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Player Encounter Quest
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Results: 1 - 50 of 981 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)
5
1
Wasteland.

Forced: After the players travel to The Brown Lands, place 1 progress token on it.

They had come to the Brown Lands that lay, vast and desolate, between Southern Mirkwood and the hills of the Emyn Muil. What pestilence or war or evil deed of the Enemy had so blasted all that region even Aragorn could not tell.
–The Fellowship of the Ring

Revised Core Set (x2)
1
6
Wasteland.

When faced with the option to travel, the players must travel to The East Bight if there is no active location.

"...to the east the lands are waste, and full of Sauron's creatures..."
–Haldir, The Fellowship of the Ring

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

Revised Core Set (x2)
2
2
Forest.

While Enchanted Stream is the active location, players cannot draw cards.

"There is one stream, I know, black and strong which crosses the path. That you should neither drink of, nor bathe in; for I have heard that it carries enchantment and a great drowsiness and forgetfulness."
–Beorn, The Hobbit

Revised Core Set (x2)
1
3
Forest.

Response: After you travel to Old Forest Road the first player may choose and ready 1 character he controls.

...Beorn had warned them that that way was now often used by the goblins, while the forest–road itself, he had heard, was overgrown and disused on the eastern end and led to impassable marshes where the path had long been lost.
–The Hobbit

Revised Core Set (x2)
2
4
Forest.

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

The path itself was narrow and wound in and out among the trunks. 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

Revised Core Set (x2)
1
3
Dungeon.

Doomed 1. Surge.

"I alone of you have ever been in the dungeons of the Dark Lord, and only in his older and lesser dwelling in Dol Guldur."
–Gandalf, The Fellowship of the Ring

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 (x2)
1
3
Riverland.

Forced: If Banks of the Anduin leaves play, return it to the top of the encounter deck instead of placing it in the discard pile.

Here and there through openings Frodo could catch sudden glimpses of rolling mounds, and far beyond them hills in the sunset, and away on the edge of sight a dark line, where marches the southernmost ranks of the Misty Mountains.
–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

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 (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)
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.

Ered Mithrin Campaign Expansion (x1)
6
9
Underground. Dark.

Setup: Shuffle Abandoned Ruin into the Caves deck, if able. Otherwise, remove it from the game.

Response: After Abandoned Ruin becomes the active location, look at 3 random undiscovered treasures and attach 1 of them to Abandoned Ruin as a guarded objective. When that treasure is free of encounters, the players claim it and attach it to an eligible character. Limit once per game for the group.

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)
1
1
Forest.

While Woody End is the active location, reduce each Hide X value by 1.

At the south end of the greensward there was an opening. There the green floor ran on into the wood, and formed a wide space like a hall, roofed by the boughs of trees.
–The Fellowship of the Ring

The Fellowship of the Ring (x1)
1
5
Forest. Stream.

When Revealed: Immediately travel to Stock-brook. If another location is currently active, return it to the staging area.

"Why, this is the Stock–brook!" said Pippin. "If we are going to try and get back on to our course, we must cross at once and bear right." –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 (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)
2
3
Forest.

While Green Hill Country is the active location, characters get +1 Willpower while committed to Hide tests.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if you have failed a Hide test this round)

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 (x2/x1)
3
4
Marshland.

Forced: After a player fails a Hide test, shuffle a Nazgûl enemy from the discard pile into the encounter deck, if able.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending player failed a Hide test this round).

The Fellowship of the Ring (x1)
2
4
Bree.

Response: After players travel here, the first player puts 1 ally into play from his hand.

Forced: After The Prancing Pony leaves play, discard cards from the top of the encounter deck until X enemies have been discarded. X is the number of players in the game. Put each enemy discarded by this effect into play engaged with the first player.

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 (x3)
2
2
Forest.

While Chetwood is in the staging area, Spy enemies get +1 Threat and +1 Attack.

Shadow: Defending player discards 1 random card from his hand.

On the third day out from Bree they came out of the Chetwood. –The Fellowship of the Ring

The Fellowship of the Ring (x1)
3
6
Marshland.

While Midgewater is the active location, enemies cannot attack, take damage, or be engaged.

Forced: After Midgewater becomes the active location, return each engaged enemy in play to the staging area.

...there was no permanent trail even for Rangers to find through their shifting quagmires.
–The Fellowship of the Ring

The Fellowship of the Ring (x3)
3
2
Forest. Hills.

Response: After the players travel here, place 1 non-unique enemy in play facedown under this location. While an enemy is under this location, it is out of play.

Forced: After this location leaves play, return each enemy under it to the staging area face-up.

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)
1
2
Forest.

While The Troll's Camp is the active location, each hero gets +1 Willpower +1 Attack and +1 Defense

"We are forgetting our family history! These must be the very three that were caught by Gandalf, quarrelling over the right way to cook thirteen dwarves and one hobbit."
–Frodo, The Fellowship of the Ring

The Fellowship of the Ring (x3)
2
3
Forest.

While Ettenmoors is the active location, do not deal Nazgûl enemies a shadow card during the combat phase.

Forced: After any amount of progress is placed on Ettenmoors reduce the Ring-bearer's life by 1.

Before long Frodo was obliged to dismount and stuggle along on foot. –The Fellowship of the Ring

The Fellowship of the Ring (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 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 (x1)
1
9
Gate.

Immune to player card effects.

Progress cannot be placed on each other active location before it can be placed here. Progress cannot be placed here unless the first player controls the Ring-bearer.

If there are 9 damage tokens, the players lose the game.

The Fellowship of the Ring (x1)
3
6
Hills.

While Tree-crowned hill is the active location, each enemy gets -1Threat

Forced: When Tree-crowned hill is explored, the players, as a group, exhaust X characters in play. X is the number of 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)
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 (x3/x2)
3
4
Hills.

Forced: When Eregion is explored, the players, as a group, must discard X allies from play. X is the number of damage here.

Shadow: Defending player discards a non-objective attachment he controls.