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Scenario Encounter
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Resource Threat Engagement
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Trait Keyword Victory
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Player Encounter Quest
Region Archetype Age
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Results: 651 - 700 of 852 Cards
Escape from Khazad-dûm (x1) 22
36 3 5 3 6
Creature.

Cannot have non-objective player card attachments or take non-combat damage.

Forced: When Shadow Dweller attacks you, discard the top card of your deck and assign X damage among character you control, where X is the discarded card's cost.

Escape from Khazad-dûm (x1) 23
38 3 5 3 9
Creature.

Cannot be optionally engaged.

While Elder Nameless Thing is in the staging area, it gains:"Forced: After players have committed characters to the quest, Elder Nameless Thing makes an attack against the first player.

Escape from Khazad-dûm (x2) 24
45 2 4 3 5
Orc. Uruk.

Forced: At the beginning of the combat phase, deal each engaged enemy an additional shadow card.

Shadow: Deal attacking enemy 2 additional shadow cards.

Escape from Khazad-dûm (x2) 25
30 3 3 2 5
Orc. Uruk.

While Black Uruks is attacking, it gets +1 Attack for each shadow card dealt for this attack.

Shadow: The opposing team searches the top 5 cards of the encounter deck for a card and deals it to attacking enemy as a shadow card.

Escape from Khazad-dûm (x2) 26
28 2 2 1 3
Orc. Uruk.

Forced: After Orc Raider engages a player, deal it a shadow card.

Shadow: Attacking enemy gets +1 Attack Deal it an additional shadow card.

Escape from Khazad-dûm (x1) 27
35 3 5 3 8
Orc. Uruk.

Cannot have non-objective player card attachments or take non-combat damage.

Shadow effects cannot be canceled.

Forced: When Chieftain of the Pit attacks, deal it an additional shadow card.

Escape from Khazad-dûm (x2) 28
33 1 1 1 4
Creature.

Forced: After Nameless Thing enters play, the first player attaches the top card of his deck to it faceup as a guarded attached. Nameless Thing gets +XThreat +XAttack and +XDefense where X is that card's printed cost. When Nameless Thing leaves play, discard that card.

Escape from Khazad-dûm Preorder Promotion (x1)
50 4 8 3 15
Balrog.

Immuned to player card effects.

Cannot be optionally engaged.

Forced: After Durin's Bane attacks and destroys a character you control, raise your threat by 2 and heal 2 damage from Durin's Bane.

Escape from Khazad-dûm Preorder Promotion (x1) 15
23 1 3 1 2
Creature.

When Revealed: Eithe raise each player's threat by 2, or reveal an additional encounter card.

Shadow: Either raise your threat by 2, or this attack is considered undefended.

The Hunt for the Dreadnaught (x1)
31 3 8 5 7
Corsair. Pillager. Elite.

Immune to player card effects. Pillage 8.

Engaged player cannot attack the Dreadnaught.

Forced: At the end of the combat phase, if engaged player has no cards in their deck, that player is eliminated from the game.

The Hunt for the Dreadnaught (x1)
39 5 5 2 9
Corsair. Elite.

Immune to player card effects.

Engaged player cannot attack the Dreadnaught.

Forced: After Commander of the Dreadnaught attacks you, the Dreadnaught attacks you.

If the Dreadnaught is fated to go under, its commander will surely try to take his foes down with it.

The Hunt for the Dreadnaught (x1)
42 1 3 2 5
Corsair. Elite.

Immune to player card effects.

Engaged player cannot attack the Dreadnaught.

Forced: After Descendant of Castamir engages you, put the top 2 cards of the Corsair deck into play engaged with you and deal each of them 1 shadow card.

The Hunt for the Dreadnaught (x1)
41 4 4 4 6
Corsair. Elite.

Immune to player cards effects.

Engaged player cannot attack the Dreadnaught.

Forced: After Hydraken attacks, he makes an additional attack. Deal him 2 additional shadow cards for this attack and engaged player raises their threat by 4. (Limit once per round.)

The Hunt for the Dreadnaught (x1)
34 2 6 1 8
Corsair. Elite.

Immune to player card effects. No more than 1 character can attack Ophidian each round.

Engaged player cannot attack the Dreadnaught.

Forced: When a character defends against Ophidian, deal 2 damage to that character.

The Hunt for the Dreadnaught (x1)
35 6 7 3 6
Corsair. Elite.

Archery 3. Immune to player card effects.

Engaged player cannot attack the Dreadnaught.

For each point of excess combat damage dealt by Varjax, defending player deals 1 damage to a Ship they control.

The Hunt for the Dreadnaught (x1)
16 3 3 4 3
Corsair.

