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Trait Keyword Victory
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Player Encounter Quest
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Results: 2601 - 2650 of 3044 Cards
The Watcher in the Water Nightmare (x4)
10 2 5 1 4 5 
Tentacle.

Forced: After resolving an attack made by Choking Tentacle discard the top card of the encounter deck. If that card has a shadow effect or is a Tentacle enemy, attach Choking Tentacle to a character the defending player controls as a Tentacle attachment with the text:"Forced: After attached character readies. deal it 1 damage."

The Watcher in the Water Nightmare (x3)
3
3
1 
Mountain. Swamp.

While Banks of Sirannon is in the staging area, each Tentacle enemy gets +2 Defense

Shadow: For each point of damage dealt by this attack, the defending player must discard a random card from his hand.

The Watcher in the Water Nightmare (x3)
3
5
8 
Swamp.

Forced: After a player looks at one or more cards in the encounter deck, shuffle the encounter deck.

Travel: Reveal the topmost Tentacle enemy in the encounter discard pile to travel here.

The Watcher in the Water Nightmare (x2)
1 
Tentacle.

When Revealed: Deal 3 damage to each character with a Tentacle attachment. If no characters were damaged by this effect, Pulled Under gains surge.

Shadow: If the defending character has a Tentacle attachment, discard that character.

The Watcher in the Water Nightmare (x3)
1 
Tentacle.

Surge.

When Revealed: Shuffle X Tentacle enemies from the encounter discard pile into the encounter deck. Heal X damage from The Watcher, if it is in play. X is the number of players in the game.

Twenty other arms came rippling out.
–The Fellowship of the Ring

The Long Dark Nightmare (x4)
28 3 2 3 3 1 
Goblin. Orc.

Forced: When Goblin Stalker attacks, deal it 1 additional shadow card.

Forced: When Goblin Stalker is dealt a shadow card with 'PASS' printed in its text box, it gets +2 Attack until the end of the phase.

The Long Dark Nightmare (x3)
42 4 5 3 6 7 
Creature. Spider.

Forced: If Trapdoor Spider damages a character, discard that character from play.

Lost: Trapdoor Spider engages the last player and makes an immediate attack.

The Long Dark Nightmare (x2)
12 2 4 2 5 5 
Orc. Uruk.

While Sentinel of the Deep is engaged with a player, that player cannot draw cards from card effects.

Shadow: Defending player must choose and trigger 1 'Lost:' effect in play.

The Long Dark Nightmare (x2)
5
4
1 
Underground.

Travel: The first player must make a locate test to travel here. If this test is failed, return Eastern Mines to the staging area and trigger all "Lost:" effects in play.

Shadow: Defending player must choose and trigger 1 "Lost:" effect in play.

The Long Dark Nightmare (x3)
3
6
8 
Underground. Dark.

For each point of progress that is placed on Bottomless Chasm, the players must choose and discard 1 card from a player's hand, if able

Shadow: If this attack destroys a character, the defending player discards all cards in his hand.

The Long Dark Nightmare (x3)
1 

When Revealed: Starting with the first player, each player must choose and trigger a different "Lost:" effect in play.

Shadow: Make a locate test. If this test is failed, return attacking enemy to the staging area after this attack and trigger all "Lost:" effects in play.

The Long Dark Nightmare (x2)
1 

Surge.

When Revealed: Attach to a hero. (Counts as a Condition attachment with the text:"Lost: Discard attached hero.")

Shadow: If you have no cards in your hand, discard defending character from play.

Foundations of Stone Nightmare (x3)
18 2 2 2 5 1 
Goblin. Orc.

Mithril Seeker gets +1 Attack for each resource on it.

Forced: When Mithril Seeker attacks, move 1 resource from each of the defending player's heroes to Mithril Seeker.

"Of what they brought to light the Orcs have gathered nearly all, and given it in tribute to Sauron, who covets it."
–Gandalf, The Fellowship of the Ring

Foundations of Stone Nightmare (x2)
28 3 3 5 4 7 
Creature. Insect.

When Revealed: Each player at this stage shuffles the card in his hand with the highest printed cost back into his deck.

Forced: At the end of the combat phase, if Giant Centipede is engaged with a player, that player chooses and adds it to a different player's staging area.

Foundations of Stone Nightmare (x3)
15 5 X 5 X 5 
Nameless.

Forced: When Unspeakable Thing enages a player or attacks a player, attach the top card of that player's deck to it.

X is the printed cost of all attached cards on this card. If there are no cards attached, X is 5.

Foundations of Stone Nightmare (x2)
45 6 X 6 X 1 
Nameless.

Forced: When Primeval Thing enters play, attach cards from the top of the first player's deck to it until the total printed cost of all attached cards is 6 or higher.

