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Trait Keyword Victory
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Player Encounter Quest
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Results: 651 - 700 of 776 Cards
Assault on Osgiliath Nightmare (x1)
0
5
6 
Osgiliath.

Immune to player card effects. Palace Remains gets +1 Threat for each resource token on it.

The players cannot travel here unless there are at least 5 resource tokens on Palace Remains.

While Palace Remains is in the staging area, it gains"Forced: After a player takes control of a location, place 1 resource token here."

Assault on Osgiliath Nightmare (x2)
3
2
10 
Osgiliath.

Forced: When you take control of Crumbled Battlements, shuffle the encounter discard pile into the encounter deck and discard cards from the encounter deck until an enemy is discarded. Put the discarded enemy into play engaged with you.

"Here they come pouring through the breaches!" –Man of Gondor, The Return of the King

Assault on Osgiliath Nightmare (x2)
3
3
10 
Osgiliath.

Forced: When you take control of Eastern Quarter, discard each event card in your hand.

While a player controls Eastern Quarter it gains:"Forced: After the 'when revealed' effect of a treachery is canceled, return Easter Quarter to the staging area."

Assault on Osgiliath Nightmare (x2)
2
4
3 
Osgiliath.

Forced: When you take control of Western Quarter, discard the highest cost attachment you control.

While a player controls Western Quarter it gains:"Forced: After the 'when revealed' effect of a treachery is canceled, return Western Quarter to the staging area."

The Blood of Gondor Nightmare (x3)
3
6
10 
Ithilien. Forest.

Archery X.

X is the highest number of hidden cards in any player's play area.

Shadow: Turn 1 hidden card in your play area faceup. If it is a treachery card, attacking enemy makes an additional attack after this one.

The Blood of Gondor Nightmare (x3)
4
4
10 
Mountain.

While Mountains of Shadow is the active location, it gains:"Forced: After you turn 1 or more hidden cards faceup, take 1 hidden card."

Shadow: Either take 2 hidden cards, or this attack is considered undefended.

The Morgul Vale Nightmare (x2)
4
4
10 
River.

Forced: When Banks of Morgulduin is explored, deal it facedown as a shadow card to a Captain enemy.

Shadow: If attacking enemy is a Captain deal it 3 additional shadow cards for this attack.

The Morgul Vale Nightmare (x3)
2
5
10 
Mountain.

While Ephel Dúath is in the staging area, each Captain enemy gets +2 Attack

Shadow: Defending player must either place 1 progress token on To the Tower or treat this attack as undefended.

The Morgul Vale Nightmare (x2)
3
3
3 
Valley.

Forced: At the end of the round, each player must either exhaust a hero he controls or place 1 progress token on To the Tower.

Shadow: Return attacking enemy to the staging area after this attack.

The Fords of Isen Nightmare (x3)
X
4
2 
River. Valley.

X is the number of cards in the first player's hand.

While Western Shore is in the staging area, each enemy gets -X engagement cost.

Shadow: If you have 5 or more cards in your hand, this attack is considered undefended.

The Fords of Isen Nightmare (x3)
3
4
2 
River. Valley.

While Eastern Shore is in the staging area, each player cannot play more than 1 event each round.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, remove 1 time counter from the current quest.

The Fords of Isen Nightmare (x3)
2
5
1 
River.

While Isen River is in the staging area, each player cannot discard cards from his hand.

Forced: After Isen River becomes the active location, each player draws a card

Now further, and now nearer Isen flowed in its stony bed.
–The Two Towers

To Catch an Orc Nightmare (x2)
X
5
2 
Mountain.

X is the number of characters controlled by the first player.

Forced: After Methedras Peak leaves play as an explored location, each player searches 3.

...they had come to the feet of the mountains, and to the green roots of tall Methedras. –The Two Towers

To Catch an Orc Nightmare (x2)
4
2
2 
Mountain.

Forced: After Orc Trail leaves play as an explored location, choose an out of play Orc enemy, either set aside or in the victory display, and add it to the staging area. Then, the first player searches 4.

"No other folk make such a trampling."
–Legolas, The Two Towers

Into Fangorn Nightmare (x3)
2
6
2 
Forest.

While Tangled Forest is in the staging area, it gains:"Forced: After any amount of progress is removed from the current quest, assign X damage amoung characters in play. X is the number of progress just removed. This ability does not stack with other copies of Tangled Forest."

Into Fangorn Nightmare (x3)
3
4
2 
Forest.

While Entwood is in the staging area, each Huorn enemy in the staging area gains: "Immune to player card effects."

Travel: The first player engages the highest engagement cost Huorn enemy in the staging area.

