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63 Results Found

The Siege of Annúminas (x3)
(20) 1 2 1 2
Creature.  
Surge.  
Forced: After Warg of Carn Dûm engages you, either remove 1 progress from the main quest, or exhaust a character you control.

Khazad-dûm (x2)
1 (3)
Mountain.  
When Revealed: Search the encounter deck and discard pile for 1 copy of Mountain Warg and add it to the staging area, if able. Shuffle the encounter deck.Response: After Warg Lair leaves play as an explored location, each player draws 1 card.

The Wastes of Eriador (x4/x3)
(30) 2 3 1 4
Creature.   Warg.  
When Revealed: Each Warg enemy gets +1 Threat until the end of the phase.

Shadow: After this attack, attacking enemy engages the next player, then makes an immediate attack (deal a new shadow card for that attack).

The Wastes of Eriador (x2/x1)
(35) 2 4 2 5
Creature.   Warg.  
While Blood-thirsty Warg is in the staging area, it gains: "Forced: When it becomes Night, Blood-thirsty Warg engages the first player and makes an immediate attack."

The Wastes of Eriador (x3)
(20) 2 2 3 3
Creature.   Warg.  
Forced: After White Warg engages you, deal 1 damage to a character you control (2 damage instead if it is Night).

Shadow: If it is Night, attacking enemy makes an additional attack after this one.

The Road Darkens (x1)
(30) 4 5 3 6
Creature.   Warg.  
Cannot have attachments. Forced: After Great Warg Chief enages you, discard cards from the encounter deck until a Warg enemy is discarded. Put that enemy into play engaged with you.

The Road Darkens (x4)
(38) 2 3 2 4
Creature.   Warg.  
Forced: After Howling Warg attacks, place 1 damage on an active location.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, place 1 damage on an active location.

Two-Player Limited Edition Starter (x2)
(33) 2 3 2 3
Creature.   Warg.  
Response: When Cavern Warg attacks you, exhaust Cave Torch to cancel the attack and return Cavern Warg to the staging area.

Shadow: If this attack destroys a character, return attacking enemy to the staging area after this attack.

Attack on Dol Guldur (x3)
(18) 1 3 2 2
Creature.   Warg.  
Surge.  
Forced: After Battle Warg engages you, either remove 1 progress from the main quest or discard an attachment you control.

Shadow: Discard an attachment you control.

The Wizard's Quest (x1)
19
(21) 2 2 1 2
Warg.  
Forced: After Necromancer's Warg engages you, deal 1 damage to a character you control.

Shadow: If you are engaged with an Orc enemy and a Warg enemy, discard a character you control.

The Wizard's Quest (x1)
23
(32) 2 3 2 4
Warg.  
Forced: After Hunting Warg engages a player, it makes an immediate attack. If Hunting Warg is dealt a shadow card with no shadow effect for this attack, it gets +2 Attack until the end of the phase.

The Wizard's Quest (x1)
28
(23) 1 2 1 3
Warg.  
When Revealed: Discard the top card of the encounter deck. If that card has the Warg trait, reveal it and add it to the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it has the the Warg trait).

The Ring Goes South Nightmare (x3)
(33) 2 4 3 4
Creature.   Warg.  
When Revealed: Misty Mountain Warg makes an immediate attack against you. If it destroys a character, place 2 damage on each active location.

Shadow: If this attack destroys a character, place 1 damage on an active location.

Khazad-dûm (x3/x2)
(30) 2 4 2 4
Creature.  
If Mountain Warg is dealt a shadow card with no effect, return Mountain Warg to the staging area after it attacks.

Shadow: attacking enemy gets +1 Attack. (+2 Attack instead if a Mountain is the active location.)

The Redhorn Gate (x3)
(28) 3 3 1 4
Creature.   Snow.  
Allies cannot defend while Snow Warg is attacking. Forced: After a character is declared as a defender against Snow Warg, deal 1 damage to the defending character, if able.

The Sands of Harad (x2/x1)
(40) 3 3 1 5
Orc.   Uruk.  
Uruk Warg-Rider gets +X Attack while attacking a character with less Willpower than Uruk Warg-rider's Threat. X is the difference.

