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200 Results Found

Core Set (x1)

When Revealed: Each enemy and each location currently in the staging area gets 1 Threat until the end of the phase. If there are no cards in the staging area, Driven by Shadow gains surge.

Shadow: Choose and discard 1 attachment from the defending character. (If this attack is undefended, discard all attachments you control.)

Khazad-dûm (x3)

When Revealed: Each enemy and location currently in the staging area gets +1 Threat until the end of the phase. (+3 Threat instead if it is a Dark location.) Players may exhaust a Cave Torch to cancel this effect.

Shadow: attacking enemy gets +2 Attack.

Khazad-dûm (x1)
Light.  
Restricted.  
Attach to a hero. Action: Exhaust Cave Torch to place up to 3 progress tokens on a Dark location.Forced: After Cave Torch exhausts, discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.

Khazad-dûm (x2)

When Revealed: Each player must raise his threat by 1 for each enemy in the staging area. Then, the last player discards an attachment he controls.

Heirs of Númenor (x2)
4 (4)
Forest.   Road.  
While Ithilien Road is the active location, the engagement cost of each enemy in the staging area is 0.

Shadow: Return attacking enemy to the staging area after it attacks.

Heirs of Númenor (x2/x0)
5 (2)
Mordor.  
If an Orc enemy is in play, progress tokens cannot be placed on Orc War Camp while it is in the staging area.

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

Heirs of Númenor (x2/x0)

Doomed 3.  
When Revealed: Each player must search the encounter deck and discard pile for 1 Harad enemy and add it to the staging area, if able. Shuffle the encounter deck.

Heirs of Númenor (x1)
2 (6)
City.  
If Alcaron's Scroll is attached to a hero, The Leaping Fish gains: 'Forced: At the beginning of the quest phase discard X cards from the top of the encounter deck where X is the number of players in the game. Add each enemy discarded by this effect to the staging area.'

The Drúadan Forest (x3/x1)
(40) 0 1 2 2
Wose.  
Each Wose enemy in the staging area gets +2 Threat.

Shadow: Each Wose enemy engaged with the defending player gets +1 Attack.

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 Morgul Vale (x3)
3 (3)
Valley.  
Forced: At the end of the round, each player returns 1 enemy engaged with him to the staging area.

Shadow: If this attack destroys a character, place 1 progress token on To the Tower.

The Voice of Isengard (x1/x0)

When Revealed: Each player must choose: Either remove 1 time counter from the current quest, or search the encounter deck and discard pile for a Dunland enemy, reveal it, and add it to the staging area. Shuffle the encounter deck. If any player has 5 or more cards in hand, this effect cannot be canceled.

The Voice of Isengard (x3/x3)
3 (4)
Mountain.   Cave.  
Forced: After Orc Cave leaves play as an explored location, the first player Searches 5. Travel: Discard the top X cards of the encounter deck to travel here. X is the number of players in the game. Add each Orc enemy discarded this way to the staging area.

The Voice of Isengard (x2/x2)
4 (2)
Mountain.   Cave.  
Forced: At the beginning of the encounter phase, reveal the top card of each player's out-of-play deck. Add each revealed enemy to the staging area and discard the rest.

Shadow: Defending player discards an attachment he controls.

The Voice of Isengard (x1/x1)
2 (2)
Forest.  
Immune to player card effects. Travel: Search the encounter deck and discard pile for a Huorn enemy and add it to the staging area to travel here (2 Huorn enemies instead if there are 3 or more players in the game).

The Voice of Isengard (x4/x1)

When Revealed: Each Huorn enemy engaged with a player makes an immediate attack. If no attack was made as a result of this effect, each player must search encounter deck and discard pile for a Huorn enemu and pit it into play engaged with him. This effect cannot be canceled.

The Voice of Isengard (x2/x2)

When Revealed: Deal each Orc enemy in play a shadow card. Each Orc enemy gets -15 engagement cost until the end of the round. If there are no Orc enemies in the staging area, Orc Hunting Party gains surge.

The Voice of Isengard (x2/x0)
(35) 3 5 3 6
Dunland.  
Forced: After Dunland Chieftain engages a player, discard X cards from the top of the encounter deck where X is the number of cards in the engages player's hand. Put the topmost Dunland enemy discarded this way into play engaged with that player.

The Dunland Trap (x4/x2)
2 (3)
Enedwaith.   Hills.  
While Hills of Dunland is in the staging area, it gains: "Forced: After a player draws any number of cards, discard the top card of the encounter deck. If the discarded card is a Dunland enemy, put it into play engaged with that player. This ability does not stack with other copies of Hills of Dunland." Travel: Each player draws a card to travel here.

The Dunland Trap (x3)

Surge.  
When Revealed: Attach to the active location. (Counts as a Condition attachment with the text: "Limit 1 per location. Forced: After attached location is explored, each player searches the encounter deck and discard pile for a Dunland enemy and puts it into play engaged with him. Shuffle the encounter deck.")

The Three Trials (x2)
3 (3)
Forest.  
Travel: Search the encounter deck and discard pile for a Spirit enemy and add it to the staging area.

Shadow: If this attack destroys a character, remove a time counter from an enemy, if able.

The Three Trials (x2/x0)

When Revealed: Each Guardian enemy makes an attack. If there are no Guardian enemies in play, reveal a random Guardian enemy from the victory display, and add it to the staging area.

If the attacking enemy is a Guardian, it makes an additional attack after this one.

Trouble in Tharbad (x2/x1)
3 (3)
City.  
Travel: Search the encounter deck and discard pile for a Spy enemy and add it to the staging area. Shuffle the encounter deck.

Shadow: Raise the defending player's threat by X, where X is the amount of damage dealt by this attack.

Trouble in Tharbad (x2)

When Revealed: Return all engaged enemies to the staging area. Then, the first player either removes 1 time counter from the current quest or each Spy enemy in the staging area gets +2 Threat until the end of the phase.

The Nîn-in-Eilph (x1/x0)

When Revealed: Each player must search the encounter deck or discard pile for a Creature enemy and put it into play engaged with him. Shuffle the encounter deck. This effect cannot be canceled.

Celebrimbor's Secret (x1)
(50) X 5 4 7
Mordor.   Spy.  
X is the number of cards underneath The Orcs' Search. Scour: Each player must search the encounter deck and discard pile for an Orc enemy and add it to the staging area.

The Lost Realm (x3/x2)
3 (3)
Arnor.   Forest.  
Travel: One player chooses and engages an enemy in the staging area.

