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Scenario Encounter
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Card Type Subtype Deck Type
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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: 101 - 150 of 266 Cards
The Nîn-in-Eilph (x1)
0 1 2 3
Dwarf.

The first player gains control of Nalir.

Forced: At the beginning of the refresh phase, raise your threat by 1 for each player in the game.

If Nalir leaves play, the players lose the game.

Celebrimbor's Secret (x1)

When a location has damage equal to its printed quest points, place it facedown underneath The Orcs’ Search.

Forced: At the end of the refresh phase, raise each player's threat by 1 for each card underneath The Orcs’ Search.

Celebrimbor's Secret (x1)
Artifact. Item.

If Celebrimbor’s Mould is free of encounters, the first player claims it and attaches it to a hero he controls.

If the attached hero leaves play, the players lose the game.

"Celebrimbor of Hollin drew these signs." –Gandalf, The Fellowship of the Ring

The Antlered Crown (x1)
1 3 2 5
Dunland. Boar Clan.

The first player gains control of Chief Turch.

Immune to player card effects. Chief Turch does not exhaust to defend.

If Chief Turch leaves play, the players lose the game.

The Lost Realm (x1)
X X X 4
Dúnedain. Ranger.

X is the number of quest cards in play.

The first player gains control of Iârion.

Response: After a side quest is revealed from the encounter deck, ready Iârion.

If Iârion leaves play, the players lose the game.

The Lost Realm (x1)
Mission.

Forced: After an enemy is defeated, place 1 resource token here. Then, if there are at least X resource tokens here, flip Hunting the Orcs and place each resource token that was on it on Savage Counter-attack. X is 3 more than the number of players in the game.

The Lost Realm (x1)
Mission.

Forced: After Savage Counter-attack enters play, advance to stage 2A.

Forced: After an enemy attacks and destroys a character, discard 1 resource token from Savage Counter-attack.

If there are no resource tokens here, the players lose the game.

The Wastes of Eriador (x1)
Time.

It is Day. Enemies do not make engagement checks.

Forced: When it becomes Day, return each enemy in play to the staging area.

Forced: At the end of the round, flip this objective.

The Wastes of Eriador (x1)
Time.

It is Night. Progress cannot be placed quest cards. Encounter card effects cannot be canceled.

Forced: When it becomes Night, reveal an encounter card.

Forced: At the end of the round, flip this objective.

The Wastes of Eriador (x1)
1 3 3 3
Dúnedain. Ranger. Warrior.

Response: After an enemy engages a player, give control of Amarthiúl to that player.

If Amarthiúl leaves play, the players lose the game.

Across the Ettenmoors (x1)
1 3 3 3
Dúnedain. Ranger. Warrior.

Response: After an enemy engages a player, give control of Amarthiúl to that player.

If Amarthiúl leaves play, the players lose the game.

Across the Ettenmoors (x1)
7
Ettenmoors. Cave.

Guarded. Safe.

Immune to player card effects.

Response: After you travel to Secluded Cave, each player draws 3 cards.

Across the Ettenmoors (x1)
3
Ettenmoors. River.

Guarded. Safe.

Immune to player card effects.

Response: After you travel to The Hoarwell, heal 1 damage from each character in play.

Across the Ettenmoors (x1)
1
Ettenmoors.

Guarded. Safe.

Immune to player card effects.

Response: After you travel to Abandoned Camp, each player may return 1 card from his discard pile to his hand.

Across the Ettenmoors (x1)
5
Ettenmoors. Forest.

Guarded. Safe.

Immune to player card effects.

Response: After you travel to Patch of Woods, each player adds 1 resource to each of his heroes' resource pools.

The Treachery of Rhudaur (x1)
1 3 3 3
Dúnedain. Ranger. Warrior.

Response: After an enemy engages a player, give control of Amarthiúl to that player.

If Amarthiúl leaves play, the players lose the game.

The Treachery of Rhudaur (x1)
Clue.

Action: Exhaust Amarthiúl or a hero to claim Daechanar’s Brand. Then, attach Daechanar’s Brand to that character.

Attached character gets +1 Attack while attacking Undead enemies.

When you touch this dark blade, you can feel a cursed power coursing through it. In Tengwar, the name "Daechanar" is inscribed upon its handle.

The Treachery of Rhudaur (x1)
Clue.

Action: Exhaust Amarthiúl or a hero to claim Heirloom of Iârchon. Then, attach Heirloom of Iârchon to that character.