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

The Sands of Harad (x2/x1)
(20) 2 2 2 2
Creature.  
When Revealed: Attach to an Orc enemy and return that enemy to the staging area. Limit 1 per enemy. (Counts as a Mount attachment with the text: "Attached enemy gets +2 Threat, +2 Attack, +2 Defense and +2 hit points. Forced: When attached enemy leaves play, add Mordor Warg to the staging area."

Race Across Harad (x3)
(10) 1 1 1 1
Creature.  
Surge.  
When Revealed: Attach to an Orc enemy. Limit 1 per enemy. (Counts as a Mount attachment with the text: "Attached enemy gets +1 Threat, +1 Attack, +1 Defense, and +1 hit point. Forced: When attached enemy leaves play, return Racing Warg to the staging area.")

The Dungeons of Cirith Gurat (x3/x2)
(25) 1 3 1 3
Creature.  
Surge.  
When Revealed: Dungeon Warg makes an immediate attack against the player who controls the most allies.

Shadow: Attacking enemy gets +1 Attack.

The Crossings of Poros (x2)
(34) 2 5 2 3
Creature.  
When Revealed: Either place a random enemy from the set aside Desert Creatures set into the encounter discard pile, or Desert Warg gains surge.

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

The Hobbit: On the Doorstep (x3/x1)
(30) 2 3 1 3
Creature.  
Forced: When Ravenous Warg attacks, the defending player must declare the character he controls with the most damage as the defender. (Even if exhausted.)

Shadow: Defending character gets -1 Defense for each quest stage in play with no progress on it.

The Siege of Annúminas (x3)
(35) 2 3 2 4
Orc.  
Archery 1.  
Forced: After Angmar Warg-rider engages you, either remove 2 progress from the main quest, or it makes an immediate attack.

Shadow: Exhaust a character you control.

The Hunt for Gollum Nightmare (x2)
(15) 1 3 2 3
Creature.   Mordor.  
Forced: At the beginning of the refresh phase, if Hunting Warg entered play this round, search the encounter deck and discard pile for 1 copy of Hunters from Mordor and add it to the staging area, if able. Shuffle the encounter deck.

Return to Mirkwood Nightmare (x2)
(48) 3 4 2 4
Goblin.   Orc.  
Cannot be optionally engaged. Forced: After the player guarding Gollum changes, Pursuing Warg-rider engages the player guarding Gollum and makes an immediate attack against that player.

The Battle of Five Armies Nightmare (x3)
(25) 4 5 3 5
Creature.  
Forced: After Great Warg attacks and destroys a character, remove all progress from the current quest.

Shadow: Defending player discards 1 attachment he controls.

The Battle of Five Armies Nightmare (x4)
(15) 3 3 2 4
Goblin.   Orc.  
Forced: When Frenzied Warg-Rider attacks, remove 1 progress from each quest stage.

Shadow: Deal 1 damage to the defending character (2 damage instead if the current quest has no progress on it).

Core Set (x2)
(20) 2 3 1 3
Creature.  
Forced: If Wargs is dealt a shadow card with no effect, return Wargs to the staging area after it attacks.

Shadow: attacking enemy gets 1 Attack. (2 Attack instead if this attack is undefended.)

The Wastes of Eriador (x2/x1)
4 (1)
Arnor.  
Immune to player card effects. Travel: The first player searches the encounter deck and discard pile for a Warg enemy, reveals it, and puts it into play engages with him. Shuffle the encounter deck.

The Wilds of Rhovanion (x2/x1)
(40) 4 4 3 5
Creature.   Warg.  
Forced: If Pack of Wargs is dealt a shadow card with no effect, Pack of Wargs makes an additional attack after this one. (Do not deal it a shadow card.)

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

The Woodland Realm (x2)
11
(25) 2 3 1 3
Warg.  
Forced: After Wild Wargs is dealt a shadow card with no shadow effect, return it to the staging area.

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

The Hobbit: Over Hill and Under Hill (x4)
(25) 3 3 2 3
Creature.  
Forced: If Wild Wargs is dealt a shadow card with a riddle, it gets +2 Attack.Riddle: The first player names a card type, shuffles his deck, and discards the top 2 cards. For each of those cards that matches, place 1 progress token on stage 2.

The Wizard's Quest (x1)
28
3 (5)
Forest.  
While The Wargs' Glade is in the staging area, the first Warg enemy revealed each round gains surge. Forced: When The Wargs' Glade is explored, the opposing team searches the encounter deck and discard pile for a non-unique Warg enemy and adds it to the staging area. Shuffle the encounter deck.

