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Scenario Encounter
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Resource Threat Engagement
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Trait Keyword Victory
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Player Encounter Quest
Region Archetype Age
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Results: 151 - 200 of 218 Cards
The Mountain of Fire (x2/x1)
5
5
Plains.

While Wall of Morannon is the active location, each enemy and location in the staging area is immune to player card effects.

Forced: After Wall of Morannon becomes of the active location, return each engaged enemy to the staging area.

...behind the Morannon were the tunnels and deep armouries that the servants of Mordor had made for the defence of the Black Gate...
–The Return of the King

The Mountain of Fire (x1)
99 4 6 5 11
Mordor.

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

Forced: After a player cancels a 'when revealed' effect, The Mouth of Sauron makes an immediate attack against that player.

The Lieutenant of the Tower of Barad–d–r he was...
–The Return of the King

The Mountain of Fire (x1)
X
9
Mordor.

Immune to player card effects. X is the tens digit of the first player's threat dial.

The players cannot travel here unless there is at least 20 progress on stage 3B.

Travel: Each player makes a Fortitude test. If a player fails this test, raise his threat by 9.

He raised his eyes with difficulty to the dark slopes of Mount Doom towering above him...
–The Return of the King

The Mountain of Fire (x1)
X
-
Mordor.

Immune to player card effects.

X is twice the stage number of the main quest.

Forced: After the players travel here, flip The Two Watchers to its enemy side and move it to the staging area.

They were like great figures seated upon thrones. Each had three joined bodies, and three heads facing outward, and inward, and across the gateway.
–The Return of the King

The Mountain of Fire (x1)
50 2 5 2 4
Mordor.

Immune to player card effects. Cannot be optionally engaged.

Forced: When The Two Watchers deals any amount of damage, cancel that damage and raise the defending player's threat by X instead. X is the amount of damage just canceled.

The Battle of Lake-town (x3)
40 7 5 9 20
Dragon.

Immune to player card effects.

When Revealed: Smaug the Mighty makes an immediate attack against each player (deal and resolve a shodow card for each attack).

The Battle of Lake-town (x3)
35 6 7 7 20
Dragon.

Immune to player card effects.

When Revealed: Resolve all burn damage from all locations in play

"My armour is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurrican, and my breath death!"—The Hobbit

The Battle of Lake-town (x3)
30 5 8 8 20
Dragon.

Immune to player card effects.

Excess damage from attacks by Smaug the Magnificent must be assigned to Lake-Town.

When Revealed: Move 3 damage from Smaug the Magnificent to Lake-Town.

The Battle of Lake-town (x4)
3
4
Lake-town.

Burn 1.

All locations are immune to player card effects.

Shadow: Attacking enemy gets +2 Attack. Then, it make an additional attack after this one.

The Stone of Erech (x1)
X
6
Blackroot Vale.

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

While The Stone of Erech is that active location, characters with less than 2Willpower cannot ready.

Travel: Exhaust each character with less than 2Willpower

The Old Forest (x1)
50 3 5 4 12
Tree.

Indestructible. Immune to player card effects.

Forced: When Old Man Willow attacks, discard a random location from the victory display. The defending player raises his threat by X, where X is that location's victory point value.

The Old Forest (x1)
1
5
Forest. River.

Immune to player card effects.

The player cannot win the game while Withywindle is in play.

While Withywindle is the active location, the first player reveals 1 additional encounter card during the quest phase.

"The Withywindle valley is said to be the queerest part of the whole wood..." –Merry, The Fellowship of the Ring

The Ruins of Belegost (x1)
20 X 7 5 20
Dragon.

Immune to player card effects, Cannot take damage.

X is the number of resources on Stalking the Ruins.

Forced: When Naurlhûg makes an attack, the defending player assigns X damage among characters he controls.

The Ruins of Belegost (x1)
4
6
Underground.

Discover 5.

Immune to player card effects.

Forced: When Naurlhûg’s Lair is explored, add the Loot objective from underneath Stalking the Ruins to the staging area faceup.

Travel: Place X resources on Stalking the Ruins where X is the number of players.

Fog on the Barrow-downs (x1)
3
3
Ruins. Downs.

Immune to player card effects.

Travel: Each player searches the encounter deck and discard pile for a Wight enemy and puts it into play engaged with him. Shuffle the encounter deck.

It was shapeless and yet significant: like a landmark, or a guarding finger, or more like a warning.
–The Fellowship of the Ring

Fog on the Barrow-downs (x1)
4
4
Ruins. Downs.

Immune to player card effects.

Travel: The first player searches the encounter deck, discard pile and victory display a Great Barrow and adds it to the staging area. Shuffle the encounter deck.

He had passed between them almost before he was aware: and even as he did so darkness seemed to fall round him. –The Fellowship of the Ring

Fog on the Barrow-downs (x5/x3)
1
1
Ruins. Downs.

Peril.

Immune to player card effects. The players cannot travel here.

Forced: After Great Barrow enters the staging area, remove each character you control from the quest and create your own staging area. Then advance to a separate stage 4A by yourself.

