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27 Results Found

Intruders in Chetwood Nightmare (x1)

You are playing Nightmare mode.

Begin with the standard quest deck and encounter deck for the Intruders in Chetwood scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x Angmar Orc 3x Angmar Marauder 2x Chetwood Forest 1x Outlying Homestead 2x Borders of Bree-land 1x Rugged Country 1x Shrouded Hills 3x Surprising Speed 2x Sudden Assault Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Intruders in Chetwood 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.

Intruders in Chetwood Nightmare (x2)
(45) 2 4 4 5
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
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 (x2)
4 (6)
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)
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 (x2)
5 (3)
Arnor.  
Travel: Search the encounter deck, discard pile and victory display for Protect the Bree-landers, and reveal it.

Shadow: Attacking enemy gets +1 Attack. if this attack destroys a character, raise your threat by 3.

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.

Intruders in Chetwood Nightmare (x2)

When Revealed: Search the encounter deck, discard pile and victory display for a copy of Orc War Party and add it to the staging area. Shuffle the encounter deck. Either remove all progress from the main quest, or each Orc War Party in the staging area makes an immediate attack against the player with the highest threat.

Intruders in Chetwood Nightmare (x1)
(8)

Each copy of Orc War Party cannot be engaged, cannot be dealt damage and gets +2 Threat. When Revealed: Return each engaged Orc War Party to the staging area.

Intruders in Chetwood Nightmare (x1)
(10)

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 (x1)

You are playing Nightmare mode. Setup: Shuffle each copy of Captive Villager and Rearguard Ambusher into the Orc deck. The players cannot win the game while a Captive Villager is guarded by an encounter card. If a Captive Villager leaves play, the players lose the game.

Begin with the standard quest deck and encounter deck for The Weather Hills scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 3x Cornered Orc 3x Sheltered Valley 1x Concealed Orc-camp 1x Angmar Marauder 2x Angmar Orc 3x Ruins of Arnor 2x Tragic Discovery Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Weather Hills 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 Weather Hills Nightmare (x4)
0 0 1 2
Bree.  
Forced: After Captive Villager enters play, reveal the top card of the Orc deck and attach it to Captie Villager, guarding it. While Captive Villager is free of encounters, the first player gains control of it and is considered to have +5 threat while making engagement checks.

The Weather Hills Nightmare (x2)
(17) 1 4 2 4
Orc.  
Cannot be optionally engaged. Forced: After Rearguard Ambusher engages you, exhaust each damaged character you control.

The Weather Hills Nightmare (x2)
(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.

The Weather Hills Nightmare (x2)
5 (5)
Arnor.   Hills.  
Progress cannot be placed on Weather-torn Valley while it is in the staging area. While Weather-torn valley is active location, Weather cards cannot be canceled.

The Weather Hills Nightmare (x2)
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 Weather Hills Nightmare (x2)
Weather.  
When Revealed: Either remove 1 resource token from the Mission objective, or add 8 to the total Threat in the staging area this phase.

Shadow: Either remove 1 resource token from the Mission objective, or attacking enemy gets +3 Attack.

The Weather Hills Nightmare (x1)
(8)

Each enemy gets +10 enagement cost and cannot be optionally engaged. When Revealed: Reveal the top of card of the Orc deck (reveal the top 2 card instead if there are 3 or more players in the game).

Deadmen's Dike Nightmare (x1)

You are playing Nightmare mode. Each player's deck cannot include more than 50 total cards. Setup: Each player searches the encounter deck for a copy of Cursed Dead and places it in the encounter discard pile. Shuffle the encounter deck.

Begin with the standard quest deck and encounter deck for the Deadmen's Dike scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 2x Fornost Square 3x Broken Battlements 2x Norbury Tombs 2x Restless Evil Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Deadmen's Dike 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.

Deadmen's Dike Nightmare (x2)
(34) 4 6 3 8
Undead.  
Cannot have attachments. For each excess point of combat damage deal by Undead Horde (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must discard 1 card from the top of your deck.

Deadmen's Dike Nightmare (x4)
(27) 1 3 1 2
Undead.  
When Revealed: Put each copy of Cursed Dead in the discard pile into play in the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if there is a copy of the defending character in its owner's discard pile.

Deadmen's Dike Nightmare (x2)
9 (9)
Fornost.   Ruins.  
Action: Discard the top X of your deck to reduce Palace Ruins' Threat by X until the end of the phase. Any player may trigger this action. (Limit once per phase.)

Shadow: Discard 1 card from the top of your deck for each Undead enemy engaged with you.

Deadmen's Dike Nightmare (x2)
1 (6)
Fornost.   Ruins.  
While Fornost Street is in the staging area, each other Fornost location gets +1 Threat. Travel: Return the topmost enemy in the encounter discard pile to the staging area.

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

Deadmen's Dike Nightmare (x2)
5 (5)
Fornost.   Ruins.  
While Decrepit City is the active location, 'when revealed' effects cannot be canceled.

Shadow: Either discard 3 cards from the top of your deck, or this attack is considered undefended.

Deadmen's Dike Nightmare (x2)
Sorcery.  
Surge.  
When Revealed: Attach to a hero and exhaust that hero. (Counts as a Condition attachment with the text: "Forced: When attached hero would ready, it does not ready unless attached hero's controller discard a card from the top of his deck.")

Deadmen's Dike Nightmare (x2)
Sorcery.  
Doomed 1.  
When Revealed: Each player discards each card in his hand that has the same title as a card in his discard pile. If no cards are discarded by this effect, Curse of Angmar gains surge.

Deadmen's Dike Nightmare (x1)
(8)

Surge.  
When Revealed: Each player placed the top 8 cards fo his deck facedown under this quest. Forced: When this quest is defeated, shuffle each card under this quest into its owner's deck.