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Results: 751 - 773 of 773 Cards
The Fate of Númenor Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Progress cannot be placed on non-Uncharted locations in the staging area.

Forced: When the players would travel to Shrine of Morgoth, if there are 3 or fewer double-sided locations in the victory display, return Shrine to Morgoth to the staging area and flip it to its Lost Island side. Remove all progress from each Uncharted location in the staging area and shuffle them so that the players do not know which one is which. Then, choose a new location to travel to.

Stage
B

Begin with the standard quest deck and encounter deck for The Fate of Númenor scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

2x Forbidden Coast

2x Cursed Temple

2x Flooded Ruins

2x Drowned Graves

2x Lush Jungle

1x Shrine of Morgoth

3x Steep Plateau

3x Aimless Wandering

1x Mysterious Fog

1x Servant of the Deceiver

1x Lingering Malevolence

1x Drowned Dead

Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Fate of Númenor encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

Note: As print-on-demand cardstock does not match that in the original scenario, the Uncharted deck from the original scenario should be replaced with the Uncharted deck reprinted in this Nightmare deck. This has already been taken into account in the cards listed above.

Flight of the Stormcaller Nightmare (x1)
Stage
A

You are playing Nightmare mode.

While you are at the same stage as the Stormcaller, the main quest gets +X quest points, where X is the Stormcaller's remaining hit points.

...the Sea became a word of fear among them, and a token of death, and they turned their faces away from the hills in the west.
—The Fellowship of the Ring

Stage
B

Begin with the standard quest deck and encounter deck for the Flight of the Stormcaller scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

  • 2x Calm Waters
  • 2x Corsair Skiff
  • 2x Southron Sailor
  • 2x Serpent's Blade
  • 1x Hidden Cove
  • 2x Jagged Cliff

Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Flight of the Stormcaller encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

☸*: Some Cards in the Flight of the Nightmare Deck have Sailing Success symbols () with an asterisk (*) next to them. This indicates that the card has a Forced effect which will trigger when the card is discarded during a sailing test.

The Thing in the Depths Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Forced: After The Thing in the Depths enemy enters play, it attacks each player in turn order from the staging area (deal and resolve a shadow card for each attack).

Stage 3B gains: "Forced: At the beginning of the quest phase, if there are fewer locations in play than the number of players, discard cards from the top of the encounter deck until a location is discarded. Reveal that location.

Forced: At the end of the refresh phase, resolve the grapple keyword on each Tentacle enemy in play.

Stage
B

Begin with the standard quest deck and encounter deck for the The Thing in the Depths scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

2x Corsair Infiltrator

1x Crew Quarters

1x Crushing Arm

1x Grasping Arm

1x Giant Arm

Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Thing in the Depths encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Drowned Ruins Nightmare (x1)
Stage
A

You are playing Nightmare mode.

While the active location is Underwater encounter card effects cannot be canceled.

Forced: When the 'when revealed' effect on state 2A resolves, Captain Sahír makes an immediate attack against each player in turn order, instead of only the first player.

Stage
B

Begin with the standard quest deck and encounter deck for The Drowned Ruins scenario.

Remove the following card, in the specified quantities, from the standard encounter deck:

1x Cursed Caverns / Twisting Hollow

1x Undersea Grotto / Dark Abyss

2x Throngs of Unfaithful

2x Soulless Cadaver

2x Drowned Cave

3x Into the Abyss

1x Tangling and Grasping

2x Sea-scorpion

2x Cave Eel

Then, shuffle the encounter card in this Nightmare Deck into the remainder of the standard The Drowned Ruins encounter deck.

Finally, flip this setup card over and placr it next to the quest deck. Its effect remains active throughout the game, which is now ready to being.

A Storm on Cobas Haven Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Setup: When choosing a Dol Amroth objective to put into play during setup, players must choose randomly among all 6 Dol Amroth objectives.

Raider Flagship cannot guard objectives.

While any player is engaged with Raider Flagship, no more than 5 progress can be placed on the current quest each round.

And in the morning the banner of Dol Amroth, a white ship like a swan upon blue water, floated from the Tower...
–The Return of the King

Stage
B

Begin with the standard quest deck and encounter deck for the A Storm on Cobas Haven scenario.

