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Scenario Encounter
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Resource Threat Engagement
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Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
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Results: 551 - 600 of 640 Cards
Return to Mirkwood (x3)
2
2
Forest.

Travel: The player guarding Gollum must exhaust a hero he controls to travel to Woodman’s Glade.

Response: After exploring Woodman’s Glade, reduce the threat of each player not guarding Gollum by 2.

Return to Mirkwood (x3)
1
3
Forest.

Response: After the players travel to Wood Elf Path, the player guarding Gollum may choose a new player to guard him.

Return to Mirkwood (x2/x1)
Tantrum.

When Revealed: Raise the threat of the player guarding Gollum by 8. That player must choose a new player to guard Gollum, if able.

Shadow: Raise the threat of the player guarding Gollum by 4.

Return to Mirkwood (x2/x1)
Tantrum.

When Revealed: Deal 4 damage to a hero controlled by the player guarding Gollum. That player must choose a new player to guard Gollum, if able.

Shadow: Deal 2 damage to a hero controlled by the player guarding Gollum.

Return to Mirkwood (x3/x2)
Tantrum.

When Revealed: Discard the top 10 cards from the deck of the player guarding Gollum. That player must choose a new player to guard Gollum, if able.

Shadow: Discard the top 5 cards from the deck of the player guarding Gollum.

Return to Mirkwood (x4/x2)
22 1 1 1 1
Creature.

Surge.

Forced: After Mirkwood Bats engages a player, deal 1 damage to each character controlled by the player guarding Gollum.

Return to Mirkwood (x3/x0)
44 2 8 4 6
Creature. Spider.

Forced: At the beginning of the encounter phase, Attercop, Attercop automatically engages the player guarding Gollum, regardless of his threat.

"Attercop! Attercop! Won't you stop..."
–Bilbo Baggins, The Hobbit

Passage Through Mirkwood Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Forced: During setup, each player reveals 1 card from the encounter deck and adds it to the staging area.

Stage
B

Begin with the standard quest deck and encounter deck for the Passage Through Mirkwood scenario found in the LOTR LCG core set.

Remove the following cards, in the specified quantities, from the standard encounter deck:

Ungoliant's Spawn x1

Black Forest Bats x1

Forest Spider x3

Dol Guldur Orcs x3

Old Forest Road x1

Forest Gate x2

Mountains of Mirkwood x3

Caught in a Web x2

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Passage Through 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.

Passage Through Mirkwood Nightmare (x1)
32 3 5 3 9 9 
Creature. Spider.

When Revealed: Until the end of the phase, each character currently committed to the quest gets -2Willpower and is discarded if itsWillpower is 0.

Shadow: Raise defending player's threat by 5. (Raise defending player's threat by 10 instead if undefended.)

Passage Through Mirkwood Nightmare (x3)
31 2 3 2 5 7 
Creature. Spider.

Forced: After you engage Ungoliant's Brood, your cards cannot ready for the remainder of the round.

Shadow: If this attack is undefended, exhaust all characters you control.

Passage Through Mirkwood Nightmare (x3)
27 4 1 0 3 9 
Creature. Insect.

Forced: After you engage Forest Flies, deal 1 damage to each exhausted character you control.

Shadow: If attacking enemy is an Insect deal it 2 additional shadow cards.

Passage Through Mirkwood Nightmare (x2)
18 3 2 2 4 7 
Spider.

While it is engaged with you, Spiders of Mirkwood gets +1 for each exhausted character you control.

Shadow: Choose and exhaust 1 character you control. If this attack is undefended, also deal that character 2 damage.

Passage Through Mirkwood Nightmare (x3)
6 

When Revealed: The player with the highest threat exhausts all heroes he controls. Then, attach this card to one of that player's heroes. (Counts as a Condition attachment with the text, "Each time attached hero readies, deal it 1 damage.")

Passage Through Mirkwood Nightmare (x2)
3 

Surge.

When Revealed: The topmost enemy or location card in the encounter discard pile is returned to the staging area.

