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Resource Threat Engagement
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Text
Trait Keyword Victory
Category
Player Encounter Quest
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Results: 501 - 550 of 903 Cards
The Morgul Vale (x3)

Surge.

When Revealed: Place 1 progress token on To the Tower.

Shadow: Attacking enemy gets +1 Attack for each progress token on To the Tower.

The Morgul Vale (x2/x1)

When Revealed: Raise each players' threat by the number of progress tokens on To the Tower. If there are no progress tokens on To the Tower, The Dead City Looms gains Surge.

Shadow: Attacking enemy gets +1 Attack for each progress token on To the Tower.

The Voice of Isengard (x1)
9 2 1 2 3 5 ★ 2 
Rohan. Isengard.

Action: Lower the cost of the next card you play from your hand this round by 1. That card gains Doomed 1. (Limit once per round.)

"Let your counsellor Gríma keep all things till your return – and I pray that we may see it, though no wise man will deem it hopeful." –The Two Towers

The Voice of Isengard (x3)
2 1 0 1 2 3 ★ 1 
Isengard.

Response: After you raise your threat from the Doomed keyword, Isengard Messenger gets +1 Willpower until the end of the round. (Limit twice per round.)

"I have an urgent errand," he said. "My news is evil." –Radagast, The Fellowship of the Ring

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/x0)

When Revealed: Each player searches the encounter deck and discard pile for a location and adds it to the staging area. If the total Threat in the staging area is less than the total Willpower of all characters committed to the quest, each Orc enemy engaged with a player makes an immediate attack.

The Dunland Trap (x1)
11 3 2 2 4 7 ★ 5 
Silvan. Noble.

Response: After a Silvan ally enters play, that ally gets +1 Willpower +1 Attack and +1 Defense until the end of the round.

"...the lord of the Galadhrim is accounted wisest of the Elves of Middle–earth, and a giver of gifts beyond the power of kings." –Galadriel, The Fellowship of the Ring

The Dunland Trap (x3)

When Revealed: Each player draws a card. Each player discard each ally from his hand. If no allies were discarded this way, Frenzied Attack gains Surge.

Shadow: Until the end of the round, attacking enemy cannot take damage.

The Three Trials (x1)
Stage
1 A

Setup: Set aside all 3 Guardian enemies, all 3 Key objectives, all 3 Barrow locations, and Hallowed Circle.

At the edge of a cursed forest, the Boar Shaman explains that you must undertake three trials in order to recover the Antlered Crown, or face death. Each trial will test your worthiness. Guardian spirits watch over three sacred swords, protecting them from the undeserving.

1 B
-

When Revealed: The players advance to a stage 2A quest of their choice.

Three ancient barrows mark the locations for the trials, each the resting place of a different guardian spirit. The Boar Clan waits at the forest's edge for any sign of your victory... or your death. Your only option is to press onward, heading towards the site of one of the three trials...

Trouble in Tharbad (x3)
2 1 0 1 1 1 ★ 3 
Gondor.

You may give Herald of Anórien doomed 2 when you play it from your hand. If you do, it gains:

Response: After you play Herald of Anórien, choose a player. That player may put into play 1 ally from his hand with a printed cost 2 or lower.

"Send the heralds forth! Let them summon all who dwell nigh!" –Théoden, The Two Towers

Trouble in Tharbad (x3)
1
5 
Song.

Attach to a hero.

Action: Exhaust O Lórien! to lower the cost of the next Silvan ally played this phase by 1 (to a minimum of 1).

"I sang of leaves, of leaves of gold, and
leaves of gold there grew:
Of wind I sang, a wind there came and in the
branches blew." –Galadriel, The Fellowship of the Ring

Trouble in Tharbad (x3)
1
2 

Action: Choose a hero. That hero gets +2 Willpower until the end of the phase. Then, if your threat is 20 or less and this is the first time you played a copy of Courage Awakened this round, return this card to your hand instead of discarding it.

But the courage that had been awakened in him was now too strong: he could not leave his friends so easily. –The Fellowship of the Ring

The Nîn-in-Eilph (x3)
1
6 
Item. Weapon.

Attach to a Silvan character with the ranged keyword. Restricted.

