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Resource Threat Engagement
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Trait Keyword Victory
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Player Encounter Quest
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Results: 951 - 1000 of 1117 Cards
Assault on Osgiliath Nightmare (x2)
2
4
3 
Osgiliath.

Forced: When you take control of Western Quarter, discard the highest cost attachment you control.

While a player controls Western Quarter it gains:"Forced: After the 'when revealed' effect of a treachery is canceled, return Western Quarter to the staging area."

Assault on Osgiliath Nightmare (x2)
6 

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.")

The Blood of Gondor Nightmare (x1)
35 X 5 4 9 5 
Mordor.

X is the total number of hidden cards in the game.

Forced: When Black Númenorean engages you, turn all hidden cards in your play area faceup.

Forced: At the end of the round, each player must raise his threat by 1 for each hidden card in his play area.

The Blood of Gondor Nightmare (x4)
20 3 3 2 2 5 
Orc.

Forced: After Orc Trickster is turned faceup as a hidden card, it makes an immediate attack against the engaged player.

Forced: When Orc Trickster would be damaged, a random player takes it facedown as a hidden card in his play area instead.

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

The Blood of Gondor Nightmare (x3)
4
4
10 
Mountain.

While Mountains of Shadow is the active location, it gains:"Forced: After you turn 1 or more hidden cards faceup, take 1 hidden card."

Shadow: Either take 2 hidden cards, or this attack is considered undefended.

The Morgul Vale Nightmare (x3)
18 2 4 3 5 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 Morgul Vale Nightmare (x3)
18 2 4 3 5 5 
Orc. Mordor.

Forced: At the end of the round, if Orc Captor is in the staging area, place 1 progress token on To the Tower.

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

The Morgul Vale Nightmare (x2)
4
4
10 
River.

Forced: When Banks of Morgulduin is explored, deal it facedown as a shadow card to a Captain enemy.

Shadow: If attacking enemy is a Captain deal it 3 additional shadow cards for this attack.

The Morgul Vale Nightmare (x2)
3
3
3 
Valley.

Forced: At the end of the round, each player must either exhaust a hero he controls or place 1 progress token on To the Tower.

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

The Fords of Isen Nightmare (x2)
45 3 3 3 5 6 
Dunland.

Dunland Assassin cannot be optionally engaged by a player with 3 or more cards in his hand.

While Dunland Assassin is in the staging area, it gains:"Forced: After the first player draws any number of cards, Dunland Assassin makes an immediate attack against him."

The Fords of Isen Nightmare (x3)
27 2 4 2 4 1 
Dunland.

Forced: After Vengeful Hillman attacks and destroys a character, remove 1 progress the current quest card for each card in the defending player's hand.

Shadow: Attacking enemy gets +2 Attack

The Fords of Isen Nightmare (x3)
2
5
1 
River.

While Isen River is in the staging area, each player cannot discard cards from his hand.

Forced: After Isen River becomes the active location, each player draws a card

Now further, and now nearer Isen flowed in its stony bed.
–The Two Towers

To Catch an Orc Nightmare (x4)
1 2 4 3 4 6 
Orc.

Forced: After Vigilant Orc enters the staging area, it makes an immediate attack against the first player. If this attack destroys a character, remove 1 time counter from the current quest.

Fierce and shrill rose the yells of the Orcs, and suddenly horn–calls ceased. –The Two Towers

To Catch an Orc Nightmare (x3)
44 3 5 4 5 1 
Orc.

While Methedras Lookout is in the staging area, it gains:"Forced: At the end of the refresh phase, remove 1 time counter from the current quest."

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

To Catch an Orc Nightmare (x2)
25 4 3 3 3 6 
Creature.

Forced: After the engaged player discards any number of cards from his out-of-play deck, Guard Warg makes an immediate attack.

Shadow: Deal 1 damage to the defending character.

To Catch an Orc Nightmare (x2)
X
5
2 
Mountain.

X is the number of characters controlled by the first player.

Forced: After Methedras Peak leaves play as an explored location, each player searches 3.

...they had come to the feet of the mountains, and to the green roots of tall Methedras. –The Two Towers

To Catch an Orc Nightmare (x2)
4
2
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.