Attached character gets +1 Willpower.

You find a pendant, similar to the one you've seen Iârion wearing. The inscription on the back says:
"Iârchon, may this pendant guide you away from the shadow that dwells within us all. –Your loving father"

The Treachery of Rhudaur (x1)
Clue.

Action: Exhaust Amarthiúl or a hero to claim Orders from Angmar. Then, attach Orders from Angmar to that character.

Attached character gets +1 Defense while defending against Undead enemies.

You find a tattered, barely legible scroll dated over 1000 years ago, summong those loyal to the Witch-king of Angmar for an assault on Rivendell.

The Grey Havens (x1)
1 0 1 3
Gondor. Noble.

The first player gains control of Calphon.

Action: Exhaust Calphon to look at the bottom card of your deck. Then, you may switch that card with a card in your hand.

If Calphon leaves play, the players lose the game.

The Grey Havens (x1)

Forced: When a card is placed underneath The Havens Burn, reveal the top card of the encounter deck.

If there are X or more cards underneath The Havens Burn, the Corsairs have destroyed the Elven fleet and the players lose the game. X is 3 more than the number of players in the game.

The Grey Havens (x1)
0 0 2 5
Corsair. Raider.

The first player gains control of Captain Sahír.

Captain Sahír gets +1 Willpower and +1 Attack for each resource on him (max +6).

Action: Spend 1 resource from a hero you control to place 1 resource on Captain Sahír. (Limit once per round).

If Captain Sahír leaves play, the players lose.

The Grey Havens (x1)
1 2 2 4
Corsair. Raider.

The last player gains control of Na’asiyah.

Action: While Na’asiyah is attacking or defending, spend 1 resource from her to give her +2 Attack or +2 Defense for this attack.

Action: Spend 1 resource from a hero you control to place 1 resource on Na’asiyah. (Limit once per round).

If Na’asiyah leaves play, the players lose.

The Grey Havens (x1)
5 4 4 18
Grey Havens. Ship.

Immune to player card effects. Sentinel.

The Dream-chaser can always be committed to Sailing tests (even if you are not the first player), and counts as 2 characters when committed to a Sailing test.

If the Dream-chaser is destroyed, the players lose the game.

The Grey Havens (x1)
3 3 4 16
Gondor. Ship.

Immune to player card effects. Sentinel.

Raise your starting threat by 3.

Draw 1 additional card during the resource phase.

If the Dawn Star is destroyed, its controller is eliminated from the game.

The Grey Havens (x1)
3 3 5 15
Grey Havens. Ship.

Immune to player card effects. Sentinel.

Reduce the cost of the first ally you play each round by 1.

If the Nárelenya is destroyed, its controller is eliminated from the game.

The Grey Havens (x1)
2 4 2 14
Gondor. Ship.

Immune to player card effects. Sentinel. Ranged.

Reduce your starting threat by 3.

Each hero you control gets +1 Attack.

If the Silver Wing is destroyed, its controller is eliminated from the game.

The Grey Havens (x1)
Temple of the Deceived (x1)
Item. Artifact.

If unattached, return Gate Key to the staging area and it gains:"Action: Exhaust a hero to claim Gate Key and attach it to that hero."

Action: Exhaust Gate Key and attached hero and spend 3 resources from attached hero's resource pool to look at the facedown side of a Temple of the Deceived.

A Storm on Cobas Haven (x2)
2 2 2 8
Gondor. Ship.

Immune to player card effects.

If you are on-course (Sunny), Dol Amroth Warship gets +2 Willpower +2 Attack and +2 Defense

Forced: When Dol Amroth Warship is destroyed, set it aside, out of play.

A Storm on Cobas Haven (x1)
Dol Amroth.

Guarded.

If Sea-ward Tower is free of encounters, add it to the staging area, controlled by the players.

While the players control Sea-ward Tower, look at 2 additional cards from the top of the encounter deck during each Sailing test.

A Storm on Cobas Haven (x1)
Dol Amroth.

Guarded.

If Tower of the Gull is free of encounters, add it to the staging area, controlled by the players.

Combat Action: If the players control Tower of the Gull, exhaust it to deal 2 damage to a non-unique Ship enemy. Any player may trigger this action.

A Storm on Cobas Haven (x1)
Dol Amroth.

Guarded.

If The Beacon is free of encounters, add it to the staging area, controlled by the players.

