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Player Encounter Quest
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Results: 101 - 150 of 804 Cards
The Return of the King (x3/x2)
3
3
Mordor.

While Brake of Thorns is in the staging area, add (|) to each Fortitude test.

Forced: After Brake of Thorns becomes the active location, each player assigns X damage among characters he controls, where X is the tens digit of his threat dial.

(|)

They had a struggle to get out of the thicket. The thorns and briars were as tough as wire and clinging as claws.

-The Return of the King

The Return of the King (x1)
2
5
Mordor.

While Old Water-course is the active location, it gains: "Response: When Old Water-course is explored, reduce each player's threat by 5."

Travel: Each player must exhaust a hero he con

Clambering a few steps up he found a tiny stream of dark water that came out from the hill-side and filled a little bare pool...

-The Return of the King

Victory 2
Core Set (x2)
2
2
Forest.

Travel: Each player must exhaust 1 hero he controls to travel here.

As he drew nearer, he saw that it was made with spider–webs one behind and over and tangled with another.
–The Hobbit

Core Set (x3)
2
3
Forest. Mountain.

Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.

Response: After Mountains of Mirkwood leaves play as an explored location, each player may search the top 5 cards of his deck for 1 card and add it to his hand. Shuffle the rest of the searched cards back into their owners' decks.

Core Set (x2)
5
1
Wasteland.

Forced: After the players travel to The Brown Lands, place 1 progress token on it.

They had come to the Brown Lands that lay, vast and desolate, between Southern Mirkwood and the hills of the Emyn Muil. What pestilence or war or evil deed of the Enemy had so blasted all that region even Aragorn could not tell.
–The Fellowship of the Ring

Core Set (x2)
1
6
Wasteland.

When faced with the option to travel, the players must travel to The East Bight if there is no active location.

"...to the east the lands are waste, and full of Sauron's creatures..."
–Haldir, The Fellowship of the Ring

Core Set (x2/x1)
3
2
Stronghold. Dol Guldur.

Travel: The first player must discard 2 cards from his hand at random to travel here.

"It is clad in a forest of dark fir, where the trees strive one against another and their branches rot and wither. In the midst upon a stony height stands Dol Guldur, where long the hidden Enemy had his dwelling."
–Haldir, The Fellowship of the Ring

Core Set (x2)
2
2
Forest.

While Enchanted Stream is the active location, players cannot draw cards.

"There is one stream, I know, black and strong which crosses the path. That you should neither drink of, nor bathe in; for I have heard that it carries enchantment and a great drowsiness and forgetfulness."
–Beorn, The Hobbit

Core Set (x2)
1
3
Forest.

Response: After you travel to Old Forest Road the first player may choose and ready 1 character he controls.

...Beorn had warned them that that way was now often used by the goblins, while the forest–road itself, he had heard, was overgrown and disused on the eastern end and led to impassable marshes where the path had long been lost.
–The Hobbit

Core Set (x2)
2
4
Forest.

Response: After you travel to Forest Gate the first player may draw 2 cards.

The path itself was narrow and wound in and out among the trunks. Soon the light in the gate was like a little bright hole far behind, and the quiet was so deep that their feet seemed to thump along while the trees leaned over them and listened.
–The Hobbit

Core Set (x2)
1
3
Dungeon.

Doomed 1. Surge.

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

Core Set (x2)
2
1
Dungeon.

Forced: After travelling to Tower Gate each player places the top card of his deck, face down in front of him, as if it just engaged him from the staging area. These cards are called 'Orc Guard', and act as enemies with: 1 hit point, 1 Attack and 1 Defense

"I myself dared to pass the doors of the Necromancer in Dol Guldur, and secretly explored his ways."
–Gandalf, The Fellowship of the Ring

Core Set (x2)
1
3
Riverland.

Forced: If Banks of the Anduin leaves play, return it to the top of the encounter deck instead of placing it in the discard pile.

