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61 Results Found

Core Set (x2)
(8) 2 2 1 2
Undead.  
Doomed 1.  

Shadow: Choose and discard 1 attachment you control. Discarded objective cards are returned to the staging area. (If this attack is undefended, discard all attachments you control.)

The Three Trials (x5/x4)
(28) 1 1 2 4
Undead.   Spirit.  
Cannot have attachments. Spirit of the Wild gets +1 Threat and +1 Attack for each Key objectives the players control.

Shadow: Attacking enemy gets +1 Attack for each Key objective the players control.

The Lost Realm (x1)
(1) 4 6 4 9
Undead.   Wraith.  
Indestructible.  
Cannot have attachments. Forced: After a treachery card with the Sorcery trait is revealed from the encounter deck, Thaurdir makes an immediate attack against the first player.

The Lost Realm (x3/x1)
(35) 3 5 2 6
Undead.   Wraith.  
Forced: After Thaurdir's Damned engages you, discard the top 2 cards of your deck and assign X damage among characters you control. X is the combined printed cost of the discarded cards.

The Lost Realm (x4)
(30) 2 2 1 5
Undead.   Wraith.  
Forced: When Baleful Shade attacks, the defending player discards the top card of his deck. If the discarded card is an ally, Baleful Shade gets +2 Attack for this attack.

Shadow: Exhaust a character you control.

The Lost Realm (x2/x1)
(33) 3 4 2 3
Undead.  
Forced: After Dead Lord engages you, put the topmost Undead enemy in the discard pile into play engaged with you.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, reveal 1 encounter card.

The Lost Realm (x5/x4)
(27) 1 3 1 2
Undead.  
When Revealed: Put each copy of Cursed Dead in the discard pile into play in the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if there is a copy of the defending character in its owner's discard pile).

The Treachery of Rhudaur (x1)
(1) 4 6 4 9
Undead.   Wraith.  
Indestructible.  
Cannot have attachments. Forced: After a treachery card with the Sorcery trait is revealed from the encounter deck, Thaurdir heals 3 damage and makes an immediate attack against the first player.

The Treachery of Rhudaur (x2)
(23) 2 3 3 5
Undead.   Wight.  
While the current quest has 1 or more progress on it, Wight of Rhudaur gains surge. While the current quest has 0 progress on it, Wight of Rhudaur gains doomed 2.

The Treachery of Rhudaur (x3/x2)
(32) 2 4 2 4
Undead.   Wraith.  
Forced: When Traitorous Wight engages a player, remove 2 progress from each quest card in play.

Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.

The Battle of Carn Dûm (x1)
(50) 4 6 4 9
Undead.   Wraith.   Captain.  
Indestructible.  
Cannot have attachments. Each other enemy gets +10 engagement cost. Forced: After Thaurdir is flipped or a treachery card with the Sorcery trait is revealed, deal 1 shadow card to each enemy in play.

The Battle of Carn Dûm (x1)
(50) 4 6 4 9
Undead.   Wraith.   Champion.  
Indestructible.  
Cannot have attachments. Each other enemy gets -10 engagement cost. Forced: After Thaurdir is flipped or a treachery with the Sorcery trait is revealed, Thaurdir heals 3 damage and makes an immediate attack against the first player.

The Dread Realm (x1)
(1) 5 4 5 12
Undead.   Dúnedain.   Sorcerer.  
Cannot have attachments. Daechanar gets +1 Attack for each Sorcery card in play, and gains indestructible while at least 1 Sorcery card is in play. Forced: When Daechanar is damaged, if there is at least 1 Sorcery card in play, cancel all damage just dealt and remove a Sorcery card from the game.

The Dread Realm (x3/x1)
(34) 4 5 0 9
Undead.   Wraith.  
Forced: After Dwimmerlaik attacks and destroys a character, the defending player reanimates that character and deals it 1 shadow card.

Shadow: If this attacks destroys a character, reanimate that character and deal it 1 shadow card.

The Dread Realm (x3/x2)
(26) 3 2 2 4
Undead.   Sorcerer.  
Forced: When you resolve shadow cards dealt to Witch of Angmar, if they have the Sorcery trait, resolve their "when revealed" effects. (Resolve any shadow effects first.)

