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200 Results Found

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 (x2)
(48) 2 2 0 2
Goblin.   Orc.  
During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area.Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.

Core Set (x3)
(10) 2 2 0 3
Dol Guldur.   Orc.  
When Revealed: The first player chooses 1 character currently committed to a quest. Deal 2 damage to that character.

Shadow: attacking enemy gets 1 Attack. (3 Attack instead if this attack is undefended.)

Core Set (x1/x0)
(35) 2 3 3 6
Dol Guldur.   Orc.  
Chieftain Ufthak get 2 Attack for each resource token on him. Forced: After Chieftain Ufthak attacks, place 1 resource token on him.

Core Set (x2/x1)
(35) 2 3 1 5
Dol Guldur.   Orc.  
Forced: When Dol Guldur Beastmaster attacks, deal it 1 additional shadow card.

Core Set (x1)
(5) 3 3 1 2
Goblin.   Orc.  

Shadow: attacking enemy gets 1 Attack. (If this attack is undefended, also raise your threat by 3.)

Core Set (x2/x0)
(38) 1 2 3 5
Dol Guldur.   Orc.  
Forced: If Dungeon Jailor is in the staging area after the players have just quested unsuccessfully, shuffle 1 unclaimed objective card from the staging area back into the encounter deck.

Core Set (x3)
(15) 2 2 1 3
Goblin.   Orc.  
Forced: After Misty Mountain Goblins attacks, remove 1 progress token from the current quest.

Shadow: Remove 1 progress token from the current quest. (3 progress tokens instead if this attack is undefended.)

The Hunt for Gollum (x2/x1)
(12) 1 1 0 3
Goblin.   Orc.  
When Revealed: Discard the top card of each player's deck. Until the end of the phase, increase Goblintown Scavenger's Threat by the total printed cost of all cards discarded in this way.

The Hills of Emyn Muil (x3/x2)
(35) 3 1 2 6
Mordor.   Orc.  
Doomed 2.  
Orc Horse Thieves get +1 Attack for each location in the staging area.

Khazad-dûm (x2/x1)
(30) 3 4 3 4
Goblin.   Orc.  
Forced: Before Patrol Leader is dealt damage, discard the top card of the encounter deck. If the discarded card is an enemy, cancel that damage.

Shadow: Cancel all damage dealt to this enemy.

Khazad-dûm (x1/x0)
(45) 2 1 1 3
Orc.   Summoner.  
Surge.  
When Revealed: Reveal 1 card from the encounter deck and add it to the staging area.

Khazad-dûm (x1/x0)
(27) 2 5 2 4
Goblin.   Orc.  
When Revealed: Chieftain of the Pit gets +3 Attack until the end of the round.

Shadow: attacking enemy attacks again after this attack. Deal it another shadow card for the next attack.

Khazad-dûm (x5)
(15) 2 2 2 2
Goblin.   Orc.  
Goblin Spearman gets +2 Attack if its attack is undefended.

Shadow: Add Goblin Spearman to the staging area.

Khazad-dûm (x2)
(48) 2 1 3 1
Goblin.   Orc.  
Players cannot optionally engaged Goblin Archer. Characters with ranged are eligible to attack Goblin Archer while it is in the staging area.Forced: After an enemy is revealed from the encounter deck, the first player must deal 1 damage to 1 character he controls.

Khazad-dûm (x4)
(33) 1 3 2 4
Goblin.   Orc.  
When Revealed: Goblin Follower engages the last player.

Shadow: attacking enemy gets +1 Attack. (+2 Attack instead if attacking the last player.)

Khazad-dûm (x1/x0)
(50) 1 1 3 1
Orc.   Summoner.  
While Orc Drummer is in the staging area, each enemy gets +X Threat. X is the number of players in the game.

Khazad-dûm (x3)
(29) X 0 2 2
Goblin.   Orc.  
X is the number of players in the game.

Shadow: attacking enemy gets +X Attack. X is the number of players in the game.

Khazad-dûm (x4)
(32) 2 3 3 2
Uruk.   Orc.  
When Revealed: The first player must choose and discard an attachment from a questing character, if able.

Shadow: If this attack is undefended, deal 2 additional shadow cards to attacking enemy.

Khazad-dûm (x3)
(37) 3 1 0 2
Goblin.   Orc.   Scout.  
Each player with a threat of 25 or higher cannot optionally engage Goblin Scout.

Khazad-dûm (x5)
(20) 1 3 1 2
Goblin.   Orc.  
Goblin Swordsman gets +2 Attack if its attack is undefended.

Shadow: Add Goblin Swordsman to the staging area.

The Redhorn Gate (x3)
(25) 1 2 2 3
Goblin.   Orc.  
Mountain Goblin gets +1 Attack for each Mountain location in the staging area.

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

Road to Rivendell (x4)
(27) 2 2 2 4
Goblin.   Orc.  
Ambush.  
Forced: After Goblin Taskmaster engages a player, that player deals 2 damage to 1 character he controls.

Road to Rivendell (x3)
(21) 1 3 1 3
Orc.  
Ambush.  
Forced: After Orc Raiders engages a player, that player discards 2 attachments he controls, if able.

The Long Dark (x4)
(15) 2 1 1 2
Goblin.   Orc.  
Forced: After Goblin Sneak engages a player, discard the top card of the encounter deck. If it is a treachery card, Goblin Sneak engages the next player, if able.

Shadow: Add Goblin Sneak to the staging area.

The Long Dark (x1/x0)
(39) 4 3 3 5
Goblin.   Orc.  
Lost: Each player must choose and discard 1 ally he controls from play, if able.

Shadow: Trigger all 'Lost:' effects in play.

Shadow and Flame (x3)
(35) 2 1 1 2
Goblin.   Orc.  
When Revealed: Each player must deal 1 damage to a hero he controls. Forced: After a character leaves play, shuffle Ranging Goblin and the top card in the encounter discard pile back into the encounter deck.

Heirs of Númenor (x3/x2)
(15) 1 2 1 2
Orc.   Besieger.  
Surge.  
When Revealed: Deal 1 damage to each Battleground location in play, if able.

Shadow: Deal 2 damage to The Citadel if it is in play. Otherwise, attacking enemy gets +2 Attack.

