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Scenario Encounter
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Trait Keyword Victory
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Player Encounter Quest
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Results: 1 - 50 of 53 Cards
The Wizard's Quest (x1)
Stage
1 A

Concerned about the growing darkness in southern Mirkwood, Radagast sent an Eagle to spy on Dol Guldur. When the Eagle returned with an evil wound, the Wizard sent word to the White Council and asked for heroes to investigate.

Setup: Add Rhosgobel to the staging area. The opposing team searches the encounter deck for one different 0 cost enemy or 0 cost location per player and adds them to the staging area. Shuffle the encounter deck.

1 B
10

You are on your way to Rhosgobel in answer to Radagast's summons, but the deepening shadows of Mirkwood threaten to envelope you before you even reach the Wizard's sanctuary.

Forced: When Rhosgobel is explored, flip it over and add Rider of Mirkwood to the staging area.

This stage cannot be defeated while Rhosgobel is in play.

The Wizard's Quest (x1)
Stage
2 A

Radagast asks that you travel to Dol Guldur to measure the Enemy's strength there. The Anduin vale is too closely watched, so you make your way through the perils of Mirkwood forest.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with 1 or less (cost 2 or less if there are two or more players), set it aside, and shufles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

2 B
5

When Revealed: The opposing team searches the encounter deck and discard pile for a location with cost 2 or less, adds it to the staging area, and places a resource on it. Shuffle the encounter deck.

The location with a resource on it is immune to player card effects and the players cannot travel to it while this stage has any quest points remaining. This stage cannot be defeated while the location with a resource on it is in play.

The Wizard's Quest (x1)
Stage
2 A

Radagast asks that you travel to Dol Guldur to measure the Enemy's strength there. The Anduin vale is too closely watched, so you make your way through the perils of Mirkwood forest.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with 1 or less (cost 2 or less if there are two or more players), set it aside, and shufles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

2 B
20

When Revealed: The opposing team chooses an ally controlled by each player and places them faceup under this stge as guarded objectives with blank text boxes.

Players cannot play or put into play any ally that shares a title with an ally guarded by this stage. When this stage is defeated, return each guarded ally to its owner's hand.

The Wizard's Quest (x1)
Stage
2 A

Radagast asks that you travel to Dol Guldur to measure the Enemy's strength there. The Anduin vale is too closely watched, so you make your way through the perils of Mirkwood forest.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with 1 or less (cost 2 or less if there are two or more players), set it aside, and shufles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

2 B
5

This stage gets +5 quest points per player.

Forced: At the beginning of the quest phase, Rider of Mirkwood makes an immediate attack against the first player.

The Wizard's Quest (x1)
Stage
3 A

The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

3 B
20

Forced: After the players have committed characters to the quest, discard cards from the top of the encounter deck until a treachery is discarded. Reveal that treachery.

If the players defeat this stage, they win the game.

The Wizard's Quest (x1)
Stage
3 A

The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

3 B
15

When Revealed: Shuffle the encounter discard pile into the encounter deck. Each player discards from the top of the encounter deck until he discards an enemy, adds that enemy to the staging area, and attached a hero he controls to it as a guarded objective (discard all tokens from the chosen hero).

If there is an unguarded hero in the staging area, return it to its owner's control, exhausted. This stage cannot be defeated while there is a guarded objective in play. If the players defeat this stage, they win the game.

The Wizard's Quest (x1)
Stage
3 A

The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.

Rider of Mirkwood's engagement cost is considered to be 0.

The number of damage tokens on Rider of Mirkwood cannot exceed the number of progress tokens on this stage.

Players cannot defeat this stage while Rider of Mirkwood is in play. If the players defeat this stage, they win the game.

The Wizard's Quest (x1)
1
1
Forest. Village.

Immune to player card effects.

Response: After the players travel to Rhosgobel, add 1 resource to each hero's pool and each player draws 1 card.

The Wizard's Quest (x1)
50 X 6 3 10
Nazgûl.

Immune to player card effects.

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

Cannot leave the staging area unless the players are at stage 3B.

The Wizard's Quest (x1) 15
36 3 6 3 9
Nazgûl.

Cannot have non-objective player card attachments or take non-combat damage.

Forced: After Nazgûl of Dol Guldur attacks you, either return it to the staging area or raise your threat by 3.

The Wizard's Quest (x2) 15
2
2
Dol Guldur.

When Revealed: The first player chooses a card in his hand. The opposing team looks at the first player's hand and chooses a different card to place faceup under Necromancer's Pass as a guarded objective. While Necromancer's Pass is guarding a card, copies of that card cannot be played. When Necromancer's Pass is explored, return the guarded card to its owner's hand.

