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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: 701 - 750 of 804 Cards
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.

The Dread Realm Nightmare (x3)
3
5
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.

Voyage Across Belegaer Nightmare (x2)
2
6
9 
Ocean.

While Open Waters is in the staging area, each Ship enemy gets -5 engagement cost and +1 Threat

Travel: One player must exhaust a Ship objective to travel here.

?

Voyage Across Belegaer Nightmare (x2)
4
4
1 
Ocean.

While your heading is ?, Shattered Sea gets +2 Threat and +2 quest points.

While your heading is Rainy, Shattered Sea gets +4Threat and +4 quest points.

While your heading is ?, Shattered Sea gets +6Threat and +6 quest points.

?

The Fate of Númenor Nightmare (x1)
Side
A
1
3
Ruins.

While Cursed Temple is the active location, characters with less than 2Willpower do not ready during the refresh phase.

It was not long before he had bewitched the King and was master of his counsel... -The Return of the King

Side
B
2
-

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 Fate of Númenor Nightmare (x2)
Side
A
2
2
Ruins.

Forced: After Drowned Graves is flipped to this side while active, discard the top X cards of the encounter deck. Each player adds an Undead enemy discarded from this effect to the staging area. X is 2 more than the number of players in the game.

...their years lessened as their fear of death grew, and their joy departed. -The Return of the King

Side
B
2
-

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 Fate of Númenor Nightmare (x1)
Side
A
3
5
Ruins.

While Flooded Ruins is the active location, it contributes itsThreat to the staging area.

Númenor was thrown down and swallowed in the sea... -The Return of the King

Side
B
2
-

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 Fate of Númenor Nightmare (x2)
Side
A
4
4
Forest.

While Lush Jungle is in the staging area, characters get -1Attack and lose ranged.

Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.

Side
B
2
-

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 Fate of Númenor Nightmare (x2)
Side
A
5
5
Ruins.

Each Undead enemy gets +1 Threat and +1 Attack

Forced: After Desecrated Grounds is flipped over while active, deal 1 damage to each exhausted character.

Side
B
2
-

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 Fate of Númenor Nightmare (x2)
Side
A
6
4
Ruins.

Each Undead enemy gains "immune to player card effects."

Forced: After Forsaken City is flipped over while active, each engaged Undead enemy makes an immediate attack.

Side
B
2
-

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 Fate of Númenor Nightmare (x3)
2
1
4 
Forest. Ruins.

While Overgrown Steps is in the staging area, it gains: "Each Uncharted location in the staging area gets +1 Threat

Travel: Raise each player's threat by 2 to travel here.

Raid on the Grey Havens Nightmare (x2)
2
6
9 
Grey Havens.

Aflame 5.

While Burning Tower is in the staging area, damage cannot be healed.

Forced: After damage is placed on Burning Tower, choose X characters, where X is the amount of damage on Burning Tower. Deal 1 damage to each chosen character.

Flight of the Stormcaller Nightmare (x3)
2
6
1 
Coastland. Ocean.

When Revealed: If your heading is off-course (Cloudy, Rainy, or Stormy), make Sharp Jetties the active location, returning any currently active location to the staging area.

Forced: When any amount of progress is placed on Sharp Jetties, either remove an equal amount of progress from the current quest, or deal an equal amount of damage to each Ship objective.

Flight of the Stormcaller Nightmare (x3)
4
3
9 
Coastland. Ocean.

While Cliffside Inlet is in the staging area, the main quest gets +2 quest points.

Travel: Discard cards from the top of the encounter deck until a Ship enemy is discarded. Put that enemy into play in the Stormcaller's area.

?

The Thing in the Depths Nightmare (x3)
3
3
1 
Ship. Deck.

While Aft Cabin is in the staging area, each enemy grappled with each Deck location adds 3Threat instead of 2Threat

Forced: After an enemy is detached from Aft Cabin, that enemy gets +3Defense until the end of the round.

Temple of the Deceived Nightmare (x2)
Side
A
4
6
Ruins.

Forced: When Desecrated Ruins is flipped over while active, remove all resources from each hero and objective-ally.

Tar–Palantir attempted to ammend the evil: but it was too late, and there was rebellion and strife in Númenor
–The Return of the King

Side
B
3
-

Uncharted. Cannot have player card attachments.

Forced: After Edge of the Temple becomes the active location, flip it over.

Action: Remove 8 progress from Edge of the Temple to look at its facedown side.

Temple of the Deceived Nightmare (x2)
Side
A
2
5
Ruins.

While Temple Foothills is the active location, the players, as a group, cannot play more than 1 card each round.

Side
B
-
-

Uncharted.

Cannot have player card attachments.

Forced: After Edge of the Temple becomes the active location, flip it over.

Action: Remove 8 progress from Edge of the Temple to look at its facedown side.

Temple of the Deceived Nightmare (x2)
Side
A
3
4
Ruins.

Forced: When Cursed Temple is flipped over while active, discard 3 cards at random from each player's hand.

While Cursed Temple is the active location, each player cannot draw cards by card effects.

Side
B
3
-

Uncharted.

Cannot have player card attachments.

Forced: After Edge of the Temple becomes the active location, flip it over.

Action: Remove 8 progress from Edge of the Temple to look at its facedown side.

The Drowned Ruins Nightmare (x2)
5
5
4 
Underground. Grotto.

While Overgrown Passage is the active location, heroes cannot gain resources.

Response: After you travel to Overgrown Passage, you may flip it to its Underwater side.

The Drowned Ruins Nightmare (x2)
2
3
1 
Underground. Grotto.

Forced: When faced with the option to travel, if you do not choose to travel to a location name Sharp Precipice, you must raise each player's threat by 3.

Forced: After you travel to Sharp Precipice, flip it to its Underwater side.

The Drowned Ruins Nightmare (x2)
6
8
5 
Underground. Underwater.

While Jagged Cavern is the active location, the first treachery card revealed each round gains doomed 1 and surge.

Forced: If Jagged Cavern is the active location at the end of the quest phase, each player must discard each card in his or her hand. Then, you may flip Jagged Cavern to its Grotto side.

The Drowned Ruins Nightmare (x2)
2
16
1 
Underground. Underwater.

While Submerged Crawlway is the active location, deal each engaged enemy 1 additional shadow card at the beginning of the combat phase.

Forced: If Submerged Crawlway is the active location at the end of the quest phase, each player must search the encounter deck and discard pile for an enemy and add it to the staging area. Then, you may flip Submerged Crawlway to its Grotto side.

The Drowned Ruins Nightmare (x2)
2
6
9 
Underground. Underwater.

If Flooded Caverns is in the staging area and the active location is Underwater add that location'sThreat to theThreat of Flooded Caverns.

Forced: If Flooed Caverns is the active location at the end of the quest phase, return an Underwater location from the victory display to the bottom of the Grotto deck, Grotto side faceup. Then, return Flooded Caverns to the staging area.