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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
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Results: 1001 - 1050 of 3044 Cards
The Lost Realm (x1)
4

Each Orc enemy gets +1 Threat +1 Attack and +1 Defense.

When Revealed: Each player must search the encounter deck and discard pile for an Orc enemy and put it into play engaged with him. Shuffle the encounter deck.

Several Orcs spring upon you from their hiding place! Their surprise attack puts you on the defensive. You must fight to gain the upper hand.


The Lost Realm (x3)
2
3
Arnor.

If the current quest is a side quest, Rugged Country gets +2 Threat.

Shadow: Attacking enemy gets +1 Attack for each quest card in play.

The Lost Realm (x2/x1)
X
5
Arnor. Hills.

X is the number of quest cards in play.

While there is only 1 quest card in play, Shrouded Hills gains Surge.

As the sun rose and passed noon they glimpsed far off in the east the grey–green lines of the Downs... –The Fellowship of the Ring

The Lost Realm (x2/x1)

Doomed 2.

When Revealed: Either search the encounter deck and discard pile for an encounter side quest and reveal it, or choose a different quest card in play to be the current quest until the end of the phase. Shuffle the encounter deck.

"But often I must put mirth aside." –Aragorn, The Fellowship of the Ring

The Lost Realm (x2/x1)

When Revealed: Reveal 1 encounter card for each quest card in play.

Shadow: Defending player discards 1 attachment for each quest card in play.

The Lost Realm (x1)
4

You've lost your way in the vastness of Arnor. You must search around until you find your trail again.

When Revealed: Each player places all cards in his hand facedown underneath Lost in the Wilderness.

Forced: When Lost in the Wilderness is defeated, return each card underneath it to its owner's hand.


The Lost Realm (x3/x2)
Weather.

When Revealed: Assign X damage among characters commited to the quest. X is the number of characters committed to the quest.

Shadow: Deal 1 damage to the defending character.

The Lost Realm (x2/x1)
Weather.

Doomed 2.

When Revealed: Remove each damaged character from the quest.

Shadow: Attacking enemy gets +1 Attack for each damaged character the defending player controls.

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 Lost Realm (x1)
6

Surge.

Characters cannot be healed.

Response: After Make Camp is defeated, each player heals up to 3 damage from a hero he controls.

Your companions are exhausted from tireless effort, but you must find a safe place to make camp before you can tend to their needs.


The Lost Realm (x3/x2)
2
3
Arnor. Ruins.

Forced: After the "when revealed" effect of a treachery card is canceled, raise each player's threat by 2.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, the defending player raises his threat by 2.

The Lost Realm (x2)
3
2
Arnor. Ruins.

Forced: When Ancient Causeway is explored, raise each player's threat by 2.

...on either side of it there were lines of large boulders and hewn stones that screened the travellers almost like a hedge. –The Fellowship of the Ring

The Lost Realm (x2)

When Revealed: Raise each player's threat by the Threat of the active location.

Shadow: Defending player either raise his threat 3, or this attack is considered undefended.

The Lost Realm (x1)
8

Your enemies lurk somewhere in the decrepit ruins around you: a constant threat until you search them out...

Surge.

Forced: At the end of the refresh phase, raise each player's threat by 2.

Response: After Search the Ruins is defeated, reduce each player's threat by 3.


The Lost Realm (x2/x1)
33 3 4 2 3
Undead.

Forced: After Dead Lord engages you, put the topmost Undead enemy in the discard pile into play engaged with you.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, reveal 1 encounter card.

The Lost Realm (x5/x4)
27 1 3 1 2
Undead.

When Revealed: Put each copy of Cursed Dead in the discard pile into play in the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if there is a copy of the defending character in its owner's discard pile).

The Lost Realm (x2/x1)

When Revealed: Each Undead enemy gets +1 Threat +1 Attack and +1 Defense until the end of the round. If there are no Undead enemies in play, Restless Evil gains Surge.

Shadow: Each Undead enemy engaged with you gets +1 Attack and +1 Defense until the end of the round.

The Lost Realm (x1)
6

Surge.

