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80 Results Found

Conflict at the Carrock (x1)
(34) 2 4 2 10
Troll.  
While Stuart is engaged with a player, all Troll enemies get +1 Defense. Response: After defeating Stuart, you may choose and discard 1 'Sacked!' card from play.

Conflict at the Carrock (x1)
2 (6)
Riverland.  
Immune to player card effects. Players cannot travel to The Carrock except through quest card effects.While The Carrock is the active location, Troll enemies get +1 Attack and +1 Defense.

The Long Dark (x1)
Artifact.   Armour.  
When Revealed: The first player attaches Durin's Greaves to a hero of his choice as an attachment. Attached hero gets +1 Defense.

Foundations of Stone (x1)
Armor.   Artifact.  
Surge.  
Attached hero gets +1 Defense. If attached hero is a Dwarf, it gets +2 hit points. Action: Exhaust a hero to claim this objective. Then, attach Durin's Helm to that hero as an attachment.

Heirs of Númenor (x2/x0)
4 (3)
City.   River.  
While Pelargir Docks is the active location, enemies get +1 Attack and +1 Defense.

The Drúadan Forest (x1)
(1) 4 5 3 6
Wose.  
Allies cannot defend against Drû-buri-Drû. While Drû-buri-Drû is in the victory display, characters get +1 Willpower and +1 Defense. Unless Drû-buri-Drû is in the victory display, the players cannot win.

The Dunland Trap (x1)
4 (6)
Enedwaith.   Hills.   River.  
Dunland enemies get +1 Attack and +1 Defense.

The Dunland Trap (x3/x2)
(28) 3 0 0 5
Dunland.   Boar Clan.  
Boar Clan Stalker gets +1 Attack and +1 Defense for each resource token on it (limit + 4). Forced: After the engaged player draws any number of cards, put a resource token on Boar Clan Stalker

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 Lost Realm (x2/x1)

When Revealed: Each Undead enemy gets +1 Threat, +1 Attack, and +1 Defense until the end of the round. If there are no Undead enemies in play, Restless Evil gains surge.

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

Across the Ettenmoors (x2)
(31) 2 4 1 12
Troll.  
Ruthless Hill-troll gets +2 Attack and +2 Defense while it has 3 or more damage on it.

Shadow: Shuffle 1 location with the safe keyword (but not its attached encounter) back into the encounter deck.

The Treachery of Rhudaur (x1)
Clue.  
Action: Exhaust Amarthiúl or a hero to claim Orders from Angmar. Then, attach Orders from Angmar to that character. Attached character gets +1 Defense while defending against undead enemies.

The Dread Realm (x2)
2 (4)
Carn Dûm.   Underground.  
While Dark Halls is in the staging area, each Reanimated Dead gets +1 Attack and +1 Defense.

Shadow: If there is a copy of the defending character in your discard pile, reanimate it and deal it 1 shadow card.

The Grey Havens (x3)
(36) 1 2 2 4
Corsair.   Raider.  
Cunning Pirate gets +1 Attack and +1 Defense for each resource on it. Forced: When Cunning Pirate engages you, discard an attachment you control and place resources on Cunning Pirate equal to that attachment's printed cost.

The Grey Havens (x2/x0)
(40) 3 5 1 5
Corsair.   Raider.  
Raid Leader gets +1 Defense for each resource on it. Forced: When Raid Leader engages you, move 1 resource from each of your heroes' resource pools to Raid Leader.

The Grey Havens (x1)
(8) 1 2 2 4
Corsair.   Raider.  
Na’asiyah engages the last player. Forced: When Na’asiyah engages you, discard each event in your hand. Add 1 resource to Na’asiyah for each event discarded in this way. Forced: When Na’asiyah attacks or defends, she gets +1 Attack and +1 Defense for this attack for each resource on her. After this attack, discard 1 resource from her.

The Thing in the Depths (x2)
2 (2)
Ship.  
While Cargo Hold is the active location, each enemy gets +1 Defense.

