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Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique Status
Character Project Creator

Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
Artist Popularity Errata
Results: 1101 - 1150 of 1174 Cards
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)
Side
A
4
6
Ruins.

Forced: When Desecrated Ruins is flipped over while active, remove all resources from each hero and objective-ally.

Tar–Palantir attempted to ammend the evil: but it was too late, and there was rebellion and strife in Númenor
–The Return of the King

Side
B
3
-

Uncharted. Cannot have player card attachments.

Forced: After Edge of the Temple becomes the active location, flip it over.

Action: Remove 8 progress from Edge of the Temple to look at its facedown side.

Temple of the Deceived Nightmare (x2)
Side
A
3
4
Ruins.

Forced: When Cursed Temple is flipped over while active, discard 3 cards at random from each player's hand.

While Cursed Temple is the active location, each player cannot draw cards by card effects.

Side
B
3
-

Uncharted.

Cannot have player card attachments.

Forced: After Edge of the Temple becomes the active location, flip it over.

Action: Remove 8 progress from Edge of the Temple to look at its facedown side.

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)
9 

When Revealed: Attach to the active location. (Counts as a Condition attachment with the text:"Forced: After you travel from attached location to the right, deal 2 damage to each exhausted character.")

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

The Drowned Ruins Nightmare (x2)
2
3
1 
Underground. Grotto.

Forced: When faced with the option to travel, if you do not choose to travel to a location name Sharp Precipice, you must raise each player's threat by 3.

Forced: After you travel to Sharp Precipice, flip it to its Underwater side.

The Drowned Ruins Nightmare (x2)
6
8
5 
Underground. Underwater.

While Jagged Cavern is the active location, the first treachery card revealed each round gains doomed 1 and surge.

Forced: If Jagged Cavern is the active location at the end of the quest phase, each player must discard each card in his or her hand. Then, you may flip Jagged Cavern to its Grotto side.

The Drowned Ruins Nightmare (x2)
2
16
1 
Underground. Underwater.

While Submerged Crawlway is the active location, deal each engaged enemy 1 additional shadow card at the beginning of the combat phase.

Forced: If Submerged Crawlway is the active location at the end of the quest phase, each player must search the encounter deck and discard pile for an enemy and add it to the staging area. Then, you may flip Submerged Crawlway to its Grotto side.

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)
2
6
9 
Underground. Underwater.

If Flooded Caverns is in the staging area and the active location is Underwater add that location'sThreat to theThreat of Flooded Caverns.

Forced: If Flooed Caverns is the active location at the end of the quest phase, return an Underwater location from the victory display to the bottom of the Grotto deck, Grotto side faceup. Then, return Flooded Caverns to the staging area.

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.

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.

A Storm on Cobas Haven Nightmare (x2)
3
5
5 
Coastland. Ocean.

While War-torn Waters is in the staging area, it gains:"Forced: At the end of the quest phase, if War-torn Waters is not guarding an objective and there is an unguarded objective in the staging area, attach War-torn Waters to that objective, guarding it.

Travel: Deal 2 damage to each Ship objective to travel here.

A Storm on Cobas Haven Nightmare (x2)
9 

When Revealed: Attach to a Ship objective. (Counts as a Condition attachment with the text: "During saling tests, for each Wheel symbol found, cancel it unless you deal 1 damage to the attached objective.Action: Exhaust 3 character you control to discard Broken Rudder.")

*Forced: After this Sailing test ends, attach Broken Rudder to a Ship objective committed to that test.

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)
5
4
5 
Ocean. Coastland.

While Walls of Umbar is in the staging area, it gains:"Forced: After a player commits an ally to a Sailing test, raise his or her threat by 1.

*Forced: After Walls of Umbar is discarded from the encounter deck during a Sailing test, raise each player's threat by 1 for each ally he or she committed to that test.

The City of Corsairs Nightmare (x1)
1 
Artifact. Item. Cursed.

Cannot be discarded by player card effects.

The Cursed Sword counts as a Weapon attachment with the text:"Forced: After Captain Sahír attacks and deals excess damage, assign that excess damage to Captain Sahír as resources. (Limit once per round.)"

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.

We Must Away, Ere Break of Day Nightmare (x3)
2
5
Western Lands. Riverland.

Forced: At the beginning of the refresh phase, place the top card of the encounter discard pile on the bottom of the encounter deck and raise each player's threat bu that card'sThreat

I don't know what river is way, a rushing red one, swollen with the rains of the last few days... –The Hobbit

We Must Away, Ere Break of Day Nightmare (x3)
3
5
Western Lands. Hills.

Forced: After placing 1 or more progress tokens on Wicked Hilltops, each player must discard an ally he controls without an attached Sack card.

Shadow: Attacking enemy gets +2 Attack (+3Attack instead if attacking enemy is a Troll.)

