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Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique Status
Character Project Creator

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: 601 - 650 of 804 Cards
The Mines of Moria (x3) 6
2
2
Underground.

While Abandoned Mines is in the staging area, progress cannot be placed here.

Shadow: If attacking enemy was engaged this round, it cannot take damage this phase.

The Mines of Moria (x2) 7
2
4
Underground.

Travel: Remove 2 progress from the main quest.

Shadow: Remove 2 progress from the main quest.

The Mines of Moria (x2) 8
2
4
Underground.

While Lightless Passage 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 Mines of Moria (x1) 9
5
5
Underground.

Quest Action: Raise each player's threat by 1 to reduce the total Threat of Zigil Mineshaft by 1 until the end of the phase. The first player may trigger this effect.

The Mines of Moria (x2) 11
3
5
Underground.

While Dwarven Forge is the active location, it gains:"Response: After Dwarven Forge is explored, each player draws 1 card."

The Mines of Moria (x2) 12
2
3
Underground.

While Narrow Fissure is in the staging area, characters cannot be healed by player card effects.

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

The Mines of Moria (x2) 13
2
2
Underground.

When Revealed: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.

The Mines of Moria Preorder Promotion (x1) 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.

Escape from Khazad-dûm (x2) 16
X
4
Underground.

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

Travel: Each player discards the top X cards of his deck.

Escape from Khazad-dûm (x2) 17
2
2
Underground.

When Revealed: Discard the top card of the encounter deck. If that card is a location, add it to the staging area.

Escape from Khazad-dûm (x2) 19
2
6
Underground.

When faced with the option to travel, the player must choose Bottomless Chasm, if able.

Shadow: Attacking enemy gets +2 Defense until the end of the phase.

Escape from Khazad-dûm (x1) 20
3
4
Underground.

Travel: Discard the top card of the encounter deck. Raise each player's threat by X, where X is that card's printedThreat

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

Escape from Khazad-dûm (x2) 21
2
3
Underground.

While Lightless Grotto is in the staging area, non-unique enemies in the staging area cannot take damage.

Travel: The first player chooses an enemy in the staging area and engages it.

Escape from Khazad-dûm (x3) 22
0
3
Underground.

Branching Paths gets +1 Threat for each location in the staging area. (Limit +3Threat

Shadow: Attacking enemy gets +1 Attack

Escape from Khazad-dûm (x2) 23
2
3
Underground.

While Silent Caverns is in the staging area, each player's threat cannot be reduced by more than 1 each round.

Travel: Raise each player's threat by 2.

Escape from Khazad-dûm (x1) 24
2
5
Underground.

When Revealed: The opposing team chooses an ally, discards all tokens from it, and places it faceup as a guarded objective. When Goblin Dungeon is explored, return that ally to its owner's control exhausted.

Escape from Khazad-dûm (x2) 25
2
4
Underground.

While Dreadful Gap is in the staging area, progress cannot be placed on other locations in the staging area.

Travel: The opposing team chooses a card in the encounter discard pile and shuffles it into the encounter deck.

Escape from Khazad-dûm (x2) 27
1
5
Underground.

While Forked Passage is in the staging area, raise each player's threat by 1 additional point during the refresh phase.

Travel: Raise each player's threat by 1.

Escape from Khazad-dûm (x2) 28
3
5
Underground.

While Mitril Lode is the active location, it gains:"Response: When Mithril Lode is explored, each player adds 1 resource to the resource pool of a hero he controls.

Escape from Khazad-dûm Preorder Promotion (x1) 21
2
3
Underground.

While Lightless Grotto is in the staging area, non-unique enemies in the staging area cannot take damage.

Travel: The first player chooses an enemy in the staging area and engages it.

The Hunt for the Dreadnaught (x2)
4
6
Coastland. Ocean.

Response: After Belfalas Shipyard is explored as the active location, the players as a group spend 5 resources to heal 5 damage from a Ship objective in any group. Ready that Ship and flip it to its Upgraded side.

Shadow: Attacking enemy gets +1 Attack and gains Pillage 3.

The Hunt for the Dreadnaught (x1)
2
4
Coastland. Ocean.

While Cobas Haven is the active location, reduce the Boading value on each Ship enemy by 1.

