Clear Sort View Lang
Set
Card Set Cycle Set Type
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: 301 - 350 of 804 Cards
Temple of the Deceived (x2)
Side
A
5
5
Ruins.

While Temple Halls is the active location, each character gets -1Attack and -1Defense

Forced: When Temple Halls is flipped over while active, put Temple Guardian into play from the victory display, engaged with the player with the highest threat.

Side
B
4
-

Uncharted. Immune to player card effects.

Travel: Exhaust the Gate Key to travel here.

Forced: After Temple of the Deceived becomes the active location, flip it over.

Temple of the Deceived (x2)
Side
A
4
4
Mountain.

While Jagged Cliffs is the active location, the location to its right is not considered to be in the staging area.

Forced: When Jagged Cliffs is flipped over while active, look at the facedown side of each adjacent copy of Lost Island.

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.

Temple of the Deceived (x2)
Side
A
2
6
Underground.

While Winding Caverns is the active location, each enemy gets +10 engagement cost.

When you travel from Winding Caverns to another location, you may travel to a location up to 3 locations away. (You must still pay that location's Travel cost in order to travel there.)

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.

Temple of the Deceived (x2)
Side
A
3
3
Forest.

While Jungle Path is the active location, the locations immediately above and below it are not considered to be in the staging area.

Forced: When Jungle Path is flipped over while active, each player must exhaust a character with at least 2Attack

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 Drowned Ruins (x3)
2
3
Underground. Grotto.

While Undersea Grotto is the active location, reduce the cost of the first ally played by the players each round by 1.

Response: After you travel to Undersea Grotto you may flip it to its Underwater side.

The Drowned Ruins (x3)
3
5
Underground. Grotto.

Response: After you travel to Cursed Caverns, you may flip it to its Underwater side.

Response: After the players explore Cursed Caverns as the active location, each player may raise his threat by 2 to draw the bottom card of his deck.

The Drowned Ruins (x2)
2
4
Ruins. Underground. Grotto.

While Water-logged Halls is the active location, each Undead enemy in play gets -1Threat

Response: After you travel to Water-logged Halls, you may flip it to its Underwater side.

The Drowned Ruins (x3)
5
12
Underground. Underwater.

While Dark Abyss is the active location, characters cannot attack.

Forced: If Dark Abyss is the active location at the end of the quest phase, deal 1 damage to each character in play. Then, you may flip Dark Abyss to its Grotto side.

The Drowned Ruins (x3)
4
14
Underground. Underwater.

While Twisting Hollow is the active location, characters cannot ready from card effects.

Forced: If Twisting Hollow is the active location at the end of the quest phase, each player must discard 1 character. Then, you may flip Twisting Hollow to its Grotto side.

The Drowned Ruins (x2)
3
10
Ruins. Underground. Underwater.

While Sunken Temple is the active location, treat each attachment as if its printed text box is blank (except for Traits).

Forced: If Sunken Temple is the active location at the end of the quest phase, discard 1 resource from each objective-ally an each hero's resource pool. Then, you may flip Sunken Temple to its Grotto side.

The Drowned Ruins (x2)
3
4
Underground. Underwater.

While Drowned Cave is the active location, Undead enemies cannot be engaged (return any engaged enemies to the staging area).

Forced: If Drowned Cave is the active location at the end of the quest phase, each player must discard the top 10 cards of his deck. Then, you may return Drowned Cave to the staging area.

A Storm on Cobas Haven (x3/x1)
3
3
Coastland. Ocean.

If you are off-course (Cloudy, Rainy, Stormy), Coast of Anfalas gets +2 ThreatTravel: Exhaust a Ship objective to travel here.

Shadow: If you are off-course (Cloudy, Rainy, Stormy), attacking enemy gets +2 Attack

A Storm on Cobas Haven (x2)
1
5
Coastland. Ocean.

You cannot travel to Belfalas Islet if you are off-course (Cloudy, Rainy, Stormy).

Response: After you travel to Belfalas Islet, choose a Ship enemy that is not guarding an objective. While Belfalas Islet is the active location, the chosen enemy is considered to be out of play.

A Storm on Cobas Haven (x2)
2
4
Coastland. Ocean.

While Cobas Haven is the active location, reduce the Boarding X 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 City of Corsairs (x2)
3
5
Ocean. Coastland.