The Dread Realm (x2)
(18) 2 4 0 5
Undead.   Wraith.  
Forced: When Wraith of Carn Dûm leaves play, attach it to a character in play. (Counts as a Sorcery attachment with the text: "Attached character has -1 Willpower, -1 Attack, and -1 Defense. If the attached character leaves play, return Wraith of Carn Dûm to the staging area as an enemy.")

The Grey Havens (x3/x2)
(35) 3 3 4 3
Undead.  
Forced: When Servant of the Deceiver engages you, look at the top card of your deck. If its printed cost is 2 or less, place it on the bottom of your deck and Servant of the Deceiver gets +2 Attack until the end of the round.

The Grey Havens (x3)
(32) 2 4 3 3
Undead.  
Forced: When Drowned Dead attacks and destroys an ally by an attack, place that ally on the bottom of your deck.

Shadow: If this attack destroys an ally, place that ally on the bottom of your deck.

The Grey Havens (x2/x1)
(38) 3 3 2 4
Undead.  
While you are engaged with Soulless Cadaver, your deck cannot be searched. Forced: When Soulless Cadaver engages you, place each card in your hand with printed cost 2 or less on the bottom of your deck.

The Grey Havens (x2/x1)
(26) 1 2 0 4
Undead.  
Surge.  
Forced: When Throngs of Unfaithful is defeated, discard the bottom card of the engaged player's deck. If that card’s printed cost is 2 or less, return Throngs of the Unfaithful to the top of the encounter deck.

Temple of the Deceived (x1)
(50) X 6 4 10
Undead.  
X is the number of players in the game. Immune to player card effects. Cannot be optionally engaged. Temple Guardian gets -50 engagement cost while Cursed Temple is the active location.

Temple of the Deceived (x3)
(25) 2 2 2 4
Undead.  
While engaged with a player, Faithless Desecrator contributes its Threat to the total Threat in the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the active location is a Ruins location).

Temple of the Deceived (x2/x0)
(46) 3 4 1 5
Undead.  
Island Watcher cannot be optionally engaged. While Island Watcher is in the staging area, it gains: "Forced: At the beginning of the encounter phase, if the active location has the Ruins trait, Island Watcher engages the player with the highest treat. Then, deal it 2 shadow cards."

Temple of the Deceived (x2)
(35) 1 2 3 3
Undead.  
Forced: When you travel to the riight, Profane Dead makes an immediate attack against the engaged player.

Shadow: Attacking enemy gets +3 Attack if the players control the Gate Key.

The Ghost of Framsburg (x1)
(30) 3 3 3 6
Undead.   Wight.   Hazard.  
Cannot have non-objective attachments. Fram's Shade gets +1 Threat, +1 Attack, and +1 Defense for each Loot objective the players control. When Fram's Shade is dealt shadow cards, deal it a number of shadow cards equal to the number of Loot objectives the players control (to a minimum of 1).

The Ghost of Framsburg (x2/x1)
(40) X X X 5
Undead.   Hazard.  
X is the tens digit of the first player's threat. Forced: When Crypt Stalker attacks, raise the defending player's threat by 1.

Shadow: Either raise your threat by 2, or return attacking enemy to the staging area.

The Ghost of Framsburg (x3/x2)
(35) 2 4 2 4
Undead.   Hazard.  
Forced: When Evil Spectre is destroyed, shuffle it back into the encounter deck if the active location has the Dark trait.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the active location has the Dark trait.)

The Land of Shadow (x3)
(24) 2 3 1 4
Undead.  
The engaged player cannot reduce his threat. Forced: After Groping Dead attacks and destroys a character, place 1 mire token on the active location.

Shadow: If this attack destroys a character, place 1 mire token on the active location.

The Land of Shadow (x3)
(32) 3 4 2 5
Undead.  
The engaged player cannot reduce his threat. Forced: After Dead Things attacks and destroys a character, the defending player raises his threat by 3.

Shadow: Raise your threat by 1 for each Undead enemy engaged with you.

The Land of Shadow (x3/x1)
(36) 3 5 2 6
Undead.  
The engaged player cannot reduce his threat. Forced: After Candle-bearer attacks and destroys a character, it cannot take damage until the end of the round.

Shadow: Until the end of the round, attacking enemy cannot take damage.

