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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: 2151 - 2200 of 2294 Cards
Temple of the Deceived Nightmare (x3)
5 

When Revealed: Until the end of the round, each Undead enemy gets +XAttack and +XDefense X is the number of locations to the left of the active location (in its row). If X is 0 or 1, Call of the Curse gains surge.

Shadow: Resolve the 'when revealed' effect of Call of the Curse.

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)
5
5
4 
Underground. Grotto.

While Overgrown Passage is the active location, heroes cannot gain resources.

Response: After you travel to Overgrown Passage, you may flip it to its Underwater side.

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 (x4)
26 2 3 2 3 9 
Undead.

When Revealed: If the active location is Underwater return each other Submerged Dead in the encounter discard pule to the staging area.

Shadow: If the active location is Underwater put Submerged Dead into play in the staging area.

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.

The Drowned Ruins Nightmare (x3)
4 
Hazard.

When Revealed: Until the end of the quest phase, each ally gets -1Willpower If the active location has the Grotto trait, remove all progress from it and flip it to its Underwater side.

Shadow: If the active location is Underwater treat this attack as if it were undefended.

The Drowned Ruins Nightmare (x2)
1 
Hazard.

When Revealed: If the active location is Underwater choose a number and raise each player's threat by that number. No more than X progress can be placed on Underwater locations this phase, where X is twice the chosen number. If the active location is not Underwater Sulfur Cloud gains surge.

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 (x3)
2
6
9 
Coastland. Ocean.

While City Under Siege is in the staging area, it gains archery 2, and damage from the archery keyword must be applied to Ship objectives.

Shadow: If attacking enemy is guarding an objective, return it to the staging area after this attack.

A Storm on Cobas Haven Nightmare (x3)
2
2
1 
Coastland. Ocean.

Sea-wall gets +2 Threat and +2 quest points for each objective guarded by an encounter card.

Shadow: Attacking enemy gets +1 Attack for each objective guarded by an encounter card.

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.

A Storm on Cobas Haven Nightmare (x2)
4 

When Revealed: Attach to a Ship objective. (Counts as a Condition attachment with the text: "Attached objective cannot ready.Action: Exhaust 3 character you control to discard Grappled!")

Shadow: If defending character is a Ship attach Grappled! to it.

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)
28 4 4 2 4 1 
Corsair. Raider.

While Corsair Loyalist has 4 or more resources on it, its attacks are considered to be undefended.

Shadow: If attacking enemy is a Raider either add 2 resources to attacking enemy, or attacking enemy makes an additional attack after this one.

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 (x2)
3
6
1 
Umbar. Coastland.

While Umbar Bridge is in the staging area, cancel the first X progress that would be placed on the current quest each round, where X is the highest number of resources on a Raider enemy in play.

Travel: Reduce the engagement cost of each Corsair enemy to 0 until the end of the round.

The City of Corsairs Nightmare (x2)
9 

Surge.

When Revealed: Deal Ispiring Fury to the enemy with the highestAttack as a shadow card.

Shadow: Shuffle the encounter discard pile into the encounter deck and deal attacking enemy 3 additional shadow cards. During this attack, shadow effects cannot be canceled.

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.

The City of Corsairs Nightmare (x2)
9 

When Revealed: Discard cards from the top of the encounter deck until a Raider enemy is discarded. Add that enemy to the staging area and place 3 resources on it.

Shadow: If attacking enemy is a Raider after this attack ends, add 1 resource to attacking enemy for each damage dealt by this attack.

The City of Corsairs Nightmare (x3)
4 

When Revealed: Each player deals 2 damage to an ally he or she controls. For each ally destroyed by this effect, place resources on a Raider enemy in play equal to that ally's resource cost.

Shadow: Discard an attachment you control. If attacking enemy is a Raider add resources to it equal to that attachment's printed cost.

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 (x3)

When Revealed: Each engaged Troll enemy makes an immediate attack. If the players are at stage 1, immediately advance to stage 2A.