Here and there through openings Frodo could catch sudden glimpses of rolling mounds, and far beyond them hills in the sunset, and away on the edge of sight a dark line, where marches the southernmost ranks of the Misty Mountains.
–The Fellowship of the Ring

Core Set (x3/x1)
3
3
Marshland.

Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.

"On a time they took a boat and went down to the Gladden Fields, where there were great beds of iris and flowering reeds."
–Gandalf, The Fellowship of the Ring

Two-Player Limited Edition Starter (x2)
2
2
Forest.

While The Eaves of Mirkwood is the active location, encounter card effects cannot be canceled.

By the afternoon they had reached the eaves of Mirkwood, and were resting almost beneath the great overhanging boughs of its outer trees.
–The Hobbit

Two-Player Limited Edition Starter (x2/x0)
X
3
Forest.

X is the number of locations in the staging area.

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

Two-Player Limited Edition Starter (x2)
2
4
Forest.

Response: After you travel to Forest Gate the first player draws 2 cards.

Soon the light in the gate was like a little bright hole far behind, and the quiet was so deep that their feet seemed to thump along while the trees leaned over them and listened.
–The Hobbit

Two-Player Limited Edition Starter (x2)
4
4
Forest.

Quest Action: Search the encounter deck and discard pile for a Spider enemy and put it into play engaged with you to discard Spider Den. (Any player may trigger this effect.)

Two-Player Limited Edition Starter (x2)
3
6
Forest.

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

Response: When Goblin Trail leaves play as an explored location, place 6 progress on the current quest.

Two-Player Limited Edition Starter (x2)
2
7
Underground. Dark.

While Goblin Tunnels is in the staging area, it gains:"Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card."

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if attacking enemy is a Goblin.)

Two-Player Limited Edition Starter (x2)
4
4
Underground. Dark.

Travel: Players must exhaust a Cave Torch to travel here.

Shadow: Cancel all combat damage dealt to attacking enemy.

Two-Player Limited Edition Starter (x2/x0)
1
3
Underground. Dark.

While Branching Paths is in the staging area, each Dark location gets +1 Threat

Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.

Two-Player Limited Edition Starter (x2)
2
6
Underground. Dark.

While Collapsed Mine is in the staging area, no more than 4 progress can be placed on the quest each round.

Shadow: Raise your threat by 1 for each point of damage dealt by this attack.

Two-Player Limited Edition Starter (x2)
3
5
Underground.

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

Response: After Goblin Dungeon leaves play as an explored location, the first player searches the top 5 cards of his deck for an ally and puts it into play under his control. Shuffle the rest of the searched cards back into his deck.

The Hunt for Gollum (x2/x0)
X
2
Riverland.

X is the number of ally cards in play.

Shadow: Discard from play all allies with a printed cost lower than the number of Riverland locations in play.

The Hunt for Gollum (x3)
2
2
Forest.

While The Eaves of Mirkwood is the active location, encounter card effects cannot be canceled.

By the afternoon they had reached the eaves of Mirkwood, and were resting almost beneath the great overhanging boughs of its outer trees. –The Hobbit

The Hunt for Gollum (x2)
2
4
Riverland.

While River Ninglor is the active location, remove 1 progress token from it and from the current quest at the end of each round.

Shadow: Remove 1 progress token from the current quest. (2 progress tokens instead if this attack is undefended.)

The Hunt for Gollum (x2)
3
3
Riverland.

While The East Bank is the active location, ally cards cost 1 additional matching resource to play from hand.

Shadow: If you do not control at least 1 hero with a Clue card attached, return this enemy to the staging area after its attack resolves.

The Hunt for Gollum (x2)
3
3
Riverland.

While The West Bank is the active location, attachment and event cards cost 1 additional matching resource to play from hand.

Shadow: If you do not control at least 1 hero with a Clue card attached, double this enemy's base Attack for this attack.

Conflict at the Carrock (x4/x2)
2
3
Riverland.

While it is in the staging area, River Langflood gets +1 Threat for each Troll enemy in play.