Heirs of Númenor (x3)
(35) 2 1 2 5
Mordor.   Orc.  
Archery X.  
X is the number of different resource icons (Leadership, Tactics, Spirit, or Lore) on heroes in play.

Shadow: attacking enemy gets +2 Attack.

Heirs of Númenor (x2/x0)
(40) 2 8 3 5
Mordor.   Orc.  
While Orc Vanguard is in the staging area, resources cannot be spent from the resource pools of heroes who have a Leadership, Spirit, or Lore resource icon.

Shadow: Deal the attacking enemy two additional shadow cards.

Heirs of Númenor (x3/x0)
(28) 2 1 1 3
Mordor.   Orc.  
Forced: When Orc Rabble is dealt a shadow card, it gets +2 Attack until the end of the phase.

Shadow: Deal the attacking enemy an additional shadow card for each player in the game.

Heirs of Númenor (x3)
(30) 3 3 2 3
Mordor.   Orc.  
Forced: When Orc Arsonist engages a player, deal 1 shadow card to each enemy engaged with that player.

Shadow: attacking enemy gets +1 Attack. Deal it another shadow card.

Encounter at Amon Dîn (x1)
(30) 3 X 3 7
Orc.   Uruk.  
X is the number of damage tokens on Dead Villagers. Forced: When Ghulat attacks, place 1 damage token on Dead Villagers. While Ghulat is in play, the game cannot end.

Encounter at Amon Dîn (x4)
(25) 2 4 1 4
Orc.  
Forced: After Marauding Orc attacks and destroys a character, place 1 damage token on Dead Villagers.

Shadow: If this attack destroys a character, discard 1 villager token from Rescued Villagers.

Encounter at Amon Dîn (x3)
(35) 2 3 1 3
Orc.  
When Revealed: Discard 1 villager token from the active location. If no villager token is discarded by this effect, Orc Ravager gains surge.

Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if undefended.)

Assault on Osgiliath (x2/x0)
(40) 2 6 2 3
Orc.   Uruk.   Mordor.  
When Revealed: Add the topmost Orc enemy from the encounter discard pile to the staging area.

Shadow: Defending player discards an attachment he controls. (All attachments he controls instead if undefended.)

Assault on Osgiliath (x4)
(30) 1 4 1 2
Orc.   Uruk.   Mordor.  
Forced: After Uruk Soldier attacks and destroys a character, that character's controller returns a location he controls to the staging area, if able.

Shadow: Defending player raises his threat by 1 for each location he controls.

The Blood of Gondor (x4/x2)
(10) 2 3 1 3
Orc.   Mordor.  
Forced: After Orc Ambusher engages you, discard 1 non-objective ally you control, if able.

Shadow: Attack enemy gets +1 Attack. (+3 Attack instead if undefended.)

The Blood of Gondor (x3/x1)
(20) 3 4 1 5
Orc.   Uruk.   Mordor.  
Forced: After Brutual Uruk attacks and destroys a character, that character's controller turns all hidden cards in his play area faceup. Deal a shadow card to each enemy turned faceup by this effect and resolve their attacks as normal.

The Morgul Vale (x3)
(40) 4 1 0 3
Orc.   Mordor.  
Forced: When Morgul Tracker is optionally engaged, place 1 progress token on To the Tower.

Shadow: Attacking enemy gets +1 Attack. If undefended, place 1 progress token on To the Tower as well.

The Morgul Vale (x1)
(30) 2 5 2 7
Orc.   Uruk.   Captain.  
Forced: After Murzag attacks, reveal the top card of the encounter deck. If that card is an enemy, put it into play engaged with the defending player.

The Voice of Isengard (x1)
(1) 4 7 4 8
Orc.   Uruk.  
Cannot have attachments. Forced: After Mugash is defeated, the first player attaches him to a hero he controls and exhausts that hero. (Counts as a Captive attachment with the text: "Attached hero cannot ready. If attached hero leaves play, the players lose the game.")

The Voice of Isengard (x3)
(40) 3 6 3 6
Orc.   Uruk.  
While a player controls a hero with Mugash attached, Mugash's Guard engages that player. Forced: After Mugash's Guard destroys a character, if Mugash is attached to a hero, return Mugash to the staging area.

The Voice of Isengard (x3)
(30) 3 5 3 5
Orc.  
Forced: When Methedras Orc attacks, the defending player shuffles 1 random card from his hand into his out-of-play deck.

Shadow: If this attack destroys a character, remove 1 time counter from the current quest.

The Voice of Isengard (x1)
Orc.   Uruk.  
Guarded.  
Action: Exhaust a hero to claim this objective when it is free of encounters. Attach Mugash to that hero. Forced: After attached hero takes damage, return Mugash to the top of the encounter deck.

The Voice of Isengard (x3)
(33) 3 4 2 4
Orc.  
Forced: After Orc Skirmisher engages a player, that player must either deal 3 damage to a character he controls, or remove 1 time counter from the current quest.

Shadow: Attacking enemy gets +1 Attack.

The Voice of Isengard (x3/x1)
(35) 2 3 1 3
Orc.  
When Revealed: Either reveal an additional encounter card, or remove 1 time counter from the current quest.

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

Trouble in Tharbad (x4)
(40) 2 3 2 4
Mordor.   Orc.   Spy.  
Forced: When Spy from Modor attacks, remove 1 time counter from the current quest.

Trouble in Tharbad (x2/x1)
(30) 3 5 4 5
Orc.  
While Bellach's Marauder is engaged with a player, it gains: "Forced: After a time counter is removed from the current quest, deal Bellach's Marauder 2 shadow cards."

Shadow: Remove 1 time counter from the current quest.

Celebrimbor's Secret (x4/x3)
(40) 2 3 2 4
Mordor.   Orc.  
When Revealed: Either place 3 damage on the active location, or reveal an additional encounter card. Scour: Place 1 damage on the active location.

Shadow: Place 1 damage on the active location.

Celebrimbor's Secret (x2/x1)
(45) 3 5 3 5
Mordor.   Orc.  
Forced: After Prowling Orc attacks, place 1 damage on the active location. Scour: Prowling Orc engages the player with the highest threat and makes an immediate attack.

