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Scenario Encounter
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Card Type Subtype Deck Type
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Resource Threat Engagement
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Text
Trait Keyword Victory
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Player Encounter Quest
Region Archetype Age
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Results: 2101 - 2150 of 2294 Cards
The Dread Realm Nightmare (x2)
36 4 2 4 10 2 
Undead.

While you are engaged with Silent Guardian it gains:"Forced: The first time you play an event card each round, instead of discarding that card after playing it, reanimate it."

The Dread Realm Nightmare (x3)
28 2 X 3 3 1 
Sorcerer.

Forced: When Necromancer of Carn D–m would attack you, instead reanimate the top card of your deck and deal it each of the Necromancer of Carn D–m's shadow cards.

The Dread Realm Nightmare (x2)
6
4
9 
Carn Dûm. Underground.

Progress cannot be placed on Inner Sanctum while it is in the staging area.

Travel: Discard the top 3 cards of the encounter deck. Resolve the 'when revealed' effects of each Sorcery card discarded by this effect.

The Dread Realm Nightmare (x3)
3
5
5 
Carn Dûm. Underground.

While Cursed Halls is in the staging area, Sorcery attachments are immune to player card effects.

Shadow: Until the end of the phase, attacking enemy gets +1 Attack and +1 Defense for each Reanimated Dead engaged with you.

The Dread Realm Nightmare (x3)
4 
Sorcery.

Surge.

When Revealed: Attach to the main quest. (Counts as a Condition attachment with the text: "Daechanar gets +2 Defense

Shadow: If this attack destroys a character, resolve this card's 'when revealed' effect.

The Dread Realm Nightmare (x3)
3 
Sorcery.

Surge.

When Revealed: Attach Daechanar's Curse to the top of the first player's deck. (Counts as a Condition attachment with the text: "The next time a player would draw 1 or more cards from attached deck, reanimate those cards instead. Then, discard Daechanar's Curse.")

The Dread Realm Nightmare (x2)
2 
Sorcery.

When Revealed: Attach All is Lost to the first player's threat dial. (Counts as a Condition attachment with the text: "Each time you attack a Reanimated Dead, raise your threat by 1.")

Shadow: If attacking enemy is a Reanimated Dead, it attacks again after this attack.

The Dread Realm Nightmare (x1)
8
5 

Daechanar is powerful in the art of necromancy. His army will not rest until you join them in death.

Time 5. Forced: When the last time counter is removed from this quest, reanimated each card in each player's discard pile. Then, remove The Witch-king's Gift from the game.

When this quest is defeated, place it in the encounter discard pile.

Voyage Across Belegaer Nightmare (x3)
16 3 3 4 3 5 
Corsair.

Forced: When the engaged player exhausts a Ship objective. Brash Corsair makes an immediate attack.

Voyage Across Belegaer Nightmare (x2)
40 3 7 3 8 1 
Corsair. Ship.

Boarding 1. Cannot have attachments.

Forced: At the end of the encounter phase, if Sahír's Pursuer is in the staging area, the first player must either engage it or shift your heading off-course.

Voyage Across Belegaer Nightmare (x2)
2
6
9 
Ocean.

While Open Waters is in the staging area, each Ship enemy gets -5 engagement cost and +1 Threat

Travel: One player must exhaust a Ship objective to travel here.

?

Voyage Across Belegaer Nightmare (x2)
4
4
1 
Ocean.

While your heading is ?, Shattered Sea gets +2 Threat and +2 quest points.

While your heading is Rainy, Shattered Sea gets +4Threat and +4 quest points.

While your heading is ?, Shattered Sea gets +6Threat and +6 quest points.

?

Voyage Across Belegaer Nightmare (x3)
5 
Weather.

When Revealed: Each player must either exhaust a Ship objective he controls or distribute 4 damage among characters he controls (6 damage instead if you are off course).

Shadow: Attacking enemy gets +1 Attack for each quest card in the victory display.

Voyage Across Belegaer Nightmare (x2)
9 

When Revealed: Either set your heading to the worst setting (?) or exhaust all allies in play.

?

Shadow: If you are off-coruse (Cloudy, Rainy, or Stormy), attacking enemy makes an additional attack after this one.

Voyage Across Belegaer Nightmare (x2)
4 
Weather.

Surge.