We Must Away, Ere Break of Day Nightmare (x3)
5
-
Trollshaws.

Progress cannot be placed here.

Travel: Sack 1.

Forced: After Comfortable Light becomes the active location, discard it.

Out of the dark mass of the trees they could now see a light shining, a reddish comfortable–looking light... –The Hobbit

We Must Away, Ere Break of Day Nightmare (x2)

Forced: When this card is discarded from the top of the encounter deck as a result of a quest card effect, immediately stop making progress and end the quest phase.

When Revealed: Shuffle the encounter discard pile into the encounter deck. Reveal 1 additional encounter card.

Over the Misty Mountains Grim Nightmare (x4)
3
10
Mountain.

Action: Exhaust Bilbo and spend 1 resource to place 5 progress on Dim Valley.

Forced: At the end of the round, each player must discard a random card from his hand.

They were high up in a narrow place, with a dreadful fall into a dim vally at one side of them. –The Hobbit

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)
3
6
Forest.

Forced: Each time a resource is spent or discarded, raise each player's threat by 1.

Shadow: Deal attacking enemy 2 additional shadow cards for this attack.

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.

Flies and Spiders Nightmare (x2)
X
3
Forest.

X is the number of poison in play.

Forced: When this location is explored, make 1 hero unconscious.

Shadow: Attacking enemy gets +1 Attack for each poisoned character you control.

Flies and Spiders Nightmare (x2)

Surge.

When Revealed: Attach to a hero that is not unconscious. (Counts as a Condition attachment with the text: "Limit 1 per hero.Forced: At the end of the refresh phase, give attached hero 1 poison. When attached hero becomes unconscious, discard Spider Bite.")

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.

The Battle of Five Armies Nightmare (x2)
5
5
Valley.

Forced: At the end of the round, each player assigns X damage among heroes he controls. X is the number of quest stages with no progress on them.

Travel: The players (as a group) exhaust X characters. X is the number of quest stages with no progress on them.

The Battle of Five Armies Nightmare (x3)
3
6
Mountain.

Forced: At the end of the round, raise each player's threat by 1 for each quest stage with no progress on it.

Shadow: Until the end of the phase, attacking enemy gets +1 Defense for each quest stage with no progress on it.

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 (x3)
2
9
Shire.

Eastfarthing gets +2 Threat for each resource token on it.

Forced: After a player fails a Hide test, place 1 resource token here.

After a while they plunged into a deeply cloven track between tall trees that rustled their dry leaves in the night. –The Fellowship of the Ring

A Shadow of the Past Nightmare (x2)
Mordor.

Surge.

When Revealed: Attach to the current quest. (Counts as a Condition attachment with the text:"Forced: After a player fails a Hide test, he discards a random card from his hand.")

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 (x1)
4
6
Hills. Ruins.

Immune to player card effects.

The Witch-king cannot be damaged.

Forced: After Weathertop becomes the active location, exhaust The One Ring. The One Ring cannot ready while Weathertop is the active location.

A Knife in the Dark Nightmare (x3)
2
8
Road.

The Old Road enters play with 3 resource tokens on it.

Forced: At the end of the round, discard 1 resource token here. Then, if there are no resource tokens here, shuffle 1 out of play Ringwraith into the encounter deck.

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).

Flight to the Ford Nightmare (x3)
3
5
Forest.

While Trollshaw Forest is in the staging area, it gains:"Forced: After a 'when revealed' effect is canceled, reduce the Ring-bearer's life by 1."

Travel: Reduce the Ring-bearer's life by 1 to travel here.

Flight to the Ford Nightmare (x2)
2
6
Forest. Hills.

Pathless Wilderness enters play with 3 resource tokens on it.

Forced: At the end of the round, discard 1 resource token here. Then, if there are no resource tokens here, reduce the Ring-bearer's life by 3.

Before the first day's march was over Frodo's pain began to grow again. –The Fellowship of the Ring

Flight to the Ford Nightmare (x2)
5
3
Forest. Hills.

Forced: When Ettendales is explored, shuffle the top card of the burden deck into the encounter deck.

Shadow: Attacking enemy gets +2 Attack If this attack destroys a character, reduce the Ring-bearer's life by 1.

Flight to the Ford Nightmare (x2)
Morgul.

Doomed 2.

When Revealed: Attach to the Ring-bearer. Limit 1 per hero. (Counts as a Condition attachment with the text:"Forced: At the beginning of the planning phase, either exhaust The One Ring, or reduce the Ring-bearer's life by 1.")

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)
X
6
Hills.

X is 1 more than the number of enemies in play.

Forced: When Expanse of Hollin is explored, shuffle the encounter discard pile into the encounter deck. Then, discard the top card of the encounter deck for each damage here. Add each enemy discarded by this effect to the staging area.