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Player Encounter Quest
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Results: 201 - 250 of 903 Cards
The Mountain of Fire (x1)
Mordor.

Players do not raise their threat at the end of the refresh phase.

Forced: At the end of the round, each player raises his threat by 1 for each non- character he controls.

...blacker and darker than the vast shades amid which it stood, the cruel pinnacles and iron crown of the topmost tower of Barad–d–r.
–Return of the King

The Mountain of Fire (x1)

Setup: Each player may change heroes he controls without incurring the +1 threat penalty. Attach A Heavy Burden to the hero with Last of the Company attached. Each player chooses an Item boon (excluding AndĂșril) from the campaign pool and sets it aside, out of play. Remove each burden with the following burden set icons from the encounter deck, then flip this card over: Helm's Deep, The Road to Isengard and The Passing of the Grey Company

Forced: When the players advance to stage 3A, attach A Heavy Burden to the Ring-bearer. Attach each set aside Item boon to Shagrat as a guarded objective. When Shagrat is defeated, return each guarded boon to its owner's hand.

Resolution: If Shagrat is in play, remove each Item boon attached to it from the campaign pool. (The players have lost those boons.)

The will of the Watchers was broken with a suddenness like the snapping of a cord, and Frodo and Sam stumbled forward. Then they ran. Through the gate and past the great seated figures with their glittering eyes. There was a crack. The keystone of the arch crashed almost on their heels, and the wall above crumbled, and fell in ruin. Only by a hair did they escape.
–The Return of the King

The Old Forest (x1)
Stage
1 A

After being pursued through the Shire by mysterious riders in black, Frodo and his friends decide that the safest way for them to continue their journey to Rivendell is to travel through the Old Forest.

Setup: Set Old Man Willow and Withywindle aside, out of play. Each player searches the encounter deck and adds 1 different location to the staging area. Shuffle the encounter deck.

1 B
0

When Revealed: Each player draws 1 card. Advance to a random stage 2A.

"You have left the Shire, and are now outside, and on the edge of the Old Forest." –Merry, The Fellowship of the Ring

The Ruins of Belegost (x4)
35 X X X 5
Nameless. Hazard.

Cannot have player card attachments.

X is 1 more than the Discover value on the active location.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if you control a Loot objective).

Attack on Dol Guldur (x2)

Doomed 1.

When Revealed: Each player must choose: either search the encounter deck and discard pile for a Dol Guldur location and add it to the staging area, or search the encounter deck and discard pile for an Orc enemy and put it into play engaged with him.

The Wizard's Quest (x1)
Stage
3 A

The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

3 B
20

Forced: After the players have committed characters to the quest, discard cards from the top of the encounter deck until a treachery is discarded. Reveal that treachery.

If the players defeat this stage, they win the game.

The Wizard's Quest (x1)
Stage
3 A

The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

3 B
15

When Revealed: Shuffle the encounter discard pile into the encounter deck. Each player discards from the top of the encounter deck until he discards an enemy, adds that enemy to the staging area, and attached a hero he controls to it as a guarded objective (discard all tokens from the chosen hero).

If there is an unguarded hero in the staging area, return it to its owner's control, exhausted. This stage cannot be defeated while there is a guarded objective in play. If the players defeat this stage, they win the game.

The Wizard's Quest (x1)
Stage
3 A

The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.

Rider of Mirkwood's engagement cost is considered to be 0.

The number of damage tokens on Rider of Mirkwood cannot exceed the number of progress tokens on this stage.

Players cannot defeat this stage while Rider of Mirkwood is in play. If the players defeat this stage, they win the game.

The Wizard's Quest (x1) 21

When Revealed: The opposing team chooses any number of non-unique encounter cards in play. Discard the chosen cards and reveal an equal number of cards from the top of the encounter deck.

Shadow: Either reveal an encounter card, or treat this attack as undefended.

The Mines of Moria (x1)
Stage
1 A

It has been years since there was news of Balin's expedition to Moria, but in recent months there have been rumors of growing darkness there. You traveled to the Mines to investigate these tidings. Upon reaching the Doors of Durin, you are surprised to find a foul–smelling pool at its feet, and a fell creature blocking your way.

Setup: Each player adds 1 resource to each of his heroes' resource pools. Add The Watcher to the staging area.

1 B
5

While this stage has at least 5 progress on it, The Watcher is considered to be engaged with each player and attacks each player in turn order during the combat phase. (Deal and resolve a shadow card for each attack.)

