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113 Results Found

Khazad-dûm (x3/x1)
1 (3)
Underground.   Dark.  
While Branching Paths is in the staging area, each Dark location gets +1 Threat.Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.

Khazad-dûm (x1)
3 (3)
Underground.   Bridge.  
While Bridge of Khazad-dûm is the active location, players cannot play cards.

Khazad-dûm (x1/x0)
2 (X)
Underground.   Hazard.  
When Revealed: Immediately travel to Dreadful Gap. If another location is currently active, return it to the staging area.X is the number of characters in play.

Khazad-dûm (x1)
2 (2)
Underground.  
Travel: Each player must raise his threat by 3 to travel here.Forced: After First Hall leaves play as an explored location, add Bridge of Khazad-dum to the staging area.

Khazad-dûm (x3)
3 (5)
Underground.   Dark.   Hazard.  
When Revealed: Each player may choose and discard 1 card at random from his hand. If all players did not discard 1 card, Fouled Well gains surge.

Khazad-dûm (x2)
2 (7)
Underground.   Dark.  
While Goblin Tunnels is in the staging area, it gains: 'Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card.'

Shadow: attacking enemy gets +1 Attack. (+3 Attack instead if attacking enemy is a Goblin.)

Khazad-dûm (x2/x1)
4 (4)
Underground.   Dark.  
Travel: Players must exhaust a Cave Torch to travel here.

Shadow: Cancel all combat damage dealt to attacking enemy.

Khazad-dûm (x2)
3 (2)
Underground.  
While Plundered Armoury is in the staging area, enemies get +1 Attack.Response: After Plundered Armoury leaves play as an explored location, each player may attach a Weapon or Armour attachment from his hand to 1 character he controls.

Khazad-dûm (x2)
2 (4)
Underground.  
Travel: The first player must exhaust 1 character he controls to travel here.

Shadow: Defending player must choose and exhaust 1 character he controls.

Khazad-dûm (x3)
X (X)
Underground.  
X is the number of players in the game.

Shadow: attacking enemy gets +X Attack. X is the number of players in the game.

Khazad-dûm (x3)
3 (4)
Underground.  
Doomed 2.  

Khazad-dûm (x3/x1)
5 (5)
Underground.   Dark.  
Action: Raise each player's threat by 1 to place 1 progress token on Zigil Mineshaft.

The Long Dark (x3)
3 (3)
Underground.   Dark.  
Lost: Return the top 2 Goblin enemies in the encounter discard pile to the staging area, if able.

The Long Dark (x2)
2 (4)
Underground.   Dark.  
Lost: Each player must choose and discard 1 card from his hand.

The Long Dark (x2)
1 (3)
Underground.  
Lost: Exhaust all characters.

The Long Dark (x2)
3 (5)
Underground.   Dark.  
Forced: Before placing progress tokens on Twisting Passage, the first player must make a locate test. If this test is failed, do not place any progress tokens on Twisting Passage and trigger all 'Lost:' effects in play.

Foundations of Stone (x3)
2 (3)
Underground.   Underwater.  
If Drowned Treasury is the active location at the end of the quest phase, each player must discard 1 character he controls. Response: After Drowned Treasury leaves play as an explored location, each player may draw 2 cards or claim 1 objective in play.

Foundations of Stone (x1)
2 (5)
Underground.  
Doomed 1.  
While Mithril Lode is the active location, it gains: 'Refresh Action: Exhaust a character you control to place X progress tokens on the current quest card, bypassing any active location. X is the exhausted character's Willpower. (Limit once per round.)'

Shadow and Flame (x1)
0 (11)
Underground.   Dark.  
While Dark Pit is the active location it gains: 'Refresh Action: Exhaust X characters (maximum 3) you control to discard the top X cards of your deck. If all discarded cards have a higher combined printed cost than the remaining hit points of Durin's Bane, discard Durin's Bane from play.'

Shadow and Flame (x3)
3 (3)
Underground.  
While Durin's Bane has no damage on it, progress tokens cannot be placed on Second Deep.

