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Trait Keyword Victory
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Player Encounter Quest
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Results: 801 - 850 of 945 Cards
The Siege of Cair Andros Nightmare (x2)
2
5
10 
Cair Andros. Battleground.

If Besieged Courtyard has 5 or more damage, discard it and exhaust each ready character.

Shadow: Choose one: either attacking enemy makes an additional attack after this one, or deal 10 damage to a Battleground location.

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 Siege of Cair Andros Nightmare (x2)
3
6
3 
Cair Andros. Battleground. Riverland.

If Anduin Wharf has 6 or more damage, discard it and reveal 2 cards from the top of the encounter deck.

While Anduin Wharf is the active location, allies cost 1 additional matching resource to play from hand.

The Steward's Fear Nightmare (x2)
3
6
10 
Underworld. City.

Underworld 1.

Forced: At the end of the round, place 1 resource token on Traitors' Den. Then, if it has 4 or more resource tokens on it, remove all tokens from it and reveal at random one of the Plot cards removed from the game during setup. Add that card to the staging area.

The Steward's Fear Nightmare (x2)
2
5
3 
City.

While Rath Celerdain is in the staging area, it gains:"Forced: At the beginning of the encounter phase, reveal the top card of the underworld deck. If it is an objective, discard it."

"...go down to the lowest circle and ask for the Old Guesthouse in the Rath Celerdain, the Lampwrights' Street." –Beregond, The Return of the King

The Steward's Fear Nightmare (x2)
4
3
6 
Underworld. City.

Underworld 1.

Travel: Reveal all facedown cards underneath Arched Tunnel, one at a time. Then, place the top card of the underworld deck facedown underneath Arched Tunnel, if able.

And each time that it passed the line of the Great Gate it went through an arched tunnel... –The Return of the King

The Drúadan Forest Nightmare (x3)
3
3
10 
Forest.

Immune to player card effects.

While Devil's Mirk is in the staging area, characters cannot be healed.

While Devil's Mirk is the active location, each Wose enemy gets +2 Defense

The Drúadan Forest Nightmare (x2)
5
4
10 
Forest. Hills.

Players cannot travel to Eilenach unless there is at least 1 resource in each hero's resource pool.

Shadow: If the defending character has no resources, deal it 1 damage.

...standing up from the long ridges of the Drúadan Forest... –The Return of the King

The Drúadan Forest Nightmare (x2)
1
6
3 
Forest.

While Stonewain Valley is in the staging area, resources discarded or spent by the first player for any reason are placed on Stonewain Valley.

Stonewain Valley gets +1 Threat for each resource on it.

"Way is wide for four horses in Stonewain Valley yonder," he waved his hand southwards: "but narrow at beginning and at end." –Ghân–buri–Ghân, The Return of the King

Encounter at Amon Dîn Nightmare (x3)
4
6
6 
Gondor.

Villagers 2.

Forced: When any amount of progress is placed on a location in the staging area, discard 1 villager token from that location.

Travel: The first player searches the encounter deck for an enemy, reveals it, and puts it into play engaged with him. Shuffle the encounter deck.

Encounter at Amon Dîn Nightmare (x2)
3
5
10 
Gondor.

Villagers 2.

While Overrun Village is in the staging area, it gains:"Forced: After an enemy engages a player, discard 1 villager token from Overrun Village."

Travel: Place 1 damage token on Dead Villagers.

Assault on Osgiliath Nightmare (x1)
0
5
6 
Osgiliath.

Immune to player card effects. Palace Remains gets +1 Threat for each resource token on it.

The players cannot travel here unless there are at least 5 resource tokens on Palace Remains.

While Palace Remains is in the staging area, it gains"Forced: After a player takes control of a location, place 1 resource token here."

Assault on Osgiliath Nightmare (x2)
3
2
10 
Osgiliath.

Forced: When you take control of Crumbled Battlements, shuffle the encounter discard pile into the encounter deck and discard cards from the encounter deck until an enemy is discarded. Put the discarded enemy into play engaged with you.

"Here they come pouring through the breaches!" –Man of Gondor, The Return of the King

Assault on Osgiliath Nightmare (x2)
3
3
10 
Osgiliath.

Forced: When you take control of Eastern Quarter, discard each event card in your hand.

While a player controls Eastern Quarter it gains:"Forced: After the 'when revealed' effect of a treachery is canceled, return Easter Quarter to the staging area."

Assault on Osgiliath Nightmare (x2)
2
4
3 
Osgiliath.

Forced: When you take control of Western Quarter, discard the highest cost attachment you control.