Forced: When The Watcher is defeated, flip it over and add Chamber of Mazarbul to the staging area.

This stage cannot be defeated while The Watcher is in play.

The Mines of Moria (x2) 2
23 2 3 2 3
Spider.

When Revealed: Return each engaged Spider enemy to the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it is a Spider).

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 Preorder Promotion (x1)
Stage
1 A

It has been years since there was news of Balin's expedition to Moria, but in recent months there have been rumors of growing darkness there. You traveled to the Mines to investigate these tidings. Upon reaching the Doors of Durin, you are surprised to find a foul–smelling pool at its feet, and a fell creature blocking your way.

Setup: Each player adds 1 resource to each of his heroes' resource pools. Add The Watcher to the staging area.

1 B
5

While this stage has at least 5 progress on it, The Watcher is considered to be engaged with each player and attacks each player in turn order during the combat phase. (Deal and resolve a shadow card for each attack.)

Forced: When The Watcher is defeated, flip it over and add Chamber of Mazarbul to the staging area.

This stage cannot be defeated while The Watcher is in play.

Escape from Khazad-dûm (x1)
9 3 1 2 3 6 ★ 10 
Noldor. Noble.

Action: Discard a card from your hand to add 1 resource to a Noldor hero's resource pool, or to Aragorn's resource pool. (Limit once per round.)

Escape from Khazad-dûm (x2) 24
45 2 4 3 5
Orc. Uruk.

Forced: At the beginning of the combat phase, deal each engaged enemy an additional shadow card.

Shadow: Deal attacking enemy 2 additional shadow cards.

Passage Through Mirkwood Nightmare (x3)
6 

When Revealed: The player with the highest threat exhausts all heroes he controls. Then, attach this card to one of that player's heroes. (Counts as a Condition attachment with the text, "Each time attached hero readies, deal it 1 damage.")

Flight from Moria Nightmare (x4)
4
6
1 
Underground. Dark.

As an additional cost to bypass a quest card, each player must raise his threat by 2.

Shadow: If the defending character is a hero, discard all resources in its resource pool. Deal attacking enemy another shadow card for each resource discarded in this way.

The Dread Realm Nightmare (x3)
4 
Sorcery.

Surge.

When Revealed: Attach to the main quest. (Counts as a Condition attachment with the text: "Daechanar gets +2 Defense

Shadow: If this attack destroys a character, resolve this card's 'when revealed' effect.

Dungeons Deep and Caverns Dim Nightmare (x1)
4
8
Mountain.

No more than 4 progress can be placed on the current quest each round.

Creature enemies get +1 Attack

Goblin enemies get +1 Defense

It was still ajar, but a goblin had pushed it nearly to. Bilbo struggled but he could not move it. –The Hobbit

Dungeons Deep and Caverns Dim Nightmare (x3)
15 2 3 4 5
Goblin. Orc.

Bilbo's Magic Ring does not ready during the refresh phase.

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if Bilbo's Magic Ring is exhausted.)

A Shadow of the Past Nightmare (x3)

When Revealed: Starting with the first player, each player makes a Hide 2 test. Each player who fails this Hide test raises his threat by 5.

Shadow: If the defending player has failed a Hide test this round, this attack is considered undefended.

Helm's Deep Nightmare (x2)

Doomed 1.

When Revealed: Each player exhausts a character he controls. Until the end of the round, characters cannot be readied by player card effects.

Shadow: Until the end of the round, defending character cannot ready.

The Road to Isengard Nightmare (x2)

When Revealed: Until the end of the round, characters cannot be declared as attackers. If there are no engaged enemies, raise each player's threat by 4.

Shadow: Until the end of the round, defending character cannot ready.

Ered Mithrin Hero Expansion (x3)
0
4 
Artifact. Item. Weapon.

Guarded (enemy).

Attach to a Hobbit hero. Restricted

Attach hero gets +1 Willpower, +1 Attack, and +1 Defense.

Response: After attached hero is declared as an attacker or defender against an enemy, deal 1 damage to that enemy.

The Fellowship of the Ring (x1)
2
Artifact. Item. Weapon.

Restricted.

Attach to a Hobbit hero.

Attached hero gets +1 Willpower +1 Attack and +1 Defense.

Response: After attached hero exhausts to defend an attack, discard the top card of the encounter deck. Deal damage to the attacking enemy equal to the discarded card's Threat.