The Woodland Realm (x1)
12
(36) 3 4 2 6

Cannot have non-objective player card attachments or take non-combat damage. Forced: After Pack of Wargs is dealt a shadow card with no shadow effect, it makes an additional attack after this one. Do not deal it a shadow card for this attack.

Heirs of Númenor (x4/x2)

Surge.  
When Revealed: Deal 1 damage to each character committed to the quest.

Shadow: Deal 1 damage to the defending character.

The Hobbit: Over Hill and Under Hill (x3)
2 (4)
Forest.  
Forced: After a character takes damage from an attack made by a Creature enemy, remove 1 progress from the current quest.Riddle: The first player names a sphere, shuffles his deck, and discards the top card. For each of those cards that matches, place 1 progress token on stage 2.

The Battle of Carn Dûm Nightmare (x2)

When Revealed: Either deal 1 shadow card to each enemy in the staging area, or search the encounter deck and discard pile for a side quest and add it to the staging area. Shuffle the encounter deck if it is searched.

Shadow: Deal 1 shadow card to each enemy engaged with you that has not attacked this phase.

The Wastes of Eriador (x1)
(1) 4 5 4 8
Creature.   Warg.  
Cannot have attachments. Cannot be optionally engaged. Forced: After Pack Leader engages you, exhaust a character you control for each Warg enemy engaged with you.

The Wastes of Eriador Nightmare (x5)
(45) 3 2 1 3
Creature.   Warg.  
While it is Night, Pack Hunters gets -30 engagement cost. Forced: When you engage Pack Hunters, search the top 5 cards of the encounter deck for a Warg enemy, and put it into play engaged with you (top 10 cards instead if it is Night). Shuffle the encounter deck.

The Wastes of Eriador (x2/x1)
(40) 3 6 3 6
Creature.   Warg.  
Cannot have attachments. While a player is making an engagement check against Hunting Pack, it gets -1 engagement cost for each damaged character that player controls.

The Wastes of Eriador (x3/x2)
(25) 1 2 1 3
Creature.   Warg.  
Surge.  
While it is Night, Wolf of Angmar gets +2 Attack.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it is Night).

The Road Darkens (x4/x2)
(50) 1 4 1 3
Creature.   Warg.  
Surge.  
Hound of Sauron gets -5 engagement cost for each enemy in the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it was engaged with round).

The Wastes of Eriador (x1)
2A-B (15)

When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until X Warg enemies are discarded. X is the number of players in the game. Add each discarded enemy to the staging area.

Forced: When it becomes Day, each player draws 1 card. Forced: When it becomes Night, discard 1 non-objective ally from play (discard 2 non-objective allies instead if there are 3 or more players in the game).

The Wastes of Eriador (x1)
3A-B (5)

When Revealed: Flip the Time objective to Nightfall. Add Pack Leader to the staging area. Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until X Warg enemies are discarded. X is 1 less than the number of players in the game. Add each discarded enemy to the staging area.

Pack Leader cannot take damage unless there are at least 5 progress tokens on this stage. Forced: When it becomes Day, discard all progress from this stage. The players cannot defeat this stage while Pack Leader is in play. If Pack Leader is destroyed, the players win the game.

The Wastes of Eriador (x2)
3 (5)
Arnor.   Plains.  
While Eriador Wastes is in the staging area, no more than 5 progress can be placed on the current quest each round. Travel: The first player engages a Warg enemy in the staging area and deals it a shadow card.

The Wastes of Eriador (x3/x2)

When Revealed: Each player must choose: either discard the highest cost ally he controls, or search the encounter deck and discard pile for a Warg enemy, reveal it, and add it to the staging area. Shuffle the encounter deck.

Shadow: Exhaust a character you control.

Race Across Harad (x1)
1A-B (0)

Setup: Set Ford of Harnen and 1 copy of Uruk Warg-rider aside, out of play. Each player takes control of a Tamed Mumak. Remove each remaining Tamed Mumak from the game. Create the Orc’s area with a second quest deck consisting of stage 1C, 2C, 3C, and 4C as well as Uruk Chieftain.

When Revealed: Each player searches the encounter deck for 1 different location and adds it to the staging area. Shuffle the encounter deck. Advance to stage 2A.

Race Across Harad (x1)
2A-B (15)

When Revealed: Choose the staging area or the Orc's area. Add the set aside Uruk Warg-rider to the chosen area.

