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Scenario Encounter
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Resource Threat Engagement
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Trait Keyword Victory
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Player Encounter Quest
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Results: 51 - 100 of 179 Cards
The Steward's Fear (x1)
Clue.

Action: Exhaust a hero to claim this objective, add it to the victory display, and place 1 resource token on the current quest.


The Steward's Fear (x1)
Clue.

Action: Exhaust a hero to claim this objective and attach it to that hero.

Action: If attached to a hero, add Secret Map to the victory display to place 3 progress tokens on the active location.


The Steward's Fear (x1)
Clue.

Action: Exhaust a hero to claim this objective, add it to the victory display, and place 2 resource tokens on the current quest.


The Steward's Fear (x1)
Plot.

Reveal 1 additional card from the encounter deck and add it to the staging area during the staging step each round.

If a hero is destroyed by an enemy attack, the players have lost the game.

The Drúadan Forest (x1/x0)
4
3
Forest.

The cost to play each player card is increased by 1.

Travel: Exhaust a hero to travel here.

"They still haunt The Drúadan Forest..." –Elfhelm, The Return of the King

The Drúadan Forest (x3)

When Revealed: Each hero must pay 1 resource or take 1 damage. If no hero takes damage from this effect, Men in the Dark gains Surge.

Shadow: Attacking enemy gets +1 Attack for each hero the defending player controls with no resources.

Assault on Osgiliath (x1)
1
5
Osgiliath.

The players cannot travel here.

Combat Action: Exhaust a hero to place 1 progress token on Ancient Harbor.

Forced: After the player who controls Ancient Harbor lets an attack go undefended, return Ancient Harbor to the staging area.

Assault on Osgiliath (x2)

When Revealed: Discard cards from the top of the encounter deck until an Osgiliath location is discarded. The first player may exhaust a hero to take control of that location. Otherwise, add that location to the staging area. This effect cannot be canceled.

And now the fighting waxed furious...
–The Return of the King

The Voice of Isengard (x1)
1 4 7 4 8
Orc. Uruk.

Cannot have attachments.

Forced: After Mugash is defeated, the first player attaches him to a hero he controls and exhausts that hero. Counts as a Captive attachment with the text:

Attached hero cannot ready. If attached hero leaves play, the players lose the game.
The Voice of Isengard (x3)
40 3 6 3 6
Orc. Uruk.

While a player controls a hero with Mugash attached, Mugash’s Guard engages that player.

Forced: After Mugash’s Guard destroys a character, if Mugash is attached to a hero, return Mugash to the staging area.

The Voice of Isengard (x1)
Orc. Uruk.

Guarded.

Action: Exhaust a hero to claim this objective when it is free of encounters. Attach Mugash to that hero.

Forced: After attached hero takes damage, return Mugash to the top of the encounter deck.

The Voice of Isengard (x3)
2
4
Forest.

While Tangled Woods is in the staging area, each Forest location in plays gains:

Travel: Exhaust a hero to travel here.

This ability does not stack with other copies of Tangled Woods.

The forest was dark and close. –The Two Towers

The Voice of Isengard (x2/x1)

When Revealed: Remove a hero from the quest and attach In Need of Rest to that hero. Counts as a Condition attachment with the text:

Limit 1 per hero. Forced: After a time counter is removed from the current quest, attached hero takes 1 damage.

I have just about enough strength left to find some hole away up there. And then I must rest a little.
–Frodo, The Return of the King

The Three Trials (x1)
Item. Key. Boar.

If unattached, the first player must claim Key of the Boar and attach it to a hero he controls.

If Key of the Boar is discarded, add it to the staging area.

Shadow: Shuffle Key of the Boar back into the encounter deck.

The Three Trials (x1)
Item. Key. Wolf.

If unattached, the first player must claim Key of the Wolf and attach it to a hero he controls.

If Key of the Wolf is discarded, add it to the staging area.

Shadow: Shuffle Key of the Wolf back into the encounter deck.

The Three Trials (x1)
Item. Key. Raven.

If unattached, the first player must claim Key of the Raven and attach it to a hero he controls.

If Key of the Raven is discarded, add it to the staging area.

Shadow: Shuffle Key of the Raven back into the encounter deck.

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 Lost Realm (x1)
6

Surge. Time 4.

Forced: After the last time counter is removed from this quest cards, each player deals 4 damage to a hero he controls. Then, place 4 time counters on this quest card.

The weather is growing steadily worse, and black clouds loom on the horizon. You must find a safe place to shelter or be caught in the storm...


The Lost Realm (x3/x2)
Weather.

When Revealed: Each player deals 1 damage to a hero he controls. Attach Cold from Angmar to the current quest. Counts as a Condition attachment with the text:

Treat each damaged character's printed text box as if it were blank, except for keywords and Traits.

"...the weather may prove a more deadly enemy than any." –Gandalf, The Fellowship of the Ring

The Lost Realm (x1)
6

Surge.

Characters cannot be healed.

Response: After Make Camp is defeated, each player heals up to 3 damage from a hero he controls.

Your companions are exhausted from tireless effort, but you must find a safe place to make camp before you can tend to their needs.


Across the Ettenmoors (x1)
6

Forced: After 1 or more resources are spent from a hero's resource pool, deal 1 damage to that hero.

Response: After this stage is defeated, heal 1 damage from each hero.