*Forced: After Raging Squall is discarded from the encounter deck duirng a Sailing test, deal 1 damage to each character committed to that test.

?*

The Fate of Númenor Nightmare (x1)
Side
A
1
3
Ruins.

While Cursed Temple is the active location, characters with less than 2Willpower do not ready during the refresh phase.

It was not long before he had bewitched the King and was master of his counsel... -The Return of the King

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x2)
Side
A
2
2
Ruins.

Forced: After Drowned Graves is flipped to this side while active, discard the top X cards of the encounter deck. Each player adds an Undead enemy discarded from this effect to the staging area. X is 2 more than the number of players in the game.

...their years lessened as their fear of death grew, and their joy departed. -The Return of the King

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x1)
Side
A
3
5
Ruins.

While Flooded Ruins is the active location, it contributes itsThreat to the staging area.

Númenor was thrown down and swallowed in the sea... -The Return of the King

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x2)
Side
A
4
4
Forest.

While Lush Jungle is in the staging area, characters get -1Attack and lose ranged.

Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x2)
Side
A
5
5
Ruins.

Each Undead enemy gets +1 Threat and +1 Attack

Forced: After Desecrated Grounds is flipped over while active, deal 1 damage to each exhausted character.

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x2)
Side
A
6
4
Ruins.

Each Undead enemy gains "immune to player card effects."

Forced: After Forsaken City is flipped over while active, each engaged Undead enemy makes an immediate attack.

Side
B
2
-

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x2)
41 4 6 4 10 9 
Undead.

Forced: After attackers are declared during an attack against Guardian of the Golden King, look at the bottom card of the first player's deck. Choose and remove characters from the attack until only X or fewer characters are attacking, where X is the looked-at-card's printed cost (those characters do not ready).

The Fate of Númenor Nightmare (x3)
2
1
4 
Forest. Ruins.

While Overgrown Steps is in the staging area, it gains: "Each Uncharted location in the staging area gets +1 Threat

Travel: Raise each player's threat by 2 to travel here.

The Fate of Númenor Nightmare (x3)
1 
Hazard.

When Revealed: Each player discards the bottom card of his deck. Each player player chooses and removes his characters from the until only X or fewer of his characters are questing, where X is the printed cost of the card that player discarded. Deal 1 damage to each character still committed to the quest.

The Fate of Númenor Nightmare (x2)

When Revealed: Choose an Uncharted location in the staging area and flip it over. If it has a Forced effect, resolve it as if that location were active. If it does not have a Forced effect, switch it with the active location, if able.

Shadow: Attacking enemy gets +XAttack where X is the active location'sThreat

Raid on the Grey Havens Nightmare (x3)
16 3 2 3 3 1 
Corsair. Raider.

Durin the combat phase, Corsair Pillager makes 1 additional attack for each resource token on it.

Forced: After the players travel to an Aflame location, place 1 resource on Corsair Pillager for each damage on that location.

Raid on the Grey Havens Nightmare (x3)
44 2 2 2 4 5 
Corsair. Raider.

Corsair Pyromaniac gets +1 Threat +1 Attack and +1 Defense for each resource token on it.

Forced: After a card is placed underneath The Havens Burn, place 1 resource on Corsair Pyromaniac.

Raid on the Grey Havens Nightmare (x1)
32 4 6 2 5 1 
Corsair.

For each excess point of combat damage dealt by Elite Marauder (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must place 1 damage on an Aflame location in the staging area.

Raid on the Grey Havens Nightmare (x2)
2
6
9 
Grey Havens.

Aflame 5.

While Burning Tower is in the staging area, damage cannot be healed.

Forced: After damage is placed on Burning Tower, choose X characters, where X is the amount of damage on Burning Tower. Deal 1 damage to each chosen character.

Raid on the Grey Havens Nightmare (x3)
4 

When Revealed: Each player must either deal 2 damage to an Aflame location in play, or reveal 1 card from the top of the encounter deck.

Shadow: Either deal 2 damage to an Aflame location in play or attacking enemy makes an additional attack after this one.

Raid on the Grey Havens Nightmare (x2)
1 

When Revealed: Remove 1 resource from each hero in play. Distribute those resources as evenly as possible among Raider enemies in play or set aside.

Shadow: Damage from this attack is dealt to an Aflame location in play instead of the defending character.

