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24 Results Found

The Passage of the Marshes Nightmare (x1)

You are playing Nightmare mode. Forced: When a location in the staging are is explored, raise each player's threat by X, where X is that location's Mire value.

Begin with the standard quest deck and encounter deck for The Passage of the Marshes scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 3x Groping Dead 3x Dead Things 3x Soft Mires 3x Haunted Mere 3x Bitter Reek Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Passage of the Marshes encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

Journey to the Cross-roads Nightmare (x1)

You are playing Nightmare mode. Setup: Place 1 Southron Warrior per player facedown under The Cross-roads, then shuffle the facedown cards under The Cross-roads. Set any remaining Southron Warriors aside, out of play.

Begin with the standard quest deck and encounter deck for The Journey to the Cross-roads scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x Captain of Harad 1x Henneth Annun 2x Southward Road 4x Hills of Ithilien 3x The Dark Lord's Summons Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard the Journey to the Cross-roads encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

Shelob's Lair Nightmare (x1)

You are playing Nightmare mode. Do not discard unresolved shadow cards from Shelob at the end of the combat phase. While Cleft of Cirith Ungol is in the staging area, players cannot travel to locations not named Cleft of Cirith Ungol.

Begin with the standard quest deck and encounter deck for the Shelob's Lair scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 4x Mogul Orc 2x The Under-way 3x Deep Dark Passage 2x Many Openings Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Shelob's Lair encounter deck. Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Passage of the Marshes Nightmare (x3)
5 (6)
Marsh.  
Mire 2.  
Forced: When Festering Mire is discarded by the Mire keyword, each player discards his hand. Travel: Each player discard 1 random card from his hand to travel here.

Journey to the Cross-roads Nightmare (x4)
(46) 3 4 2 5
Harad.  
Archery 2.  
Forced: After Southron Warrior engages you, discard an ally you control.

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

Shelob's Lair Nightmare (x2)
4 (1)
Underground.  
Forced: When Foul-smelling Cave is explored, place 1 resource on Shelob, if able.

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

The Passage of the Marshes Nightmare (x3)
4 (5)
Marhs.  
Mire 3.  
Forced: When Candle-lit Pool is discarded by the Mire keyword, each player searches the encounter deck and discard pile for an Undead enemy and puts it into play engaged with him. Travel: Spend 2 Fellowship resources to travel here.

Journey to the Cross-roads Nightmare (x2)
(38) 4 6 4 8
Harad.  
Cannot have attachments or be placed under The Black Gate. Southron Rearguard gets -1 engagement cost for each progress token on stage 1B.

Shadow: Return attacking enemy 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.

The Passage of the Marshes Nightmare (x2)
2 (3)
Marsh.  
Mire 2.  
Forced: When Great Reed Thicket is discarded by the Mire keyword, either flip Sméagol to Gollum, or Gollum makes an immediate attack. Travel: Exhaust Sméagol to travel here.

Journey to the Cross-roads Nightmare (x3)
4 (4)
Forest.  
While Wooded Glade is the active location, treat each non-objective attachment's text box as if it were blank.

Shadow: Discard a non-objective attachment you control.

Shelob's Lair Nightmare (x3)
2 (5)
Underground.  
Immune to player card effects. While Cobwebbed Tunnel is in the staging area, each Underground location in the staging area gets +1 Threat and +5 quest points. Travel: The first player reveals an encounter card to travel here.

The Passage of the Marshes Nightmare (x3)
(30) 2 4 3 5
Undead.  
The engaged player cannot reduce his threat. Forced: When Pale Faces attacks, raise your threat by 4.

Shadow: Attacking enemy get +X Attack, where X is the Mire X value of the active location.

Journey to the Cross-roads Nightmare (x2)
5 (5)
Forest.  
While Dense Fern-brake is the active location, enemies in the staging area are immune to player card effects.

Shadow: Exhaust a character you control.

Shelob's Lair Nightmare (x3)
(35) 2 3 2 4
Orc.  
Peril.  
When Revealed: Either discard a random card from your hand, or engage Orc of Minas Morgul and reveal an additional encounter card.

Shadow: Attacking enemy gets +2 Attack.

The Passage of the Marshes Nightmare (x3)
(34) 4 6 3 8
Undead.  
Cannot have attachments. The engaged player cannot reduce his threat. Forced: After Rotting Thing attacks and destroys a character, place 1 mire token on the active location for each excess point of damage.

Journey to the Cross-roads Nightmare (x3)
2 (8)
Forest.  
Shadowy Thicket gets +2 Threat for each facedown card under The Black Gate. Travel: The first player reveals the top facedown card under The Cross-roads and adds it to the staging area to travel here.

Shelob's Lair Nightmare (x3)
(30) 3 5 3 5
Orc.   Uruk.  
Forced: After Under-gate Sentry attacks and destroys a character you control, discard a random card from your hand.

Shadow: Either discard a random card from your hand, or exhaust a character you control.

The Passage of the Marshes Nightmare (x3)

When Revealed: Each player must choose: either raise your threat by 1 for each questing character you control, or deal 1 damage to each character you control.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, place 1 mire token on the active location.

Journey to the Cross-roads Nightmare (x3)

When Revealed: Until the end of the round, each Harad enemy in the staging area gets +2 Threat, -30 engagement cost, and cannot be optionally engaged.

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

Shelob's Lair Nightmare (x3)

When Revealed: Each player removes a character he controls from the quest and exhausts that character. Until the end of the round, characters cannot be readied by player card effects.

Shadow: Exhaust a character you control. Until the end of the round, that character cannot ready.

The Passage of the Marshes Nightmare (x2)

Peril.   Surge.  
When Revealed: Deal Gollum's Rage to Gollum as a facedown shadow card, if able.

Shadow: If attacking enemy is Gollum, it gets +1 Attack and makes an additional attack against you after this one.

Journey to the Cross-roads Nightmare (x2)

Peril.   Surge.  
When Revealed: Either place this card facedown under The Black Gate, or put the top card under The Cross-roads into play engaged with you.

Shadow: Choose an enemy in the staging area. Engage that enemy and deal it a shadow card.

Shelob's Lair Nightmare (x2)

Surge.  
When Revealed: Deal Growing Stench to Shelob as a facedown shadow card.

Shadow: Defending character cannot ready. If the attacking enemy is Shelob and this attack destroys a character, place 1 progress on Shelob.