Shadow: Defending player either exhausts a hero he controls, or returns attacking enemy to the staging area after this attack.

The Lost Realm (x2)
2 (4)
Arnor.  
While Borders of Bree-land is in the staging area it gains: "Forced: At the beginning of the quest phase, return 1 enemy engaged with a player to the staging area."

Shadow: Defending character gets -1 Defense for each quest stage in play.

The Lost Realm (x2/x0)

When Revealed: If the total Willpower of character committed to the quest is greater than the total Threat in the staging area, each enemy in the staging area makes an immediate attack against the first player. If no attach is made this way, search the encounter deck and discard pile for an Orc War Party and add it to the staging area. Shuffle the encounter deck. This effect cannot be canceled.

The Lost Realm (x3/x2)

When Revealed: Each player returns 1 enemy engaged with him to the staging area. If no enemy was returned to the staging area this way, Surprising Speed gains surge and doomed 1.

Shadow: Attacking enemy gets +1 Attack. Return attacking enemy to the staging area after this attack.

The Lost Realm (x1)
4 (6)
Arnor.   Ruins.  
Immune to player card effects. While Amon Forn is the active location, it gains: "Forced: After an Orc enemy is added to the staging area, it makes an immediate attack against the first player." The players cannot win while Amon Forn is in play.

The Lost Realm (x3)
2 (2)
Arnor.   Hills.  
While Concealed Orc-camp is the active location is gains: "Response: When Concealed Orc-camp is explored, place 1 resource token on the Mission objective." Travel: The first player searches the encounter deck and discard pile for an Orc enemy and put it into play engaged with him. Shuffle the encounter deck.

The Lost Realm (x1)
(4)

Each Orc enemy gets +1 Threat, +1 Attack and +1 Defense. When Revealed: Each player must search the encounter deck and discard pile for an Orc enemy and put it into play engaged with him. Shuffle the encounter deck.

The Wastes of Eriador (x1)
Time.  
It is Day. Enemies do not make engagement checks. Forced: When it becomes Day, return each enemy in play to the staging area. Forced: At the end of the round, flip this objective.

The Wastes of Eriador (x2/x1)
4 (1)
Arnor.  
Immune to player card effects. Travel: The first player searches the encounter deck and discard pile for a Warg enemy, reveals it, and puts it into play engages with him. Shuffle the encounter deck.

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.

Escape from Mount Gram (x2/x1)

Doomed 3.  
When Revealed: Until the end of the round, each enemy gets -10 engagement cost and +1 Attack. If there are no enemies in play, search the encounter deck and discard pile for an enemy and add it to the staging area.

Across the Ettenmoors (x2/x1)

When Revealed: Starting with the first player, each player must either engage an enemy in the staging area with a higher engagement cost than his threat, or search the encounter deck and discard pile for a Troll or Giant enemy and add it to the staging area. Deal each enemy that engages a player through this effect 2 shadow cards.

Across the Ettenmoors (x1)
(8)

Forced: At the end of the quest phase, if no progress was placed on Lie Low this round, each enemy gets -20 engagement cost until the end of the round. Response: After this stage is defeated, choose an enemy in the staging area and shuffle it into the encounter deck.

Across the Ettenmoors (x1)
(7)

The cost to play each player card is increased by 1. Forced: When this stage is defeated, search the encounter deck and discard pile for a Troll enemy and put it into play engaged with the player with the highest threat. Each player may play a card from his hand, at no cost.

The Treachery of Rhudaur (x1)
4 (8)
Ruins.  
Forced: When The Great Hall is explored, each player discards the top 5 cards of the encounter deck and chooses an Undead enemy he discarded in this way to add to the staging area.

The Treachery of Rhudaur (x2/x0)
4 (4)
Ruins.  
Any time the encounter deck runs out of cards, return the topmost Undead enemy in the encounter discard pile to the staging area before resetting the encounter deck. Travel: Return the topmost Undead enemy in the encounter discard pile to the staging area.

The Treachery of Rhudaur (x1)
(16)

While Quiet the Spirits is the current quest, each Undead enemy that enters play immediately engages the player with the highest threat. Enemies that engage a player from this effect contribute their Threat to the total Threat in the staging area until the end of the phase. Forced: After an enemy is destroyed, place 2 progress on Quiet the Spirits. When this quest is defeated, flip it over.

The Grey Havens (x1)
5 (8)
Ruins.  
Uncharted.  
While Shrine to Morgoth is the active location, players cannot draw cards or search their decks. Forced: After Shrine to Morgoth is flipped over while active, exhaust each ally in play with printed cost 2 or less. Then, each player must search the encounter deck and discard pile for an Undead enemy and put it into play engaged with him. Shuffle the encounter deck.

Uncharted. Cannot have player card attachments. Forced: After Lost Island becomes the active location, flip it over. Action: Remove 4 progress from Lost Island to look at its facedown side.

The Grey Havens (x2/x1)
4 (6)
Grey Havens.   Ship.  
Aflame 4.  
Travel: Search the encounter deck and discard pile for a Corsair enemy and add it to the staging area. Shuffle the encounter deck. Forced: When White Ship is placed underneath The Havens Burn, place 1 resource on each Raider enemy in play.

The Grey Havens (x2)
(28) 0 2 1 4
Corsair.  
While Southron Sailor is engaged with you, each Ship enemy engaged with you contributes its Threat to the total Threat in the staging area.

The Grey Havens (x2)
2 (2)
Ruins.  
Uncharted.  
Forced: After Drowned Graves is flipped to this side while active, discard the top X cards of the encounter deck. Each player adds an Undead enemy discarded from this effect to the staging area. X is 2 more than the number of players in the game.

Cannot have player card attachments. Forced: After Lost Island becomes the active location, flip it over. Action: Remove 4 progress from Lost Island to look at its facedown side.

A Storm on Cobas Haven (x2)

When Revealed: Choose a Ship enemy that is not currently guarding an objective. Attach that enemy to an unguarded objective in the staging area, guarding it (return that enemy to the staging area if it is engaged). If no Ship enemy is returned to the staging area by this effect, The Raiders' Assault gains surge.

The City of Corsairs (x2/x1)
X (4)
Umbar.   City.  
X is the highest number of resources on a Raider enemy in play. Travel: Search the encounter deck and discard pile for a Corsair enemy and add it to the staging area. Shuffle the encounter deck.

The City of Corsairs (x2/x1)

When Revealed: Add 2 resources to a Raider enemy in the staging area. Each Raider enemy in the staging area gets +1 Threat for each resource on it until the end of the phase. If there are no Raider enemies in the staging area, Foes of Ecthelion gains surge.