Forced: At the end of the refresh phase, discard the top 3 cards of the encounter deck. Return the topmost Undead enemy in the encounter discard pile to the staging area.

The undead keep rising from the grave. For each one that you strike down, another takes its place. You must do something to stem the tide...


The Lost Realm (x3/x2)
Sorcery.

When Revealed: Each player discards the top 3 cards of his deck. Until the end of the round, add 2 to the total Threat in the staging area for each different card type discarded this way.

Shadow: Defending player discards the top 3 cards of his deck. Attacking enemy gets +1 Attack for each different card type discarded this way.

The Lost Realm (x2/x1)
Sorcery.

Doomed 2.

When Revealed: Each player discards each ally he controls that has the same title as a card in his discard pile.

The Lost Realm (x3/x1)
Sorcery.

Surge.

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

When a player plays a card, increase its cost by 1 if there is a card that has the same title in its owner's discard pile.

"Earth, air and water all seem accursed. But so our path is laid." –Frodo, The Two Towers

The Lost Realm (x1)
8

Surge.

Cards in each player's discard pile cannot leave that player's discard pile by player card effect.

Forced: After this stage is defeated, each player shuffles the top 5 cards of his discard pile back into his deck.

You must uncover the source of this evil that sets its will against yours.


The Lost Realm (x1)
Mission.

Forced: After an enemy is defeated, place 1 resource token here. Then, if there are at least X resource tokens here, flip Hunting the Orcs and place each resource token that was on it on Savage Counter-attack. X is 3 more than the number of players in the game.

The Lost Realm (x1)
Mission.

Forced: After Savage Counter-attack enters play, advance to stage 2A.

Forced: After an enemy attacks and destroys a character, discard 1 resource token from Savage Counter-attack.

If there are no resource tokens here, the players lose the game.

The Wastes of Eriador (x1)
Time.

It is Day. Enemies do not make engagement checks.

Forced: When it becomes Day, return each enemy in play to the staging area.

Forced: At the end of the round, flip this objective.

The Wastes of Eriador (x1)
Time.

It is Night. Progress cannot be placed quest cards. Encounter card effects cannot be canceled.

Forced: When it becomes Night, reveal an encounter card.

Forced: At the end of the round, flip this objective.

The Wastes of Eriador (x1)
1 3 3 3
Dúnedain. Ranger. Warrior.

Response: After an enemy engages a player, give control of Amarthiúl to that player.

If Amarthiúl leaves play, the players lose the game.

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 Wastes of Eriador (x4/x3)
30 2 3 1 4
Creature. Warg.

When Revealed: Each Warg enemy gets +1 Threat until the end of the phase.

Shadow: After this attack, attacking enemy engages the next player, then makes an immediate attack (deal a new shadow card for that attack).

The Wastes of Eriador (x2/x1)
35 2 4 2 5
Creature. Warg.

While Blood-thirsty Warg is in the staging area, it gains:

Forced: When it becomes Night, Blood-thirsty Warg engages the first player and makes an immediate attack.

The wold snarled and sprang towards them with a great leap.
–The Fellowship of the Ring

The Wastes of Eriador (x2/x1)
40 3 6 3 6
Creature. Warg.

Cannot have attachments.

While a player is making an engagement check against Hunting Pack, it gets -1 engagement cost for each damaged character that player controls.

"...who now will wish to journey south by night with the wild wolves on his tail?" –Gandalf, The Fellowship of the Ring

The Wastes of Eriador (x3)
20 2 2 3 3
Creature. Warg.

Forced: After White Warg engages you, deal 1 damage to a character you control (2 damage instead if it is Night).

Shadow: If it is Night, attacking enemy makes an additional attack after this one.

The Wastes of Eriador (x3/x2)
25 1 2 1 3
Creature. Warg.

Surge.

While it is Night, Wolf of Angmar gets +2 Attack

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

The Wastes of Eriador (x2/x1)
3
5
Arnor. Plains.

While Eriador Wastes is in the staging area, no more than 5 progress can be placed on the current quest each round.

Travel: The first player engages a Warg enemy in the staging area and deals it a shadow card.