The Fellowship of the Ring (x1)
3
Artifact. Item. Weapon.

Attach to a Noble hero or Aragorn. Restricted.

Attached hero gets +1 Willpower +1 Attack and +1 Defense.

Response: After an attack in which the attached hero defended resolves, exhaust AndĂșril to target the enemy that just attacked. Declare attached hero as an attacker against that enemy (and resolve the attack).

The Two Towers (x3)
3
Item. Weapon.

Attach to a Rohan hero. Restricted.

Reduce the cost to play Herugrim on Théoden by 1.

Response: After attached hero is declared as an attacker, exhaust Herugrim to add attached hero's Willpower to its Attack for this attack.

"Here, lord, is Herugrim, your ancient blade." –HĂĄma, The Two Towers

Foundations of Stone (x1)
Weapon. Artifact.

Surge. Restricted.

Attached hero gets +3 Attack. If attached hero is a Dwarf it gets +1 Willpower

Action: Exhaust a hero to claim this objective. Then, attach Durin’s Axe to that hero as an attachment.

Shadow and Flame (x2)
Weapon. Flame.

When Revealed: Attach Fiery Sword to Durin's Bane as a Weapon attachment with the text:

Attached enemy gets +3 Attack.

In its right hand was a blade like a stabbing tongue of fire...
–The Fellowship of the Ring

Shadow and Flame (x2)
Weapon. Flame.

When Revealed: Attach Many Thonged Whip to Durin's Bane as a Weapon attachment with the text:

Forced: When Durin's Bane attacks, the defending player must discard 1 card at random from his hand.

...in its left it held a whip of many thongs.
–The Fellowship of the Ring

'
The Lost Realm (x3/x2)
Weather.

When Revealed: Each player deals 1 damage to a hero he controls. Attach Cold from Angmar to the current quest. Counts as a Condition attachment with the text:

Treat each damaged character's printed text box as if it were blank, except for keywords and Traits.

"...the weather may prove a more deadly enemy than any." –Gandalf, The Fellowship of the Ring

The Sands of Harad (x3)
2
5 
Item. Weapon.

Attach to a Silvan hero. Restricted.

Attached hero gets +1 Willpower and +1 Attack.

Legolas had a bow and a quiver, and at his belt a long white knife.
–The Fellowship of the Ring

Mount Gundabad (x3)
0
2 
Artifact. Item. Weapon.

Guarded (enemy).

Attach to a Hobbit hero. Restricted

Attach hero gets +1 Willpower, +1 Attack, and +1 Defense.

Response: After attached hero is declared as an attacker or defender against an enemy, deal 1 damage to that enemy.

The Hobbit: Over Hill and Under Hill (x1)
0
1 
Artifact. Item. Weapon.

Attach to Bilbo Baggins. Restricted.

Bilbo Baggins gets +1 Willpower +1 Attack and +1 Defense.

Response: After Bilbo Baggins exhausts to defend, discard the top card of the encounter deck. Deal damage to the attacking enemy equal to the discarded card's Threat.

"I shall call you Sting." –Bilbo, The Hobbit

The Road Darkens (x1)
2
1 
Artifact. Item. Weapon.

Restricted.

Attach to a Hobbit hero.

Attached hero gets +1 Willpower +1 Attack and +1 Defense.

Response: After attached hero exhausts to defend an attack, discard the top card of the encounter deck. Deal damage to the attacking enemy equal to the discarded card's Threat.

The Road Darkens (x1)
3
1 
Artifact. Item. Weapon.

Attach to a Noble hero or Aragorn. Restricted.

Attached hero gets +1 Willpower +1 Attack and +1 Defense.

Response: After an attack in which the attached hero defended resolves, exhaust AndĂșril to target the enemy that just attacked. Declare attached hero as an attacker against that enemy (and resolve the attack).

The Treason of Saruman (x3)
3
6 
Item. Weapon.

Attach to a Rohan hero. Restricted.

Reduce the cost to play Herugrim on Théoden by 1.

Response: After attached hero is declared as an attacker, exhaust Herugrim to add attached hero's Willpower to its Attack for this attack.

"Here, lord, is Herugrim, your ancient blade." –HĂĄma, The Two Towers

The Wizard's Quest (x1) 19
Weather.

When Revealed: Each player deals 1 damage to a questing character he controls. Until the end of the phase, each damaged character gets -1Willpower and cannot be healed.