Shadow: Deal and resolve the topmost Shadow effect in the encounter discard pile for this attack.

Passage Through Mirkwood Nightmare (x3)
2
2
5 
Mirkwood.

Immune to player card effects.

Forced: After Abandoned Camp leaves play, each player must deal 2 damage to each exhausted character he controls.

Shadow: If this attack is undefended, discard all attachment cards players control.

Passage Through Mirkwood Nightmare (x2)
4
4
3 
Mirkwood.

While Glade of the Spawn is the active location, it gains:"Forced: After a Spider enemy enters play, each player must choose and exhaust 1 character he controls."

...black even for that forest, like a patch of midnight that had never been cleared away. –The Hobbit

Journey Along the Anduin Nightmare (x1)
Stage
A

You are playing Nightmare mode.

All Troll enemies gain the text: "Cannot have attachments."

If the encounter deck is empty (at any time), shuffle the encounter discard pile back into the encounter deck.

Stage
B

Begin with the standard quest deck and encounter deck for the Journey Along the Anduin scenario found in the LOTR LCG core set.

Remove the following cards, in the specified quantities, from the standard encounter deck:

3x Evil Storm

2x Treacherous Fog

2x Banks of the Anduin

3x Dol Guldur Orcs

2x Enchanted Stream

2x Despair

3x Misty Mountain Goblins

2x Necromancer's Pass

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Journey Along the Anduin 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.

Journey Along the Anduin Nightmare (x2)
21 2 2 2 8 9 
Marshland.

If you are engaged with this enemy, you cannot attack or deal damage (through effects) to enemies with a title other than Marshland Outlaws.

Shadow: Raise your threat by X. X is the amount of damage dealt by this attack.

Journey Along the Anduin Nightmare (x3)
26 2 4 3 5 7 
Troll.

If there is no Hill Troll in play, Anduin Troll Spawn gains surge.

Forced: At the beginning of the combat phase, Anduin Troll Spawn engages a player engaged with a Hill Troll.

Journey Along the Anduin Nightmare (x3)
1 1 1 1 - 9 
Creature. Rat.

Brown Water Rats cannot be damaged.

Forced: If the players are on stage 3 and all remaining enemies have the printed Rat trait, discard Brown Water Rats from play.

Shadow: Attacking enemy cannot be damaged this round.

Journey Along the Anduin Nightmare (x2)
3
6
7 
Riverland.

Each card revealed by the encounter deck gains doomed X. X is the number of progress tokens on this card.

Shadow: If this attack is undefended, put A Flooded Ford into the staging area with 1 progress token on it.

Journey Along the Anduin Nightmare (x3)
10
10
6 
Marshland.

Action: Deal 1 damage to a hero you control to reduce Gladden MarshlandsThreat by 1 until the end of the phase. Any player may trigger this effect.

Shadow: Each enemy engaged with the defender player gets +1 Attack until the end of the phase. (+2 Attack instead if this attack is undefended.)

Journey Along the Anduin Nightmare (x2)
3 

When Revealed: Search the victory display and encounter discard pile for the enemy with the most hit points. Return that enemy to the staging area. If no enemy is returned by this effect, Pursuit on the Shore gains surge. (Cannot be canceled.)

Journey Along the Anduin Nightmare (x2)
5 

When Revealed: All engaged Troll enemies attack. If no Troll enemies are engaged, TrollAttack gains surge.

Shadow: If attacking enemy is a Troll resolve this attack against each player.Attack is undefended against each player not engaged with this enemy.)

Journey Along the Anduin Nightmare (x2)
3 

When Revealed: Remove all damage from all enemies. Then, each player raises his threat by the amount of just removed from his engaged enemies. If no damage is removed by this effect, Smoking Blood gains surge.

Shadow: Move all damage on this enemy to the defending character. (If undefended, move the damage to the hero damaged by this attack.)

