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Core Set


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Beorn's Hospitality Beorn's Hospitality
Type: Event Sphere: Lore
Cost: 5
Action: Choose a player. Heal all damage on each hero controlled by that player.

"... and my house is open to you, if ever you come back this way again." - Beorn, The Hobbit
Set: Core Number: 68
Quantity: 1
Illustrator: David A. Nash
  Heal
***-- 7 Comments
A Chosen Path: "Don't Leave the Path!" A Chosen Path: "Don't Leave the Path!"
Type: Quest
Encounter Set: Passage Through Mirkwood
Encounter Info: Dol Guldur Orcs, Passage Through Mirkwood, Spiders of Mirkwood
Quest Points: 0
When Revealed: Each player must search the encounter deck and discard pile for 1 Spider card of his choice, and add it to the staging area.
The Players must find and defeat Ungoliant's Spawn to win this game.


The trail winds into one of the darkest, most tangled parts of the forest...
You sense that a foul, dark presence is hunting you, and you move quickly in an attempt to avoid its evil.

The shadows grow darker, and you realize that a foul presence is aiming to draw you from the path. You must defeat it to pass this way.

Set: Core Number: 121
Quantity: 1
Illustrator: Ben Zweifel, Yoann Boissonnet
***-- 8 Comments
Mountains of Mirkwood Mountains of Mirkwood
Type: Location
Encounter Set: Spiders of Mirkwood
Threat: 2 Quest Points: 3
Forest. Mountain.
Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.
Response: After Mountains of Mirkwood leaves play as an explored location, each player may search the top 5 cards of his deck for 1 card and add it to his hand. Shuffle the rest of the searched cards back into their owners' decks.


Set: Core Number: 78
Quantity: 3
Illustrator: Ben Zweifel
----- 2 Comments
Forest Snare Forest Snare
Type: Attachment Sphere: Lore
Cost: 3
Item. Trap.
Attach to an enemy engaged with a player.
Attached enemy cannot attack.

"We shall have it like a coney in a trap. Then we shall learn what kind of thing it is." - Unidentified Man of Gondor, The Two Towers
Set: Core Number: 69
Quantity: 2
Illustrator: Alexandru Sabo
****- 14 Comments
Lorien Guide Lorien Guide
Type: Ally Sphere: Spirit
Cost: 3
Willpower: 1 Attack: 1 Defense: 0 Hit Points: 2
Silvan. Scout
Response: After Lórien Guide commits to a quest, place 1 progress token on the active location.

"Indeed deep in the wood they dwell..." - Aragorn, The Fellowship of the Ring
Set: Core Number: 44
Quantity: 3
Illustrator: Kristina Gehrmann
****- 3 Comments
Flies and Spiders Flies and Spiders
Type: Quest
Encounter Set: Passage Through Mirkwood
Encounter Info: Dol Guldur Orcs, Passage Through Mirkwood, Spiders of Mirkwood
Quest Points: 8
Setup: Search the encounter deck for 1 copy of the Forest Spider and 1 copy of the Old Forest Road, and add them to the staging area. Then Shuffle the encounter deck.
You are traveling through Mirkwood forest, carrying an urgent message from King Thanduil to the Lady Galadriel of Lorien. As you move along the dark trail, the spiders gather around you...
The nastiest things they saw were the cobwebs; dark dense cobwebs, with threads extradionairly thick, often stretched from tree to tree, or tangled in the lower branches on either side of them. There were none stretched across the path, but whether because some magic kept it clear, or for what other reasons they could not guess. - The Hobbit
Set: Core Number: 119
Quantity: 1
Illustrator: Ben Zweifel
----- 1 Comments
A Fork in the Road A Fork in the Road
Type: Quest
Encounter Set: Passage Through Mirkwood
Encounter Info: Dol Guldur Orcs, Passage Through Mirkwood, Spiders of Mirkwood
Quest Points: 2
Forced: When you defeat this stage, proceed to one of the 2 "A Chosen Path" stages at random.
As you move through Mirkwood, hounded by spiders, the forest path forks before you...
Unsure of what lies ahead but spurred by the urgency of your message, you choose a path and proceed...
Set: Core Number: 120
Quantity: 1
Illustrator: Ben Zweifel
**--- 5 Comments
A Chosen Path: Beorn's Path A Chosen Path: Beorn's Path
Type: Quest
Encounter Set: Passage Through Mirkwood
Encounter Info: Dol Guldur Orcs, Passage Through Mirkwood, Spiders of Mirkwood
Quest Points: 10
Players cannot defeat this stage while Ungoliant's Spawn is in play. If players defeat this stage, they have won the game.
The trail winds into one of the darkest, most tangled parts of the forest...
You sense that a foul, dark presence is hunting you, an dyou move quickly in an attempt to avoid its evil.
You attempt to follow a secret, hidden trail to avoid the enemy...
Set: Core Number: 122
Quantity: 1
Illustrator: David Lecossu, Yoann Boissonnet
***-- 1 Comments
The Necromancer's Tower The Necromancer's Tower
Type: Quest
Encounter Set: Escape from Dol Guldur
Encounter Info: Dol Guldur Orcs, Escape from Dol Guldur, Spiders of Mirkwood
Quest Points: 9
Setup: Search the encounter deck for the 3 objective cards, and place them in the staging area. Also, place the Nazgul of Dol Guldur face up but out of play, alongside the quest deck. Then, shuffle the encounter deck, and attach 1 encounter to each objective card.
When Revealed: Randomly select 1 hero card (among all the heroes controlled by the players) and turn it facedown. The hero is now considered a "prisoner", cannot be used, cannot be damaged, and does not collect resources, until it is "rescued" (as instructed by card effects) later in this quest.