Shadow: Deal 1 damage to the defending character.

The Thing in the Depths Nightmare (x3)
5 
Weather.

When Revealed: Exhaust each character with 1 or lessWillpower Remove all resources from each ready hero and objective-ally.

Shadow: If the defending character has 1 or lessWillpower treat this attack as undefended.

The Fellowship of the Ring (x1)

You are playing in Campaign Mode.

Setup: Starting with the first player, each player chooses 1 of the following boon cards: Phial of Galadriel, Three Golden Hairs, LĂłrien Rope, or Leaf-wrapped Lembas, and attaches it to a hero he controls. The chosen boon cards have been earned by the players. Shuffle Followed by Night and Ill Fate into the encounter deck.

"But this I will say to you: your Quest stands upon the edge of a knife. Stray but a little and it will fail, to the ruin of all." –Galadriel, The Fellowship of the Ring

Resolution: If Fallen into Evil is attached to a hero, add that hero to the list of Fallen Heroes in the Campaign Log.

The first player chooses either Followed by Night or Ill Fate to be added to the campaign pool. The chosen burden card has been earned by the players.

Each player chooses 1 hero he controls (other than the Ring-bearer or Aragorn) to be taken captive. Record the name of each "captive" in the Notes section of the Campaign Log.

I would have guided Frodo to Mordor and gone with him to the end; but if I seek him now in the wilderness, I must abandon the captives to torment and death. My heart speaks clearly at last: the fate of the Bearer is in my hands no longer. The Company has played its part. Yet we that remain cannot forsake our companions while we have strength left. Come! We will go now. Leave all that can be spared behind! We will press on by day and dark! –Aragorn, The Two Towers

The Three Trials (x1)
Stage
3 A

When Revealed: Add Hallowed Circle to the staging area. Reveal each Guardian enemy in the victory display, adding them to the staging area.

You have finally completed the trials and recovered each key. None have made it this far before. You hasten to the hallowed circle in the center of the forest. All that's left is to insert the hilts of these swords into the marked stone the shaman described, and the Antlered Crown will be yours. As you advance, a thick fog gathers around you and growing dread tugs at your mind.

3 B
1

EachGuardian enemy engages the player who controls the Key objective with a Trait shared by that enemy.

Players cannot defeat this stage unless Hallowed Circle is in the victory display. If the players defeat this stage, they win the game.

Out of the fog, the angry guardian spirits emerge once more, determined to stop you from retrieving the crown. You desperately rush to the circle while fending them off.

The Nîn-in-Eilph (x1)
Stage
4 A

When Revealed: Add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player) and heal all damage on it. Then Ancient Marsh-dweller makes an attack against each player in player order.

Beyond all hope, you have reached the edge of the swamp! You can see the gentle rise of the hills in the distance, but the huge marsh–dweller that has pursued your company now lies between you and dry land.

4 B
-

Time 2.

Forced: After the last time counter is removed from this stage, Ancient Marsh-dweller makes an attack against each player in order. Place 2 time counters on this stage.

When Ancient Marsh-dweller is defeated, the players win the game.

The Lost Realm (x1)
Stage
1 A

You've pursued the remnants of an Orc war party east from the borders of Bree–land and into the wilderness beyond. Their trail climbs out of the lowlands and into the Weather Hills.

Setup: Set Orc Ambush and Amon Forn aside, out of play. Create the Orc deck (see insert) and set it next to the quest deck. Make Exposed Ridge the active location. Add Hunting the Orcs and 1 Weather Hilltop to the staging area. Shuffle the encounter deck.

1 B
-

As you pursue the Orcs, the weather itself turns against you. Now you must contend with the elements while you hunt the enemy.

The first Weather treachery card revealed each round gains Surge.surge.

Forced: After the active location is explored, reveal the top card of the Orc deck and resolve it as if it was just revealed from the encounter deck (reveal the top 2 cards instead if there are 3 or more players in the game).

Flight of the Stormcaller (x1)
Stage
4 A

You’ve pursued the Stormcaller all the way to the deadly Cape of Andrast, where terrible winds and sharp jetties threaten to tear apart your entire fleet.

When Revealed: Discard cards from the top of the encounter deck until a Weather treachery is discarded. Resolve that card’s “when revealed” effect. That effect cannot be canceled.

4 B
24

Sailing.