Shadow and Flame (x1)
4 (2)
Underground.  
While Second Hall is the active location, it gains: 'Forced: After a character leaves play, reveal 1 card from the encounter deck and add it to the staging area.'

Escape from Mount Gram (x4)
1 (3)
Underground.  
Capture 1.  
Response: After the players travel to Prison Cell, look at the captured card(s) underneath it and choose 1 to put into play at no cost. Place the other cards back underneath Prison Cell.

Escape from Mount Gram (x2)
3 (2)
Underground.  
Capture 2.  
Travel: Each player raises his threat by 3 to travel here.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending player's threat is 20 or higher).

Escape from Mount Gram (x2)
X (4)
Underground.  
Capture 1.  
X is the number of captured cards underneath Tunnels of Mount Gram.

Shadow: Capture each attachment attached to the defending character underneath the attacking enemy.

The Dread Realm (x1)
5 (9)
Carn Dûm.   Underground.  
While Daechanar is in play, progress cannot be placed on Altar of Widwinter. Forced: At the end of the staging step, the first player must either reveal 1 additional card from the encounter deck, or reanimate the top card of his deck.

The Dread Realm (x3)
4 (1)
Carn Dûm.   Underground.  
Forced: When Sinister Dungeon is explored, the first player reanimates a random card from his hand and deals Sinister Dungeon to it facedown as a shadow card.

Shadow: Discard the top 2 cards of the encounter deck. Resolve the "when revealed" effects of each Sorcery card discarded by this effect.

The Dread Realm (x3/x0)
3 (3)
Carn Dûm.   Underground.  
ForcedL At the end of the round, discard the top card of each player's deck. Each player must reanimate each ally discarded by this effect. Travel: Deal 1 shadow card to each Undead enemy in play to travel here.

The Dread Realm (x2)
2 (4)
Carn Dûm.   Underground.  
While Dark Halls is in the staging area, each Reanimated Dead gets +1 Attack and +1 Defense.

Shadow: If there is a copy of the defending character in your discard pile, reanimate it and deal it 1 shadow card.

The Dread Realm (x3)
1 (7)
Carn Dûm.   Underground.  
Unholy Crypt gets +1 Threat for each Reanimated Dead in play.

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

Temple of the Deceived (x2)
2 (6)
Underground.  
Uncharted.  
While Winding Caverns is the active location, each enemy gets +10 engagement cost. When you travel from Winding Caverns to another location, you may travel to a location up to 3 locations away. (You must still pay that location's Travel cost in order to travel there.)

Uncharted. Cannot have player card attachments. Forced: After Lost Island becomes the active location, flip it over. Action: Remove 4 progress from Lost Island to look at its facedown side.

Temple of the Deceived (x2)
4 (4)
Underground.  
Uncharted.  
While Jungle Path is the active location, the locations immediately above and below it are not considered to be in the staging area. Forced: When Jungle Path is flipped over while active, each player must exhaust a character with at least 2 Attack.

Uncharted. Cannot have player card attachments. Forced: After Lost Island becomes the active location, flip it over. Action: Remove 4 progress from Lost Island to look at its facedown side.

The Drowned Ruins (x1)
5 (18)
Ruins.   Underground.   Grotto.  
Shrine to Morgoth cannot have attachments and cannot enter the staging area. Forced: At the beginning of the quest phase, flip Shrine to Morgoth to its Underwater side, without removing its progress tokens. When Shrine to Morgoth is placed in the victory display, the players have escaped from the flooded grotto and win the game.

The Drowned Ruins (x1)
5 (18)
Ruins.   Underground.   Underwater.  
Shrine to Morgoth cannot have attachments and cannot enter the staging area. Forced: If Shrine to Morgoth is the active location at the end of the quest phase, raise each player's threat by 5. When Shrine to Morgoth is placed in the victory display, the players have escaped the flooded grotto and win the game.

The Drowned Ruins (x3)
2 (3)
Underground.   Grotto.  
While Undersea Grotto is the active location, reduce the cost of the first ally played by the players each round by 1. Response: After you travel to Undersea Grotto, you may flip it to its Underwater side.