Escape from Dol Guldur Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Forced: When stage 1B is revealed, the number of random heroes captured is determined by the number of players, as follows: 1-2 players = 1 hero captured, 3 players = 2 heroes captured, 4 players = 3 heroes captured. All captured heroes are turned face down and considered "the prisoner," cannot be used, cannot be damaged, and do not collect resources until they are rescued, (A single player cannot have more than 1 hero captured by this effect.)

Stage
B

Begin with the standard quest deck and encounter deck for the Escape from Dol Guldur scenario found in the LOTR LCG core set.

Remove the following cards, in the specified quantities, from the standard encounter deck:

2x Dol Guldur Orcs

2x Enchanted Stream

1x Great Forest Web

3x Mountains of Mirkwood

2x Caught in a Web

1x The Necromancer's Reach

1x Necromancer's Pass

2x Under the Shadow

2x Tower Gate

1x Iron Shackles

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Escape from Dol Guldur 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.

Escape from Dol Guldur Nightmare (x3)
45 5 1 2 4 9 
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.

Escape from Dol Guldur Nightmare (x2)
13 2 1 3 1 7 
Captive.

Doomed 1.

Forced: If Crazed Captive is defeated, raise each players threat by 7.

Shadow: If attacking enemy is not defeated this phase, raise defending player's threat by 7 at the end of the phase.

Escape from Dol Guldur Nightmare (x3)
28 3 3 3 6 9 
Creature. Spider. Dol Guldur.

If there are any unclaimed objectives in play, Spider of Dol Guldur gains surge.

Shadow: Attacking enemy gets +3Attack for each unclaimed objective in play.

Escape from Dol Guldur Nightmare (x2)
3
6
7 
Dol Guldur.

If Torture Chamber has 4 or more resource tokens on it, all "prisoners" were killed, and the players have lost the game.

Forced: At the end of each round, place 1 resource token on each Dol Guldur location in play.

Escape from Dol Guldur Nightmare (x3)
1
4
6 
Dol Guldur.

Dungeon Labyrinth gets +1 Threat and +1 quest point for each resource token on it

Forced: At the end of each round, place 1 resource token on Dungeon Labyrinth for each player in the game.

"Some here will remember that many years ago I myself dared to pass the doors of the Necromancer in Dol Guldur..." –Gandalf, The Fellowship of the Ring

Escape from Dol Guldur Nightmare (x2)
3 

When Revealed: The staging area gets +XThreat until the end of the phase, where X is twice the number of players in the game. If the players quest unsuccessfully this phase, put the Nazgûl of Dol Guldur into play (from any out of play area), engaged with the first player. (Cannot be canceled.)

Escape from Dol Guldur Nightmare (x2)
5 

Surge.

When Revealed: Add 1 resource token to each Dol Guldur location in play.

Shadow: If there is a Dol Guldur location in the staging area, move 1 resource token from each of your heroes' resource pools to that location. (Resolve this effect for each Dol Guldur location.)

Escape from Dol Guldur Nightmare (x2)
3 

When Revealed: Each player must choose and discard cards from hand until he has only 2 cards in hand. (Each player with 2 or fewer cards in hand must instead reveal 1 card from the encounter deck.)

Shadow: Discard each card you control that has at least 1 copy of itself in your discard pile. (If this attack is undefended, each player must resolve this effect.)

The Hunt for Gollum Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Forced: At the end of the refresh phase, choose an unclaimed Clue card not attached to a Mordor enemy and attach it to a Mordor enemy, if able. (If it was guarded, detach the encounter guarding it first. The newly attached Mordor enemy is now guarding it.)

If at any point there are four or more Clue cards attached to Mordor enemies, the players lose the game.

"Through Mirkwood and back again it led them, though they never caught him."
–Gandalf, The Fellowship of the Ring

Stage
B

Begin with the standard quest deck and encounter deck for The Hunt for Gollum scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

2x River Ninglor

1x The Eaves of Mirkwood

2x False Lead

2x Misty Mountain Goblins

2x Banks of the Anduin

3x Gladden Fields

3x Eastern Crows

2x Treacherous Fog

3x Evil Storm

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Hunt for Gollum 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 Hunt for Gollum Nightmare (x3)
42 2 3 3 4 9 
Creature.