Attached character gets +1 Attack (+2 Attack instead if attacking an enemy not engaged with you.)

...longer and stronger than the bows of Mirkwood, and strung with a string of elf–hair. –The Fellowship of the Ring

The Nîn-in-Eilph (x1)
Stage
1 A

Setup: The first player takes control of Nalir. Set the Ancient Marsh-dweller aside, out of play. Each player searches the encounter deck for a different location and adds it to the staging area. Shuffle the encounter deck.

You've entered the vast marshlands of the Nin–in–Eilph with Nalir in order to escape Bellach and his Orcs. Now, you must cross the swamp in order to reach Hollin on the other side.

1 B
0

When Revealed: Advance to a random stage 2A.

No traveller has entered the Nîn–in–Eilph for an age and there is no path through the shifting marshland. You must find your own way across the treacherous bog.

The Nîn-in-Eilph (x1)
Stage
3 A

When Revealed: Raise each player's threat by 1. Add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player) and heal all damage from it.

Lost as you are, your presence in the marsh has not gone unnoticed. An ancient and foul swamp creature stalks your company...

3 B
16

Time 3.

Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck.

Each location in play gets +1 Threat.

Despite the size of the creatures hunting you, the swamp itself is your worst enemy. The ground sinks down beneath you and the mud pulls the boots off your feet. Every step forward is a struggle...

The Nîn-in-Eilph (x1)
Stage
3 A

When Revealed: Raise each player's threat by 1. Add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player) and heal all damage from it.

Lost as you are, your presence in the marsh has not gone unnoticed. An ancient and foul swamp creature stalks your company...

3 B
16

UNRECOGNIZED TYPE: keywprd

Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck.

Each player cannot ready more than 5 characters during the refresh phase.

After wandering aimlessly for so long, harried by foul creatues, your resolve begins to waver and your companions collapse from exhaustion. If you cannot find a way across, the swamp will erase all evidence of your passage...

The Nîn-in-Eilph (x1)
Stage
3 A

When Revealed: Raise each player's threat by 1. Add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player) and heal all damage from it.

Lost as you are, your presence in the marsh has not gone unnoticed. An ancient and foul swamp creature stalks your company...

3 B
16

Time 3.

Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck.

Each enemy in the staging area gets -20 engagement cost.

As if the swamp itself was not bad enough, its foul denizens swarm around you, their serpentine forms slithering through the murky water that rises to your waist...

The Nîn-in-Eilph (x3)
1
5
Marsh.

While Sinking Bog is in the staging area, each character gets -1 Willpower -1 Attack and -1 Defense for each Item attached to it. This ability does not stack with other copies of Sinking Bog.

Shadow: Defending character gets -1 Defense for this attack for each attachment attached to it.

Celebrimbor's Secret (x3)
1
8 
Artifact. Ring.

Attach to Galadriel. She gains a resource icon.

Quest Action: Exhaust Nenya and Galadriel to add her Willpower to another character's Willpower until the end of the phase.

"The is Nenya, the Ring of Adamant, and I am its keeper." –Galadriel, The Fellowship of the Ring

The Lost Realm (x3)
4 0 2 2 3 4 ★ 1 
Dúnedain. Ranger.

Warden of Annúminas gets +1 Willpower for each enemy engaged with you.

Rangers passed at times beyond the hills, but they were few and did not stay. –The Fellowship of the Ring

The Lost Realm (x3)
1
1 
Item.

Attach to a Dúnedain or Noldor hero. Limit 1 per hero.

While you are engaged with an enemy, attached hero gets +1 Willpower and cannot have its Willpower reduced.

...each cloak was pinned upon the left shoulder by a brooch of silver shaped like a rayed star. –The Return of the King

The Lost Realm (x2/x0)

When Revealed: If the total Willpower of characters committed to the quest is greater than the total Threat in the staging area, each enemy in the staging area makes an immediate attack against the first player. If no attach is made this way, search the encounter deck and discard pile for an Orc War Party and add it to the staging area. Shuffle the encounter deck. This effect cannot be canceled.

The Lost Realm (x2/x1)
Weather.

