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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: 851 - 890 of 890 Cards
A Storm on Cobas Haven Nightmare (x3)
42 2 5 3 3 1 
Corsair.

Forced: When Fang of Sahír engages you, either deal 3 damage to a Ship objective you control, or Fang of Sahír makes an immediate attack.

The City of Corsairs Nightmare (x2)
41 2 5 2 7 4 
Corsair. Ship.

Boarding 2.

Forced: After you shift your heading on-course, Patrol Ship gets -40 engagement cost this round.

*Forced: After Patrol Ship is discarded from the encounter deck during a Sailing test, cancel all Wheel symbols found unless you add it to the staging area.

The City of Corsairs Nightmare (x2)
28 4 4 2 4 1 
Corsair. Raider.

While Corsair Loyalist has 4 or more resources on it, its attacks are considered to be undefended.

Shadow: If attacking enemy is a Raider either add 2 resources to attacking enemy, or attacking enemy makes an additional attack after this one.

The City of Corsairs Nightmare (x3)
48 3 3 4 6 5 
Corsair.

Forced: At the end of the encounter phase, if Umbar Patrol is in the staging area, add 2 resources to the Raider enemy with the most resources on it.

Shadow: Add 1 resource to each Raider enemy engaged with you.

We Must Away, Ere Break of Day Nightmare (x3)
50 4 4 1 3
Creature.

When Revealed: Reveal a random card from the encounter discard pile and add it to the staging area, if able.

Forced: If A Murder of Crows would be destroyed, shuffle it back into the encounter deck instead.

Over the Misty Mountains Grim Nightmare (x1)
15 5 6 4 11
Goblin. Orc.

Progress cannot be placed on the current quest.

Forced: When The Great Goblin attacks, discard the top card of the encounter deck. If it is a Goblin enemy, put it into play engaged with the defending player and deal it a shadow card.

Over the Misty Mountains Grim Nightmare (x4)
45 4 4 3 3
Goblin. Orc.

Goblin Prowler gets -30 engagement cost if The Great Goblin is in the victory display.

Forced: When Goblin Prowler engages you, discard a character you control.

...neither Bilbo, nor the dwarves, nor even Gandalf heard them coming. –The Hobbit

Dungeons Deep and Caverns Dim Nightmare (x3)
33 4 4 3 5
Creature.

Forced: If Wicked Wolf is dealt a shadow card with a riddle, the defending player must exhaust a character he controls.

Shadow: Return attacking enemy to the staging area after this attack.

Dungeons Deep and Caverns Dim Nightmare (x3)
15 2 3 4 5
Goblin. Orc.

Bilbo's Magic Ring does not ready during the refresh phase.

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if Bilbo's Magic Ring is exhausted.)

Flies and Spiders Nightmare (x3)
35 4 6 3 6
Creature. Spider.

Venom.

Attercop gets -1 engagement cost for each poison in play.

Poisoned characters cannot be declared as attackers or defenders against Attercop.

Flies and Spiders Nightmare (x5)
25 3 4 2 5
Creature. Spider.

Venom.

Forced: After a character is declared as a defender against Venomous Spider give it 1 poison.

Shadow: Give 2 poison to the defending character.

The Lonely Mountain Nightmare (x4)
15 3 3 2 5
Creature.

Foced: When Erebor Bats attacks, the defending player discards 1 random card from his hand.

Burgle: The first player shuffles his deck and reveals the top card. He may discard 2 cards from his hand that match the card's cost and type.

The Battle of Five Armies Nightmare (x3)
25 4 5 3 5
Creature.

Forced: After Great Warg attacks and destroys a character, remove all progress from the current quest.

Shadow: Defending player discards 1 attachment he controls.

The Battle of Five Armies Nightmare (x4)
15 3 3 2 4
Goblin. Orc.

Forced: When Frenzied Warg-Rider attacks, remove 1 progress from each quest stage.

Shadow: Deal 1 damage to the defending character (2 damage instead if the current quest has no progress on it).

The Battle of Five Armies Nightmare (x4)
40 2 5 3 5
Goblin. Orc.

Cannot be optionally engaged.

Forced: At the end of the round, if Gundabad Elite is in the staging area, either remove 2 progress from the current quest, or Gundabad Elite makes an attack against the first player.

A Shadow of the Past Nightmare (x1)
40 5 6 4 8
Nazgûl.

Cannot have non-Morgul attachments.

Kham–l the Easterling gets -30 engagement cost while The One Ring is exhausted.

Forced: At the beginning of the refresh phase, the engaged player makes a Hide 2 test. If the engaged player fails the hide test, Kham–l the Easterling makes an immediate attack.

A Shadow of the Past Nightmare (x2)
25 3 3 4 6
Nazgûl.

Peril. Hide 2.

Cannot have non-Morgul attachments.

While Dark Horseman is engaged with you, characters you control get -1 Willpower during Hide tests.

“There's been a strange customer asking for Mr. Baggins of Bag End...”
–The Gaffer, The Fellowship of the Ring

A Knife in the Dark Nightmare (x2)
40 4 5 4 6
Nazgûl

Cannot have non-Morgul attachments.

Forced: After The One Ring is exhausted, Menacing Weath engages the first player and makes an immediate attack.

"Open, in the name of Mordor!" said a voice thin and menacing, –The Fellowship of the Ring

A Knife in the Dark Nightmare (x4)
25 3 4 2 4
Spy.

When Revealed: Either shuffle an out of play Ringwraith into the encounter deck, or Southern Spy makes an immediate attack against you.

Shadow: Defending character gets -1Defense (-3Defense instead if The One Ring is exhausted).

Flight to the Ford Nightmare (x4)
30 3 5 4 6
Nazgûl

Cannot have non-Morgul attachments.

