Clear Sort View Lang
Set
Card Set Cycle Set Type
Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique Status
Character Project Creator

Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
Artist Popularity Errata
Results: 601 - 650 of 776 Cards
Journey Along the Anduin Nightmare (x2)
3
6
7 
Riverland.

Each card revealed by the encounter deck gains doomed X. X is the number of progress tokens on this card.

Shadow: If this attack is undefended, put A Flooded Ford into the staging area with 1 progress token on it.

Journey Along the Anduin Nightmare (x3)
10
10
6 
Marshland.

Action: Deal 1 damage to a hero you control to reduce Gladden MarshlandsThreat 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.)

Escape from Dol Guldur Nightmare (x2)
3
6
7 
Dol Guldur.

If Torture Chamber has 4 or more resource tokens on it, all "prisoners" were killed, and the players have lost the game.

Forced: At the end of each round, place 1 resource token on each Dol Guldur location in play.

Escape from Dol Guldur Nightmare (x3)
1
4
6 
Dol Guldur.

Dungeon Labyrinth gets +1 Threat and +1 quest point for each resource token on it

Forced: At the end of each round, place 1 resource token on Dungeon Labyrinth for each player in the game.

"Some here will remember that many years ago I myself dared to pass the doors of the Necromancer in Dol Guldur..." –Gandalf, The Fellowship of the Ring

The Hunt for Gollum Nightmare (x2)
3
4
9 
Forest. Road.

Each player who does not control at least 1 Clue card cannot draw cards through card effects.

Shadow: If you do not control at least 1 Clue card, discard all cards from your hand.

"The Road is watched, but we should have to cross it..."
–Aragorn, The Fellowship of the Ring

The Hunt for Gollum Nightmare (x2)
2
6
7 
Riverland.

Each Mordor enemy with at least 1 Clue card attached gets +2 Defense

Shadow: Attacking enemy gets +1 Defense for each Clue card in play until the end of the round.

The Hunt for Gollum Nightmare (x3)
3
2
6 
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.

'And there in the dark pools amid the Gladden Fields,'he said, 'the Ring passed out of knowledge and legend...'
–The Fellowship of the Ring

Conflict at the Carrock Nightmare (x3)
2
5
5 
Forest.

While Troll Lair is in the staging area, players cannot reduce their threat.

Shadow: If attacking enemy is a Troll remove 4 damage tokens from it.

Conflict at the Carrock Nightmare (x3)
3
3
3 
Wilderlands.

Forced: After any amount of progress is placed on Hives and Hives, deal 1 damage to each character in play.

Shadow: Attacking enemy gets +2 Attack

There was a buzzing and a whirring and a droning in the air. Bees were busy everywhere. And such bees! Bilbo had never seen anything like them. –The Hobbit

A Journey to Rhosgobel Nightmare (x3)
3
4
9 
Forest.

Dark-wood Grove gets +1 Threat and +1 quest point for each Athelas card in play.

Shadow: If defending player controls at least 1 Athelas card, attacking enemy makes an additional attack after this one.

A Journey to Rhosgobel Nightmare (x3)
2
5
7 
Forest.

While Labyrinthine Woods is in the staging area, Creature enemies get +1 Threat and +1 Attack

Shadow: After this attack, attacking enemy engages the next player and makes an immediate attack.

A Journey to Rhosgobel Nightmare (x2)
4
2
6 
Forest.

While Pitch-dark Thicket is the active location, all characters lose the ranged keyword.

Shadow: Attacking enemy cannot be attacked by characters with the ranged keyword until the end of the phase.

...so black that you really could see nothing. –The Hobbit

The Hills of Emyn Muil Nightmare (x3)
3
5
9 
Emyn Muil.

Forced: After a character commits to the quest, deal 1 damage to that character if it has not been dealt damage by another copy of Brambles and Thorns this round.

..and on both shores there were steep slopes buried in deep brakes of thorn and sloe, tangled with brambles and creepers. –The Fellowship of the Ring

The Hills of Emyn Muil Nightmare (x2)
5
5
7 
Emyn Muil.

While Sarn Gebir Rapids is the active location, the "when revealed" effects of Hazard cards cannot be canceled.

