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Trait Keyword Victory
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Player Encounter Quest
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Results: 2801 - 2850 of 3044 Cards
Escape from Mount Gram Nightmare (x2)
3 

When Revealed: Each player may capture any number of random cards from his hand underneat the current quest. Each player raises his threat by the number of cards in his hand.

Shadow: Capture 3 random cards from your hand underneath attacking enemy.

Escape from Mount Gram Nightmare (x1)
9
2 

Surge. Capture 3.

Forced: After a card is captured by another card effect, capture a random cards from each player's hand underneath Raid Golfimbul's Vault.

Forced: When the captured cards underneath Golfimbul's Vault are rescued, put each rescued Item card into its owner's hand and discard the rest.

Escape from Mount Gram Nightmare (x3)
35 3 4 3 5 5 
Orc.

Forced: When Orc of Thaurdir attacks you, either discard the top 2 cards of your captured deck, or deal Orc of Thaurdir 2 additional shadow cards.

Shadow: For each damage dealt by this attack, discard the top card of your captured deck.

Across the Ettenmoors Nightmare (x2)
38 3 4 3 5 1 
Creature.

As an additional cost to travel to a safe location, one player must engaged Hoarwell River Serpent.

Forced: When you engage Hoarwell River Serpent, deal 1 damage to each damaged character you control.

Across the Ettenmoors Nightmare (x2)
42 1 7 2 14 9 
Troll.

You cannot travel to a safe location while Scavenging Stone-troll has no damage on it.

While Scavenging Stone-troll is in the staging area, cards in each player's discard pule cannot leave that discard pile.

Across the Ettenmoors Nightmare (x2)
14 2 3 3 3 5 
Creature. Insect.

While Giant Beetle is engaged with a player, it gains: "As an additional cost to travel to a safe location, Giant Beetle makes an immediate attack against the engaged player."

Damaged characters cannot be declared as attackers or defenders against Giant Beetle.

Across the Ettenmoors Nightmare (x2)
2
2
4 
Ettenmoors.

When face with the otpion to travel, the players must travel to Rocky Foothills, if able.

Rocky Foothills gets +2 quest points for each quest in play.

Shadow: Attacking enemy gets +1 Attack for each damage on the defending character.

Across the Ettenmoors Nightmare (x2)
3
4
3 
Ettenmoors.

As an additional cost to travel to a safe location, each player must spend 1 resource.

Heroes cannot gain resources by card effects.

Shadow: If no progress was placed on a side quest this round, attacking enemy gets +4Attack

Across the Ettenmoors Nightmare (x3)
2 
Weather.

When Revealed: Each player assigns X damage among characters he controls, where X is the number of quests in play. Exhaust each damaged character in play.

Shadow: Shuffle each Weather cards from the encounter discard pile into the encounter deck.

Across the Ettenmoors Nightmare (x3)
5 

Surge.

When Revealed: Attach to a side quest. (Counts as a Condition attachment with the text: "Limit 1 per quest. While attached quest is the current quest, each character gets -1Willpower

Across the Ettenmoors Nightmare (x1)
7
6 

Caught in a dense fog, you suddenly find yourself separated from your companions.

Surge. Players cannot draw cards by card effects.

Forced: When this stage is defeated, each player draws 1 card.

Across the Ettenmoors Nightmare (x1)
15

When Revealed: Each player places the lowest-threat-cost hero he controls facedown underneath Rescue from the Trolls, out of play.

Response: After a Troll enemy is destroyed, place 3 progress on Rescue from the Trolls.

Forced: When Rescue from the Trolls is defeated, each player takes control of each of his heroes underneath it.

The Treachery of Rhudaur Nightmare (x2)
16 2 2 1 6 2 
Undead.

Forced: When Thaurdir's Hunter attacks, either remove 1 time counter from the main quest, or treat this attack as undefended.

Shadow: If this attack is undefended, either remove 1 time counter or 5 progress from a quest.

The Treachery of Rhudaur Nightmare (x2)
1 2 2 2 2 1 
Undead.

Indestructible. Surge.

Shadow: Put Undead Thrall into play engaged with the defending player and deal it a shadow card.

The Treachery of Rhudaur Nightmare (x2)
1
6
9 
Ruins.

Forgotten Courtyard gets +1 Threat for each resource on it.

Forced: After an Undead enemy enters play, place 1 resource on Forgotten Courtyard.

The Treachery of Rhudaur Nightmare (x2)
5
4
5 
Ruins.

While Charred Ruins is the active location, it gains:"Forced: After a player's threat is increased by an encounter card effect, that player must deal 2 damage to a character he controls."

The Treachery of Rhudaur Nightmare (x2)
4 

When Revealed: Remove the questing character with the higestWillpower from the quest. The player who controls that character raises his threat by an amount equal to that character'sWillpower

Shadow: If this attack destroys a character, heal all damage from each Undead enemy in play.

