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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: 1101 - 1150 of 1172 Cards
The City of Corsairs Nightmare (x2)
28 4 4 2 4 1 
Corsair. Raider.

While Corsair Loyalist has 4 or more resources on it, its attacks are considered to be undefended.

Shadow: If attacking enemy is a Raider either add 2 resources to attacking enemy, or attacking enemy makes an additional attack after this one.

The City of Corsairs Nightmare (x2)
9 

Surge.

When Revealed: Deal Ispiring Fury to the enemy with the highestAttack as a shadow card.

Shadow: Shuffle the encounter discard pile into the encounter deck and deal attacking enemy 3 additional shadow cards. During this attack, shadow effects cannot be canceled.

The City of Corsairs Nightmare (x3)
48 3 3 4 6 5 
Corsair.

Forced: At the end of the encounter phase, if Umbar Patrol is in the staging area, add 2 resources to the Raider enemy with the most resources on it.

Shadow: Add 1 resource to each Raider enemy engaged with you.

The City of Corsairs Nightmare (x2)
9 

When Revealed: Discard cards from the top of the encounter deck until a Raider enemy is discarded. Add that enemy to the staging area and place 3 resources on it.

Shadow: If attacking enemy is a Raider after this attack ends, add 1 resource to attacking enemy for each damage dealt by this attack.

The City of Corsairs Nightmare (x3)
4 

When Revealed: Each player deals 2 damage to an ally he or she controls. For each ally destroyed by this effect, place resources on a Raider enemy in play equal to that ally's resource cost.

Shadow: Discard an attachment you control. If attacking enemy is a Raider add resources to it equal to that attachment's printed cost.

We Must Away, Ere Break of Day Nightmare (x3)
3
5
Western Lands. Hills.

Forced: After placing 1 or more progress tokens on Wicked Hilltops, each player must discard an ally he controls without an attached Sack card.

Shadow: Attacking enemy gets +2 Attack (+3Attack instead if attacking enemy is a Troll.)

We Must Away, Ere Break of Day Nightmare (x3)

When Revealed: Each engaged Troll enemy makes an immediate attack. If the players are at stage 1, immediately advance to stage 2A.

Shadow: If attacking enemy is a Troll return it to the staging area after this attack.

Over the Misty Mountains Grim Nightmare (x3)
4
3
Mountain.

While Narrow Ledge is the active location, each player cannot commit more than 3 characters to the quest.

Shadow: Shuffle all copies of Galloping Boulders from the encounter discard pile into the encounter deck.

Over the Misty Mountains Grim Nightmare (x2)

When Revealed: Each player must assign damage among characters he controls equal to the total number of Goblin enemies engaged with him and in the staging area.

Shadow: Attacking enemy cannot take damage this round.

Dungeons Deep and Caverns Dim Nightmare (x3)
33 4 4 3 5
Creature.

Forced: If Wicked Wolf is dealt a shadow card with a riddle, the defending player must exhaust a character he controls.

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

Dungeons Deep and Caverns Dim Nightmare (x3)
15 2 3 4 5
Goblin. Orc.

Bilbo's Magic Ring does not ready during the refresh phase.

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if Bilbo's Magic Ring is exhausted.)

Dungeons Deep and Caverns Dim Nightmare (x3)
3
6
Forest.

Forced: Each time a resource is spent or discarded, raise each player's threat by 1.

Shadow: Deal attacking enemy 2 additional shadow cards for this attack.

Flies and Spiders Nightmare (x5)
25 3 4 2 5
Creature. Spider.

Venom.

Forced: After a character is declared as a defender against Venomous Spider give it 1 poison.

Shadow: Give 2 poison to the defending character.

Flies and Spiders Nightmare (x2)
X
3
Forest.

X is the number of poison in play.

Forced: When this location is explored, make 1 hero unconscious.

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

Flies and Spiders Nightmare (x3)
3
5
Forest.

While Patch of Midnight is the active location, treat the text box of each poisoned character as if it were blank (except for Traits).

Shadow: Raise your threat by 1 for each poisoned character you control.