The City of Corsairs (x2)

When Revealed: Each player returns an enemy engaged with him to the staging area. Until the end of the round, enemies cannot be optionally engaged. If there are no enemies in the staging area, search the encounter deck and discard pile for an enemy and add it to the staging area.

The Sands of Harad (x2)
2 (2)
City.  
Response: After the player travel here, choose a non-unique enemy engaged with a player and place it faceup under this location. While an enemy is under this location, that enemy is considered to be out of play. Forced: After Narrow Alleyway leaves play, put each enemy under it into play, engaged with the first player.

The Sands of Harad (x2)
3 (1)
City.  
While Haradrim Estate is in the staging area, progress cannot be placed here. Travel: Search the encounter deck and discard pile for a Harad enemy and put it into play engaged with the first player. Then, place 1 progress on the main quest, bypassing the active location. Shuffle the encounter deck.

The Sands of Harad (x2)
3 (3)
Desert.  
While Parched Wadi is in the staging area, each Creature enemy gets +1 Threat and +1 Attack. Forced: After Parched Wadi becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Creature enemy is discarded. Add that enemy to the staging area.

The Sands of Harad (x2)
2 (2)
Forest.   Village.  
Response: After the players travel to Village Hut, the first player discards the top card of his deck. If that card is an ally, he puts it into play under his control, exhausted. Travel: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.

The Sands of Harad (x3/x2)

When Revealed: The first player discards cards from the top of the encounter deck until an enemy is discarded, and puts that enemy into play engaged with him.

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

The Sands of Harad (x3/x2)
3 (2)
Forest.  
Forced: When Forest Clearing is explored, discard the top card of the encounter deck. If that card is an enemy, add that enemy to the staging area.

Shadow: Discard an attachment you control.

The Sands of Harad (x1)
(5)

Surge.  
Each Orc enemy in the staging area gets -5 engagement cost. Each Orc enemy engaged with a player gets +1 Threat.

The Sands of Harad (x2/x1)
(20) 2 2 2 2
Creature.  
When Revealed: Attach to an Orc enemy and return that enemy to the staging area. Limit 1 per enemy. (Counts as a Mount attachment with the text: "Attached enemy gets +2 Threat, +2 Attack, +2 Defense and +2 hit points. Forced: When attached enemy leaves play, add Mordor Warg to the staging area."

Race Across Harad (x3)
(10) 1 1 1 1
Creature.  
Surge.  
When Revealed: Attach to an Orc enemy. Limit 1 per enemy. (Counts as a Mount attachment with the text: "Attached enemy gets +1 Threat, +1 Attack, +1 Defense, and +1 hit point. Forced: When attached enemy leaves play, return Racing Warg to the staging area.")

Beneath the Sands (x2)
3 (4)
Underground.  
Track 3.  
Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Creature enemy is discarded. Add the discarded enemy to the staging area.

The Black Serpent (x1)
Item.   Harad.  
Guarded (enemy).  
Attached encounter card gets +2 Threat and is immune to player card effects. Action: Exhaust The Serpent's Garb and raise your threat by 1 to give a Harad enemy in the staging area -2 Threat until the end of the phase.

The Black Serpent (x2/x1)
4 (4)
Desert.   Ruins.  
While The Serpent's Redoubt is in the staging area, it gains: "Forced: After a player plays an ally from his hand, either remove 1 progress from the main quest, or exhaust that ally." Travel: The first player searches the encounter deck and discard pile for an enemy and puts it into play engaged with him. Shuffle the encounter deck.

The Dungeons of Cirith Gurat (x2)
4 (4)
Dungeon.  
While Uruk Guardroom is in the staging area, increase the cost to play each ally by 1. Travel: Shuffle the encounter discard pile into the encounter deck and discard cards until an Orc enemy is discarded. Add that enemy to the staging area.

The Dungeons of Cirith Gurat (x2/x1)

When Revealed: The first player attaches an ally he controls to an unattached enemy or location in the staging area. If he cannot, Taken Prisoner gains doomed 2.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys an ally, reveal the top card of the encounter deck.

The Wilds of Rhovanion (x1)
5 (5)
Riverland.  
Immune to player card effects. The Old Ford gets +5 quest points for each enemy in play. Forced: After The Old Ford becomes the active location, each enemy in the staging area makes an immediate attack against the first player.

The Wilds of Rhovanion (x1)
(4)
Forest.  
Guarded (location).  
Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area. Forced: After the players travel here, advance to the next stage C, if able.

The Wilds of Rhovanion (x3/x2)
3 (3)
Forest.   Dark.  
While Dark Black Woods is in the staging area, no more than 1 progress can be placed on each Forest location in the staging area each round. Travel: Each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area.

The Wilds of Rhovanion (x1)
4 (4)
Underground.   Dark.  
Forced: After Frightful Den becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players. Add each enemy discarded this way to the staging area.

The Withered Heath (x2)
4 (4)
Mountain.  
Response: After the players travel to Creature Den, search the Caves deck for a Dragon Sign and attach it to Creature Den as a guarded objective. Shuffle the Caves deck. Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add that enemy to the staging area.

Roam Across Rhovanion (x2)

When Revealed: Starting with the first player, each player chooses an enemy in the staging area and engages it. Then, if any player did not engage an enemy this way, discard cards from the encounter deck until a Creature enemy is discarded and add it to the staging area.

Fire in the Night (x1)
(5)

While Defend the Town is the current quest, reveal an additional encounter card during the quest phase. Forced: At the end of the encounter phase, deal 1 damage to Hrogar's Hill for each enemy in the staging area.

Fire in the Night (x1)
(5)

Rout the Goblins gets +5 quest points for each Goblin enemy in play. When Revealed: Each player searches the encounter deck and discard pile for a different Goblin enemy and puts it into play engaged with him. Shuffle the encounter deck.

The Ghost of Framsburg (x2)
2 (2)
Ruins.   Dark.  
Immune to player card effects. Forced: After Forgotten Crypt becomes the active location, discard cards from the top of the encounter deck until an Undead enemy is discarded and add it to the staging area. Then, attach a Loot objective in the encounter discard pile to that enemy as a guarded objective.

The Fate of Wilderland (x3)
3 (3)
Mountain.   Fortification.  
While Hilltop Battlements is in the staging area, each non-unique enemy gets -5 engagement cost. Forced: When Hilltop Battlements is explored, discard the top X cards of the encounter deck, where X is the number of players in the game. Add each enemy discarded by this effect to the staging area.

