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Trait Keyword Victory
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Player Encounter Quest
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6 Results Found

Core Set (x3/x1)
3 (3)
Marshland.  
Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.

The Black Riders (x2/x1)
3 (4)
Marshland.  
Forced: After a player fails a Hide test, shuffle a Nazgûl enemy from the discard pile into the encounter deck, if able.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending player failed a Hide test this round).

The Black Riders (x1/x1)
3 (6)
Marshland.  
While Midgewater is the active location, enemies cannot attack, take damage, or be engaged. Forced: After Midgewater becomes the active location, return each engaged enemy in play to the staging area.

Journey Along the Anduin Nightmare (x2)
(21) 2 2 2 8
Marshland.  
If you are engaged with this enemy, you cannot attack or deal damage (through effects) to enemies with a title other than Marshland Outlaws.

Shadow: Raise your threat by X. X is the amount of damage dealt by this attack.

Journey Along the Anduin Nightmare (x3)
10 (10)
Marshland.  
Action: Deal 1 damage to a hero you control to reduce Gladden Marshlands Threat by 1 until the end of the phase. Any player may trigger this effect.

Shadow: Each enemy engaged with the defender player gets +1 Attack until the end of the phase. (+2 Attack instead if this attack is undefended.)

The Hunt for Gollum Nightmare (x3)
3 (2)
Marshland.  
Progress cannot be placed on Dark Pools while it is in the staging area. Forced: After Dark Pools becomes the active location, each player must discard an ally with the highest printed cost among the allies he controls.