Forced: When engaged player exhausts a Ship objective, Brash Corsair attacks that player.

'The Corsair of Umbar!' men shouted. 'The Corsairs of Umbar! Look! The Corsairs of Umbar are coming!'
–The Return of the King

The Hunt for the Dreadnaught (x3)
12 1 2 3 1
Corsair. Pillager.

Pillage 2. (After this enemy attacks you, discard the top 2 cards of your deck.)

Forced: After an event card is discarded from your deck by Corsair Plunderer's Pillage keyword, discard an attachment you control.

The Hunt for the Dreadnaught (x3)
23 3 3 2 2
Corsair. Pillager.

Pillage 3. (After this enemy attacks you, discard the top 3 cards of your deck.)

Forced: After an event card is discarded from your deck by Daring Buccaneer's Pillage keyword, deal 1 damage to a character you control.

The Hunt for the Dreadnaught (x3)
19 2 3 2 3
Corsair. Pillager.

Pillage 3. (After this enemy attacks you, discard the top 3 cards of your deck.)

Forced: After an event card is discarded from your deck by Fierce Marauder's Pillage keyword, discard 1 resource from the resource pool of a hero you control.

The Hunt for the Dreadnaught (x2)
28 0 2 1 4
Corsair.

While Southron Sailor is engaged with you, each Ship enemy engaged with you contributes itsThreat to the total Threat in the staging area.

"There is a great fleet drawing near to the mouths of the Anduin, manned by the corsairs of Umbar in the South."
–Beregond, The Return of the King

The Hunt for the Dreadnaught (x1)
40 4 5 3 5
Corsair.

Engaged player cannot attack Ship enemies.

...the strength of the rebels in Umbar was a great peril to Gondor...
–The Return of the King

Passage Through Mirkwood Nightmare (x1)
32 3 5 3 9 9 
Creature. Spider.

When Revealed: Until the end of the phase, each character currently committed to the quest gets -2Willpower and is discarded if itsWillpower is 0.

Shadow: Raise defending player's threat by 5. (Raise defending player's threat by 10 instead if undefended.)

Passage Through Mirkwood Nightmare (x3)
31 2 3 2 5 7 
Creature. Spider.

Forced: After you engage Ungoliant's Brood, your cards cannot ready for the remainder of the round.

Shadow: If this attack is undefended, exhaust all characters you control.

Passage Through Mirkwood Nightmare (x3)
27 4 1 0 3 9 
Creature. Insect.

Forced: After you engage Forest Flies, deal 1 damage to each exhausted character you control.

Shadow: If attacking enemy is an Insect deal it 2 additional shadow cards.

Passage Through Mirkwood Nightmare (x2)
18 3 2 2 4 7 
Spider.

While it is engaged with you, Spiders of Mirkwood gets +1 for each exhausted character you control.

Shadow: Choose and exhaust 1 character you control. If this attack is undefended, also deal that character 2 damage.

Journey Along the Anduin Nightmare (x2)
21 2 2 2 8 9 
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)
26 2 4 3 5 7 
Troll.

If there is no Hill Troll in play, Anduin Troll Spawn gains surge.

Forced: At the beginning of the combat phase, Anduin Troll Spawn engages a player engaged with a Hill Troll.

Journey Along the Anduin Nightmare (x3)
1 1 1 1 - 9 
Creature. Rat.

Brown Water Rats cannot be damaged.

Forced: If the players are on stage 3 and all remaining enemies have the printed Rat trait, discard Brown Water Rats from play.

Shadow: Attacking enemy cannot be damaged this round.

Escape from Dol Guldur Nightmare (x3)
45 5 1 2 4 9 
Dol Guldur. Orc.

When Revealed: Add 1 resource token to each Dol Guldur location in play.

Shadow: Any hero damaged but not defeated by this attack is turned face down, as a "prisoner." Then, if the players are on stage 3, return to stage 2B of the quest.

Escape from Dol Guldur Nightmare (x2)
13 2 1 3 1 7 
Captive.

Doomed 1.

Forced: If Crazed Captive is defeated, raise each players threat by 7.

Shadow: If attacking enemy is not defeated this phase, raise defending player's threat by 7 at the end of the phase.

Escape from Dol Guldur Nightmare (x3)
28 3 3 3 6 9 
Creature. Spider. Dol Guldur.

If there are any unclaimed objectives in play, Spider of Dol Guldur gains surge.

Shadow: Attacking enemy gets +3Attack for each unclaimed objective in play.

The Hunt for Gollum Nightmare (x3)
42 2 3 3 4 9 
Creature.

Forced: When a card effect instructs a player to "look" at cards in the encounter deck and Ravenous Hawk is among those cards, that player must put Ravenous Hawk into play engaged with him. (This does not satisfy the Forced effect of stage 1B or 2B).