Flies and Spiders Nightmare (x2)

When Revealed: Each player must either give 1 poison to each hero he controls, or reveal an encounter card.

Shadow: Attacking enemy makes an additional attack against the defending player after this one.

The Lonely Mountain Nightmare (x3)
3
5
Mountain.

Foced: At the end of the planning phase, each player who played at least 1 ally this phase must raise his threat by 1.

Shadow: Attacking enemy gets +2 Attack If this attack destroys a character, raise each player's threat by 3.

The Battle of Five Armies Nightmare (x3)
25 4 5 3 5
Creature.

Forced: After Great Warg attacks and destroys a character, remove all progress from the current quest.

Shadow: Defending player discards 1 attachment he controls.

The Battle of Five Armies Nightmare (x4)
15 3 3 2 4
Goblin. Orc.

Forced: When Frenzied Warg-Rider attacks, remove 1 progress from each quest stage.

Shadow: Deal 1 damage to the defending character (2 damage instead if the current quest has no progress on it).

The Battle of Five Armies Nightmare (x3)
3
6
Mountain.

Forced: At the end of the round, raise each player's threat by 1 for each quest stage with no progress on it.

Shadow: Until the end of the phase, attacking enemy gets +1 Defense for each quest stage with no progress on it.

The Battle of Five Armies Nightmare (x3)

When Revealed: Bolg makes an attack against each player in turn order. If at least 1 character is destroyed by one of these attacks, the players cannot place progress on the current quest phase this round.

Shadow: Attacking enemy gets +2 Attack.

A Shadow of the Past Nightmare (x3)
3
4
Forest.

While Green-Hill Country is in the staging area, add 1 to each Hide X value.

Travel: The first player makes a Hide 1 test.

Shadow: After this attack, attacking enemy engages the next player then makes an immediate attack.

A Shadow of the Past Nightmare (x3)
4
5
Forest.

While Stock Woods is in the staging area, players cannot commit more than 2 characters to a Hide test.

Travel: The first player makes a Hide 1 test.

Shadow: Attacking enemy gets +2 Attack (+3Attack instead if you have failed a Hide test this round).

A Shadow of the Past Nightmare (x3)

When Revealed: Starting with the first player, each player makes a Hide 2 test. Each player who fails this Hide test raises his threat by 5.

Shadow: If the defending player has failed a Hide test this round, this attack is considered undefended.

A Shadow of the Past Nightmare (x2)

Doomed 2.

When Revealed: The first player must either exhaust the One Ring and reveal an encounter card, or make a Hide 3 test.

Shadow: Attacking enemy gets +2 Attack If this attack destroys a character, raise your threat by 3.

A Knife in the Dark Nightmare (x4)
25 3 4 2 4
Spy.

When Revealed: Either shuffle an out of play Ringwraith into the encounter deck, or Southern Spy makes an immediate attack against you.

Shadow: Defending character gets -1Defense (-3Defense instead if The One Ring is exhausted).

A Knife in the Dark Nightmare (x3)
3
5
Hills.

While the players are at stage 1, progress cannot be placed here.

While The One Ring is exhausted, Weather Hills gets +2 Threat

Shadow: Attacking enemy gets +2 Attack

A Knife in the Dark Nightmare (x2)

When Revealed: Raise each player's threat by 5. This effect cannot be canceled by the Ring-bearer's effect, or if The One Ring is exhausted.

Shadow: After this attack, attacking enemy engages the next player then makes an immediate attack.

A Knife in the Dark Nightmare (x2)
Morgul.

Surge. Doomed 1.

Shadow: If the defending character is damaged by this attack, attach Blade Tip to that character. (Counts as a Condition attachment with the text:"Forced: At the end of the refresh phase, raise your threat by 2.")

Flight to the Ford Nightmare (x4)
30 3 5 4 6
Nazgûl

Cannot have non-Morgul attachments.

Forced: After Fell Rider attacks and destroys a character, reduce the Ring-bearer's life by 1.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if The One Ring is exhausted).

Flight to the Ford Nightmare (x3)
X
5
Road.

