Clear Sort View
Set
Card Set Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique Set Type
Advanced Search Options
Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Details
Artist Popularity Errata
24 Results Found

The Three Trials Nightmare (x3)
(30) 2 5 1 6
Undead.   Spirit.   Wolf.  
If Wolf's Guardian is in play or in the victory display, each Wolf enemy gets +1 Attack. Forced: At the beginning of the encounter phase, Wolf Spirit engages the player who controls Key of the Wolf or is engaged with Wolf's Guardian, if able.

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 Treason of Saruman (x2/x1)
(25) 2 3 1 4
Creature.  
Forced: When Wolf of Isengard is dealt a shadow card with a Wizardry effect, either discard 1 card from your hand, or Wolf of Isengard makes an additional attack against you after this one.

Shadow: Deal 1 damage to the defending character.

Murder at the Prancing Pony (x1)
(45) 4 5 3 7
Suspect.   Brigand.  
Cannot have attachments. Forced: After Wolf-pelt Jake attacks and destroys an ally, return him to the staging area.

The Woodland Realm (x3)
5
(23) 2 2 2 2
Orc.  
When Revealed: If there is another Orc enemy in the staging area, Wolf Rider gains surge.

Shadow: If attacking enemy is an Orc, put Wolf Rider into play engaged with you.

Core Set (x1)
(10) 1 2 0 2
Goblin.   Orc.  
Surge.  

Shadow: Wolf Rider attacks the defending player. That player may declare 1 character as a defender. Deal Wolf Rider its own Shadow card. After combat, return Wolf Rider to the top of the encounter deck.

The Three Trials (x1)
Item.   Key.   Wolf.  
If unattached, the first player must claim Key of the Wolf and attach it to a hero he controls. If Key of the Wolf is discarded, add it to the staging area.

Shadow: Shuffle Key of the Wolf back into the encounter deck.

The Voice of Isengard (x3/x3)
(28) 3 1 1 3
Creature.  
While engaged with a player, Prowling Wolf gets +1 Attack for each location in the staging area.

Shadow: Defending player exhausts a character he controls.

The Hobbit: Over Hill and Under Hill (x1/x0)
(30) 4 5 2 5
Creature.  
Forced: If Great Gray Wolf is dealt a shadow card with a riddle, return all Creature enemies to the staging area at the end of the combat phase. Riddle: The first player names a card type, sphere and cost, shuffles his deck, then discards the top 3 cards. For each of those cards that matches all three items, place 1 progress token on stage 2.

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.

The Hobbit: On the Doorstep (x3)
(15) 1 3 0 3
Goblin.   Orc.  
Forced: When this enemy attacks, remove 1 progress from the current quest.

Shadow: Attacking enemy gets +1 Attack for each quest stage in play with no progress on it.

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 Three Trials (x1)
(50) 2 5 3 12
Guardian.   Wolf.  
Time 3.  
Cannot have non-Key attachments. Forced: After the last time counter is removed from Wolf's Guardian, it makes an immediate attack against the engaged player. Place 3 time counters on Wolf's Guardian.

The Redhorn Gate Nightmare (x3)
(20) 2 3 2 4
Goblin.   Orc.   Snow.  
Surge.  
Forced: After engaging Wolfpelt Goblin, the engaged player must deal X damage to 1 character he controls, where X is the active location's remaining quest points. Then, remove 2 progress from the active location, if able.

The Battle of Carn Dûm (x2/x0)
(35) 2 5 4 6
Creature.   Werewolf.  
Forced: After an event card is played, deal 1 shadow card to Werewolf of Angmar. Forced: If there are 3 shadow cards dealt to Werewolf of Angmar and it is in the staging area, it engages the first player and makes an immediate attack (do not deal it a shadow card for this attack).

The Wilds of Rhovanion (x2/x1)
(33) 3 2 1 8
Creature.  
Werewolf gets +1 Attack for each damage on it. Forced: After Werewolf is dealt a shadow card with no shadow effect, deal 1 damage to it and the defending character.

Shadow: Deal 1 damage to the defending character.

The Siege of Annúminas (x2)
(40) 3 5 2 5
Creature.  
Forced: After Savage Werewolf attacks and destroys a character, remove 3 progress from the main quest.

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

Attack on Dol Guldur (x2)
(31) 3 5 3 5
Creature.   Werewolf.  
Beast of Taur-nu-Fuin cannot have attachments and its shadow cards cannot be canceled. Forced: When Beast of Taur-nu-Fuin attacks, either remove 2 progress from the main quest or deal it an additional shadow card.

Murder at the Prancing Pony (x1)

Making the Accusation In order to advance from stage 2B to 3A, the players must "make an accusation." To make the accusation, the first player names 1 Suspect and 1 Hideout. Then, he reveals the facedown, out of play Suspect and Hideout cards and adds them to the staging area. If the revealed Suspect and Hideout are the same as those named by the first player, the accusation is correct and the players have successfully identified the killer and the outlaw's secret hideout. If the out of play cards are not the same as the ones named by the first player, then the accusation is not correct, and the heroes have embroiled themselves in a deeper plot by pursuing the wrong the wrong Suspect or ivestigating the wrong Hideout. If the accusation is not correct, search the Investigation deck for each just named card that is not already in play and add it to the staging area. Then, raise each player's threat by 3. Page 4/5

The Investigation List Suspects □ Todd the Troll □ Susie the Spider □ Wolf-pelt Jake □ Johnny Goblin-fingers □ Old Orc-Eyes Hideouts □ Bill Ferny's House Staddle Hiding Hole □ Combe Storehouse □ Archet Trading Post □ Chetwood Campsite Page 5/5

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.

To Catch an Orc Nightmare (x1)

You are playing Nightmare mode. Setup: Each player shuffles 1 copy of Vigilant Orc into his out of play deck. Set both copiues of Mugash's Rage and any remaining copies of Vigilant Orc aside, out of play. Forced: When the players advance to stage 3A, shuffle both copies of Mugash's Rage into the encounter deck.

Begin with the standard quest deck and encounter deck for the To Catch an Orc scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x Methedras Orc 1x Orc Skirmisher 1x Orc Hunter 3x Prowling Wolf 2x Methedras 1x Orc Cave 2x Orc Hunting Party Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard To Catch an Orc 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.

Celebrimbor's Secret Nightmare (x1)

You are playing Nightmare mode. Forced: When any amount of progress would be placed on a location in the staging area, reduce that amount to 1. Scour: Deal 1 damage to a location in play.

Begin with the standard quest deck and encounter deck for the Celebrimbor's Secret scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x Orc Skirmisher 1x Orc Hunter 3x Prowling Wolf 1x Ruined Plaza 1x City Remains 1x Ancient Foundation 3x Broken Lands 1x Spies from Mordor 2x Orc Hunting Party Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Celebrimbor's Secret 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 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.