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Resource Threat Engagement
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Text
Trait Keyword Victory
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Player Encounter Quest
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Results: 1 - 50 of 73 Cards
Revised Core Set (x1/x0)
40 3 4 1 7
Creature.

Forced: Each time Marsh Adder attacks you, raise your threat by 1.

Under the boughs of Mirkwood there was deadly strife of Elves and Men and fell beasts.
–The Fellowship of the Ring


Revised Core Set (x3/x1)
3
3
Marshland.

Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.

"On a time they took a boat and went down to the Gladden Fields, where there were great beds of iris and flowering reeds."
–Gandalf, The Fellowship of the Ring

The Dark of Mirkwood (x2)
3
6
Forest.

Travel: Reveal the top card of the encounter deck to travel here.

Response: When Goblin Trail leaves play as an explored location, place 6 progress on the current quest.

The Fellowship of the Ring (x1)
X
4
Bridge. River.

Immune to player card effects.

X is the number of players in the game.

Travel: The first player must reveal the top card of the burden deck and resolve that card as if it were just revealed from the encounter deck to travel here.

The Fellowship of the Ring (x1)
0
Item. Gift.

Setup: Attach to a hero in play.

Add Phial of Galadriel to the victory display and remove it from the campaign pool, to give each enemy engaged with you -4 Attack until the end of the round.

"May it be a light to you in dark places, when all other lights go out." –Galadriel, The Fellowship of the Ring


The Fellowship of the Ring (x1)
0
Item. Gift.

Setup: Attach to a hero in play.

Action: Add Three Golden Hairs to the victory display and remove it from the campaign pool, to lower each player's threat by 3. Then, each player draws 3 cards.

"...your hands shall flow with gold, and yet over you gold shall have no dominion." –Galadriel, The Fellowship of the Ring


The Fellowship of the Ring (x1)
0
Item. Gift.

Setup: Attach to a hero in play.

Action: Add LĂłrien Rope to the victory display, and remove it from the campaign pool to give each location in the staging area -2 Threat until the end of the phase.

"What a piece of luck you had that rope!" –Frodo, The Two Towers


The Fellowship of the Ring (x1)
0
Item. Gift.

Setup: Attach to a hero in play.

Action: Add Leaf-wrapped Lembas to the victory display, and remove it from the campaign pool, to ready all heroes in play.

Often in their hearts they thanked the lady of Lórien for the gift of lembas, for they could eat of it and find new strength even as they ran. –The Two Towers


The Two Towers (x3/x2)
3
4
Marsh.

Mire 3. Forced: When Evil-smelling Fens is discarded by the Mire keyword, deal 1 damage to each character.

Travel: Raise each player's threat by 1 to travel here.

Shadow: Deal 1 damage to defending character.

The Two Towers (x2)
3
7
Marsh.

Mire 5. Forced: When Stagnant Pools is discarded by the Mire keyword, raise each player's threat by 5.

Stagnant Pools gets +1 Threat for each mire token on it.

Travel: Exhaust Smeagol to travel here.

Mists curled and smoked from dark and noisome pools. The reek of them hung stifling in the still air. -The Two Towers

Core Set (x1/x0)
40 3 4 1 7
Creature.

Forced: Each time Marsh Adder attacks you, raise your threat by 1.

Under the boughs of Mirkwood there was deadly strife of Elves and Men and fell beasts.
–The Fellowship of the Ring


Core Set (x3/x1)
3
3
Marshland.

Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.

"On a time they took a boat and went down to the Gladden Fields, where there were great beds of iris and flowering reeds."
–Gandalf, The Fellowship of the Ring

Two-Player Limited Edition Starter (x2)
3
6
Forest.

Travel: Reveal the top card of the encounter deck to travel here.

Response: When Goblin Trail leaves play as an explored location, place 6 progress on the current quest.

The Hills of Emyn Muil (x2/x0)
4
2
Emyn Muil.

While The East Wall of Rohan is the active location, non-Rohan characters cost 2 additional matching resources to play.

The Hills of Emyn Muil (x2)
3
3
Emyn Muil.

Forced: After traveling to The North Stair, move the top card of the encounter discard pile to the staging area. Resolve any "when revealed" effects on that card.

The Hills of Emyn Muil (x2)
2
4
Emyn Muil.

While Rauros Falls is the active location, all characters must commit to the current quest during the quest phase.

Shadow: After this attack resolves, return attacking enemy to the staging area.

Khazad-dûm (x2/x0)
38 2 7 3 10
Troll.

Immune to ranged damage.

No attachments can be played on Great Cave-troll.

Khazad-dûm (x1/x0)
2
X
Underground. Hazard.

When Revealed: Immediately travel to Dreadful Gap. If another location is currently active, return it to the staging area.

X is the number of characters in play.