The Treachery of Rhudaur Nightmare (x3)
38 5 2 2 12 3 
Undead.

While you are engaged with Apostate of Angmar, you cannot attack Thaurdir.

Shadow: Discard the top card of the encounter deck. Attacking enemy gets +XAttack where X is that card's printed threat.

The Treachery of Rhudaur Nightmare (x3)
2
5
2 
Ruins.

Immune to player card effects.

While Secret Antechamber is in the staging area, no more than 5 progress can be placed on the main quest each round.

Travel: Raise each player's threat by 3 to travel here.

The Treachery of Rhudaur Nightmare (x3)
5 
Sorcery.

When Revealed: Deal Life Drain to Thaurdir, as a shadow card.

Shadow: If attacking enemy is Thaurdir, he gets +3 for this attack. If this attack destroys a character, attach Life Drain to Thaurdir. (Counts as a Condition attachment with the text: "Thaurdir gets +3 hit points.")

The Battle of Carn Dûm Nightmare (x3)
30 2 3 2 4 2 
Orc. Undead.

Forced: After Orc Wight enters play, deal it 2 shadow cards.

Shadow: If attacking enemy has at least 1 other shadow card currently dealt to it, return it to the staging area after this attack.

The Battle of Carn Dûm Nightmare (x2)
45 2 5 4 6 1 
Orc.

Forced: If there are 3 shadow cards dealt to Thaurdir's Elite discard all shadow cards dealt to it and each player must discard an ally he controls.

Shadow: Either raise your threat by 4, or discard an ally you control.

The Battle of Carn Dûm Nightmare (x3)
3
4
9 
Carn Dûm.

While Stronghold Tower is in the staging area, shadow effects cannot be canceled.

Travel: Each player must deal 2 damage to a character he controls to travel here.

The Battle of Carn Dûm Nightmare (x2)
5
2
5 
Carn Dûm.

Forced: After Gates of Carn D–m is explored, deal it as a shadow card to the enemy in the staging area with the lowest engagement cost.

Shadow: Attacking enemy gets +1 Attack and cannot take damage this round.

The Battle of Carn Dûm Nightmare (x3)
4 
Sorcery.

When Revealed: Discard the top 3 cards of each player's deck. Each player discards each attachment he controls that has the same title as a card in his discard pile. If no attachments are discarded from play by this effect, Death and Decay gains surge.

The Battle of Carn Dûm Nightmare (x2)
3 

When Revealed: Either deal 1 shadow card to each enemy in the staging area, or search the encounter deck and discard pile for a side quest and add it to the staging area. Shuffle the encounter deck if it is searched.

Shadow: Deal 1 shadow card to each enemy engaged with you that has not attacked this phase.

The Battle of Carn Dûm Nightmare (x1)
2 

When Revealed: Attach to Thaurdir. (Counts as a Mount attachment with the text: "Black Mare remains attached even if Thaurdir flips. Thaurdir gets +3 hit points.Forced: After Thaurdir is flipped, raise each player's threat by 1.")

Shadow: Attach Black Mare to Thaurdir.

The Battle of Carn Dûm Nightmare (x1)
6
5 

Orcs close in on all sides. If you do not hold them back, your forces will not survive long.

Siege.

Forced: At the end of the combat phase, assign X damage among characters in play, where X is the total number of shadow cards dealt to enemies in the staging area.

The Battle of Carn Dûm Nightmare (x1)
8
6 

Your task seems hopeless and your fate dire, but somehow you must inspire your companions to fight onward!

Surge.

Shadow cards are immune to player card effects.

Response: After this quest is defeated, discard 1 shadow card from each enemy in play.

The Battle of Carn Dûm Nightmare (x1)
6

Your adversary Thaurdir will not let you interrupt his master's ritual. Only by fighting through his ranks of Orcs can you hope to do battle with the wraith himself.

Battle.

Thaurdir gets +2 Threat, +2 Attack, and cannot take damage.

The Dread Realm Nightmare (x2)
36 4 2 4 10 2 
Undead.

While you are engaged with Silent Guardian it gains:"Forced: The first time you play an event card each round, instead of discarding that card after playing it, reanimate it."

The Dread Realm Nightmare (x3)
28 2 X 3 3 1 
Sorcerer.

Forced: When Necromancer of Carn D–m would attack you, instead reanimate the top card of your deck and deal it each of the Necromancer of Carn D–m's shadow cards.

The Dread Realm Nightmare (x2)
6
4
9 
Carn Dûm. Underground.

Progress cannot be placed on Inner Sanctum while it is in the staging area.

Travel: Discard the top 3 cards of the encounter deck. Resolve the 'when revealed' effects of each Sorcery card discarded by this effect.