Conflict at the Carrock (x3)
1
2
Wilderlands.

Response: After you travel to Bee Pastures, search the encounter deck and discard pile for Grimbeorn the Old and add him to the staging area. Then, shuffle the encounter deck.

Conflict at the Carrock (x3)
2
1
Forest.

While Oak-wood Grove is the active location, resource tokens from any sphere may be spent as resource tokens.

A Journey to Rhosgobel (x4)
2
3
Forest.

Response: After the players explore Forest Grove, search the encounter deck and discard pile for 1 Athelas objective, and add it to the staging area. Then, shuffle the encounter deck.

The Hills of Emyn Muil (x2/x0)
4
2
Emyn Muil.

While The East Wall of Rohan is the active location, non-Rohan characters cost 2 additional matching resources to play.

The Hills of Emyn Muil (x2)
3
3
Emyn Muil.

Forced: After traveling to The North Stair, move the top card of the encounter discard pile to the staging area. Resolve any "when revealed" effects on that card.

The Hills of Emyn Muil (x2)
2
4
Emyn Muil.

While Rauros Falls is the active location, all characters must commit to the current quest during the quest phase.

Shadow: After this attack resolves, return attacking enemy to the staging area.

The Hills of Emyn Muil (x3)
2
2
Emyn Muil.

Travel: The first player must discard 1 event card from his hand to travel to this location.

Shadow: After this attack resolves, return attacking enemy to the staging area.

The Hills of Emyn Muil (x3)
2
2
Emyn Muil.

While The Outer Ridge is the active location, each location in the staging area gets +1 Threat.

Shadow: After this attack resolves, return attacking enemy to the staging area.

The Hills of Emyn Muil (x4)
1
1
Emyn Muil.

Travel: In order to travel to The Highlands, the players must reveal the top card of the encounter deck, and add it to the staging area.

The Dead Marshes (x4/x2)
1
12
Dead Marshes.

When Revealed: Place 1 resource token on Gollum for each location in the staging area.

Escape: 2


The Dead Marshes (x4/x2)
3
4
Dead Marshes.

While The Heart of the Marshes is the active location, all cards dealt from the encounter deck for escape tests get +1 Escape. (Cards receive this bonus even if they do not have a printed escape value.)

Escape: 1

The Dead Marshes (x4)
2
2
Dead Marshes.

Forced: After the players travel to this location, place 1 resource token on Gollum for each location in the staging area.

Escape: 2

Return to Mirkwood (x4/x2)
3
2
Forest.

While The Spiders’ Ring is the active location, the player guarding Gollum cannot change.

Shadow: If this attack is undefended, return any current active location to the staging area. The Spiders’ Ring becomes the active location.

Return to Mirkwood (x3)
2
2
Forest.

While Dry Watercourse is the active location, all treachery card effects that target the player guarding Gollum also target each other player.

Return to Mirkwood (x3)
2
2
Forest.

Travel: The player guarding Gollum must exhaust a hero he controls to travel to Woodman’s Glade.

Response: After exploring Woodman’s Glade, reduce the threat of each player not guarding Gollum by 2.

Return to Mirkwood (x3)
1
3
Forest.

Response: After the players travel to Wood Elf Path, the player guarding Gollum may choose a new player to guard him.

Khazad-dûm (x2)
2
4
Underground.

Travel: The first player must exhaust 1 character he controls to travel here.

Shadow: Defending player must choose and exhaust 1 character he controls.

Khazad-dûm (x3)
3
4
Underground.

Doomed 2.

Khazad-dûm (x2)
3
2
Underground.

While Plundered Armoury is in the staging area, enemies get +1 Attack.

Response: After Plundered Armoury leaves play as an explored location, each player may attach a Weapon or Armour attachment from his hand to 1 character he controls.

Khazad-dûm (x3/x1)
1
3
Underground. Dark.

While Branching Paths is in the staging area, each Dark location gets +1 Threat.

Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.