When Revealed: Each player assigns X damage among characters he controls, where X is the number of quest cards in play. Then, exhaust each damaged character.

Shadow: Assign X damage among characters you control. X is the number of quest cards in play.

The Lost Realm (x3/x2)
Weather.

When Revealed: Assign X damage among characters commited to the quest. X is the number of characters committed to the quest.

Shadow: Deal 1 damage to the defending character.

The Lost Realm (x2/x1)
Weather.

Doomed 2.

When Revealed: Remove each damaged character from the quest.

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

The Wastes of Eriador (x3)
3 0 1 1 3 3 ★ 2 
Gondor.

Ingold gets +1 Willpower for each hero you control with at least 1 resource in its resource pool.

"We wish for no strangers in the land at this time, unless they be mighty men of arms in whose faith and help we can trust." —The Return of the King

The Wastes of Eriador (x3)
3 1 2 1 3 4 ★ 2 
Dúnedain. Scout.

East Road Ranger gets +2 Willpower while committed to a side quest.

"If you bring a Ranger with you, it is well to pay attention to him..."
–Gandalf, the Fellowship of the Ring

The Wastes of Eriador (x2/x1)
Weather.

When Revealed: If it is Night, raise each player's threat by 4. If it is Day, flip the Time objective to Nightfall.

Shadow: Put the topmost Warg enemy from the discard pile into play engaged with you and deal it a shadow card.

Escape from Mount Gram (x1)
8 2 1 2 3 5 ★ 2 
Silvan.

If the active location shares a Trait with a location in the victory display, Rossiel gets +2 Willpower.

If the attacking enemy shares a Trait with an enemy in the victory display, Rossiel gets +2 Defense.

"Did you not say that you wished to see Elf-magic?"
–Galadriel, The Fellowship of the Ring

Escape from Mount Gram (x3)
3 1 2 1 2 4 ★ 5 
Gondor. Warrior.

Veteran of Osgiliath gets +1 Willpower, +1 Attack, and +1 Defense while your threat is 40 or higher.

"So do we ever watch the shores nigh Osgiliath, which our enemies now partly hold, and issue from it to harry our lands."
–Faramir, The Two Towers

Across the Ettenmoors (x3)
1
4 

Action: Choose a Noldor or Silvan character.

Until the end of the phase, add that character's Willpower to its Attack.

"...you saw him for a moment as he is upon the other side: one of the mighty of the Firstborn."
–Gandalf, The Fellowship of the Ring

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.

The Treachery of Rhudaur (x3)
0
2 
Item. Weapon.

Attach to a Noldor or Silvan hero. Restricted.

Action: Discard a card from your hand to give attached hero +1 Attack until the end of the phase. Limit 3 times per phase.

Their spears and swords shone in the gloom with a gleam of chill flame, so deadly was the wrath of the hands that held them.
–The Hobbit

The Treachery of Rhudaur (x1)
Clue.

Action: Exhaust Amarthiúl or a hero to claim Heirloom of Iârchon. Then, attach Heirloom of Iârchon to that character.

Attached character gets +1 Willpower.

You find a pendant, similar to the one you've seen Iârion wearing. The inscription on the back says:
"Iârchon, may this pendant guide you away from the shadow that dwells within us all. –Your loving father"

The Treachery of Rhudaur (x1)
14

You look through the keep's many torn and ancient records, hoping to find information to help you understand the Enemy's plan...

While Decipher Ancient Texts is the current quest, allies get –2 Willpower.

Action: Pay 1 resource to place 1 progress on Decipher Ancient Texts. (Any player may trigger this action. Limit 3 times per round.)

When this quest is defeated, flip it over.

The Battle of Carn Dûm (x3)
3
3 

Lords of the Eldar can only be played from your discard pile.

Action: Place Lords of the Eldar on the bottom of your deck from your discard pile. Then, until the end of the round all Noldor characters get +1 Willpower, +1 Attack, and +1 Defense.

The Battle of Carn Dûm (x2/x0)
Sorcery.

When Revealed: Each player must discard a random card from his hand. Each player then searces his deck for each other copy of the card he discarded, and discards those as well. Shuffle each searched deck.

Shadow: Discard a random card from the defending player's hand.

