Clear Sort View Lang
Set
Card Set Cycle Set Type
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: 551 - 600 of 679 Cards
Escape from Khazad-dûm (x2) 16
X
4
Underground.

X is 1 more than the stage number of the main quest.

Travel: Each player discards the top X cards of his deck.

Escape from Khazad-dûm (x3) 18

When Revealed: Each player must choose: either raise your threat by 1 for each character you control, or discard a character you control.

Shadow: Raise your threat by 1 for each enemy engaged with you.

Escape from Khazad-dûm (x1) 19

When Revealed: The opposing team chooses a questing charactert controlled by each player and removes them from the quest.

Shadow: Defending character cannot ready until the end of the round.

Escape from Khazad-dûm (x1) 20
3
4
Underground.

Travel: Discard the top card of the encounter deck. Raise each player's threat by X, where X is that card's printedThreat

Shadow: If this attack destroys a character, reveal the top card of the encounter deck.

Escape from Khazad-dûm (x1) 22

When Revealed: Each player exhausts a character he controls. Until the end of the round, characters cannot be readied by player card effects.

Shadow: Remove the defending character from the attack. A different defending character may be declared.

Escape from Khazad-dûm (x2) 23
2
3
Underground.

While Silent Caverns is in the staging area, each player's threat cannot be reduced by more than 1 each round.

Travel: Raise each player's threat by 2.

Escape from Khazad-dûm (x2) 23

When Revealed: Raise each player's threat by X, where X is the threat of the active location. If there is no active location, Dark Places gains surge.

Shadow: Attacking enemy gets +XAttack where X is the stage number of the main quest.

Escape from Khazad-dûm (x2) 24

When Revealed: Each player deals 1 damage to a questing character he controls and removes that character from the quest.

Shadow: Deal 1 damage to a character you control.

Escape from Khazad-dûm (x2) 27
1
5
Underground.

While Forked Passage is in the staging area, raise each player's threat by 1 additional point during the refresh phase.

Travel: Raise each player's threat by 1.

Escape from Khazad-dûm (x2) 28
3
5
Underground.

While Mitril Lode is the active location, it gains:"Response: When Mithril Lode is explored, each player adds 1 resource to the resource pool of a hero he controls.

Escape from Khazad-dûm Preorder Promotion (x1) 15
23 1 3 1 2
Creature.

When Revealed: Eithe raise each player's threat by 2, or reveal an additional encounter card.

Shadow: Either raise your threat by 2, or this attack is considered undefended.

The Hunt for the Dreadnaught (x1)
0 4 7 4 *
Corsair. Ship. Elite.

Archery 1Per Player. Immune to player card effects. Cannot take more than 5Per Player damage each round.

*The Dreadnaught has global hit point value (15 hit points for each player among all groups).

Forced: At the end of the round if the Dreadnaught has less than half of its starting hit pints, flip it over.

Able to fight numerous ships at once with its ramming prow and bllistae, the Dreadnaught's potency is truly unparalleled.

The Hunt for the Dreadnaught (x1)
0 3 5 3 *
Corsair. Ship. Damaged.

Massive. Immune to player card effects. Cannot take more than 5 Per Player damage each round.

*The Dreadnaught has a global hit point value of 15 per player among all groups.

Forced: After the Dreadnaught flips, each player puts 1 set-aside unique Corsair enemy into play at random engaged with them.

With the Dreadnaught weakened and in peril, its enraged crew begins boarding your ship in a final attempt to sieze victory.

The Hunt for the Dreadnaught (x3)
Attack.

Doomed 1. (Raise each players threat by 1.)

When Revealed: Until the end of the round, each Ship enemy gains Archery 2.

Shadow: Assign 2 damage among characters you control (3 damage instead if there are 10 or more cards in your discard pile).

The Hunt for the Dreadnaught (x1)

When Revealed: Each player puts the top card of the Corsair deck into play engaged with them.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if you control an exhausted Ship objective).

The Hunt for the Dreadnaught (x3)
Weather.