Into Fangorn Nightmare (x2)
3
5
1 
Forest.

While Dark Corner of Fangorn is in the staging area, each Huorn enemy loses the hinder keyword.

Forced: After Dark Corner of Fangorn becomes the active location, each engaged Huorn enemy makes an immediate attack.

"...it is perilous to touch the trees of that wood, it is said."
–Aragorn, The Two Towers

The Dunland Trap Nightmare (x2)
4
5
6 
Enedwaith. Plains.

Whiles Plains of Dunland is in the staging area, each Dunland enemy gets -20 engagement cost and cannot be optionally engaged.

Travel: The first player engages the highestAttack enemy in the staging area to travel here.

The Dunland Trap Nightmare (x3)
2
3
2 
Enedwaith. Hills. River.

While Munuv D–v River is in the staging area, it gainst:"Forced: After a player draws any number of cards, he deals 1 shadow card to an enemy engaged with him."

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

The Dunland Trap Nightmare (x3)
3
4
2 
Enedwaith. Forest. Hills.

While Hithaeglir Woods is in the staging area, each Dunland enemy in the staging area cannot take damage.

Travel: Deal each Dunland enemy a shadow card to travel here.

The Three Trials Nightmare (x3)
3
5
2 
Forest.

While Sacred Forest is in the staging area, each Guardian enemy gains:"Forced: After any number of time counters are removed from this enemy, heal 2 damage on it for each time counter removed."

Travel: Remove each time counter from an enemy in play to travel here.

The Three Trials Nightmare (x2)
2
3
2 
Forest. Hills.

When faced with the option to travel, players must travel to Haunted Pillars, if able.

When Revealed: Either return the active location to the staging area, or Haunted Pillars gains surge.

Shadow: Attacking enemy gets +3Defense until the end of the phase.

Trouble in Tharbad Nightmare (x3)
2
5
2 
City. Ruins.

While City of Spies is in the staging area, it gains:"Forced: When you commit a character to the quest, raise your threat by 1. This effect does not stack with other copies of City of Spies."

Trouble in Tharbad Nightmare (x3)
5
4
2 
City.

While Dark Pathway is the active location, the first treachery card without the printed surge keyword revealed during the quest phase gains surge.

Shadow: Either remove 1 time counter from the current quest or treat this attack as undefended.

The Nîn-in-Eilph Nightmare (x3)
2
5
6 
Marsh.

While Desolate Meadow is in the staging area, it gains:"Forced: After any number of time counters are removed from the current quest, heal 2 damage on each Creature enemy in play."

Shadow: If this attack destroys a character, remove all progress from the current quest.

The Nîn-in-Eilph Nightmare (x4)
3
3
2 
Marsh.

While Peat Bog is in the staging area, it gains:"Forced: After the players advance to a quest stage, each player discards 1 random card from his hand."

Dead grasses and rotting reeds loomed up in the mists like ragged shadows of long–forgotten summers.
–The Two Towers

Celebrimbor's Secret Nightmare (x3)
3
4
6 
Ost-in-Edhil. Ruins.

Forced: After any amount of damage is placed on Bones of Hollin, raise each player's threat by that amount.

Travel: Place 2 damage on an Ost-in-Edhil location in play to travel here.

"...many Elves lived here in happier days, when Eregion was its name." –Gandalf, The Fellowship of the Ring

Celebrimbor's Secret Nightmare (x3)
2
5
2 
Ost-in-Edhil. Ruins.

Dusty Labyrinth gets +1 Threat for each damage on it.

Scour: Deal 2 damage to Dusty Labyrinth.

Travel: The first player must place a card from his hand facedown underneath The Orcs' Search to travel here.

The Antlered Crown Nightmare (x4)
2
5
2 
Dunland.

Time 3.

Forced: After the last time counter is removed from this location, each player reveals the top card of the Raven deck and adds it to the staging area.

Forced: When this location is explored, add the top card of the Raven deck to the staging area.

The Antlered Crown Nightmare (x2)
4
4
2 
Dunland.

Time 2.

Forced: After the last time counter is removed from this location, return each enemy in play to the staging area.

Shadow: Either remove 1 time counter from a location in play, or return attacking enemy to the staging area after this attack.

Intruders in Chetwood Nightmare (x3)
4
6
9 
Arnor. Forest.

Forced: After progress is placed on Northern Chetwood (and it is still in play), search the encounter deck, discard pile and victory display for Lost in the Wilderness, and reveal it.

Shadow: Discard 1 card at random from your hand for each point of damage deal by this attack.

