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Scenario Encounter
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Resource Threat Engagement
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Trait Keyword Victory
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Player Encounter Quest
Region Archetype Age
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Results: 101 - 150 of 776 Cards
The Hunt for Gollum (x2)
3
3
Riverland.

While The West Bank is the active location, attachment and event cards cost 1 additional matching resource to play from hand.

Shadow: If you do not control at least 1 hero with a Clue card attached, double this enemy's base Attack for this attack.

Conflict at the Carrock (x4/x2)
2
3
Riverland.

While it is in the staging area, River Langflood gets +1 Threat for each Troll enemy in play.

Conflict at the Carrock (x3)
1
2
Wilderlands.

Response: After you travel to Bee Pastures, search the encounter deck and discard pile for Grimbeorn the Old and add him to the staging area. Then, shuffle the encounter deck.

Conflict at the Carrock (x3)
2
1
Forest.

While Oak-wood Grove is the active location, resource tokens from any sphere may be spent as resource tokens.

A Journey to Rhosgobel (x4)
2
3
Forest.

Response: After the players explore Forest Grove, search the encounter deck and discard pile for 1 Athelas objective, and add it to the staging area. Then, shuffle the encounter deck.

The Hills of Emyn Muil (x2/x0)
4
2
Emyn Muil.

While The East Wall of Rohan is the active location, non-Rohan characters cost 2 additional matching resources to play.

The Hills of Emyn Muil (x2)
3
3
Emyn Muil.

Forced: After traveling to The North Stair, move the top card of the encounter discard pile to the staging area. Resolve any "when revealed" effects on that card.

The Hills of Emyn Muil (x2)
2
4
Emyn Muil.

While Rauros Falls is the active location, all characters must commit to the current quest during the quest phase.

Shadow: After this attack resolves, return attacking enemy to the staging area.

The Hills of Emyn Muil (x3)
2
2
Emyn Muil.

Travel: The first player must discard 1 event card from his hand to travel to this location.

Shadow: After this attack resolves, return attacking enemy to the staging area.

The Hills of Emyn Muil (x3)
2
2
Emyn Muil.

While The Outer Ridge is the active location, each location in the staging area gets +1 Threat.

Shadow: After this attack resolves, return attacking enemy to the staging area.

The Hills of Emyn Muil (x4)
1
1
Emyn Muil.

Travel: In order to travel to The Highlands, the players must reveal the top card of the encounter deck, and add it to the staging area.

The Dead Marshes (x4/x2)
1
12
Dead Marshes.

When Revealed: Place 1 resource token on Gollum for each location in the staging area.

Escape: 2


The Dead Marshes (x4/x2)
3
4
Dead Marshes.

While The Heart of the Marshes is the active location, all cards dealt from the encounter deck for escape tests get +1 Escape. (Cards receive this bonus even if they do not have a printed escape value.)

Escape: 1

The Dead Marshes (x4)
2
2
Dead Marshes.

Forced: After the players travel to this location, place 1 resource token on Gollum for each location in the staging area.

Escape: 2

Return to Mirkwood (x4/x2)
3
2
Forest.

While The Spiders’ Ring is the active location, the player guarding Gollum cannot change.

Shadow: If this attack is undefended, return any current active location to the staging area. The Spiders’ Ring becomes the active location.

Return to Mirkwood (x3)
2
2
Forest.

While Dry Watercourse is the active location, all treachery card effects that target the player guarding Gollum also target each other player.

Return to Mirkwood (x3)
2
2
Forest.

Travel: The player guarding Gollum must exhaust a hero he controls to travel to Woodman’s Glade.

Response: After exploring Woodman’s Glade, reduce the threat of each player not guarding Gollum by 2.

Return to Mirkwood (x3)
1
3
Forest.

Response: After the players travel to Wood Elf Path, the player guarding Gollum may choose a new player to guard him.

Khazad-dûm (x2)
2
4
Underground.

Travel: The first player must exhaust 1 character he controls to travel here.

Shadow: Defending player must choose and exhaust 1 character he controls.

Khazad-dûm (x3)
3
4
Underground.

Doomed 2.

Khazad-dûm (x2)
3
2
Underground.

While Plundered Armoury is in the staging area, enemies get +1 Attack.

Response: After Plundered Armoury leaves play as an explored location, each player may attach a Weapon or Armour attachment from his hand to 1 character he controls.

Khazad-dûm (x3/x1)
1
3
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.

Khazad-dûm (x2/x1)
4
4
Underground. Dark.

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

Shadow: Cancel all combat damage dealt to attacking enemy.

Khazad-dûm (x3/x1)
5
5
Underground. Dark.

Action: Raise each player's threat by 1 to place 1 progress token on Zigil Mineshaft.

Khazad-dûm (x3)
X
X
Underground.

X is the number of players in the game.

Shadow: attacking enemy gets +X Attack. X is the number of players in the game.

Khazad-dûm (x1/x0)
2
X
Underground. Hazard.

When Revealed: Immediately travel to Dreadful Gap. If another location is currently active, return it to the staging area.

X is the number of characters in play.

Khazad-dûm (x3)
3
5
Underground. Dark. Hazard.

When Revealed: Each player may choose and discard 1 card at random from his hand. If all players did not discard 1 card, Fouled Well gains Surge.

Khazad-dûm (x1)
2
3
Mountain.