Murder at the Prancing Pony (x1)
5
5
Hideout.

Immune to player card effects.

While Bill Ferny’s House is in the victory display, each Suspect, and each shadow card dealt to a Suspect, is immune to player card effects.

Travel: Search the encounter deck, discard pile and victory display for Bill Ferny and add him to the staging area. Shuffle the encounter deck.


Murder at the Prancing Pony (x1)
5
5
Hideout.

Immune to player card effects.

While Staddle Hiding Hole is in the victory display, each player not engaged with a Suspect cannot declare attackers against that Suspect.

Travel: Search the encounter deck and discard pile for a Greenway Footpad, reveal it, and add it to the staging area. Shuffle the encounter deck.

Murder at the Prancing Pony (x1)
5
5
Hideout.

Immune to player card effects.

While Combe Storehouse is in the victory display, each Suspect gains:

Forced: After this enemy engages a player, it makes an immediate attack.

Travel: Search the encounter deck and discard pile for a Lawless Ruffian and add it to the staging area. Shuffle the encounter deck.

Murder at the Prancing Pony (x1)
5
5
Hideout.

Immune to player card effects.

While Archet Trading Post is in the victory display, each Suspect cannot take more than 5 damage each round.

Travel: Search the encounter deck and discard pile for a Bree-land Informant and add it to the staging area. Shuffle the encounter deck.

Murder at the Prancing Pony (x1)
5
5
Hideout.

Immune to player card effects.

While Chetwood Campsite is in the victory display, each Suspect gets +1 Threat, +1 Attack, and +1 Defense.

Travel: Search the encounter deck and discard pile for a Chetwood Outlaw and add it to the staging area. Shuffle the encounter deck.

The Siege of Annúminas (x1)
0 4 6 4 9
Angmar. Sorcerer.

Immune to player card effects.

Lieutenant of Angmar cannot take damage unless there is at least 10 progress on the main quest.

Forced: At the end of the round, Lieutenant of Angmar moves to the staging area with the lowest total Threat and makes an immediate attack against the first player.

The Siege of Annúminas (x1)
X
5
Siege.

X is 1 more than the number of resources on Battering Ram. Immune to player card effects.

Forced: At the end of the round, place 1 resource on Battering Ram. Then, deal X damage to Annúminas.

Travel: Reveal 1 encounter card per player to travel here.

The Siege of Annúminas (x1)
5
5
Siege.

Immune to player card effects.

Forced: At the end of the round, if Enemy Camp is in play, discard 1 random facedown hero from under each stage 3. If Enemy Camp is in the victory display, return each hero under each stage 3 to its owner's control instead.

Travel: Reveal 1 encounter card per player to travel here.

The Siege of Annúminas (x1)
5
5
Siege.

Immune to player card effects.

Forced: At the end of the round, each team discards from the top of their encounter deck until an enemy is discarded and adds that enemy to their staging area.

Travel: Reveal 1 encounter card per player to travel here.

The Siege of Annúminas (x3)
50 4 9 4 12
Orc.

Archery 2.

Immune to player card effects.

Forced: After Host of Angmar attacks and destroys a character, either remove 2 progress from the main quest, or return Host of Angmar to the staging area.

The Siege of Annúminas (x3)
3
4
Arnor. City.

Immune to player card effects.

Forced: At the end of the round, place 1 resource on City Wall. Then, if there are 3 resources here, discard City Wall to deal 4 damage to Annúminas and reveal an encounter card.

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

Attack on Dol Guldur (x1)
45 3 5 3 9
Lieutenant. Troll. Olog-hai.

Indestructible. Immune to player card effects.

Forced: When Bane of Amon Lanc attacks you, discard a random card from your hand. Bane of Amon Lanc gets +XAttack for this attack, where X is that card's printed cost.

Attack on Dol Guldur (x1)
45 3 6 2 9
Lieutenant. Sorcerer.

Indestructible. Immune to player card effects.

Forced: When Sorcerer of Dol Guldur attacks you, discard the top card of your deck. Then, discard each copy of that card from play.

"A great kind and sorcerer he was of old, and now he wields a deadly fear."
–Gandalf, The Fellowship of the Ring

Attack on Dol Guldur (x1)
45 3 3 4 8
Lieutenant. Orc. Uruk.

Indestructible. Immune to player card effects.

Forced: When Chieftain Morlug attacks you, discard cards from the top of the encounter deck until an enemy is discarded and put it into play engaged with you.

The Wizard's Quest (x1)
1
1
Forest. Village.

Immune to player card effects.

Response: After the players travel to Rhosgobel, add 1 resource to each hero's pool and each player draws 1 card.

The Wizard's Quest (x1)
50 X 6 3 10
Nazgûl.

Immune to player card effects.

X is 1 more than the stage number of the main quest.

Cannot leave the staging area unless the players are at stage 3B.

The Woodland Realm (x1)
1
1
Forest.

Immune to player card effects.

Travel: The opposing team searches the encounter deck and discard pile for a 0 cost enemy and adds it to the staging area, if able (1 cost or less if there are two or more players). Shuffle the encounter deck.