The Fate of Wilderland (x2)

When Revealed: Each enemy and each location in the staging area gets +1 Threat until the end of the phase. If the players quest unsuccessfully this phase, place 1 progress on The Goblins' Assault.

Shadow: Discard a non-objective attachment you control.

A Shadow in the East (x1)

Forced: At the end of the round, place 1 resource here. Then if there are at lest 3 resources here, remove 3 of them and shuffle the encounter discard pile into the encounter deck. Discard cards from the top until X enemies are discarded, where X is the number of players. Add each enemy discarded this way to the staging area.

A Shadow in the East (x3)
Easterling.  
While attached to an enemy, counts as a Mount attachment with the text: "Attached enemy gets +2 Threat. Forced: At the end of the round, return attached enemy to the staging area." When Revealed: Attach to the lowest engagement cost Easterling enemy without an Easterling Horse and return it to the staging area. Otherwise, Easterling Horse gains surge.

A Shadow in the East (x2/x1)
4 (4)
City.  
While Catacombs is in the staging area, enemes in the staging area cannot take damage. Travel: Each player discards the top card of the encounter deck. If a player discards an enemy this way, he puts it into play engaged with him.

A Shadow in the East (x1)
(5)

Each location in the staging area gets +1 Threat. Forced: After Unwelcome Travelers becomes the current quest, the first player discards cards from the top of the encounter deck until an enemy is discarded and puts it into play engaged with him.

A Shadow in the East (x2)
2 (2)
Underground.  
When Revealed: Discard cards from the top of the encounter deck until an enemy is discarded. Add that enemy to the staging area.

Shadow: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.

The Hobbit: Over Hill and Under Hill (x2/x1)

When Revealed: Starting with the first player, each player must search the encounter deck and encounter discard pile for 1 Creature enemy and put it into play engaged with him. Then, shuffle the encounter deck.Riddle: The first player names a card type and cost, shuffles his deck, then discards the top 3 cards. For each of those cards that matches both items, place 1 progress token on stage 2.

The Hobbit: Over Hill and Under Hill (x3/x0)

When Revealed: Starting with the first player, each player must choose 1 Goblin enemy from the discard pile and add it to the staging area.

Shadow: Defending player deals damage among characters he controls equal to the number of Goblin enemies engaged with him.

The Hobbit: Over Hill and Under Hill (x3/x0)

When Revealed: The first player chooses a Troll enemy in the staging area and engages that enemy. If there are no Troll enemies in the staging area, this card gains Surge.

Shadow: Deal 4 damage to each character with a Sack card attached. (The first player may spend 2 Baggins resources to cancel this effect.)

The Hobbit: Over Hill and Under Hill (x3/x2)

When Revealed: Deal 1 damage to each ally. (2 damage instead if there is a Troll enemy in the staging area.)

Shadow: Search the encounter deck for Troll Camp and add it to the staging area. Then, shuffle the encounter deck.

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)

When Revealed: Each Dragon enemy in the staging area makes an immediate attack against the player with the highest total Willpower committed to the quest. (Do not deal a shadow card for this attack.) Burgle: The first player shuffles his deck and reveals the top card. He may discard 1 card from his hand that matches the revealed card's type and cost.

The Hobbit: On the Doorstep (x2/x0)

When Revealed: Each player must search the encounter deck and discard pile for a Goblin enemy and put it into play, engaged with him. Then, shuffle the encounter deck. (This effect cannot be canceled.)

Shadow: Attacking enemy gets +1 Attack for each Goblin enemy engaged with you.

The Hobbit: On the Doorstep (x1)
1 (9)
Forest.  
Immune to player card effects. Travel: Exhaust Bilbo Baggins to travel here.Forced: At the start of each quest phase, search the encounter deck for 1 Spider enemy and add it to the staging area. (2 Spider enemies instead if 3 or more players are at this stage.) Shuffle the encounter deck.

The Black Riders (x3)

Doomed 2.  
When Revealed: Starting with the last player, each player must either return a Nazgûl enemy engaged with him to the staging area or make a Hide 2 test.

The Black Riders (x1/x1)
2 (4)
Bree.  
Response: After players travel here, the first player puts 1 ally into play from his hand. Forced: After The Prancing Pony leaves play, discard cards from the top of the encounter deck until X enemies have been discarded. X is the number of players in the game. Put each enemy discarded by this effect into play engaged with the first player.

The Black Riders (x1/x1)
3 (6)
Marshland.  
While Midgewater is the active location, enemies cannot attack, take damage, or be engaged. Forced: After Midgewater becomes the active location, return each engaged enemy in play to the staging area.

The Black Riders (x3/x3)
3 (2)
Forest.   Hills.  
Response: After the players travel here, place 1 non-unique enemy in play facedown under this location. While an enemy is under this location, it is out of play. Forced: After this location leaves play, return each enemy under it to the staging area face-up.

The Black Riders (x2/x1)

Peril.  
When Revealed: Treat the text box of each character in play as blank (except for Traits) until the end of the round. If there is a Nazgûl enemy in the staging area, The Nine are Abroad gains surge.

Shadow: Return attacking enemy to the staging area after this attack.

The Black Riders (x3/x1)

Peril.  
When Revealed: Search the encounter deck and discard pile for a Nazgûl enemy. Either add it to the staging area or put it into play engaged with the first player. Shuffle the encounter deck.

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

The Black Riders (x3/x1)

Surge.  
When Revealed: Attach to a Nazgûl enemy in play, if able. (Counts as a Mount attachment with the text: "Limit 1 per enemy. Attached enemy gets -10 engagement cost and gains: 'Forced: At the end of the refresh phase, return attached enemy to the staging area.'")

The Black Riders (x2/x2)

When Revealed: Return each engaged Nazgûl enemy to the staging area. If no enemies were returned to the staging area by this effect, Rode Like a Gale gains surge.

Shadow: Return attacking enemy to the staging area after this attack.

The Black Riders (x1)

Surge.  
When Revealed: At the end of the phase, each enemy in the staging area engages the first player. If the One Ring is exhausted, this effect cannot be canceled.

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)
2 (4)
Hills.  
While Hills of Hollin is the active location, each enemy in the staging area gets +5 engagement cost. Forced: When Hills of Hollin is explored, each player raises his threat by 1 for each damage here.

