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Trait Keyword Victory
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Player Encounter Quest
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Results: 851 - 900 of 3044 Cards
The Voice of Isengard (x1)
1
1
River.

Immune to player card effects.

While The Islet is the active location, each Dunland enemy in play gets +1 Threat.

There were three lines of flat stepping–stones across the stream, and between them fords for horses, that went from either brink to a bare eyot in the midst. –The Two Towers

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)
2
2
Road.

While any player has 3 or more cards in hand, The King’s Road gets +3 quest points.

While any player has 5 or more cards in hand, The King’s Road gains:

When faced with the option to travel, the players must travel to The King's Road if able.
The Voice of Isengard (x4/x2)
2
3
Valley.

While Gap of Rohan is in the staging area, Dunland enemies get +1 Attack

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, remove 1 time counter from the current quest.

The Voice of Isengard (x2/x1)

When Revealed: Each player draws a card. Each player raises his threat by 1 for each card in his hand.

Shadow: Defending player discards an attachment he controls (each attachment he controls instead if this attack is undefended).

The Voice of Isengard (x1/x0)

When Revealed: Each player must choose: Either remove 1 time counter from the current quest, or search the encounter deck and discard pile for a Dunland enemy, reveal it, and add it to the staging area. Shuffle the encounter deck. If any player has 5 or more cards in hand, this effect cannot be canceled.

The Voice of Isengard (x2)

When Revealed: The first player draws this card into his hand. Ill Tidings cannot leave that player's hand. Then, if the first player has 5 or more cards in his hand, Ill Tidings gains Surge.

"Troubles follow you like crows, and ever the oftener the wrose." –Gríma, The Two Towers

The Voice of Isengard (x1)
1 4 7 4 8
Orc. Uruk.

Cannot have attachments.

Forced: After Mugash is defeated, the first player attaches him to a hero he controls and exhausts that hero. Counts as a Captive attachment with the text:

Attached hero cannot ready. If attached hero leaves play, the players lose the game.
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 Voice of Isengard (x3)
30 3 5 3 5
Orc.

Forced: When Methedras Orc attacks, the defending player shuffles 1 random card from his hand into his out-of-play deck.

Shadow: If this attack destroys a character, remove 1 time counter from the current quest.

The Voice of Isengard (x4)
2
3
Mountain.

While Methedras is the active location, each location in the staging area gets +1 Threat

Forced: When Methedras leaves play as an explored location, each player Searches 3.

Beyond there glimmered far away, as if floating on a grey cloud, the white head of tall Methedras, the last peak of the Misty Mountains. –The Two Towers

The Voice of Isengard (x3)
3
4
Mountain. Cave.

Forced: After Orc Cave leaves play as an explored location, the first player Searches 5.

Travel: Discard the top X cards of the encounter deck to travel here. X is the number of players in the game. Add each Orc enemy discarded this way to the staging area.

The Voice of Isengard (x2)
4
2
Mountain. Cave.

Forced: At the beginning of the encounter phase, reveal the top card of each player's out-of-play deck. Add each revealed enemy to the staging area and discard the rest.

Shadow: Defending player discards an attachment he controls.

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 Voice of Isengard (x1)
Orc. Uruk.

Guarded.

Action: Exhaust a hero to claim this objective when it is free of encounters. Attach Mugash to that hero.

Forced: After attached hero takes damage, return Mugash to the top of the encounter deck.

The Voice of Isengard (x1)
2
2
Forest.

Immune to player card effects.

Travel: Search the encounter deck and discard pile for a Huorn enemy and add it to the staging area to travel here (2 Huorn enemies instead if there are 3 or more players in the game).

"...we are on the very edge of Fangorn, and it is perilous to touch the trees of that wood, it is said."
–Aragorn, The Two Towers

The Voice of Isengard (x4/x3)
1 2 4 4 5
Huorn.

Hinder.

Cannot have attachments.

Forced: At the beginning of each resource phase, the engaged player must raise his threat by 2.