"What a horrible place! Just let me get out of this boat, and I'll never wet my toes in a puddle again, let alone a river!"
–Sam Gamgee, The Fellowship of the Ring

The Dead Marshes Nightmare (x3)
3
5
7 
Dead Marshes.

While Stagnant Quagmire is in play, it adds its Escape value to all escape tests.

Escape: 2

Shadow: Perform an escape test, dealing 1 card the encounter deck. If this test is failed, discard the defending character.

Return to Mirkwood Nightmare (x2)
4
1
7 
Forest.

Progress cannot be placed on Deceptive Path while it is in the staging area.

Forced: After Deceptive Path becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top of the encounter deck until a location is discarded. Reveal that location and make it the active location. Then, discard Deceptive Path.

Return to Mirkwood Nightmare (x3)
3
6
6 
Forest.

When Revealed: Reveal the topmost Spider enemy in the encounter discard pile and add it to the staging area.

Shadow: The player guarding Gollum must discard all resources from each of his heroes' resource pools.

Into the Pit Nightmare (x3)
X
X
8 
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
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.

There were fissures and chasms in the walls...
–The Fellowship of the Ring

The Seventh Level Nightmare (x3)
2
6
1 
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
1 
Underground.

Each Goblin in play gets +1 Threat for each resource on it. This ability does not stack with other copies of Western Hall

Away beyond the shadows at the western end of the hall there came cries and horn–calls.
–The Fellowship of the Ring

Flight from Moria Nightmare (x4)
4
6
1 
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 Redhorn Gate Nightmare (x3)
X
6
1 
Mountain. Snow.

X is the number of Snow cards in the staging area.

Travel: Search the encounter deck and discard pile for 1 copy of Freezing Cold and reveal it to travel here. Shuffle the encounter deck.

Shadow: Defending character gets -1Willpower Deal the attacking enemy 1 additional shadow card.

The Redhorn Gate Nightmare (x3)
3
3
8 
Mountain. River.

While Frozen Silverlode is in the staging area, characters cannot gainWillpower from player card effects.

Shadow: Defending character gets -1Willpower Deal the attacking enemy 1 additional shadow card.

"...and there the River Silverlode rises in its icy springs."
–Gandalf, The Fellowship of the Ring

Road to Rivendell Nightmare (x3)
1
7
1 
Hills.

Forced: When an engaged enemy with the ambush keyword engages a player, Treacherous Bluffs gets +2 Threat until the end of the phase.

Shadow: Excess damage dealt by this attack must be assigned to Arwen Undómiel.

Road to Rivendell Nightmare (x3)
4
4
1 
Forest.

While Concealed Woods is the active location, the first enemy with the ambush keyword revealed from the encounter deck each round gains surge.

Shadow: Attacking enemy gets +2 Attack if engaged with the first player.

The Watcher in the Water Nightmare (x3)
3
3
1 
Mountain. Swamp.

While Banks of Sirannon is in the staging area, each Tentacle enemy gets +2 Defense

Shadow: For each point of damage dealt by this attack, the defending player must discard a random card from his hand.

The Watcher in the Water Nightmare (x3)
3
5
8 
Swamp.

Forced: After a player looks at one or more cards in the encounter deck, shuffle the encounter deck.

Travel: Reveal the topmost Tentacle enemy in the encounter discard pile to travel here.

The Long Dark Nightmare (x2)
5
4
1 
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
8 
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
8 
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
1 
Underground. River.

While Shivering River is in the staging area, it contributes itsThreat to the total Threat in each other player's staging area.

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

Shadow and Flame Nightmare (x2)
5
2
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.

Out of it a fierce red light came, and now and again flames licked at the brink and curled about the bases of the columns. –The Fellowship of the Ring

Shadow and Flame Nightmare (x2)
2
7
5 
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.

Peril in Pelargir Nightmare (x3)
2
6
10 
City.

While Dockside Street is in the staging area, enemies in the staging area cannot be damaged or optionally engaged.

Travel: Exhaust the hero with Alcaron's Scroll attached to travel here.

Peril in Pelargir Nightmare (x2)
2
6
10 
City.

While Alcaron's Scroll is not attached to a hero, Pelargir Alley gets +3Threat

Shadow: If the defending player controls a hero with Alcaron's Scroll attached, attach Alcaron's Scroll to the attacking enemy.

Into Ithilien Nightmare (x3)
3
4
10 
Forest.

