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Scenario Encounter
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Card Type Subtype Deck Type
Sphere Unique Status
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Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
Artist Popularity Errata
Results: 501 - 550 of 804 Cards
The Flame of the West (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. Shuffle the encounter deck.

The Flame of the West (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 resource to travel here.

"I was held to the road only by the will of Aragorn."
–Gimli, The Return of the King

The Flame of the West (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 by 1 to travel here.

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

The Flame of the West (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 to the staging area.

"The Corsairs are upon us! It is the last stroke of doom!"
–Men of Gondor, The Return of the King

The Flame of the West (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 to the staging area.

The Flame of the West (x3)
2
4
City.

While Port of Pelargir is in the staging area, no more than 1 damage can be healed from each character each round.

Shadow: If this attack damages a character, that character cannot ready until the end of the round.

The Flame of the West (x2/x0)
3
4
City.

Forced: At the end of the round, place a damage token here. Then, if there are 4 damage tokens here, discard Pelargir Quays and assign 4 damage among characters in play.

"...this attack will draw off much of the help that we looked to have from Lebennin and Belfalas..."
–Beregond, The Return of the King

The Flame of the West (x3)
3
4
Minas Tirith.

While City Wall is the active location, damage that would be placed on Minas Tirith must be placed here first.

Forced: When City Walls has damage equal to its quest points, discard it. Then, each player raises his threat by 3.

For the main wall of the City was of great height and marvellous thickness... –The Return of the King

The Flame of the West (x4)
2
4
Pelennor.

While at least 1 enemy is in the staging area, progress cannot be placed on locations in the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it has the Harad trait).

The Flame of the West (x3/x2)
2
3
Pelennor. Siege.

Forced: When a player plays an event that would cancel the effects of a treachery card just revealed from the encounter deck, cancel the effects of that event. Then, discard Fire-filled Trench.

...as the trenches were made each was filled with fire, though how it was kindled or fed, by art or devilry, none could see. –The Return of the King

The Flame of the West (x3/x2)
3
3
Siege.

While Siege Tower is in the staging area, it gains Archery 3.

Forced: After Siege Tower becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add the discarded enemy to the staging area.

The Mountain of Fire (x3/x1)
1
5
Cirith Ungol.

Echoing Passage gets +1 Threat for each enemy in the staging area.

While Echoing Passage is the active location, each enemy gets +2 Defense

Many doors and openings could be seen on this side and that; but it was empty save for two or three more bodies sprawling on the floor.
–The Return of the King

The Mountain of Fire (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 by 1 to travel here.

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 Mountain of Fire (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 controls to travel here.

The stairs were high and steep and winding.
–The Return of the King

The Mountain of Fire (x3)
2
3
Cirith Ungol.

Forced: After the players travel to Torch-lit Hall, discard cards from the top of the encounter deck until an enemy is discarded. If there is a copy of that enemy in the staging area, discard that copy as well. If there is not, add the just discarded enemy to the staging area.

It was dimly lit with torches flaring in brackets on the walls, but its distant end was lost in gloom.
–The Return of the King

The Mountain of Fire (x2/x1)
X
8
Plains.

Immune to player card effects.

X is the number of characters controlled by the player with the most characters.

While Towers of the Teeth is the active location, players cannot play allies.

...now near loomed the great rampart of Cirith Gorgor, and the Black Gate amidmost, and the Two Towers of the Teeth tall and dark upon either side.
–The Return of the King

The Mountain of Fire (x2)
2
3
Hills.

While Beleaguered Hills is the active location, reduce the total Threat in the staging area by X, where X is the total Threat of each engaged enemy.

Forced: After Beleaguered Hills becomes the active location, each player engages a non-unique enemy in the staging area.

The onslaught of Mordor broke like a wave on the beleaguered hills... –The Return of the King

The Mountain of Fire (x3)
3
6
Plains.

While Waste of Dagorlad is the active location, treat the printed text box of each ally as if it were blank (except for Traits).

