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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: 251 - 300 of 804 Cards
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 (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 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.

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.

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.

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 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 Dread Realm (x3)
4
1
Carn Dûm. Underground.

Forced: When Sinister Dungeon is explored, the first player reanimates a random card from his hand and deals Sinister Dungeon to it facedown as a shadow card.

Shadow: Discard the top 2 cards of the encounter deck. Resolve the "when revealed" effects of each Sorcery card discarded by this effect.

The Dread Realm (x3/x0)
3
3
Carn Dûm. Underground.

Forced: At the end of the round, discard the top card of each player's deck. Each player must reanimate each ally discarded by this effect.

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

He could see nothing but the dim flame of the torches; but if the company halted, there seemed and endless whisper of voices all about him...
–The Return of the King

The Dread Realm (x2)
2
4
Carn Dûm. Underground.

While Dark Halls is in the staging area, each Reanimated Dead gets +1 Attack and +1 Defense.

Shadow: If there is a copy of the defending character in your discard pile, reanimate it and deal it 1 shadow card.

The Dread Realm (x3)
1
7
Carn Dûm. Underground.

Unholy Crypt gets +1 Threat for each Reanimated Dead in play.

Shadow: if this attack destroys a character, reanimate that character and deal it 1 shadow card.

The Grey Havens (x2)
3
2
Ocean.

While you are off-course (, , or ), Starlit Sea gains:

Travel: Raise each player's threat by 3.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if you are off-course).


The Grey Havens (x2)
2
5
Ocean.

While Fog Bank is the active location, Ship enemies do not make engagement checks, cannot attack, and cannot be attacked.

Shadow: If your heading is at the worst setting
(), attacking enemy makes an additional attack after this one.

The Grey Havens (x2)
Side
A
4
4
Forest.

While Lush Jungle is in the staging area, characters get -1Attack and lose ranged.

Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Grey Havens (x2)
Side
A
1
6
Coastland.

Forced: After Forbidden Coast is flipped over while active, each player may draw a card. Then, each player chooses a card from his hand and places it on the bottom of his deck.

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Grey Havens (x3)
1
3
Coastland.

Response: After Steep Plateau is explored, peek at the facedown side of an Uncharted location in the staging area.

Shadow: Discard the bottom card of the defending player's deck. If that card's printed cost is 2 or less, attacking enemy gets +2 Attack.

The Grey Havens (x2/x1)
1
2
Grey Havens.

Surge.

While Mithlond Harbor is in the staging area, progress cannot be placed on locations in the staging area.

Shadow: Attacking enemy gets +1 Attack for each damage token on the active location.

The Grey Havens (x2)
1
3
Grey Havens.

Aflame 5.

Burning Piers gets +1 Threat for each damage on it.

Forced: When Burning Piers is placed underneath The Havens Burn, deal 3 damage to the Dream-chaser.

Shadow: Add Burning Piers to the staging area.

The Grey Havens (x2)
2
4
Grey Havens. Ship.

Aflame 5.

When Revealed: Either deal 3 damage to Pillaged Ship, or add the topmost enemy in the encounter discard pile to the staging area.

Shadow: If attacking enemy is a Raider, move all resources from defending character to attacking enemy.

The Grey Havens (x2/x1)
4
6
Grey Havens. Ship.

Aflame 4.

Travel: Search the encounter deck and discard pile for a Corsair enemy and add it to the staging area. Shuffle the encounter deck.

Forced: When White Ship is placed underneath The Havens Burn, place 1 resource on each Raider enemy in play.

The Grey Havens (x2)
3
3
Grey Havens. Ship.

Aflame 3.

Response: After Elven Wave-runner is added to the victory display, each player draws 1 card.

Shadow: If attacking enemy is a Raider, discard a card at random from your hand and place 1 resource on attacking enemy.


The Grey Havens (x2/x1)
3
5
Grey Havens. Ship.

Aflame 4.

Travel: Each player must assign damage among characters he controls equal to the amount of damage on Elven Caravel.

Forced: When Elven Caravel is placed underneath The Havens Burn, deal 1 damage to each character in play.

The Grey Havens (x2)
1
4
Ocean.

While Calm Waters is the active location, look at 2 additional cards from the top of the encounter deck during each Sailing test.

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


The Grey Havens (x3/x1)
4
3
Ocean.

Travel: Shift your heading off-course to travel here.

Shadow: If this attack deals damage to a Ship objective, shift your heading off-course.

The winds of wrath came driving him, and blindly in the foam he fled...
–The Fellowship of the Ring


The Grey Havens (x2)
2
3
Ocean.

While Rough Waters is in the staging area, cancel the first symbol found during each Sailing test.

Shadow: If you are off course (, , or ), attacking enemy gets +2 Attack.


The Grey Havens (x2/x1)
2
4
Ocean.

While your heading is at the worst setting (), when faced with the option to travel, the players must travel to Waterspout, if able.

Forced: After traveling to Waterspout, deal 4 damage to each Ship objective.

The Grey Havens (x2)
Side
A
3
5
Ruins.

While Flooded Ruins is the active location, it contributes itsThreat to the staging area.

Númenor was thrown down and swallowed in the sea... -The Return of the King

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Grey Havens (x2)
Side
A
2
2
Ruins.

Forced: After Drowned Graves is flipped to this side while active, discard the top X cards of the encounter deck. Each player adds an Undead enemy discarded from this effect to the staging area. X is 2 more than the number of players in the game.

...their years lessened as their fear of death grew, and their joy departed. -The Return of the King

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Grey Havens (x2)
Side
A
1
3
Ruins.

While Cursed Temple is the active location, characters with less than 2Willpower do not ready during the refresh phase.

It was not long before he had bewitched the King and was master of his counsel... -The Return of the King

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

Flight of the Stormcaller (x2)
1
4
Coastland. Ocean.

Surge.

Forced: At the beginning of the travel phase, if you are on-course (), place 2 progress on Jagged Reef. If you are off-course (, , or ), deal 2 damage to each Ship objective instead.

Flight of the Stormcaller (x2)
3
3
Coastland. Ocean.

Travel: Move 2 progress from the main quest to the Stormcaller's quest stage.

Response: After Hidden Cove becomes the active location, heal 4 damage from each Ship objective.

Flight of the Stormcaller (x2/x1)
6
4
Coastland. Ocean.

When Revealed: Add Vast Coastland to the Stormcaller’s area.

Shadow: Attacking enemy gets +2 Attack if you are at the same stage as the Stormcaller.



The Thing in the Depths (x2/x1)
3
5
Ship. Deck.

Forced: After you travel to Forecastle Deck, search the encounter deck and discard pile for an enemy and reveal it. Shuffle the encounter deck.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if defending character has no resources on it or in its resource pool).

The Thing in the Depths (x2)
2
3
Ship. Deck.

While Weather Deck is in the staging area, each other Deck location in play gains:

Travel: Each player must exhaust a character he controls to travel here.

Shadow: Exhaust a character you control.

The Thing in the Depths (x2)
2
2
Ship.

While Cargo Hold is the active location, each enemy gets +1 Defense

Shadow: Until the end of the phase, attacking enemy gets +2 Defense

The Thing in the Depths (x2)
1
4
Ship.

Travel: Add 1 resource to each Raider card in play to travel here.

Shadow: Attacking enemy gets +2 Attack

The Thing in the Depths (x2/x1)
4
3
Ship. Deck.

While Quarter Deck is the active location, deal each enemy an additional shadow card at the beginning of the combat phase.

Shadow: Discard an attachment you control.