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Trait Keyword Victory
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Player Encounter Quest
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Results: 101 - 150 of 258 Cards
The Sands of Harad (x4)
30 X X X 3
Orc. Uruk.

X is the stage number on the main quest.

Forced: At the end of the round, assign X damage among characters in play.

Fierce and shrill rose the yells of the Orcs...
–The Fellowship of the Ring

The Sands of Harad (x1)
50 4 5 3 6
Orc. Uruk.

Cannot have player card attachments or be optionally engaged.

While the engaged player is engaged with another Orc enemy, Uruk Chieftain cannot take damage.

Forced: At the end of the encounter phase, Uruk Chieftain engages the player engaged with the most non-unique Orc enemies.

The Sands of Harad (x3)
35 2 4 2 4
Orc. Uruk.

Each ally with less Willpower than Uruk of Mordor's Threat cannot defend against Uruk of Mordor.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if itsThreat is greater than the defending character'sWillpower

The Sands of Harad (x2/x1)
40 3 3 1 5
Orc. Uruk.

Uruk Warg-Rider gets +X Attack while attacking a character with lessWillpower than Uruk Warg-rider'sThreat X is the difference.

Shadow: Return attacking enemy to the staging area after this attack.

Race Across Harad (x4)
20 2 3 2 3
Orc. Uruk.

When Revealed: Add Uruk Pursuer to the Orc's area. If the players are not at the same stage as the Orcs, Uruk Pursuer gains surge.

Shadow: If the players are not at the same stage as the Orcs, put Uruk Pursuer into play engaged with you.

The Dungeons of Cirith Gurat (x2/x1)
45 4 3 2 5
Orc. Uruk.

Forced: After Jailer of Cirith Gurat engages you, attach an ally you control to it.

Shadow: If attacking enemy'sThreat is greater than defending ally'sWillpower attach defending ally to attacking enemy. Then, cancel this attack.

The Dungeons of Cirith Gurat (x3)
30 3 4 1 4
Orc. Uruk.

While Prison Guard is guarding an objective, it gets +2 Defense

While Prison Guard is not guarding an objective, it gains:"Forced: After Prison Guard attacks and damages an ally, attach that ally to Prison Guard."

The Crossings of Poros (x2)
45 3 4 2 5
Orc. Uruk.

When Revealed: Either place a random enemy from the set aside Mordor Orcs set into the encounter discard pile, or Uruk Prowler makes an immediate attack against the first player.

Shadow: Discard a random card from your hand.

The Wilds of Rhovanion (x2/x1)
35 3 5 4 6
Orc. Goblin.

Cannot have player card attachments.

While Goblin Troop is engaged with you, each other Goblin enemy engaged with you gets +1 Attack and +1 Defense

Shadow: Attacking enemy gets +2 Attack

The Wilds of Rhovanion (x3/x2)
50 1 2 0 3
Orc. Goblin.

Surge. Cannot be optionally engaged.

While Stray Goblin is in the staging area, it gains:"Forced: After a player engages an enemy, Stray Goblin engages that player."

Shadow: Add Stray Goblin to staging area.

The Wilds of Rhovanion (x2/x1)
40 4 5 3 6
Orc.

Forced: At the end of the encounter phase, if Mirkwood Patrol is in the staging area with an unguarded objective-location, attach that objective-location to Mirkwood Patrol, guarding it.

Shadow: The defender cannot ready this round.

The Wilds of Rhovanion (x2/x1)
38 1 1 1 5
Orc.

While Hobgoblin is guarding a card, it gets +XThreat +XAttack and +XDefense where X is that card's cost.

Forced: After Hobgoblin enters play, the first player attaches the top card of his deck to Hobgoblin faceup as a guarded attachment. When Hobgoblin leaves play, return the card it was guarding to its owner's hand.

Roam Across Rhovanion (x1)
2 3 2 5
Goblin. Orc.

Immune to player card effects.

While Urdug is free of encounters, the first player gains control of Urdug.

If Urdug is destroyed, the players lose the game.

Roam Across Rhovanion (x1)
15 2 3 2 5
Goblin. Orc.

Indestructible. Immune to player card effects.

While Urdug is engaged with a player, he gains,"Forced: At the beginning of the quest phase, Urdug makes an immediate attack. If this attack deals damage, return Urdug and Tiny (if he is in play) to the staging area."

Fire in the Night (x3/x1)
30 3 3 3 4
Orc. Goblin.

Forced: After The Dragon's Thrall engages you, either deal 3 damage to Hrogar's Hill or it makes an immediate attack against you.

Shadow: If this attack destroys a character, deal 3 damage to Hrogar's Hill.