The Wizard's Quest (x2) 15

When Revealed: The highestAttack enemy in the staging area makes an immediate attack against the first player. If no attack is made this way, Pursued by Shadow gains surge.

Shadow: If attacking enemy is uniquie, it makes an additional attack against you after this one.

The Wizard's Quest (x1) 16
37 3 7 1 9
Troll.

Cannot have non-objective player card attachments.

Forced: After Bane of Amon Lanc attacks and destroys an ally, the defending player discards 1 card from his hand for each excess point of damage dealt by this attack.

The Wizard's Quest (x2) 16
2
5
Forest.

While Oak-wood Grove is in the staging area, progress cannot be placed on other locations in the staging area.

Travel: Each player exhausts a character.

The Wizard's Quest (x2) 16

When Revealed: The opposing team attached Smoking Blood to a Troll enemu. If they cannot, Smoking Blood gains surge.(Counts as a Condition attachment with the text: "Limit 1 per enemy.Forced: When attached enemy is dealt enough damage to destroy it, cancel the damage and discard Smoking Blood instead.")

The Wizard's Quest (x2) 17
6 2 1 1 6
Creature. Insect.

Forced: When Forest Flies attacks, raise the defending player's threat by 1.

Shadow: Raise your threat by 1 for each enemy engaged with you.

The Wizard's Quest (x1) 17
0
6
Forest.

Cannot have attachments.

Twilight Hall gets +1 Threat for each character controlled by the first player.

Forced: When Twilight Hall is explored, reveal 1 encounter card per player.

The Wizard's Quest (x2) 17

When Revealed: Each player deals X damage to a character he controls, where X is 1 more than the stage number of the main quest.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character has an attachment).

The Wizard's Quest (x1) 18
38 2 4 2 5
Orc. Goblin.

Cannot be optionally engaged.

Forced: At the end of the combat phase, easy player deals 1 damage to a hero he controls.

Shadow: Defending character does not count it'sDefense

The Wizard's Quest (x3) 18
2
4
Mountain. Forest.

When Revealed: Each Pine Slopes +2 Threat until the end of the phase.

Travel: Raise your threat by 1 for each Pine Slopes in the staging area.

The Wizard's Quest (x1) 18

Doomed 1.

When Revealed: Attach to the main quest. (Counts as a Condition attachment with the text: "Each player cannot play more than 1 card each phase.")

The Wizard's Quest (x1) 19
21 2 2 1 2
Warg.

Forced: After Necromancer's Warg engages you, deal 1 damage to a character you control.

Shadow: If you are engaged with an Orc enemy and a Warg enemy, discard a character you control.

The Wizard's Quest (x1) 19
35 2 4 2 5
Orc.

Forced: After Dol Guldur Beastmaster engages you, the opposing team searches the encounter deck and discard pile for a Necromancer's Warg and puts it into play engaged with you. Shuffle the enconter deck.

The Wizard's Quest (x2) 19
3
1
Forest.

Forced: When Watched Path is explored, discard the top card of the encounter deck. If the discarded card is an enemy, add it to the staging area.

The Wizard's Quest (x1) 19
Weather.

When Revealed: Each player deals 1 damage to a questing character he controls. Until the end of the phase, each damaged character gets -1Willpower and cannot be healed.

Shadow: Deal 1 damage to the defending character.

The Wizard's Quest (x1) 20
35 3 5 2 6
Spider.

Forced: After Spider of Dol Guldur attacks and destroys an ally, return it to the staging area.

Shadow: Attacking enemy makes an additional attack against you after this one.

The Wizard's Quest (x1) 20
4
4
Forest.

Forced: At the beginning of the staging step, discard Patch of Midnight and reveal the top card of the encounter deck.

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

The Wizard's Quest (x3) 20

When Revealed: The opposing team chooses a questing character controlled by each player. Ready each chosen character and remove them from the quest.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, raise each player's threat by 1.

The Wizard's Quest (x3) 21
11 1 2 0 2
Creature.

While there is a copy of Eastern Crows in the discard pile, Eastern Crows gains surge.

The Wizard's Quest (x1) 21
4
4
Dol Guldur.

While The Sorcerer’s Tower is in the staging area, each treachery gains Doomed 1.

Forced: When the Sorcerer's Tower is explored, shuffle the encounter discard pile into the encounter deck and discard cards from the top until a treachery is discarded. Resolve the 'when revealed' effects on that treachery.