X is the printed cost of all attached cards on this card. If there are no cards attached, X is 6.

Foundations of Stone Nightmare (x3)
4
4
8 
Underground. Dark.

While Nest of Horrors is in the staging area, it gains:"Forced: When one or more cards are attached to a Nameless enemy from the top of a player's deck, attach an additional card from the top of that player's deck."

Travel: Each player at this stage discards the top card of the encounter deck to travel here. Reveal each Nameless enemy discarded by this effect.

Foundations of Stone Nightmare (x3)
3
7
1 
Underground. River.

While Shivering River is in the staging area, it contributes itsThreat to the total Threat in each other player's staging area.

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if there is more than one player at this staging area.)

Foundations of Stone Nightmare (x3)
1 

When Revealed: Each player must either discard his hand, or raise his threat by the number of cards in his hand. If no cards were discarded by this effect, Chill of the Roots gains surge.

Shadow: If attacking enemy is Nameless attach the top card of the defending player's deck to it.

Shadow and Flame Nightmare (x2)
1 
Attack.

Shadow: For each excess point of combat damage dealt by this attack (damage that is dealt beyond the remaining hit points of the character damaged by this attack) you must damage another character you control. Exhaust all characters damaged by this effect.

Shadow and Flame Nightmare (x2)
7 
Attack.

Shadow: For each point of damage dealt by this attack, heal 1 damage from Durin's Bane.

The flames roared up to greet it, and wreathed about it; and a black smoke swirled in the air. –The Fellowship of the Ring

Shadow and Flame Nightmare (x2)
5 
Attack.

Shadow: Discard all cards attached to the defending character and deal it 1 damage. Cannot be canceled.

Fire came from its nostrils. –The Fellowship of the Ring

Shadow and Flame Nightmare (x2)
1 
Attack.

Shadow: If this attack destroys a character, Durin's Bane makes an additional attack against the defending player after this one.

From out of the shadow a red sword leaped flaming. –The Fellowship of the Ring

Shadow and Flame Nightmare (x2)
8 
Attack.

Shadow: Deal Durin's Bane 3 additional shadow cards from the encounter deck (not the Balrog deck).

The dark figure streaming with fire raced towards them. –The Fellowship of the Ring

Shadow and Flame Nightmare (x3)
12 3 3 32 5 1 
Mordor. Orc. Uruk.

Forced: While Durin's Bane has no damage, Servant of Flame gets +2 Attack and +2 Defense

Shadow: Search the encounter deck for a treachery card with the Shadow or Flame trait and reveal it, if able. Shuffle the encounter deck.

Shadow and Flame Nightmare (x2)
42 4 4 3 7 1 
Mordor. Orc. Uruk.

Each enemy gets -20 engagement cost.

Shadow: If this attack destroys a character, attacking enemy cannot take damage this round.

"And some are large and evil: Black Uruks of Mordor." –Gandalf, The Fellowship of the Ring

Shadow and Flame Nightmare (x2)
5
2
2 
Underground.

Progress cannot be placed on Fiery Depths while it is in the staging area.

Travel: Each player must move 1 damage from Durin's Bane to a hero to travel here.

Out of it a fierce red light came, and now and again flames licked at the brink and curled about the bases of the columns. –The Fellowship of the Ring

Shadow and Flame Nightmare (x2)
2
7
5 
Underground.

While Crumbling Stairs is in the staging area, event cards cost 1 additional matching resource to play from hand.

Shadow: If this attack destroys a character, the defending player must discard all event cards in his hand.

Peril in Pelargir Nightmare (x3)
21 3 2 1 3 5 
Brigand.

While Alcaron's Scroll is attached to a hero, Cunning Informant gets +3Attack

During the encounter phase, if Alcaron's Scroll is attached to a hero, that hero's controller is considered to have +10 threat for the purpose of engagement checks.

Peril in Pelargir Nightmare (x2)
38 4 4 4 5 5 
Brigand. Thug.

When Revealed: If Alcaron's Scroll is attached to an enemy, detach it from that enemy and attach it to Harbor Brute. Move all progress tokens from that enemy to Harbor Brute.

Peril in Pelargir Nightmare (x2)
35 2 3 3 4 6 
Brigand.

Forced: When Pelargir Ringleader engages a player, return the topmost Brigand enemy in the encounter discard pile to play, engaged with that player.

Shadow: Attacking enemy gets +2 Attack

Peril in Pelargir Nightmare (x3)
2
6
10 
City.

While Dockside Street is in the staging area, enemies in the staging area cannot be damaged or optionally engaged.

Travel: Exhaust the hero with Alcaron's Scroll attached to travel here.