"...the long leagues of Eriador still lie before us." –Aragorn, The Fellowship of the Ring

The Wastes of Eriador (x2/x1)
4
1
Arnor.

Immune to player card effects.

Travel: The first player searches the encounter deck and discard pile for a Warg enemy, reveals it, and puts it into play engages with him. Shuffle the encounter deck.

The howling of the wolves was now all around them... –The Fellowship of the Ring

The Wastes of Eriador (x3)
1
4
Arnor. Hills.

While it is Night, North Downs gets +2 Threat.

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

The Wastes of Eriador (x2/x1)
Weather.

When Revealed: If it is Night, raise each player's threat by 4. If it is Day, flip the Time objective to Nightfall.

Shadow: Put the topmost Warg enemy from the discard pile into play engaged with you and deal it a shadow card.

The Wastes of Eriador (x3/x2)

When Revealed: Each player must choose: either discard the highest cost ally he controls, or search the encounter deck and discard pile for a Warg enemy, reveal it, and add it to the staging area. Shuffle the encounter deck.

Shadow: Exhaust a character you control.

Escape from Mount Gram (x1)
44 3 5 3 8
Goblin. Orc.

Forced: After 1 or more captured cards are rescued, Jailor Gornákh engages the player with the highest threat and makes an immediate attack.

"Come on now! We've talked enough. Let's go and have a look at the prisoner!"
–Shagrat, The Two Towers

Escape from Mount Gram (x1)
3
8
Mountain.

Immune to player card effects.

White Southern Gate is the active location, each Orc enemy gets +2 Attack.

Forced: When Southern Gate becomes the active location, each player with less than 35 threat must raise his threat to 35.

Escape from Mount Gram (x2)
36 2 3 2 3
Goblin. Orc.

Capture 1.

Forced: When Cruel Torturer would damage an ally by an attack, capture that ally underneath Cruel Torturer instead.

"You'll get bed and breakfast all right: more than you can stomach"
–Uglúk, The Two Towers

Escape from Mount Gram (x3)
16 1 2 1 2
Goblin. Orc.

Capture 1.

Response: After the captured card(s) underneath Dungeon Guard are rescued, the players may put 1 of them into play at no cost.

Escape from Mount Gram (x2/x0)
28 2 X 1 3
Goblin. Orc.

Capture 1.

X is the number of cards in play with 1 or more captured cards underneath them.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it has no captured cards underneath it).

Escape from Mount Gram (x4)
1
3
Underground.

Capture 1.

Response: After the players travel to Prison Cell, look at the captured card(s) underneath it and choose 1 to put into play at no cost. Place the other cards back underneath Prison Cell.

...goblins don't care who they catch, as long as it isa done smart and secret, and the prisoners are not able to defend themselves.
–The Hobbit

Escape from Mount Gram (x2)
3
2
Underground.

Capture 2.

Travel: Each player raises his threat by 3 to travel here.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending player's threat is 20 or higher).

Escape from Mount Gram (x2)
X
4
Underground.

Capture 1.

X is the number of captured cards underneath Tunnels of Mount Gram.

Shadow: Capture each attachment attached to the defending character underneath the attacking enemy.

Escape from Mount Gram (x2/x1)

Doomed 3.

When Revealed: Until the end of the round, each enemy gets -10 engagement cost and +1 Attack. If there are no enemies in play, search the encounter deck and discard pile for an enemy and add it to the staging area.

Escape from Mount Gram (x2)

When Revealed: Each player must either deal 1 damage to each exhausted character he controls, or remove each exhausted character he controls from the quest.

Shadow: Exhaust a character you control.

Escape from Mount Gram (x2/x1)

When Revealed: Each player chooses one of his allies and captures it underneath the encounter card with the highest Threat.

Shadow: If this attack would damage an ally, capture that ally underneath the attacking enemy instead.

Escape from Mount Gram (x2)

When Revealed: Each player discards the top card of his captured deck and raises his threat by that card's printed resource cost. If at least 1 player discarded no cards from this effect, Interrogation gains doomed 2

Shadow: Discard a random card from your hand and raise your threat by its printed cost.