.

While the top card of your discard pile is an event, Sailor of Lune gets +1 Willpower and gains: "Cannot be damaged while committed to the quest."

"They are sailing, sailing, sailing over the Sea, they are going into the West and leaving us," said Sam, half chanting the words, shaking his head sadly and solemnly.
–The Fellowship of the Ring

Flight of the Stormcaller (x3)
2 1 0 1 2 3 ★ 5 
Noldor. Healer.

Action: Discard a card from your hand to heal 1 damage on any character. (Limit twice per round).

"You are in Rivendell, and you need not worry about anything for the present."
–Gandalf, The Fellowship of the Ring

Flight of the Stormcaller (x3)
3 1 2 3 3 5 ★ 4 
Noldor. Warrior.

As an additional cost to play Guardian of Rivendell from your hand, you must discard 2 cards from your hand.

"Indeed there is a power in Rivendell to withstand the might of Mordor, for a while."
–Gandalf, The Fellowship of the Ring

The Thing in the Depths (x3)
3 1 1 1 2 3 ★ 1 
Gondor. Craftsman.

Response: After you play Master Ironsmith from your hand, if you paid all of its resource cost from a single hero's resource pool, attach a Weapon or Armor attachment from your hand or discard pile to that hero without paying its resource cost.

The Thing in the Depths (x3)
3 2 1 0 2 4 ★ 4 
Woodman. Scout.

Response: After Mirkwood Explorer quests successfully, place 1 progress on it.

Action: Exhaust Mirkwood Explorer to move all progress from it to a location in play.

Temple of the Deceived (x3)
3 1 2 1 2 4 ★ 6 
Dale. Scout.

Response: After Rhovanion Outrider commits to the quest, place 1 progress on a location in the staging area. If that location is not explored by this effect, give Rhovanion Outrider +1 Willpower until the end of the phase.

Temple of the Deceived (x3)
3 1 1 1 2 3 ★ 6 
Dwarf.

Response: After Ered Luin Miner is discarded from your deck, put it into play under your control.

Tools were to be found in plenty that the miners and quarriers and builders of old had used; and at such work the dwarves were still very skilled.
–The Hobbit

The Drowned Ruins (x3)
1 2 2 2 3 5 ★ 4 
Dwarf. Warrior.

Forced: At the end of the round, discard Dwarven Sellsword unless the players as a group spend 1 resource.

...he did not altogether approve of dwarves and their love of gold...
–The Hobbit

The Drowned Ruins (x3)
3 0 3 0 2 4 ★ 6 
Silvan. Warrior.

Ranged.

Response: After Marksman of Lórien enters play, choose an enemy. That enemy gets -2 Defense until the end of the round.

"Keen are the eyes of the Elves."
–Aragorn, The Two Towers

The Drowned Ruins (x3)
2 1 1 0 1 2 ★ 2 
Silvan. Scout.

Response: After Woodland Courier enters play, place 1 progress on a location (2 progress instead if that location has the Forest trait).

A Storm on Cobas Haven (x3)
3 1 1 1 3 3 ★ 1 
Noldor. Warrior.

Veteran Sword-elf gets +1 Attack and +1 Defense for each copy of Veteran Sword-elf in your discard pile.

The elves were the first to charge. Their hatred for the goblins is cold and bitter.
–The Hobbit

A Storm on Cobas Haven (x3)
3 2 0 1 2 4 ★ 1 
Gondor.

Response: After you play Linhir Sea-captain from your hand, if you paid all of its resource cost from a single hero's resource pool, both that hero and Linhir Sea-captain do not exhaust to quest this round.

The City of Corsairs (x3)
4 2 2 3 3 6 ★ 5 
Gondor. Warrior.

Knight of the White Tower's resource cost must be paid from a single hero's resource pool.

"...to be only a man of arms of the Guard of the Tower of Gondor is held worthy in the City, and such men have honour in the land." –Beregond, The Return of the King

The City of Corsairs (x3)
2 0 1 1 2 3 ★ 2 
Gondor. Warrior.

Response: After Soldier of Dol Amroth enters play, reduce the cost of the next card you play this phase by 1.

...he and his knights still held themselves like lords in whom the race of Númenor ran true
–The Return of the King

The City of Corsairs (x3)
1 0 1 0 1 1 ★ 3 
Gondor. Ranger.

Response: After Guardian of Ithilien enters play, return an enemy engaged with you to the staging area.

From such men the Lord Denethor chose his forayers.to harry the Orcs and other enemies that roamed between the Ephel Dúath and the River.
–The Two Towers

The Sands of Harad (x3)
2 0 2 0 1 2 ★ 5 
Silvan.

Ranged.

Response: After Greenwood Archer enters play, ready a hero.

They dwelt most often by the edges of the woods, from which they could escape at times to hunt...
–The Hobbit

The Sands of Harad (x3)
4 0 1 2 3 4 ★ 5 
Dwarf. Warrior.

Sentinel.

Response: When you play Erebor Guard from your hand, discard the top 2 cards of your deck to reduce its cost by 2.

...the fortress of the dwarves could not be taken by surprise. –The Hobbit

The Sands of Harad (x3)
2 1 1 0 2 3 ★ 4 
Hobbit.

While there is a side quest in the victory display, Halfling Bounder gains:"Response: Discard Halfling Bounder to cancel the 'when revealed' effects of an encounter card that was just revealed from the encounter deck."

"The Bounders have never been so busy before."
–Sam Gamgee, The Fellowship of the Ring

The Sands of Harad (x3)
4 1 3 2 3 6 ★ 2 
Dúnedain. Ranger.

While there is a side quest in the victory display, Vigilant Dúnadan does not exhaust to defend.

"I don't think we've rightly understood till now what they did for us."
–Barliman Butterbur, The Return of the King

The Mûmakil (x3)
2 1 0 1 2 3 ★ 3 
Dúnedain. Ranger.

Response: After you play Andrath Guardsman from your hand, choose a non-unique enemy engaged with you. That enemy cannot attack you this round.

They forgot or ignored what little they had known of the Guardians, and of the labours of those that made possible the long peace of the Shire.
–The Fellowship of the Ring

Race Across Harad (x3)
2 1 1 1 2 3 ★ 1 
Harad.

Action: Exhaust Kahliel's Tribesman to choose another Harad character. That character gets +1 Willpower +1 Attack and +1 Defense until the end of the phase.

But the Haradrim, being now driven to the brink, turned at bay, and they were fierce in despair...
–The Return of the King

Race Across Harad (x3)
0 2 1 0 2 4 ★ 3 
Dúnedain. Scout.

Forced: After this ally enters play, search the top 5 cards of the encounter deck for a non-unique location and add it to the staging area. If no location enters play by this effect, discard Dúnedain Pathfinder. Shuffle the encounter deck.

Race Across Harad (x3)
2 1 2 0 2 4 ★ 1 
Woodman.

Response: When the active location leaves play as an explored location, discard Eryn Galen Settler to discard a location in the staging with the same title as the just explored location.