While Knees of the Mountain is in the staging area, it gains:

Forced: After an enemy engages a player, it gets +1 Attack until the end of the round.
Khazad-dûm (x2/x1)
3
2
Mountain.

While Turbulent Waters is the active location, players cannot optionally engage enemies.

Khazad-dûm (x2)
1
3
Mountain.

When Revealed: Search the encounter deck and discard pile for 1 copy of Mountain Warg and add it to the staging area, if able. Shuffle the encounter deck.

Response: After Warg Lair leaves play as an explored location, each player draws 1 card.

Khazad-dûm (x2)
2
7
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 (+3 Attack instead if attacking enemy is a Goblin.)

The Redhorn Gate (x3/x1)
4
2
Mountain.

Travel: Each player must deal 2 damage to 1 character he controls to travel here.

Shadow: attacking enemy gets +1 Attack for each progress token on the active location.

Road to Rivendell (x2)
1
5
Road.

Response: After you travel to Ruined Road, the first player places 2 progress tokens on it or readies 1 hero controls.

Shadow: Return attacking enemy to the staging area after it attacks.

Road to Rivendell (x1)
5
4
Gate.

While Goblin Gate is the active location, the first enemy revealed from the encounter deck each round gains ambush. If that enemy engages a player, it makes an immediate attack (deal and resolve a shadow card).

A crack had opened at the back of the cave, and was already a wide passage.
–The Hobbit

Road to Rivendell (x3)
3
5
Hills.

Forced: After at least 1 progress token in placed on Pathless Country, remove 1 progress token from it.

Shadow: Deal 1 damage to each ally in play.

Road to Rivendell (x2)
2
4
Hills.

While Barren Hills is the active location, ignore ambush.

Shadow: Return attacking enemy to the staging area after it attacks.

The Watcher in the Water (x2)
4
2
Swamp.

No more than 1 progress token can be placed on Perilous Swamp each round

Shadow: Remove 1 progress token from the current quest.

The Watcher in the Water (x2)
1
5
Swamp.

Forced: After you travel to Makeshift Passage, place 2 progress tokens on the current quest card, bypassing any active location.

They reached the strip of dry land between the lake and the cliffs: it was narrow, often hardly a dozen yards across, and encumbered with fallen rock and stones; but they found a way, hugging the cliff, and keeping as far from the dark water as they might.
–The Fellowship of the Ring

The Watcher in the Water (x3/x1)
3
3
Swamp.

When Revealed: Discard the top card of the encounter deck. If the discarded card is a Tentacle enemy, add that card to the staging area and raise each player's threat by 5.

When they came to the northernmost corner of the lake they found a narrow creek that barreed their way. It was green and stagnant, thrust out like a slimy arm towards the enclosing hills.
–The Fellowship of the Ring

The Long Dark (x3)
3
3
Underground. Dark.

Lost: Return the top 2 Goblin enemies in the encounter discard pile to the staging area, if able.

"The wealth of Moria was not in gold and jewels, the toys of the Dwarves; nor in iron, their servant."
–Gandalf, The Fellowship of the Ring

PASS
The Long Dark (x2)
2
4
Underground. Dark.

Lost: Each player must choose and discard 1 card from his hand.

There hammer on the anvil smote,
There chisel clove, and graver wrote;
There forged was blade, and bount was hilt...
–The Fellowship of the Ring

PASS
The Long Dark (x2)
1
3
Underground.

Lost: Exhaust all characters.

PASS
The Long Dark (x2)
3
5
Underground. Dark.

Forced: Before placing progress tokens on Twisting Passage, the first player must make a locate test. If this test is failed, do not place any progress tokens on Twisting Passage and trigger all "Lost:" effects in play.

PASS
Foundations of Stone (x3)
2
3
Underground. Underwater.

If Drowned Treasury is the active location at the end of the quest phase, each player must discard 1 character he controls.

Response: After Drowned Treasury leaves play as an explored location, each player may draw 2 cards or claim 1 objective in play.

Foundations of Stone (x1)
2
5
Underground.

Doomed 1.

While Mithril Lode is the active location, it gains:

Refresh Action: Exhaust a character you control to place X progress tokens on the current quest card, bypassing any active location. X is the exhausted character's Willpower. (Limit once per round.)
Shadow and Flame (x1)
0
11
Underground. Dark.

While Dark Pit is the active location it gains:

Refresh Action: Exhaust X characters (maximum 3) you control to discard the top X cards of your deck. If all discarded cards have a higher combined printed cost than the remaining hit points of Durin's Bane, discard Durin's Bane from play.
Shadow and Flame (x3)
3
3
Underground.

While Durin's Bane has no damage on it, progress tokens cannot be placed on Second Deep.

Heirs of Númenor (x2/x0)
4
3
City. River.

While Pelargir Docks is the active location, enemies get +1 Attack and +1 Defense

...they saw the River like a ribbon laid down to Pelargir, and beyond that was a light on the hem of the sky that spoke of the Sea. –The Return of the King

Heirs of Númenor (x2)
1
4
City.

Forced: Each time a location is discarded from the top of the encounter deck, raise each player's threat by 1.

Shadow: Deal attacking enemy an additional shadow card for each Thug enemy in play.

Heirs of Númenor (x2)
4
4
Forest. Road.

While Ithilien Road is the active location, the engagement cost of each enemy in the staging area is 0.

Shadow: Return attacking enemy to the staging area after it attacks.