SO desolate were those places and so deep the horror that lay on them that some of the host were unmanned.
–The Return of the King

The Mountain of Fire (x2/x1)
4
1
Hills.

Forced: When Slopes of Cirith Gorgor leaves play. the first player shuffles the encounter discard pile into the encounter deck and discards cards from the top until an enemy is discarded. Then, he puts that enemy into play engaged with him.

...they knew that all the hills and rocks about the Morannon were filled with hidden foes...
–The Return of the King

The Mountain of Fire (x3)
2
4
Plains.

Forced: After Reeking Moat becomes the active location, choose a non-unique, non-Nazgûl enemy in the staging area and place it facedown under Reeking Moat.

Forced: When Reeking Moat leaves play, put each enemy under it into play engaged with the first player.

...towards Mordor lay like a moat a great mire of reeking mud and foul–smelling pools.
–The Return of the King

The Mountain of Fire (x2/x1)
5
5
Plains.

While Wall of Morannon is the active location, each enemy and location in the staging area is immune to player card effects.

Forced: After Wall of Morannon becomes of the active location, return each engaged enemy to the staging area.

...behind the Morannon were the tunnels and deep armouries that the servants of Mordor had made for the defence of the Black Gate...
–The Return of the King

The Mountain of Fire (x3/x2)
3
4
Mordor.

While Orc-hold is in the staging area, progress cannot be placed on other locations in the staging area.

Forced: After Orc-hold becomes the active location, shuffle the encounter discard pile into the encounter deck. Discard cards from the top until an Orc enemy is discarded. Put that enemy into play engaged with the first player.

(|)

The Mountain of Fire (x2/x1)
1
5
Mordor.

Mordor Road gets +1 Threat for each controlled by the player who controls the most allies.

Forced: After Mordor Road becomes the active location, each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area.

(|)

They climbed on to the causeway and trudged along, down the hard cruel road that led to the Dark Tower itself.
–The Return of the King

The Mountain of Fire (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 Mountain of Fire (x3/x2)
3
3
Mordor.

While Brake of Thorns is in the staging area, add (|) to each Fortitude test.

Forced: After Brake of Thorns becomes the active location, each player assigns X damage among characters he controls, where X is the tens digit of his threat dial.

(|)

They had a struggle to get out of the thicket. The thorns and briars were as tough as wire and clinging as claws.
–The Return of the King

The Mountain of Fire (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 controls to travel here.

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

The Massing at Osgiliath (x3)
1
2
West Bank.

If the players have crossed the Anduin, Captured Watchtower gets +3 Threat.

Shadow: Remove all defending characters from combat. This attack is considered undefended.

The Massing at Osgiliath (x1)
2
5
East Bank. Highlands.

The first Scout enemy revealed from the encounter deck each round gains surge and doomed 2.

The Massing at Osgiliath (x2)
1
3
East Bank. Polluted.

While Morgulduin is the active Location, it gains:

Forced: When a character commits to a quest, deal 1 damage to that character.

Shadow: If the players have not yet crossed the Anduin, return any current active location to the staging area. Morgulduin becomes the active location.

The Massing at Osgiliath (x2)
1
7
West Bank.

If the players have crossed the Anduin, Pelennor Fields gains:

When faced with the option to travel, the players must either travel to Pelennor Fields or raise each player's threat by 3.
The Massing at Osgiliath (x3)
1
2
East Bank.

If the players have not crossed the Anduin, Ruins of Osgiliath gets +3 Threat.

...but Osgiliath which lay between was deserted and in its ruins shadows walked.
–The Fellowship of the Ring

The Battle of Lake-town (x1)
2
2
Lake-town. Pier.

Each location in play gains Burn 1.

Fire leaped from thatched roofs and wooden beam-ends as he hurtled down and past and round again, though all had been drenched with water before he came.—The Hobbit

The Battle of Lake-town (x1)
4
8
Lake-town.

Burn 3.

When Revealed: Move all damage from Smaug to Lake-Town

Shadow: If this attack destroys a character, defending player discards his hand.

