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Scenario Encounter
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Card Type Subtype Deck Type
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Character Project Creator

Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
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Results: 301 - 350 of 981 Cards
Celebrimbor's Secret (x2)
1
4
Ost-in-Edhil. Ruins.

Surge.

Scour: Return this location to the staging area and place 2 damage here.

Shadow: Excess damage from this attack must be placed on the active location, if able.

Celebrimbor's Secret (x4)
2
4
Ost-in-Edhil. Ruins.

Scour: Assign X damage amoung locations in play. X is the number of locations in play. This ability does not stack with other copies of Ancient Foundation.

Travel: Place 1 damage on this location to travel here.

...deep they delved us, fair they wrought us, hight they builded us; but they are gone. –Legolas, The Fellowship of the Ring

Celebrimbor's Secret (x4/x2)
3
3
Ost-in-Edhil. Ruins.

Forced: After placing any amount of progress here, trigger the topmost Scour effect in the discard pile, if able.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, raise each player's threat by 1 for each card underneath The Orcs’ Search.

The Antlered Crown (x1)
4
9
Dunland.

Time 3.

Immune to player card effects.

Forced: After the last time counter is removed from this location, exhaust each damaged character. Place 3 time counters on this location.

The Antlered Crown (x4/x2)
2
4
Dunland.

Time 3.

Forced: After the last time counter is removed from this location, starting with the first player, each player draws the top card of the Raven deck and puts it into play engaged with him.

All the camp was soon astir. –The Two Towers

The Antlered Crown (x3)
2
3
Dunland.

Time 2.

Forced: After the last time counter is removed from this location, reveal the top card of the Raven deck and add it to the staging area.

Shadow: Deal attacking enemy 2 additional shadow cards from the Raven deck.

The Antlered Crown (x3)
3
5
Dunland.

Time 3.

Forced: After the last time counter is removed from this location, each player assigns X damage among characters he controls, where X is the number of cards in his hand.

Shadow: Deal 1 damage to the defending character.

The Antlered Crown (x2)
3
6
Dunland.

Time 4.

Forced: After the last time counter is removed from this location, each player raises his threat by the number of cards in his hand.

Shadow: Defending player assigns X damage among characters he controls. X is the Time X value on the active location.

The Lost Realm (x3/x2)
3
3
Arnor. Forest.

Travel: One player chooses and engages an enemy in the staging area.

Shadow: Defending player either exhausts a hero he controls, or returns attacking enemy to the staging area after this attack.

The Lost Realm (x2)
2
4
Arnor.

While Borders of Bree-land is in the staging area it gains:

Forced: At the beginning of the quest phase, return 1 enemy engaged with a player to the staging area.

Shadow: Defending character gets -1 Defense for each quest stage in play.

The Lost Realm (x3/x2)
2
8
Arnor.

Doomed 1.

While Outlying Homestead is in the staging area, players cannot reduce their threat.

Travel: Reveal a card from the encounter deck.

They were far beyond the borders of the Bree–land, out in the pathless wilderness... –The Fellowship of the Ring

The Lost Realm (x1)
4
6
Arnor. Ruins.

Immune to player card effects.

While Amon Forn is the active location, it gains:

Forced: After an Orc enemy is added to the staging area, it makes an immediate attack against the first player.

The players cannot win while Amon Forn is in play.

The Lost Realm (x3)
1
5
Arnor. Hills.

Weathered Hilltop gets +1 Threat for each resource token on it.

Forced: After a Weather treachery is revealed from the encounter deck, place 1 resource token here.

"There is little shelter or defence here..." –Aragorn, The Fellowship of the Ring

The Lost Realm (x3/x2)
3
3
Arnor. Hills.

While Exposed Ridge is the active location, it gains:

Forced: At the end of the refresh phase, each player deals 1 damage to a character he controls.

Shadow: Attacking enemy gets +1 Attack for each damaged character the defending player controls.

The Lost Realm (x2)
2
4
Arnor. Hills.

While Sheltered Valley is the active location, it gains:

Response: When Sheltered Valley is explored, heal all damage from 1 character.

Travel: Remove 1 resource token from the

UNRECOGNIZED TYPE: triat-search

objective.

The Lost Realm (x3)
2
2
Arnor. Hills.

While Concealed Orc-camp is the active location is gains:

Response: When Concealed Orc-camp is explored, place 1 resource token on the Mission objective.

Travel: The first player searches the encounter deck and discard pile for an Orc enemy and put it into play engaged with him. Shuffle the encounter deck.

The Lost Realm (x3/x2)
2
6
Fornost. Ruins.

Time 3.

