Clear Sort View Lang
Set
Card Set Cycle Set Type
Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique Status
Character Project Creator

Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
Artist Popularity Errata
Results: 1001 - 1050 of 1172 Cards
Assault on Osgiliath Nightmare (x2)
6 

When Revealed: Add X to the total Threat in the staging area this phase. X is the number of locations the players control. If X is less than 4, Overrun Defenses gains doomed 2.

Shadow: Exhaust a character you control (2 characters instead of you control 4 or more locations).

Assault on Osgiliath Nightmare (x2)
9 

When Revealed: If the total Threat of locations controlled by players is greater than the total Threat in the staging area, raise each player's threat by 2 and immediately end the quest phase without resolving the quest.

Shadow: Attacking enemy gets +1 Attack for each location you control.

The Blood of Gondor Nightmare (x3)
3
6
10 
Ithilien. Forest.

Archery X.

X is the highest number of hidden cards in any player's play area.

Shadow: Turn 1 hidden card in your play area faceup. If it is a treachery card, attacking enemy makes an additional attack after this one.

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 Blood of Gondor Nightmare (x2)
6 

When Revealed: Each player turns each hidden card in his play area faceup. Each player then takes hidden cards equal to the number of hidden cards he just turned faceup.

Shadow: Take 1 hidden card. Then, turn 1 hidden card in your play area faceup.

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)
37 X X 4 5 6 
Orc. Mordor.

X is the number of progress tokens on To the Tower.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, place 1 progress on To the Tower.

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 (x3)
2
5
10 
Mountain.

While Ephel Dúath is in the staging area, each Captain enemy gets +2 Attack

Shadow: Defending player must either place 1 progress token on To the Tower or treat this attack as undefended.

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 Morgul Vale Nightmare (x2)
6 

When Revealed: Place 1 progress token on To the Tower. Until the end of the phase, The Towers Beckons adds XThreat to the total Threat in the staging area, where X is the number of progress tokens on To the Tower.

Shadow: Place 1 progress token on To the Tower.

The Morgul Vale Nightmare (x2)
6 

When Revealed: Place 1 progress token on To the Tower. Each player must assign damage among characters he controls equal to the number of progress token on To the Tower.

Shadow: If this attack destroys a character, place 1 progress on To the Tower.

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)
X
4
2 
River. Valley.

X is the number of cards in the first player's hand.

While Western Shore is in the staging area, each enemy gets -X engagement cost.

Shadow: If you have 5 or more cards in your hand, this attack is considered undefended.

The Fords of Isen Nightmare (x3)
3
4
2 
River. Valley.

While Eastern Shore is in the staging area, each player cannot play more than 1 event each round.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, remove 1 time counter from the current quest.

The Fords of Isen Nightmare (x2)
5 

When Revealed: Each player assigns X damage among characters he controls, where X is the number of cards in his hand.

Shadow: Assign X damage among characters you control. X is the number of cards in your hand.

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)
1 

When Revealed: Each player discard the top 3 cards of his out-of-play deck. Add each enemy discarded this way to the staging area. If no enemies are added to the staging area this way, Mugash's Cunning gains surge.

Shadow: Attacking enemy gets +3Attack and +3Defense until the end of the round.

To Catch an Orc Nightmare (x2)
5 

When Revealed: If Mugash is attached to a hero, the player who controls that hero unattaches Mugash and engages it. Then, Mugash makes an immediate attack.

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

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)
28 2 3 3 8 1 
Huorn.

Hinder. Cannot have attachments.

While Blocking Huorn is engaged with a player, it adds itsThreat to the staging area.

Shadow: Put Blocking Huorn into play engaged with you.

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 (x2)
5 

When Revealed: Either remove 6 progress from the current quest, or remove 1 time counter from the current quest.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, remove all progress from the current quest.

Into Fangorn Nightmare (x2)
5 

When Revealed: If Mugash is attached to a hero, deal 2 damage to that hero. If Mugash is not attached to a hero, Fangorn's Anger gains surge and doomed 2.