The Lost Realm (x3/x1)
(40) 3 6 3 6
Orc.  
Cannot have attachments. While Orc War Party is in the staging area, enemies in the staging area cannot take damage. The players cannot win the game while Orc War Party is in play.

The Lost Realm (x5/x4)
(20) 2 2 1 2
Orc.  
Forced: After Corned Orc engages a player, it makes an immediate attack.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character is damaged).

The Lost Realm (x3)
(25) 2 2 3 3
Orc.  
When Revealed: Either discard 1 ally from play, or reveal an additional encounter card.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys an ally, return attacking enemy to the staging area.

The Lost Realm (x3/x2)
(30) 3 3 2 4
Orc.  
Forced: After Angmar Marauder attacks and destroys an ally, return it to the staging area.

Shadow: Attacking enemy gets +1 Attack for each ally the defending player controls.

The Lost Realm (x2/x1)
(35) 3 5 2 5
Orc.  
Forced: After Angmar Captain attacks and destroys an ally, discard the top card of the defending player's deck. If the discarded card is an ally, Angmar Captain makes an additional attack against the defending player.

Escape from Mount Gram (x1)
(44) 3 5 3 8
Goblin.   Orc.  
Forced: After 1 or more captured cards are rescued, Jailor Gornákh engages the player with the highest threat and makes an immediate attack.

Escape from Mount Gram (x2)
(36) 2 3 2 3
Goblin.   Orc.  
Capture 1.  
Forced: When Cruel Torturer would damage an ally by an attack, capture that ally underneath Cruel Torturer instead.

Escape from Mount Gram (x3)
(16) 1 2 1 2
Goblin.   Orc.  
Capture 1.  
Response: After the captured card(s) underneath Dungeon Guard are rescued, the players may put 1 of them into play at no cost.

Escape from Mount Gram (x2/x0)
(28) 2 X 1 3
Goblin.   Orc.  
Capture 1.  
X is the number of cards in play with 1 or more captured cards underneath them.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it has no captured cards underneath it).

Across the Ettenmoors (x2)
(16) 2 2 2 3
Goblin.   Orc.  
Damaged characters cannot be declared as attackers or defenders against Goblin Pursuer.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if this attack is undefended).

The Battle of Carn Dûm (x4/x3)
(40) 1 4 3 5
Orc.  
Carn Dûm gets +1 Threat for each shadow card currently dealt to it.

Shadow: Attacking enemy gets +1 Attack for each shadow card currently dealt to it.

The Battle of Carn Dûm (x4/x2)
(8) 1 2 1 3
Orc.  
Doomed 1.   Surge.  
Any time progress is placed on the current quest, reduce the amount of progress placed by 1.

Shadow: Add Orc Grunts to the staging area.

The Sands of Harad (x4)
(30) X X X 3
Orc.   Uruk.  
X is the stage number on the main quest. Forced: At the end of the round, assign X damage among characters in play.

The Sands of Harad (x1)
(50) 4 5 3 6
Orc.   Uruk.  
Cannot have player card attachments or be optionally engaged. While the engaged player is engaged with another Orc enemy, Uruk Chieftain cannot take damage. Forced: At the end of the encounter phase, Uruk Chieftain engages the player engaged with the most non-unique Orc enemies.

The Sands of Harad (x3)
(35) 2 4 2 4
Orc.   Uruk.  
Each ally with less Willpower than Uruk of Mordor's Threat cannot defend against Uruk of Mordor.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if its Threat is greater than the defending character's Willpower.

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.

Race Across Harad (x4)
(20) 2 3 2 3
Orc.   Uruk.  
When Revealed: Add Uruk Pursuer to the Orc's area. If the players are not at the same stage as the Orcs, Uruk Pursuer gains surge.

Shadow: If the players are not at the same stage as the Orcs, put Uruk Pursuer into play engaged with you.

The Dungeons of Cirith Gurat (x2/x1)
(45) 4 3 2 5
Orc.   Uruk.  
Forced: After Jailer of Cirith Gurat engages you, attach an ally you control to it.

Shadow: If attacking enemy's Threat is greater than defending ally's Willpower, attach defending ally to attacking enemy. Then, cancel this attack.

The Dungeons of Cirith Gurat (x3)
(30) 3 4 1 4
Orc.   Uruk.  
While Prison Guard is guarding an objective, it gets +2 Defense. While Prison Guard is not guarding an objective, it gains: "Forced: After Prison Guard attacks and damages an ally, attach that ally to Prison Guard."

The Crossings of Poros (x2)
(45) 3 4 2 5
Orc.   Uruk.  
When Revealed: Either place a random enemy from the set aside Mordor Orcs set into the encounter discard pile, or Uruk Prowler makes an immediate attack against the first player.

Shadow: Discard a random card from your hand.

The Wilds of Rhovanion (x2/x1)
(35) 3 5 4 6
Orc.   Goblin.  
Cannot have player card attachments. While Goblin Troop is engaged with you, each other Goblin enemy engaged with you gets +1 Attack and +1 Defense.

Shadow: Attacking enemy gets +2 Attack.

The Wilds of Rhovanion (x3/x2)
(50) 1 2 0 3
Orc.   Goblin.  
Surge.  
Cannot be optionally engaged. While Stray Goblin is in the staging area, it gains: "Forced: After a player engages an enemy, Stray Goblin engages that player."

Shadow: Add Stray Goblin to staging area.

The Wilds of Rhovanion (x2/x1)
(40) 4 5 3 6
Orc.  
Forced: At the end of the encounter phase, if Mirkwood Patrol is in the staging area with an unguarded objective-location, attach that objective-location to Mirkwood Patrol, guarding it.

Shadow: The defender cannot ready this round.

The Wilds of Rhovanion (x2/x1)
(38) 1 1 1 5
Orc.  
While Hobgoblin is guarding a card, it gets +X Threat, +X Attack, and +X Defense, where X is that card's cost. Forced: After Hobgoblin enters play, the first player attaches the top card of his deck to Hobgoblin faceup as a guarded attachment. When Hobgoblin leaves play, return the card it was guarding to its owner’s hand.

Roam Across Rhovanion (x1)
2 3 2 5
Goblin.   Orc.  
Immune to player card effects. While Urdug is free of encounters, the first player gains control of Urdug. If Urdug is destroyed, the players lose the game.