Forced: When a card effect instructs a player to "look" at cards in the encounter deck and Ravenous Hawk is among those cards, that player must put Ravenous Hawk into play engaged with him. (This does not satisfy the Forced effect of stage 1B or 2B).

The Hunt for Gollum Nightmare (x2)
15 1 3 2 3 7 
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.

"...where the warg howls, there also the orc prowls."
–Aragorn, The Fellowship of the Ring

The Hunt for Gollum Nightmare (x2)
3
4
9 
Forest. Road.

Each player who does not control at least 1 Clue card cannot draw cards through card effects.

Shadow: If you do not control at least 1 Clue card, discard all cards from your hand.

"The Road is watched, but we should have to cross it..."
–Aragorn, The Fellowship of the Ring

The Hunt for Gollum Nightmare (x2)
2
6
7 
Riverland.

Each Mordor enemy with at least 1 Clue card attached gets +2 Defense

Shadow: Attacking enemy gets +1 Defense for each Clue card in play until the end of the round.

The Hunt for Gollum Nightmare (x3)
3
2
6 
Marshland.

Progress cannot be placed on Dark Pools while it is in the staging area.

Forced: After Dark Pools becomes the active location, each player must discard an ally with the highest printed cost among the allies he controls.

'And there in the dark pools amid the Gladden Fields,'he said, 'the Ring passed out of knowledge and legend...'
–The Fellowship of the Ring

The Hunt for Gollum Nightmare (x2)
3 

When Revealed: Search the encounter discard pile for a Clue card and attach it to a Mordor enemy in play, if able. If no card is attached by this effect, The Enemy's Trail gains surge.

Shadow: Search the encounter discard pile for a Clue card and attach it to a Mordor enemy in play, if able.

The Hunt for Gollum Nightmare (x3)
5 

Surge.

When Revealed: The first player chooses a Clue card attached to a hero and attaches it to a Mordor enemy in play, if able.

Shadow: Damage from this attack must be applied to a hero you control with a Clue card attached, if able.

The Hunt for Gollum Nightmare (x2)
3 

When Revealed: Attach to the active location and remove all progress from that location. (Counts as a Condition attachment with the text:"Limit 1 per location. Attached location contributes itsThreat during the quest phase as if it were in the staging area.")

If The Trail Goes Cold does not attach to a location as a result of this effect, it gains surge.

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.

Conflict at the Carrock Nightmare (x4)
21 1 3 2 6 9 
Troll.

While Savage Hill-troll is in the victory display, each Troll enemy gets +1 hit point.

Shadow: If attacking enemy is a Troll defending character does not ready during the refresh phase this round.

Conflict at the Carrock Nightmare (x1)
34 4 5 4 10 7 
Troll.

Forced: After Rob and Bob makes its first attack each round, if there are two or more players, it engages the next player and makes an additional attack (discard and deal a new shadow card for this attack).

Yes, I am afraid trolls do behave like that, even those with only one head each. –The Hobbit

Conflict at the Carrock Nightmare (x1)
34 4 4 2 10 9 
Troll.

Forced: After Louis attacks, the defending player must raise his threat by 3.

While Louis is in the victory display, each Troll enemy gains,"Forced: After this enemy attacks, the defending player must raise his threat by 1."

Conflict at the Carrock Nightmare (x1)
34 3 4 2 10 7 
Troll.

Immune to player events.

While Morris is in the victory display, each Troll enemy gets +1 Attack and gains "Immune to player events.".

Conflict at the Carrock Nightmare (x1)
34 2 5 3 10 6 
Troll.

Rupert'sDefense cannot be reduced.

While Rupert is in the victory display, theDefense of each Troll enemy cannot be reduced.

Conflict at the Carrock Nightmare (x1)
34 2 4 4 10 3 
Troll.

Cannot have player attachments.

While Stuart is in the victory display, each Troll enemy gets +1 Defense and gains "Cannot have player attachments."