The players, as a group, cannot play more than 1 ally card each round.

Players cannot advance to the next stage of this quest unless they have at least 1 objective card.
The Lady Galadriel of Lorien has asked you to investigate the area in the vicinity of Dol Guldar. While doing so, one of your allies was ambushed by Orcs, captured, and is now held in a dungeon cell...
Set: Core Number: 123
Quantity: 1
Illustrator: Ben Zweifel
----- 17 Comments
Through the Caverns Through the Caverns
Type: Quest
Encounter Set: Escape from Dol Guldur
Encounter Info: Dol Guldur Orcs, Escape from Dol Guldur, Spiders of Mirkwood
Quest Points: 15
Response: After placing any number of progress tokens on this card, flip the "prisoner" hero card face-up, and place 1 damage token on it. This hero has been "rescued," and may now be used by its controller.

The players, as a group, cannot play more than 1 ally card each round.

Players cannot advance to the next stage of this quest unless they have rescued the prisoner and have all 3 "Escape from Dol Guldur" objective cards.

Finding a hidden entrance to the dungeons of Dol Guldur at last, you attempt to make your way through the caverns beneath the hill, searching for your imprisoned friend. the denizens of this labyrinth stand in your way, while the jailors protect the prisoner.
Set: Core Number: 124
Quantity: 1
Illustrator: Kaya
***** 1 Comments
Out of the Dungeons Out of the Dungeons
Type: Quest
Encounter Set: Escape from Dol Guldur
Encounter Info: Dol Guldur Orcs, Escape from Dol Guldur, Spiders of Mirkwood
Quest Points: 7
Forced: At the beginning of each quest phase, each player places the top card of his deck, face down in front of him, as if it just engaged him from the staging area. These cards are called "Orc Guard," and act as enemies with 1 hit point, 1 Attack, and 1 Defense.

Players cannot defeat this stage while Nazgul of Dol Guldur is in play. If this stage is defeated and Nazgul of Dol Guldur is not in play, the players have won the game.

Following a thread of sunlight, you discover a cavern opening leading out through the side of the hill. Stationed outside the cave-mouth, however, is a large group of Orcs.
Set: Core Number: 125
Quantity: 1
Illustrator: Kaya
----- 2 Comments
To the River... To the River...
Type: Quest
Encounter Set: Journey Down the Anduin
Encounter Info: Dol Guldur Orcs, Journey Down the Anduin, Sauron's Reach, Wilderlands
Quest Points: 8
Setup: Each player reveals 1 card from the top of the encounter deck, and adds it to the staging area.
When Revealed: Search the encounter deck for 1 Hill Troll (if one is not already in play), and place it in the staging area. Shuffle the encounter deck.

Players cannot defeat this stage while any Hill Troll cards are in play.
Emerging from Mirkwood Forest with an urgent message for Lady Galadriel, you must now make your way south along the Anduin River in order to reach the forest of Lorien. As you leave the forest behind, you notice that you are being pursued, and thus quicken your pace...

As you approach the location of a small raft stranded on the riverbank, a fearsome Hill Troll emerges from behind a grouping of rocks, and attacks!

Set: Core Number: 126
Quantity: 1
Illustrator: Ben Zweifel
----- 4 Comments
Anduin Passage Anduin Passage
Type: Quest
Encounter Set: Journey Down the Anduin
Encounter Info: Dol Guldur Orcs, Journey Down the Anduin, Sauron's Reach, Wilderlands
Quest Points: 16
Reveal 1 additional card from the encounter deck each quest phase. Do not make engagement checks during the encounter phase. (Each player may still optionally engage 1 enemy each encounter phase.)