Travel: One player must reveal the top card of the Corsair deck and engage it to travel here.

Shadow: If this attack destroys a character, discard an ally controlled by the defending player.

The City of Corsairs (x2/x1)
4
3
Ocean. Coastland.

While Corsair Waters is the active location, no more than 1 ally can enter play each round.

Shadow: Either shift your heading off-course, or treat this attack as undefended.

The City of Corsairs (x2/x1)
2
3
Umbar. Coastland.

While Watch Tower is in the staging area, it gains:"Forced: When a Raider enemy enters play, add 1 resource to it."

Shadow: If this attack destroys an ally, add resources to a Raider enemy in play equal to that character's printed resource cost.

The City of Corsairs (x3)
1
5
Umbar. City.

When faced with the option to travel, if Streets of Umbar is in the staging area, the players must either travel to a location named Streets of Umbar or add 2 resources to a Raider enemy in play.

Shadow: If attacking enemy is a Raider deal it an additional shadow card for each resource token on it, to a maximum of 3 additional shadow cards.

The City of Corsairs (x2/x1)
X
4
Umbar. City.

X is the highest number of resources on a Raider enemy in play.

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

The City of Corsairs (x3/x2)
4
4
Umbar. City.

While Umbar Harbor is the active location, Corsair enemies get +2 Defense

Shadow: If attacking enemy is a Raider move 1 resource from a hero you control to attacking enemy.

The Sands of Harad (x2)
2
2
City.

Response: After the player travel here, choose a non-unique enemy engaged with a player and place it faceup under this location. While an enemy is under this location, that enemy is considered to be out of play.

Forced: After Narrow Alleyway leaves play, put each enemy under it into play, engaged with the first player.

The Sands of Harad (x2/x1)
3
3
City.

While Street of Umbar is the active location, each enemy gets -1 engagement cost for each progress token on the main quest.

Shadow: Discard an attachment you control.

The Sands of Harad (x3)
2
3
City.

While Umbar Square is the active location, it gains:"Response: After an enemy is defeated, place 1 progress on the main quest, bypassing the active location."

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

The loss of Umbar was grievous to Gondor...
–The Return of the King

The Sands of Harad (x2)
X
4
City.

X is the number of engaged enemies.

Travel: Assign X damage among characters in play to travel here.

Often those on who suspicion fell had fled to Umbar and there joined the rebels...
–The Return of the King

The Sands of Harad (x2)
3
1
City.

While Haradrim Estate is in the staging area, progress cannot be placed here.

Travel: Search the encounter deck and discard pile for a Harad enemy and put it into play engaged with the first player. Then, place 1 progress on the main quest, bypassing the active location. Shuffle the encounter deck.

The Sands of Harad (x4)
2
3
Desert.

While the temperature is 40 or higher, Burnt Sands gets +2 Threat

Forced: After Burnt Sands becomes the active location, increase the temperature by 2.

...all seemed ruinous and dead, a desert burned and choked. –The Return of the King

The Sands of Harad (x2/x1)
X
4
Desert.

X is the tens digit of the temperature.

Forced: After Scorched Hamada becomes the active location, assign X damage among characters in play.

Shadow: Raise your threat by X, where X is the tens digit of the temperature.

The Sands of Harad (x2)
3
3
Desert.

While Parched Wadi is in the staging area, each Creature enemy gets +1 Threat and +1 Attack

Forced: After Parched Wadi becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Creature enemy is discarded. Add that enemy to the staging area.

The Sands of Harad (x2)
X
4
Forest. Village.

X is the stage number of the main quest.

Travel: Each player spends 1 resource to travel here.

Shadow: If the defending character is an objective-hero, ready it and cancel all damage from this attack.

The Sands of Harad (x2)
2
2
Forest. Village.

Response: After the players travel to Village Hut, the first player discards the top card of his deck. If that card is an ally, he puts it into play under his control, exhausted.

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

The Sands of Harad (x3/x2)
3
4
Desert.

While Towering Dunes is in the staging area, progress cannot be placed on locations in the staging area not named Towering Dunes.

Forced: After Towering Dunes becomes the active location, reveal the top card of the encounter deck.

The Sands of Harad (x2)
2
2
Desert.