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

The City of Corsairs (x3/x2)
4 (4)
Umbar.   City.  
While Umbar Harbor is the active location, Corsair enemies get +2 Defense.

Shadow: If attacking enemy is a Raider, move 1 resource from a hero you control to attacking enemy.

The Sands of Harad (x1)
(4)

When Revealed: Discard cards from the encounter deck until a Harad enemy is discarded. Add that enemy to the staging area and place a resource token on it. That enemy is "the Champion." While this stage is in play, the Champion gets +2 Threat, +2 Attack, +2 Defense and gains: Immune to player card effects. The main quest stage cannot be defeated while the Champion is in play." The champion cannot take damage unless there are at least 4 progress tokens here. This stage cannot be defeated while the champion is in play.

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/x2)
(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.")

The Black Serpent (x1)
(50) 0 2 1 8
Harad.  
Cannot leave the staging area or take damage. X is the stage number of the main quest. The Black Serpent gets +X Threat, +X Attack and +X Defense. Forced: At the end of the encounter phase, either remove X progress from the main quest, or The Black Serpent makes an immediate attack against the first player.

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

The Crossings of Poros (x1)
(50) 0 2 1 8
Harad.  
Cannot leave the staging area or take damage. X is the stage number of the main quest. The Black Serpent gets +X Threat, +X Attack and +X Defense. Forced: At the end of the encounter phase, either remove X progress from the main quest, or The Black Serpent makes an attack against the first player.

The Wilds of Rhovanion (x2/x1)

When Revealed: Add the top card of the Evil Creatures deck to the staging area and attach Frenzied Creature to it. (Counts as a Condition attachment with the text: "Attached enemy gets +1 Threat, +1 Attack, +1 Defense and is immune to player card effects")

Shadow: Attach this card to attacking enemy.

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

Shadow: Attacking enemy gets +2 Attack.

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

The Withered Heath (x1)
(10) 1 6 1 18
Dragon.  
Cannot have attachments or take non-combat damage. Cold-Drake gets +1 Threat and +1 Defense for each Dragon Sign in the victory display. Forced: After Cold-Drake is dealt a shadow card with no shadow effect, the defending character cannot ready until the end of the round.

The Withered Heath (x3/x2)
(20) 2 2 0 4
Dragon.  
Dragon Hatchling gets +1 Attack and +1 Defense for each Dragon Sign in the victory display.

Shadow: Until the end of the phase, attacking enemy gets +1 Attack and +1 Defense for each Dragon Sign in the victory display.

The Ghost of Framsburg (x1)
(30) 3 3 3 6
Undead.   Wight.   Hazard.  
Cannot have non-objective attachments. Fram's Shade gets +1 Threat, +1 Attack, and +1 Defense for each Loot objective the players control. When Fram's Shade is dealt shadow cards, deal it a number of shadow cards equal to the number of Loot objectives the players control (to a minimum of 1).

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

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

The Fate of Wilderland (x1)
Assault.  
Urdug gets +2 Defense for each other enemy in play and cannot be dealt damage unless he had resolved an attack this phase. Forced: After players quest unsuccessfully, place 1 progress here for each player in the game.

The Fate of Wilderland (x3)
2 (5)
Mountain.   Fortification.  
While Dwarven Watchtower is the active location, each hero gets +1 Defense. Response: After Dwarven Watchtower is explored, the first player chooses: either place 1 resource on The Heroes' Defense, or remove 1 progress from The Goblins' Assault.

A Shadow in the East (x3)
(28) 2 2 2 3
Easterling.  
Archery 1.  
Easterling Raider gets +1 Attack and +1 Defense for each Easterling attachment on it.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it has an Easterling attachment).

A Shadow in the East (x3)
Clue.  
Guarded (enemy).  
Attached enemy gets +1 Threat, +1 Attack, and +1 Defense. When Evidence of the Cult is free of encounters, add it to the victory display. Then, place 1 resource on the main quest.