After defeating the Troll, you are able to board the raft and embark upon a river voyage. As you depart, your enemies pursue, harassing the small vessel as you attempt to navigate the river...

As your enemies harass the raft, it is difficult to maintain balance and effectively fight them off.

Set: Core Number: 127
Quantity: 1
Illustrator: Ben Zweifel
***** 7 Comments
Ambush on the Shore Ambush on the Shore
Type: Quest
Encounter Set: Journey Down the Anduin
Encounter Info: Dol Guldur Orcs, Journey Down the Anduin, Sauron's Reach, Wilderlands
Quest Points: 0
When Revealed: Reveal 2 encounter cards per player, and add them to the staging area.
Skip the staging step of the quest phase for the remainder of the game.
Once there are no enemies in play, the players have won the game.

The ongoing harassment from your enemies has forced your raft to the shore, and you must now confront their ambush head on. If you survive this attack, the path to the Golden Wood should be open before you...
Set: Core Number: 128
Quantity: 1
Illustrator: David A. Nash
****- 3 Comments
Wolf Rider Wolf Rider
Type: Enemy
Encounter Set: Wilderlands
Threat Threshold: 10
Threat: 1 Attack: 2 Defense: 0 Hit Points: 2
Goblin. Orc.
Surge.
Shadow: Wolf Rider attacks the defending player. That player may declare 1 character as a defender. Deal Wolf Rider its own Shadow card. After combat, return Wolf Rider to the top of the encounter deck.

Set: Core Number: 81
Quantity: 1
Illustrator: Alexandru Sabo
****- 2 Comments
Wargs Wargs
Type: Enemy
Encounter Set: Wilderlands
Threat Threshold: 20
Threat: 2 Attack: 3 Defense: 1 Hit Points: 3
Creature.
Forced: If Wargs is dealt a shadow card with no effect, return Wargs to the staging area after it attacks.
Shadow: Attacking enemy gets +1 ATK. (+2 ATK instead if this attack is undefended.)

Set: Core Number: 85
Quantity: 2
Illustrator: Ryan Barger
***-- 7 Comments
Ungoliant's Spawn Ungoliant's Spawn
Type: Enemy
Encounter Set: Spiders of Mirkwood
Threat Threshold: 32
Threat: 3 Attack: 5 Defense: 2 Hit Points: 9
Creature. Spider.
When Revealed: Each character currently committed to a quest gets -1 Wilpower until the end of the phase.
Shadow: Raise defending player's threat by 4. (Raise defending player's threat by 8 instead if this attack is undefended.)

Set: Core Number: 76
Quantity: 1
Illustrator: Andrew Olson
----- 3 Comments
Under the Shadow Under the Shadow
Type: Treachery
Encounter Set: Escape from Dol Guldur
When Revealed: Until the end of the phase, raise the total Threat Strength in the staging area by X, where X is the number of players in the game.
Shadow: Defending player raises his threat by the number of enemies with which he is engaged.

Set: Core Number: 104
Quantity: 2
Illustrator: Igor Kieryluk
****- 2 Comments
Treacherous Fog Treacherous Fog
Type: Treachery
Encounter Set: Sauron's Reach
When Revealed: Each location in the staging area gets +1 Threat Strength until the end of the phase. Then, each player with a threat of 35 or higher chooses and discards 1 card from his hand.

"But it will be hard to find the path unless the fog lifts a little later on." - Aragorn, The Fellowship of the Ring
Set: Core Number: 118
Quantity: 2
Illustrator: David Lecossu
*---- 2 Comments
Tower Gate Tower Gate
Type: Location
Encounter Set: Escape from Dol Guldur
Threat: 2 Quest Points: 1
Dungeon.
Forced: After travelling to Tower Gate, each player places the top card of his deck, face down in front of him, as if it just engaged him from the staging area. These cards are called "Orc Guard," and act as enemies with: 1 hit point, 1 Attack, and 1 Defense.

"I myself dared to pass the doors of the Necromancer in Dol Guldur, and secretly explored his ways..." - Gandalf, The Fellowship of the Ring
Set: Core Number: 107
Quantity: 2
Illustrator: West Clendinning
----- 1 Comments
The Necromancer's Reach The Necromancer's Reach
Type: Treachery
Encounter Set: Dol Guldur Orcs
When Revealed: Deal 1 damage to each exhausted character.

There was an eye in the Dark Tower that did not sleep. He knew that it had become aware of his gaze. A fierce eager will was there. - The Fellowship of the Ring
Set: Core Number: 93
Quantity: 3
Illustrator: Anna Christenson
****- 5 Comments
The East Bight The East Bight
Type: Location
Encounter Set: Wilderlands
Threat: 1 Quest Points: 6
Wasteland.
When faced with the option to travel, the players must travel to The East Bight if there is no active location.