The Road Darkens (x3/x2)
4 (5)
Hills.  
While Hills of Hollin is the active location, it gains: "Forced: After an enemy is added to the staging area, it gets -5 engagement cost until the end of the round." Forced: When Redhorn Foothills is explored, each player must discard X cards from his hand at random. X is the number of damage here.

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 Road Darkens (x1)
4 (4)
Underground.  
Immune to player card effects. The player cannot advance to the next stage. Travel: Each player searches the encounter deck and discard pile for a different enemy and adds it to the staging area to travel here. One of those enemies must be Orc-chieftain, if able.

The Road Darkens (x2/x1)

Doomed 2.  
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top of the encounter deck until X enemies are discarded. X is the number of players in the game. Add each enemy discarded this way to the staging area.

The Road Darkens (x1)
2 (4)
River.   Lawn.  
Immune to player card effects. Travel: Search the encounter deck and discard pile for an enemy and add it to the staging area to travel here. Shuffle the encounter deck. While Parth Galen is in play, the players cannot win the game.

The Road Darkens (x3/x1)
3 (4)
River.   Forest.  
While Wooded Shoreline is in the staging area, it gains archery 2. Travel: Search the encounter deck and discard pile for an enemy and add it to the staging area to travel here. Shuffle the encounter deck.

The Road Darkens (x3)
3 (3)
Forest.   Hills.  
Travel: A player at this staging area must engage an enemy in any staging area to travel here.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character has fewer printed hit points than the attacking enemy).

The Road Darkens (x1)

Doomed 1.   Surge.  
When Revealed: Each enemy engaged with a player, and not in the staging area, makes an immediate attack.

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

The Treason of Saruman (x2/x1)
X (2)
Helm's Deep.  
X is the 1 more than the number of allies controlled by the first player. Forced: When Deeping Culvert is explored, each player searches the encounter deck and discard pile for an enemy, reveals it, and adds it to the staging area. Shuffle the encounter deck.

The Treason of Saruman (x1)
3 (1)
Isengard.  
Immune to player card effects. Forced: When the Gates of Isengard is explored, each player searches the encounter deck and discard pile for an enemy and puts it into play engaged with him. Shuffle the encounter deck.

The Treason of Saruman (x2/x1)

Peril.  
When Revealed: Search the encounter deck and discard pile for an Uruk-hai enemy, reveal it, and put it into play engaged with you. Shuffle the encounter deck. Until the end of the round, each enemy engaged with you adds its Threat to the total Threat in the staging area.

The Treason of Saruman (x2/x1)

When Revealed: Each player must choose: either return an enemy engaged with him to the staging area, or reveal an encounter card.

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

The Land of Shadow (x3)
4 (5)
Marsh.  
Mire 2.  
Forced: When Haunted Mere is discarded by the Mire keyword, search the encounter deck and discard pile for an Undead enemy, reveal it, and add it to the staging area. Shuffle the encounter deck. Travel: Exhaust Smeagol to travel here.

The Land of Shadow (x1)

Forced: At the end of the planning phase, place each Harad enemy in the staging area facedown underneath The Black Gate. If there are at least X facedown cards underneath The Black Gate, the players lose the game. X is 3 more than the number of players.

The Land of Shadow (x1)
1 (1)
Refuge.  
While Henneth Annûn is the active location, skip both the encounter phase and combat phase, and ignore the Forced effects on stage 1B and The Black Gate. Forced: After Henneth Annûn becomes the active location, return each engaged enemy to the staging area.

The Land of Shadow (x3)
3 (6)
Hills.  
While Foothills of Ephel Dúath is the active location, each Harad enemy gets -1 Threat. Travel: The first player engages an enemy in the staging area to travel here.

The Land of Shadow (x2/x1)

When Revealed: Each player must either return an enemy engaged with him to the staging area, or search the encounter deck for a Harad enemy and put it into play engaged with him.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, place attacking enemy facedown under The Black Gate.

The Land of Shadow (x2/x1)

Peril.  
When Revealed: Either place the lowest Threat Harad enemy in the staging area facedown under The Black Gate and reveal an additional encounter card, or each enemy in the staging area makes an immediate attack against you.

The Land of Shadow (x2/x1)

When Revealed: The first player must choose: either search the encounter deck, discard pile, and victory display for a Nazgul enemy and add it to the staging area, or exhaust The One Ring and reveal the top card of the encounter deck.

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

The Flame of the West (x1)
5 (5)
Hill.  
Immune to player card effects. Forced: After The Stone of Erech becomes the active location, each player searches the encounter deck and discard pile for an Oathbreaker enemy and adds it to the staging area. Shuffle the encounter deck. Travel: Remove 5 progress from stage 3B to travel here.

The Flame of the West (x3/x2)
3 (3)
Underground.  
While Trysting Place is in the staging area, each enemy in the staging area cannot take damage. Travel: The first player searches the encounter deck and discard pile for an Oathbreaker enemy and puts it into play engaged with him. Shuffle the encounter deck.

The Flame of the West (x1)
X (5)
Ship.  
X is the number of resources on The Corsair Fleet. The players cannot travel here unless there are at least 3 Ship locations in the victory display. Travel: Each player searches the encounter deck and discard pile for a Corsair enemy and adds it to the staging area. One of those enemies must be Corsair Captain, if able.

The Flame of the West (x3)
3 (3)

While Umbar War Galley is the active location, each Corsair enemy gets -10 engagement cost. Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the encounter deck until a Corsair enemy is discarded. Add the discarded enemy to the staging area.

The Flame of the West (x3)
2 (2)
Ship.  
While Corsair Dromon is the active location, each Corsair enemy gains Archery 1. Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Corsair enemy is discarded. Add the discarded enemy to the staging area.

The Flame of the West (x2)

Peril.  
When Revealed: Either return each Corsair enemy engaged with you to the staging area, or discard cards from the top of the encounter deck until a Corsair enemy is discarded and put that enemy into play engaged with you.

The Flame of the West (x1)
Gondor.   City.  
Minas Tirith has 30 hit points plus 10 for each player. Forced: At the end of the round, deal 1 damage to Minas Tirith for each enemy in the staging area. Then, if Minas Tirith has no hit points remaining, the players lose the game.

The Flame of the West (x1)
5 (3)
Minas Tirith.  
Immune to player card effects. While Gate of Gondor is the active location, each enemy in play gets -30 engagement cost. Forced: When Gate of Gondor is explored, return each engaged enemy to the staging area.

The Flame of the West (x3/x2)
3 (3)
Siege.  
While Siege Tower is in the staging area, it gains Archery 3. Forced: After Siege Tower becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add the discarded enemy to the staging area.