The Drowned Ruins (x3)
3 (5)
Underground.   Grotto.  
Response: After you travel to Cursed Caverns, you may flip it to its Underwater side. Response: After the players explore Cursed Caverns as the active location, each player may raise his threat by 2 to draw the bottom card of his deck.

The Drowned Ruins (x2)
2 (4)
Ruins.   Underground.   Grotto.  
While Water-logged Halls is the active location, each Undead enemy in play gets -1 Threat. Response: After you travel to Water-logged Halls, you may flip it to its Underwater side.

The Drowned Ruins (x3)
5 (12)
Underground.   Underwater.  
While Dark Abyss is the active location, characters cannot attack. Forced: If Dark Abyss is the active location at the end of the quest phase, deal 1 damage to each character in play. Then, you may flip Dark Abyss to its Grotto side.

The Drowned Ruins (x3)
4 (14)
Underground.   Underwater.  
While Twisting Hollow is the active location, characters cannot ready from card effects. Forced: If Twisting Hollow is the active location at the end of the quest phase, each player must discard 1 character. Then, you may flip Twisting Hollow to its Grotto side.

The Drowned Ruins (x2)
3 (10)
Ruins.   Underground.   Underwater.  
While Sunken Temple is the active location, treat each attachment as if its printed text box is blank (except for Traits). Forced: If Sunken Temple is the active location at the end of the quest phase, discard 1 resource from each objective-ally an each hero's resource pool. Then, you may flip Sunken Temple to its Grotto side.

The Drowned Ruins (x2)
3 (4)
Underground.   Underwater.  
While Drowned Cave is the active location, Undead enemies cannot be engaged (return any engaged enemies to the staging area). Forced: If Drowned Cave is the active location at the end of the quest phase, each player must discard the top 10 cards of his deck. Then, you may return Drowned Cave to the staging area.

Beneath the Sands (x2)
3 (2)
Underground.  
Immune to player card effects. Forced: After Spider Burrow becomes the active location, flip the Search objective to On Track and add Brood Mother to the staging area. Forced: When Spider Burrow leaves play as an explored location, set Brood Mother aside, out of play (unless the players are at stage 3B).

Beneath the Sands (x2)
X (5)
Underground.  
Track 4.  
X is the number of characters controlled by the first player. Travel: Reveal the top card of the encounter deck to travel here.

Beneath the Sands (x2)
3 (4)
Underground.  
Track 3.  
Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Creature enemy is discarded. Add the discarded enemy to the staging area.

Beneath the Sands (x3)
2 (3)
Underground.  
While On Track is in play, Cobwebbed Cavern gets +2 Threat.

Shadow: Exhaust a character you control.

Beneath the Sands (x3)
2 (6)
Underground.  
Track 2.  
While On Track is in play, progress cannot be placed on locations in the staging area.

Shadow: Discard an attachment you control.

The Wilds of Rhovanion (x1)
7 (7)
Underground.   Dark.   Lair.  
Immune to player card effects. Fire-drake cannot take damage. Response: After Dragon Hoard becomes the active location, the first player chooses a player to attach an Artifact attachment from his hand to Dragon Hoard. That attachment gains the guarded (location) keyword. If that attachment has the printed guarded keyword, do not resolve it when the attachment enters play.

The Wilds of Rhovanion (x2/x1)
4 (4)
Underground.  
While Iron Hills Mine is the active location, it gains: "Response: When Iron Hills Mine is explored, each player may return 1 card from his discard pile to his hand." Travel: Each player discards the top 4 cards of his deck to travel here.

The Wilds of Rhovanion (x3)
1 (5)
Underground.  
Contested Depths gets +1 Threat for each location in the victory display. Forced: After the players travel to Contested Depths, either raise each player's threat by 1 for each location in the victory display, or discard Contested Depths and replace it with the top card of the Caves deck.

The Wilds of Rhovanion (x2/x1)
2 (6)
Underground.   Dark.  
Deep.  
When faced with the option to travel, the players must travel to Deep Chasm if there is no active location.

The Wilds of Rhovanion (x4/x3)
3 (3)
Underground.   Dark.  
Deep.  
While Dark Tunnel is in the staging area, progress cannot be placed on Dark locations in the staging area.

