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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
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Results: 301 - 350 of 679 Cards
The Wilds of Rhovanion (x1)
4
Forest.

Guarded (location).

Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck and assigns X damage among characters he controls, where X is that card'sThreat

Forced: After the players travel here, advance to the next stage A, if able.

The Wilds of Rhovanion (x1)
4
Forest.

Guarded (location).

Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area.

Forced: After the players travel here, advance to the next stage C, if able.

The Wilds of Rhovanion (x1)
4
Forest.

Guarded (enemy).

Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck. Add each location discarded this way to the staging area.

Forced: After the players travel here, advance to the next stage A, if able.

The Wilds of Rhovanion (x1)
4
Forest.

Guarded (enemy).

Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck and raises his threat by X, where X is that card'sThreat

Forced: After the players travel here, advance to the next stage C, if able.

The Wilds of Rhovanion (x3/x2)
2
6
Forest. Dark.

Twilight Hall gets +2 Threat for each resource on it.

Forced: After a Forest location is explored, place 1 resource here.

Travel: Raise each player's threat by 1 for each resource here. If there are no resources on Twilight Hall, the players cannot travel here.

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 (x3/x2)
3
3
Forest. Dark.

While Dark Black Woods is in the staging area, no more than 1 progress can be placed on each Forest location in the staging area each round.

Travel: Each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area.

The Wilds of Rhovanion (x2/x1)

Doomed 1.

When Revealed: Each player must choose: either raise your threat by 1 for each ally you control, or reveal an encounter card.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, discard an ally you control.

The Wilds of Rhovanion (x3/x2)

When Revealed: Each player discards each resource from each of his hero's resource pools and raises his threat by 1 for each resource he discarded this way. If no resources were discarded this way, Swarm of Bats gains surge.

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

The Wilds of Rhovanion (x1)
35 X 7 X 17
Dragon.

Cannot have non-Dragon attachments.

X is 1 more than the number of players.

Forced: After the active location is explored, Fire-drake returns to the staging area and makes an immediate attack against each player in turn order.

The Wilds of Rhovanion (x2/x1)
4
4
Underground.

While Iron Hills Mine is the active location, it gains:"Response: When Iron Hills Mine is explored, each player may return 1 card from his discard pile to his hand."

Travel: Each player discards the top 4 cards of his deck to travel here.

The Wilds of Rhovanion (x3)
1
5
Underground.

Contested Depths gets +1 Threat for each location in the victory display.

Forced: After the players travel to Contested Depths, either raise each player's threat by 1 for each location in the victory display, or discard Contested Depths and replace it with the top card of the Caves deck.

The Wilds of Rhovanion (x2)
2
2
Underground. Dark.

Deep.

Response: When you travel to Forked Passage (before resolving the deep keyword), raise each player's threat by 2 to look at the top 2 cards of the Caves deck. Put 1 on top of the Caves deck and put the other on the bottom. Then, add Forked Passage to the victory display.

The Wilds of Rhovanion (x3/x2)

Doomed 1.

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

Shadow: If this attack is undefended, discard an ally you control.

The Wilds of Rhovanion (x1)
2
2
Underground.

Response: After Lost Armory becomes the active location, each player may search his deck for a Weapon or Armor attachment, add it to his hand, and shuffle his deck. Limit once per game for the group.

Behind him where the walls were nearest could dimly be seen coats of mail, helms and axes, swords and spears hanging...
–The Hobbit

The Wilds of Rhovanion (x1)
3
3
Underground.

Response: After Ancient Treasury becomes the active location, each player may (choose one): reduce his threat by 3, draw 2 cards, or add 1 resource to a hero's resource pool. Limit once per game for the group.

...there in rows stood great jars and vessels filled with a wealth that could not be guessed.
–The Hobbit

The Wilds of Rhovanion (x1)
6
6
Underground. Dark.

Forced: After Crumbling Cavern becomes the active location, each player assigns X damage among characters he controls, where X is the number of characters he controls.

...he was slipping – beginning to fall down, down, goodness knows where to.
–The Hobbit

The Withered Heath (x3/x2)
1
5
Mountain.

Deep.