Uruk Chieftain cannot take damage. Forced: After characters are committed to quest, no more than 5 progress can be placed here this round (10 progress instead if each Tamed Mumak in play is committed to the quest).

The Road Darkens (x1)
3A-B (12)

When Revealed: Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. One of those enemies must be Great Warg Chief, if able. Shuffle the encounter deck.

During the travel phase, the players must travel to a location, if able. Forced: After an enemy engages a player, place 1 damage on the active location, if able.

The Road Darkens (x3/x2)

Peril.  
When Revealed: Either the Warg enemy in the staging area with the highest engagement cost attacks you, or each Warg enemy gets -20 engagement until the end of the round. If no Warg enemy is in the staging area, Storm of Howls gains surge.

The Wizard's Quest (x1)
19
(35) 2 4 2 5
Orc.  
Forced: After Dol Guldur Beastmaster engages you, the opposing team searches the encounter deck and discard pile for a Necromancer's Warg and puts it into play engaged with you. Shuffle the enconter deck.

Conflict at the Carrock Nightmare (x1)

You are playing Nightmare mode. Stage 1A should read, "Remove 5 unique Troll cards" instead of 4. Stage 2B should read, "When Revealed: Place Louis, Morris, Rupert and Stuart into the staging area." Forced: At the end of the quest phase, if no progress was placed on the current quest this phase, place 1 progress on the current quest (bypassing the active location). Reponse: After defeating a unique Troll enemy, you may choose and discard 1 "Sacked!" card from play.

Begin with the standard quest deck and encounter deck for the Conflict at the Carrock scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x Grimbeorn the Old 1x Louis 1x Morris 1x Stuart 1x Rupert 3x Bee Pastures 3x Oak-wood Grove 1x Roasted Slowly 3x Misty Mountain Goblins 2x Banks of the Anduin 1x Wolf Rider 2x Goblin Sniper 2x Wargs 2x Despair 2x The Brown Lands 2x The East Bight Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Conflict at the Carrock encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Dead Marshes Nightmare (x1)

You are playing Nightmare mode. Players cannot reduce their threat. Setup: Search the encounter deck for The Mere of Dead Faces, and add it to the stage area. Then, shuffle the encounter deck. Forced: After Gollum is placed in the discard pile, shuffle him into the encounter deck.

Begin with the standard quest deck and encounter deck for The Dead Marshes scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x A Wisp of Pale Sheen 1x Through the Mist 2x Great Marsh Worm 4x Fens and Mires 3x Eastern Crows 2x Pursued by Shadow 2x Treacherous Fog 1x Wolf Rider 2x Hill Troll 2x Goblin Sniper 2x Wargs 2x Despair 2x The Brown Lands 2x The East Bight Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Dead Marshes encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

Return to Mirkwood Nightmare (x1)

You are playing Nightmare mode. Forced: At the beginning of the quest phase, the player who is guarding Gollum must either exhaust a hero he controls or resolve the "when revealed" effect of the topmost Tantrum card in the encounter discard pile. Forced: When Stage 4A is revealed, search the encounter deck and discard pile for 1 copy of Attercop, Attercop and add it to the staging area, if able. Shuffle the encounter deck.

Begin with the standard quest deck and encounter deck for the Return to Mirkwood scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 3x Woodman's Glade 3x Wood Elf Path 3x Mountains of Mirkwood 2x Goblin Sniper 1x Marsh Adder 2x Wargs 2x Despair 2x The Brown Lands 2x The East Bight Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Return to Mirkwood encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Redhorn Gate Nightmare (x1)

You are playing in Nightmare mode. Setup: Remove all copies of Blinding Blizzard from the encounter deck and set them aside, out of play. During this game, player cards in the victory display do not count their victory points. Forced: When stage 2b is revealed, shuffle each set aside copy of Blinding Blizzard into the encounter deck.

Begin with the standard quest deck and encounter deck for The Redhorn Gate scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x Black Uruks 3x Mountain Warg 1x Knees of the Mountain 2x Turbulent Waters 2x Warg Lair 1x The Dimrill Stair 2x Fell Voices 2x Fallen Stones 3x Mountain Goblin Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Redhorn Gate encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

Road to Rivendell Nightmare (x1)

You are playing in Nightmare mode. Forced: When an enemy with the ambush keyword engages a player during the quest phase, it contributes its Threat to the total Threat in the staging area until the end of the phase.