"No other folk make such a trampling."
–Legolas, The Two Towers

To Catch an Orc Nightmare (x2)
5 

Surge. Doomed 1.

When Revealed: Attach to the current quest. (Counts as a Condition attachment with the text:"Forced: After a player engages an enemy, he must either exhaust a character he controls, or remove 1 time counter from the current quest.")

Into Fangorn Nightmare (x3)
23 3 4 3 6 6 
Huorn.

Hinder. Cannot have attachments.

Forced: At the beginning of each resource phase, the engaged player discards 1 attachment he controls.

Shadow: Deal 1 damage to the defending character.

Into Fangorn Nightmare (x2)
33 3 6 4 7 6 
Huorn.

Hinder. Cannot have attachments.

Forced: At the beginning of each resource phase, the engaged player exhausts a hero he controls.

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

Into Fangorn Nightmare (x3)
2
6
2 
Forest.

While Tangled Forest is in the staging area, it gains:"Forced: After any amount of progress is removed from the current quest, assign X damage amoung characters in play. X is the number of progress just removed. This ability does not stack with other copies of Tangled Forest."

Into Fangorn Nightmare (x2)
3
5
1 
Forest.

While Dark Corner of Fangorn is in the staging area, each Huorn enemy loses the hinder keyword.

Forced: After Dark Corner of Fangorn becomes the active location, each engaged Huorn enemy makes an immediate attack.

"...it is perilous to touch the trees of that wood, it is said."
–Aragorn, The Two Towers

The Dunland Trap Nightmare (x3)
30 3 5 2 5 6 
Dunland. Boar Clan.

Forced: After Boar Clan Ambusher attacks and destroys a character, discard a random card from your hand.

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

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).

The Dunland Trap Nightmare (x3)
2
3
2 
Enedwaith. Hills. River.

While Munuv D–v River is in the staging area, it gainst:"Forced: After a player draws any number of cards, he deals 1 shadow card to an enemy engaged with him."

Shadow: Raise your threat by 1 for each enemy engaged with you.

The Three Trials Nightmare (x3)
30 2 5 1 6 6 
Undead. Spirit. Wolf.

If Wolf's Guardian is in play or in the victory display, each Wolf enemy gets +1 Attack

Forced: At the beginning of the encounter phase, Wolf engages the player who controls Key of the Wolf or is engaged with Wolf's Guardian if able.

The Three Trials Nightmare (x3)
20 1 4 2 5 1 
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 engages the player who controls Key of the Boar or is engaged with Boar's Guardian if able.

The Three Trials Nightmare (x3)
40 3 3 3 4 6 
Undead. Spirit. Raven.

If Raven's Guardian is in play or in the victory display, each Raven enemy gets +1 Threat

Forced: At the beginning of the encounter phase, Raven engages the player who controls Key of the Raven or is engaged with Raven's Guardian if able.

The Three Trials Nightmare (x3)
3
5
2 
Forest.

While Sacred Forest is in the staging area, each Guardian enemy gains:"Forced: After any number of time counters are removed from this enemy, heal 2 damage on it for each time counter removed."

Travel: Remove each time counter from an enemy in play to travel here.

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.

Trouble in Tharbad Nightmare (x3)
0 2 2 2 3 6 
Creature.

Forced: When Blood Hound engages you, raise your threat by 5.

Shadow: Either raise your threat by 10, or attacking enemy makes an additional attack against you after this one.

Trouble in Tharbad Nightmare (x3)
2
5
2 
City. Ruins.

While City of Spies is in the staging area, it gains:"Forced: When you commit a character to the quest, raise your threat by 1. This effect does not stack with other copies of City of Spies."

Trouble in Tharbad Nightmare (x3)
5 

Surge.

When Revealed: Attach Tharbad Patrol to a non-unique location in the staging area without a copy of Tharbad Patrol attached. (Counts as a Condition attachment with the text:"Forced: After the players travel to attached location, each player must discard the top 2 cards from the encounter deck and engage each enemy he discarded in this way.")

The Nîn-in-Eilph Nightmare (x3)
30 3 4 2 5 6 
Creature.

Forced: After Deadly Marsh Adder engages you, discard a damaged character you control.