Roam Across Rhovanion (x1)
(15) 2 3 2 5
Goblin.   Orc.  
Indestructible.  
Immune to player card effects. While Urdug is engaged with a player, he gains, "Forced: At the beginning of the quest phase, Urdug makes an immediate attack. If this attack deals damage, return Urdug and Tiny (if he is in play) to the staging area."

Fire in the Night (x3/x1)
(30) 3 3 3 4
Goblin.   Orc.  
Forced: After The Dragon’s Thrall engages you, either deal 3 damage to Hrogar’s Hill, or it makes an immediate attack against you.

Shadow: If this attack destroys a character, deal 3 damage to Hrogar's Hill.

Fire in the Night (x4)
(25) 2 2 2 3
Goblin.   Orc.  
When Revealed: The first player must either deal 2 damage to a hero he controls, or deal 3 damage to Hrogar's Hill.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if Hrogar's Hill has at least 25 damage on it).

Mount Gundabad (x3)
(39) 3 4 1 5
Orc.   Goblin.  
While there are 3 or more quest cards in the victory display, Guardian of Gundabad gets +2 Defense.

Shadow: Attacking enemy gets +2 Defense until the end of the phase.

Mount Gundabad (x3/x2)
(26) 2 3 2 3
Orc.   Goblin.  
Dagnir cannot take damage from non-quest effects.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if Dagnir is engaged with you).

The Fate of Wilderland (x1)
(50) 2 3 2 5
Orc.   Goblin.  
Immune to player card effects. Cannot leave the staging area. Forced: When Urdug attacks, discard the top card of the encounter deck. He gets +X Attack for this attack, where X is the discarded card's printed Threat. When Urdug is destroyed, the players win the game.

The Fate of Wilderland (x3/x2)
(25) 2 3 2 5
Orc.   Goblin.  
Forced: After Urdug's Elite engages you, either exhaust a character you control, or place 1 progress on The Goblins' Assault.

Shadow: Exhaust a character you control.

The Fate of Wilderland (x3/x2)
(20) 2 2 2 3
Orc.   Goblin.  
Forced: After Fierce Vanguard engages you, either it gets +2 Attack until the end of the round, or place 1 progress on the The Goblins' Assault.

Shadow: Attacking enemy gets +2 Attack and +2 Defense until the end of the phase.

The Fate of Wilderland (x2)
(30) 3 4 1 4
Orc.   Goblin.  
Forced: After Warg-rider is dealt a shadow card with no effect, either return it to the staging area or place 1 progress on The Goblins' Assault.

The Hobbit: Over Hill and Under Hill (x3)
(25) 2 1 2 2
Goblin.   Orc.  
Goblin Axeman gets +1 Attack for each Cave location in play.

Shadow: Defending character gets -1 Defense.

The Hobbit: Over Hill and Under Hill (x4)
(33) 2 3 2 3
Goblin.   Orc.  
If The Great Goblin is in the victory display, this card gains surge.

Shadow: attacking enemy gets +1 Attack. (+2 Attack instead if The Great Goblin is in the victory display.)

The Hobbit: Over Hill and Under Hill (x3)
(30) 3 2 2 3
Goblin.   Orc.  
When Revealed: The first player exhausts 1 character he controls.

Shadow: Defending player exhausts 1 character he controls.

The Hobbit: Over Hill and Under Hill (x3)
(25) 2 2 0 2
Goblin.   Orc.  
Goblin Miners gets +1 Defense for each Cave location in play.

Shadow: attacking enemy gets +1 Attack.

The Hobbit: Over Hill and Under Hill (x3/x1)
(20) 1 3 1 2
Goblin.   Orc.  
Surge.  
Shadow: attacking enemy makes an additional attack immediately after this one. (Deal a new shadow card for that attack.)

The Hobbit: Over Hill and Under Hill (x1)
(15) 3 5 2 8
Goblin.   Orc.  
Forced: After The Great Goblin attacks, discard X cards from the encounter deck where X is the number of players in the game. Add each Goblin enemy discarded by this effect to the staging area.

The Hobbit: On the Doorstep (x4)
(35) 2 4 2 5
Goblin.   Orc.  
Bolg cannot take damage. Forced: When this enemy attacks, deal it an additional shadow card for each quest stage in play with no progress tokens on it.

The Hobbit: On the Doorstep (x1)
(50) X 6 3 8
Goblin.   Orc.  
Immune to player card effects. X is the number of players in the game.Cannot leave the staging area.The first Goblin revealed each round gains surge.

The Hobbit: On the Doorstep (x4)
(33) 1 2 2 2
Goblin.   Orc.  
When Revealed: Remove 1 progress from every quest stage in play. (2 progress instead if 3 or more players in the game.)

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 Hobbit: On the Doorstep (x4/x3)
(20) 1 1 1 4
Goblin.   Orc.  
This enemy gets +1 Threat, +1 Attack, and +1 Defense for each quest stage in play with no progress on it.

Shadow: If this attack destroys a character, remove all progress from the current quest.

The Hobbit: On the Doorstep (x2)
(40) 2 2 1 3
Goblin.   Orc.  
When Revealed: Each player must deal 2 damage to a character he controls.

Shadow: Deal 1 damage to defending character for each quest stage in play with no progress on it.

The Road Darkens (x1)
(40) 4 4 3 6
Orc.   Uruk.  
Cannot have attachmnets. Allies cannot defend against Orc-chieftain. Forced: At the beginning of the encounter phase, Orc-chieftain engages the first player.

The Road Darkens (x3/x2)
(34) 2 4 2 5
Orc.   Uruk.  
When Revealed: Uruk from Mordor makes an immediate attack against the first player.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, attacking enemy makes an additional attack.

The Road Darkens (x3)
(38) 2 3 1 3
Orc.  
When Revealed: Either remove 1 damage from Doom, Doom, Doom, or reveal an additional encounter card.

Shadow: The defending player raises his threat by 1 for each enemy engaged with him.

The Road Darkens (x3/x2)
(42) X 3 3 3
Orc.  
Peril.   Archery 2.  
X is the number of players in the game. When Revealed: Assign X damage among characters you control.