The Flame of the West (x2/x1)

When Revealed: Each player searches the encounter deck and discard pile for an enemy and puts it into play engaged with him. Shuffle the encounter deck.

Shadow: Either deal 3 damage to Minas Tirith or attacking enemy makes an additional attack after this one.

The Flame of the West (x2/x1)
Morgul.  
Surge.  
When Revealed: Attach to a Nazgûl enemy. Limit 1 per enemy. (Counts as a Mount attachment with the text: "Attached enemy gets +1 Threat, +1 Attack, +1 Defense and -10 engagement cost. Forced: At the end of the round, return attached enemy to the staging area.

The Flame of the West (x1)
(50) 6 6 6 14
Nazgûl.   Captain.  
Immune to player card effects. Cannot be optionally engaged or take damage. Forced: At the beginning of the quest phase, discard cards from the encounter deck until an enemy is discarded. Add the discarded enemy to the staging area.

The Mountain of Fire (x3/x1)
1 (5)
Cirith Ungol.  
Echoing Passage gets +1 Threat for each enemy in the staging area. While Echoing Passage is the active location, each enemy gets +2 Defense.

The Mountain of Fire (x3)
3 (4)
Cirith Ungol.  
While Bloodied Courtyard is the active location, it gains: "Forced: After an enemy enters the staging area, deal 1 damage to it." Travel: Raise each player's threat by 1 to travel here.

The Mountain of Fire (x3)
2 (4)
Cirith Ungol.  
While Winding Stairs is the active location, each enemy in the staging area gets +10 engagement cost. Travel: Each player must exhaust a character he controls to travel here.

The Mountain of Fire (x3)
2 (3)
Cirith Ungol.  
Forced: After the players travel to Torch-lit Hall, discard cards from the top of the encounter deck until an enemy is discarded. If there is a copy of that enemy in the staging area, discard that copy as well. If there is not, add the just discarded enemy to the staging area.

The Mountain of Fire (x3)

When Revealed: Deal 1 damage to each enemy in the staging area. Until the end of the phase, each enemy gets +1 Threat for each damage on it. If there are no enemies in the staging area, Orcish Howls gains surge.

Shadow: If you are engaged with another enemy, resolve this attack against that enemy.

The Mountain of Fire (x2)
2 (3)
Hills.  
While Beleaguered Hills is the active location, reduce the total Threat in the staging area by X, where X is the total Threat of each engaged enemy. Forced: After Beleaguered Hills becomes the active location, each player engages a non-unique enemy in the staging area.

The Mountain of Fire (x2/x1)
4 (1)
Hills.  
Forced: When Slopes of Cirith Gorgor leaves play. the first player shuffles the encounter discard pile into the encounter deck and discards cards from the top until an enemy is discarded. Then, he puts that enemy into play engaged with him.

The Mountain of Fire (x3)
2 (4)
Plains.  
Forced: After Reeking Moat becomes the active location, choose a non-unique, non-Nazgûl enemy in the staging area and place it facedown under Reeking Moat. Forced: When Reeking Moat leaves play, put each enemy under it into play engaged with the first player.

The Mountain of Fire (x2/x1)
5 (5)
Plains.  
While Wall of Morannon is the active location, each enemy and location in the staging area is immune to player card effects. Forced: After Wall of Morannon becomes of the active location, return each enaged enemy to the staging area.

The Mountain of Fire (x2/x1)
Morgul.  
Peril.  
When Revealed: Either search the encounter deck, discard pile, and victory display for a Nazgûl enemy and add it to the staging area, or attach Hell-hawk to a Nazgûl enemy in play. (Counts as a Mount attachment with the text: "Limit 1 per enemy. Attached enemy gets +2 Threat, +2 Attack, +2 Defense and is immune to play card effects.")

The Mountain of Fire (x3/x2)
3 (4)
Mordor.  
While Orc-hold is in the staging area, progress cannot be placed on other locations in the staging area. Forced: After Orc-hold becomes the active location, shuffle the encounter discard pile into the encounter deck. Discard cards from the top until an Orc enemy is discarded. Put that enemy into play engaged with the first player. (|)

The Mountain of Fire (x2/x1)
1 (5)
Mordor.  
Mordor Road gets +1 Threat for each controlled by the player who controls the most allies. Forced: After Mordor Road becomes the active location, each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area. (|)

The Mountain of Fire (x3/x2)

When Revealed: The first player must choose: either exhaust The One Ring and reveal an encounter card, or discard cards from the top of the encounter deck until an enemy is discarded and put it into play engaged with him.

Shadow: Discard a non-objective attachment you control.

The Mountain of Fire (x1)
Mordor.  
Add Eye to each Fortitude test. Forced: At the end of the round, flip The Eye of Sauron, then move it and each Nazgûl enemy in the staging area to The Black Gate Opens staging area. The first player may raise each player's threat by 3 to cancel this effect.

The Mountain of Fire (x1)
Mordor.  
Each enemy in the staging area gets +1 Threat and -10 engagement cost. Forced: At the end of the round, flip The Eye of Sauron, the move it and each Nazgûl enemy in the staging area to the Mount Doom staging area. The first player may raise each player's threat by 3 to cancel this effect.

Two-Player Limited Edition Starter (x2)
4 (4)
Forest.  
Quest Action: Search the encounter deck and discard pile for a Spider enemy and put it into play engaged with you to discard Spider Den. (Any player may trigger this effect.)

Two-Player Limited Edition Starter (x2)

When Revealed: Each enemy and each location currently in the staging area gets +1 Threat until the end of the phase. If there are no cards in the staging area, Driven by Shadow gains surge.

Shadow: Choose and discard 1 attachment from the defending character. (If this attack is undefended, discard all attachments you control.)

Two-Player Limited Edition Starter (x2)

When Revealed: Each player returns 1 enemy engaged with him to the staging area. If no enemy was returned to the staging area this way, Surprising Speed gains surge and doomed 1.

Shadow: Attacking enemy gets +1 Attack. Return attacking enemy to the staging area after this attack.

Two-Player Limited Edition Starter (x1/x0)

When Revealed: Each player must search the encounter deck and discard pile for a Goblin enemy and put it into play, engaged with him. Then, shuffle the encounter deck. (This effect cannot be canceled.)

Shadow: Attacking enemy gets +1 Attack for each Goblin enemy engaged with you.