Archery 2.

When assigning archery damage to a character, you must continue assigning archery damage to that character until that character is destroyed or there is no more archery damage to assign.

Into Ithilien Nightmare (x3)
1
8
10 
Forest.

While Dense Thickets is in the staging area, each Forest location in play gets +1 Threat

Shadow: Excess damage dealt by this attack (damage that is dealt beyond the remaining hit points of the character damaged by this attack) must be assigned to a Ranger objective in play.

Into Ithilien Nightmare (x2)
3
5
3 
Plains. Riverland.

While the current quest has battle, Cormallen Fields gets +2 Threat

While the current quest has siege, when faced with the option to travel, the players must travel to Cormallen Fields, if able.

The Siege of Cair Andros Nightmare (x2)
2
5
10 
Cair Andros. Battleground.

If Besieged Courtyard has 5 or more damage, discard it and exhaust each ready character.

Shadow: Choose one: either attacking enemy makes an additional attack after this one, or deal 10 damage to a Battleground location.

The Siege of Cair Andros Nightmare (x2)
4
4
10 
Cair Andros. Battleground.

If Walls of Cair Andros has 4 or more damage, discard it and each player must assign 4 damage amoung characters he controls.

Shadow: Attacking enemy gets +X, where X is the amount of damage on the active location.

The Siege of Cair Andros Nightmare (x2)
3
6
3 
Cair Andros. Battleground. Riverland.

If Anduin Wharf has 6 or more damage, discard it and reveal 2 cards from the top of the encounter deck.

While Anduin Wharf is the active location, allies cost 1 additional matching resource to play from hand.

The Steward's Fear Nightmare (x2)
3
6
10 
Underworld. City.

Underworld 1.

Forced: At the end of the round, place 1 resource token on Traitors' Den. Then, if it has 4 or more resource tokens on it, remove all tokens from it and reveal at random one of the Plot cards removed from the game during setup. Add that card to the staging area.

The Steward's Fear Nightmare (x2)
2
5
3 
City.

While Rath Celerdain is in the staging area, it gains:"Forced: At the beginning of the encounter phase, reveal the top card of the underworld deck. If it is an objective, discard it."

"...go down to the lowest circle and ask for the Old Guesthouse in the Rath Celerdain, the Lampwrights' Street." –Beregond, The Return of the King

The Steward's Fear Nightmare (x2)
4
3
6 
Underworld. City.

Underworld 1.

Travel: Reveal all facedown cards underneath Arched Tunnel, one at a time. Then, place the top card of the underworld deck facedown underneath Arched Tunnel, if able.

And each time that it passed the line of the Great Gate it went through an arched tunnel... –The Return of the King

The Drúadan Forest Nightmare (x3)
3
3
10 
Forest.

Immune to player card effects.

While Devil's Mirk is in the staging area, characters cannot be healed.

While Devil's Mirk is the active location, each Wose enemy gets +2 Defense

The Drúadan Forest Nightmare (x2)
5
4
10 
Forest. Hills.

Players cannot travel to Eilenach unless there is at least 1 resource in each hero's resource pool.

Shadow: If the defending character has no resources, deal it 1 damage.

...standing up from the long ridges of the Drúadan Forest... –The Return of the King

The Drúadan Forest Nightmare (x2)
1
6
3 
Forest.

While Stonewain Valley is in the staging area, resources discarded or spent by the first player for any reason are placed on Stonewain Valley.

Stonewain Valley gets +1 Threat for each resource on it.

"Way is wide for four horses in Stonewain Valley yonder," he waved his hand southwards: "but narrow at beginning and at end." –Ghân–buri–Ghân, The Return of the King

Encounter at Amon Dîn Nightmare (x3)
4
6
6 
Gondor.

Villagers 2.

Forced: When any amount of progress is placed on a location in the staging area, discard 1 villager token from that location.

Travel: The first player searches the encounter deck for an enemy, reveals it, and puts it into play engaged with him. Shuffle the encounter deck.

Encounter at Amon Dîn Nightmare (x2)
3
5
10 
Gondor.

Villagers 2.

While Overrun Village is in the staging area, it gains:"Forced: After an enemy engages a player, discard 1 villager token from Overrun Village."

Travel: Place 1 damage token on Dead Villagers.