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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
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Results: 151 - 200 of 776 Cards
Heirs of Númenor (x1)
3
11
Cair Andros. Battleground.

If The Citadel has 11 or more damage, remove it from the game (do not collect its victory points).

Response: After The Citadel leaves play as an explored location, remove stage 4 from the quest deck, if able.

Heirs of Númenor (x1)
2
7
Cair Andros. Battleground.

If The Approach has 7 or more damage, remove it from the game (do not collect its victory points).

Response: After The Approach leaves play as an explored location, remove stage 3 from the quest deck, if able.

Heirs of Númenor (x1)
1
3
Cair Andros. Battleground.

If The Banks has 3 or more damage, remove it from the game (do not collect its victory points).

Response: After The Banks leaves play as an explored location, remove stage 2 from the quest deck, if able.

Heirs of Númenor (x3)
2
2
City.

Surge.

While City Street is in the staging area, players cannot travel to a location that does not have the title City Street.

Shadow: Attacking enemy gets +2 Attack.

Heirs of Númenor (x2)
3
1
City.

Immune to player card effects.

Travel: Each player must spend 1 resource from one of his heroes’ resource pools to travel here.

Shadow: Defending player discards all resources in his heroes' resource pools.

Heirs of Númenor (x3/x1)
4
6
Forest.

Action: Exhaust a Ranger character to place 3 progress tokens on Overgrown Trail.

Shadow: Remove X progress tokens from the current quest, where X is the attacking enemy's Threat.

Heirs of Númenor (x3)
3
3
Forest.

Immune to player card effects.

Shadow: Remove X progress tokens from the current quest, where X is the attacking enemy's Threat.

"...the garden of Gondor now desolate kept still a dishevelled dryad loveliness." –The Two Towers

Heirs of Númenor (x2/x0)
5
2
Mordor.

If an Orc enemy is in play, progress tokens cannot be placed on Orc War Camp while it is in the staging area.

Shadow: attacking enemy gets +1 Attack for each shadow card dealt to it.

The Steward's Fear (x3)
3
3
Underworld. City.

Underworld 1.

When Revealed: Place the top card of the underworld deck facedown underneath the active location, if able.

The Steward's Fear (x2)
2
2
Underworld. City.

Underworld 1.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if undefended.)

Great stores of goods and food, and beer, were found that had been hidden away... –The Return of the King

The Drúadan Forest (x1/x0)
4
3
Forest.

The cost to play each player card is increased by 1.

Travel: Exhaust a hero to travel here.

"They still haunt The Drúadan Forest..." –Elfhelm, The Return of the King

The Drúadan Forest (x3)
2
3
Forest.

Heroes cannot gain resources from card effects.

Travel: Each player must pay 1 resource to travel here.

"...they use poisoned arrows, it is said..." – Elfhelm, The Return of the King

The Drúadan Forest (x3/x1)
X
5
Forest.

Each Wose enemy gains Archery 1.

X is equal to the total archery value of the highest archery Wose enemy in play.

"...they are woodcrafty beyond compare." –Elfhelm, The Return of the King

Encounter at Amon Dîn (x4)
1
5
Gondor.

Villagers 4.

Forced: At the end of the round, discard 1 villager token from Burning Farmhouse.

Houses and barns were burning. –The Return of the King

Encounter at Amon Dîn (x4)
2
4
Gondor.

Villagers 3.

While Gondorian Hamlet is in the staging area it gains:

Forced: After a treachery card is revealed from the encounter deck, discard 1 villager token from Gondorian Hamlet.

The townlands were rich, with wide tilth and many orchards... –The Return of the King

Encounter at Amon Dîn (x3)
3
3
Gondor.

Villagers 2.

Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.

"...the herdsmen and husbandmen that dwelt there were not many..." –The Return of the King

Assault on Osgiliath (x2/x1)
2
3
Osgiliath.

While West Quarter is the active location, the current quest gains Siege.

Shadow: If this attack destroys a character, that character's controller must return a location he controls with the highest Threat to the staging area.

Assault on Osgiliath (x2/x1)
2
3
Osgiliath.

While East Quarter is the active location, the current quest gains Battle.

