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Scenario Encounter
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Card Type Subtype Deck Type
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Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
Artist Popularity Errata
Results: 551 - 600 of 804 Cards
The Ruins of Belegost (x2/x0)
4
4
Underground.

Discover 4.

While Flooded Hall is in the staging area, increase the cost to play each ally by 1.

Forced: When resolving the Discover keyword on Flooded Hall, the first player reveals an additional looked at Hazard card for each other player in the game.

The Ruins of Belegost (x2)
3
3
Underground.

Discover 2.

While Darkened Tunnel is in the staging area, it gains:

Forced: After a 'when revealed' effect is canceled, discard the top card of the encounter deck. If the discarded card has the Hazard trait, resolve its staging as if it was just revealed from the encounter deck.

Travel: Place 1 resource on Stalking the Ruins.

The Ruins of Belegost (x3)
1
4
Underground.

Discover 3.

Sunken Treasury gets +1 Threat for each Loot objective attached to a hero.

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

Shadow: Exhaust a character you control.

The Ruins of Belegost (x3)
3
2
Underground. Hazard.

Discover 3.

Response: After the players travel to Secret Chamber if no Loot objective is attached to Secret Chamber search the encounter discard pile for a Loot objective and attach it to Secret Chamber as a guarded objective.

Travel: Raise each player's threat by 2.

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.

Fog on the Barrow-downs (x3/x2)
X
4
Ruins. Downs.

X is 1 plus the number of facedown cards under this location.

Forced: After Ancient Barrow enters play, each player places an ally he controls facedown under this location. When Ancient Barrow leaves play as an explored location, return each ally under this location to its owner's hand.

Fog on the Barrow-downs (x4/x3)
3
3
Ruins. Downs.

While Stone Ring is in the staging area, each Wight enemy engaged with a player gets +1 Attack and +1 Defense and applies the first sentence of its game text to each player at this stage as if it were engaged with him.

Stone rings grinned out of the ground like broken teeth in the moonlight. –The Fellowship of the Ring

Fog on the Barrow-downs (x4)
2
5
Downs.

While North Downs is in the staging area, characters use their Willpower instead of their Defense when defending against Wight enemies.

Shadow: Attacking enemy gets +2 Attack If this attack destroys a character, raise each player's threat by 2.

Murder at the Prancing Pony (x4)
2
3
Bree.

Investigate 2..

When a player card effect reduces a player's threat by any amount, reduce that amount to 1.

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

In one of the windows he caught a glimpse of a sallow face with sly, slanting eyes; but it vanished at once.
–The Fellowship of the Ring

Murder at the Prancing Pony (x3)
4
3
Bree.

Investigate 3..

Enemies in the staging area cannot take damage.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards until an enemy is discarded. Add the discarded enemy to the staging area.

Murder at the Prancing Pony (x3)
2
4
Bree.

Investigate 2..

Forced: After a player places any amount of progress on a location in the staging area, he raises his threat by 1.

Travel: Each player spends 1 resource to travel here.

...the whole of Bree was buzzing with excitement.
–THe Fellowship of the Ring

Murder at the Prancing Pony (x3)
3
4
Bree.

Investigate 1.

Forced: When triggering the Investigate keyword on Old Warehouse, the first player must choose: either look at 2 additional card, or reduce each player's threat by 3.

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

Murder at the Prancing Pony (x2)
3
3
Bree.

Investigate 1.

Response: After triggering the Investigate keyword on Village Stable, if the looked at card is a Suspect or a Hideout add Village Stable to the victory display to add that card to the staging area.

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

The Siege of Annúminas (x2)
X
5
Arnor. City.

X is 1 more than the number of enemies in play.

Travel: Each player engages an enemy in the staging area to travel here.

"...the Men of Westernesse were diminished, and their city of of Annúminas beside lake Evendim fell into ruin..."
–Elrond, The Fellowship of the Ring

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.

The Siege of Annúminas (x3)
3
3
Arnor.

While Arnor Battlefield is in the staging area, each non-unique enemy gets -5 engagement cost.

Travel: Each player deals 1 damage to a hero he controls to travel here.

A smoke as of fire and battle arose, and again the sun went down in a burning red that faded into a grey mist...
–The Fellowship of the Ring

The Siege of Annúminas (x2)
4
4
Arnor.