Cave Entrance gets +1 Threat for each Dragon Sign in the victory display.

Travel: Raise each player's threat by 1.

That, of course, is the dangerous part about caves: you don't know how far they go back, sometimes, or where a passage behind may lead to, or what is waiting for you inside.
–The Hobbit

Roam Across Rhovanion (x2)
30 3 4 1 5
Creature.

When Revealed: The first player must choose: either Wilderland Bear makes an immediate attack against him, or each player discards 1 random card from his hand.

Roam Across Rhovanion (x3/x2)
2
3
Hills.

While Deep Ravine is in the staging area, no more than 1 progress can be placed on locations in the staging area each round.

Travel: The first player must either exhaust Urdug, or raise each player's threat by 2 to travel here.

Roam Across Rhovanion (x2)

When Revealed: Starting with the first player, each player chooses an enemy in the staging area and engages it. Then, if any player did not engage an enemy this way, discard cards from the encounter deck until a Creature enemy is discarded and add it to the staging area.

Fire in the Night (x1)
10

Hrogar's Hill was built to defend against Goblins and forest creatures; no one ever imagined a Dragon attack. You hurry to organize a proper defense.

Characters do not count theirDefense when defending against Dagnir.

Response: When Fortify theDefense is defeated, each player chooses: either draw 3 cards, or each hero he controls gains 1 resource.

Fire in the Night (x1)
10

The men of Hrogar's Hill are strong and brave, but Dagnir's mere presence weakens the resolve of even the mightiest warrior. The Woodmen need strong leadership to hold together.

Allies cannot be declared as attackers against Dagnir.

Response: When Rally the Woodmen is defeated, each player searches the top 5 cards of his deck for an ally, puts it into play and shuffles his deck.

Fire in the Night (x1)
10

The enraged Dagnir batters the gate to Hrogar's Hill and mighty doors of oak crack and split. You call for sturdy beams to brace the gate while you lean desperately against the doors.

Each player's threat cannot be reduced.

Response: When Hold the Door is defeated, reduce each player's threat by 5.

Fire in the Night (x1)
5

Goblins stream across the draw–bridge toward Hrogar's Gate. They cannot be allowed into the town!

Rout the Goblins gets +5 quest points for each Goblin enemy in play.

When Revealed: Each player searches the encounter deck and discard pile for a different Goblin enemy and puts it into play engaged with him. Shuffle the encounter deck.

Fire in the Night (x1)
50 X 7 5 20
Dragon.

Immune to player card effects. X is 1 more than the number of side quests in the victory display.

Cannot leave the staging are or take more than X damage from non-quest effects each round.

While at least 3 side quests are in the victory display, Dagnir is considered to be engaged with each player.

Fire in the Night (x3/x1)
X
5
Town.

X is 1 more than the number of side quests in the victory display.

Travel: Each player assigns X damage among characters he controls.

Fire in the Night (x2/x1)

When Revealed: Each player assigns X damage among characters he controls, where X is 1 more than the number of side quests in the victory display.

Shadow: Attacking enemy gets +1 Attack for each side quest in the victory display.

The Ghost of Framsburg (x1)
5
5
Ruins. Dark.

Immune to player card effects.

The players cannot travel to The Cursed Tomb unless they control 3 Loot objectives.

Forced: After the player travel to The Cursed Tomb, search the encounter deck and discard pile for Fram's Shade and add it to the staging area. Shuffle the encounter deck. Fram's Shade makes an immediate attack against each player in turn order.

The Ghost of Framsburg (x2)
X
4
Ruins. Dark. Hazard.

Discover X.

X is the tens digit of the first player's threat.

Forced: After resolving the Discover keyword on Hidden Staircase, reduce each player's threat by X is no Hazard cards were revealed by it.

The Ghost of Framsburg (x3/x2)
2
4
Ruins.

Discover 2.

While Moonlit Passage is in the staging area, each player's threat cannot be reduced by more than 1 via player card effects each round.

Shadow: Raise your threat by 1.

The Ghost of Framsburg (x2/x1)

When Revealed: Each player resolves the Discover keyword of the active location in turn order. If they cannot, Abandoned Ruins gains surge and doomed 2.