While a player controls Western Quarter it gains:"Forced: After the 'when revealed' effect of a treachery is canceled, return Western Quarter to the staging area."

The Blood of Gondor Nightmare (x3)
3
6
10 
Ithilien. Forest.

Archery X.

X is the highest number of hidden cards in any player's play area.

Shadow: Turn 1 hidden card in your play area faceup. If it is a treachery card, attacking enemy makes an additional attack after this one.

The Blood of Gondor Nightmare (x3)
4
4
10 
Mountain.

While Mountains of Shadow is the active location, it gains:"Forced: After you turn 1 or more hidden cards faceup, take 1 hidden card."

Shadow: Either take 2 hidden cards, or this attack is considered undefended.

The Morgul Vale Nightmare (x2)
4
4
10 
River.

Forced: When Banks of Morgulduin is explored, deal it facedown as a shadow card to a Captain enemy.

Shadow: If attacking enemy is a Captain deal it 3 additional shadow cards for this attack.

The Morgul Vale Nightmare (x3)
2
5
10 
Mountain.

While Ephel Dúath is in the staging area, each Captain enemy gets +2 Attack

Shadow: Defending player must either place 1 progress token on To the Tower or treat this attack as undefended.

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

X is the number of cards in the first player's hand.

While Western Shore is in the staging area, each enemy gets -X engagement cost.

Shadow: If you have 5 or more cards in your hand, this attack is considered undefended.

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

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

To Catch an Orc Nightmare (x2)
4
2
2 
Mountain.

Forced: After Orc Trail leaves play as an explored location, choose an out of play Orc enemy, either set aside or in the victory display, and add it to the staging area. Then, the first player searches 4.

"No other folk make such a trampling."
–Legolas, The Two Towers

Into Fangorn Nightmare (x3)
2
6
2 
Forest.

While Tangled Forest is in the staging area, it gains:"Forced: After any amount of progress is removed from the current quest, assign X damage amoung characters in play. X is the number of progress just removed. This ability does not stack with other copies of Tangled Forest."

Into Fangorn Nightmare (x3)
3
4
2 
Forest.

While Entwood is in the staging area, each Huorn enemy in the staging area gains: "Immune to player card effects."

Travel: The first player engages the highest engagement cost Huorn enemy in the staging area.

Into Fangorn Nightmare (x2)
3
5
1 
Forest.

While Dark Corner of Fangorn is in the staging area, each Huorn enemy loses the hinder keyword.

Forced: After Dark Corner of Fangorn becomes the active location, each engaged Huorn enemy makes an immediate attack.

"...it is perilous to touch the trees of that wood, it is said."
–Aragorn, The Two Towers

The Dunland Trap Nightmare (x2)
4
5
6 
Enedwaith. Plains.

Whiles Plains of Dunland is in the staging area, each Dunland enemy gets -20 engagement cost and cannot be optionally engaged.

Travel: The first player engages the highestAttack enemy in the staging area to travel here.

The Dunland Trap Nightmare (x3)
2
3
2 
Enedwaith. Hills. River.

While Munuv D–v River is in the staging area, it gainst:"Forced: After a player draws any number of cards, he deals 1 shadow card to an enemy engaged with him."

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

The Dunland Trap Nightmare (x3)
3
4
2 
Enedwaith. Forest. Hills.

While Hithaeglir Woods is in the staging area, each Dunland enemy in the staging area cannot take damage.

Travel: Deal each Dunland enemy a shadow card to travel here.

The Three Trials Nightmare (x3)
3
5
2 
Forest.

While Sacred Forest is in the staging area, each Guardian enemy gains:"Forced: After any number of time counters are removed from this enemy, heal 2 damage on it for each time counter removed."

Travel: Remove each time counter from an enemy in play to travel here.

The Three Trials Nightmare (x2)
2
3
2 
Forest. Hills.

When faced with the option to travel, players must travel to Haunted Pillars, if able.

When Revealed: Either return the active location to the staging area, or Haunted Pillars gains surge.

Shadow: Attacking enemy gets +3Defense until the end of the phase.

Trouble in Tharbad Nightmare (x3)
2
5
2 
City. Ruins.

While City of Spies is in the staging area, it gains:"Forced: When you commit a character to the quest, raise your threat by 1. This effect does not stack with other copies of City of Spies."

Trouble in Tharbad Nightmare (x3)
5
4
2 
City.

While Dark Pathway is the active location, the first treachery card without the printed surge keyword revealed during the quest phase gains surge.

Shadow: Either remove 1 time counter from the current quest or treat this attack as undefended.