The Battle of Lake-town (x1)
1
4
Lake-town. Pier.

Burn 2.

When faced with the option to travel, players cannot travel to other locations.

A great bridge made of wood ran out to where on huge piles made of forest trees was built a busy wooden town, not a town of elves but of Men…—The Hobbit

The Battle of Lake-town (x1)
2
2
Lake-town. Pier.

Burn 2.

Smaug cannot be damaged.

Once more water was flung by a hundred hands wherever a spark appeared.—The Hobbit

The Battle of Lake-town (x4)
4
3
Lake-town.

Burn 1.

Travel Action: Deal 2 damage per player to Lake-Town to add this location to the victory display.

Shadow: Deal 1 damage to Lake-Town (4 damage instead if undefended.)

The Battle of Lake-town (x1)
2
2
Lake-town. Pier.

Burn 1.

'When Revealed' effects cannot be canceled.

"Look!" said one. "The lights again! Last night the watchmen saw them start and fade from midnight until dawn. Something is happening up there."—The Hobbit

The Battle of Lake-town (x4)
2
2
Lake-town.

Burn 1.

Travel: If there is 1 active location exhaust a hero to travel here. (There are now 2 active locations.)

Shadow: Add this location to the staging area.

The Battle of Lake-town (x4)
3
4
Lake-town.

Burn 1.

All locations are immune to player card effects.

Shadow: Attacking enemy gets +2 Attack. Then, it make an additional attack after this one.

The Stone of Erech (x2)
2
7
Blackroot Vale. Riverland.

While Banks of Morthond is the active location, each location in the staging area gets -1 Threat

Shadow: If this attack destroys a character, add 1 progress to the current Night objective.

The Stone of Erech (x2)
1
3
Blackroot Vale.

When Revealed: Make Vale of Shadows the active location. If another location is currently active, return it to the staging area.

Dusk. Vale of Shadows gets +2 quest points.

Midnight. Vale of Shadows gets +4 quest points.

The Stone of Erech (x3)
4
1
Blackroot Vale.

Forced: When Blackroot Graves is explored, return the topmost Undead enemy in the encounter discard pile to play, engaged with the first player.

Shadow: If defending character has 0Willpower deal 2 damage to that character.

The Stone of Erech (x2)
1
4
Blackroot Vale. Mountain.

Dusk. Shadow of Dwimorberg gets +2 Threat

Midnight. Shadow of Dwimorberg gets +4Threat

The Stone of Erech (x2)
2
3
Blackroot Vale.

While this location is in the staging area, all ready heroes lose all and icons.

Planning Action: Exhuast a hero. Any player may trigger this action.

The Old Forest (x2/x1)
1
2
Forest.

Surge.

When faced with the option to travel, the players must travel to Misleading Path if there is no active location.

Shadow: Defending player discards each ally card in his hand.

The Old Forest (x4)
2
4
Forest.

While Deep Gulley is in the staging area, it gains :"Forced: After a player optionally engages an enemy, that player raises his threat by X, where X is the engaged enemy'sAttack

Each time they clambered out, the trees seemed deeper and darker... –The Fellowship of the Ring

The Old Forest (x3)
3
3
Forest.

While Strange Woods is in the staging area, characters cannot be healed.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, raise each player's threat by 2.

The Old Forest (x4)
X
4
Forest.

X equals the number of players in the game.

While Wall of Trees is in the staging area, progress must be placed on Wall of Trees before it can be placed on the current quest.

The trees drew close again on either side, and they could no longer see far ahead. –The Fellowship of the Ring

The Old Forest (x2/x1)
2
5
Forest.

While Oppressive Forest is in the staging area, each player cannot play more than 1 card each round.

Shadow: If there are no locations in the staging area, add this location to the staging area.

The Ruins of Belegost (x4)
2
3
Underground.

Discover 2.

While Abandoned Mine is in the staging area, progress cannot be placed on locations in the staging area not named Abandoned Mine.

Forced: When resolving the Discover keyword on Abandoned Mine, look at X additional cards where X is the number of players in the game.