While Hills of Evendim is in the staging area, 'when revealed' effects cannot be canceled.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add the discarded enemy to the staging area to travel here.

The Siege of Annúminas (x2)
2
6
Arnor.

While Shores of Lake Nenuial is in the staging area, progress cannot be placed on other locations in the staging area.

Travel: Raise each player's threat by 2 to travel here.

"...that is so long ago that the hills have forgotten them, though a shadow still lies on the land."
–Aragorn, The Fellowship of the Ring

Attack on Dol Guldur (x2)
2
4
Dol Guldur.

While Gate of Dol Guldur is in the staging area, it gains: "The player cannot travel or place progress here unless they are at stage 3B. Each player's threat cannot be reduced by more than 1 each round by player card effects."

"Before you could get round it in the South, you would get into the land of the Necromancer..."
–Gandalf, The Hobbit

Attack on Dol Guldur (x2)
2
4
Dol Guldur.

While The Sorcerer's Tower is in the staging area, it gains: "The players cannot travel or place progress here unless they are at stage 3D.Forced: After a 'when revealed' effect is canceled, reveal the top card of the encounter deck."

"I don't advise you to go anywhere near the places overlooked by his dark tower!"
–Gandalf, The Hobbit

Attack on Dol Guldur (x2)
2
4
Dol Guldur.

The Shadow Road gets +2 Threat for each facedown card attached to it.

While The Shadow Road is in the staging area, it gains: "The players cannot travel or place progress here unless they are at stage 3F.Forced: After an event is played during the quest phase, attach it facedown to The Shadow Road."

Attack on Dol Guldur (x2)
2
4
Dol Guldur.

While Dungeon Door is in the staging area, it gains: "The players cannot travel or place progress here unless they are at stage 3H. No more than 1 damage can be healed from each character each round."

"I alone of you have been in the dungeons of the Dark Lord, and only in his older and lesser dwelling..."
–Gandalf, The Fellowship of the Ring

Attack on Dol Guldur (x2)
1
5
Forest.

Forest Battleground gets +1 Threat for each ally controlled by the player with the most allies.

Forced: When Forest Battleground is explored, each player searches the encounter deck and discard pile for an Orc enemy and adds it to the staging area. Shuffle the encounter deck.

Attack on Dol Guldur (x3)
3
3
Forest.

Forced: When Blackened Woods is explored, discard the top card of the encounter deck and raise each player's threat by X, where X is that card's printedThreat

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, remove 3 progress from the main quest.

The Wizard's Quest (x2) 15
2
2
Dol Guldur.

When Revealed: The first player chooses a card in his hand. The opposing team looks at the first player's hand and chooses a different card to place faceup under Necromancer's Pass as a guarded objective. While Necromancer's Pass is guarding a card, copies of that card cannot be played. When Necromancer's Pass is explored, return the guarded card to its owner's hand.

The Wizard's Quest (x2) 16
2
5
Forest.

While Oak-wood Grove is in the staging area, progress cannot be placed on other locations in the staging area.

Travel: Each player exhausts a character.

The Wizard's Quest (x3) 18
2
4
Mountain. Forest.

When Revealed: Each Pine Slopes +2 Threat until the end of the phase.

Travel: Raise your threat by 1 for each Pine Slopes in the staging area.

The Wizard's Quest (x2) 19
3
1
Forest.

Forced: When Watched Path is explored, discard the top card of the encounter deck. If the discarded card is an enemy, add it to the staging area.

The Wizard's Quest (x1) 20
4
4
Forest.

Forced: At the beginning of the staging step, discard Patch of Midnight and reveal the top card of the encounter deck.

Shadow: If this attack destroys a character, reveal the top card of the encounter deck.

The Wizard's Quest (x1) 22
3
5
Forest. Cave.

Response: After the players travel to Troll Cave each player draws 1 card.

Travel: The opposing team searches the top 5 cards of the encounter deck for a Hill Troll and adds it to the staging area, if able. Shuffle the encounter deck.

The Wizard's Quest (x1) 23
3
4
Mountain. Forest.

While Hunter's Lookout is in the staging area, it gains:"Forced: At the end of the round, raise each player's threat by 1 for each enemy in the staging area."

