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Scenario Encounter
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Card Type Subtype Deck Type
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Resource Threat Engagement
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Quest Points
Text
Trait Keyword Victory
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Player Encounter Quest
Region Archetype Age
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Results: 801 - 850 of 890 Cards
The Dunland Trap Nightmare (x4)
20 2 3 2 4 1 
Dunland. Boar Clan.

Forced: After the engaged player draws any number of cards, deal 1 damage to a hero he controls.

Shadow: Deal 1 damage to a hero you control (2 damage instead if undefended).

The Three Trials Nightmare (x3)
30 2 5 1 6 6 
Undead. Spirit. Wolf.

If Wolf's Guardian is in play or in the victory display, each Wolf enemy gets +1 Attack

Forced: At the beginning of the encounter phase, Wolf engages the player who controls Key of the Wolf or is engaged with Wolf's Guardian if able.

The Three Trials Nightmare (x3)
20 1 4 2 5 1 
Undead. Spirit. Boar.

If Boar's Guardian is in play or in the victory display, each Boar enemy gets +1 Defense

Forced: At the beginning of the encounter phase, Boar engages the player who controls Key of the Boar or is engaged with Boar's Guardian if able.

The Three Trials Nightmare (x3)
40 3 3 3 4 6 
Undead. Spirit. Raven.

If Raven's Guardian is in play or in the victory display, each Raven enemy gets +1 Threat

Forced: At the beginning of the encounter phase, Raven engages the player who controls Key of the Raven or is engaged with Raven's Guardian if able.

Trouble in Tharbad Nightmare (x2)
50 3 6 4 6 6 
Orc. Spy.

While a player controls 5 or more allies, Bellach's Hunter gets -20 engagement cost.

Forced: When Bellach's Hunter engages a player, that player must either remove all time counters from the current quest or deal 5 damage to a hero he controls.

Trouble in Tharbad Nightmare (x3)
20 2 4 3 4 1 
Orc.

When Revealed: Either reduce each player's threat elimination level by 2, or Orc Seeker engages the first player and makes an immediate attack.

Shadow: Reduce each player's threat elimination level by 2 (5 instead if undefended).

Trouble in Tharbad Nightmare (x3)
0 2 2 2 3 6 
Creature.

Forced: When Blood Hound engages you, raise your threat by 5.

Shadow: Either raise your threat by 10, or attacking enemy makes an additional attack against you after this one.

The Nîn-in-Eilph Nightmare (x3)
30 3 4 2 5 6 
Creature.

Forced: After Deadly Marsh Adder engages you, discard a damaged character you control.

Forced: After the players advance to a quest stage return Deadly Marsh Adder to the staging area.

The Nîn-in-Eilph Nightmare (x3)
25 2 3 1 7 1 
Creature. Insect.

Cannot have attachments.

While Swarm of Mosquitoes is in the victory display, it gains:"Forced: After the players advance to a quest stage, return Swarm of Mosquitoes to the staging area."

Celebrimbor's Secret Nightmare (x3)
45 4 4 3 6 6 
Mordor. Orc.

Bellach cannot take damage.

Scour: Heal all damage from Bellach's Bodyguard.

Shadow: Attacking enemy cannot take damage until the end of the phase.

Celebrimbor's Secret Nightmare (x3)
15 3 3 2 3 1 
Orc. Snaga.

When Revealed: Trigger Little Snuffler's Scour effect.

Scour: The first player discards a random card from his hand and assigns X damage among locations in the staging area. X is the discarded card's cost.

The Antlered Crown Nightmare (x2)
32 4 6 3 8 6 
Dunland.

Cannot have attachments or take non-combat damage.

Forced: After the engaged player draws any number of cards, heal all damage from Dunlending Horde.

The Antlered Crown Nightmare (x4)
28 2 4 2 4 1 
Dunland. Raven Clan.

When Revealed: Either remove 1 time counter from a location in play, or Raven Clan Elite make an immediate attack against the first player.

"Death to the Fogoil! Death to the Strawheads!"
–Dunlending, The Two Towers

The Antlered Crown Nightmare (x3)
26 3 2 3 5 6 
Dunland. Raven Clan.

Forced: After the engaged player draws any number of cards, remove 1 time counter from a location play.

Shadow: Attacking enemy gets +XAttack where X is the Time X value on the active location.

Intruders in Chetwood Nightmare (x3)
45 2 4 4 5 2 
Orc.

Forced: At the end of the round, if Orc Abductor is in the staging area, search the encounter deck, discard pile and victory display for Rescue Iârion and reveal it. Shuffle the encounter deck.

Shadow: Deal 1 damage to defending character.

Intruders in Chetwood Nightmare (x2)
28 2 5 3 5 1 
Orc.

Forced: After Soldier of Angmar attacks and destroys an ally, search the encounter deck, discard pile and victory display for Orc Ambush and reveal it. Shuffle the encounter deck.

Shadow: Attacking enemy gets +2 Attack

The Weather Hills Nightmare (x3)
17 1 4 2 4
Orc.

Cannot be optionally engaged.

Forced: After Rearguard Ambusher engages you, exhaust each damaged character you control.

His broad flat face was swart, his eyes were like coals, and his tongue was red; he wielded a great spear.
–THe Fellowship of the Ring

The Weather Hills Nightmare (x4)
44 3 5 3 5
Orc.

Forced: After a character the engaged player controls is healed, Angmar Raider makes an immediate attack.

Shadow: Attacking enemy gets +2 Defense until the end of the phase.