The Road Darkens (x2/x1)
(36) 3 5 2 3
Orc.   Uruk-hai  
Toughness 2.  
Cannot have attachments. Allies with fewer printed hit points than Uruk-hai Captain cannot defend against Uruk-hai Captain.

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

The Road Darkens (x4/x3)
(44) X 4 1 4
Orc.   Uruk-hai  
Peril.   Toughness 1.   Archery X.  
X is the number of players at this stage. When Revealed: Discard an ally you control.

The Road Darkens (x3/x2)
(33) 1 3 1 3
Orc.   Uruk-hai  
Surge.   Toughness 1.   Archery 1.  
Uruk-hai Tracker gets +2 Attack against characters with 2 or fewer printed hit points.

Shadow: Discard a non-objective attachment you control.

The Road Darkens (x3/x2)
(28) 2 4 1 3
Orc.   Uruk-hai  
Peril.   Toughness 1.  
When Revealed: Either choose a player to reveal an additional encounter card, or Uruk-hai Hunter makes an immediate attack against you.

The Treason of Saruman (x1)
(10) 3 5 1 6
Orc.   Uruk-hai.  
Toughness 3.  
Cannot have attachments. Allies cannot be declared as attackers or defenders against Uglúk.

The Treason of Saruman (x1)
(40) 4 3 4 5
Orc.   Mordor.  
Forced: After Grishnákh enters play, the first player attached 1 of the Captives to him. If Grishnákh is defeated, place the attached Captive faceup underneath To Isengard! Forced: At the end of the quest phase, deal 1 damage to the attached Captive.

The Treason of Saruman (x3/x1)
(38) 2 4 2 5
Orc.   Uruk-hai  
Peril.   Toughness 1.   Archery 1.  
When Revealed: Either increase the pursuit value by 3, or reveal an additional encounter card.

The Treason of Saruman (x4)
(39) 4 4 1 4
Orc.   Uruk-hai.  
Toughness 1.   Archery 1.  
Forced: After Soldier of Isengard attacks and destroys a character, place 1 progress on the current quest.

Shadow: Exhaust a character you control.

The Treason of Saruman (x2)
(29) 1 2 1 3
Orc.  
Peril.   Archery 1.  
When Revealed: Either discard 1 random card from your hand, or reveal an encounter card.

Shadow: Until the end of the round, attacking enemy gets +2 Defense.

The Treason of Saruman (x3/x2)
(34) 2 3 1 4
Orc.   Uruk-hai  
Peril.   Toughness 1.   Archery 2.  
When Revealed: Either assign 3 damage among characters you control, or reveal an additional encounter card.

The Treason of Saruman (x3)
(29) 3 3 2 3
Orc.   Uruk-hai  
Toughness 2.  
Forced: After Uruk-hai Fighter attacks and destroys a character, return it to the staging area.

Shadow: Discard a non-objective attachment you control.

The Treason of Saruman (x3/x2)
(44) 1 3 1 3
Orc.  
Peril.   Archery 1.  
When Revealed: Discard 1 random card from your hand. Snaga gets +X Threat until the end of the round, where X is the discarded card's printed cost.

The Land of Shadow (x4/x3)
(35) 1 3 2 3
Orc.   Uruk.  
Peril.  
When Revealed: Either discard 1 random card from your hand, or reveal an additional encounter card.

Shadow: If this attack destroys a character, discard 1 random card from your hand.

The Land of Shadow (x3/x2)
(40) 2 4 2 5
Orc.   Uruk.  
Peril.  
When Revealed: Either discard 1 random card from each player’s hand, or Orc of Cirith Ungol makes an immediate attack against you.

The Flame of the West (x2/x1)
(35) 3 3 1 4
Orc.   Mordor.  
Peril.  
When Revealed: Put the topmost Orc enemy in the discard pile into play engaged with you.

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

The Flame of the West (x3)
(40) 2 3 1 3
Orc.   Mordor.  
Peril.   Archery 1.  
When Revealed: Either deal 2 damage to a hero you control, or deal 2 damage to Minas Tirith.

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

The Flame of the West (x5/x4)
(30) 1 2 1 2
Orc.   Mordor.  
Surge.  
While Minas Tirith is in play, undefended damage dealt by Mordor Orc must be dealt to Minas Tirith.

Shadow: If Minas Tirith is in play, engage Mordor Orc and deal it a shadow card.

The Mountain of Fire (x1)
(46) 4 5 4 6
Orc.   Uruk.  
Cannot have attachments. Cannot take non-combat damage. Allies cannot attack or defend against Shagrat. Forced: After progress is placed on the quest, Shagrat gets -X engagement cost until the end of the round. X is the amount of progress just placed.

The Mountain of Fire (x1/x0)
(36) 3 4 3 5
Orc.   Uruk.  
Cannot have attachments. Forced: After Gorbag engages you, it makes an immediate attack.

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

The Mountain of Fire (x3)
(34) 2 3 2 4
Orc.   Uruk.  
Wounded Uruk enters play with 2 damage on it. Forced: After Wounded Uruk engages you, it gets +2 Attack until the end of the round.

Shadow: Attacking enemy gets +1 Attack for each damage on it.

The Mountain of Fire (x2/x1)
(55) 3 5 4 6
Orc.   Uruk.  
Forced: After Orc Captain engages you, make a Fortitude test. If you fail this test, reveal the top card of the encounter deck. (|) (|)

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

The Mountain of Fire (x3)
(44) 2 4 3 5
Orc.   Uruk.  
Forced: After Big Uruk engages you, either raise your threat by 4, or Big Uruk makes an immediate attack against you. (|)

Shadow: Attacking enemy gets +1 Attack for each ally you control.

The Mountain of Fire (x4/x2)
(33) 1 3 2 3
Orc.   Snaga.  
Peril.   Surge.  
When Revealed: Either raise your threat by 1 for each ally you control, or discard an ally you control. (|)

Shadow: Exhaust a character you control.

The Mountain of Fire (x3/x2)
(28) 1 3 1 3
Orc.  
Surge.  
Forced: After Orc of Mordor engages you, exhaust a character you control.

Shadow: Exhaust a character you control.

The Mountain of Fire (x3)
(44) 2 4 2 3
Orc.   Snaga.  
Archery 2.  
Forced: After Snaga Archer engages you, deal 2 damage to a character you control.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character is damaged).