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

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.

Mount Gundabad (x1)
7
7
Underground.

Forced: When Dagnir's Hoard is explored, Dagnir returns to the staging area and makes an immediate attack against each player in turn order.

Response: After Dagnir's Hoard is explored, each player may search his deck for an Item attachment, add it to his hand, and shuffle his deck.

Mount Gundabad (x1)
50 X 7 5 20
Dragon.

Indestructible. Immune to player card effects. X is 1 more than the number of quest cards in the victory display.

Cannot take more than X damage each round.

While there are 5 or more quest cards in the victory display, Dagnir cannot leave the staging area and is considered to be engaged with each player.

Mount Gundabad (x2)

When Revealed: Each player assigns X damage among allies he controls, where X is 1 more than the number of quest cards in the victory display.

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if there are 3 or more quests in the victory display).

The Fate of Wilderland (x1)
Assault.

Urdug gets +2 Defense for each other enemy in play and cannot be dealt damage unless he had resolved an attack this phase.

Forced: After players quest unsuccessfully, place 1 progress here for each player in the game.

The Fate of Wilderland (x1)
Defense.

While there are X or more resources on The Heroes' Defense, Urdug is considered to be engaged with each player, X is five times the number of players.

Response: After an enemy is destroyed, place 1 resource here.

A Shadow in the East (x2)

When Revealed: Place 1 resource on Easterling Pursuit. Then, raise each player's threat by 1 for each resource on Easterling Pursuit.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, place 1 resource on Easterling Pursuit.

A Shadow in the East (x4/x3)
2
4
Plains.

When Revealed: Each copy of Rolling Plains gets +2 Threat until the end of the phase.

Travel: Raise each player's threat by 2.

The falling stream vanished into a deep growth of cresses and water–plants, and they could hear it tinkling away in green tunnels, down long gentle slopes...
–The Two Towers

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)
6

The lonely plains appear to stretch endlessly in each direction, and you tire just from looking at them.

Each player cannot ready more than 6 characters he controls during the refresh phase.

Response: When this stage is defeated, each player may ready a hero he controls.

A Shadow in the East (x1)
38 3 6 2 8
Cultist.

Immune to player card effects.

Cannot be optionally engaged.

Forced: After Priest of Sauron attacks and destroys an ally, raise each player's threat by 2.

A Shadow in the East (x1)
Plot.

Add +1 to the total Threat in the staging area for each resource here.

Forced: When the active location is explored, discard the top X cards of each player's deck, when X is that location'sThreat Then, place 1 resource here for each event discarded this way.

A Shadow in the East (x1)
Plot.

Sauron Worship enters play with 1 damage token on it.

Each player's threat elimination level is reduced by 1 for each damage token here.

Forced: At the end of the round, place 1 damage token here.

A Shadow in the East (x3)
2
4
City.

While Hillside Manor is in the staging area, each player's threat cannot be reduced by more than 1 each round by player card effects.

Travel: Each player discards 1 random card from his hand.

The wine of Dorwinion brings deep and pleasant dreams.
–The Hobbit

A Shadow in the East (x2/x1)

When Revealed: Each player discards all ally cards from his hand. If no cards are discarded this way, Disappearances gains doomed 2.

Shadow: Discard an attachment you control.

A Shadow in the East (x3)
34 2 4 2 4
Mordor.

When Revealed: Either raise each player's threat by X, where X is the active location'sThreat or Messenger from Mordor makes an immediate attack against the first player.

Shadow: Attacking enemy gets +1 Attack

A Shadow in the East (x1)
6

The shadow of Mordor is on the servants of the Enemy, and they inspire fear in your companions. Only a stout heart can stand against them.

Surge.

Forced: After an enemy engages a player, that player raises his threat by 1.

Response: When Shadow of Fear is defeated, reduce each player's threat by 3.

A Shadow in the East (x2)
1
5
City.

City Forum gets +1 Threat for each resource here.

While City Forum is in the staging area, it gains:"Forced: After a location is explored, place 1 resource here."

Travel: Each player raises his threat by 1 for each resource here.