Fire in the Night (x4)
25 2 2 2 3
Orc. Goblin.

When Revealed: The first player must either deal 2 damage to a hero he controls, or deal 3 damage to Hrogar's Hill.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if Hrogar's Hill has at least 25 damage on it).

Mount Gundabad (x3)
39 3 4 1 5
Orc. Goblin.

While there are 3 or more quest cards in the victory display, Guardian of Gundabad gets +2 Defense

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

Mount Gundabad (x3/x2)
26 2 3 2 3
Orc. Goblin.

Dagnir cannot take damage from non-quest effects.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if Dagnir is engaged with you).

The Fate of Wilderland (x1)
50 2 3 2 5
Orc. Goblin.

Immune to player card effects. Cannot leave the staging area.

Forced: When Urdug attacks, discard the top card of the encounter deck. He gets +XAttack for this attack, where X is the discarded card's printedThreat

When Urdug is destroyed, the players win the game.

The Fate of Wilderland (x3/x2)
25 2 3 2 5
Orc. Goblin.

Forced: After Urdug's Elite engages you, either exhaust a character you control, or place 1 progress on The Goblins' Assault.

Shadow: Exhaust a character you control.

The Fate of Wilderland (x3/x2)
20 2 2 2 3
Orc. Goblin.

Forced: After Fierce Vanguard engages you, either it gets +2 Attack until the end of the round, or place 1 progress on the The Goblins' Assault.

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

The Fate of Wilderland (x2)
30 3 4 1 4
Orc. Goblin.

Forced: After Warg-rider is dealt a shadow card with no effect, either return it to the staging area or place 1 progress on The Goblins' Assault.

Under the Ash Mountains (x2/x1)
45 X 5 4 9
Orc. Uruk.

X is 1 more than the number of quest cards in play.

While Torech Gorgor Patrol is in the staging area, no more than 5 progress can be placed on the main quest each round.

Forced: After Torech Gorgor Patrol engages a player, it makes an attack.

The Hobbit: Over Hill and Under Hill (x3)
25 2 1 2 2
Goblin. Orc.

Goblin Axeman gets +1 Attack for each Cave location in play.

Shadow: Defending character gets -1Defense

The Hobbit: Over Hill and Under Hill (x3)
25 2 2 0 2
Goblin. Orc.

Goblin Miners gets +1 Defense for each Cave location in play.

Shadow: attacking enemy gets +1 Attack

The Hobbit: Over Hill and Under Hill (x3/x1)
20 1 3 1 2
Goblin. Orc.
"

Surge.

Shadow: attacking enemy makes an additional attack immediately after this one. (Deal a new shadow card for that attack.)

The Hobbit: Over Hill and Under Hill (x3)
30 3 2 2 3
Goblin. Orc.

When Revealed: The first player exhausts 1 character he controls.

Shadow: Defending player exhausts 1 character he controls.

The Hobbit: Over Hill and Under Hill (x4)
33 2 3 2 3
Goblin. Orc.

If The Great Goblin is in the victory display, this card gains surge.

Shadow: attacking enemy gets +1 Attack (+2 Attack instead if The Great Goblin is in the victory display.)

The Hobbit: Over Hill and Under Hill (x1)
15 3 5 2 8
Goblin. Orc.

Forced: After The Great Goblin attacks, discard X cards from the encounter deck where X is the number of players in the game. Add each Goblin enemy discarded by this effect to the staging area.

The Hobbit: On the Doorstep (x1)
50 X 6 3 8
Goblin. Orc.

X is the number of players in the game.

Immune to player card effects.

Cannot leave the staging area.

The first Goblin revealed each round gains surge.

The Hobbit: On the Doorstep (x4)
35 2 4 2 5
Goblin. Orc.

Bolg cannot take damage.

Forced: When this enemy attacks, deal it an additional shadow card for each quest stage in play with no progress tokens on it.

...with them came the bodyguard of Bolg, goblins of huge size with scimitars of steel. –The Hobbit

The Hobbit: On the Doorstep (x3)
15 1 3 0 3
Goblin. Orc.

Forced: When this enemy attacks, remove 1 progress from the current quest.

Shadow: Attacking enemy gets +1 Attack for each quest stage in play with no progress on it.

The Hobbit: On the Doorstep (x4)
33 1 2 2 2
Goblin. Orc.

When Revealed: Remove 1 progress from every quest stage in play. (2 progress instead if 3 or more players in the game.)

Goblins had scaled the Mountain from the other side and already many were on the slopes aboe the Gate…
–The Hobbit

The Hobbit: On the Doorstep (x4/x3)
20 1 1 1 4
Goblin. Orc.