"There is a great power in them, and they seem able to wrap themselves in shadow..." –Merry, The Two Towers

The Voice of Isengard (x3/x2)
38 3 5 4 8
Huorn.

Hinder.

Cannot have attachments.

Forced: At the beginning of each resource phase, Angry Huorn attacks the engaged player.

"I should be terrified of meeting them, if there were no true Ents about to look after them." –Merry, The Two Towers

The Voice of Isengard (x3/x2)
34 2 3 4 6
Huorn.

Hinder.

Cannot have attachments.

Forced: At the beginning of each resource phase, the engaged player must deal 3 damage to a character he controls.

"We could not see them, of course, but the whole air was full of creaking." –Merry, The Two Towers

The Voice of Isengard (x3)
3
3
Forest.

While Heart of Fangorn is in the staging area, each player cannot refresh more than 5 characters during the refresh phase.

Attacking enemy makes an additional attack after this one.

The Voice of Isengard (x4/x1)

When Revealed: Each Huorn enemy engaged with a player makes an immediate attack. If no attack was made as a result of this effect, each player must search encounter deck and discard pile for a Huorn enemy and pit it into play engaged with him. This effect cannot be canceled.

The Voice of Isengard (x3)
33 3 4 2 4
Orc.

Forced: After Orc Skirmisher engages a player, that player must either deal 3 damage to a character he controls, or remove 1 time counter from the current quest.

Shadow: Attacking enemy gets +1 Attack.

The Voice of Isengard (x3/x1)
35 2 3 1 3
Orc.

When Revealed: Either reveal an additional encounter card, or remove 1 time counter from the current quest.

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

The Voice of Isengard (x2/x1)
20 1 2 1 2
Creature.

Surge.

Forced: After Orc Hound engages a player, that player must exhaust a character he controls.

The Voice of Isengard (x2)

When Revealed: Deal each Orc enemy in play a shadow card. Each Orc enemy gets -15 engagement cost until the end of the round. If there are no Orc enemies in the staging area, Orc Hunting Party gains Surge.

'The scouts have come back at last,' said an Orc close at hand. –The Two Towers

The Voice of Isengard (x3)
30 1 2 3 3
Dunland.

While any player has 3 or more cards in hand, Dunland Prowler gains Surge.

While any player has 5 or more cards in hand, Dunland Prowler gets +1 Threat.

...the wild men of the Dunland fells. –The Two Towers

The Voice of Isengard (x2)
33 2 1 2 4
Dunland.

While engaged with a player, Dunlending Bandit gets +1 Attack for each card in that player's hand.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending player has at least 3 cards in his hand).

The Voice of Isengard (x2/x0)
35 3 5 3 5
Dunland.

Forced: After Dunland Raider engages a player, that player must deal X damage divided among characters he controls where X equals the number of cards in his hand.

Shadow: Discard an attachment you control.

The Voice of Isengard (x2/x1)

Surge.

When Revealed: Attach to the current quest. Counts as a Condition attachment with the text:

Forced: After a player draws an number of cards, raise his threat by 1.

"They hate us, and they are glad; for our doom seems certain to them." –Gamling, The Two Towers

The Voice of Isengard (x2)
37 0 4 2 3
Dunland.

When Revealed: Each player draws a card.

Forced: After a player draws any number of cards, Dunland Tribesman gets +1 Threat until the end of the round.

Shadow: Attacking enemy gets +1 Attack.

The Voice of Isengard (x2/x0)
35 3 5 3 6
Dunland.

Forced: After Dunland Chieftain engages a player, discard X cards from the top of the encounter deck where X is the number of cards in the engages player's hand. Put the topmost Dunland enemy discarded this way into play engaged with that player.

The Voice of Isengard (x3)
25 2 2 1 4
Dunland.

Forced: After the engaged player draws any number of cards. Dunland Berserker makes an immediate attack.

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

The Voice of Isengard (x2/x1)

Surge.

When Revealed: Attach to the current quest. Counts as a Condition attachment with the text:

Forced: After a player draws any number of cards, that player deals 1 damage to a character he controls.

