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Resource Threat Engagement
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Trait Keyword Victory
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Player Encounter Quest
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Results: 51 - 72 of 72 Cards
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.

"...who now will wish to journey south by night with the wild wolves on his tail?" –Gandalf, The Fellowship of the Ring

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 Wastes of Eriador (x2/x1)
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 long leagues of Eriador still lie before us." –Aragorn, The Fellowship of the Ring

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)
Stage
1 A

Emerging from your hunt in the great jungle of the south, you set out across the vast desert of Harad on your long journey north to Gondor.

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.

1 B
0

Riding atop the Oliphaunts that you captured in the jungle, you set an easy pace.

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)
Stage
2 A

During the night, you hear the howls of distant Wargs drawing nearer. The riders of Mordor are scouring the sandy plains for you and the remnant of Kahlie's tribe. You give the Mumak's reigns a hard shake and quicken the pace.

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

2 B
15

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)
Stage
3 A

Suddenly Aragorn leapt to his feet, "How the wind howls!" he cried. "It is howling with wolf–voices. The Wargs have come west of the Mountains!" –The Fellowship of the Ring

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.

3 B
12

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 Fellowship is being hunted by Wargs!

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 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.

The Wastes of Eriador Nightmare (x3)
5 

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
2 

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.

Conflict at the Carrock Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Stage 1A should read, "Remove 5 unique Troll cards" instead of 4.

Stage 2B should read, "WhenRevealed: 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.

Stage
B

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)
Stage
A

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.

"They lie in all the pools, pale faces, deep deep under the dark water." –Frodo, The Two Towers

Stage
B

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)
Stage
A

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.

Stage
B

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)
Stage
A

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.

A cold wind flowed down behind them, as they turned their backs on the Redhorn Gate, and stumbled wearily down the slope. Caradhras had defeated them.
–The Fellowship of the Ring

Stage
B

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)
Stage
A

You are playing in Nightmare mode.

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

Stage
B

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)
Stage
A

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.

"Something has crept, or has been driven out of dark waters under the mountains. There are older and fouler things than Orcs in the deep places of the world."
–Gandalf, Lord of the Rings

Stage
B

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)
Stage
A

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.

For a moment he caught a glimpse of swarthy maen in red running down the slope some way off with green–clad warriors leaping after them, hewing them down as they fled. Arrows were thick in the air. –The Two Towers

Stage
B

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.

The Wastes of Eriador Nightmare (x1)
Stage
A

You are playing Nightmare mode.

As the light grew stronger it showed a silent shrouded world. Below their refuge were white humps and domes and shapeless deeps beneath which the path that they had trodden was altogether lost...
–The Fellowship of the Rings

Stage
B

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 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.