A Shadow in the East (x2/x1)
(32) 3 3 1 5
Easterling.  
Treacherous Easterlings gets +1 Attack and +1 Defense for each resource token on it (Limit +3 Attack and +3 Defense.) Forced: After the engaged player raises his threat, place 1 resource token on Treacherous Easterling.

A Shadow in the East (x2)
Easterling.  
While attached to an enemy, counts as a Condition attachment with the text: "Attached enemy gets +1 Threat, +1 Attack, +1 Defense, and is immune to player card effects." When Revealed: Attach to the Easterling enemy with the lowest Defense without a copy of Fanaticism. Otherwise, Fanaticism gains surge.

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

Shadow: attacking enemy gets +1 Attack.

The Hobbit: On the Doorstep (x3/x2)
3 (3)
Mountain.  
While Northern Slopes is in the staging area, each Goblin enemy gets +1 Attack and +1 Defense.While Northern Slopes is the active location, it gains: 'Forced: When a character leaves play, remove 1 progress from the current quest, if able.'

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

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

The Black Riders (x1/x1)
1 (2)
Forest.  
While The Troll's Camp is the active location, each hero gets +1 Willpower, +1 Attack and +1 Defense.

The Road Darkens (x2)

When Revealed: Remove all damage from each enemy at this stage. Each enemy at this stage gets +1 Threat, +1 Attack, and +1 Defense until the end of the round.

Shadow: If the defending character has fewer printed hit points than the attacking enemy, this attack is considered undefended.

The Treason of Saruman (x4)
4 (4)
Helm's Deep.  
While Deeping Wall is the active location, each hero gets +1 Defense. Forced: When Deeping Wall is explored, raise each player's threat by 4.

The Flame of the West (x3)
(29) 2 2 1 3
Corsair.  
If the active location is a Ship, Corsair of Umbar gets +2 Attack and +2 Defense.

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

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 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 (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.")

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

Shadow: Attacking enemy gets +2 Attack.

The Stone of Erech (x2)
(42) 3 4 1 6
Undead.   Oathbreaker.  
Spectral.  
Dusk. Shadow Host Captain gets +1 Attack and +1 Defense. Midnight. Shadow Host Captain gets +2 Attack and +2 Defense.

Fog on the Barrow-downs (x4/x3)
3 (3)

While Stone Ring is in the staging area, each Wight enemy engaged with a player gets +1 Attack and +1 Defense and applies the first sentence of its game text to each player at this stage as if it were engaged with him.

Murder at the Prancing Pony (x1)
5 (5)
Hideout.  
Immune to player card effects. While Chetwood Campsite is in the victory display, each Suspect gets +1 Threat, +1 Attack and +1 Defense. Travel: Search the encounter deck and discard pile for a Chetwood Outlaw and add it to the staging area. Shuffle the encounter deck.

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

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

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

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

Conflict at the Carrock Nightmare (x1)
(34) 2 4 4 10
Troll.  
Cannot have player attachments. While Stuart is in the victory display, each Troll enemy gets +1 Defense and gains "Cannot have player attachments."

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

The Watcher in the Water Nightmare (x3)
3 (3)
Mountain.   Swamp.  
While Banks of Sirannon is in the staging area, each Tentacle enemy gets +2 Defense.

Shadow: For each point of damage dealt by this attack, the defending player must discard a random card from his hand.

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

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

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

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

The Steward's Fear Nightmare (x3)
Title.  
Surge.   Doomed 1.  
If The Cabal's Champion is unattached and in the staging area, attach it to a Villain enemy, if able. (Counts as a Title attachment with the text: "Attached enemy gets +1 Threat, +1 Attack, +1 Defense, and +2 hit points.")

The Drúadan Forest Nightmare (x1)
(1) 4 5 4 3
Wose.  
Drû-buri-Drû cannot take more than 1 damage each round. While Drû-buri-Drû is in play, other Wose enemies get +1 Attack and +1 Defense. Unless Drû-buri-Drû is in the victory display, the players cannot win the game.