Intruders in Chetwood Nightmare (x2)
3
5
5 
Arnor.

Forced: At the end of the round, if Greenway Path is in the staging area, search the encounter deck, discard pile and victory display for Shadow the War Party, and reveal it.

Shadow: Return attacking enemy to the staging area after this attack.

Intruders in Chetwood Nightmare (x2)
5
3
4 
Arnor.

Travel: Search the encounter deck, discard pile and victory display for Protect the Bree-landers, and reveal it.

Shadow: Attacking enemy gets +1 Attack if this attack destroys a character, raise your threat by 3.

The Weather Hills Nightmare (x2)
5
5
Arnor. Hills.

Progress cannot be placed on Weather-torn Valley while it is in the staging area.

While Weather-torn valley is active location, Weather cards cannot be canceled.

...suddenly a light came in the sky, and there was a noise of thunder.
–The Fellowship of the Ring

The Weather Hills Nightmare (x3)
3
4
Arnor. Ruins.

While Ruined Watch-tower is in the staging area, it gains:"Forced: When an Orc enemy is revealed, each player must deal 1 damage to a character he controls.

While Ruined Watch-tower is the active location, each enemy gets +3Defense

Deadmen's Dike Nightmare (x2)
9
9
Fornost. Ruins.

Action: Discard the top X of your deck to reduce Palace Ruins'Threat by X until the end of the phase. Any player may trigger this action. (Limit once per phase.)

Shadow: Discard 1 card from the top of your deck for each Undead enemy engaged with you.

Deadmen's Dike Nightmare (x4)
1
6
Fornost. Ruins.

While Fornost Street is in the staging area, each other Fornost location gets +1 Threat

Travel: Return the topmost enemy in the encounter discard pile to the staging area.

Shadow: Each Undead enemy engaged with you gets +1 Attack and +1 Defense until the end of the phase.

Deadmen's Dike Nightmare (x3)
5
5
Fornost. Ruins.

While Decrepit City is the active location, 'when revealed' effects cannot be canceled.

Shadow: Either discard 3 cards from the top of your deck, or this attack is considered undefended.

The Wastes of Eriador Nightmare (x3)
6
4
1 
Arnor.

While it is Night progress cannot be placed on Shrouded Wilderness.

Travel: Flip the Time objective from Daybreak to Nightfall.

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

The Wastes of Eriador Nightmare (x3)
3
5
9 
Arnor. Hills.

While Snowy Badlands is in the staging area, each enemy in the staging area cannot take damage.

Travel: Each player deals 1 damage to an exhausted character he controls to travel here (2 damage instead if it is Night).

Escape from Mount Gram Nightmare (x4)
2
3
9 
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
X
5 
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.

Across the Ettenmoors Nightmare (x2)
2
2
4 
Ettenmoors.

When face with the otpion to travel, the players must travel to Rocky Foothills, if able.

Rocky Foothills gets +2 quest points for each quest in play.

Shadow: Attacking enemy gets +1 Attack for each damage on the defending character.

Across the Ettenmoors Nightmare (x2)
3
4
3 
Ettenmoors.

As an additional cost to travel to a safe location, each player must spend 1 resource.

Heroes cannot gain resources by card effects.

Shadow: If no progress was placed on a side quest this round, attacking enemy gets +4Attack

The Treachery of Rhudaur Nightmare (x2)
1
6
9 
Ruins.

Forgotten Courtyard gets +1 Threat for each resource on it.

Forced: After an Undead enemy enters play, place 1 resource on Forgotten Courtyard.

The Treachery of Rhudaur Nightmare (x2)
5
4
5 
Ruins.

While Charred Ruins is the active location, it gains:"Forced: After a player's threat is increased by an encounter card effect, that player must deal 2 damage to a character he controls."

The Treachery of Rhudaur Nightmare (x3)
2
5
2 
Ruins.

Immune to player card effects.

While Secret Antechamber is in the staging area, no more than 5 progress can be placed on the main quest each round.

Travel: Raise each player's threat by 3 to travel here.

The Battle of Carn Dûm Nightmare (x3)
3
4
9 
Carn Dûm.

While Stronghold Tower is in the staging area, shadow effects cannot be canceled.

Travel: Each player must deal 2 damage to a character he controls to travel here.

The Battle of Carn Dûm Nightmare (x2)
5
2
5 
Carn Dûm.

Forced: After Gates of Carn D–m is explored, deal it as a shadow card to the enemy in the staging area with the lowest engagement cost.

Shadow: Attacking enemy gets +1 Attack and cannot take damage this round.

The Dread Realm Nightmare (x2)
6
4
9 
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.