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Player Encounter Quest
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Results: 51 - 100 of 2925 Cards
The Dark of Mirkwood (x2)
34 2 3 1 3 3 
Spider.

Forced: After Gret Spider engages you, exhaust a character you control.

Shadow: Deal 1 damage to an exhausted character you control.

The Dark of Mirkwood (x2)
2
2
6 
Forest.

While The Eaves of Mirkwood is the active location, encounter card effects cannot be canceled.

By the afternoon they had reached the eaves of Mirkwood, and were resting almost beneath the great overhanging boughs of its outer trees.
–The Hobbit

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)
2
4
Forest.

Response: After you travel to Forest Gate the first player draws 2 cards.

Soon the light in the gate was like a little bright hole far behind, and the quiet was so deep that their feet seemed to thump along while the trees leaned over them and listened.
–The Hobbit

The Dark of Mirkwood (x2)
4
4
Forest.

Quest Action: Search the encounter deck and discard pile for a Spider enemy and put it into play engaged with you to discard Spider Den. (Any player may trigger this effect.)

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 (x2)

When Revealed: Each enemy and each location currently in the staging area gets +1 Threat until the end of the phase. If there are no cards in the staging area, Driven by Shadow gains surge.

Shadow: Choose and discard 1 attachment from the defending character. (If this attack is undefended, discard all attachments you control.)

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 (x1/x0)

When Revealed: The player with the highest threat level attached this card to one of his heroes. (Counts as a Condition attachment with the text: "Attached hero does not ready during the refresh phase unless you pay 2 resources from that hero's pool.")

The Dark of Mirkwood (x1)
35 3 5 3 6
Goblin. Orc.

Cannot have attachments.

While Goblin Troop is engaged with you, each other Goblin enemy engaged with you gets +1 Attack and +1 Defense

Shadow: Attacking enemy gets +2 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/x0)
20 1 3 1 2
Goblin. Orc.

Surge.

Shadow: Attacking enemy makes an additional attack immediately after this one. (Deal a new shadow card for that attack.)

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)
28 2 2 1 3
Creature. Warg.

Forced: After Wild Wargs engages you, discard the top card of the encounter deck. If that card is a Goblin enemy, put it into play engaged with you.

“Where the Warg howls, there the Orc prowls.”

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)
10 

When Revealed: Deal 2 damage to a character you control.

Shadow: Deal 1 damage to a character you control.

The Dark of Mirkwood (x1)
40 X X X 8 2 
Goblin. Orc.

X is the stage number of the quest.

Cannot take damage. Cannot have attachments.

Forced: After Goblin Chieftain attacks, either remove X progress from the quest, or return 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 (x1)
2 
Light.

Attach to a hero. Restricted.

Action: Exhause Cave Torch to place up to 3 progress tokens on a Dark location.

Forced: After Cave Torch exhausts, discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.

The Dark of Mirkwood (x2/x0)
36 3 6 4 6 6 
Troll.

Cannot have attachments.

For each point of excess combat damage dealt by Great Cave-troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) remove 1 progress from the current quest.

The Dark of Mirkwood (x2)
33 2 3 2 3 1 
Creature. Warg.

Response: When Cavern Warg attacks you, exhaust Cave Torch to cancel the attack and return Cavern Warg to the staging area.

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

The Dark of Mirkwood (x2)
2
7
3 
Underground. Dark.

While Goblin Tunnels is in the staging area, it gains:"Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card."

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if attacking enemy is a Goblin.)

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/x0)
1
3
8 
Underground. Dark.

While Branching Paths is in the staging area, each Dark location gets +1 Threat

Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.

The Dark of Mirkwood (x2)
2
6
Underground. Dark.

While Collapsed Mine is in the staging area, no more than 4 progress can be placed on the quest each round.

Shadow: Raise your threat by 1 for each point of damage dealt by this attack.

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 Dark of Mirkwood (x1)
3
3
Underground.

While Crumbling Stairs is in the staging area, progress cannot be placed on it.

Forced: When Crumbling Stairs leaves play as an explored location, discard the top card of the encounter deck. If the discarded card is a location, put it into play as the active location.

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 (x2)

When Revealed: The player who controls Cave Torch must choose: Either exhaust Cave Torch, or progress cannot be placed on the quest until the end of the phase. (Progress can still be placed on the active location.)

Shadow: Deal 1 damage to the defending character.