The Hunt for Gollum Nightmare (x2)
15 1 3 2 3 7 
Creature. Mordor.

Forced: At the beginning of the refresh phase, if Hunting Warg entered play this round, search the encounter deck and discard pile for 1 copy of Hunters from Mordor and add it to the staging area, if able. Shuffle the encounter deck.

"...where the warg howls, there also the orc prowls."
–Aragorn, The Fellowship of the Ring

Conflict at the Carrock Nightmare (x4)
21 1 3 2 6 9 
Troll.

While Savage Hill-troll is in the victory display, each Troll enemy gets +1 hit point.

Shadow: If attacking enemy is a Troll defending character does not ready during the refresh phase this round.

Conflict at the Carrock Nightmare (x1)
34 4 5 4 10 7 
Troll.

Forced: After Rob and Bob makes its first attack each round, if there are two or more players, it engages the next player and makes an additional attack (discard and deal a new shadow card for this attack).

Yes, I am afraid trolls do behave like that, even those with only one head each. –The Hobbit

Conflict at the Carrock Nightmare (x1)
34 4 4 2 10 9 
Troll.

Forced: After Louis attacks, the defending player must raise his threat by 3.

While Louis is in the victory display, each Troll enemy gains,"Forced: After this enemy attacks, the defending player must raise his threat by 1."

Conflict at the Carrock Nightmare (x1)
34 3 4 2 10 7 
Troll.

Immune to player events.

While Morris is in the victory display, each Troll enemy gets +1 Attack and gains "Immune to player events.".

Conflict at the Carrock Nightmare (x1)
34 2 5 3 10 6 
Troll.

Rupert'sDefense cannot be reduced.

While Rupert is in the victory display, theDefense of each Troll enemy cannot be reduced.

Conflict at the Carrock Nightmare (x1)
34 2 4 4 10 3 
Troll.

Cannot have player attachments.

While Stuart is in the victory display, each Troll enemy gets +1 Defense and gains "Cannot have player attachments."

A Journey to Rhosgobel Nightmare (x3)
48 2 5 3 4 9 
Goblin. Orc.

Goblin Eagle-hunter gets +1 hit point per player.

Forced: At the end of the combat phase, deal 1 damage to Wilyador

Shadow: If Wilyador has 10 or less damage on him, deal 2 damage to Wilyador.

A Journey to Rhosgobel Nightmare (x2)
11 2 4 3 5 7 
Creature. Spider.

While Treetop Bird-eater is engaged with a player, characters controlled by that player cannot be healed.

Forced: At the beginning of the encounter phase, Treetop Bird-eater engages the player who controls Wilyador (regardless of threat).

The Hills of Emyn Muil Nightmare (x3)
50 4 6 4 10 9 
Nameless.

Forced: After the players travel to a location, Tunneling Nameless Thing engages the first player.

If there is no active location, return Tunneling Nameless Thing to the staging area.

The Hills of Emyn Muil Nightmare (x2)
39 2 2 3 5 7 
Mordor. Orc.

Orc Interceptor gets +1 Threat and +1 Attack for each resource token on it.

Forced: After a location leaves play as an explored location, place a resource token on Orc Interceptor.

The Dead Marshes Nightmare (x3)
50 3 4 2 8 9 
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 7 
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.

"But all foul, all rotting, all dead. A fell light is in them." –Frodo, The Two Towers

The Dead Marshes Nightmare (x3)
30 1 5 2 3 6 
Spirit. Undead.

Forced: After Lost Soul of L≤rien 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.")

"Many faces proud and fair, and weeds in their silver hair."

-Frodo, The Two Towers

The Dead Marshes Nightmare (x3)
18 2 2 3 7 3 
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 moreWillpower

Return to Mirkwood Nightmare (x3)
28 2 4 3 7 9 
Mordor. Orc.

When Ambushing Orcs is dealt a shadow card that targets the player guarding Gollum that shadow card also targets each other player

"It was that very night of summer, yet moonless and starless, that Orcs came on us at unawares." –Legolas, The Fellowship of the Ring

Return to Mirkwood Nightmare (x2)
48 3 4 2 4 7 
Goblin. Orc.

Cannot be optionally engaged.

Forced: After the player guarding Gollum changes, Pursuing Warg-rider engages the player guarding Gollum and makes an immediate attack against that player.

Return to Mirkwood Nightmare (x3)
33 3 3 2 5 9 
Creature. Spider.

When Revealed: The player guarding Gollum must either exhaust a hero he controls or Web-spinner gains surge.

Shadow: The player guarding Gollum must exhaust a character he controls.