Forced: After the players advance to a quest stage return Deadly Marsh Adder to the staging area.

The Nîn-in-Eilph Nightmare (x3)
25 2 3 1 7 1 
Creature. Insect.

Cannot have attachments.

While Swarm of Mosquitoes is in the victory display, it gains:"Forced: After the players advance to a quest stage, return Swarm of Mosquitoes to the staging area."

The Nîn-in-Eilph Nightmare (x3)
2
5
6 
Marsh.

While Desolate Meadow is in the staging area, it gains:"Forced: After any number of time counters are removed from the current quest, heal 2 damage on each Creature enemy in play."

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

The Nîn-in-Eilph Nightmare (x4)
3
3
2 
Marsh.

While Peat Bog is in the staging area, it gains:"Forced: After the players advance to a quest stage, each player discards 1 random card from his hand."

Dead grasses and rotting reeds loomed up in the mists like ragged shadows of long–forgotten summers.
–The Two Towers

Celebrimbor's Secret Nightmare (x3)
3
4
6 
Ost-in-Edhil. Ruins.

Forced: After any amount of damage is placed on Bones of Hollin, raise each player's threat by that amount.

Travel: Place 2 damage on an Ost-in-Edhil location in play to travel here.

"...many Elves lived here in happier days, when Eregion was its name." –Gandalf, The Fellowship of the Ring

The Antlered Crown Nightmare (x2)
32 4 6 3 8 6 
Dunland.

Cannot have attachments or take non-combat damage.

Forced: After the engaged player draws any number of cards, heal all damage from Dunlending Horde.

The Antlered Crown Nightmare (x3)
26 3 2 3 5 6 
Dunland. Raven Clan.

Forced: After the engaged player draws any number of cards, remove 1 time counter from a location play.

Shadow: Attacking enemy gets +XAttack where X is the Time X value on the active location.

The Antlered Crown Nightmare (x4)
2
5
2 
Dunland.

Time 3.

Forced: After the last time counter is removed from this location, each player reveals the top card of the Raven deck and adds it to the staging area.

Forced: When this location is explored, add the top card of the Raven deck to the staging area.

The Antlered Crown Nightmare (x2)
4
4
2 
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 (x3)
45 2 4 4 5 2 
Orc.

Forced: At the end of the round, if Orc Abductor is in the staging area, search the encounter deck, discard pile and victory display for Rescue Iârion and reveal it. Shuffle the encounter deck.

Shadow: Deal 1 damage to defending character.

Intruders in Chetwood Nightmare (x2)
28 2 5 3 5 1 
Orc.

Forced: After Soldier of Angmar attacks and destroys an ally, search the encounter deck, discard pile and victory display for Orc Ambush and reveal it. Shuffle the encounter deck.

Shadow: Attacking enemy gets +2 Attack

Intruders in Chetwood Nightmare (x3)
4
6
9 
Arnor. Forest.

Forced: After progress is placed on Northern Chetwood (and it is still in play), search the encounter deck, discard pile and victory display for Lost in the Wilderness, and reveal it.

Shadow: Discard 1 card at random from your hand for each point of damage deal by this attack.

Intruders in Chetwood Nightmare (x2)
3
5
5 
Arnor.

Forced: At the end of the round, if Greenway Path is in the staging area, search the encounter deck, discard pile and victory display for Shadow the War Party, and reveal it.

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

Intruders in Chetwood Nightmare (x1)
10
6 

Every step brings the Orcs closer to Bree–land. If you can't find some way to delay the enemy, the war party will reach the village before you can stop them.

Surge.

Forced: At the end of the quest phase, if no progress was placed on Protect the Bree-landers, place 1 resource on it. Then, raise each players threat by the number of resources on Protect the Bree-landers.

The Weather Hills Nightmare (x3)
17 1 4 2 4
Orc.

Cannot be optionally engaged.

Forced: After Rearguard Ambusher engages you, exhaust each damaged character you control.

His broad flat face was swart, his eyes were like coals, and his tongue was red; he wielded a great spear.
–THe Fellowship of the Ring

The Weather Hills Nightmare (x4)
44 3 5 3 5
Orc.

Forced: After a character the engaged player controls is healed, Angmar Raider makes an immediate attack.

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