The Mountain of Fire (x3)
(38) 3 5 2 5
Orc.   Uruk.  
Forced: After Uru Soldier engages you, raise your threat by 2.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, return attacking enemy to the staging area.

Two-Player Limited Edition Starter (x1)
(35) 3 5 3 6
Goblin.   Orc.  
Cannot have attachments. While Goblin Troop is engaged with you, each other Goblin enemy engaged with you gets +1 Attack and +1 Defense.

Shadow: Attacking enemy gets +2 Attack.

Two-Player Limited Edition Starter (x2)
(48) 2 2 0 2
Goblin.   Orc.  
During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area. Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.

Two-Player Limited Edition Starter (x2/x0)
(20) 1 3 1 2
Goblin.   Orc.  
Surge.  

Two-Player Limited Edition Starter (x2)
(12) 1 1 0 3
Goblin.   Orc.  
When Revealed: Discard the top card of each player's deck. Until the end of the phase, increase Goblintown Savengers' Threat by the total printed cost of all cards discarded in this way.

Two-Player Limited Edition Starter (x1)
(40) X X X 8
Goblin.   Orc.  
X is the stage number of the quest. Cannot take damage. Cannot have attachments. Forced: After Goblin Chieftain attacks, either remove X progress from the quest, or return it to the staging area.

The Massing at Osgiliath (x4)
(1) 1 1 0 2
Orc.   Scout.  
Forced: At the beginning of the encounter phase, all copies of Snaga Scouts engage the player with the lowest threat. (The first player chooses in case of a tie.)

The Massing at Osgiliath (x3)
(45) 2 2 1 8
Uruk.   Orc.  
If the players have crossed the Anduin, Uruk Vanguard gets +3 Attack.

Shadow: attacking enemy gets +1 Attack. (+2 Attack instead if players have crossed the Anduin).

The Ruins of Belegost (x3)
(30) 2 4 2 4
Orc.  
When Revealed: Orc of Ered Luin makes an immediate attack against each player that controls at least 1 Loot objective (in turn order).

Shadow: After this attack, attacking enemy engages the next player, then makes an immediate attack.

The Ruins of Belegost (x3)
(25) 1 3 2 3
Orc.   Goblin.  
While a Loot objective is attached to a hero, Blue Mountain Goblin gains surge.

Shadow: If you control a Loot objective, put Blue Mountain Goblin into play engaged with you and deal it a shadow card.

The Siege of Annúminas (x3)
(50) 4 9 4 12
Orc.  
Archery 2.  
Immune to player card effects. Forced: After Host of Angmar attacks and destroys a character, either remove 2 progress from the main quest, or return Host of Angmar to the staging area.

The Siege of Annúminas (x3)
(30) 2 4 2 3
Orc.  
Archery 1.  
Forced: When Orc of Angmar attacks, either remove 1 progress from the main quest, or it gets +2 Defense until the end of the phase.

Shadow: Defender gets -2 Defense until end of round.

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 Siege of Annúminas (x2)
(45) 3 6 3 8
Orc.  
Cannot have attachments. While Vanguard of Carn Dûm is in the staging area, no more than 5 progress can be placed on the main quest each round.

Shadow: Defender cannot ready this round.

Attack on Dol Guldur (x1)
(45) 3 3 4 8
Lieutenant.   Orc.   Uruk.  
Indestructible.  
Immune to player card effects. Forced: When Chieftain Morlug attacks you, discard cards from the top of the encounter deck until an enemy is discarded and put it into play engaged with you.

Attack on Dol Guldur (x2)
(40) X 8 4 12
Orc.  
Archery X.  
X is the number of players. Cannot have attachments. Forced: At the end of the encounter phase, if Host of Dol Guldur is in the staging area, remove X progress from the main quest.

Attack on Dol Guldur (x3)
(36) 2 4 1 4
Orc.  
Archery 2.  
Forced: After Amon Lanc Archer engages you, either remove 2 progress from the main quest, or deal 2 damage to an ally you control.

Shadow: Exhaust a character you control.

Attack on Dol Guldur (x4)
(24) 2 3 1 3
Orc.  
Dol Guldur Marauder gets +1 Attack and +1 Defense for each resource on it. Forced: When Dol Guldur Marauder attacks, either remove 1 progress from the main quest or place 1 resource on Dol Guldur Marauder.

The Wizard's Quest (x1)
18
(38) 2 4 2 5
Orc.   Goblin.  
Cannot be optionally engaged. Forced: At the end of the combat phase, easy player deals 1 damage to a hero he controls.

Shadow: Defending character does not count it's Defense.

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 Wizard's Quest (x1)
24
(24) 2 3 1 4
Orc.  
When Revealed: Each player deals 1 damage to a character he controls.

Shadow: Defending character gets -1 Defense for each damage on it.

The Woodland Realm (x1)
2
(36) 3 6 3 6
Orc.  
Cannot have non-objective player card attachments or take non-combat damage. Forced: After Chieftain Ufthak engages you, the opposing team searches the encounter deck and discard pile for an Orc enemy of cost 1 or less and puts it into play engaged with you. Shuffle the encounter deck.

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.

The Woodland Realm (x2)
8
(34) 3 4 3 5
Orc.  
While Mirkwood Patrol is in the staging area, enemies cannot be optionally engaged.

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

The Woodland Realm (x1)
14
(30) 2 3 1 4
Orc.  
When Revealed: Ambushing Orcs makes an immediate attack against the first player.

Shadow: Engaged the lowest engagement cost enemy in the staging area and deal it a shadow card.

Escape From Dol Guldur Nightmare (x3)
(45) 5 1 2 4
Dol Guldur.   Orc.  
When Revealed: Add 1 resource token to each Dol Guldur location in play.

Shadow: Any hero damaged but not defeated by this attack is turned face down, as a "prisoner." Then, if the players are on stage 3, return to stage 2B of the quest.

A Journey to Rhosgobel Nightmare (x3)
(48) 2 5 3 4
Goblin.   Orc.  
Goblin Eagle-hunter gets +1 hit point per player. Forced: At the end of the combat phase, deal 1 damage to Wilyador

Shadow: If Wilyador has 10 or less damage on him, deal 2 damage to Wilyador.