Two-Player Limited Edition Starter (x1)
Light.  
Restricted.  
Attach to a hero. Action: Exhause Cave Torch to place up to 3 progress tokens on a Dark location. Forced: After Cave Torch exhausts, discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.

The Stone of Erech (x2)

When Revealed: Starting with the first player, each player must search the encounter deck and discard pile for an Undead enemy, reveal it, and add it to the staging area. Shuffle the encounter deck. Midnight. This effect cannot be canceled.

Attacking enemy gets +1 Attack (Dusk. +2 Attack instead. Midnight. +3 Attack instead).

Fog on the Barrow-downs (x1)
3 (3)
Ruins.   Downs.  
Immune to player card effects. Travel: Each player searches the encounter deck and discard pile for a Wight enemy and puts it into play engaged with him. Shuffle the encounter deck.

Fog on the Barrow-downs (x3)

Peril.  
When Revealed: Until the end of the phase, each Wight enemy engaged with you contributes its Threat to the total Threat in the staging area. If no enemies are engaged with you, search the encounter deck and discard pile for a Wight enemy and put it into play engaged with you. Shuffle the encounter deck.

Murder at the Prancing Pony (x2)

Forced: When a player looks at any number of cards from the Investigation deck, if Taken by Surprise is among the looked at cards, shuffle the encounter discard pile into the encounter deck and discard cards until an enemy is discarded. Put the discarded enemy into play engaged with the first player. Then remove Taken by Surprise from the game.

Murder at the Prancing Pony (x3)
4 (3)
Bree.  
Investigate 3.  
Enemies in the staging area cannot take damage. Travel: Shuffle the encounter discard pile into the encounter deck and discard cards until an enemy is discarded. Add the discarded enemy to the staging area.

Murder at the Prancing Pony (x2)

Surge.  
When Revealed: Attach to a Brigand enemy without a copy of Hired Muscle attacked and return that enemy to the staging area. (Counts as a Condition attachment with the text: "Attached enemy gets +1 Threat, +1 Attack, +1 Defense and gains: 'Forced: When attached enemy is defeated, look at the bottom of the Investigation deck.'")

The Siege of Annúminas (x1)
5 (5)
Siege.  
Immune to player card effects. Forced: At the end of the round, each team discards from the top of their encounter deck until an enemy is discarded and adds that enemy to their staging area. Travel: Reveal 1 encounter card per player to travel here.

The Siege of Annúminas (x2)
X (5)
Arnor.   City.  
X is 1 more than the number of enemies in play. Travel: Each player engages an enemy in the staging area to travel here.

The Siege of Annúminas (x2)
4 (4)
Arnor.  
While Hills of Evendim is in the staging area, 'when revealed' effects cannot be canceled. Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add the discarded enemy to the staging area to travel here.

The Siege of Annúminas (x2)

When Revealed: Each player must choose: either return the highest Threat enemy engaged with you to the staging area, or search the encounter deck and discard pile for an enemy and put it into play engaged with you.

Shadow: If this attack destroys a character, reveal the top card of the encounter deck.

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)
1 (5)
Forest.  
Forest Battleground gets +1 Threat for each ally controlled by the player with the most allies. Forced: When Forest Battleground is explored, each player searches the encounter deck and discard pile for an Orc enemy and adds it to the staging area. Shuffle the encounter deck.

Attack on Dol Guldur (x2)

Doomed 1.  
When Revealed: Each player must choose: either search the encounter deck and discard pile for a Dol Guldur location and add it to the staging area, or search the encounter deck and discard pile for an Orc enemy and put it into play engaged with him.

The Wizard's Quest (x1)
19
3 (1)
Forest.  
Forced: When Watched Path is explored, discard the top card of the encounter deck. If the discarded card is an enemy, add it to the staging area.

The Wizard's Quest (x1)
23
3 (4)
Mountain.   Forest.  
While Hunter's Lookout is in the staging area, it gains: "Forced: At the end of the round, raise each player's threat by 1 for each enemy in the staging area." Travel: The highest Attack enemy in the staging area makes an immediate attack against the first player.

The Wizard's Quest (x1)
23

When Revealed: Return each engaged enemy to the staging area. If no enemies were returned this way, Restless Hunters gains surge.

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

The Wizard's Quest (x1)
25
1 (5)
Forest.  
Forest Gate gets +1 Threat for each enemy in the staging area.

Shadow: Attacking enemy gets +1 Attack for each enemy engaged with you.

The Wizard's Quest (x1)
27
Weather.  
When Revealed: Until the end of the phase, each enemy and location in the staging area gets +2 Threat.

Shadow: Each enemy engaged with you gets +1 Attack and +1 Defense until the end of the phase.

The Wizard's Quest (x1)
28
3 (5)
Forest.  
While The Wargs' Glade is in the staging area, the first Warg enemy revealed each round gains surge. Forced: When The Wargs' Glade is explored, the opposing team searches the encounter deck and discard pile for a non-unique Warg enemy and adds it to the staging area. Shuffle the encounter deck.

The Woodland Realm (x1)
1 (1)
Forest.  
Immune to player card effects. Travel: The opposing team searches the encounter deck and discard pile for a 0 cost enemy and adds it to the staging area, if able (1 cost or less if there are two or more players). Shuffle the encounter deck.

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 (x1)
4
4 (4)
Forest.  
While The Spiders' Ring is in the staging area, each Spider enemy gets +1 Threat. Forced: When The Spiders' Ring is explored, the opposing team searches the encounter deck and discard pile for a non-unique Spider enemy and adds it 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.

The Woodland Realm (x1)
5
3 (5)
Mountain.   Cave.  
While The Goblins' Cave is in the staging area, each Orc enemy gets +1 Attack. Forced: When The Goblin's Cave is explored, the opposing team searches the encounter deck and discard pile for a non-unique Orc enemy and adds it to the staging area.

The Woodland Realm (x1)
5

When Revealed: The opposing team attaches Driven by Shadow to an enemy and returns it to the staging area. (Counts as a Condition attachment with the text: "Limit 1 per enemy. Attached enemy gets +2 Threat, +2 Attack, +2 Defense and is immune to player card effects.") If there is no enemy in play, Driven by Shadow gains surge.

The Woodland Realm (x1)
10

When Revealed: The opposing team searches the encounter deck and discard pile for one different 0 cost enemy per player (limit 2) and adds them to the staging area.

Shadow: If this attack destroys a character, attacking enemy makes an additional attack against you after this one.

The Woodland Realm (x2)
13
4 (4)

Response: After the players travel to Old Forest Road, the first player discards the top card of his deck. If that card is an ally, he puts it into play. Travel: Discard the top card of the encounter deck, if that card is an enemy, add it to the staging area.