Planning Action: If the players control The Beacon, exhaust it and spend 5 resources to take control of 1 set-aside copy of Dol Amroth Warship. Any player may trigger this action.

A Storm on Cobas Haven (x1)
Dol Amroth.

Guarded.

If Tower of the Heron is free of encounters, add it to the staging area, controlled by the players.

While Tower of the Heron is controlled by the players, reduce the archery total by 4.

The Sands of Harad (x1)

Forced: After an enemy attacks and destroys a character, remove X progress from the main quest, X is the attacking enemy'sThreat

At the end of the round, if the main quest has been in play the entire round and there are no progress tokens on it, the players lose the game.

The Sands of Harad (x1)
2 2 2 3
Harad. Noble.

Response: At the beginning of the planning phase, add 1 resource to a hero's pool.

If Kahliel leaves play, you are eliminated from the game.

The Sands of Harad (x1)
3 1 2 3
Harad. Scout.

Response: After Firyal commits to a quest, look at the top of the encounter deck. Then, you may discard that card.

If Firyal leaves play, you are eliminated from the game.

The Sands of Harad (x1)
2 3 1 3
Harad. Ranger.

Ranged.

Response: After Yazan is declared as an attacker, deal 1 damage to a non-unique enemy in play. (Limit once per phase.)

If Yazan leaves play, you are eliminated from the game.

The Sands of Harad (x1)
1 2 3 3
Harad. Warrior.

Sentinel.

Response: After Jubayr is declared as a defender, discard 1 facedown shadow card from a non-unique enemy. (Limit once per phase.)

If Jubayr leaves play, you are eliminated from the game.

The Mûmakil (x1)
Capture.

Response: After the attached enemy is dealt any amount of damage, the engaged player shuffles his deck and discards the top card. If the discarded card's cost is equal to or greater than the attached enemy's remaining hit points, add Horse-hair Lasso and attached enemy to the victory display.

The Mûmakil (x1)
Capture.

Response: After the players quest successfully, the engaged player discards the top card of the encounter deck. If the discarded card's Threat is equal to or greater than the attached enemy's remaining hit points, add Poisoned Spear and attached enemy to the victory display.

The Mûmakil (x1)
Capture.

Response: After the players travel to a location, if the active location's printedThreat is equal to or greater than the attached enemy's remaining hit points, the engaged player adds Pit Trap and attached enemy to the victory display.

The Mûmakil (x1)
Capture.

Response: After a character defends an attack against the attached enemy, if the defending character has more remaining hit points than the attached enemy, add Noose of Vines and attached enemy to the victory display.

Race Across Harad (x4)
2 5 2 8
Creature.

Immune to player card effects.

Damage from undefended attacks against you must be assigned to Tamed Mûmak.

If Tamed Mûmak leaves play, the controlling player is eliminated.

Beneath the Sands (x1)
Search.

Forced: At the end of the quest phase, place 1 progress here. Then, either return the topmost location in the encounter discard pile to the staging area, or raise each player's threat by 1 for each resource here.

Progress cannot be placed on the main quest.

Beneath the Sands (x1)
Search.

Forced: At the end of the quest phase, search the top 3 cards of the encounter deck for a card with 'On Track' in the lower right corner, add it to the staging area and discard the rest. If no card enters play from this effect, flip this objective.

Forced: After the players quest unsuccessfully, flip this objective.

The Black Serpent (x1)
Item. Harad.

Guarded (enemy or location).

While Banner of the Serpent is attached to an encounter card, each Harad enemy gets +1 Attack

Action: Exhaust Banner of the Serpent and raise your threat by 1 to give each Harad enemy engaged with you -1Attack until the end of the phase.

The Black Serpent (x1)
Item. Harad.

Guarded (enemy).

Attached encounter card gets +2 Threat and is immune to player card effects.

Action: Exhaust The Serpent's Garb and raise your threat by 1 to give a Harad enemy in the staging area -2Threat until the end of the phase.

The Black Serpent (x1)
Item. Harad.

Guarded (location).

While Summons from Mordor is attached to an encounter card, each player's threat cannot be reduced.

Action: Exhaust Summons from Mordor and raise your threat by 1 to add 1 resource to attached hero's pool.

The Dungeons of Cirith Gurat (x1)

While a character is attached to an encounter card, it is considered to be a guarded objective with a blank text box.

Forced: When a character is attached to an encounter card, discard each token and attachment on that character.

Forced: When an objective is free of encounters, it is 'rescued' and that character's owner takes control of it, exhausted.