The Wilds of Rhovanion (x2)
2 (2)
Underground.   Dark.  
Deep.  
Response: When you travel to Forked Passage (before resolving the deep keyword), raise each player’s threat by 2 to look at the top 2 cards of the Caves deck. Put 1 on top of the Caves deck and put the other on the bottom. Then, add Forked Passage to the victory display.

The Wilds of Rhovanion (x1)
2 (2)
Underground.  
Response: After Lost Armory becomes the active location, each player may search his deck for a Weapon or Armor attachment, add it to his hand, and shuffle his deck. Limit once per game for the group.

The Wilds of Rhovanion (x1)
3 (3)
Underground.  
Response: After Ancient Treasury becomes the active location, each player may (choose one): reduce his threat by 3, draw 2 cards, or add 1 resource to a hero's resource pool. Limit once per game for the group.

The Wilds of Rhovanion (x1)
4 (4)
Underground.   Dark.  
Forced: After Frightful Den becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players. Add each enemy discarded this way to the staging area.

The Wilds of Rhovanion (x1)
5 (5)
Underground.   Dark.  
Forced: After the players commit characters to the quest, discard cards from the encounter deck until a treachery is discarded. Resolve the ‘when revealed’ effect on that treachery.

The Wilds of Rhovanion (x1)
6 (6)
Underground.   Dark.  
Forced: After Crumbling Cavern becomes the active location, each player assigns X damage among characters he controls, where X is the number of characters he controls.

The Wilds of Rhovanion (x1)
X (X)
Underground.   Dark.  
X is the number of characters controlled by the player who controls the most characters. Forced: After an ally enters player, exhaust it.

Mount Gundabad (x1)
1 (1)
Underground.  
Immune to player card effects. Forced: After The First Forge becomes the active location, exhaust the hero with Wormsbane attached. That hero cannot ready while The First Forge is the active location. Response: After the First Forge is explored, flip Wormsbane to its Reforged side and attach it to any hero.

Mount Gundabad (x1)
7 (7)
Underground.  
Forced: When Dagnir's Hoard is explored, Dagnir returns to the staging area and makes an immediate attack against each player in turn order. Response: After Dagnir's Hoard is explored, each player may search his deck for an Item attachment, add it to his hand, and shuffle his deck.

Mount Gundabad (x1)
4 (4)
Underground.   Dark.  
Response: When Throat of the Mountain is explored, search the quest deck for a quest card and make it the current main quest. Then, flip it over. Shuffle the rest of the quest deck.

Mount Gundabad (x3/x2)
3 (3)
Underground.   Dark.  
Deep.  
Dagnir gets -10 engagement cost.

Shadow: If attacking enemy is Dagnir, the defending player must assign X damage among characters he controls, where X is 1 more than the number of quest cards in the victory display.

Mount Gundabad (x2/x1)
2 (3)
Underground.  
Deep.  
When faced with the option to travel, the players must travel to Narrow Stair.

Shadow: Until the end of the round, defending character cannot be readied by player card effects.

Mount Gundabad (x2)
2 (4)
Underground.   Dark.  
Deep.  
While there are 3 or more quest cards in the victory display, Desecrated Ruins gets +2 Threat.

Shadow: Attacking enemy gets +1 Attack. If this attack destroys a character, each player discards a random card from his hand.

The Hobbit: On the Doorstep (x3/x0)
4 (4)
Underground.  
While Great Hall is the active location, it gains: 'Forced: Put 1 progress on Smaug the Golden at the end of each round.'Burgle: The first player shuffles his deck and reveals the top card. He may discard 3 cards from his hand that match the revealed card's type.

The Road Darkens (x1)
5 (5)
Underground.   Bridge.  
Immune to player card effects. Response: When The Great Bridge is explored, discard a hero from play to deal X damage to The Balrog. X is that hero's threat cost. Then, The Balrog loses all keywords for the remainder of the game. Any player may trigger this response.