The Flame of the West (x4)
(30) 2 2 1 3
Undead.   Oathbreaker.  
Phantom.  
Forced: After Dead Man of Dunharrow engages you, either attach a set aside Overcome by Fear to your threat dial, or raise your threat by 2.

Shadow: Attacking enemy gets +1 Attack.

The Flame of the West (x3/x2)
(35) 2 3 1 4
Undead.   Oathbreaker.  
Peril.   Phantom.  
When Revealed: Either raise each player's threat by 2, or reveal an additional encounter card.

Shadow: Attacking enemy gets +1 Attack and loses the Phantom keyword for this attack.

The Flame of the West (x2)
(40) 3 3 1 5
Undead.   Oathbreaker.  
Peril.   Phantom.  
When Revealed: Either attach a set aside Overcome by Fear to your threat dial, or Ghosts of Men makes an immediate attack against you.

The Flame of the West (x2/x1)
(45) 4 4 2 6
Undead.   Oathbreaker.  
Phantom.  
Forced: When Shadow Host engages you, either attach a set aside Overcome by Fear to your threat dial, or it makes an immediate attack.

The Flame of the West (x1)
(50) X 6 2 8
Undead.   Oathbreaker.  
Phantom.  
Immune to player card effects. X is twice the number of players in the game. Forced: When Army of the Dead attacks, you must either attach a set aside Overcome by Fear to your threat dial, or discard an ally you control.

The Flame of the West (x1)
4 6 2 8
Undead.  
Immune to player card effects. The first player gains control of Army of the Dead. Setup: The first player takes control of Army of the Dead. If Army of the Dead leaves play, remove it from the game.

The Stone of Erech (x3)
(23) 1 2 1 3
Undead.   Oathbreaker.  
Spectral.   Surge.  
Deal Attacking enemy 1 additional shadow card (Dusk. 2 additional cards instead. Midnight. 3 additional cards instead).

The Stone of Erech (x4)
(12) 2 3 0 2
Undead.   Oathbreaker.  
Spectral.  
When Revealed: Return the topmost Undead enemy in the encounter discard pile to the staging area.

The Stone of Erech (x2)
(42) 3 4 1 6
Undead.   Oathbreaker.  
Spectral.  
Dusk. Shadow Host Captain gets +1 Attack and +1 Defense. Midnight. Shadow Host Captain gets +2 Attack and +2 Defense.

The Stone of Erech (x2)
(27) 2 4 1 5
Undead.   Oathbreaker.  
Spectral.  
When Revealed: Players cannot play events until the end of the round.

Shadow: Attacking enemy gets +1 Attack (Dusk. +2 Attack instead. Midnight. +3 Attack instead).

The Stone of Erech (x1)
(30) 5 6 3 9
Undead.   Oathbreaker.  
Spectral.  
Cannot have attachments. While you are engaged with The Lord of the Dead, treat all printed text boxes on characters you control as if they were blank (except Traits.)

The Stone of Erech (x3)
(35) 2 2 2 4
Undead.   Oathbreaker.  
Spectral.  
Dusk. Whisperer gets +1 Threat. Midnight. Whisperer gets +2 Threat and gains Doomed 2.

The Dead Marshes Nightmare (x3)
(50) 3 4 2 8
Undead.  
Forced: After a character commit to an escape test, deal 1 damage to that character.

Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if attacking enemy is Undead.)

The Dead Marshes Nightmare (x2)
(40) 4 3 2 5
Undead.   Wight.  
Forced: After Marsh-wight engages a player, that player makes an escape test, dealing 3 cards from the encounter deck. If this test is failed, place 2 resources on Gollum and Marsh-wigth makes an immediate attack.

The Dead Marshes Nightmare (x3)
(30) 1 5 2 3
Spirit.   Undead.  
Forced: After Lost Soul of Lórien is destroyed, attach it to a hero with 1 or more Willpower, if able. (Counts as a Condition attachment with the text: "Limit 1 per hero. Attached hero's Willpower is reduced to 0.")

The Dead Marshes Nightmare (x3)
(18) 2 2 3 7
Spirit.   Undead.  
While Ill-fated Guard is engaged with a player, that player cannot commit more than 1 character to each escape test.

Shadow: Discard all attachments from each character you control with 3 or more Willpower.

