Clear Sort View Lang
Set
Card Set Cycle Set Type
Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique Status
Character Project Creator

Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
Artist Popularity Errata
Results: 151 - 200 of 219 Cards
The Siege of Annúminas (x3)

Each player must choose: either deal 1 damage to each questing character you control, or each questing character you control gets -1Willpower until the end of the phase.

Shadow: Either remove 2 progress from the main quest, or return attacking enemy to the staging area after this attack.

The Siege of Annúminas (x3)

When Revealed: Each player deals 1 damage to a hero he controls. If that hero is questing, remove it from the quest. Until the end of the round, treat each damaged character's text box as if it were blank (except for Traits).

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

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 (x2)

When Revealed: Deal 1 damage to each exhausted character. Until the end of the phase, each damaged character gets -1Willpower

Shadow: Deal 1 damage to the defending character. Until the end of the phase, the defending character gets -1Defense for each damage on it.

The Wizard's Quest (x2) 17

When Revealed: Each player deals X damage to a character he controls, where X is 1 more than the stage number of the main quest.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending character has an attachment).

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'sDefense

The Wizard's Quest (x1) 19
21 2 2 1 2
Warg.

Forced: After Necromancer's Warg engages you, deal 1 damage to a character you control.

Shadow: If you are engaged with an Orc enemy and a Warg enemy, discard a character you control.

The Wizard's Quest (x1) 19
Weather.

When Revealed: Each player deals 1 damage to a questing character he controls. Until the end of the phase, each damaged character gets -1Willpower and cannot be healed.

Shadow: Deal 1 damage to the defending character.

The Wizard's Quest (x2) 24
24 2 3 1 4
Orc.

When Revealed: Each player deals 1 damage to a character he controls.

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

The Wizard's Quest (x1) 24
3
3
Forest. Road.

While The Shadow Road is in the staging area, it gains:"Forced: After a player optionally engages an enemy, he deals 1 damage to a character he controls."

Travel: Each player deals 1 damage to a character he controls.

The Wizard's Quest (x2) 24

When Revealed: Deal 1 damage to each exhausted character.

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

The Woodland Realm (x2) 1
X
X
Forest.

X is 1 more than the stage number of the main quest.

Travel: Each player deals X damage to a character he controls.

The Woodland Realm (x1) 6
28 3 3 1 8
Creature.

Beast of Taur-nu-Fuin gets +1 Attack for each damage on it.

Forced: When Beast of Taur-nu-Fuin is dealt a shadow card with no shadow effect, deal 1 damage to it and the defending character.

The Mines of Moria (x1) 7

When Revealed: The first player must choose: either deal 1 damage to each character committed to the quest, or raise each player's threat by 1 and end the quest phase without resolving the quest.

Shadow: Deal 1 damage to the defending character.

The Mines of Moria (x2) 12
2
3
Underground.

While Narrow Fissure is in the staging area, characters cannot be healed by player card effects.

Travel: Each player deals 1 damage to a hero he controls.

Escape from Khazad-dûm (x2) 24

When Revealed: Each player deals 1 damage to a questing character he controls and removes that character from the quest.

Shadow: Deal 1 damage to a character you control.

The Hunt for the Dreadnaught (x1)
34 2 6 1 8
Corsair. Elite.

Immune to player card effects. No more than 1 character can attack Ophidian each round.

Engaged player cannot attack the Dreadnaught.

Forced: When a character defends against Ophidian, deal 2 damage to that character.

The Hunt for the Dreadnaught (x1)
35 6 7 3 6
Corsair. Elite.

Archery 3. Immune to player card effects.

Engaged player cannot attack the Dreadnaught.

For each point of excess combat damage dealt by Varjax, defending player deals 1 damage to a Ship they control.

The Hunt for the Dreadnaught (x3)
23 3 3 2 2
Corsair. Pillager.

Pillage 3. (After this enemy attacks you, discard the top 3 cards of your deck.)

Forced: After an event card is discarded from your deck by Daring Buccaneer's Pillage keyword, deal 1 damage to a character you control.

The Hunt for the Dreadnaught (x2)
26 2 4 0 11
Creature.

Ship objectives may attack and defend against Sea Monster.

When Revealed: Deal 4 damage to the Ship enemy or Ship objective with the fewest remaining hit points.

The Hunt for the Dreadnaught (x2)

When Revealed: Attach to a Ship objective. (Counts as a Condition attachment with the text:"Forced: When attached objective exhausts, deal 2 damage to it.Action: Exhaust 3 characters to discard Taking on Water.")

Shadow: If defending character is a Ship attach Taking on Water to it.

The Hunt for the Dreadnaught (x3)
Weather.

When Revealed: Deal 1 damage to each enemy. Each player assigns X among characters they control. X is the number of exhausted characters they control.

Shadow: Deal 1 damage to the defending character.

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 (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.

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.)

Conflict at the Carrock Nightmare (x3)
3
3
3 
Wilderlands.

Forced: After any amount of progress is placed on Hives and Hives, deal 1 damage to each character in play.

Shadow: Attacking enemy gets +2 Attack

There was a buzzing and a whirring and a droning in the air. Bees were busy everywhere. And such bees! Bilbo had never seen anything like them. –The Hobbit

A Journey to Rhosgobel Nightmare (x3)
48 2 5 3 4 9 
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 (x3)
3
5
9 
Emyn Muil.