Travel: The highestAttack enemy in the staging area makes an immediate attack against the first player.

The Wizard's Quest (x1) 24
3
3
Forest. Road.

While The Shadow Road is in the staging area, it gains:"Forced: After a player optionally engages an enemy, he deals 1 damage to a character he controls."

Travel: Each player deals 1 damage to a character he controls.

The Wizard's Quest (x2) 25
1
5
Forest.

Forest Gate gets +1 Threat for each enemy in the staging area.

Shadow: Attacking enemy gets +1 Attack for each enemy engaged with you.

The Wizard's Quest (x2) 26
2
3
Forest.

While Pitch-dark Thicket is in the staging area, enemies in the staging area cannot take damage.

Shadow: If attacking enemy was engaged this round, it cannot take damage until the end of the round.

The Wizard's Quest (x2) 27
2
5
Forest. River.

While Forest Stream is in the staging area, it gains:"Forced: At the end of the round, remove 2 progress from the main quest."

Travel: Raise each player's threat by 2.

The Woodland Realm (x2) 1
X
X
Forest.

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

Travel: Each player deals X damage to a character he controls.

The Woodland Realm (x2) 2
2
2
Forest.

Forced: When Abandoned Camp leaves play as an explored location, the opposing team chooses a card in the encounter discard pile and shuffles it into the encounter deck.

The Woodland Realm (x3) 6
1
4
Forest.

Dark Black Woods gets +1 Threat for each Dark Black Woods in the staging area.

Travel: Each player must discard 1 card from his hand for each Dark Black Woods in the staging area.

The Woodland Realm (x2) 7
2
4
Forest.

When Revealed: Make Giant Web the active location. Return any previous location to the staging area.

The Woodland Realm (x2) 8
2
4
Mountain.

While Mountains of Mirkwood is in the staging area, it gains:"Forced: At the end of the round, raise each player's threat by 2."

Shadow: Either raise your threat by 2, or the attacking enemy gets +2 Attack

The Woodland Realm (x2) 9
2
3
Forest.

When Revealed: Until the end of the phase, each location in the staging area gets +1 Threat

Shadow: Each enemy engaged with you gets +1 Attack until the end of the phase.

The Woodland Realm (x2) 10
2
4
Forest.

While The Eaves of Mirkwood is in the staging area, no more than 1 progress can be placed on each location in the staging area each round.

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

The Woodland Realm (x2) 11
2
4
Forest.

While Dry Watercourse in in the staging area, each player cannot reduce his threat by more than 1 each round.

Travel: Raise each player's threat by 1.

The Woodland Realm (x2) 12
3
4
Forest.

While Dark-wood Grove is in the staging area, it gains:"Forced: After a 'when revealed' effect is canceled, raise each player's threat by 3."

Travel: Reveal the top card of the encounter deck.

The Woodland Realm (x2) 13
4
4
Forest.

Response: After the players travel to Old Forest Road the first player discards the top card of his deck. If that card is an ally, he puts it into play.

Travel: Discard the top card of the encounter deck, if that card is an enemy, add it to the staging area.

The Woodland Realm (x2) 14
3
1
Forest.

Forced: When Mirkwood Path is explored, discard the top card of the encounter deck. If that card is a location, add it to the staging area.

The Mines of Moria (x3) 1
1
4
Underground.

Many-pillared Hall gets +1 Threat for each copy of Many-pillared Hall in the staging area.

Shadow: Discard an attachment from the defending character.

The Mines of Moria (x2) 2
3
4
Underground.

While Darkened Stairway is in the staging area, it gains:"Forced: After a 'when revealed' effect is canceled, reveal the top card of the encounter deck."

Travel: Discard the top card of the encounter deck. If that card is a treachery, resolve its 'when revealed' effect.

The Mines of Moria (x1) 4
2
5
Underground.

Ancient Guardroom gets +1 Threat for each resource on it.

Forced: After an event is played, place 1 resource here.

Travel: Assign X damage among characters in play, where X is Ancient Guardroom'sThreat

The Mines of Moria (x1) 5
3
4
Underground.

While Fouled Well is in the staging area, characters cannot be readied by player card effects.

Travel: Each player exhausts a character.