Forced: After the last time counter is removed from Broken Battlements, each player discards the top 5 cards of his deck and places 1 time counter here.

Travel: Each player discard the top card of his deck.

"Men call it Deadman's Dike, and they fear to tread there." –Elrond, The Fellowship of the Ring

The Lost Realm (x2)
2
5
Fornost. Ruins.

While Norbury Tombs is the active location, it gains:

Respnse: When Norbury Tombs is explored, each player shuffles the top 5 cards of his discard pile into his deck.

Travel: Return the topmost enemy in the encounter discard pile to the staging area.

The Lost Realm (x3)
1
4
Fornost. Ruins.

Fornost Square gets +1 Threat for each resource token on it.

Forced: After the first player discards any number of cards from the top of his deck, place 1 resource token here.

"...the heirs of Valandil removed and dwelt at Fornost on the high North Downs, and that now too is desolate." –Elrond, The Fellowship of the Ring

The Lost Realm (x3/x2)
3
3
Fornost. Ruins.

While Haunted Keep is the active location, the first Undead enemy revealed each round gains Surge.

Shadow: Defending player discards the top card of his deck. Attacking enemy gets +X Attack where X is the discarded card's printed cost.

The Lost Realm (x2/x1)
4
4
Fornost. Ruins.

While Deadmen’s Gate is the active location, it gains:

Forced: After a player triggers an 'Action' or 'Response' effect, he must discard the top card of his deck.

Shadow: Discard an attachment you control.

The Lost Realm (x3)
2
3
Arnor.

If the current quest is a side quest, Rugged Country gets +2 Threat.

Shadow: Attacking enemy gets +1 Attack for each quest card in play.

The Lost Realm (x2/x1)
X
5
Arnor. Hills.

X is the number of quest cards in play.

While there is only 1 quest card in play, Shrouded Hills gains Surge.

As the sun rose and passed noon they glimpsed far off in the east the grey–green lines of the Downs... –The Fellowship of the Ring

The Lost Realm (x3/x2)
2
3
Arnor. Ruins.

Forced: After the "when revealed" effect of a treachery card is canceled, raise each player's threat by 2.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, the defending player raises his threat by 2.

The Lost Realm (x2)
3
2
Arnor. Ruins.

Forced: When Ancient Causeway is explored, raise each player's threat by 2.

...on either side of it there were lines of large boulders and hewn stones that screened the travellers almost like a hedge. –The Fellowship of the Ring

The Wastes of Eriador (x2/x1)
3
5
Arnor. Plains.

While Eriador Wastes is in the staging area, no more than 5 progress can be placed on the current quest each round.

Travel: The first player engages a Warg enemy in the staging area and deals it a shadow card.

"...the long leagues of Eriador still lie before us." –Aragorn, The Fellowship of the Ring

The Wastes of Eriador (x2/x1)
4
1
Arnor.

Immune to player card effects.

Travel: The first player searches the encounter deck and discard pile for a Warg enemy, reveals it, and puts it into play engages with him. Shuffle the encounter deck.

The howling of the wolves was now all around them... –The Fellowship of the Ring

The Wastes of Eriador (x3)
1
4
Arnor. Hills.

While it is Night, North Downs gets +2 Threat.

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

Escape from Mount Gram (x1)
3
8
Mountain.

Immune to player card effects.

White Southern Gate is the active location, each Orc enemy gets +2 Attack.

Forced: When Southern Gate becomes the active location, each player with less than 35 threat must raise his threat to 35.

Escape from Mount Gram (x4)
1
3
Underground.

Capture 1.

Response: After the players travel to Prison Cell, look at the captured card(s) underneath it and choose 1 to put into play at no cost. Place the other cards back underneath Prison Cell.

...goblins don't care who they catch, as long as it isa done smart and secret, and the prisoners are not able to defend themselves.
–The Hobbit

Escape from Mount Gram (x2)
3
2
Underground.

Capture 2.

Travel: Each player raises his threat by 3 to travel here.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending player's threat is 20 or higher).

Escape from Mount Gram (x2)
X
4
Underground.

Capture 1.

X is the number of captured cards underneath Tunnels of Mount Gram.

Shadow: Capture each attachment attached to the defending character underneath the attacking enemy.

Across the Ettenmoors (x2)
1
6
Ettenmoors.

While Troll-fells is the active location, Weather cards gain doomed 1.

When Revealed: If Troll-fells is not revealed guarding a safe location, search the encounter deck and discard pile for a location with the safe keyword and attach it to Troll-fells, guarded. Shuffle the encounter deck.

