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Scenario Encounter
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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: 101 - 150 of 309 Cards
The Dread Realm (x2)
18 2 4 0 5
Undead. Wraith.

Forced: When Wraith of Carn Dûm leaves play, attach it to a character in play. Counts as a Sorcery attachment with the text:

Attached character has -1 Willpower, -1 Attack, and -1 Defense If the attached character leaves play, return Wraith of Carn Dûm to the staging area as an enemy.
The Grey Havens (x2)

When Revealed: Either each player must exhaust a character he controls, or each Lost Island in the staging area gets +1 Threat until the end of the phase.

Shadow: Discard the bottom card of your deck. If that card's printed cost is 2 or less, exhaust a character you control.

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)

When Revealed: Each player must either deal 3 damage to a character he controls, or to an Aflame location in play.

Shadow: If the active location has the Aflame keyword, either deal it 3 damage or deal the defending character 1 damage.

The Grey Havens (x2/x1)
Weather.

When Revealed: If you are off-course, deal 1 damage to each character in play. If your heading is at the worst setting (), this effect cannot be canceled.

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


The Grey Havens (x1)
4 6 6 2 5
Corsair. Raider.

Captain Sahír engages the first player.

For each point of damage Captain Sahír would take, discard 1 resource from him and cancel that damage.

Forced: After Captain Sahír attacks, place 2 resource tokens on him (4 instead if his attack destroyed a character).


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/x1)

When Revealed: Exhaust each character with 1 or lessDefense

Shadow: If the defending character has 0Defense discard it. Otherwise, the defending character gets -2Defense for this attack.

The Thing in the Depths (x2)
23 3 5 1 7
Creature. Tentacle.

Grapple ( lowest printed Threat ).

Forced: At the end of the combat phase, if Thrashing Arm is engaged with you, deal 3 damage to a character you control.

The Thing in the Depths (x3)
20 2 4 1 4
Creature. Tentacle.

Grapple ( highest printed Threat ).

Forced: When Grasping Arm attacks, the engaged player must exhaust a character he controls.

Shadow: If this attack is undefended, resolve Grasping Arm's Grapple keyword.

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
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)
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 (x4)
Hazard.

When Revealed: Each player must remove a character from the quest. If the active location is Underwater deal 2 damage to each character removed from the quest by this effect.

Shadow: Discard an attachment you control.

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 (x3/x2)

When Revealed: Each player must choose: either raise your threat by 1 for each character you control, or discard a character you control.

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

The Sands of Harad (x2/x1)

When Revealed: Each player exhausts a character he controls. Until the end of the combat phase, exhausted characters cannot ready.

Shadow: Until the end of the round, defending character cannot ready.

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)

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

Shadow: Exhaust a character you control.

The Sands of Harad (x1)
6

Some of your companions have been poisoned! They need a remedy to counteract the venom.

Treat the printed text box of each damaged character as if it were blank (except for Traits).

Response: When this is defeated, heal 1 damage from each character in play.

The Sands of Harad (x3)
33 3 3 2 4
Creature.

Forced: After Giant Scorpion damages a character, that character cannot ready until the end of the round.

Shadow: If this attack deals damage, the defending character cannot ready until the end of the round.

The Sands of Harad (x2/x1)
40 3 3 1 5
Orc. Uruk.

Uruk Warg-Rider gets +X Attack while attacking a character with lessWillpower than Uruk Warg-rider'sThreat X is the difference.

Shadow: Return attacking enemy to the staging area after this attack.

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.

The Mûmakil (x1/x0)
0 4 4 3 5
Creature.

Cannot be optionally engaged.

Forced: After Harad Tiger attacks and destroys a character, return it to the staging area.

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

The Mûmakil (x2/x1)
25 1 3 1 3
Creature.

Surge.

Forced: After Strangling Python damages a character, attach it to that character. (Counts as a Condition attachment with the text: "Attached character cannot ready.")

The Mûmakil (x2)
30 3 3 1 2
Creature.

Forced: After Giant Centipede damages a character, treat that character's text box as if it were blank until the end of the round (except for Traits).

Shadow: Treat the defending character's text box as blank until the end of the round.

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.

The Wilds of Rhovanion (x2/x1)
X
X
Hills.

X is the number of characters controlled by the player with the most characters.

Quest Action: Exhaust a character to reduce Hills of WilderlandThreat by 1 until the end of the phase. Only the first player can trigger this effect.

The Wilds of Rhovanion (x2/x1)

When Revealed: Each player removes a character he controls from the quest and discards the top card of the encounter deck. If the discarded card's printedThreat is greater than the removed character'sWillpower discard that character.

Shadow: Attacking enemy gets +2 Attack and +2 Defense if it is guarding a card.

