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: 951 - 981 of 981 Cards
A Knife in the Dark Nightmare (x3)
3
5
Hills.

While the players are at stage 1, progress cannot be placed here.

While The One Ring is exhausted, Weather Hills gets +2 Threat

Shadow: Attacking enemy gets +2 Attack

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.

A Knife in the Dark Nightmare (x2)
X
4
Inn.

X is the number of characters the first player controls.

Travel: The first player searches the encounter deck and discard pile for a Spy enemy, reveals it, and adds it to the staging area. Shuffle the encounter deck.

"I don't know if the Road has ever been measured in miles beyond the Forsaken Inn..." –The Fellowship of the Ring

Flight to the Ford Nightmare (x1)
3
3
River.

Immune to player card effects.

Travel: Each player searches the encounter deck and discard pile for a Nazgûl enemy and puts it into play engaged with him. Shuffle the encounter deck.

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 (x3)
X
5
Road.

X is 1 plus the number of Nazgûl enemies in play.

While Great East Road is in the staging area, each Nazgûl enemy gets -5 engagement cost.

Shadow: After this attack, attacking enemy engages the next player then makes an immediate attack.

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.

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.

The Ring Goes South Nightmare (x3)
3
5
Hills.

Forced: After a "when revealed" effect is cancelled, place 1 damage on each active location.

Forced: When Slopes of Hithaeglir is explored, each player raises his threat by 1 for each damage here.

Journey in the Dark Nightmare (x3)
X
4
Underground.

X is 1 more than the number of damaged characters.

Forced: After a player commits characters to the quest, he deals 1 damage to a character he controls.

Out of it a fierce red light came, and now and again flames licked at the brink... –The Fellowship of the Ring

Journey in the Dark Nightmare (x3)
3
5
Underground.

While Darkened Mine is in the staging area, progress cannot be placed on locations in the staging area.

Shadow: Discard 1 random card from your hand.

Breaking of the Fellowship Nightmare (x3)
4
4
River. Forest.

While Langflood River is in the staging area, no more than 4 progress can be placed on this quest stage each round.

Forced: When Langflood River leaves play as an explored location, add it to the staging area to the left, if able.

Breaking of the Fellowship Nightmare (x3)
3
4
Forest. Hills.

While Western Emyn Muil is in the staging area, each Uruk-hai enemy at this stage gains Toughness 1.

Travel: A player at this stage must engage the highest toughness enemy in the staging area to travel here.

The Uruk-hai Nightmare (x2)
5
5
Plains. Hills.

Action: Increase the pursuit value by 1 to place 1 progress on Wold of Rohan.

Shadow: Discard a non-objective attachment you control.

...the land sloped down into a wide shallow depression, where the ground was soft and wet. –The Two Towers

The Uruk-hai Nightmare (x3)
3
4
Plains.

Forced: After an encounter card effect is canceled, increase the pursuit value by 1.

Shadow: Either increase the pursuit value by 1, or attacking enemy cannot take damage until the end of the round.

The Uruk-hai Nightmare (x3)
3
6
Plains.

While The Uruk's Trail is the active location, it gains:"Response: After The Uruk's Trail is explored, reduce the pursuit value by 3."

Travel: Search the encounter deck and discard pile for a non-unique Uruk-hai enemy and add it to the staging area. Shuffle the encounter deck.

Helm's Deep Nightmare (x2)
3
2
Helm's Deep.

While Helm's Dike is the active location, each enemy gets -10 engagement cost.

Forced: When Helm's Dike is explored, shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add the discarded enemy to the staging area.

Helm's Deep Nightmare (x3)
3
3
Helm's Deep.

Each enemy gains Toughness 1.

Forced: When Hornburg Wall is explored, exhaust each ally in play.

Shadow: Discard a non-objective attachment you control.

Helm's Deep Nightmare (x2)
2
2
Helm's Deep.

Immune to player card effects.

The players cannot travel here unless they are at stage 4B.

While Glittering Caves is the active location, it gains: "Skip the combat phase.Forced: At the end of the round, add Glittering Caves to the victory display and raise each player's threat by 2."

The Road to Isengard Nightmare (x3)
2
5
Isengard.

While Poisonous Shaft is in the staging area, damaged characters cannot be readied by player card effects.

Wizardry: Each player discards a damaged character he controls.

At night plumes of vapour steamed from the vents, lit from beneath with red light, or blue, or venomous green.
–THe Two Towers

The Road to Isengard Nightmare (x3)
3
3
Isengard.

While Fortress of Isengard is in the staging area, each Orc enemy gets +1 Threat +1 Attack and +1 Defense

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

This was the stronghold of Saruman, as fame reported it; for within living memory the men of Rohan had not passed its gates...
–The Two Towers

The Passage of the Marshes Nightmare (x3)
5
6
Marsh.

Mire 2.

Forced: When Festering Mire is discarded by the Mire keyword, each player discards his hand.

Travel: Each player discard 1 random card from his hand to travel here.

The Passage of the Marshes Nightmare (x3)
4
5
Marsh.

Mire 3.

Forced: When Candle-lit Pool is discarded by the Mire keyword, each player searches the encounter deck and discard pile for an Undead enemy and puts it into play engaged with him.

Travel: Spend 2 resources to travel here.

The Passage of the Marshes Nightmare (x2)
2
3
Marsh.

Mire 2.

Forced: When Great Reed Thicket is discarded by the Mire keyword, either flip Sméagol to Gollum or Gollum makes an immediate attack.

Travel: Exhaust Sméagol to travel here.

Journey to the Cross-roads Nightmare (x3)
4
4
Forest.

While Wooded Glade is the active location, treat each non-objective attachment's text box as if it were blank.

Shadow: Discard a non-objective attachment you control.

Journey to the Cross-roads Nightmare (x2)
5
5
Forest.

While Dense Fern-brake is the active location, enemies in the staging area are immune to player card effects.

Shadow: Exhaust a character you control.

Journey to the Cross-roads Nightmare (x3)
2
8
Forest.

Shadowy Thicket gets +2 Threat for each facedown card under The Black Gate.

Travel: The first player reveals the top facedown card under The Cross-roads and adds it to the staging area to travel here.

...presently the noise of fighting broke out near at hand, just above their hiding–place.
–The Two Towers

Shelob's Lair Nightmare (x2)
4
1
Underground.

Forced: When Foul-smelling Cave is explored, place 1 resource on Shelob, if able.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if attacking enemy is Shelob).

Shelob's Lair Nightmare (x3)
2
4
Underground.

While Torech Ungol is in the staging area, Shelob gets +1 Attack and +1 Defense

Travel: Exhaust Sméagol to travel here.

There agelong she had dwelt, and evil thing in spider–form, even such as once of old had lived in the Land of the Elves in the West that is now under the Sea...
–The Two Towers

Shelob's Lair Nightmare (x3)
2
5
Underground.

Immune to player card effects.

While Cobwebbed Tunnel is in the staging area, each Underground location in the staging area gets +1 Threat and +5 quest points.

Travel: The first player reveals an encounter card to travel here.