X is 1 plus the number of Nazgûl enemies in play.

While Great East Road is in the staging area, each Nazgûl enemy gets -5 engagement cost.

Shadow: After this attack, attacking enemy engages the next player then makes an immediate attack.

Flight to the Ford Nightmare (x2)
5
3
Forest. Hills.

Forced: When Ettendales is explored, shuffle the top card of the burden deck into the encounter deck.

Shadow: Attacking enemy gets +2 Attack If this attack destroys a character, reduce the Ring-bearer's life by 1.

Flight to the Ford Nightmare (x2)
Enchantment.

Peril. Doomed 1.

When Revealed: Reduce the Ring-bearer's life by 1 and remove all progress from the current quest.

Shadow: Either reduce the Ring-bearer's life by 1, or this attack is considered undefended.

The Ring Goes South Nightmare (x3)
33 2 4 3 4
Creature. Warg.

When Revealed: Misty Mountain Warg makes an immediate attack against you. If it destroys a character, place 2 damage on each active location.

Shadow: If this attack destroys a character, place 1 damage on an active location.

The Ring Goes South Nightmare (x2)

Surge. Doomed 1.

When Revealed: Until the end of the phase, add 1 to the total $ in the staging area for each damage on each active location.

Shadow: Attacking enemy gets +1 Attack for each damage on each active location.

Journey in the Dark Nightmare (x3)
3
5
Underground.

While Darkened Mine is in the staging area, progress cannot be placed on locations in the staging area.

Shadow: Discard 1 random card from your hand.

Journey in the Dark Nightmare (x1)

When Revealed: Attach Fiery Whip to The Balrog (even if out of play) as a Weapon attachment with the text: "Attached enemy gets +1 Defense and gains Archery 4."

Shadow: If attacking enemy is The Balrog attach Fiery Whip to it.

Journey in the Dark Nightmare (x1)

When Revealed: Attach Fiery Whip to The Balrog (even if out of play) as a Weapon attachment with the text: "Attached enemy gets +1 Attack and gains Regenerate 4. (At the end of the refresh phase, remove 4 damage from the attached enemy.)"

Shadow: If attacking enemy is The Balrog attach Flaming Sword to it.

Journey in the Dark Nightmare (x3)

When Revealed: Each player deals 1 damage to a questing character he controls. Until the end of the phase, each damaged character gets -2Willpower

Shadow: Deal 1 damage to the defending character.

Journey in the Dark Nightmare (x2)

Peril.

When Revealed: Either deal 1 damage to each character you control, or progress cannot be placed on the quest until the end of the round.

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

Breaking of the Fellowship Nightmare (x3)
44 2 4 2 4
Orc. Uruk-hai.

Toughness 1. Archery 2.

Forced: After Isengard Archer enters the staging area, each player at this stage deals 2 damage to a character he controls.

Shadow: Deal 2 damage to an ally you control.

Breaking of the Fellowship Nightmare (x4)
35 3 5 1 3
Orc. Uruk-hai.

Toughness 2. Archery 1.

Forced: After Isengard Tracker destroys a character, move it to the first player's staging area.

Shadow: After this attack, move attacking enemy to the first player's staging area.

Breaking of the Fellowship Nightmare (x2)

Peril.

When Revealed: Until the end of the round, add 6 to the archery total at this stage. You may discard X cards from hand to reduce the archery total at this stage by X until the end of the round.

Shadow: Discard 1 random card from your hand.

Breaking of the Fellowship Nightmare (x2)

Doomed 2.

When Revealed: Until the end of the round, players cannot trigger Action or Response effects.

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

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.

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.

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.

...the land sloped down into a wide shallow depression, where the ground was soft and wet. –The Two Towers

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.

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 +XAttack where X is the tens digit of the pursuit value.

The Uruk-hai Nightmare (x2)

Peril. Surge.

When Revealed: Either discard an ally you control, or increase the pursuit value by 1.

Shadow: Exhaust a character you control.

The Orcs clapped and hooted. "Can't take his medicine," they jeered.
–The Two Towers