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Scenario Encounter
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Trait Keyword Victory
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Player Encounter Quest
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Results: 651 - 700 of 981 Cards
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 (x1)
X
9
Mordor.

Immune to player card effects. X is the tens digit of the first player's threat dial.

The players cannot travel here unless there is at least 20 progress on stage 3B.

Travel: Each player makes a Fortitude test. If a player fails this test, raise his threat by 9.

He raised his eyes with difficulty to the dark slopes of Mount Doom towering above him...
–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 Mountain of Fire (x1)
X
-
Mordor.

Immune to player card effects.

X is twice the stage number of the main quest.

Forced: After the players travel here, flip The Two Watchers to its enemy side and move it to the staging area.

They were like great figures seated upon thrones. Each had three joined bodies, and three heads facing outward, and inward, and across the gateway.
–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 (x1)
6
6
Lake-town.

Burn 3.

When Revealed: Resolve all burn damage from all locations in play.

The Battle of Lake-town (x1)
3
4
Lake-town.

Burn 2.

When Revealed: Discard X cards from each player's deck. X is the ammount of damage on Lake-Town. (If no cards are discarded by this effect, Great Bridge gains surge.)

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 (x1)
X
6
Blackroot Vale.

Immune to player card effects. X is twice the number of players in the game.

While The Stone of Erech is that active location, characters with less than 2Willpower cannot ready.

Travel: Exhaust each character with less than 2Willpower

The Stone of Erech (x1)
3
6
Blackroot Vale. Road.

While Tarlang's Next is the active location, it gains,"Forced: At the beginning of the encounter phase, the players must either immediately end the encounter phase, or the first player must engaged all enemies in the staging area."

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 (x1)
1
5
Forest. River.

Immune to player card effects.

The player cannot win the game while Withywindle is in play.

While Withywindle is the active location, the first player reveals 1 additional encounter card during the quest phase.

"The Withywindle valley is said to be the queerest part of the whole wood..." –Merry, The Fellowship of the Ring

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 (x1)
4
6
Underground.

Discover 5.

Immune to player card effects.

Forced: When Naurlhûg’s Lair is explored, add the Loot objective from underneath Stalking the Ruins to the staging area faceup.

Travel: Place X resources on Stalking the Ruins where X is the number of players.

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.

The Ruins of Belegost (x2/x0)
4
4
Underground.

Discover 4.

While Flooded Hall is in the staging area, increase the cost to play each ally by 1.

Forced: When resolving the Discover keyword on Flooded Hall, the first player reveals an additional looked at Hazard card for each other player in the game.

The Ruins of Belegost (x2)
3
3
Underground.

Discover 2.

While Darkened Tunnel is in the staging area, it gains:

Forced: After a 'when revealed' effect is canceled, discard the top card of the encounter deck. If the discarded card has the Hazard trait, resolve its staging as if it was just revealed from the encounter deck.

Travel: Place 1 resource on Stalking the Ruins.

The Ruins of Belegost (x3)
1
4
Underground.

Discover 3.

Sunken Treasury gets +1 Threat for each Loot objective attached to a hero.

Travel: Each player discards 1 random card from his hand.

Shadow: Exhaust a character you control.

The Ruins of Belegost (x3)
3
2
Underground. Hazard.

Discover 3.

Response: After the players travel to Secret Chamber if no Loot objective is attached to Secret Chamber search the encounter discard pile for a Loot objective and attach it to Secret Chamber as a guarded objective.

Travel: Raise each player's threat by 2.

Fog on the Barrow-downs (x1)
3
3
Ruins. Downs.

Immune to player card effects.

Travel: Each player searches the encounter deck and discard pile for a Wight enemy and puts it into play engaged with him. Shuffle the encounter deck.

It was shapeless and yet significant: like a landmark, or a guarding finger, or more like a warning.
–The Fellowship of the Ring

Fog on the Barrow-downs (x1)
4
4
Ruins. Downs.

Immune to player card effects.

Travel: The first player searches the encounter deck, discard pile and victory display a Great Barrow and adds it to the staging area. Shuffle the encounter deck.

He had passed between them almost before he was aware: and even as he did so darkness seemed to fall round him. –The Fellowship of the Ring

Fog on the Barrow-downs (x5/x3)
1
1
Ruins. Downs.

Peril.

Immune to player card effects. The players cannot travel here.

Forced: After Great Barrow enters the staging area, remove each character you control from the quest and create your own staging area. Then advance to a separate stage 4A by yourself.

Fog on the Barrow-downs (x3/x2)
X
4
Ruins. Downs.

X is 1 plus the number of facedown cards under this location.

Forced: After Ancient Barrow enters play, each player places an ally he controls facedown under this location. When Ancient Barrow leaves play as an explored location, return each ally under this location to its owner's hand.

Fog on the Barrow-downs (x4/x3)
3
3
Ruins. Downs.

While Stone Ring is in the staging area, each Wight enemy engaged with a player gets +1 Attack and +1 Defense and applies the first sentence of its game text to each player at this stage as if it were engaged with him.

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

Fog on the Barrow-downs (x4)
2
5
Downs.

While North Downs is in the staging area, characters use their Willpower instead of their Defense when defending against Wight enemies.

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

Murder at the Prancing Pony (x1)
5
5
Hideout.

Immune to player card effects.

While Bill Ferny’s House is in the victory display, each Suspect, and each shadow card dealt to a Suspect, is immune to player card effects.

Travel: Search the encounter deck, discard pile and victory display for Bill Ferny and add him to the staging area. Shuffle the encounter deck.