The Road Darkens (x1)
4 (4)
Underground.  
Immune to player card effects. The player cannot advance to the next stage. Travel: Each player searches the encounter deck and discard pile for a different enemy and adds it to the staging area to travel here. One of those enemies must be Orc-chieftain, if able.

The Road Darkens (x4)
2 (4)
Underground.  
Whiles Mines of Moria is in the staging area, progress must be placed on Mines of Moria before it can be placed on the current quest.

Shadow: Defending player discards a non-objective attachment he controls (2 non-objective attachments instead if his threat is 35 or higher).

The Road Darkens (x4/x3)
1 (6)
Underground.  
Many-pillared Hall gets +1 Threat for each Many-pillared Hall in play.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the defending player's threat is 35 or higher).

The Road Darkens (x2/x1)
4 (2)
Underground.  
Forced: After Darkened Stairway is explored, discard the top card of the encounter deck. If the discarded card is a location, add it to the staging area.

The Road Darkens (x2)
3 (3)
Underground.  
While Ancient Guardroom is the active location, each enemy in play gets -1 Attack. Travel: Discard the top card of the encounter deck to travel here. Each player raises his threat by X, where X is the discarded card's Threat.

The Land of Shadow (x2)
3 (4)
Underground.  
Forced: When The Spider's Lair is explored, remove 1 resource from Shelob. Forced: After The Spider’s Lair becomes the active location, Shelob makes an attack against the first player.

The Land of Shadow (x2/x1)
2 (3)
Underground.  
While The Under-way is in the staging area, each Orc enemy gets -5 engagement cost and gains: "Forced: After this enemy engages a player, deal it a shadow card."

Shadow: Deal the attacking enemy 2 additional shadow cards.

The Land of Shadow (x3)
2 (5)
Underground.  
While Deep Dark Passage is in the staging area, it gains: "Forced: When any amount of progress would be placed on a location in the staging area, reduce that amount by 1." Travel: Exhaust Sméagol to travel here.

The Land of Shadow (x3)
1 (4)
Underground.  
While Den of Night is in the staging area, it gains: "Forced: After a ‘When Revealed’ effect is canceled, place 1 resource on Shelob." Travel: Place 1 resource on Shelob to travel here.

The Land of Shadow (x2/x1)
3 (9)
Underground.  
When Revealed: Make Blocked Tunnel the active location, returning any previous active location to the staging area. Action: Exhaust a character with a Weapon attachment to place 3 progress on Blocked Tunnel. (Any player may trigger this effect.)

The Flame of the West (x2/x1)
4 (4)
Underground.  
While Dark Door is in the staging area, progress cannot be placed on locations in the staging area. Travel: The first player reveals an encounter card to travel here.

The Flame of the West (x3/x2)
3 (3)
Underground.  
While Trysting Place is in the staging area, each enemy in the staging area cannot take damage. Travel: The first player searches the encounter deck and discard pile for an Oathbreaker enemy and puts it into play engaged with him. Shuffle the encounter deck.

The Flame of the West (x3)
2 (3)
Underground.  
While Deadly Road is in the staging area, it gains: "Forced: After a 'when revealed' effect is canceled, raise each player's threat by 1." Travel: Spend 1 Fellowship resource to travel here.

The Flame of the West (x3)
1 (4)
Underground.  
Haunted Path gets +1 Threat for each player with a threat of 35 or higher. Travel: Raise each player's threat by 1 to travel here.

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

Two-Player Limited Edition Starter (x1)
2 (2)
Underground.  
While Cracked Pillar is in the staging area, it gains: "The first player may declare an attack against Cracked Pillar during the combat phase as if it was an enemy engaged with him. Use Cracked Pillar's Threat as its Defense during this attack." Travel: Remove 4 damage from Cracked Pillar to travel here.

Two-Player Limited Edition Starter (x2)
2 (7)
Underground.   Dark.  
While Goblin Tunnels is in the staging area, it gains: "Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card."

Shadow: Attacking enemy gets +1 Attack. (+3 Attack instead if attacking enemy is a Goblin.)

Two-Player Limited Edition Starter (x2)
4 (4)
Underground.   Dark.  
Travel: Players must exhaust a Cave Torch to travel here.

