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Player Encounter Quest
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Results: 1051 - 1100 of 3044 Cards
Escape from Mount Gram (x1)
6

Capture 5. Time 4.

Forced: When the last time counter is removed from this quest, discard its captured cards and remove this quest from the game. Then, raise each player's threat by 3 for each of his characters that was discarded by this effect.

Several of your captured companions are being sent to the executioner's block. If you make it in time, you might be able to save them before they are slain!

Across the Ettenmoors (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.

Across the Ettenmoors (x1)
7
Ettenmoors. Cave.

Guarded. Safe.

Immune to player card effects.

Response: After you travel to Secluded Cave, each player draws 3 cards.

Across the Ettenmoors (x1)
3
Ettenmoors. River.

Guarded. Safe.

Immune to player card effects.

Response: After you travel to The Hoarwell, heal 1 damage from each character in play.

Across the Ettenmoors (x1)
1
Ettenmoors.

Guarded. Safe.

Immune to player card effects.

Response: After you travel to Abandoned Camp, each player may return 1 card from his discard pile to his hand.

Across the Ettenmoors (x1)
5
Ettenmoors. Forest.

Guarded. Safe.

Immune to player card effects.

Response: After you travel to Patch of Woods, each player adds 1 resource to each of his heroes' resource pools.

Across the Ettenmoors (x4)
36 1 2 3 6
Troll.

Savage Trollspawn gets +1 Attack for each damaged character the engaged player controls.

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

Across the Ettenmoors (x2/x0)
41 3 5 4 7
Giant.

Forced: After Coldfell Giant engages you, deal 1 damage to 3 different characters you control.

Shadow: If the defending character has at least 1 damage token on it, attacking enemy makes an additional attack after this one.

Across the Ettenmoors (x2/x0)
46 3 6 2 9
Troll.

For each excess point of combat damage dealt by Cruel Mountain-troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must remove 1 progress from each quest card in play.

Trolls were abroad, no longer dull–witted, but cunning...
–The Fellowship of the Ring

Across the Ettenmoors (x2)
31 2 4 1 12
Troll.

Ruthless Hill-troll gets +2 Attack and +2 Defense while it has 3 or more damage on it.

Shadow: Shuffle 1 location with the safe keyword (but not its attached encounter) back into the encounter deck.

Across the Ettenmoors (x2)
16 2 2 2 3
Goblin. Orc.

Damaged characters cannot be declared as attackers or defenders against Goblin Pursuer.

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

Across the Ettenmoors (x2)
1
6
Ettenmoors.

While Troll-fells is the active location, Weather cards gain doomed 1.

When Revealed: If Troll-fells is not revealed guarding a safe location, search the encounter deck and discard pile for a location with the safe keyword and attach it to Troll-fells, guarded. Shuffle the encounter deck.

Across the Ettenmoors (x2/x0)
2
4
Ettenmoors.

While Barren Moorland is in the staging area, it gains:

Forced: When an ally enters play, you must either exhaust it or deal 1 damage to it.

Travel: Deal 1 damage to each exhausted character.

Across the Ettenmoors (x2/x1)

When Revealed: Starting with the first player, each player must either engage an enemy in the staging area with a higher engagement cost than his threat, or search the encounter deck and discard pile for a Troll or Giant enemy and add it to the staging area. Deal each enemy that engages a player through this effect 2 shadow cards.

Across the Ettenmoors (x3)

When Revealed: Attach to an exhausted hero, or a ready hero is there are no exhausted heroes. Counts as a Condition attachment with the text:

Limit 1 per hero. Attached hero cannot ready and does not collect resources during the resource phase. Discard No Rest if the players travel to a safe location.
Across the Ettenmoors (x1)
8

Forced: At the end of the quest phase, if no progress was placed on Lie Low this round, each enemy gets -20 engagement cost until the end of the round.

Response: After this stage is defeated, choose an enemy in the staging area and shuffle it into the encounter deck.

Trolls and Giants have been pursuing you since your arrival in these moors. Your company must cover their tracks so the vile creatures do not follow.

Across the Ettenmoors (x1)
6

Forced: After 1 or more resources are spent from a hero's resource pool, deal 1 damage to that hero.

Response: After this stage is defeated, heal 1 damage from each hero.

What little rations you managed to recover after your imprisonment have run dry. If the Trolls or the cold doesn't kill you, starvation surely will. There must be some food to find in these barren hills.

Across the Ettenmoors (x1)
7

The cost to play each player card is increased by 1.

Forced: When this stage is defeated, search the encounter deck and discard pile for a Troll enemy and put it into play engaged with the player with the highest threat. Each player may play a card from his hand, at no cost.