Shadow: After this attack, if Mugash is attached to a hero, attacking enemy engages the player who controls that hero.

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 Dunland Trap Nightmare (x2)
1 

When Revealed: Each engaged enemy makes an immediate attack. If no attacks are made this way, Boar Clan Assault gains surge.

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

The Dunland Trap Nightmare (x2)
5 

When Revealed: Each player draws 1 card. Until the end of the round, add XThreat to the total Threat in the staging area. X is the number of card in the first player's hand.

Shadow: Put the topmost enemy in the discard pile into play engaged with you and deal it a shadow card.

The Three Trials Nightmare (x2)
2
3
2 
Forest. Hills.

When faced with the option to travel, players must travel to Haunted Pillars, if able.

When Revealed: Either return the active location to the staging area, or Haunted Pillars gains surge.

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

The Three Trials Nightmare (x2)
5 

When Revealed: Attach to the current quest. (Counts as Condition attachment with the text: "Each non-unique characters gets -1Willpower and cannot attack enemies that share a Trait with the current trial's Key objective.")

Shadow: If the defending character is not unique, attacking enemy gets +10Attack

Trouble in Tharbad Nightmare (x3)
20 2 4 3 4 1 
Orc.

When Revealed: Either reduce each player's threat elimination level by 2, or Orc Seeker engages the first player and makes an immediate attack.

Shadow: Reduce each player's threat elimination level by 2 (5 instead if undefended).

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)
5
4
2 
City.

While Dark Pathway is the active location, the first treachery card without the printed surge keyword revealed during the quest phase gains surge.

Shadow: Either remove 1 time counter from the current quest or treat this attack as undefended.

Trouble in Tharbad Nightmare (x2)
1 

When Revealed: Each player must choose: either remove 1 time counter from the quest or discard an ally he controls from play. Then, if any player's threat is 20 or less, Waylaid by Agents gains doomed 3.

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if your threat is 20 or less).

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 (x2)
2 

When Revealed: Either remove 1 time counter from the current quest or remove each character with 3 or moreWillpower from the quest.

Shadow: Defending character cannot ready until the end of the round.

The Nîn-in-Eilph Nightmare (x2)
1 

When Revealed: Return the topmost location in the encounter discard pile to the staging area. Until the end of the phase, each location in the staging area gets +1 Willpower

Shadow: Deal 1 damage to the defending character.

Celebrimbor's Secret Nightmare (x3)
45 4 4 3 6 6 
Mordor. Orc.

Bellach cannot take damage.

Scour: Heal all damage from Bellach's Bodyguard.

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

Celebrimbor's Secret Nightmare (x3)
2 

When Revealed: Deal 1 damage to each location in the staging area. Until the end of the phase, each damaged location gets +1 Threat If there are no locations in the staging area, Hateful Search gains surge.

Shadow: Defending player discards a non-objective attachment he controls.

Celebrimbor's Secret Nightmare (x2)
1 

When Revealed: Bellach makes an immediate attack against each player in turn order. Then, deal 1 damage to the active location for each character destroyed by this effect.

Shadow: Deal 1 damage to the defending character.

Celebrimbor's Secret Nightmare (x2)
5 

Surge.

When Revealed: Place Closing In facedown underneath The Orcs' Search.

Shadow: Attacking enemy gets +1 Attack for each card underneath The Orcs' Search.

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 (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.

The Antlered Crown Nightmare (x2)
1 

When Revealed: Each player draws 1 card. Until the end of the round, add 1 to the total Threat in the staging area for each card in the first player's hand.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, discard your hand and draw 3 cards.

The Antlered Crown Nightmare (x2)
5 

When Revealed: Add the top 2 cards of the Raven deck to the staging area. If any player has 5 or more cards in hand, this effect cannot be cancelled.

Shadow: Put the top card of the Raven deck into play, engaged with you.

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