Begin with the standard quest deck and encounter deck for the Road to Rivendell scenario. Remove the following cards, in the specified quantities, from the standard encounter and quest deck: 1x Orc Outpost (quest stage 2) 2x Ruined Road 2x Barren Hills 1x Goblin Taskmaster 4x Black Uruks 3x Mountain Warg 3x Bitter Wind 2x Warg Lair 5x Goblin Spearman 2x Goblin Archer 2x Plundered Armoury Add the new quest card in this Nightmare Deck to the normal quest deck, in stage order. Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Road to Rivendell encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Watcher in the Water Nightmare (x1)

You are playing in Nightmare mode. While Doors of Durin is in play, The Watcher cannot be engaged. Forced: When a Tentacle enemy is destroyed, deal 1 damage to The Watcher if it is in play. The players cannot win the game unless both Doors of Durin and The Watcher are in the victory display.

Begin with the standard quest deck and encounter deck for The Watcher in the Water scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x The Watcher 2x Makeshift Passage 4x Black Uruks 3x Mountain Warg 2x Warg Lair Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Watcher in the Water encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

Into Ithilien Nightmare (x1)

You are playing Nightmare mode. Setup: Set both copies of Mûmak Elite aside, out of play. Forced: When quest stages 2A or 4A are revealed, add 1 of the previously set aside copies of Mûmak Elite to the staging area.

Begin with the standard quest deck and encounter deck for the Into Ithilien scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x Blocking Wargs 2x Watcher in the Wood 3x Secluded Glade 3x Forest Bat 3x Southon Mercenaries 1x Overgrown Trail Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Into Ithilien encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.

To Catch an Orc Nightmare (x2)
(25) 4 3 3 3
Creature.  
Forced: After the engaged player discards any number of cards from his out-of-play deck, Guard Warg makes an immediate attack.

Shadow: Deal 1 damage to the defending character.

The Wastes of Eriador Nightmare (x1)

You are playing Nightmare mode.

Begin with the standard quest deck and encounter deck for The Wastes of Eriador scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 2x Northern Warg 1x White Warg 1x Sudden Darkness 1x North Downs 2x Eriador Wastes 1x Cold from Angmar 3x Biting Wind 1x Freezing Blast 1x Shrouded Hills 3x Rugged Country 2x Pressing Needs Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Wasts of Eriador encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Wastes of Eriador Nightmare (x3)

When Revealed: Attach to the current quest. (Counts as a Condition attachment with the text: "Attached quest gets +3 quest points. Each Warg enemy cannot be optionally engaged.")

Shadow: If it is Night, deal attacking enemy 2 additional shadow cards

The Wastes of Eriador Nightmare (x1)
(8)

Surge.  
Forced: At the end of the round, remove X progress from the main quest, where X is the number of Warg enemies in play. Response: When this quest is defeated, discard a non-unique Warg enemy in the staging area.

The Battle of Five Armies Nightmare (x1)

You are playing Nightmare mode. While the players are at stage 5b, this card gains: "Forced: When the players are instructed to remove any amount of progress from a quest stage, place 1 progress here instead." If there are X progress tokens here, the players lose the game. X depends on the number of players in the game: 1 player: X equals 5 2 players: X equals 7 3 players: X equals 9 4 players: X equals 11

Begin with the standard quest deck and encounter deck for The Battle of Five Armies Nightmare scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 3x Dark Bats 3x Hidden Path 2x Fighting Among Friends 1x Vanguard of Bolg 1x Ravenous Warg 4x Gundabad Climber 3x Gundabad Wolf Rider 1x Misty Mountain Eagle Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Battle of Five Armies Nightmare encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.

The Ring Goes South Nightmare (x1)

You are playing Nightmare mode. Setup: Set each copy of Pale-green Tentacle aside, out of play. Forced: When the players advance to stage 4B, each player puts 1 copy of Pale-green Tentacle into play engaged with him. Shuffle any remaining copies, and the encounter discard pile, into the encounter deck.

Begin with the standard and encounter deck for The Ring Goes South scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 2x Crebain from Dunland 2x Howling Warg 1x Tree-crowned Hill 3x Hills of Hollin 2x Snowdrifts 1x Storm of Howls Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Ring Goes South encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.