When Revealed: Deal 1 damage to each enemy. Each player assigns X among characters they control. X is the number of exhausted characters they control.

Shadow: Deal 1 damage to the defending character.

Passage Through Mirkwood Nightmare (x3)
2
2
5 
Mirkwood.

Immune to player card effects.

Forced: After Abandoned Camp leaves play, each player must deal 2 damage to each exhausted character he controls.

Shadow: If this attack is undefended, discard all attachment cards players control.

Passage Through Mirkwood Nightmare (x2)
4
4
3 
Mirkwood.

While Glade of the Spawn is the active location, it gains:"Forced: After a Spider enemy enters play, each player must choose and exhaust 1 character he controls."

...black even for that forest, like a patch of midnight that had never been cleared away. –The Hobbit

Journey Along the Anduin Nightmare (x2)
3 

When Revealed: Remove all damage from all enemies. Then, each player raises his threat by the amount of just removed from his engaged enemies. If no damage is removed by this effect, Smoking Blood gains surge.

Shadow: Move all damage on this enemy to the defending character. (If undefended, move the damage to the hero damaged by this attack.)

Escape from Dol Guldur Nightmare (x2)
13 2 1 3 1 7 
Captive.

Doomed 1.

Forced: If Crazed Captive is defeated, raise each players threat by 7.

Shadow: If attacking enemy is not defeated this phase, raise defending player's threat by 7 at the end of the phase.

Escape from Dol Guldur Nightmare (x3)
1
4
6 
Dol Guldur.

Dungeon Labyrinth gets +1 Threat and +1 quest point for each resource token on it

Forced: At the end of each round, place 1 resource token on Dungeon Labyrinth for each player in the game.

"Some here will remember that many years ago I myself dared to pass the doors of the Necromancer in Dol Guldur..." –Gandalf, The Fellowship of the Ring

Escape from Dol Guldur Nightmare (x2)
3 

When Revealed: Each player must choose and discard cards from hand until he has only 2 cards in hand. (Each player with 2 or fewer cards in hand must instead reveal 1 card from the encounter deck.)

Shadow: Discard each card you control that has at least 1 copy of itself in your discard pile. (If this attack is undefended, each player must resolve this effect.)

The Hunt for Gollum Nightmare (x2)
3
4
9 
Forest. Road.

Each player who does not control at least 1 Clue card cannot draw cards through card effects.

Shadow: If you do not control at least 1 Clue card, discard all cards from your hand.

"The Road is watched, but we should have to cross it..."
–Aragorn, The Fellowship of the Ring

The Hunt for Gollum Nightmare (x3)
3
2
6 
Marshland.

Progress cannot be placed on Dark Pools while it is in the staging area.

Forced: After Dark Pools becomes the active location, each player must discard an ally with the highest printed cost among the allies he controls.

'And there in the dark pools amid the Gladden Fields,'he said, 'the Ring passed out of knowledge and legend...'
–The Fellowship of the Ring

The Hills of Emyn Muil Nightmare (x2)
6 
Hazard.

When Revealed: Each player must either increase his threat by 5, or reveal an additional encounter card from the encounter deck and add it to the staging area.

Shadow: Attacking enemy gets +XAttack X is theThreat of the active location.

The Dead Marshes Nightmare (x1)
5 
Escape.

When Revealed: Each player makes an escape test, dealing 1 card from the encounter deck. Each player who fails this test must either discard a hero from play or raise his threat by 5.

Escape: 5

"You should not look in when the candles are lit." –Gollum, The Two Towers

Flight from Moria Nightmare (x4)
4
6
1 
Underground. Dark.

As an additional cost to bypass a quest card, each player must raise his threat by 2.

Shadow: If the defending character is a hero, discard all resources in its resource pool. Deal attacking enemy another shadow card for each resource discarded in this way.

Road to Rivendell Nightmare (x2)
34 2 5 1 7 1 
Goblin. Orc.

Ambush

Forced: After Raiding Party engages a player, each player discards the top card of the encounter deck, starting with the first player. Each player who discards an enemy with the ambush keyword must make an engagement check against that enemy.