The Woodland Realm (x1) 5

When Revealed: The opposing team attaches Driven by Shadow to an enemy and returns it to the staging area. (Counts as a Condition attachment with the text: "Limit 1 per enemy. Attached enemy gets +2 Threat +2 Attack +2 Defense and is immune to player card effects.") If there is no enemy in play, Driven by Shadow gains surge.

The Mines of Moria (x1)
50 2 4 1 4
Creature.

Immune to player card effects.

Cannot be optionally engaged.

The Watcher gets +2 Threat and +4 hit points per player.

The Mines of Moria (x1)
X
5
Underground.

X is 1 more than the stage number of the main quest.

Immune to player card effects.

The players cannot travel here unless they are at stage 3B.

Travel: Each player discards 1 random card from his hand.

The Mines of Moria (x2) 4

When Revealed: The opposing team attaches Denizen of the Deep to a non-unique enemy and returns it to the staging area. If there are no non-unique enemies in play, Denizens of the Deep gains surge. (Counts as Condition attachment with the text: "Attached enemy gets +1 Threat +1 Attack +1 Defense and is immune to player card effects.)

The Mines of Moria Preorder Promotion (x1)
50 2 4 1 4
Creature.

Immune to player card effects.

Cannot be optionally engaged.

The Watcher gets +2 Threat and +4 hit points per player.

The Mines of Moria Preorder Promotion (x1)
X
5
Underground.

X is 1 more than the stage number of the main quest.

Immune to player card effects.

The players cannot travel here unless they are at stage 3B.

Travel: Each player discards 1 random card from his hand.

Escape from Khazad-dûm (x1)
1
1
Underground.

Immune to player card effects.

Travel: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (cost 2 or less instead if there are 2 or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

Escape from Khazad-dûm (x2) 26

When Revealed: The opposing team attaches Vast and Intricate to a non-unique location in the staging area. If there are no non-unique locations in the staging area, Vast and Intricate gains surge. (Counts as a Condition attachment with the text: "Attached location gets +2 Threat and is immune to player card effects.")

The Hunt for the Dreadnaught (x1)
0 4 7 4 *
Corsair. Ship. Elite.

Archery 1Per Player. Immune to player card effects. Cannot take more than 5Per Player damage each round.

*The Dreadnaught has global hit point value (15 hit points for each player among all groups).

Forced: At the end of the round if the Dreadnaught has less than half of its starting hit pints, flip it over.

Able to fight numerous ships at once with its ramming prow and bllistae, the Dreadnaught's potency is truly unparalleled.

The Hunt for the Dreadnaught (x1)
0 3 5 3 *
Corsair. Ship. Damaged.

Massive. Immune to player card effects. Cannot take more than 5 Per Player damage each round.

*The Dreadnaught has a global hit point value of 15 per player among all groups.

Forced: After the Dreadnaught flips, each player puts 1 set-aside unique Corsair enemy into play at random engaged with them.

With the Dreadnaught weakened and in peril, its enraged crew begins boarding your ship in a final attempt to sieze victory.

The Hunt for the Dreadnaught (x1)
31 3 8 5 7
Corsair. Pillager. Elite.

Immune to player card effects. Pillage 8.

Engaged player cannot attack the Dreadnaught.

Forced: At the end of the combat phase, if engaged player has no cards in their deck, that player is eliminated from the game.

The Hunt for the Dreadnaught (x1)
39 5 5 2 9
Corsair. Elite.

Immune to player card effects.

Engaged player cannot attack the Dreadnaught.

Forced: After Commander of the Dreadnaught attacks you, the Dreadnaught attacks you.

If the Dreadnaught is fated to go under, its commander will surely try to take his foes down with it.

The Hunt for the Dreadnaught (x1)
42 1 3 2 5
Corsair. Elite.

Immune to player card effects.

Engaged player cannot attack the Dreadnaught.

Forced: After Descendant of Castamir engages you, put the top 2 cards of the Corsair deck into play engaged with you and deal each of them 1 shadow card.

The Hunt for the Dreadnaught (x1)
34 2 6 1 8
Corsair. Elite.

Immune to player card effects. No more than 1 character can attack Ophidian each round.

Engaged player cannot attack the Dreadnaught.

Forced: When a character defends against Ophidian, deal 2 damage to that character.

The Hunt for the Dreadnaught (x1)
35 6 7 3 6
Corsair. Elite.

Archery 3. Immune to player card effects.

Engaged player cannot attack the Dreadnaught.

For each point of excess combat damage dealt by Varjax, defending player deals 1 damage to a Ship they control.

The Hunt for the Dreadnaught (x1)
28 3 4 4 6
Corsair. Ship.

Boarding 1. Immune to player card effects.

Response: After Corsair Skirmisher is destroyed as an enemy, the engaged player may discard allies they control with a total of at least 3Willpower to take control of Corsair Skirmisher as a ship-objective withWillpower equal to itsThreat (It loses the ship-enemy card type and gaines the ship-objective card type).