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Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique Status
Character Project Creator

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: 751 - 800 of 981 Cards
The Woodland Realm (x2) 11
2
4
Forest.

While Dry Watercourse in in the staging area, each player cannot reduce his threat by more than 1 each round.

Travel: Raise each player's threat by 1.

The Woodland Realm (x2) 12
3
4
Forest.

While Dark-wood Grove is in the staging area, it gains:"Forced: After a 'when revealed' effect is canceled, raise each player's threat by 3."

Travel: Reveal the top card of the encounter deck.

The Woodland Realm (x2) 13
4
4
Forest.

Response: After the players travel to Old Forest Road the first player discards the top card of his deck. If that card is an ally, he puts it into play.

Travel: Discard the top card of the encounter deck, if that card is an enemy, add it to the staging area.

The Woodland Realm (x2) 14
3
1
Forest.

Forced: When Mirkwood Path is explored, discard the top card of the encounter deck. If that card is a location, add it to the staging area.

The Mines of Moria (x1)
X
5
Underground.

X is 1 more than the stage number of the main quest.

Immune to player card effects.

The players cannot travel here unless they are at stage 3B.

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

The Mines of Moria (x3) 1
1
4
Underground.

Many-pillared Hall gets +1 Threat for each copy of Many-pillared Hall in the staging area.

Shadow: Discard an attachment from the defending character.

The Mines of Moria (x2) 2
3
4
Underground.

While Darkened Stairway is in the staging area, it gains:"Forced: After a 'when revealed' effect is canceled, reveal the top card of the encounter deck."

Travel: Discard the top card of the encounter deck. If that card is a treachery, resolve its 'when revealed' effect.

The Mines of Moria (x1) 3
4
4
Underground.

While Spider Burrow is in the staging area, each Spider enemy gets +1 Defense

Forced: When Spider Burrow is explored, the opposing team searches the encounter deck and discard pile for a Spider enemy with cost 1 or less and adds it to the staging area. Shuffle the encounter deck.

The Mines of Moria (x1) 4
2
5
Underground.

Ancient Guardroom gets +1 Threat for each resource on it.

Forced: After an event is played, place 1 resource here.

Travel: Assign X damage among characters in play, where X is Ancient Guardroom'sThreat

The Mines of Moria (x1) 5
3
4
Underground.

While Fouled Well is in the staging area, characters cannot be readied by player card effects.

Travel: Each player exhausts a character.

The Mines of Moria (x3) 6
2
2
Underground.

While Abandoned Mines is in the staging area, progress cannot be placed here.

Shadow: If attacking enemy was engaged this round, it cannot take damage this phase.

The Mines of Moria (x2) 7
2
4
Underground.

Travel: Remove 2 progress from the main quest.

Shadow: Remove 2 progress from the main quest.

The Mines of Moria (x2) 8
2
4
Underground.

While Lightless Passage is in the staging area, no more than 1 progress can be placed on each location in the staging area each round.

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

The Mines of Moria (x1) 9
5
5
Underground.

Quest Action: Raise each player's threat by 1 to reduce the total Threat of Zigil Mineshaft by 1 until the end of the phase. The first player may trigger this effect.

The Mines of Moria (x1) 10
4
6
Underground.

While Stairs of N in is in the staging area, the first treachery revealed each round gains surge and its 'when revealed' effects cannot be canceled.

Forced: When Stairs of N in is explored, raise each player's threat by 4.

The Mines of Moria (x2) 11
3
5
Underground.

While Dwarven Forge is the active location, it gains:"Response: After Dwarven Forge is explored, each player draws 1 card."

The Mines of Moria (x2) 12
2
3
Underground.

While Narrow Fissure is in the staging area, characters cannot be healed by player card effects.

Travel: Each player deals 1 damage to a hero he controls.

The Mines of Moria (x2) 13
2
2
Underground.

When Revealed: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.

The Mines of Moria (x1) 14
2
6
Underground.

While Goblin Tunnels is in the staging area, each Goblin enemy gets +1 Attack

Forced: When Goblin Tunnels is explored, the opposing team searches the encounter deck and discard pile for a Goblin enemy with cost 1 or less and adds it to the staging area. Shuffle the encounter deck.

