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Trait Keyword Victory
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Player Encounter Quest
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14 Results Found

The Nîn-in-Eilph (x3/x2)
2 (3)
Marsh.  
While Fen of Reeds is in the staging area, it gains: "Forced: After the players advance to a quest stage, each player must exhaust a character he controls."

Shadow: Attacking enemy gets +1 Attack for each time counter on the quest.

The Nîn-in-Eilph (x3)
3 (3)
River.   Marsh.  
While Finger of Glanduin is in the staging area, it gains : "Forced: At the end of each round, remove 1 progress from each location in play."

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

The Nîn-in-Eilph (x2)
3 (4)
Marsh.  
Response: After Hidden Eyot leaves play as an explored location, place 2 time counters on the current quest. Travel: Each player must exhaust a character he controls to travel here.

The Nîn-in-Eilph (x3)
1 (5)
Marsh.  
While Sinking Bog is in the staging area, each character gets -1 Willpower, -1 Attack, and -1 Defense for each Item attached to it. This ability does not stack with other copies of Sinking Bog.

Shadow: Defending character gets -1 Defense for this attack for each attachment attached to it.

The Land of Shadow (x3/x2)
3 (4)
Marsh.  
Mire 3.  
Forced: When Evil-smelling Fens is discarded by the Mire keyword, deal 1 damage to each character. Travel: Raise each player’s threat by 1 to travel here.

Shadow: Deal 1 damage to defending character.

The Land of Shadow (x2)
1 (3)
Marsh.  
Surge.   Mire 1.  
Forced: When Shifting Quagmire is discarded by the Mire keyword, either return a random location from the victory display to the staging area, or raise each player's threat by 1 for each location in the victory display. Travel: Spend 1 Fellowship resource to travel here.

The Land of Shadow (x3)
4 (5)
Marsh.  
Mire 2.  
Forced: When Haunted Mere is discarded by the Mire keyword, search the encounter deck and discard pile for an Undead enemy, reveal it, and add it to the staging area. Shuffle the encounter deck. Travel: Exhaust Smeagol to travel here.

The Land of Shadow (x2)
3 (7)
Marsh.  
Mire 5.  
Forced: When Stagnant Pools is discarded by the Mire keyword, raise each player's threat by 5. Stagnant Pools gets +1 Threat for each mire token on it. Travel: Exhaust Smeagol to travel here.

The Land of Shadow (x4/x3)
2 (4)
Marsh.  
Mire 1.  
Forced: When Soft Mires is discarded by the Mire keyword, the first player reveals an encounter card. Travel: Raise each player's threat by 1 to travel here.

The Nîn-in-Eilph Nightmare (x3)
2 (5)
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 (x4)
3 (3)
Marsh.  
While Peat Bog is in the staging area, it gains: "Forced: After the players advance to a quest stage, each player discards 1 random card from his hand."

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.

The Passage of the Marshes Nightmare (x3)
4 (5)
Marsh.  
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.

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.