The Redhorn Gate (x1)
3
9
Mountain. Snow.

While Caradhras is the active location, questing characters get -1 Willpower.

Players cannot travel to Caradhras except by quest card effects.


The Watcher in the Water (x1)
2
-
Gate.

Progress tokens that would be placed on Doors of Durin are instead placed on the current quest card.

Action: Each player may discard any number of cards from his hand. Then, discard the top card of the encounter deck. If the first letter of the encounter card's title matches that of one of the discarded player cards, add Doors of Durin to your victory display. (Limit once per round.)

The Watcher in the Water (x1)
48 4 5 7 9
Creature. Tentacle.

Regenerate 2. While there is another Tentacle enemy in play, The Watcher cannot be optionally engaged.

If The Watcher is in the staging area at the end of the combat phase, each player must deal 3 damage to 1 character he controls.

Foundations of Stone (x3/x1)
40 4 X 4 X
Nameless.

Forced: After Elder Nameless Thing engages a player, attach the top 3 cards of that player's deck to it.

X is the printed cost of all attached cards on this card. If there are no cards attached, X is 4.

Heirs of Númenor (x1)
2
6
City.

If Alcaron’s Scroll is attached to a hero, The Leaping Fish gains:

Forced: At the beginning of the quest phase discard X cards from the top of the encounter deck where X is the number of players in the game. Add each enemy discarded by this effect to the staging area.

Heirs of Númenor (x1)
3
11
Cair Andros. Battleground.

If The Citadel has 11 or more damage, remove it from the game (do not collect its victory points).

Response: After The Citadel leaves play as an explored location, remove stage 4 from the quest deck, if able.

Heirs of Númenor (x1)
33 2 5 2 5
Mordor.

Allies cannot defend against Lieutenant of Mordor.

When Revealed: Resolve the "when revealed" effect on the topmost treachery card in the encounter discard pile, if able. This effect cannot be canceled.

The Blood of Gondor (x1)
35 X 5 3 5
Mordor.

X is the total number of hidden cards in the game.

Forced: At the end of the round, each player must raise his threat by 1 for each hiddien card in his play area.

The Blood of Gondor (x1)
X
2
Ithilien.

The current quest card gains Siege (and loses Battle).

X is the number of players in the game.

Travel: The first player must take 1 hidden card to travel here.

The Voice of Isengard (x3)
40 3 6 3 6
Orc. Uruk.

While a player controls a hero with Mugash attached, Mugash’s Guard engages that player.

Forced: After Mugash’s Guard destroys a character, if Mugash is attached to a hero, return Mugash to the staging area.

The Dunland Trap (x1)
4
6
Enedwaith. Hills. River.

Dunland enemies get +1 Attack and +1 Defense

...beyond them the green and tangled valley ran up into the long ravine between the dark arms of the mountains.
–The Two Towers

The Three Trials (x1)
50 1 4 4 10
Guardian. Boar.

Time 2.

Cannot have non-Key attachments.

Forced: After the last time counter is removed from Boar’s Guardian the engaged player must discard an ally he controls. Place 2 time counters on Boar’s Guardian.

The Three Trials (x1)
50 2 5 3 12
Guardian. Wolf.

Time 3.

Cannot have non-Key attachments.

Forced: After the last time counter is removed from Wolf’s Guardian it makes an immediate attack against the engaged player. Place 3 time counters on Wolf’s Guardian.

The Three Trials (x1)
50 3 3 5 8
Guardian. Raven.

Time 4.

Cannot have non-Key attachments.

Forced: After the last time counter is removed from Raven’s Guardian deal 1 damage to each character controlled by the engaged player. Place 4 time counters on Raven’s Guardian.

Celebrimbor's Secret (x1)
X
6
Ost-in-Edhil. Ruins

X is the number of players in the game. Immune to player card effects.

Travel: Remove 3 progress from the current quest to travel here.

If The Secret Chamber is placed underneath The Orcs’ Search, the players lose the game.

The Antlered Crown (x1)
15 4 5 5 9
Dunland. Raven Clan.

Cannot have attachments. While Raven Chief’s Camp is in play, Raven Chief cannot be damaged.

Forced: When Raven Chief attacks, remove 1 time counter from the active location, if able.

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 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 Wastes of Eriador (x1)
1 4 5 4 8
Creature. Warg.

Cannot have attachments.

Cannot be optionally engaged.

Forced: After Pack Leader engages you, exhaust a character you control for each Warg enemy engaged with you.

The Grey Havens (x1)
Stage
1 A

The Dream-chaser and her fleet depart from the Grey Havens, in search of the island from Calphon's dreams. Only a week out from the coast, the black sails of Corsair can be seen in pursuit!