Flight of the Stormcaller Nightmare (x4)
28 0 3 3 4 4 
Corsair.

While Raider of the Storm is engaged with you, each Ship enemy engaged with you gets +1 Threat +1 Attack +1 Defense and contributes itsThreat to the total Threat in the staging area.

Flight of the Stormcaller Nightmare (x2)
44 4 4 2 9 1 
Corsair. Ship.

Boarding 1. Cannot have attachments.

While you are off-course (Cloudy, Rainy, or Stormy), Tide-runner is considered to be in the Stormcaller's area and the staging area, regardless of its current location.

When Revealed: Either choose a player to engage Tide-runner, or add Tide-runner to the Stormcaller's area and it gains surge.

Flight of the Stormcaller Nightmare (x3)
2
6
1 
Coastland. Ocean.

When Revealed: If your heading is off-course (Cloudy, Rainy, or Stormy), make Sharp Jetties the active location, returning any currently active location to the staging area.

Forced: When any amount of progress is placed on Sharp Jetties, either remove an equal amount of progress from the current quest, or deal an equal amount of damage to each Ship objective.

Flight of the Stormcaller Nightmare (x3)
4
3
9 
Coastland. Ocean.

While Cliffside Inlet is in the staging area, the main quest gets +2 quest points.

Travel: Discard cards from the top of the encounter deck until a Ship enemy is discarded. Put that enemy into play in the Stormcaller's area.

?

Flight of the Stormcaller Nightmare (x3)
1 
Weather.

Surge.

When Revealed: Deal 1 shadow card to each Ship enemy in play. Until the end of the round, shadow effects cannot be canceled.

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

Flight of the Stormcaller Nightmare (x3)
5 

When Revealed: For each Ship enemy in the Stormcaller's area, place 1 progress on the Stormcaller's quest stage. Then, either shift your heading off-course or add 8Threat to the staging area until the end of the phase.

Shadow: If this attack damages a Ship objective, place 1 progress on the Stormcaller's quest stage.

The Thing in the Depths Nightmare (x1)
5
5
4 
Ship.

While Captain's Quarters is grappled, Raider characters are considered to have no resources.

Travel: Add 2 resources to Captain Sahír (even if he is out of play) and 1 resource to each other Raider card in play.

The Thing in the Depths Nightmare (x3)
3
3
1 
Ship. Deck.

While Aft Cabin is in the staging area, each enemy grappled with each Deck location adds 3Threat instead of 2Threat

Forced: After an enemy is detached from Aft Cabin, that enemy gets +3Defense until the end of the round.

The Thing in the Depths Nightmare (x3)
5 
Weather.

When Revealed: Exhaust each character with 1 or lessWillpower Remove all resources from each ready hero and objective-ally.

Shadow: If the defending character has 1 or lessWillpower treat this attack as undefended.

The Thing in the Depths Nightmare (x3)
36 3 3 1 3 1 
Corsair. Raider.

Corsair Duelist enters play with 2 resources on it.

Forced: When Corsair Duelist would be defeated, remove 1 resource and all damage from it instead.

Shadow: Attacking enemy gets +1 Attack for each resource on it.

The Thing in the Depths Nightmare (x3)
0 0 4 1 5 9 
Creature. Tentacle.

Surge. Grapple (most enemies grappled).

Forced: After Slitering Arm engages a player, it makes an immediate attack against that player.

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.

The Thing in the Depths Nightmare (x3)
5 

When Revealed: For each location in play that is not grappled, reveal the top card of the encounter deck. If no cards are revealed by this effect, Deep Maelstrom gains Doomed 5. Cannot be canceled.

Shadow: Attacking enemy gets +1 Attack for each enemy grappled with a location.

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
2
5
Ruins.

While Temple Foothills is the active location, the players, as a group, cannot play more than 1 card each round.

Side
B
-
-

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)
28 3 3 3 4 9 
Undead.

While the active location is in the top rown, Cursed Soldier gets +3Threat

While the active location is in the middle row, Cursed Soldier gets +3Attack

While the active location is in the bottom row, Cursed Soldier gets +3Defense

Temple of the Deceived Nightmare (x2)
1 

Doomed 3.

When Revealed: Switch the placement of the active location with the location above or below it, or to its left (the active location does not change). Then, flip each adjacement location to its "Lost Island" or "Edge of the Temple" side.