"...to the east the lands are a waste, and full of Sauron's creatures..." - Haldir, The Fellowship of the Ring
Set: Core Number: 88
Quantity: 2
Illustrator: Santiago Villa
----- 1 Comments
The Brown Lands The Brown Lands
Type: Location
Encounter Set: Wilderlands
Threat: 5 Quest Points: 1
Wasteland.
Forced: After the players travel to The Brown Lands, place 1 progress token on it.

They had come to the Brown Lands that lay, vast and desolate, between Southern Mirkwood and the hills of the Emyn Muil. What pestilence or war or evil deed of the Enemy had so blasted all that region even Aragorn could not tell. - The Fellowship of the Ring
Set: Core Number: 87
Quantity: 2
Illustrator: Ben Zweifel
***** 4 Comments
Shadow Key Shadow Key
Type: Objective
Encounter Set: Escape from Dol Guldur
Item.
Guarded. Restricted.
Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Shadow key to a hero you control. (Counts as an attachment. If detached, return Shadow Key to the staging area.)
Forced: At the end of each round, attached hero suffers 1 damage.


Set: Core Number: 110
Quantity: 1
Illustrator: Nicholas Cloister
----- 1 Comments
Pursued by Shadow Pursued by Shadow
Type: Treachery
Encounter Set: Sauron's Reach
When Revealed: Each player raises his threat by 1 for each character he controls that is not currently committed to a quest.
Shadow: Defending player chooses and returns 1 exhausted ally he controls to its owner's hand. If he controls no exhausted allies, raise his threat by 3.

Set: Core Number: 117
Quantity: 2
Illustrator: Matthew Starbuck
****- 2 Comments
Old Forest Road Old Forest Road
Type: Location
Encounter Set: Passage Through Mirkwood
Threat: 1 Quest Points: 3
Forest.
Response: After you travel to Old Forest Road, the first player may choose and ready 1 character he controls.

...Beorn had warned them that that way was now often used by the goblins, while the forest-road itself, he bad heard, was overgrown and disused at the eastern end and led to impassable marshes where the paths had long been lost. - The Hobbit
Set: Core Number: 99
Quantity: 2
Illustrator: Ben Zweifel
***-- 5 Comments
Necromancer's Pass Necromancer's Pass
Type: Location
Encounter Set: Dol Guldur Orcs
Threat: 3 Quest Points: 2
Stronghold. Dol Guldur.
Travel: The first player must discard 2 cards from his hand at random to travel here.

"It is clad in a forest of dark fir, where the trees strive on against another and their branches rot and wither. In the midst upon a stony height stands Dol guldur, where long the hidden Enemy had his dwelling." - Haldir, The Fellowship of the Ring
Set: Core Number: 94
Quantity: 2
Illustrator: Daryl Mandryk
****- 2 Comments
Nazgul of Dol Guldur Nazgul of Dol Guldur
Type: Enemy
Encounter Set: Escape from Dol Guldur
Threat Threshold: 40
Threat: 5 Attack: 4 Defense: 3 Hit Points: 9
Nazgul.
Forced: When the prisoner is "rescued," move Nazgul of Dol Guldur into the staging area.
Forced: After a shadow effect dealt to Nazgul of Dol Guldur resolves, the engaged player must choose and discard 1 character he controls.


Set: Core Number: 102
Quantity: 1
Illustrator: David A. Nash
****- 6 Comments
Misty Mountain Goblins Misty Mountain Goblins
Type: Enemy
Encounter Set: Journey Down the Anduin
Threat Threshold: 15
Threat: 2 Attack: 2 Defense: 1 Hit Points: 3
Goblin. Orc.
Forced: After Misty Mountain Goblins attacks, remove 1 progress token from the current quest.
Shadow: Remove 1 progress token from the current quest. (3 progress tokens instead if this attack is undefended.)

Set: Core Number: 111
Quantity: 3
Illustrator: Nikolay Stoyanov
**--- 5 Comments
Massing at Night Massing at Night
Type: Treachery
Encounter Set: Journey Down the Anduin
When Revealed: Reveal X additional cards from the encounter deck. X is the number of players in the game.
Shadow: Deal X shadow cards to this attacker. X is the number of players in the game.

Set: Core Number: 112
Quantity: 1
Illustrator: Mathias Kollros
***-- 1 Comments


© 2011 Fantasy Flight Publishing, Inc., all rights reserved. No part of this product may be reproduced without specific permission. Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.