Setup: Prepare the Corsair deck. Players prepare their fleet. Shuffle each stage 2 card in the quest deck so that their order is random, leaving stage 3 on the bottom. Search the encounter deck for 1 copy of Rolling Seas and 1 copy of Scouting Ship, and add them to the staging area. Shuffle the encounter deck.

1 B
8

Sailing.

While you are on-course (), each Ship objective gets +2 Willpower.

When this stage is defeated, if you are on course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top state of the quest deck.


The Grey Havens (x1)
Stage
2 A

Calphon squints at dark storm clouds on the horizon. "In my dream, the skies were dark and full of wrath... Perhaps the island lies within that squall?"
You hesitate. Guiding your ship into a deadly storm is foolish, at best... But what if he’s right?

When Revealed: Search the encounter deck and discard pile for 1 copy of Waterspout and add it to the staging area. Shuffle the encounter deck.

2 B
2

Sailing.

Forced: At the end of the quest phase, if you are off-course (, , or ), each player must distribute 5 damage among characters he controls.

When this stage is defeated, if you are on-course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.

The Grey Havens (x1)
Stage
2 A

After days of aimless travel at sea, a dark mist settles along the ocean's surface, obscuring your visibility and frightening your ships’ crew. "Wait," Calphon says, "this happened in my dream, too... I think if we find a way through this mist, we shall be one step closer to the island."

When Revealed: Search the encounter deck and discard pile for 1 copy of Fog Bank and add it to the staging area. Shuffle the encounter deck.

2 B
6

Sailing.

While you are off-course (, , or ), each non-Ship ally gets –2 Willpower.

When this stage is defeated, if you are on-course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.


The Grey Havens (x1)
Stage
2 A

Calphon bursts into one of the heroes’ quarters in the middle of the night, sweating profusely and breathing heavily. “I saw it again!” he cries. “It was the same island as before, only the sun was rising behind it, bathing the sky in orange. It must be to the east!” You can change course to follow Calphon’s vision, but you risk being discovered by the Corsairs chasing you...

When Revealed: Search the encounter deck and discard pile for 1 copy of Scouting Ship and add it to the staging area. Shuffle the encounter deck.

2 B
4

Sailing.

While you are off-course (, , or ), each Ship enemy gains Boarding 1.

When this stage is defeated, if you are on-course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.


The Grey Havens (x1)
Stage
2 A

Calphon recognizes a bright star in the night sky, pointing to it. "There! That star! I remember that star from my vision. I believe we must follow that star if we are to reach the island." Calphon’s guidance has led you this far. But none of your maps or almanacs make any mention of this bright star...

When Revealed: Search the encounter deck and discard pile for 1 copy of Starlit Sea and add it to the staging area. Shuffle the encounter deck.

2 B
4

Sailing.

While you are off-course (, , or ), each Ocean location gets +1 Threat.

When this stage is defeated, if you are on-course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.


The Grey Havens (x2)
3
3
Grey Havens. Ship.

Aflame 3.

Response: After Elven Wave-runner is added to the victory display, each player draws 1 card.

Shadow: If attacking enemy is a Raider, discard a card at random from your hand and place 1 resource on attacking enemy.


The Mûmakil (x4)
40 3 6 3 9
Creature.

Indestructible. Immune to player card effects.

Cannot take more tha 3 damage each round.

Forced: At the end of the round, the engaged player must choose: either return Wild Mûmak to the staging area, or it makes an immediate attack.

The Hobbit: Over Hill and Under Hill (x1)
23 3 5 2 10
Troll.

Players cannot play attachment cards on Troll enemies.

Forced: After Bert engages a player, sack 1.

Forced: Return Bert to the staging area at the end of the combat phase. The engaged player may raise his threat by 1 to cancel this effect.

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)
0
1 
Artifact. Erebor. Item.

Attach to a hero.

Action: Add Thror's Golden Cup to the victory display to draw 3 cards.

...the great golden cup of Thror, two–handed, hammered and carven with birds and flowers whose eyes and petals were of jewels... –The Hobbit

The Hobbit: On the Doorstep (x1)
2
2
Ruins. Valley.

Immune to player card effects.

Forced: Remove 2 progress from stage 3B at the end of each round, if able.

Travel: Spend 3 resources to travel here. (1 resource instead if stage 3B is the current quest.)

The Hobbit: On the Doorstep (x1)
2
2
Ruins. Mountain.

Immune to player card effects.

Forced: Remove 2 progress from stage 4B at the end of each round, if able.

Travel: Spend 3 resources to travel here. (1 resource instead if stage 4B is the current quest.)

The Hobbit: On the Doorstep (x1)
2
2
Ruins. Mountain.

Immune to player card effects.

Forced: Remove 2 progress from stage 2B at the end of each round, if able.

Travel: Spend 3 resources to travel here. (1 resource instead if stage 2B is the current quest.)