The Hills of Emyn Muil Nightmare (x2)
(39) 2 2 3 5
Mordor.   Orc.  
Orc Interceptor gets +1 Threat and +1 Attack for each resource token on it. Forced: After a location leaves play as an explored location, place a resource token on Orc Interceptor.

Return to Mirkwood Nightmare (x3)
(28) 2 4 3 7
Mordor.   Orc.  
When Ambushing Orcs is dealt a shadow card that targets the player guarding Gollum, that shadow card also targets each other player

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.

Into the Pit Nightmare (x4)
(20) 1 4 3 5
Goblin.   Orc.  
Forced: After Cave Torch exhausts, Patrol Sentry makes an immediate attack against the engaged player, if able.

Shadow: Add Patrol Sentry to the staging area.

Into the Pit Nightmare (x3)
(50) 3 2 2 4
Goblin.   Orc.  
Cannot be optionally engaged. If the active location is a Dark location, Goblin Lurker gets +3 Attack and -40 engagement cost.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if the active location is a Dark location.)

The Seventh Level Nightmare (x1)
(20) 3 3 3 12
Mordor.   Orc.  
Overseer Maurûl gets +X Threat, +X Attack and +X Defense, where X is the highest number of resources on a Goblin enemy in play. The Players cannot win the game unless Overseer Maurûl is in the victory display.

The Seventh Level Nightmare (x2)
(44) 1 4 4 6
Mordor.   Orc.  
When Revealed: Add 1 resource to each Goblin enemy in play. Forced: When a Goblin enemy with at least 1 resource on it is dealt any amount of damage, remove 1 resource from that enemy and cancel all damage just dealt to it.

The Seventh Level Nightmare (x3)
(15) 2 4 2 3
Goblin.   Orc.  
Each Goblin enemy gets +1 Attack for each resource on it. This ability does not stack with other copies of Goblin Skirmisher.

Shadow: Deal X damage to the defending character. X is the number of resources on attacking enemy.

The Seventh Level Nightmare (x2)
(36) 3 2 1 4
Goblin.   Orc.  
When Revealed: Add 2 resources to Pit Goblin.

Shadow: If attacking enemy is a Goblin, add 1 resource to it.

Flight from Moria Nightmare (x3)
(10) 1 3 1 6
Goblin.   Orc.  
Surge.  
While you are engaged with Swarming Goblins, it gains: "Forced: When a quest card is bypassed, search the encounter discard pile for a copy of Goblin Spearman and put it into play engaged with you."

Flight from Moria Nightmare (x3)
(34) X X 3 5
Orc.  
X is the number of victory points in the victory display.

Shadow: Attacking enemy gets +X Attack. X is the number of victory points in the victory display.

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 Redhorn Gate Nightmare (x4)
(28) 2 3 3 6
Orc.  
While attacking, Silvertine Marauder gets +2 Attack if the defending character has less than 2 Willpower.

Shadow: Attacking enemy gets +2 Attack if the defending character has less than 2 Willpower.

Road to Rivendell Nightmare (x3)
(5) 3 5 3 5
Uruk.   Orc.  
Ambush.  
Forced: When Uruk Elf-stalker attacks and destroys a character, deal 1 damage to Arwen Undómiel.

Shadow: Attacking enemy gets +2 Attack.

Road to Rivendell Nightmare (x3)
(30) 3 3 2 3
Goblin.   Orc.  
Ambush.  
Forced: After Goblin Trapper engages a player, that player must exhaust a character he controls.

Shadow: Add Goblin Trapper to the staging area.

Road to Rivendell Nightmare (x2)
(34) 2 5 1 7
Mountain.   Orc.  
Ambush.  
Forced: After Raiding Party engages a player, each player discards the top card of the encounter deck, starting with the first player. Each player who discards an enemy with the ambush keyword must make an engagement check against that enemy.

Road to Rivendell Nightmare (x2)
(16) 1 3 2 5
Goblin.   Orc.  
Surge.  
While Vicious Tracker is engaged with a player, that player is considered to have +20 threat for purposes of engagement checks only.

The Long Dark Nightmare (x4)
(28) 3 2 3 3
Goblin.   Orc.  
Forced: When Goblin Stalker attacks, deal it 1 additional shadow card. Forced: When Goblin Stalker is dealt a shadow card with 'PASS' printed in its text box, it gets +2 Attack until the end of the phase.

The Long Dark Nightmare (x2)
(12) 2 4 2 5
Orc.   Uruk.  
While Sentinel of the Deep is engaged with a player, that player cannot draw cards from card effects.

Shadow: Defending player must choose and trigger 1 'Lost:' effect in play.

Foundations of Stone Nightmare (x3)
(18) 2 2 2 5
Goblin.   Orc.  
Mithril Seeker gets +1 Attack for each resource on it. Forced: When Mithril Seeker attacks, move 1 resource from each of the defending player's heroes to Mithril Seeker.

Shadow and Flame Nightmare (x3)
(12) 3 3 2 5
Mordor.   Orc.   Uruk.  
Forced: While Durin's Bane has no damage, Servant of Flame gets +2 Attack and +2 Defense.

Shadow: Search the encounter deck for a treachery card with the Shadow or Flame trait and reveal it, if able. Shuffle the encounter deck.

Shadow and Flame Nightmare (x2)
(42) 4 4 3 7
Mordor.   Orc.   Uruk.  
Each enemy gets -20 engagement cost.

Shadow: If this attack destroys a character, attacking enemy cannot take damage this round.

The Siege of Cair Andros Nightmare (x3)
(21) 2 5 2 5
Orc.  
Damage dealt by Orc Saboteur's attacks must be dealt to a Battleground location in play, if able.

Shadow: If this attack destroys a character, deal 2 damage to a Battleground location in play.

The Siege of Cair Andros Nightmare (x4)
(30) 3 3 1 4
Orc.  
Forced: When Orc Ravager is dealt a shadow card, it gets +2 Defense until the end of the phase.

Shadow: Exhaust a character you control. Deal attacking enemy another shadow card.

Encounter at Amon Dîn Nightmare (x2)
(32) 4 5 2 6
Orc.  
When Revealed: Either discard 1 villager token from Rescued Villagers, or Orc Raiders makes an immediate attack against the first player.