Road to Rivendell Nightmare (x2)
2 

When Revealed: Return each engaged enemy with the ambush keyword to the staging area. Each player makes engagement checks against each enemy in the staging area, as if it were the encounter phase. If there are no enemies with the ambush keyword in play, Tumultuous Assault gains surge.

The Watcher in the Water Nightmare (x1)
50 4 7 7 21 1 
Creature. Tentacle.

While The Watcher is in the staging area, it cannot be damaged by player card effects.

If The Watcher is in the staging area at the end of the combat phase, each player must deal 3 damage to 1 character he controls.

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.

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)
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)
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)
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

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

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 Steward's Fear Nightmare (x2)
6 
Scheme.

When Revealed: Each player must either raise his threat by 5 or exhaust each ready character he controls.

Shadow: After this attack, return attacking enemy to the staging area. Then, it makes engagement checks against each player.

The Drúadan Forest Nightmare (x2)
6 

When Revealed: Each player must trigger the prowl keyword on each enemy engaged with him, as if that enemy had been revealed from the encounter deck. Then, return each engaged Wose enemy to the staging area. If no enemies are returned to the staging area by this effect, Drums of the Wild Men gains surge.

Encounter at Amon Dîn Nightmare (x2)
6 

When Revealed: Each player must choose: either discard 2 villager tokens from Rescued Villagers, or search the encounter deck and discard pile for an enemy, reveal it, and add it to the staging area. Shuffle the encounter deck.

Shadow: Attacking enemy gets +1 Attack Deal is another shadow card.

Assault on Osgiliath Nightmare (x2)
9 

When Revealed: If the total Threat of locations controlled by players is greater than the total Threat in the staging area, raise each player's threat by 2 and immediately end the quest phase without resolving the quest.

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

The Blood of Gondor Nightmare (x1)
35 X 5 4 9 5 
Mordor.

X is the total number of hidden cards in the game.

Forced: When Black Númenorean engages you, turn all hidden cards in your play area faceup.

Forced: At the end of the round, each player must raise his threat by 1 for each hidden card in his play area.

The Blood of Gondor Nightmare (x3)
3 

Doomed 1.

When Revealed: Each player must either take 1 hidden card for each questing hero he controls, or remove one hero he controls from the quest for each hidden card in his play area.

The Blood of Gondor Nightmare (x2)
6 

When Revealed: Each player turns each hidden card in his play area faceup. Each player then takes hidden cards equal to the number of hidden cards he just turned faceup.

Shadow: Take 1 hidden card. Then, turn 1 hidden card in your play area faceup.

The Morgul Vale Nightmare (x2)
3
3
3 
Valley.

Forced: At the end of the round, each player must either exhaust a hero he controls or place 1 progress token on To the Tower.

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

The Morgul Vale Nightmare (x2)
6 

When Revealed: Place 1 progress token on To the Tower. Each player must assign damage among characters he controls equal to the number of progress token on To the Tower.

Shadow: If this attack destroys a character, place 1 progress on To the Tower.

The Fords of Isen Nightmare (x3)
3
4
2 
River. Valley.

While Eastern Shore is in the staging area, each player cannot play more than 1 event each round.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, remove 1 time counter from the current quest.

The Fords of Isen Nightmare (x3)
2
5
1 
River.

While Isen River is in the staging area, each player cannot discard cards from his hand.

Forced: After Isen River becomes the active location, each player draws a card

Now further, and now nearer Isen flowed in its stony bed.
–The Two Towers

The Fords of Isen Nightmare (x2)
5 

When Revealed: Each player assigns X damage among characters he controls, where X is the number of cards in his hand.

Shadow: Assign X damage among characters you control. X is the number of cards in your hand.

To Catch an Orc Nightmare (x2)
X
5
2 
Mountain.

X is the number of characters controlled by the first player.

Forced: After Methedras Peak leaves play as an explored location, each player searches 3.

...they had come to the feet of the mountains, and to the green roots of tall Methedras. –The Two Towers