Shadow: If this attack destroys a character, that character's controller must return a location he controls with the highest Threat to the staging area.

Assault on Osgiliath (x3)
1
2
Osgiliath.

Surge.

Response: After an enemy is defeated, place 1 progress token on Ruined Square.

Forced: If a player controls Ruined Square when a character leaves play, return Ruined Square to the staging area.

Assault on Osgiliath (x3)
2
2
Osgiliath.

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

Forced: After the player who controls Ruined Tower loses control of a location, return Ruined Tower to the staging area.

The Blood of Gondor (x4)
2
2
Forest.

Archery X.

X is the number of players in the game.

Forced: After The Dark Woods leaves play as an explored location, the first player discards 1 hidden card.

The Morgul Vale (x3)
2
5
Road.

Response: After Morgul Road leaves play as an explored location, the first player may remove 1 progress token from To the Tower or deal 1 damage to any enemy in play.

Shadow: Return attacking enemy to the staging area after this attack.

The Morgul Vale (x3)
3
3
Valley.

Forced: At the end of the round, each player returns 1 enemy engaged with him to the staging area.

Shadow: If this attack destroys a character, place 1 progress token on To the Tower.

The Voice of Isengard (x3)
3
4
River.

While Fords of Isen is in the staging area, players cannot gain resources from card effects.

Forced: After Fords of Isen becomes the active location, each player with fewer than 5 cards in his hand draws cards until he has 5 in his hand.

The road dipped between rising turf–banks, carving its way through the terraces to the river's edge, and up again upon the further side. –The Two Towers

The Voice of Isengard (x2)
2
2
Road.

While any player has 3 or more cards in hand, The King’s Road gets +3 quest points.

While any player has 5 or more cards in hand, The King’s Road gains:

When faced with the option to travel, the players must travel to The King's Road if able.
The Voice of Isengard (x4/x2)
2
3
Valley.

While Gap of Rohan is in the staging area, Dunland enemies get +1 Attack

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, remove 1 time counter from the current quest.

The Voice of Isengard (x4)
2
3
Mountain.

While Methedras is the active location, each location in the staging area gets +1 Threat

Forced: When Methedras leaves play as an explored location, each player Searches 3.

Beyond there glimmered far away, as if floating on a grey cloud, the white head of tall Methedras, the last peak of the Misty Mountains. –The Two Towers

The Voice of Isengard (x3)
3
4
Mountain. Cave.

Forced: After Orc Cave leaves play as an explored location, the first player Searches 5.

Travel: Discard the top X cards of the encounter deck to travel here. X is the number of players in the game. Add each Orc enemy discarded this way to the staging area.

The Voice of Isengard (x2)
4
2
Mountain. Cave.

Forced: At the beginning of the encounter phase, reveal the top card of each player's out-of-play deck. Add each revealed enemy to the staging area and discard the rest.

Shadow: Defending player discards an attachment he controls.

The Voice of Isengard (x3)
3
3
Forest.

While Heart of Fangorn is in the staging area, each player cannot refresh more than 5 characters during the refresh phase.

Attacking enemy makes an additional attack after this one.

The Voice of Isengard (x3/x1)
2
5
Forest.

While Ancient Forest is in the staging area, each Forest location in the staging area gets +1 Threat and +3 quest points. This ability does not stack with other copies of Ancient Forest.

Shadow: Defending player exhausts a character he controls.

The Voice of Isengard (x3)
2
4
Forest.

While Tangled Woods is in the staging area, each Forest location in plays gains:

Travel: Exhaust a hero to travel here.

This ability does not stack with other copies of Tangled Woods.

The forest was dark and close. –The Two Towers

The Voice of Isengard (x3)
2
6
Highlands.

While Broken Lands is in the staging area, progress cannot be placed on locations in the staging area.

Shadow: Attacking enemy gets +1 Attack for each location in the staging area.

The Dunland Trap (x2/x1)
X
4
Enedwaith. Hills.

Surge.

X is the number of resource tokens on this card.

Forced: After a player draws any number of cards, place 1 resource token here.

The Dunland Trap (x4/x2)
2
3
Enedwaith. Hills.