What little rations you managed to recover after your imprisonment have run dry. If the Trolls or the cold doesn't kill you, starvation surely will. There must be some food to find in these barren hills.

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 Dread Realm (x2)
Sorcery.

When Revealed: The player with the highest threat must attach A Fell Dread to a hero he controls without A Fell Dread Attached. Counts as a Condition attachment with the text:

Attached hero's Willpower is reduced to 0. During the quest phase, attached hero must commit to the quest, if able.
Flight of the Stormcaller (x2)
26 2 2 2 3
Corsair. Raider.

Corsair Seafarer gets +1 Attack for each resource on it.

Forced: After the engaged player commits a hero to a Sailing test or to a quest, move 1 resource from that hero's resource pool to Corsair Seafarer.

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.

Temple of the Deceived (x3)

Doomed 1.

When Revealed: Each Uncharted location in the staging area gets +1 Threat until the end of the phase. If the active location has the Ruins trait, discard 1 resource from each hero and objective-ally in play.

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 Sands of Harad (x1)
6

Your companions grow weary from thirst. They need water to drink.

Characters cannot be readied by player card effects.

Response: When this stage is defeated, each player readies 1 hero he controls.

The Mûmakil (x2/x1)

When Revealed: Remove a hero from the quest and attach Terrible Fever to that hero. (Counts as a Condition attachment with the text:"Forced: At the end of the round, deal 1 damage to attached character.")

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

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/x2)

Surge. Doomed 1.

When Revealed: Deal 1 damage to each hero with an objective attached.

Shadow: If attacking enemy is non-unique, either attach a Harad objective you control to attacking enemy, or it makes an additional attack after this one.

The Black Serpent (x2/x1)

When Revealed: Either reveal 2 encounter cards, or detach a Harad objective from a hero, reveal it, and add it to the staging area.

Shadow: If this attack destroys a character, attach a Harad objective you control to a non-unique encounter card in the staging area.

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

Roam Across Rhovanion (x1)
Artifact. Item.

While Durin's Key is free of encounters, the first player attached it to a hero he controls.

Action: Exhaust Durin's Key to give each location -1Threat until the end of the phase.

Forced: At the beginning of the quest phase, the player who controls Durin's Key looks at the top 3 cards of the encounter deck, chooses 1 to reveal, and discards the rest.

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 (x4)
25 2 2 2 3
Orc. Goblin.

When Revealed: The first player must either deal 2 damage to a hero he controls, or deal 3 damage to Hrogar's Hill.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if Hrogar's Hill has at least 25 damage on it).

Fire in the Night (x3)
2
3
Town.

While Wooden Palisade is the active location, Dagnir gets -2Attack

Travel: The first player readies a hero he controls.

"Within there rise the roofs of houses; and in the midst, set upon a green terrace, there stands aloft a great hall of Men."
–Legolas, The Two Towers

The Ghost of Framsburg (x1)
Artifact. Item.

Loot.

If unattached, the first player claims Crypt Key and attaches it to a hero he controls.

Response: When the players travel to a Discover location, exhaust Crypt Key to either increase or decrease its Discover value by 1 before resolving it.

The Ghost of Framsburg (x1)
Artifact. Item.

Loot.

If unattached, the first player claims Old Lantern and attaches it to a hero he controls.

Action: Exhaust Old Lantern to choose a player to look at the top X cards of his deck, where X is the Discover value of the active location. He adds one of those cards to his hand and places the rest on the bottom of his deck.

The Ghost of Framsburg (x1)
Artifact. Item.

Loot.

If unattached, the first player claims Scatha's Teeth and attached it to a hero he controls.

Action: Exhaust Scatha's Teeth and attached hero to choose a player. That player reduces his threat by 2.

Mount Gundabad (x1)
Artifact. Weapon. Broken.

Attach to a hero. Restricted.

Attached hero gets +1 Attack.

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

...they tell that he slew Scatha, the great Dragon of Ered Mithrin, and the land had peace from the long-worms afterwards.
–The Return of the King

Mount Gundabad (x1)
Artifact. Weapon. Reforged.

Attach to a hero. Restricted.

Attached hero gets +X Attack, where X is 1 more than the number of quest cards in the victory display.

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

...they tell that he slew Scatha, the great Dragon of Ered Mithrin, and the land had peace from the long-worms afterwards.
–The Return of the King

The Fate of Wilderland (x3)
2
5
Mountain. Fortification.

While Dwarven Watchtower is the active location, each hero gets +1 Defense

Response: After Dwarven Watchtower is explored, the first player chooses: either place 1 resource on The Heroes' Defense, or remove 1 progress from The Goblins' Assault.

A Shadow in the East (x2/x1)
3
3
Plains.

While Rocky Outcrop is in the staging area, characters cannot be readied by player card effects.

Travel: The first player exhausts a hero he controls.

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.

The Hobbit: On the Doorstep (x3/x1)
37 3 5 2 4
Creature. Spider.

Venom.

Forced: At the end of each round, each player must give a hero he controls 1 poison.

...hairy legs waving, nippers an dspinners snapping, eyes popping, full of froth and rage. –The Hobbit

The Hobbit: On the Doorstep (x2)

When Revealed: Choose a hero to be removed from the quest and make that hero unconscious. If no hero was removed from the quest by this effect, this card gains surge.

"What nasty thick skins they have to be sure, but I'll wager there is good juice inside." –Spider, The Hobbit