The Dark of Mirkwood (x1/x0)

When Revealed: The first player attaches Watchful Eyes to one of his heroes. (Counts as a Condition attachment with the text: "Limit 1 per hero.Forced: If attached hero is exhausted at the end of the combat phase, reveal 1 card from the encounter deck and add it to the staging area.")

The Dark of Mirkwood (x1)
10 2 2 2 2
Goblin. Orc.

Forced: After Stalking Goblin engages you, search the encounter deck, discard pile, and your collection (in that order) for a Goblin Sniper and add it to the staging area. Shuffle the encounter deck.

Shadow: Add Stalking Goblin to the staging area.

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.

The Dark of Mirkwood (x1)

Surge.

When Revealed: Attach to the hero with the highest threat cost. (Counts as an Adaptation attachment with the text: “Forced: Raise your threat by 2 at the end of the round. Action: Spend 2 resources from attached hero's pool to discard this card.”)

Angmar Awakened Campaign Expansion (x1)

Forced: After an attack damages a character, place 1 damage on Protect the Innocent.

When progress would be placed on Protect the Innocent remove that much damage from it instead.

If Protect the Innocent has 10 or more damage on it (20 or more if there are 3 or 4 players in the game), the players lose the game.

Angmar Awakened Campaign Expansion (x1)
Doom.

Setup: Add Arnor Ravaged to the staging area with damage on it equal to the amount of damage marked for it in the Campaign Log.

Forced: After an attack damages a character but does not destroy it, move 1 damage from Arnor Ravaged to that character.

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)
Thaurdir.

Setup: Attach to Thaurdir (even if he is out of play). Otherwise, remove this card from the game.

Forced: After a Sorcery treachery is revealed, move Thaurdir's Legacy to the hero with the most resources. (Counts as a Sorcery attachment with the text: "Attached hero gets -2Willpower and is treated as if its printed text box were blank.")

Angmar Awakened Campaign Expansion (x1)
Thaurdir.

Setup: Attach to Thaurdir (even if he is out of play). Otherwise, remove this card from the game.

Forced: After a Sorcery treachery is revealed, move Thaurdir's Majests to the hero with the most non-objective attachments. (Counts as a Sorcery attachment with the text: "Attached hero gets -2Attack and cannot commit to the quest.")

Angmar Awakened Campaign Expansion (x1)
Thaurdir.

Setup: Attach to Thaurdir (even if he is out of play). Otherwise, remove this card from the game.

Forced: After a Sorcery treachery is revealed, move Thaurdir's Spite to the hero with the most damage. (Counts as a Sorcery attachment with the text: "Attached hero gets -2Defense and cannot be healed.")

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)
1 0 1 3
Gondor. Noble.

The first player gains control of Calphon.

Action: Exhaust Calphon to look at the bottom card of your deck. Then you may switch that card with a card in your hand.

If Calphon leaves play, the players lose the game.

Dream-chaser Campaign Expansion (x1)
50 2 6 6 18
Corsair. Ship.

Boarding 2. Cannot have player attachments.

When the Stormcaller advances to the next quest stage, return it so the Stormcaller's area.

If the Stormcaller leaves play, the players win the game.

Dream-chaser Campaign Expansion (x1)
50 2 7 6 20
Corsair. Ship.

Campaign Mode only. Boarding 2.

If you are at the Stormcaller's stage, no more than 9 progress can be placed on your quest each round.

When the Stormcaller advances to the next quest stage, return it so the Stormcaller's area.

If the Stormcaller leaves play, the players win the game.

Dream-chaser Campaign Expansion (x1)
50 2 5 - 8 1 
Creature.

Immune to player card effects. Cannot be engaged.

The Thing in the Depths gets +3 hit points per player.

Forced: When a Creature enemy is destroyed, deal damage to The Thing in the Depths equal to that enemy'sThreat

Dream-chaser Campaign Expansion (x1)
50 3 6 - 4 1 
Creature.

Campaign Mode only.

Immune to player card effects. Cannot be engaged.

The Thing in the Depths gets +3 hit points per player.

Forced: When a Creature enemy is destroyed, deal 2 damage to The Thing in the Depths.

Dream-chaser Campaign Expansion (x1)
50 X 6 4 10
Undead.

X is the number of players in the game.

Immune to player card effects. Cannot be optionally engaged.

Temple Guardian gets -50 engagement cost while Cursed Temple is the active location.