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25 Results Found

The Uruk-hai Nightmare (x1)

You are playing Nightmare mode. Each Captive is immune to player card effects. Setup: Set Mauhúr aisde, out of play. Forced: When the players advance to stage 2A, add Mauhúr to the staging area.

Begin with the standard quest deck and encounter deck for The Uruk-hai scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 3x Uruk-hai Figter 1x Snaga 2x Eastemnet 2x Plains of Rohan 3x The Wold 2x Unseen Barrier Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Uruk-hai 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.

Helm's Deep Nightmare (x1)

You are playing Nightmare mode.

Begin with the standard quest deck and encounter deck for the Helm's Deep scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x Isengard Uruk 3x Uruk-hai Fighter 3x Wild Hillman 3x The Hornburg 1x Deeping Wall 2x Postern Door 2x Reckless Hate Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Helm's Deep 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 Road to Isengard Nightmare (x1)

You are playing Nightmare mode. Forced: When Ent of Fangorn leaves play, remove it from the game.

Begin with the standard quest deck and encounter deck for The Road to Isengard scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 3x Snaga 1x Ring-wall of Isengard 2x Open Pit 1x Machines of Isengard 3x Blast of Sorcery Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Road to Isengard 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 Uruk-hai Nightmare (x1)
(24) 4 5 2 4
Orc.   Uruk-hai.  
Toughness 1.   Archer 2.  
Forced: After Mauhúr attacks, increase the pursuit value by 1.

Helm's Deep Nightmare (x3)
(48) 4 8 2 8
Orc.   Uruk-hai.  
Toughness 2.  
Cannot have attachments. While Host of Isengard is in the staging area, it gains: "Forced: At the end of the round, place 1 progress on the current quest (bypassing any active location)."

The Road to Isengard Nightmare (x3)
(38) 2 3 2 3
Orc.  
Peril.   Archery 2.  
When Revealed: Discard 1 random card from your hand and assign X damage among characters you control. X is the discarded card's printed cost.

The Uruk-hai Nightmare (x1)
(32) 3 4 2 5
Orc.   Uruk-hai.  
Toughness 2.  
While Lugdush is engaged with a player, each other enemy cannot take damage.

Shadow: If attacking enemy is unique, it cannot take damage until the end of the round.

Helm's Deep Nightmare (x4)
(28) 3 4 2 4
Dunland.  
Forced: When Bloodied Berserker is dealt a shadow card with no effect, either place 2 progress on the active location, or Bloodied Berserker makes an additional attack against you.

Shadow: Attacking enemy gets +1 Attack.

The Road to Isengard Nightmare (x3)
(33) 3 3 2 4
Orc.   Isengard.  
Forced: When Half-orc of Isengard attacks, either discard 1 random card from your hand, or Half-orc of Isengard gets +3 Attack for this attack.

Shadow: If this attack destroys a character, discard 1 random card from your hand.

The Uruk-hai Nightmare (x4)
(28) 3 3 1 3
Orc.   Uruk-hai.  
Toughness 2.  
Forced: After Orc of the White Hand attacks and destroy a character, increase the pursuit value by 1.

Shadow: If this attack destroys a character, increase the pursuit value by 1.

Helm's Deep Nightmare (x2)
3 (2)
Helm's Deep.  
While Helm's Dike is the active location, each enemy gets -10 engagement cost. Forced: When Helm's Dike is explored, shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add the discarded enemy to the staging area.

The Road to Isengard Nightmare (x3)
2 (5)
Isengard.  
While Poisonous Shaft is in the staging area, damaged characters cannot be readied by player card effects. Wizardry: Each player discards a damaged character he controls.

The Uruk-hai Nightmare (x2)
5 (5)
Plains.   Hills.  
Action: Increase the pursuit value by 1 to place 1 progress on Wold of Rohan.

Shadow: Discard a non-objective attachment you control.

Helm's Deep Nightmare (x3)
3 (3)
Helm's Deep.  
Each enemy gains Toughness 1. Forced: When Hornburg Wall is explored, exhaust each ally in play.

Shadow: Discard a non-objective attachment you control.

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.

The Uruk-hai Nightmare (x3)
3 (4)
Plains.  
Forced: After an encounter card effect is canceled, increase the pursuit value by 1.

Shadow: Either increase the pursuit value by 1, or attacking enemy cannot take damage until the end of the round.

Helm's Deep Nightmare (x2)
2 (2)
Helm's Deep.  
Immune to player card effects. The players cannot travel here unless they are at stage 4B. While Glittering Caves is the active location, it gains: "Skip the combat phase. Forced: At the end of the round, add Glittering Caves to the victory display and raise each player's threat by 2."

The Road to Isengard Nightmare (x2)

Peril.   Surge.  
When Revealed: If Saruman is in play, he makes an immediate attack against you.

Shadow: Either discard 1 random card from your hand, or attacking enemy makes an additional attack against you after this one.

The Uruk-hai Nightmare (x3)
3 (6)
Plains.  
While The Uruk's Trail is the active location, it gains: "Response: After The Uruk's Trail is explored, reduce the pursuit value by 3." Travel: Search the encounter deck and discard pile for a non-unique Uruk-hai enemy and add it to the staging area. Shuffle the encounter deck.

Helm's Deep Nightmare (x3)

When Revealed: Either remove 1 resource token from The Defense of Helm's Deep, or each location in the staging area gains archery 1 until the end of the round.

Shadow: Attacking enemy makes an additional attack against you after this one.

The Road to Isengard Nightmare (x3)

When Revealed: Each player assigns X damage among questing characters he controls, where X is the Threat of the active location. If there is no active location, Fire and Foul Fumes gains surge.

Shadow: Assign X damage among characters you control. X is the Threat of the active location.

The Uruk-hai Nightmare (x3)

Peril.  
When Revealed: Either increase the pursuit value by 4, or Uglúk makes an immediate attack against you.

Shadow: Attacking enemy gets +X Attack, where X is the tens digit of the pursuit value.

Helm's Deep Nightmare (x2)

Doomed 1.  
When Revealed: Each player exhausts a character he controls. Until the end of the round, characters cannot be readied by player card effects.

Shadow: Until the end of the round, defending character cannot ready.

The Road to Isengard Nightmare (x2)

When Revealed: Until the end of the round, characters cannot be declared as attackers. If there are no engaged enemies, raise each player's threat by 4.

Shadow: Until the end of the round, defending character cannot ready.

The Uruk-hai Nightmare (x2)

Peril.   Surge.  
When Revealed:

Shadow: Exhaust a character you control.