Shadow: If attacking enemy is a Troll return it to the staging area after this attack.

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.

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

When Revealed: Choose and destroy a character with a Sack card attached. Then, return that Sack card to the top of the Sack deck and Sack 1.

...at last they decided to sit on the sacks one by one and squash them, and boil them next time. –The Hobbit

Over the Misty Mountains Grim Nightmare (x3)
4
3
Mountain.

While Narrow Ledge is the active location, each player cannot commit more than 3 characters to the quest.

Shadow: Shuffle all copies of Galloping Boulders from the encounter discard pile into the encounter deck.

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 (x2)

When Revealed: Each player must choose and discard 3 cards from his hand. Each player assigns X damage among characters he controls, where X is the combined printed cost of the cards he discarded.

The lighning splinters on the peaks, and rocks shiver, and great crashes split the air and go rolling and tumbling into every cave and hallow... –The Hobbit

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

Over the Misty Mountains Grim Nightmare (x3)
4
3
Cave.

When Revealed: Choose a location in the staging area with a title other than Dark Passages and make it the active location. (If there was already an actice location, there are now 2 active locations.)

Travel: Raise each player's threat by X to travel here, where X is the number of Cave locations in the staging area.

Over the Misty Mountains Grim Nightmare (x2)

When Revealed: Each player must assign damage among characters he controls equal to the total number of Goblin enemies engaged with him and in the staging area.

Shadow: Attacking enemy cannot take damage this round.

Dungeons Deep and Caverns Dim Nightmare (x1)
4
8
Mountain.

No more than 4 progress can be placed on the current quest each round.

Creature enemies get +1 Attack

Goblin enemies get +1 Defense

It was still ajar, but a goblin had pushed it nearly to. Bilbo struggled but he could not move it. –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)
15 2 3 4 5
Goblin. Orc.

Bilbo's Magic Ring does not ready during the refresh phase.

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if Bilbo's Magic Ring is exhausted.)

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.

Dungeons Deep and Caverns Dim Nightmare (x3)
4
3
Mountain.

Travel: Deal 3 damage to each ready character. The first player may spend up to 3 resources to reduce the damage dealt to each character by 1 for each resource spent.

Riddle: The first player names a card title, shuffles his deck, and discards the top 5 cards. For each card that matches, place 1 progress on stage 2.

Dungeons Deep and Caverns Dim Nightmare (x3)

When Revealed: Discard 2 resources from Bilbo Baggins's resource pool, or Gollum makes an attack against Bilbo Baggins.

Riddle: The first player names a sphere, a cost, and a card type, shuffles his deck, and discards the top 3 cards. For each card that matches all three items, place 1 progress on stage 2.

Dungeons Deep and Caverns Dim Nightmare (x3)

When Revealed: Attach We Hates It! to Gollum. (Counts as a Condition attachment with the text: "If the players are on stage 3, Gollum gets +2 Attack.")

Riddle: The first player names a Trait, shuffles his deck, and discards the top card. For each card that has at least 1 matching Trait, place 1 progress on stage 2.

Flies and Spiders Nightmare (x3)
35 4 6 3 6
Creature. Spider.

Venom.

Attercop gets -1 engagement cost for each poison in play.

Poisoned characters cannot be declared as attackers or defenders against Attercop.

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)
4
4
Forest.

While Dark Colony is the active location, poisoned characters cannot ready.

Travel: A player at this stage must give 1 poison to a hero he controls to travel here.

Suddenly he saw, too, that there were spiders huge and horrible sitting in the branches above him, and ring or no ring he trembled with fear lest they should discover him.
–The Hobbit

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 (x3)
3
5
Forest.

While Patch of Midnight is the active location, treat the text box of each poisoned character as if it were blank (except for Traits).

Shadow: Raise your threat by 1 for each poisoned character you control.

Flies and Spiders Nightmare (x2)

When Revealed: Each player must either give 1 poison to each hero he controls, or reveal an encounter card.

Shadow: Attacking enemy makes an additional attack against the defending player after this one.