The Three Trials Nightmare (x3)
(30) 2 5 1 6
Undead.   Spirit.   Wolf.  
If Wolf's Guardian is in play or in the victory display, each Wolf enemy gets +1 Attack. Forced: At the beginning of the encounter phase, Wolf Spirit engages the player who controls Key of the Wolf or is engaged with Wolf's Guardian, if able.

The Three Trials Nightmare (x3)
(20) 1 4 2 5
Undead.   Spirit.   Boar.  
If Boar's Guardian is in play or in the victory display, each Boar enemy gets +1 Defense. Forced: At the beginning of the encounter phase, Boar Spirit engages the player who controls Key of the Boar or is engaged with Boar's Guardian, if able.

The Three Trials Nightmare (x3)
(40) 3 3 3 4
Undead.   Spirit.   Raven.  
If Raven's Guardian is in play or in the victory display, each Raven enemy gets +1 Threat. Forced: At the beginning of the encounter phase, Raven Spirit engages the player who controls Key of the Raven or is engaged with Raven's Guardian, if able.

Deadmen's Dike Nightmare (x2)
(34) 4 6 3 8
Undead.  
Cannot have attachments. For each excess point of combat damage deal by Undead Horde (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must discard 1 card from the top of your deck.

Deadmen's Dike Nightmare (x2)
(27) 1 3 1 2
Undead.  
When Revealed: Put each copy of Cursed Dead in the discard pile into play in the staging area.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if there is a copy of the defending character in its owner's discard pile.

The Treachery of Rhudaur Nightmare (x2)
(16) 2 2 1 6
Undead.  
Forced: When Thaurdir's Hunter attacks, either remove 1 time counter from the main quest, or treat this attack as undefended.

Shadow: If this attack is undefended, either remove 1 time counter or 5 progress from a quest.

The Treachery of Rhudaur Nightmare (x2)
(1) 2 2 2 2
Undead.  
Indestructible.   Surge.  
Shadow: Put Undead Thrall into play engaged with the defending player and deal it a shadow card.

The Treachery of Rhudaur Nightmare (x3)
(38) 5 2 2 12
Undead.  
While you are engaged with Apostate of Angmar, you cannot attack Thaurdir.

Shadow: Discard the top card of the encounter deck. Attacking enemy gets +X Attack, where X is that card's printed threat.

The Battle of Carn Dûm Nightmare (x3)
(30) 2 3 2 4
Orc.   Undead.  
Forced: After Orc Wight enters play, deal it 2 shadow cards.

Shadow: If attacking enemy has at least 1 other shadow card currently dealt to it, return it to the staging area after this attack.

The Dread Realm Nightmare (x2)
(36) 4 2 4 10
Undead.  
While you are engaged with Silent Guardian, it gains: "Forced: The first time you play an event card each round, instead of discarding that card after playing it, reanimate it."

The Fate of Númenor Nightmare (x2)
(41) 4 6 4 10
Undead.  
Forced: After attackers are declared during an attack against Guardian of the Golden King, look at the bottom card of the first player's deck. Choose and remove characters from the attack until only X or fewer characters are attacking, where X is the looked-at-card's printed cost (those characters do not ready).

Temple of the Deceived Nightmare (x2)
(23) 4 4 4 6
Undead.  
Forced: After King's Knight attacks, if no damage was dealt by its attack, return it to the staging area.

Shadow: If no damage is dealt by this attack, return attacking enemy to the staging area after this attack.

Temple of the Deceived Nightmare (x2)
(28) 3 3 3 4
Undead.  
While the active location is in the top rown, Cursed Soldier gets +3 Threat. While the active location is in the middle row, Cursed Soldier gets +3 Attack. While the active location is in the bottom row, Cursed Soldier gets +3 Defense.

The Passage of the Marshes Nightmare (x3)
(30) 2 4 3 5
Undead.  
The engaged player cannot reduce his threat. Forced: When Pale Faces attacks, raise your threat by 4.

Shadow: Attacking enemy get +X Attack, where X is the Mire X value of the active location.

The Passage of the Marshes Nightmare (x3)
(34) 4 6 3 8
Undead.  
Cannot have attachments. The engaged player cannot reduce his threat. Forced: After Rotting Thing attacks and destroys a character, place 1 mire token on the active location for each excess point of damage.