You risk drawing the attention of nearby Trolls by venturing into their lair. Perhaps inside you can find supplies to help you get back to Rivendell...

The Treachery of Rhudaur (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 Treachery of Rhudaur (x1)
4
8
Ruins.
Forced: When The Great Hall is explored, each player discards the top 5 cards of the encounter deck and chooses an Undead enemy he discarded in this way to add to the staging area.
The Treachery of Rhudaur (x1)
1 4 6 4 9
Undead. Wraith.

Indestructible. Cannot have attachments.

Forced: After a treachery card with the Sorcery trait is revealed from the encounter deck, Thaurdir heals 3 damage and makes an immediate attack against the first player.

The Treachery of Rhudaur (x2)
23 2 3 3 5
Undead. Wight.

While the current quest has 1 or more progress on it, Wight of Rhudaur gains

UNRECOGNIZED TYPE: keywordkeyword

@surge}.

While the current quest has 0 progress on it, Wight of Rhudaur gains doomed 2.

...evil spirits out of Angmar and Rhudaur entered into the deserted mounds and dwelt there.
–The Return of the King

The Treachery of Rhudaur (x3/x2)
32 2 4 2 4
Undead. Wraith.

Forced: When Traitorous Wight engages a player, remove 2 progress from each quest card in play.

Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.

The Treachery of Rhudaur (x2)
2
6
Ruins.

While Forbidden Descent is in the staging area, the first 2 progress that would be placed on a quest each round must be placed on Forbidden Descent, instead.

Forced: If Forbidden Descent leaves play from the staging area, raise each player’s threat by 2.

The Treachery of Rhudaur (x2/x1)
5
4
Ruins.

Action: Raise your threat by 1 to reduce the Threat of Eerie Halls by 1 until the end of the phase. (Any player may trigger this action.)

Shadow: If the defending player does not control at least 1 Clue objective, the attacking enemy makes an additional attack after this one.

The Treachery of Rhudaur (x2/x0)
4
4
Ruins.

Any time the encounter deck runs out of cards, return the topmost Undead enemy in the encounter discard pile to the staging area before resetting the encounter deck.

Travel: Return the topmost Undead enemy in the encounter discard pile to the staging area.

"I am not sure that I like it: it has a – well, rather a barrow-wightish look."
–Merry, The Fellowship of the Ring

The Treachery of Rhudaur (x2)
1
3
Ruins.

While Decrepit Remains is in the staging area, each location and quest in the staging area gets +2 quest points.

Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.

The Treachery of Rhudaur (x2/x1)

Surge.

When Revealed: The first player must choose a new quest to be the current quest, if able.

Shadow: If the defending player does not control at least 1 Clue objective, this attack is considered undefended.

The Treachery of Rhudaur (x3/x1)
Sorcery.

When Revealed: Deal 1 damage to each exhausted character. Each player with a threat of 35 or higher must also discard each exhausted attachment he controls.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if the defending player does not control at least 1 Clue objective.)

The Treachery of Rhudaur (x3)
Sorcery.

When Revealed: Discard the top 3 cards of the encounter deck. The first player must either remove X progress from among the quests in play, or assign X damage among characters he controls. X is the total Threat of the discarded cards.

Shadow: If this attack destroys a character, raise your threat by the destroyed character's Willpower.

The Treachery of Rhudaur (x3)
Sorcery.

When Revealed: Each player must exhaust a character he controls. Attach Haunting Fog to the current quest. (Counts as a Condition attachment with the text: "Attached quest gets +6 quest points."

Fog still hung in veils upon the crumbling rock-wall...
–The Fellowship of the Ring

The Treachery of Rhudaur (x1)
16

While Quiet the Spirits is the current quest, each Undead enemy that enters play immediately engages the player with the highest threat. Enemies that engage a player from this effect contribute their Threat to the total Threat in the staging area until the end of the phase.

Forced: After an enemy is destroyed, place 2 progress on Quiet the Spirits.

When this quest is defeated, flip it over.

The Treachery of Rhudaur (x1)
Clue.

Action: Exhaust Amarthiúl or a hero to claim Daechanar’s Brand. Then, attach Daechanar’s Brand to that character.

Attached character gets +1 Attack while attacking Undead enemies.

When you touch this dark blade, you can feel a cursed power coursing through it. In Tengwar, the name "Daechanar" is inscribed upon its handle.

The Treachery of Rhudaur (x1)
18

You search through the ashes of the keep's destroyed rooms. If you are diligent, you may be able to find a clue as to Iârion's ancestry.

While Sift through the Debris is the current quest, each location in the staging area gets +1 Threat

Forced: After a location is explored, place 2 progress on Sift through the Debris.

When this quest is defeated, flip it over.

The Treachery of Rhudaur (x1)
Clue.