The Dread Realm (x3)
1
3 
Item. Weapon.

Attach to a Dúnedain or Gondor hero. Restricted.

Attached hero gets +1 Attack.

Response: After attached hero participates in an attack that destroys an enemy with 5 or more printed hit points, exhaust Sword of Númenor to add 1 resource to attached hero's resource pool.

...the flowing characters of Númenor glinted like fire upon the blade.
–The Fellowship of the Ring

The Dread Realm (x3)
1
3 
Song.

Action: Exhaust a Noldor character to ready a Dúnedain character, or vice-versa. Until the end of the phase, add the exhausted character's printed Willpower to the other character's Willpower Attack and Defense.

Long was the way that fate them bore,
O'er stony mountains cold and grey,
Through halls of iron and darkling door,
And woods of nightshade morrowless.
–The Fellowship of the Ring

The Dread Realm (x2)
18 2 4 0 5
Undead. Wraith.

Forced: When Wraith of Carn Dûm leaves play, attach it to a character in play. Counts as a Sorcery attachment with the text:

Attached character has -1 Willpower, -1 Attack, and -1 Defense If the attached character leaves play, return Wraith of Carn Dûm to the staging area as an enemy.
The Dread Realm (x2)
Sorcery.

When Revealed: The player with the highest threat must attach A Fell Dread to a hero he controls without A Fell Dread Attached. Counts as a Condition attachment with the text:

Attached hero's Willpower is reduced to 0. During the quest phase, attached hero must commit to the quest, if able.
The Grey Havens (x3)
1
2 
Item.

Attach to a character.

Quest Action: Discard Grappling Hook and exhaust attached character to commit attached character to the quest, using its Attack instead of its Willpower (or instead of its Defense if the current quest has the siege keyword).

The Grey Havens (x3)
2 1 1 0 2 3 ★ 4 
Noldor. Scout.

While the top card of your discard pile is an event, Sailor of Lune gets +1 Willpower and gains: "Cannot be damaged while committed to the quest."

"They are sailing, sailing, sailing over the Sea, they are going into the West and leaving us," said Sam, half chanting the words, shaking his head sadly and solemnly.
–The Fellowship of the Ring

The Grey Havens (x3)
2
2 

Quest Action: Ready a questing character and give that character +1 Willpower until the end of the phase. Resolve that effect again for each copy of Elwing’s Flight currently in your discard pile (you may choose different targets).

There flying Elwing came to him
and flame was in the darkness lit;
more bright than light of diamond
the fire upon her carcanet.
–The Fellowship of the Ring

The Grey Havens (x3/x1)
36 3 4 3 5
Corsair. Raider.

Forced: After Sahír’s Ravager attacks, place 1 resource on it. Then, deal X damage to the Aflame location in play with the lowest Aflame value, where X is the number of resources on Sahír’s Ravager.

The Grey Havens (x3/x2)
Weather.

When Revealed: Either shift your heading off-couse, or deal 1 damage to each exhausted character.

Shadow: Excess damage from this attack is dealt to a Ship objective you control.

The Grey Havens (x2/x1)
Weather.

When Revealed: If you are off-course, deal 1 damage to each character in play. If your heading is at the worst setting (), this effect cannot be canceled.

Shadow: Either shift your heading off-course or treat this attack as undefended.


The Grey Havens (x2)
Side
A
1
3
Ruins.

While Cursed Temple is the active location, characters with less than 2Willpower do not ready during the refresh phase.

It was not long before he had bewitched the King and was master of his counsel... -The Return of the King

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Grey Havens (x3)

When Revealed: The players, as a group, must remove characters with a total of at least X Willpower from the quest. X is the number of Uncharted locations in the staging area. The first player may give Aimless Wandering doomed 2 to look at the facedown side of an Uncharted location in the staging area.

The Grey Havens (x1)
0 0 2 5
Corsair. Raider.

The first player gains control of Captain Sahír.

Captain Sahír gets +1 Willpower and +1 Attack for each resource on him (max +6).

Action: Spend 1 resource from a hero you control to place 1 resource on Captain Sahír. (Limit once per round).

If Captain Sahír leaves play, the players lose.