Across the Ettenmoors (x2/x0)
2
4
Ettenmoors.

While Barren Moorland is in the staging area, it gains:

Forced: When an ally enters play, you must either exhaust it or deal 1 damage to it.

Travel: Deal 1 damage to each exhausted character.

The Treachery of Rhudaur (x1)
4
8
Ruins.
Forced: When The Great Hall is explored, each player discards the top 5 cards of the encounter deck and chooses an Undead enemy he discarded in this way to add to the staging area.
The Treachery of Rhudaur (x2)
2
6
Ruins.

While Forbidden Descent is in the staging area, the first 2 progress that would be placed on a quest each round must be placed on Forbidden Descent, instead.

Forced: If Forbidden Descent leaves play from the staging area, raise each player’s threat by 2.

The Treachery of Rhudaur (x2/x1)
5
4
Ruins.

Action: Raise your threat by 1 to reduce the Threat of Eerie Halls by 1 until the end of the phase. (Any player may trigger this action.)

Shadow: If the defending player does not control at least 1 Clue objective, the attacking enemy makes an additional attack after this one.

The Treachery of Rhudaur (x2/x0)
4
4
Ruins.

Any time the encounter deck runs out of cards, return the topmost Undead enemy in the encounter discard pile to the staging area before resetting the encounter deck.

Travel: Return the topmost Undead enemy in the encounter discard pile to the staging area.

"I am not sure that I like it: it has a – well, rather a barrow-wightish look."
–Merry, The Fellowship of the Ring

The Treachery of Rhudaur (x2)
1
3
Ruins.

While Decrepit Remains is in the staging area, each location and quest in the staging area gets +2 quest points.

Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.

The Battle of Carn Dûm (x3)
2
3
Carn Dûm.

While Accursed Battlefield is the active location, each quest card in play gains the battle keyword.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if the defending player's threat is higher than the attacking enemy's engagement cost).

The Battle of Carn Dûm (x2)
3
5
Mountain.

While Mountains of Angmar is the active location, each shadow card with no shadow effect gains: "Shadow: Raise defending player's threat by 2."

Shadow: Raise defending player's threat by 2.

The Battle of Carn Dûm (x3)
3
3
Blight. Plains.

Forced: After an enemy attacks, heal 1 damage from it.

Travel: Deal each enemy in play 1 shadow card to travel here.

Shadow: If the attacking enemy is Thaurdir, heal 3 damage from him.

The Battle of Carn Dûm (x3/x1)
4
3
Carn Dûm.

While Fortress Walls is the active location, for each resource spent by a player, raise that player's threat by 1.

Shadow: If your threat is 40 or higher, attacking enemy makes an additional attack against you after this one.

The Dread Realm (x1)
5
9
Carn Dûm. Underground.

While Daechanar is in play, progress cannot be placed on Altar of Midwinter.

Forced: At the end of the staging step, the first player must either reveal 1 additional card from the encounter deck, or reanimate the top card of his deck.

The Dread Realm (x3)
4
1
Carn Dûm. Underground.

Forced: When Sinister Dungeon is explored, the first player reanimates a random card from his hand and deals Sinister Dungeon to it facedown as a shadow card.

Shadow: Discard the top 2 cards of the encounter deck. Resolve the "when revealed" effects of each Sorcery card discarded by this effect.

The Dread Realm (x3/x0)
3
3
Carn Dûm. Underground.

Forced: At the end of the round, discard the top card of each player's deck. Each player must reanimate each ally discarded by this effect.

Travel: Deal 1 shadow card to each Undead enemy in play to travel here.

He could see nothing but the dim flame of the torches; but if the company halted, there seemed and endless whisper of voices all about him...
–The Return of the King

The Dread Realm (x2)
2
4
Carn Dûm. Underground.

While Dark Halls is in the staging area, each Reanimated Dead gets +1 Attack and +1 Defense.

Shadow: If there is a copy of the defending character in your discard pile, reanimate it and deal it 1 shadow card.

The Dread Realm (x3)
1
7
Carn Dûm. Underground.

Unholy Crypt gets +1 Threat for each Reanimated Dead in play.

Shadow: if this attack destroys a character, reanimate that character and deal it 1 shadow card.

The Grey Havens (x2)
3
2
Ocean.

While you are off-course (, , or ), Starlit Sea gains:

Travel: Raise each player's threat by 3.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if you are off-course).


The Grey Havens (x2)
2
5
Ocean.

While Fog Bank is the active location, Ship enemies do not make engagement checks, cannot attack, and cannot be attacked.

Shadow: If your heading is at the worst setting
(), attacking enemy makes an additional attack after this one.