While Desert Oasis is the active location, it gains:"Response: When Desert Oasis is explored, heal 4 damage from among characters in play."

Forced: After Desert Oasis becomes the active location, each player exhausts a character he controls.

The Sands of Harad (x2/x1)
4
4
Forest.

While Jungle Trail is the active location, each location in the staging area gets -1 Threat

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

The path itself was narrow and wound in and out among the trunks.
–The Hobbit

The Sands of Harad (x3/x2)
3
2
Forest.

Forced: When Forest Clearing is explored, discard the top card of the encounter deck. If that card is an enemy, add that enemy to the staging area.

Shadow: Discard an attachment you control.

The Sands of Harad (x3)
2
3
Forest.

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

Shadow: Discard a random card from your hand.

The Mûmakil (x4)
2
3
Forest.

While Mumak Trail is the active location, it gains:"Response: When Mumak Trail leaves play as an explored location, search the encounter deck and discard pile for a Wild Mumak and add it to the staging area. Shuffle the encounter deck."

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

Race Across Harad (x2)
2
5
Desert.

While the players are not at the same stage as the Orc's stage, Expanse of Harad gets +2 Threat

Forced: After Expanse of Harad becomes the active location, raise each player's threat by 2.

The wide plains opened grey before them.
–The Two Towers

Race Across Harad (x3)
X
4
Desert.

X is the stage number of the main quest.

Forced: After Blistering Erg becomes the active location, each player assigns X damage among characters he controls.

It seemed a long way, and he grew hot and very hungry...
–The Return of the King

Race Across Harad (x2)
5
5
Desert.

When Revealed: Add Harad Road to the Orc's area.

Shadow: If the players are not at the same stage as the Orcs, move attacking enemy to the Orc's area after this attack.

Beneath the Sands (x2)
3
2
Underground.

Immune to player card effects.

Forced: After Spider Burrow becomes the active location, flip the Search objective to On Track and add Brood Mother to the staging area.

Forced: When Spider Burrow leaves play as an explored location, set Brood Mother aside, out of play (unless the players are at stage 3B).

Beneath the Sands (x2/x1)
X
5
Underground.

Track 4.

X is the number of characters controlled by the first player.

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

Beneath the Sands (x2)
3
4
Underground.

Track 3.

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

...a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell...
–The Hobbit

Beneath the Sands (x3)
2
3
Underground.

While On Track is in play, Cobwebbed Cavern gets +2 Threat

Shadow: Exhaust a character you control.

Beneath the Sands (x3)
2
6
Underground.

Track 2.

While On Track is in play, progress cannot be placed on locations in the staging area.

Shadow: Discard an attachment you control.

The Black Serpent (x2/x1)
4
4
Desert. Ruins.

While The Serpent's Redoubt is in the staging area, it gains:"Forced: After a player plays an ally from his hand, either remove 1 progress from the main quest, or exhaust that ally."

Travel: The first player searches the encounter deck and discard pile for an enemy and puts it into play engaged with him. Shuffle the encounter deck.

The Black Serpent (x2/x1)
2
4
Desert. Ruins.

While Roofless Tower is in the staging area, it gains:"Forced: When a player plays an event, either remove 1 progress from the main quest, or cancel the effects of that event."

Travel: Exhaust a hero to travel here.

The Black Serpent (x3)
1
5
Desert. Ruins.

Desert Bastion gets +1 Threat for each Harad objective attached to a hero.

Shadow: Attacking enemy gets +1 Attack for each Harad objective the players control.

The Black Serpent (x3)
3
3
Desert. Ruins.

While Southron Camp is in the staging area, it gains:"Forced: At the end of the round, remove all progress from each location in play."

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

The Black Serpent (x3/x2)
1
3
Desert. Ruins.

Surge.

While Broken Courtyard is in the staging area, the main quest cannot have progress tokens beyond its printed quest points value.

Shadow: Either remove 2 progress from main quest, or return attacking enemy to staging area after this attack.

The Dungeons of Cirith Gurat (x3)
3
2
Dungeon.

While Gate of Iron is in the staging area, progress cannot be placed on locations in the staging area.

Travel: Discard the top card of the encounter deck. Then, the first player must discard a card from his hand with cost greater than the discarded card'sThreat or raise each player's threat by 3.