While Hills of Dunland is in the staging area, it gains:

Forced: After a player draws any number of cards, discard the top card of the encounter deck. If the discarded card is a Dunland enemy, put it into play engaged with that player. This ability does not stack with other copies of Hills of Dunland.

Travel: Each player draws a card to travel here.

The Dunland Trap (x3)
2
2
Enedwaith. Plains.

While Plains of Enedwaith is the active location, players do not draw a card during the resource phase.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if undefended).

The Dunland Trap (x4)
3
4
Enedwaith. River.

While Hithaeglir Stream is the active location, players draw 2 cards during the resource phase instead of 1.

Shadow: Attacking enemy gets +1 Attack. Deal it an additional shadow card.

The Three Trials (x1)
4
6
Barrow. Forest. Hills.

Forced: When a Guardian enemy attacks, deal it 1 additional shadow card.

They heard of the Great Barrows, and the green mounds, and the stone–rings upon the hills and in the hollows among the hills. –The Fellowship of the Ring

The Three Trials (x1)
3
8
Barrow. Forest. Hills.

The players, as a group, cannot have more than 5 allies in play. (If there are more than 5 allies in play, discard allies until only 5 remain.)

Raising himself on one arm he looked, and saw now in the pale light that they were in a kind of passage which behind them turned a corner. –The Fellowship of the Ring

The Three Trials (x1)
2
10
Barrow. Forest. Hills.

Forced: After a Guardian enemy attacks, raise each player's threat by X, where X is that enemy's Threat.

Stone rings grinned out of the ground like broken teeth in the moonlight. –The Fellowship of the Ring

The Three Trials (x2)
3
3
Forest.

Travel: Search the encounter deck and discard pile for a Spirit enemy and add it to the staging area.

Shadow: If this attack destroys a character, remove a time counter from an enemy, if able.

The Three Trials (x3/x2)
X
3
Hills.

Doomed 2.

X is the number of players in the game.

While Grim Foothills is in the staging area, progress must be placed on Grim Foothills before it can be placed on the active location.

Trouble in Tharbad (x2)
3
1
City. Road.

Progress cannot be placed on Streets of Tharbad while it is in the staging area.

While Streets of Tharbad is the active location, enemies get -20 engagement cost.

As soon as his back was turned, a dark figure climbed quickly in over the gate and melted into the shadows of the village street. –The Fellowship of the Ring

Trouble in Tharbad (x2)
1
1
City.

Surge.

While Tharbad Hideout is the active location, time counters cannot be removed from the current quest.

Forced: At the beginning of the quest phase, place 1 progress on Tharbad Hideout.

Trouble in Tharbad (x2/x1)
1
5
City. Ruins.

While Ruins of the Second Age is in the staging area, City locations get +1 Threat.

While Ruins of the Second Age is the active location, deal engaged enemies 1 additional shadow card at the beginning of the combat phase.

...as far as Tharbad, where the old North Road crossed the river by a ruined town. –The Fellowship of the Ring

Trouble in Tharbad (x2/x1)
3
3
City.

Travel: Search the encounter deck and discard pile for a Spy enemy and add it to the staging area. Shuffle the encounter deck.

Shadow: Raise the defending player's threat by X, where X is the amount of damage dealt by this attack.

Trouble in Tharbad (x2)
3
5
City.

Travel: Raise each player's threat by X to travel here. X is the number of enemies in play.

Forced: After traveling to Hidden Alleyway, add 1 time counter to the current quest.

Trouble in Tharbad (x2)
2
3
City.

While Decrepit Rooftops is the active location, enemies get +1 Threat and do not make engagement checks.

Forced: After traveling to Decrepit Rooftops, return all engaged enemies to the staging area.

The Nîn-in-Eilph (x3/x2)
2
3
Marsh.

While Fen of Reeds is in the staging area, it gains:

Forced: After the players advance to a quest stage, each player must exhaust a character he controls.

Shadow: Attacking enemy gets +1 Attack for each time counter on the quest.

The Nîn-in-Eilph (x3)
3
3
River. Marsh.

While Finger of Glanduin is in the staging area, it gains:

Forced: At the end of each round, remove 1 progress from each location in play.

Shadow: If this attack destroys a character remove all progress from the current quest.