Peril in Pelargir Nightmare (x2)
2
6
10 
City.

While Alcaron's Scroll is not attached to a hero, Pelargir Alley gets +3Threat

Shadow: If the defending player controls a hero with Alcaron's Scroll attached, attach Alcaron's Scroll to the attacking enemy.

Peril in Pelargir Nightmare (x3)
3 

When Revealed: Each player must either remove a hero he controls from the quest or engage an enemy in the staging area. Each enemy engaged by this effect makes an immediate attack.

Shadow: Attacking enemy gets +2 Attack

Peril in Pelargir Nightmare (x2)
6 

Surge.

When Revealed: If Alcaron's Scroll is attached to a hero, choose an enemy engaged with that hero's controller, if able. Attached Alcaron's Scroll to that enemy, then add 1 progress to that enemy.

Peril in Pelargir Nightmare (x2)
6 

Surge.

When Revealed: If Alcaron's Scroll is attached to an enemy, choose one: either add 1 progress token to that enemy, or each card in the staging area gets +2 Threat until the end of the phase.

Into Ithilien Nightmare (x2)
38 5 7 5 12 5 
Harad. Creature.

Cannot have attachments. Archery X.

X is the number of players in the game.

Mûmak Elite cannot take more than 3 damage each round.

Into Ithilien Nightmare (x3)
36 2 2 2 5 5 
Harad.

While the current quest has battle, Haradrim Marksman gets +2 Threat and gains archery 2.

While the current quest has siege, Haradrim Marksman gets +2 Attack and allies cannot be declared as defenders against its attacks.

Into Ithilien Nightmare (x2)
44 4 4 3 6 6 
Harad.

Each Harad enemy in the staging area gains archery 1.

Each engaged Harad enemy gets +1 Defense

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if it has the Harad trait).

Into Ithilien Nightmare (x3)
3
4
10 
Forest.

Archery 2.

When assigning archery damage to a character, you must continue assigning archery damage to that character until that character is destroyed or there is no more archery damage to assign.

Into Ithilien Nightmare (x3)
1
8
10 
Forest.

While Dense Thickets is in the staging area, each Forest location in play gets +1 Threat

Shadow: Excess damage dealt by this attack (damage that is dealt beyond the remaining hit points of the character damaged by this attack) must be assigned to a Ranger objective in play.

Into Ithilien Nightmare (x2)
3
5
3 
Plains. Riverland.

While the current quest has battle, Cormallen Fields gets +2 Threat

While the current quest has siege, when faced with the option to travel, the players must travel to Cormallen Fields, if able.

Into Ithilien Nightmare (x2)
6 

When Revealed: The current quest gains archery 2 until the end of the round. Then, assign all archery damage to characters in play as if it were the beginning of the combat phase.

Shadow: Attacking enemy gets +XAttack X is that enemy's archery value.

Into Ithilien Nightmare (x2)
6 

Doomed 2.

When Revealed: If the current quest has a keyword, until the end of the round, switch that keyword from battle to siege, or siege to battle, if able. If the current quest does not have a keyword, Savage Fray gains surge.

The Siege of Cair Andros Nightmare (x3)
45 3 4 2 4 5 
Harad.

Archery 5.

Damage from each round's achery total may be assigned to Battleground locations, as well as characters.

The Siege of Cair Andros Nightmare (x3)
21 2 5 2 5 5 
Orc.

Damage dealt by Orc Saboteur's attacks must be dealt to a Battleground location in play, if able.

Shadow: If this attack destroys a character, deal 2 damage to a Battleground location in play.

The Siege of Cair Andros Nightmare (x4)
30 3 3 1 4 6 
Orc.

Forced: When Orc Ravager is dealt a shadow card, it gets +2 Defense until the end of the phase.

Shadow: Exhaust a character you control. Deal attacking enemy another shadow card.

The Siege of Cair Andros Nightmare (x2)
2
5
10 
Cair Andros. Battleground.

If Besieged Courtyard has 5 or more damage, discard it and exhaust each ready character.

Shadow: Choose one: either attacking enemy makes an additional attack after this one, or deal 10 damage to a Battleground location.

The Siege of Cair Andros Nightmare (x2)
4
4
10 
Cair Andros. Battleground.

If Walls of Cair Andros has 4 or more damage, discard it and each player must assign 4 damage amoung characters he controls.

Shadow: Attacking enemy gets +X, where X is the amount of damage on the active location.

The Siege of Cair Andros Nightmare (x2)
3
6
3 
Cair Andros. Battleground. Riverland.

If Anduin Wharf has 6 or more damage, discard it and reveal 2 cards from the top of the encounter deck.

While Anduin Wharf is the active location, allies cost 1 additional matching resource to play from hand.