This enemy gets +1 Threat, +1 Attack, and +1 Defense for each quest stage in play with no progress on it.

Shadow: If this attack destroys a character, remove all progress from the current quest.

The Hobbit: On the Doorstep (x2)
40 2 2 1 3
Goblin. Orc.

When Revealed: Each player must deal 2 damage to a character he controls.

Shadow: Deal 1 damage to defending character for each quest stage in play with no progress on it.

The Road Darkens (x1)
40 4 4 3 6
Orc. Uruk.

Cannot have attachments. Allies cannot defend against Orc-chieftain.

Forced: At the beginning of the encounter phase, Orc-chieftain engages the first player.

...he charged into the Company and thrust his spear straight at Frodo. –The Fellowship of the Ring

The Road Darkens (x3/x2)
34 2 4 2 5
Orc. Uruk.

When Revealed: Uruk from Mordor makes an immediate attack against the first player.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, attacking enemy makes an additional attack.

The Road Darkens (x3)
38 2 3 1 3
Orc.

When Revealed: Either remove 1 damage from Doom Doom Doom or reveal an additional encounter card.

Shadow: The defending player raises his threat by 1 for each enemy engaged with him.

The Road Darkens (x3/x2)
42 X 3 3 3
Orc.

Peril. Archery 2.

X is the number of players in the game.

When Revealed: Assign X damage among characters you control.

The Road Darkens (x2/x1)
36 3 5 2 3
Orc. Uruk-hai.

Toughness 2. Cannot have attachments.

Allies with fewer printed hit points than Uruk-hai Captain cannot defend against Uruk-hai Captain.

Shadow: Attacking enemy makes an additional attack after this one.

The Road Darkens (x4/x3)
44 X 4 1 4
Orc. Uruk-hai.

Peril. Toughness 1. Archery X.

X is the number of players at this stage.

When Revealed: Discard an ally you control.

...they had bows of yew, in length and shape like the bows of Men. –The Fellowship of the Ring

The Road Darkens (x3/x2)
33 1 3 1 3
Orc. Uruk-hai.

Surge. Toughness 1. Archery 1.

Uruk-hai Tracker gets +2 Attack against characters with 2 or fewer printed hit points.

Shadow: Discard a non-objective attachment you control.

The Road Darkens (x3/x2)
28 2 4 1 3
Orc. Uruk-hai.

Peril. Toughness 1.

When Revealed: Either choose a player to reveal an additional encounter card, or Uruk-hai Hunter makes an immediate attack against you.

"I fear that the Orcs may already be on this side of the water." –Aragorn, The Fellowship of the Ring

The Treason of Saruman (x1)
10 3 5 1 6
Orc. Uruk-hai.

Toughness 3. Cannot have attachments.

Allies cannot be declared as attackers or defenders against UglĂșk.

"I am UglĂșk. I command." –The Two Towers

The Treason of Saruman (x1)
40 4 3 4 5
Orc. Mordor.

Forced: After Grishn kh enters play, the first player attached 1 of the Captives to him. If Grishn kh is defeated, place the attached Captive faceup underneath To Isengard!

Forced: At the end of the quest phase, deal 1 damage to the attached Captive.

The Treason of Saruman (x3/x1)
38 2 4 2 5
Orc. Uruk-hai

Peril. Toughness 1. Archery 1.

When Revealed: Either increase the pursuit value by 3, or reveal an additional encounter card.

UglĂșk shouted, and a number of other Orcs of nearly his own size ran up. –The Two Towers

The Treason of Saruman (x4)
39 4 4 1 4
Orc. Uruk-hai.

Toughness 1. Archery 1.

Forced: After Soldier of Isengard attacks and destroys a character, place 1 progress on the current quest.

Shadow: Exhaust a character you control.

The Treason of Saruman (x2)
29 1 2 1 3
Orc.

Peril. Archery 1.

When Revealed: Either discard 1 random card from your hand, or reveal an encounter card.

Shadow: Until the end of the round, attacking enemy gets +2 Defense

The Treason of Saruman (x3/x2)
34 2 3 1 4
Orc. Uruk-hai

Peril. Toughness 1. Archery 2.

When Revealed: Either assign 3 damage among characters you control, or reveal an additional encounter card.

"Seldom will Orcs journey in the open under the sun, yet these have done so." –Legolas, The Two Towers

The Treason of Saruman (x3)
29 3 3 2 3
Orc. Uruk-hai

Toughness 2.

Forced: After Uruk-hai Fighter attacks and destroys a character, return it to the staging area.

Shadow: Discard a non-objective attachment you control.