The Wizard's Quest (x1) 21

When Revealed: The opposing team chooses any number of non-unique encounter cards in play. Discard the chosen cards and reveal an equal number of cards from the top of the encounter deck.

Shadow: Either reveal an encounter card, or treat this attack as undefended.

The Wizard's Quest (x2) 22
33 1 6 2 8
Troll.

Cannot have non-objective palyer card attachments.

The Wizard's Quest (x1) 22
3
5
Forest. Cave.

Response: After the players travel to Troll Cave each player draws 1 card.

Travel: The opposing team searches the top 5 cards of the encounter deck for a Hill Troll and adds it to the staging area, if able. Shuffle the encounter deck.

The Wizard's Quest (x2) 22

When Revealed: Attach to the character with the most attachments without Befouled Equipment attached. (Counts as a Condition attachment with the text:"Forced: At the end of the round, discard an attachment from attached character. Befouled Equipment cannot be discarded this way unless it is the only attachment on attached character.")

The Wizard's Quest (x2) 23
32 2 3 2 4
Warg.

Forced: After Hunting Warg engages a player, it makes an immediate attack. If Hunting Warg is dealt a shadow card with no shadow effect for this attack, it gets +2 Attack until the end of the phase.

The Wizard's Quest (x1) 23
3
4
Mountain. Forest.

While Hunter's Lookout is in the staging area, it gains:"Forced: At the end of the round, raise each player's threat by 1 for each enemy in the staging area."

Travel: The highestAttack enemy in the staging area makes an immediate attack against the first player.

The Wizard's Quest (x2) 23

When Revealed: Return each engaged enemy to the staging area. If no enemies were returned this way, Restless Hunters gains surge.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, return attacking enemy to the staging area.

The Wizard's Quest (x2) 24
24 2 3 1 4
Orc.

When Revealed: Each player deals 1 damage to a character he controls.

Shadow: Defending character gets -1Defense for each damage on it.

The Wizard's Quest (x1) 24
3
3
Forest. Road.

While The Shadow Road is in the staging area, it gains:"Forced: After a player optionally engages an enemy, he deals 1 damage to a character he controls."

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

The Wizard's Quest (x2) 24

When Revealed: Deal 1 damage to each exhausted character.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character is damaged).

The Wizard's Quest (x1) 25
34 3 4 2 5
Spider.

Forced: After Ravenous Spider attacks and destroys a character, the defending player exhausts a character he controls.

Shadow: If this attack destroys a character, exhaust a character you control.

The Wizard's Quest (x2) 25
1
5
Forest.

Forest Gate gets +1 Threat for each enemy in the staging area.

Shadow: Attacking enemy gets +1 Attack for each enemy engaged with you.

The Wizard's Quest (x2) 25

Doomed 1.

When Revealed: Attach to the first player's threat dial. (Counts as a Condition attachment with the text:"Forced: Raise your threat by an additional point during the refresh phase.")

The Wizard's Quest (x2) 26
28 2 3 2 4
Spider.

Forced: After Venomous Spider attacks and damages a character, that character cannot ready until the end of the round.

Shadow: Defending character cannot ready until the end of the round.

The Wizard's Quest (x2) 26
2
3
Forest.

While Pitch-dark Thicket is in the staging area, enemies in the staging area cannot take damage.

Shadow: If attacking enemy was engaged this round, it cannot take damage until the end of the round.

The Wizard's Quest (x1) 26

When Revealed: The opposing team searches the encounter deck and discard pile for one different 0 cost location per player (limit 2) and adds them to the staging area. Shuffle the encounter deck.

Shadow: If this attack destroys a character, return the active location to the staging area.

The Wizard's Quest (x2) 27
20 2 3 1 2
Creature.

Forced: After Dark Bats attacks and damages a character, reveal the top card of the encounter deck. Then, discard Dark Bats.

Shadow: Attacking enemy gets +1 Attack Deal it an additional shadow card.

The Wizard's Quest (x2) 27
2
5
Forest. River.

While Forest Stream is in the staging area, it gains:"Forced: At the end of the round, remove 2 progress from the main quest."

Travel: Raise each player's threat by 2.

The Wizard's Quest (x1) 27
Weather.

When Revealed: Until the end of the phase, each enemy and location in the staging area gets +2 Threat

Shadow: Each enemy engaged with you gets +1 Attack and +1 Defense until the end of the phase.

The Wizard's Quest (x3) 28
23 1 2 1 3
Warg.

When Revealed: Discard the top card of the encounter deck. If that card has the Warg trait, reveal it and add it to the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it has the the Warg trait).