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

Encounter at Amon Dîn Nightmare (x3)
(34) 2 4 3 5
Orc.  
When Revealed: Either discard 1 villager token from Rescued Villagers, or reveal an additional encounter card.

Shadow: Deal attacking enemy 1 shadow card for each villager token on the active location.

Assault on Osgiliath Nightmare (x3)
(20) 2 5 3 3
Orc.   Mordor.  
Forced: After Invading Orc attacks and destroys a character, that character's controller returns a location he controls to the staging area.

Shadow: If this attack destroys a character, return a location you control to the staging area.

The Blood of Gondor Nightmare (x4)
(20) 3 3 2 2
Orc.  
Forced: After Orc Trickster is turned faceup as a hidden card, it makes an immediate attack against the engaged player. Forced: When Orc Trickster would be damaged, a random player takes it facedown as a hidden card in his play area instead.

The Blood of Gondor Nightmare (x3)
(40) 4 2 2 4
Orc.   Uruk.   Mordor.  
Archery 3.  
Forced: After Uruk Marksman is turned faceup as a hidden card, deal 3 damage to a character controlled by the engaged player and return Uruk Marksman to the staging area.

The Morgul Vale Nightmare (x3)
(18) 2 4 3 5
Orc.   Mordor.  
Forced: At the end of the round, if Orc Captor is in the staging area, place 1 progress token on To the Tower.

Shadow: Attacking enemy gets +3 Defense until the end of the combat phase.

The Morgul Vale Nightmare (x2)
(37) X X 4 5
Orc.   Mordor.  
X is the number of progress tokens on To the Tower.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, place 1 progress on To the Tower.

To Catch an Orc Nightmare (x4)
(1) 2 4 3 4
Orc.  
Forced: After Vigilant Orc enters the staging area, it makes an immediate attack against the first player. If this attack destroys a character, remove 1 time counter from the current quest.

To Catch an Orc Nightmare (x3)
(44) 3 5 4 5
Orc.  
While Methedras Lookout is in the staging area, it gains: "Forced: At the end of the refresh phase, remove 1 time counter from the current quest."

Shadow: Either exhaust a character you control, or return attacking enemy to the staging area.

Trouble in Tharbad Nightmare (x2)
(50) 3 6 4 6
Orc.   Spy.  
While a player controls 5 or more allies, Bellach's Hunter gets -20 engagement cost. Forced: When Bellach's Hunter engages a player, that player must either remove all time counters from the current quest or deal 5 damage to a hero he controls.

Trouble in Tharbad Nightmare (x3)
(20) 2 4 3 4
Orc.  
When Revealed: Either reduce each player's threat elimination level by 2, or Orc Seeker engages the first player and makes an immediate attack.

Shadow: Reduce each player's threat elimination level by 2 (5 instead if undefended).

Celebrimbor's Secret Nightmare (x3)
(45) 4 4 3 6
Mordor.   Orc.  
Bellach cannot take damage. Scour: Heal all damage from Bellach's Bodyguard.

Shadow: Attacking enemy cannot take damage until the end of the phase.

Celebrimbor's Secret Nightmare (x3)
(15) 3 3 2 3
Orc.   Snaga.  
When Revealed: Trigger Little Snuffler's Scour effect. Scour: The first player discards a random card from his hand and assigns X damage among locations in the staging area. X is the discarded card's cost.

Intruders in Chetwood Nightmare (x3)
(45) 2 4 4 5
Orc.  
Forced: At the end of the round, if Orc Abductor is in the staging area, search the encounter deck, discard pile and victory display for Rescue Iârion and reveal it. Shuffle the encounter deck.

Shadow: Deal 1 damage to defending character.

Intruders in Chetwood Nightmare (x2)
(28) 2 5 3 5
Orc.  
Forced: After Soldier of Angmar attacks and destroys an ally, search the encounter deck, discard pile and victory display for Orc Ambush and reveal it. Shuffle the encounter deck.

Shadow: Attacking enemy gets +2 Attack.

The Weather Hills Nightmare (x3)
(17) 1 4 2 4
Orc.  
Cannot be optionally engaged. Forced: After Rearguard Ambusher engages you, exhaust each damaged character you control.

The Weather Hills Nightmare (x4)
(44) 3 5 3 5
Orc.  
Forced: After a character the engaged player controls is healed, Angmar Raider makes an immediate attack.

Shadow: Attacking enemy gets +2 Defense until the end of the phase.

Escape from Mount Gram Nightmare (x1)
(45) 4 5 5 14
Goblin.   Orc.  
Forced: After Jailor Gornákh enters playt each player searches his captured deck for each hero and captures thme underneath Jailor Gornákh. Forced: After a player rescues any number of cards, Jailor Gornákh attacks that player.

Escape from Mount Gram Nightmare (x3)
(26) 2 2 1 4
Goblin.   Orc.  
Capture 1.  
While you are engaged with Prison Guard, it gainst: "Planning Action: Rescue a random card from underneath Prison Guard. Then, raise each player's threat by X, where X is that card's printed cost. (Limit once per round)."

Escape from Mount Gram Nightmare (x3)
(35) 3 4 3 5
Orc.  
Forced: When Orc of Thaurdir attacks you, either discard the top 2 cards of your captured deck, or deal Orc of Thaurdir 2 additional shadow cards.

Shadow: For each damage dealt by this attack, discard the top card of your captured deck.

The Battle of Carn Dûm Nightmare (x3)
(30) 2 3 2 4
Orc.   Undead.  
Forced: After Orc Wight enters play, deal it 2 shadow cards.

Shadow: If attacking enemy has at least 1 other shadow card currently dealt to it, return it to the staging area after this attack.

The Battle of Carn Dûm Nightmare (x2)
(45) 2 5 4 6
Orc.  
Forced: If there are 3 shadow cards dealt to Thaurdir's Elite, discard all shadow cards dealt to it and each player must discard an ally he controls.

Shadow: Either raise your threat by 4, or discard an ally you control.

Over the Misty Mountains Grim Nightmare (x1)
(15) 5 6 4 11
Goblin.   Orc.  
Progress cannot be placed on the current quest. Forced: When The Great Goblin attacks, discard the top card of the encounter deck. If it is a Goblin enemy, put it into play engaged with the defending player and deal it a shadow card.