Deadmen's Dike Nightmare (x2)
34 4 6 3 8
Undead.

Cannot have attachments.

For each excess point of combat damage deal by Undead Horde (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must discard 1 card from the top of your deck.

Deadmen's Dike Nightmare (x2)
27 1 3 1 2
Undead.

When Revealed: Put each copy of Cursed Dead in the discard pile into play in the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if there is a copy of the defending character in its owner's discard pile.

The Wastes of Eriador Nightmare (x5)
45 3 2 1 3 2 
Creature. Warg.

While it is Night Pack Hunters gets -30 engagement cost.

Forced: When you engage Pack Hunters, search the top 5 cards of the encounter deck for a Warg enemy, and put it into play engaged with you (top 10 cards instead if it is Night). Shuffle the encounter deck.

Escape from Mount Gram Nightmare (x1)
45 4 5 5 14 2 
Goblin. Orc.

Forced: After Jailor Gorn kh enters playt each player searches his captured deck for each hero and captures thme underneath Jailor Gorn kh.

Forced: After a player rescues any number of cards, Jailor Gorn kh attacks that player.

Escape from Mount Gram Nightmare (x3)
26 2 2 1 4 1 
Goblin. Orc.

Capture 1.

While you are engaged with Prison Guard, it gainst: "Planning Action: Rescue a random card from underneath Prison Guard. Then, raise each player's threat by X, where X is that card's printed cost. (Limit once per round)."

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.

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 (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 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 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.

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.

The Fate of Númenor Nightmare (x2)
41 4 6 4 10 9 
Undead.

Forced: After attackers are declared during an attack against Guardian of the Golden King, look at the bottom card of the first player's deck. Choose and remove characters from the attack until only X or fewer characters are attacking, where X is the looked-at-card's printed cost (those characters do not ready).

Raid on the Grey Havens Nightmare (x3)
16 3 2 3 3 1 
Corsair. Raider.

Durin the combat phase, Corsair Pillager makes 1 additional attack for each resource token on it.

Forced: After the players travel to an Aflame location, place 1 resource on Corsair Pillager for each damage on that location.

Raid on the Grey Havens Nightmare (x3)
44 2 2 2 4 5 
Corsair. Raider.

Corsair Pyromaniac gets +1 Threat +1 Attack and +1 Defense for each resource token on it.

Forced: After a card is placed underneath The Havens Burn, place 1 resource on Corsair Pyromaniac.

Raid on the Grey Havens Nightmare (x1)
32 4 6 2 5 1 
Corsair.

For each excess point of combat damage dealt by Elite Marauder (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must place 1 damage on an Aflame location in the staging area.

Flight of the Stormcaller Nightmare (x4)
28 0 3 3 4 4 
Corsair.

While Raider of the Storm is engaged with you, each Ship enemy engaged with you gets +1 Threat +1 Attack +1 Defense and contributes itsThreat to the total Threat in the staging area.

The Thing in the Depths Nightmare (x3)
36 3 3 1 3 1 
Corsair. Raider.

Corsair Duelist enters play with 2 resources on it.

Forced: When Corsair Duelist would be defeated, remove 1 resource and all damage from it instead.

Shadow: Attacking enemy gets +1 Attack for each resource on it.

The Thing in the Depths Nightmare (x3)
0 0 4 1 5 9 
Creature. Tentacle.

Surge. Grapple (most enemies grappled).

Forced: After Slitering Arm engages a player, it makes an immediate attack against that player.

The Thing in the Depths Nightmare (x3)
27 2 6 1 7 1 
Creature. Tentacle.

Grapple (fewest enemies grappled).

Forced: After Crashing Arm is detaced from a location, deal it 3 shadow cards.

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

Temple of the Deceived Nightmare (x2)
23 4 4 4 6 1 
Undead.

Forced: After King's Knight attacks, if no damage was dealt by its attack, return it to the staging area.

Shadow: If no damage is dealt by this attack, return attacking enemy to the staging area after this attack.

Temple of the Deceived Nightmare (x3)
28 3 3 3 4 9 
Undead.

While the active location is in the top rown, Cursed Soldier gets +3Threat

While the active location is in the middle row, Cursed Soldier gets +3Attack

While the active location is in the bottom row, Cursed Soldier gets +3Defense

The Drowned Ruins Nightmare (x4)
26 2 3 2 3 9 
Undead.

When Revealed: If the active location is Underwater return each other Submerged Dead in the encounter discard pule to the staging area.

Shadow: If the active location is Underwater put Submerged Dead into play in the staging area.

The Drowned Ruins Nightmare (x2)
34 4 4 4 6 1 
Creature.

Great Shark gets +1 Threat +1 Attack and +1 Defense for each Underwater location in the victory display.

Great Shark cannot be engaged or damaged unless the active location is Underwater.

Forced: At the beginning of the encounter phase, return Great Shark to the staging area unless the active location is Underwater.

The Drowned Ruins Nightmare (x2)
36 3 7 1 10 5 
Troll.

For each point of excess damage dealt by Undersea Cave Troll (damage that has been dealt beyond the remaining hit points of the character damaged by its attack) discard 1 resource from one of your objective-allies or from one of your heroes' resource pools.

A Storm on Cobas Haven Nightmare (x2)
28 4 4 3 8 5 
Corsair. Ship.

Cannot have attachments.

Forced: After Ramming Ship engages you, it gets +4Attack until the end of the round.

Shadow: Put the top card of Corsair deck into play engaged with you and deal it a shadow card.