Shadow: Cancel all combat damage dealt to attacking enemy.

Two-Player Limited Edition Starter (x2/x0)
1 (3)
Underground.   Dark.  
While Branching Paths is in the staging area, each Dark location gets +1 Threat. Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.

Two-Player Limited Edition Starter (x2)
2 (6)
Underground.   Dark.  
While Collapsed Mine is in the staging area, no more than 4 progress can be placed on the quest each round.

Shadow: Raise your threat by 1 for each point of damage dealt by this attack.

Two-Player Limited Edition Starter (x2)
3 (5)
Underground.  
Travel: Reveal the top card of the encounter deck to travel here. Response: After Goblin Dungeon leaves play as an explored location, the first player searches the top 5 cards of his deck for an ally and puts it into play under his control. Shuffle the rest of the searched cards back into his deck.

The Ruins of Belegost (x1)
4 (6)
Underground.  
Discover 5.  
Immune to player card effects. Forced: When Naurlhûg's Lair is explored, add the Loot objective from underneath Stalking the Ruins to the staging area faceup. Travel: Place X resources on Stalking the Ruins, where X is the number of players.

The Ruins of Belegost (x4)
2 (3)
Underground.  
Discover 2.  
While Abandoned Mine is in the staging area, progress cannot be placed on locations in the staging area not named Abandoned Mine. Forced: When resolving the Discover keyword on Abandoned Mine, look at X additional cards where X is the number of players in the game.

The Ruins of Belegost (x2/x0)
4 (4)
Underground.  
Discover 4.  
While Flooded Hall is in the staging area, increase the cost to play each ally by 1. Forced: When resolving the Discover keyword on Flooded Hall, the first player reveals an additional looked at Hazard card for each other player in the game.

The Ruins of Belegost (x2)
3 (3)
Underground.  
Discover 2.  
While Darkened Tunnel is in the staging area, it gains: "Forced: After a 'when revealed' effect is canceled, discard the top card of the encounter deck. If the discarded card has the Hazard trait, resolve its staging as if it was just revealed from the encounter deck." Travel: Place 1 resource on Stalking the Ruins.

The Ruins of Belegost (x3)
1 (4)
Underground.  
Discover 3.  
Sunken Treasury gets +1 Threat for each Loot objective attached to a hero. Travel: Each player discards 1 random card from his hand.

Shadow: Exhaust a character you control.

The Ruins of Belegost (x3)
3 (2)
Underground.   Hazard.  
Discover 3.  
Response: After the players travel to Secret Chamber, if no Loot objective is attached to Secret Chamber, search the encounter discard pile for a Loot objective and attach it to Secret Chamber as a guarded objective. Travel: Raise each player's threat by 2.

Into the Pit Nightmare (x3)
X (X)
Underground.   Dark.  
X is the number of Dark locations in play. When Revealed: Remove all progress from each Dark location in play.

Shadow: Attacking enemy gets +1 Attack for each Dark location in play.

Into the Pit Nightmare (x3)
3 (1)
Underground.   Hazard.  
Doomed 1.  
Each Dark location in play gets +2 quest points. While Cave Torch is ready, progress cannot be placed on Narrow Fissure.

The Seventh Level Nightmare (x1)
5 (8)
Underground.  
Immune to player card effects. Each Goblin enemy with at least 1 resource on it is immune to player events. Forced: When a Goblin enemy engages a player, add 2 resources to that enemy.

The Seventh Level Nightmare (x3)
2 (6)
Underground.  
Forced: When a Goblin enemy enters play, add 1 resource to that enemy if Deep-Mines is in the staging area.

Shadow: Attacking enemy gets +1 Attack. Then, if attacking enemy is a Goblin, deal it another shadow card.

The Seventh Level Nightmare (x2)
4 (4)
Underground.  
Each Goblin in play gets +1 Threat for each resource on it. This ability does not stack with other copies of Western Hall

Flight from Moria Nightmare (x4)
4 (6)
Underground.   Dark.  
As an additional cost to bypass a quest card, each player must raise his threat by 2.