"I looked on the hillmen and they seemed over large for me..." –Gimli, The Two Towers

The Voice of Isengard (x3/x1)
2
5
Forest.

While Ancient Forest is in the staging area, each Forest location in the staging area gets +1 Threat and +3 quest points. This ability does not stack with other copies of Ancient Forest.

Shadow: Defending player exhausts a character he controls.

The Voice of Isengard (x3)
2
4
Forest.

While Tangled Woods is in the staging area, each Forest location in plays gains:

Travel: Exhaust a hero to travel here.

This ability does not stack with other copies of Tangled Woods.

The forest was dark and close. –The Two Towers

The Voice of Isengard (x3)

When Revealed: Either remove 1 time counter from a card in play, or return the active location to the staging area.

Shadow: If this attack is undefended, return the active location to the staging area.

The Voice of Isengard (x3)
28 3 1 1 3
Creature.

While engaged with a player, Prowling Wolf gets +1 Attack for each location in the staging area.

Shadow: Defending player exhausts a character he controls.

The Voice of Isengard (x3)
2
6
Highlands.

While Broken Lands is in the staging area, progress cannot be placed on locations in the staging area.

Shadow: Attacking enemy gets +1 Attack for each location in the staging area.

The Voice of Isengard (x3/x2)

Surge.

When Revealed: Either deal 1 damage to each exhausted character, or remove 1 time counter from the current quest.

Out of the darkness arrows whistled. –The Two Towers

The Voice of Isengard (x3/x2)

When Revealed: Each player must assign X damage among characters he controls, where X is the number of characters he controls.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character is undamaged.)

The Voice of Isengard (x2)

Surge.

When Revealed: Attach to a location in play. Counts as a Condition attachment with the text:

Limit 1 per location. Attached location gets +2 quest points and gains: 'Forced: Remove an additional time counter from the current quest at the end of each refresh phase, if able.'
The Voice of Isengard (x2/x1)

When Revealed: Remove a hero from the quest and attach In Need of Rest to that hero. Counts as a Condition attachment with the text:

Limit 1 per hero. Forced: After a time counter is removed from the current quest, attached hero takes 1 damage.

I have just about enough strength left to find some hole away up there. And then I must rest a little.
–Frodo, The Return of the King

The Dunland Trap (x1)
50 3 5 3 5
Dunland. Boar Clan.

Cannot have attachments. Cannot leave play.

Chief Turch engages the first player.

Forced: After an enemy engages a player, remove 1 time counter from the current quest.

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 Dunland Trap (x1)
1
4
Road.

Forced: At the end of the refresh phase, remove 1 time counter from the current quest.

After some miles, however, the road ceased to roll up and down... –The Fellowship of the Ring

The Dunland Trap (x3/x2)
28 3 0 0 5
Dunland. Boar Clan.

Boar Clan Stalker gets +1 Attack and +1 Defense for each resource token on it (limit +4).

Forced: After the engaged player draws any number of cards, put a resource token on Boar Clan Stalker.

The Dunland Trap (x4)
20 2 3 1 4
Dunland. Boar Clan.

Forced: After the engaged player draws any number of cards, deal Boar Clan Warrior a shadow card.

Shadow: Attacking enemy gets +1 Attack for each shadow card on it.

The Dunland Trap (x2/x1)
X
4
Enedwaith. Hills.

Surge.

X is the number of resource tokens on this card.

Forced: After a player draws any number of cards, place 1 resource token here.

The Dunland Trap (x4/x2)
2
3
Enedwaith. Hills.

While Hills of Dunland is in the staging area, it gains:

Forced: After a player draws any number of cards, discard the top card of the encounter deck. If the discarded card is a Dunland enemy, put it into play engaged with that player. This ability does not stack with other copies of Hills of Dunland.

Travel: Each player draws a card to travel here.

The Dunland Trap (x3)
2
2
Enedwaith. Plains.

While Plains of Enedwaith is the active location, players do not draw a card during the resource phase.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if undefended).