The Nîn-in-Eilph Nightmare (x3)
2
5
6 
Marsh.

While Desolate Meadow is in the staging area, it gains:"Forced: After any number of time counters are removed from the current quest, heal 2 damage on each Creature enemy in play."

Shadow: If this attack destroys a character, remove all progress from the current quest.

The Nîn-in-Eilph Nightmare (x4)
3
3
2 
Marsh.

While Peat Bog is in the staging area, it gains:"Forced: After the players advance to a quest stage, each player discards 1 random card from his hand."

Dead grasses and rotting reeds loomed up in the mists like ragged shadows of long–forgotten summers.
–The Two Towers

Celebrimbor's Secret Nightmare (x3)
3
4
6 
Ost-in-Edhil. Ruins.

Forced: After any amount of damage is placed on Bones of Hollin, raise each player's threat by that amount.

Travel: Place 2 damage on an Ost-in-Edhil location in play to travel here.

"...many Elves lived here in happier days, when Eregion was its name." –Gandalf, The Fellowship of the Ring

Celebrimbor's Secret Nightmare (x3)
2
5
2 
Ost-in-Edhil. Ruins.

Dusty Labyrinth gets +1 Threat for each damage on it.

Scour: Deal 2 damage to Dusty Labyrinth.

Travel: The first player must place a card from his hand facedown underneath The Orcs' Search to travel here.

The Antlered Crown Nightmare (x4)
2
5
2 
Dunland.

Time 3.

Forced: After the last time counter is removed from this location, each player reveals the top card of the Raven deck and adds it to the staging area.

Forced: When this location is explored, add the top card of the Raven deck to the staging area.

The Antlered Crown Nightmare (x2)
4
4
2 
Dunland.

Time 2.

Forced: After the last time counter is removed from this location, return each enemy in play to the staging area.

Shadow: Either remove 1 time counter from a location in play, or return attacking enemy to the staging area after this attack.

Intruders in Chetwood Nightmare (x3)
4
6
9 
Arnor. Forest.

Forced: After progress is placed on Northern Chetwood (and it is still in play), search the encounter deck, discard pile and victory display for Lost in the Wilderness, and reveal it.

Shadow: Discard 1 card at random from your hand for each point of damage deal by this attack.

Intruders in Chetwood Nightmare (x2)
3
5
5 
Arnor.

Forced: At the end of the round, if Greenway Path is in the staging area, search the encounter deck, discard pile and victory display for Shadow the War Party, and reveal it.

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

Intruders in Chetwood Nightmare (x2)
5
3
4 
Arnor.

Travel: Search the encounter deck, discard pile and victory display for Protect the Bree-landers, and reveal it.

Shadow: Attacking enemy gets +1 Attack if this attack destroys a character, raise your threat by 3.

The Weather Hills Nightmare (x2)
5
5
Arnor. Hills.

Progress cannot be placed on Weather-torn Valley while it is in the staging area.

While Weather-torn valley is active location, Weather cards cannot be canceled.

...suddenly a light came in the sky, and there was a noise of thunder.
–The Fellowship of the Ring

The Weather Hills Nightmare (x3)
3
4
Arnor. Ruins.

While Ruined Watch-tower is in the staging area, it gains:"Forced: When an Orc enemy is revealed, each player must deal 1 damage to a character he controls.

While Ruined Watch-tower is the active location, each enemy gets +3Defense

Deadmen's Dike Nightmare (x2)
9
9
Fornost. Ruins.

Action: Discard the top X of your deck to reduce Palace Ruins'Threat by X until the end of the phase. Any player may trigger this action. (Limit once per phase.)

Shadow: Discard 1 card from the top of your deck for each Undead enemy engaged with you.

Deadmen's Dike Nightmare (x4)
1
6
Fornost. Ruins.

While Fornost Street is in the staging area, each other Fornost location gets +1 Threat

Travel: Return the topmost enemy in the encounter discard pile to the staging area.

Shadow: Each Undead enemy engaged with you gets +1 Attack and +1 Defense until the end of the phase.

Deadmen's Dike Nightmare (x3)
5
5
Fornost. Ruins.

While Decrepit City is the active location, 'when revealed' effects cannot be canceled.

Shadow: Either discard 3 cards from the top of your deck, or this attack is considered undefended.

The Wastes of Eriador Nightmare (x3)
6
4
1 
Arnor.

While it is Night progress cannot be placed on Shrouded Wilderness.

Travel: Flip the Time objective from Daybreak to Nightfall.

Shadow: Attacking enemy gets +1 Attack Then, if it is Night deal attacking enemy another shadow card.