Shadow: If the defending character is a hero, discard all resources in its resource pool. Deal attacking enemy another shadow card for each resource discarded in this way.

The Long Dark Nightmare (x2)
5 (4)
Underground.  
Travel: The first player must make a locate test to travel here. If this test is failed, return Eastern Mines to the staging area and trigger all "Lost:" effects in play.

Shadow: Defending player must choose and trigger 1 "Lost:" effect in play.

The Long Dark Nightmare (x3)
3 (6)
Underground.   Dark.  
For each point of progress that is placed on Bottomless Chasm, the players must choose and discard 1 card from a player's hand, if able

Shadow: If this attack destroys a character, the defending player discards all cards in his hand.

Foundations of Stone Nightmare (x3)
4 (4)
Underground.   Dark.  
While Nest of Horrors is in the staging area, it gains: "Forced: When one or more cards are attached to a Nameless enemy from the top of a player's deck, attach an additional card from the top of that player's deck." Travel: Each player at this stage discards the top card of the encounter deck to travel here. Reveal each Nameless enemy discarded by this effect.

Foundations of Stone Nightmare (x3)
3 (7)
Underground.   River.  
While Shivering River is in the staging area, it contributes its Threat to the total Threat in each other player's staging area.

Shadow: Attacking enemy gets +1 Attack. (+3 Attack instead if there is more than one player at this staging area.)

Shadow and Flame Nightmare (x2)
5 (2)
Underground.  
Progress cannot be placed on Fiery Depths while it is in the staging area. Travel: Each player must move 1 damage from Durin's Bane to a hero to travel here.

Shadow and Flame Nightmare (x2)
2 (7)
Underground.  
While Crumbling Stairs is in the staging area, event cards cost 1 additional matching resource to play from hand.

Shadow: If this attack destroys a character, the defending player must discard all event cards in his hand.

Escape from Mount Gram Nightmare (x2)
2 (3)
Underground.  
Capture 1.  
While Prison Cell is the active location, it gains: "Planning Action: Rescue a random card from underneath Prison Cell. Then, raise each player's threat by X, where X is that card's printed cost. (Limit once per round)."

Escape from Mount Gram Nightmare (x2)
0 (-)
Underground.  
Capture 1.   Surge.  
X is twice the number of cards captured underneath Torture Chamber. Forced: At the end of the combat phase, if Torture Chamber is in the staging area, deal 1 damage to each exhausted character.

The Dread Realm Nightmare (x2)
6 (4)
Carn Dûm.   Underground.  
Progress cannot be placed on Inner Sanctum while it is in the staging area. Travel: Discard the top 3 cards of the encounter deck. Resolve the 'when revealed' effects of each Sorcery card discarded by this effect.

The Dread Realm Nightmare (x3)
3 (5)
Carn Dûm.   Underground.  
While Cursed Halls is in the staging area, Sorcery attachments are immune to player card effects.

Shadow: Until the end of the phase, attacking enemy gets +1 Attack and +1 Defense for each Reanimated Dead engaged with you.

The Lonely Mountain Nightmare (x3)
2 (6)
Underground.  
Foced: After a player fails a burgle attempt, each player raises his threat by 2. Travel: Exhaust Bilbo Baggins and spend 1 Baggins resource to travel here.

Journey in the Dark Nightmare (x3)
X (4)
Underground.  
X is 1 more than the number of damaged characters. Forced: After a player commits characters to the quest, he deals 1 damage to a character he controls.

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.

Shelob's Lair Nightmare (x2)
4 (1)
Underground.  
Forced: When Foul-smelling Cave is explored, place 1 resource on Shelob, if able.

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

Shelob's Lair Nightmare (x3)
2 (4)
Underground.  
While Torech Ungol is in the staging area, Shelob gets +1 Attack and +1 Defense. Travel: Exhaust Sméagol to travel here.

Shelob's Lair Nightmare (x3)
2 (5)
Underground.  
Immune to player card effects. While Cobwebbed Tunnel is in the staging area, each Underground location in the staging area gets +1 Threat and +5 quest points. Travel: The first player reveals an encounter card to travel here.