The Mines of Moria Preorder Promotion (x1)
X
5
Underground.

X is 1 more than the stage number of the main quest.

Immune to player card effects.

The players cannot travel here unless they are at stage 3B.

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

The Mines of Moria Preorder Promotion (x1) 1
1
4
Underground.

Many-pillared Hall gets +1 Threat for each copy of Many-pillared Hall in the staging area.

Shadow: Discard an attachment from the defending character.

Escape from Khazad-dûm (x1)
1
1
Underground.

Immune to player card effects.

Travel: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (cost 2 or less instead if there are 2 or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

Escape from Khazad-dûm (x1) 15
3
5
Underground.

While Nest of Vermin is in the staging area, each Creature enemy gets +1 Threat

Forced: When Nest of Vermin is explored, the opposing team searches the encounter deck and discard pile for a Creature enemy with cost 1 or less and adds it to the staging area. Shuffle the encounter deck.

Escape from Khazad-dûm (x2) 16
X
4
Underground.

X is 1 more than the stage number of the main quest.

Travel: Each player discards the top X cards of his deck.

Escape from Khazad-dûm (x2) 17
2
2
Underground.

When Revealed: Discard the top card of the encounter deck. If that card is a location, add it to the staging area.

Escape from Khazad-dûm (x1) 18
4
4
Underground.

While Frightful Den is in the staging area, each Troll enemy gets -10 engagement cost.

Forced: When Frightful Den is explored, the opposing team searches the encounter deck and discard pile for a Troll enemy with cost 1 or less and adds it to the staging area. Shuffle the encounter deck.

Escape from Khazad-dûm (x2) 19
2
6
Underground.

When faced with the option to travel, the player must choose Bottomless Chasm, if able.

Shadow: Attacking enemy gets +2 Defense until the end of the phase.

Escape from Khazad-dûm (x1) 20
3
4
Underground.

Travel: Discard the top card of the encounter deck. Raise each player's threat by X, where X is that card's printedThreat

Shadow: If this attack destroys a character, reveal the top card of the encounter deck.

Escape from Khazad-dûm (x2) 21
2
3
Underground.

While Lightless Grotto is in the staging area, non-unique enemies in the staging area cannot take damage.

Travel: The first player chooses an enemy in the staging area and engages it.

Escape from Khazad-dûm (x3) 22
0
3
Underground.

Branching Paths gets +1 Threat for each location in the staging area. (Limit +3Threat

Shadow: Attacking enemy gets +1 Attack

Escape from Khazad-dûm (x2) 23
2
3
Underground.

While Silent Caverns is in the staging area, each player's threat cannot be reduced by more than 1 each round.

Travel: Raise each player's threat by 2.

Escape from Khazad-dûm (x1) 24
2
5
Underground.

When Revealed: The opposing team chooses an ally, discards all tokens from it, and places it faceup as a guarded objective. When Goblin Dungeon is explored, return that ally to its owner's control exhausted.

Escape from Khazad-dûm (x2) 25
2
4
Underground.

While Dreadful Gap is in the staging area, progress cannot be placed on other locations in the staging area.

Travel: The opposing team chooses a card in the encounter discard pile and shuffles it into the encounter deck.

Escape from Khazad-dûm (x1) 26
4
5
Underground.

While The Great Bridge is in the staging area, no more than 1 character can be declared as an attacker against each enemy.

Forced: When The Great Bridge is explored, reveal 1 encounter card per player.

Escape from Khazad-dûm (x2) 27
1
5
Underground.

While Forked Passage is in the staging area, raise each player's threat by 1 additional point during the refresh phase.

Travel: Raise each player's threat by 1.

Escape from Khazad-dûm (x2) 28
3
5
Underground.

While Mitril Lode is the active location, it gains:"Response: When Mithril Lode is explored, each player adds 1 resource to the resource pool of a hero he controls.

Escape from Khazad-dûm Preorder Promotion (x1) 21
2
3
Underground.

While Lightless Grotto is in the staging area, non-unique enemies in the staging area cannot take damage.