The Wilds of Rhovanion (x2/x1)
36 3 6 3 9
Troll.

Cannot have non-objective attachments.

Forced: After Stone-troll attacks and destroys a character you control, discard 1 card from your hand for each excess point of damage dealt.

Shadow: Discard an attachment you control.

The Wilds of Rhovanion (x3)
28 2 3 2 3
Creature. Spider.

Forced: After Giant 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 Wilds of Rhovanion (x2/x1)
Dragon.

Surge.

When Revealed: Attach to a Dragon enemy. (Counts as a Condition attachment with the text: "Limit 1 per enemy.Forced: When attached enemy attacks you, deal 1 damage to each character you control. Then, discard Dragon Breath.")

The Withered Heath (x2/x1)
35 3 5 3 9
Troll.

Cannot have player card attachments.

Forced: After Snow-troll attacks and destroys a character, return it to the staging area.

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

The Withered Heath (x2/x1)
Weather.

Doomed 1.

When Revealed: Exhaust a character. Until the end of the round, characters cannot be readied by player card effect.

Shadow: Exhaust a character you control.

Roam Across Rhovanion (x3)
2
4
Hills.

Doomed 1.

Response: After the players travel to Slopes of Ered Mithrin, the first player may ready a character he controls.

Shadow: If the first player controls Urdug, exhaust him.

Fire in the Night (x1)
10

Arrows and spears bounce off Dagnir's armored hide like raindrops. Nothing seems to slow her assault. Perhaps if you cold strike at her underbelly you wold find a way to injure the Dragon.

Forced: After Dagnir attacks and destroys a character, heal 5 damage from her.

Forced: After Face the Dragon is defeated, deal 5 damage to Dagnir.

The Ghost of Framsburg (x2/x0)
Hazard.

When Revealed: Each character gets -1Willpower -1Attack and -1Defense until the end of the round.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, raise the defending player's threat by 3.

The Ghost of Framsburg (x3)
Hazard.

Doomed 1.

When Revealed: Each player chooses and exhausts a character he controls. Until the end of the round, character cannot be readied by player card effects.

The Fate of Wilderland (x3/x2)
25 2 3 2 5
Orc. Goblin.

Forced: After Urdug's Elite engages you, either exhaust a character you control, or place 1 progress on The Goblins' Assault.

Shadow: Exhaust a character you control.

The Fate of Wilderland (x3/x2)

When Revealed: Urdug makes an immediate attack against the first player. If this attack destroys a character, place 1 progress on The Goblins' Assault.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, place 1 progress on The Goblins' Assault.

A Shadow in the East (x2)

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

Shadow: Either exhaust a character you control, or return attacking enemy to the staging area after this attack.

A Shadow in the East (x1)
Plot.

Each non-unique enemy gets +1 Attack

Forced: After an enemy attacks and destroys a character, place 1 damage token here. Then, if there are X damage tokens here, the players lose the game. X is 4 more than the number of players.

A Shadow in the East (x1)
50 X 6 4 9
Mordor.

Indestructible. Immune to player card effects.

X is 1 more than the number of quest stages in the victory display. Cannot be engaged unless X is equal to 5.

Forced: When Thane Ulchor attacks and destroys a character, place 1 damage token on Tribute to Mordor.

A Shadow in the East (x3/x2)
X
5
Underground.

X is 1 more than the number of quest stages in the victory display.

Forced: When Hall of Horrors leaves play, each player deals X damage to a character he controls.

...they had worshipped Sauron in the Dark Years.
–The Return of the King

A Shadow in the East (x2/x1)

Doomed 1.

When Revealed: Until the end of the round, treat the printed text box of each character as if it were blank (except for Traits).

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

Wrath and Ruin (x4/x2)
30 1 4 1 3
Easterling.

Surge. Archery 1.

Forced: After Easterling Skirmisher attacks and destroys a character, that character's controller must return the location he controls with the highestThreat to the staging area.

Wrath and Ruin (x3/x2)
1
3
City.

Surge.

Forced: After an enemy is defeated, place 1 progress on Contested Square if it is in the staging area.

While you control Contested Square, it gains:"Forced: After a character you control is destroyed, if you control Contested Square, returns Contested Square to the staging area."

Challenge of the Wainriders (x4/x3)
28 1 4 2 3
Easterling.

Archery 1.

While The Challengers is ahead of the The Wainriders, Aggressive Racer gains surge.

Forced: After Aggressive Racer attacks and destroys a character, place 2 damage on The Wainriders' stage.

Challenge of the Wainriders (x2/x1)
0
6
Plains.

Crowded Track gets +1 Threat for each character controlled by the first player.

Forced: After Crowded Track becomes the active location, each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. Shuffle the encounter deck.