But beyond, in the great fief of Belfalas, dwelt Prince Imrahil in his castle of Dol Amroth by the sea.
–The Return of the King

The Hunt for the Dreadnaught (x3)
3
5
Ocean.

Isle of Fortune enters play with 1 resource per player on it.

Forced: After a Ship enemy enters play, discard 1 resource from Isle of Fortune.

Response: When Isle of Fortune is explored as the active location, move each resource on it to a hero's resource pool.

The Hunt for the Dreadnaught (x3)
2
5
Coastland. Ocean.

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

Shadow: If this attack is undefended, reveal the top card of the encounter deck.

The Hunt for the Dreadnaught (x3)
2
5
Ocean.

While Tofalas Landing is in the staging area, it gains:"Forced: After a player draws any number of cards from a player card effect, that player raises their threat by that number."

Shadow: Raise your threat by 1 (3 instead if you have 5 or more cards in hand).

The Hunt for the Dreadnaught (x3)
2
4
Coastland. Ocean.

Each location in the staging area is immune to player card effects.

Shadow: Until the end of the round, attacking enemy is immune to player card effects and gets +2 Defense

Passage Through Mirkwood Nightmare (x3)
2
2
5 
Mirkwood.

Immune to player card effects.

Forced: After Abandoned Camp leaves play, each player must deal 2 damage to each exhausted character he controls.

Shadow: If this attack is undefended, discard all attachment cards players control.

Passage Through Mirkwood Nightmare (x2)
4
4
3 
Mirkwood.

While Glade of the Spawn is the active location, it gains:"Forced: After a Spider enemy enters play, each player must choose and exhaust 1 character he controls."

...black even for that forest, like a patch of midnight that had never been cleared away. –The Hobbit

Journey Along the Anduin Nightmare (x2)
3
6
7 
Riverland.

Each card revealed by the encounter deck gains doomed X. X is the number of progress tokens on this card.

Shadow: If this attack is undefended, put A Flooded Ford into the staging area with 1 progress token on it.

Journey Along the Anduin Nightmare (x3)
10
10
6 
Marshland.

Action: Deal 1 damage to a hero you control to reduce Gladden MarshlandsThreat by 1 until the end of the phase. Any player may trigger this effect.

Shadow: Each enemy engaged with the defender player gets +1 Attack until the end of the phase. (+2 Attack instead if this attack is undefended.)

Escape from Dol Guldur Nightmare (x2)
3
6
7 
Dol Guldur.

If Torture Chamber has 4 or more resource tokens on it, all "prisoners" were killed, and the players have lost the game.

Forced: At the end of each round, place 1 resource token on each Dol Guldur location in play.

Escape from Dol Guldur Nightmare (x3)
1
4
6 
Dol Guldur.

Dungeon Labyrinth gets +1 Threat and +1 quest point for each resource token on it

Forced: At the end of each round, place 1 resource token on Dungeon Labyrinth for each player in the game.

"Some here will remember that many years ago I myself dared to pass the doors of the Necromancer in Dol Guldur..." –Gandalf, The Fellowship of the Ring

The Hunt for Gollum Nightmare (x2)
3
4
9 
Forest. Road.

Each player who does not control at least 1 Clue card cannot draw cards through card effects.

Shadow: If you do not control at least 1 Clue card, discard all cards from your hand.

"The Road is watched, but we should have to cross it..."
–Aragorn, The Fellowship of the Ring

The Hunt for Gollum Nightmare (x2)
2
6
7 
Riverland.

Each Mordor enemy with at least 1 Clue card attached gets +2 Defense

Shadow: Attacking enemy gets +1 Defense for each Clue card in play until the end of the round.

The Hunt for Gollum Nightmare (x3)
3
2
6 
Marshland.

Progress cannot be placed on Dark Pools while it is in the staging area.

Forced: After Dark Pools becomes the active location, each player must discard an ally with the highest printed cost among the allies he controls.

'And there in the dark pools amid the Gladden Fields,'he said, 'the Ring passed out of knowledge and legend...'
–The Fellowship of the Ring

Conflict at the Carrock Nightmare (x3)
2
5
5 
Forest.

While Troll Lair is in the staging area, players cannot reduce their threat.

Shadow: If attacking enemy is a Troll remove 4 damage tokens from it.