Travel: The first player chooses an enemy in the staging area and engages it.

The Hunt for the Dreadnaught (x2)
4
6
Coastland. Ocean.

Response: After Belfalas Shipyard is explored as the active location, the players as a group spend 5 resources to heal 5 damage from a Ship objective in any group. Ready that Ship and flip it to its Upgraded side.

Shadow: Attacking enemy gets +1 Attack and gains Pillage 3.

The Hunt for the Dreadnaught (x1)
2
4
Coastland. Ocean.

While Cobas Haven is the active location, reduce the Boading value on each Ship enemy by 1.

But beyond, in the great fief of Belfalas, dwelt Prince Imrahil in his castle of Dol Amroth by the sea.
–The Return of the King

The Hunt for the Dreadnaught (x3)
3
5
Ocean.

Isle of Fortune enters play with 1 resource per player on it.

Forced: After a Ship enemy enters play, discard 1 resource from Isle of Fortune.

Response: When Isle of Fortune is explored as the active location, move each resource on it to a hero's resource pool.

The Hunt for the Dreadnaught (x3)
2
5
Coastland. Ocean.

While Mouths of Anduin is in the staging area, is gains:"Forced: After a 'when revealed' effect is canceled, reveal the top card of the encounter deck."

Shadow: If this attack is undefended, reveal the top card of the encounter deck.

The Hunt for the Dreadnaught (x3)
2
5
Ocean.

While Tofalas Landing is in the staging area, it gains:"Forced: After a player draws any number of cards from a player card effect, that player raises their threat by that number."

Shadow: Raise your threat by 1 (3 instead if you have 5 or more cards in hand).

The Hunt for the Dreadnaught (x3)
2
4
Coastland. Ocean.

Each location in the staging area is immune to player card effects.

Shadow: Until the end of the round, attacking enemy is immune to player card effects and gets +2 Defense

Passage Through Mirkwood Nightmare (x3)
2
2
5 
Mirkwood.

Immune to player card effects.

Forced: After Abandoned Camp leaves play, each player must deal 2 damage to each exhausted character he controls.

Shadow: If this attack is undefended, discard all attachment cards players control.

Passage Through Mirkwood Nightmare (x2)
4
4
3 
Mirkwood.

While Glade of the Spawn is the active location, it gains:"Forced: After a Spider enemy enters play, each player must choose and exhaust 1 character he controls."

...black even for that forest, like a patch of midnight that had never been cleared away. –The Hobbit

Journey Along the Anduin Nightmare (x2)
3
6
7 
Riverland.

Each card revealed by the encounter deck gains doomed X. X is the number of progress tokens on this card.

Shadow: If this attack is undefended, put A Flooded Ford into the staging area with 1 progress token on it.

Journey Along the Anduin Nightmare (x3)
10
10
6 
Marshland.

Action: Deal 1 damage to a hero you control to reduce Gladden MarshlandsThreat by 1 until the end of the phase. Any player may trigger this effect.

Shadow: Each enemy engaged with the defender player gets +1 Attack until the end of the phase. (+2 Attack instead if this attack is undefended.)

Escape from Dol Guldur Nightmare (x2)
3
6
7 
Dol Guldur.

If Torture Chamber has 4 or more resource tokens on it, all "prisoners" were killed, and the players have lost the game.

Forced: At the end of each round, place 1 resource token on each Dol Guldur location in play.

Escape from Dol Guldur Nightmare (x3)
1
4
6 
Dol Guldur.

Dungeon Labyrinth gets +1 Threat and +1 quest point for each resource token on it

Forced: At the end of each round, place 1 resource token on Dungeon Labyrinth for each player in the game.

"Some here will remember that many years ago I myself dared to pass the doors of the Necromancer in Dol Guldur..." –Gandalf, The Fellowship of the Ring

The Hunt for Gollum Nightmare (x2)
3
4
9 
Forest. Road.

Each player who does not control at least 1 Clue card cannot draw cards through card effects.

Shadow: If you do not control at least 1 Clue card, discard all cards from your hand.

"The Road is watched, but we should have to cross it..."
–Aragorn, The Fellowship of the Ring