Forced: After a Weather treachery is revealed, deal 1 damage to each Ship objective and Ship enemy at this stage.

If you defeat this stage, you have caught up to the Stormcaller and win the game.

The Thing in the Depths (x2)
23 3 5 1 7
Creature. Tentacle.

Grapple ( lowest printed Threat ).

Forced: At the end of the combat phase, if Thrashing Arm is engaged with you, deal 3 damage to a character you control.

The Thing in the Depths (x3)
13 1 4 1 6
Creature. Tentacle.

Grapple ( lowest printed quest points ).

Giant Arm gets +2 Attack when attacking allies.

Shadow: After this attack, either put Giant Arm into play engaged with you and deal it a shadow card, or resolve its Grapple ability.

The Sands of Harad (x1)
Stage
3 A

You have wandered through the trackless desert and discovered the legendary nesting grounds of the wild Were–worms. The beasts rear up and circle to attack. You must drive them off or meet your end upon the desert sands.

When Revealed: Increase the temperature by 2. Each player searches the encounter deck, discard pile, and victory display for a Were-worm and adds it to the staging area, if able. Shuffle the encounter deck.

3 B
16

During the quest phase, add X Threat to the total Threat in the staging area, where X is the tens digit of the temperature.

Forced: At the end of the round, increase the temperature by 4.

While at least 1 Were-worm is in play, the players cannot defeat this stage. If the players defeat this stage, they win the game. If the temperature is 60 or higher, the players lose the game.

The Road Darkens (x1)

You are playing in Campaign Mode.

Setup: Starting with the first player, each player chooses 1 of the following boon cards: Phial of Galadriel, Three Golden Hairs, LĂłrien Rope, or Leaf-wrapped Lembas, and attaches it to a hero he controls. The chosen boon cards have been earned by the players. Shuffle Followed by Night and Ill Fate into the encounter deck.

"But this I will say to you: your Quest stands upon the edge of a knife. Stray but a little and it will fail, to the ruin of all." –Galadriel, The Fellowship of the Ring

Resolution: If Fallen into Evil is attached to a hero, add that hero to the list of Fallen Heroes in the Campaign Log.

The first player chooses either Followed by Night or Ill Fate to be added to the campaign pool. The chosen burden card has been earned by the players.

Each player chooses 1 hero he controls (other than the Ring-bearer or Aragorn) to be taken captive. Record the name of each "captive" in the Notes section of the Campaign Log.

I would have guided Frodo to Mordor and gone with him to the end; but if I seek him now in the wilderness, I must abandon the captives to torment and death. My heart speaks clearly at last: the fate of the Bearer is in my hands no longer. The Company has played its part. Yet we that remain cannot forsake our companions while we have strength left. Come! We will go now. Leave all that can be spared behind! We will press on by day and dark! –Aragorn, The Two Towers

Attack on Dol Guldur (x1)
Stage
1 A

The Dark Lord of Mordor has declared war across Middle–earth. His NazgĂ»l lead the Morgul host against Minas Tirith in the south, while Easterlings lay siege to Erebor in the north. And in a move long–prepared, the armies of Dol Guldur cross the Anduin to assault LĂłrien...

Setup: Set Host of LĂłrien and all 4 Lieutenant enemies aside, out of play. Add Power of LĂłrien and 1 copy of Dol Guldur Marauder per player to the staging area. Shuffle the encounter deck.

1 B
-

Forced: At the end of the round, place 1 resource here and move all progress from this stage to Power of LĂłrien. If there are 3 resources here, advance to stage 2A.

Response: At the end of the round, raise each player's threat by 1 to choose a stage. Each player at that stage draws 1 card and adds 1 resource to a hero's resource pool.

Attack on Dol Guldur (x1)
Stage
3 G

Amidst the battle, you gain entrance into the dungeons beneath Dol Guldur. You slip inside to release what captives you can, but an evil creature awaits.

When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Dungeon Dweller to the staging area, unless it is in a victory display. If Dol Guldur's city strength is 5 or lower (10 or lower if playing epic multiplayer mode), Dungeon Dweller makes an immediate attack against each player in turn order.

3 H
-

Dungeon Dweller gets -1 engagement cost for each progress token on this stage.

Forced: At the end of the round, remove 5 progress from this stage or each player at each stage discards an ally he controls. The first player may remove an additional 5 progress from this stage to choose a player at any stage. That player searches the top 10 cards of his deck for an ally an puts it into play.