Forced: After a character commits to the quest, deal 1 damage to that character if it has not been dealt damage by another copy of Brambles and Thorns this round.

..and on both shores there were steep slopes buried in deep brakes of thorn and sloe, tangled with brambles and creepers. –The Fellowship of the Ring

The Dead Marshes Nightmare (x3)
50 3 4 2 8 9 
Undead.

Forced: After a character commit to an escape test, deal 1 damage to that character.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if attacking enemy is Undead.)

The Dead Marshes Nightmare (x2)
3 
Escape.

When Revealed: The first player makes an escape test countingDefense intead ofWillpower dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and deal 1 damage to each character in play.

Escape: 3

The Redhorn Gate Nightmare (x3)
20 2 3 2 4 1 
Goblin. Orc. Snow.

Surge.

Forced: After engaging Wolfpelt Goblin the engaged player must deal X damage to 1 character he controls, where X is the active location's remaining quest points. Then, remove 2 progress from the active location, if able.

Road to Rivendell Nightmare (x3)
5 3 5 3 5 7 
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

The Watcher in the Water Nightmare (x1)
50 4 7 7 21 1 
Creature. Tentacle.

While The Watcher is in the staging area, it cannot be damaged by player card effects.

If The Watcher is in the staging area at the end of the combat phase, each player must deal 3 damage to 1 character he controls.

The Watcher in the Water Nightmare (x2)
1 
Tentacle.

When Revealed: Deal 3 damage to each character with a Tentacle attachment. If no characters were damaged by this effect, Pulled Under gains surge.

Shadow: If the defending character has a Tentacle attachment, discard that character.

The Siege of Cair Andros Nightmare (x3)
6 

Doomed 2.

When Revealed: Deal 2 shadow cards to each enemy in play. Deal 2 damage to each Battleground location in play.

Shadow: Discard an attachment you control.

The Blood of Gondor Nightmare (x3)
40 4 2 2 4 6 
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.

Into Fangorn Nightmare (x2)
5 

When Revealed: If Mugash is attached to a hero, deal 2 damage to that hero. If Mugash is not attached to a hero, Fangorn's Anger gains surge and doomed 2.

Shadow: After this attack, if Mugash is attached to a hero, attacking enemy engages the player who controls that hero.

The Dunland Trap Nightmare (x4)
20 2 3 2 4 1 
Dunland. Boar Clan.

Forced: After the engaged player draws any number of cards, deal 1 damage to a hero he controls.

Shadow: Deal 1 damage to a hero you control (2 damage instead if undefended).

Trouble in Tharbad Nightmare (x2)
50 3 6 4 6 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.

Celebrimbor's Secret Nightmare (x3)
2
5
2 
Ost-in-Edhil. Ruins.

Dusty Labyrinth gets +1 Threat for each damage on it.

Scour: Deal 2 damage to Dusty Labyrinth.

Travel: The first player must place a card from his hand facedown underneath The Orcs' Search to travel here.

Celebrimbor's Secret Nightmare (x3)
2 

When Revealed: Deal 1 damage to each location in the staging area. Until the end of the phase, each damaged location gets +1 Threat If there are no locations in the staging area, Hateful Search gains surge.

Shadow: Defending player discards a non-objective attachment he controls.

Celebrimbor's Secret Nightmare (x2)
1 

When Revealed: Bellach makes an immediate attack against each player in turn order. Then, deal 1 damage to the active location for each character destroyed by this effect.

Shadow: Deal 1 damage to the defending character.

Intruders in Chetwood Nightmare (x2)
3 

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 Weather Hills Nightmare (x3)
3
4
Arnor. Ruins.

While Ruined Watch-tower is in the staging area, it gains:"Forced: When an Orc enemy is revealed, each player must deal 1 damage to a character he controls.

While Ruined Watch-tower is the active location, each enemy gets +3Defense

The Wastes of Eriador Nightmare (x3)
3
5
9 
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 Wastes of Eriador Nightmare (x3)
4 

When Revealed: Deal 1 damage to each questing character. If it is Night discard an attachment from each character damaged by this effect.

Shadow: Discard 1 attachment you control (2 attachments instead if it is Night).

Escape from Mount Gram Nightmare (x2)
0
X
5 
Underground.

Capture 1. Surge.

X is twice the number of cards captured underneath Torture Chamber.

Forced: At the end of the combat phase, if Torture Chamber is in the staging area, deal 1 damage to each exhausted character.

Across the Ettenmoors Nightmare (x2)
38 3 4 3 5 1 
Creature.

As an additional cost to travel to a safe location, one player must engaged Hoarwell River Serpent.

Forced: When you engage Hoarwell River Serpent, deal 1 damage to each damaged character you control.

The Treachery of Rhudaur Nightmare (x2)
5
4
5 
Ruins.

While Charred Ruins is the active location, it gains:"Forced: After a player's threat is increased by an encounter card effect, that player must deal 2 damage to a character he controls."

The Battle of Carn Dûm Nightmare (x3)
3
4
9 
Carn Dûm.

While Stronghold Tower is in the staging area, shadow effects cannot be canceled.

Travel: Each player must deal 2 damage to a character he controls to travel here.