Conflict at the Carrock Nightmare (x3)
3
3
3 
Wilderlands.

Forced: After any amount of progress is placed on Hives and Hives, deal 1 damage to each character in play.

Shadow: Attacking enemy gets +2 Attack

There was a buzzing and a whirring and a droning in the air. Bees were busy everywhere. And such bees! Bilbo had never seen anything like them. –The Hobbit

A Journey to Rhosgobel Nightmare (x3)
3
4
9 
Forest.

Dark-wood Grove gets +1 Threat and +1 quest point for each Athelas card in play.

Shadow: If defending player controls at least 1 Athelas card, attacking enemy makes an additional attack after this one.

A Journey to Rhosgobel Nightmare (x3)
2
5
7 
Forest.

While Labyrinthine Woods is in the staging area, Creature enemies get +1 Threat and +1 Attack

Shadow: After this attack, attacking enemy engages the next player and makes an immediate attack.

A Journey to Rhosgobel Nightmare (x2)
4
2
6 
Forest.

While Pitch-dark Thicket is the active location, all characters lose the ranged keyword.

Shadow: Attacking enemy cannot be attacked by characters with the ranged keyword until the end of the phase.

...so black that you really could see nothing. –The Hobbit

The Hills of Emyn Muil Nightmare (x3)
3
5
9 
Emyn Muil.

Forced: After a character commits to the quest, deal 1 damage to that character if it has not been dealt damage by another copy of Brambles and Thorns this round.

..and on both shores there were steep slopes buried in deep brakes of thorn and sloe, tangled with brambles and creepers. –The Fellowship of the Ring

The Hills of Emyn Muil Nightmare (x2)
5
5
7 
Emyn Muil.

While Sarn Gebir Rapids is the active location, the "when revealed" effects of Hazard cards cannot be canceled.

"What a horrible place! Just let me get out of this boat, and I'll never wet my toes in a puddle again, let alone a river!"
–Sam Gamgee, The Fellowship of the Ring

The Dead Marshes Nightmare (x3)
3
5
7 
Dead Marshes.

While Stagnant Quagmire is in play, it adds its Escape value to all escape tests.

Escape: 2

Shadow: Perform an escape test, dealing 1 card the encounter deck. If this test is failed, discard the defending character.

Return to Mirkwood Nightmare (x2)
4
1
7 
Forest.

Progress cannot be placed on Deceptive Path while it is in the staging area.

Forced: After Deceptive Path becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top of the encounter deck until a location is discarded. Reveal that location and make it the active location. Then, discard Deceptive Path.

Return to Mirkwood Nightmare (x3)
3
6
6 
Forest.

When Revealed: Reveal the topmost Spider enemy in the encounter discard pile and add it to the staging area.

Shadow: The player guarding Gollum must discard all resources from each of his heroes' resource pools.

Into the Pit Nightmare (x3)
X
X
8 
Underground. Dark.

X is the number of Dark locations in play.

When Revealed: Remove all progress from each Dark location in play.

Shadow: Attacking enemy gets +1 Attack for each Dark location in play.

Into the Pit Nightmare (x3)
3
1
1 
Underground. Hazard.

Doomed 1.

Each Dark location in play gets +2 quest points.

While Cave Torch is ready, progress cannot be placed on Narrow Fissure.

There were fissures and chasms in the walls...
–The Fellowship of the Ring

The Seventh Level Nightmare (x3)
2
6
1 
Underground.

Forced: When a Goblin enemy enters play, add 1 resource to that enemy if Deep-Mines is in the staging area.

Shadow: Attacking enemy gets +1 Attack Then, if attacking enemy is a Goblin deal it another shadow card.

The Seventh Level Nightmare (x2)
4
4
1 
Underground.

Each Goblin in play gets +1 Threat for each resource on it. This ability does not stack with other copies of Western Hall

Away beyond the shadows at the western end of the hall there came cries and horn–calls.
–The Fellowship of the Ring

Flight from Moria Nightmare (x4)
4
6
1 
Underground. Dark.

As an additional cost to bypass a quest card, each player must raise his threat by 2.

Shadow: If the defending character is a hero, discard all resources in its resource pool. Deal attacking enemy another shadow card for each resource discarded in this way.