Journey Along the Anduin Nightmare (x2)

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.)

Road to Rivendell Nightmare (x2)

When Revealed: Return each engaged enemy with the ambush keyword to the staging area. Each player makes engagement checks against each enemy in the staging area, as if it were the encounter phase. If there are no enemies with the ambush keyword in play, Tumultuous Assault gains surge.

Peril in Pelargir Nightmare (x3)

When Revealed: Each player must either remove a hero he controls from the quest or engage an enemy in the staging area. Each enemy engaged by this effect makes an immediate attack.

Shadow: Attacking enemy gets +2 Attack.

Peril in Pelargir Nightmare (x2)

Surge.  
When Revealed: If Alcaron's Scroll is attached to an enemy, choose one: either add 1 progress token to that enemy, or each card in the staging area gets +2 Threat until the end of the phase.

Into Ithilien Nightmare (x2)
(44) 4 4 3 6
Harad.  
Each Harad enemy in the staging area gains archery 1. Each engaged Harad enemy gets +1 Defense.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if it has the Harad trait).

The Drúadan Forest Nightmare (x2)

When Revealed: Each player must trigger the prowl keyword on each enemy engaged with him, as if that enemy had been revealed from the encounter deck. Then, return each engaged Wose enemy to the staging area. If no enemies are returned to the staging area by this effect, Drums of the Wild Men gains surge.

Encounter at Amon Dîn Nightmare (x3)
4 (6)
Gondor.  
Villagers 2.  
Forced: When any amount of progress is placed on a location in the staging area, discard 1 villager token from that location. Travel: The first player searches the encounter deck for an enemy, reveals it, and puts it into play engaged with him. Shuffle the encounter deck.

Encounter at Amon Dîn Nightmare (x2)

When Revealed: Each player must choose: either discard 2 villager tokens from Rescued Villagers, or search the encounter deck and discard pile for an enemy, reveal it, and add it to the staging area. Shuffle the encounter deck.

Shadow: Attacking enemy gets +1 Attack. Deal is another shadow card.

Assault on Osgiliath Nightmare (x2)
3 (2)
Osgiliath.  
Forced: When you take control of Crumbled Battlements, shuffle the encounter discard pile into the encounter deck and discard cards from the encounter deck until an enemy is discarded. Put the discarded enemy into play engaged with you.

Assault on Osgiliath Nightmare (x2)

Doomed 1.  
When Revealed: Attach to the current quest. (Counts as a Condition attachment with the text: "Each enemy gets -X engagement cost. X is the number of locations controlled by players. Forced: At the beginning of the encounter phase, if there are fewer than X enemies in the staging area, reveal an encounter card.")

To Catch an Orc Nightmare (x2)
4 (2)
Mountain.  
Forced: After Orc Trail leaves play as an explored location, choose an out of play Orc enemy, either set aside or in the victory display, and add it to the staging area. Then, the first player searches 4.

To Catch an Orc Nightmare (x2)

When Revealed: Each player discard the top 3 cards of his out-of-play deck. Add each enemy discarded this way to the staging area. If no enemies are added to the staging area this way, Mugash's Cunning gains surge.

Shadow: Attacking enemy gets +3 Attack and +3 Defense until the end of the round.

Into Fangorn Nightmare (x3)
3 (4)
Forest.  
While Entwood is in the staging area, each Huorn enemy in the staging area gains: "Immune to player card effects." Travel: The first player engages the highest engagement cost Huorn enemy in the staging area.

The Dunland Trap Nightmare (x3)
3 (4)
Enedwaith.   Forest.   Hills.  
While Hithaeglir Woods is in the staging area, each Dunland enemy in the staging area cannot take damage. Travel: Deal each Dunland enemy a shadow card to travel here.

The Antlered Crown Nightmare (x2)
4 (4)
Dunland.  
Time 2.  
Forced: After the last time counter is removed from this location, return each enemy in play to the staging area.

Shadow: Either remove 1 time counter from a location in play, or return attacking enemy to the staging area after this attack.

Intruders in Chetwood Nightmare (x2)

When Revealed: Each player returns each enemy engaged with him to the staging area. Either search the encunter deck, discard pile and victory display for Orc Rearguard and reveal it, or each player must deal 4 damage to a character he controls. Shuffle the encounter deck.

The Wastes of Eriador Nightmare (x3)
3 (5)
Arnor.   Hills.  
While Snowy Badlands is in the staging area, each enemy in the staging area cannot take damage. Travel: Each player deals 1 damage to an exhausted character he controls to travel here (2 damage instead if it is Night).

The Battle of Carn Dûm Nightmare (x2)

When Revealed: Either deal 1 shadow card to each enemy in the staging area, or search the encounter deck and discard pile for a side quest and add it to the staging area. Shuffle the encounter deck if it is searched.

Shadow: Deal 1 shadow card to each enemy engaged with you that has not attacked this phase.

The Fate of Númenor Nightmare (x1)
5 (8)
Ruins.  
Uncharted.  
While Shrine to Morgoth is the active location, players cannot draw cards or search their decks. Forced: After Shrine to Morgoth is flipped over while active, exhaust each ally in play with printed cost 2 or less. Then, each player must search the encounter deck and discard pile for an Undead enemy and put it into play engaged with him. Shuffle the encounter deck.

Uncharted. Cannot have player card attachments. Forced: After Lost Island becomes the active location, flip it over. Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x2)
2 (2)
Ruins.  
Uncharted.  
Forced: After Drowned Graves is flipped to this side while active, discard the top X cards of the encounter deck. Each player adds an Undead enemy discarded from this effect to the staging area. X is 2 more than the number of players in the game.

Cannot have player card attachments. Forced: After Lost Island becomes the active location, flip it over. Action: Remove 4 progress from Lost Island to look at its facedown side.

Flight of the Stormcaller Nightmare (x2)
(28) 0 3 3 4
Corsair.  
While Raider of the Storm is engaged with you, each Ship enemy engaged with you gets +1 Threat, +1 Attack, +1 Defense, and contributes its Threat to the total Threat in the staging area.

Flight of the Stormcaller Nightmare (x2)

When Revealed: For each Ship enemy in the Stormcaller's area, place 1 progress on the Stormcaller's quest stage. Then, either shift your heading off-course or add 8 Threat to the staging area until the end of the phase.

Shadow: If this attack damages a Ship objective, place 1 progress on the Stormcaller's quest stage.