Action: Exhaust Amarthiúl or a hero to claim Heirloom of Iârchon. Then, attach Heirloom of Iârchon to that character.

Attached character gets +1 Willpower.

You find a pendant, similar to the one you've seen Iârion wearing. The inscription on the back says:
"Iârchon, may this pendant guide you away from the shadow that dwells within us all. –Your loving father"

The Treachery of Rhudaur (x1)
14

You look through the keep's many torn and ancient records, hoping to find information to help you understand the Enemy's plan...

While Decipher Ancient Texts is the current quest, allies get –2 Willpower.

Action: Pay 1 resource to place 1 progress on Decipher Ancient Texts. (Any player may trigger this action. Limit 3 times per round.)

When this quest is defeated, flip it over.

The Treachery of Rhudaur (x1)
Clue.

Action: Exhaust Amarthiúl or a hero to claim Orders from Angmar. Then, attach Orders from Angmar to that character.

Attached character gets +1 Defense while defending against Undead enemies.

You find a tattered, barely legible scroll dated over 1000 years ago, summong those loyal to the Witch-king of Angmar for an assault on Rivendell.

The Battle of Carn Dûm (x1)
50 4 6 4 9
Undead. Wraith. Captain.

Indestructible. Cannot have attachments.

Each other enemy gets +10 engagement cost.

Forced: After Thaurdir is flipped or a treachery with the Sorcery trait is revealed, deal 1 shadow card to each enemy in play.

The Battle of Carn Dûm (x1)
50 4 6 4 9
Undead. Wraith. Champion.

Indestructible. Cannot have attachments.

Each other enemy gets -10 engagement cost.

Forced: After Thaurdir is flipped or a treachery with the Sorcery trait is revealed, Thaurdir heals 3 damage and makes an immediate attack against the first player.

The Battle of Carn Dûm (x4/x3)
40 1 4 3 5
Orc.

Carn Dûm Garrison gets +1 Threat for each shadow card currently dealt to it.

Shadow: Attacking enemy gets +1 Attack for each shadow card currently dealt to it.

The Battle of Carn Dûm (x4/x2)
8 1 2 1 3
Orc.

Doomed 1. Surge.

Any time progress is placed on the current quest, reduce the amount of progress placed by 1.

Shadow: Add Orc Grunts to the staging area.

The Battle of Carn Dûm (x2/x0)
35 2 5 4 6
Creature. Werewolf.

Forced: After an event card is played, deal 1 shadow card to Werewolf of Angmar.

Forced: If there are 3 shadow cards dealt to Werewolf of Angmar and it is in the staging area, it engages the first player and makes an immediate attack (do not deal it a shadow card for this attack).

The Battle of Carn Dûm (x3)
2
3
Carn Dûm.

While Accursed Battlefield is the active location, each quest card in play gains the battle keyword.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if the defending player's threat is higher than the attacking enemy's engagement cost).

The Battle of Carn Dûm (x2)
3
5
Mountain.

While Mountains of Angmar is the active location, each shadow card with no shadow effect gains: "Shadow: Raise defending player's threat by 2."

Shadow: Raise defending player's threat by 2.

The Battle of Carn Dûm (x3)
3
3
Blight. Plains.

Forced: After an enemy attacks, heal 1 damage from it.

Travel: Deal each enemy in play 1 shadow card to travel here.

Shadow: If the attacking enemy is Thaurdir, heal 3 damage from him.

The Battle of Carn Dûm (x3/x1)
4
3
Carn Dûm.

While Fortress Walls is the active location, for each resource spent by a player, raise that player's threat by 1.

Shadow: If your threat is 40 or higher, attacking enemy makes an additional attack against you after this one.

The Battle of Carn Dûm (x2/x0)
Sorcery.

When Revealed: Each player must discard a random card from his hand. Each player then searces his deck for each other copy of the card he discarded, and discards those as well. Shuffle each searched deck.

Shadow: Discard a random card from the defending player's hand.

The Battle of Carn Dûm (x3)
Sorcery.

When Revealed: Each player must distribute damage among questing characters equal to the printed cost of the highest cost card in that player's discard pile.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys an ally, search your deck for another copy of that ally and discard it, if able.

The Battle of Carn Dûm (x2/x1)

When Revealed: Flip Thaurdir. Then, if he is Captain side faceup, Daechanar’s Will gains surge.

Shadow: Flip Thaurdir after this attack.

The Battle of Carn Dûm (x1)
5

With reckless abandon, your company makes a mad dash for the gates!

Surge.

Forced: When at least 1 progress is placed on Furious Charge, each character gets -2 Defense until the end of the round. If Thaurdir is Captain side faceup, flip him.

Response: After Furious Charge is defeated, add 10 progress to the main quest.