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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: 27 Cards
The Three Trials Nightmare (x3)
30 2 5 1 6 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 engages the player who controls Key of the Wolf or is engaged with Wolf's Guardian if able.

The Two Towers (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.

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.

...in the wild lands beyond Bree there were mysterious wanderers.
–The Fellowship of the Ring

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.

Revised 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.

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)
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.

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 1 
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).

Under the Ash Mountains (x3)
28 2 4 1 5
Creature. Werewolf.

Forced: After Ash Mountain Werewolf attacks you, discard the top card of your deck (top 2 cards instead if this attack destroyed a character).

Shadow: If this attack destroys a character, discard the top 2 cards of your deck.

The Mines of Moria (x1) 1
32 3 5 2 6
Creature. Werewolf.

Forced: After Savage Werewolf is dealt a shadow card with no shadow effect, it makes an additional attack after this one. (Do not deal it a shadow card.)

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

The Mines of Moria (x2) 5
40 2 4 1 4
Creature. Werewolf.

Werewolf gets -10 engagement cost while there is an active location.

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.

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.

To Catch an Orc Nightmare (x1)
Stage
A

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.

There they picked up the trail of the Orcs. It needed little skill to find. –The Two Towers

Stage
B

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)
Stage
A

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.

"In Eregion long ago many Elven–rings were made, magic rings as you call them, and they were, of course, of various kinds..." –Gandalf, The Fellowship of the Ring

Stage
B

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.