The Dread Realm Nightmare (x3)
3
5
5 
Carn Dûm. Underground.

While Cursed Halls is in the staging area, Sorcery attachments are immune to player card effects.

Shadow: Until the end of the phase, attacking enemy gets +1 Attack and +1 Defense for each Reanimated Dead engaged with you.

The Dread Realm Nightmare (x3)
4 
Sorcery.

Surge.

When Revealed: Attach to the main quest. (Counts as a Condition attachment with the text: "Daechanar gets +2 Defense

Shadow: If this attack destroys a character, resolve this card's 'when revealed' effect.

The Dread Realm Nightmare (x3)
3 
Sorcery.

Surge.

When Revealed: Attach Daechanar's Curse to the top of the first player's deck. (Counts as a Condition attachment with the text: "The next time a player would draw 1 or more cards from attached deck, reanimate those cards instead. Then, discard Daechanar's Curse.")

The Dread Realm Nightmare (x2)
2 
Sorcery.

When Revealed: Attach All is Lost to the first player's threat dial. (Counts as a Condition attachment with the text: "Each time you attack a Reanimated Dead, raise your threat by 1.")

Shadow: If attacking enemy is a Reanimated Dead, it attacks again after this attack.

The Dread Realm Nightmare (x1)
8
5 

Daechanar is powerful in the art of necromancy. His army will not rest until you join them in death.

Time 5. Forced: When the last time counter is removed from this quest, reanimated each card in each player's discard pile. Then, remove The Witch-king's Gift from the game.

When this quest is defeated, place it in the encounter discard pile.

Voyage Across Belegaer Nightmare (x3)
16 3 3 4 3 5 
Corsair.

Forced: When the engaged player exhausts a Ship objective. Brash Corsair makes an immediate attack.

Voyage Across Belegaer Nightmare (x2)
40 3 7 3 8 1 
Corsair. Ship.

Boarding 1. Cannot have attachments.

Forced: At the end of the encounter phase, if Sahír's Pursuer is in the staging area, the first player must either engage it or shift your heading off-course.

Voyage Across Belegaer Nightmare (x2)
2
6
9 
Ocean.

While Open Waters is in the staging area, each Ship enemy gets -5 engagement cost and +1 Threat

Travel: One player must exhaust a Ship objective to travel here.

?

Voyage Across Belegaer Nightmare (x2)
4
4
1 
Ocean.

While your heading is ?, Shattered Sea gets +2 Threat and +2 quest points.

While your heading is Rainy, Shattered Sea gets +4Threat and +4 quest points.

While your heading is ?, Shattered Sea gets +6Threat and +6 quest points.

?

Voyage Across Belegaer Nightmare (x3)
5 
Weather.

When Revealed: Each player must either exhaust a Ship objective he controls or distribute 4 damage among characters he controls (6 damage instead if you are off course).

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

Voyage Across Belegaer Nightmare (x2)
9 

When Revealed: Either set your heading to the worst setting (?) or exhaust all allies in play.

?

Shadow: If you are off-coruse (Cloudy, Rainy, or Stormy), attacking enemy makes an additional attack after this one.

Voyage Across Belegaer Nightmare (x2)
4 
Weather.

Surge.

*Forced: After Raging Squall is discarded from the encounter deck duirng a Sailing test, deal 1 damage to each character committed to that test.

?*

The Fate of Númenor Nightmare (x1)
Side
A
5
8
Ruins.

While Shrine to Morgoth is the active location, players cannot draw cards or search their decks.

Forced: After Shrine to Morgoth is flipped over while active, exhaust each ally in play with printed cost 2 or less. Then, each player must search the encounter deck and discard pile for an Undead enemy and put it into play engaged with him. Shuffle the encounter deck.

Side
B
-
-

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 Fate of Númenor Nightmare (x1)
Side
A
1
3
Ruins.

While Cursed Temple is the active location, characters with less than 2Willpower do not ready during the refresh phase.

It was not long before he had bewitched the King and was master of his counsel... -The Return of the King

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 Fate of Númenor Nightmare (x2)
Side
A
2
2
Ruins.

Forced: After Drowned Graves is flipped to this side while active, discard the top X cards of the encounter deck. Each player adds an Undead enemy discarded from this effect to the staging area. X is 2 more than the number of players in the game.

...their years lessened as their fear of death grew, and their joy departed. -The Return of the King

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 Fate of Númenor Nightmare (x1)
Side
A
3
5
Ruins.

While Flooded Ruins is the active location, it contributes itsThreat to the staging area.

Númenor was thrown down and swallowed in the sea... -The Return of the King

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 Fate of Númenor Nightmare (x2)
Side
A
4
4
Forest.

While Lush Jungle is in the staging area, characters get -1Attack and lose ranged.

Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.

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.