Forced: After Fell Rider attacks and destroys a character, reduce the Ring-bearer's life by 1.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if The One Ring is exhausted).

The Ring Goes South Nightmare (x4)
22 3 5 1 5
Tentacle.

Cannot have attachments.

Watcher in the Water Cannot take damage.

Forced: After Pale-green Tentacle attacks and destroys a character, return Pale-green Tentacle to the staging area.

The Ring Goes South Nightmare (x2)
44 4 4 3 5
Creature.

Cannot have attachments or be optionally engaged.

While Hunting Hawk is in the staging area it gains,"Forced: After a player plays an ally, he must either exhaust it, or place 1 damage on an active location."

The Ring Goes South Nightmare (x3)
33 2 4 3 4
Creature. Warg.

When Revealed: Misty Mountain Warg makes an immediate attack against you. If it destroys a character, place 2 damage on each active location.

Shadow: If this attack destroys a character, place 1 damage on an active location.

Journey in the Dark Nightmare (x2)
32 4 5 3 4
Troll.

Cannot have attachments.

Forced: When Slab-bearer is destroyed, discard the top card of the encounter deck. If the discarded card is an enemy, add it to the staging area.

...they bore great slabs of stone, and flung them down to serve as gangways over the fire.
–The Fellowship of the Ring

Journey in the Dark Nightmare (x4)
42 3 4 3 4
Orc.

Peril. Archery 2.

When Revealed: Discard a randome card from your hand. Assign X damage among characters you control, where X is the cost of the discarded card.

Breaking of the Fellowship Nightmare (x3)
44 2 4 2 4
Orc. Uruk-hai.

Toughness 1. Archery 2.

Forced: After Isengard Archer enters the staging area, each player at this stage deals 2 damage to a character he controls.

Shadow: Deal 2 damage to an ally you control.

Breaking of the Fellowship Nightmare (x4)
35 3 5 1 3
Orc. Uruk-hai.

Toughness 2. Archery 1.

Forced: After Isengard Tracker destroys a character, move it to the first player's staging area.

Shadow: After this attack, move attacking enemy to the first player's staging area.

The Uruk-hai Nightmare (x1)
24 4 5 2 4
Orc. Uruk-hai.

Toughness 1. Archery 2.

Forced: After Mauhúr attacks, increase the pursuit value by 1.

"Mauhúr and his lads are in the forest, and they should turn up any time now." –Uglúk, The Two Towers

The Uruk-hai Nightmare (x1)
32 3 4 2 5
Orc. Uruk-hai.

Toughness 2.

While Lugdush is engaged with a player, each other enemy cannot take damage.

Shadow: If attacking enemy is unique, it cannot take damage until the end of the round.

The Uruk-hai Nightmare (x4)
28 3 3 1 3
Orc. Uruk-hai.

Toughness 2.

Forced: After Orc of the White Hand attacks and destroy a character, increase the pursuit value by 1.

Shadow: If this attack destroys a character, increase the pursuit value by 1.

Helm's Deep Nightmare (x3)
48 4 8 2 8
Orc. Uruk-hai.

Toughness 2.

Cannot have attachments.

While Host of Isengard is in the staging area, it gains:"Forced: At the end of the round, place 1 progress on the current quest (bypassing any active location)."

Helm's Deep Nightmare (x4)
28 3 4 2 4
Dunland.

Forced: When Bloodied Berserker is dealt a shadow card with no effect, either place 2 progress on the active location, or Bloodied Berserker makes an additional attack against you.

Shadow: Attacking enemy gets +1 Attack

The Road to Isengard Nightmare (x3)
38 2 3 2 3
Orc.

Peril. Archery 2.

When Revealed: Discard 1 random card from your hand and assign X damage among characters you control. X is the discarded card's printed cost.

"There was no answer, except arrows and stones from the walls." –Merry, The Two Towers

The Road to Isengard Nightmare (x3)
33 3 3 2 4
Orc. Isengard.

Forced: When Half-orc of Isengard attacks, either discard 1 random card from your hand, or Half-orc of Isengard gets +3Attack for this attack.

Shadow: If this attack destroys a character, discard 1 random card from your hand.

The Passage of the Marshes Nightmare (x3)
30 2 4 3 5
Undead.

The engaged player cannot reduce his threat.

Forced: When Pale Faces attacks, raise your threat by 4.

Shadow: Attacking enemy get +XAttack where X is the Mire X value of the active location.

The Passage of the Marshes Nightmare (x3)
34 4 6 3 8
Undead.

Cannot have attachments.

The engaged player cannot reduce his threat.

Forced: After Rotting Thing attacks and destroys a character, place 1 mire token on the active location for each excess point of damage.

Journey to the Cross-roads Nightmare (x4)
46 3 4 2 5
Harad.

Archery 2.

Forced: After Southron Warrior engages you, discard an ally you control.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character is damaged.

Journey to the Cross-roads Nightmare (x2)
38 4 6 4 8
Harad.

Cannot have attachments or be placed under The Black Gate.

Southron Rearguard gets -1 engagement cost for each progress token on stage 1B.

Shadow: Return attacking enemy to the staging area.

Shelob's Lair Nightmare (x3)
35 2 3 2 4
Orc.

Peril.

When Revealed: Either discard a random card from your hand, or engage Orc of Minas Morgul and reveal an additional encounter card.

Shadow: Attacking enemy gets +2 Attack

Shelob's Lair Nightmare (x3)
30 3 5 3 5
Orc. Uruk.

Forced: After Under-gate Sentry attacks and destroys a character you control, discard a random card from your hand.

Shadow: Either discard a random card from your hand, or exhaust a character you control.