The Drúadan Forest Nightmare (x3)
3 (3)
Forest.  
Immune to player card effects. While Devil's Mirk is in the staging area, characters cannot be healed. While Devil's Mirk is the active location, each Wose enemy gets +2 Defense.

Assault on Osgiliath Nightmare (x3)
(30) X 3 3 4
Harad.  
Archery X.  
X is the number of locations controlled by the first player. Forced: After Haradrim Warrior engages a player, it gets +X Attack and +X Defense until the end of the round.

Shadow: Deal 1 damage to defending character.

The Morgul Vale Nightmare (x3)
(18) 2 4 3 5
Traitor.  
Each Captain enemy gets +1 Defense. Forced: At the end of the round, heal all damage from each Captain enemy in play.

Shadow: Heal all damage from each Captain enemy in play.

The Three Trials Nightmare (x3)
(20) 1 4 2 5
Undead.   Spirit.   Boar.  
If Boar's Guardian is in play or in the victory display, each Boar enemy gets +1 Defense. Forced: At the beginning of the encounter phase, Boar Spirit engages the player who controls Key of the Boar or is engaged with Boar's Guardian, if able.

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 +3 Defense.

The Dread Realm Nightmare (x3)
Sorcery.  
Surge.  
When Revealed: Attach to the main quest. (Counts as a Condition attachment with the text: "Daechanar gets +2 Defense.")

Shadow: If this attack destroys a character, resolve this card's 'when revealed' effect.

Raid on the Grey Havens Nightmare (x3)
(44) 2 2 2 4
Corsair.   Raider.  
Corsair Pyromaniac gets +1 Threat, +1 Attack, and +1 Defense for each resource token on it. Forced: After a card is placed underneath The Havens Burn, place 1 resource on Corsair Pyromaniac.

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.

The Thing in the Depths Nightmare (x3)
3 (3)
Ship.   Deck.  
While Aft Cabin is in the staging area, each enemy grappled with each Deck location adds 3 Threat instead of 2 Threat. Forced: After an enemy is detached from Aft Cabin, that enemy gets +3 Defense until the end of the round.

Temple of the Deceived Nightmare (x2)
(28) 3 3 3 4
Undead.  
While the active location is in the top rown, Cursed Soldier gets +3 Threat. While the active location is in the middle row, Cursed Soldier gets +3 Attack. While the active location is in the bottom row, Cursed Soldier gets +3 Defense.

Temple of the Deceived Nightmare (x2)

When Revealed: Until the end of the round, each Undead enemy gets +X Attack and +X Defense. X is the number of locations to the left of the active location (in its row). If X is 0 or 1, Call of the Curse gains surge.

Shadow: Resolve the 'when revealed' effect of Call of the Curse.

The Drowned Ruins Nightmare (x2)
(34) 4 4 4 6
Creature.  
Great Shark gets +1 Threat, +1 Attack, and +1 Defense for each Underwater location in the victory display. Great Shark cannot be engaged or damaged unless the active location is Underwater. Forced: At the beginning of the encounter phase, return Great Shark to the staging area unless the active location is Underwater.

Dungeons Deep and Caverns Dim Nightmare (x1)
4 (8)
Mountain.  
No more than 4 progress can be placed on the current quest each round. Creature enemies get +1 Attack. Goblin enemies get +1 Defense.

Journey in the Dark Nightmare (x1)

When Revealed: Attach Fiery Whip to The Balrog (even if out of play) as a Weapon attachment with the text: "Attached enemy gets +1 Defense and gains Archery 4."

Shadow: If attacking enemy is The Balrog, attach Fiery Whip to it.

The Road to Isengard Nightmare (x3)
3 (3)
Isengard.  
While Fortress of Isengard is in the staging area, each Orc enemy gets +1 Threat, +1 Attack and +1 Defense. Wizardry: Return the topmost enemy in the encounter discard pile to the staging area.

Shelob's Lair Nightmare (x3)
2 (4)
Underground.  
While Torech Ungol is in the staging area, Shelob gets +1 Attack and +1 Defense. Travel: Exhaust Sméagol to travel here.