Remove the following card, in the specified quantities, from the standard encounter deck:

2x Belfalas Islet

2x Cobas Haven

2x Fog Bank

2x Corsair Skirmisher

1x Ramming Speed!

2x Corsair Infiltrator

1x Cunning Pirate

1x Umbar Raider

Then, shuffle the encounter card in this Nightmare Deck into the remainder of the standard A Storm on Cobas Haven encounter deck.

Finally, flip this setup card over and placr it next to the quest deck. Its effect remains active throughout the game, which is now ready to being.

Wheel*: Some cards in the A Storm on Cobas Haven Nightmare Deck have Sailing success symbols (Wheel) with an asterisk (*) next to them. This indicates that the card has a Forced effect which will trigger when the card is discarded during a Sailing test.

The City of Corsairs Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Forced: When the 'when revealed' effect on stage 2B resolves, also search the encounter deck and discard pule for each copy of Umbar Bridge and each copy of Inspiring Fury and shuffle them into the second encounter deck.

Forced: When the 'when revealed' effect on stage 3A resolves, also search the encounter deck for The Cursed Sword and attack it to the set-aside Captain Sahír.

Stage
B

Begin with the standard quest deck and encounter deck for The City of Corsairs scenario.

Remove the following card, in the specified quantities, from the standard encounter deck:

2x Corsair Infiltrator

2x Fog Bank

2x Starlit Sea

2x Scouting Ship

2x Serpent's Tail

1x Streets of Umbar

During setup, players are instructed to set The City of Corsairs encounter set aside, out of play. After doing so, shuffle the encounter cards in this Nightmare Deck that have The City of Corsairs encounter set icon into the set aside The City of Corsairs encounter set. Then, use the encounter cards in this Nightmare Deck that have the Coast of Umbar encounter set icon to build the standard encounter deck and Corsair deck.

Finally, flip this setup card over and placr it next to the quest deck. Its effect remains active throughout the game, which is now ready to being.

Wheel*: Some cards in The City of Corsairs Nightmare Deck have Sailing success symbols (Wheel) with an asterisk (*) next to them. This indicates that the card has a Forced effect which will trigger when the card is discarded during a Sailing test.

We Must Away, Ere Break of Day Nightmare (x1)

You are playing Nightmare mode.

The objective cards Troll Key and Troll Purse gain surge.

A nice pickle they were all in now: all neatly tied up in sacks, with three angry trolls (and two with burns and bashes to remember) sitting by them, arguing whether they should roast them slowly, or mince them fine and boil them, or just sit on them one by one and squash them into jelly... –The Hobbit

Begin with the standard quest deck and encounter deck for the We Must Away, Ere Break of Day scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

3x A Suspicious Crow

1x Lone-lands

1x Dreary Hills

2x Hobbit-lands

2x A Nice Pickle

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard We Must Away, Ere Break of Day encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.

Play Tip: The treachery card, Night Wanes Slow, has a Forced effect that triggers when it is discarded from the encounter deck as a result of stage 2B's effect. When discarding cards from the encounter deck at stage 2B, discard them one at a time in case Night Wanes Slow is one of them.

Over the Misty Mountains Grim Nightmare (x1)

You are playing Nightmare mode.

When resolving the "when revealed" effect of stage 3B, no more than X resources may be spent from Bilbo Baggins's resource pool, where X is the number of players in the game.

Begin with the standard quest deck and encounter deck for the Over the Misty Mountains Grim scenario. This scenario has two encounter decks. The first encounter deck consists of Over the Misty Mountains Grim and Western Lands encounter sets, and the second consists of The Great Goblin and Misty Mountain Goblins encounter sets.

Remove the following cards, in the specified quantities, from both of the standard encounter deck:

2x Cave Entrance

2x Lone-lands

2x Dreary Hills

2x Overhanging Rock

1x Great Cavern Room

1x The Great Goblin

3x Goblin Miners

3x Goblin Axeman

Then, shuffle the encounter cards in this Nightmare Deck with the Over the Misty Mountains Grim encounter set icons into the remainder of the first encounter deck. Shuffle the cards with The Great Goblin encounter set icon into the second encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.

Dungeons Deep and Caverns Dim Nightmare (x1)

You are playing Nightmare mode.

Gollum cannot take damage.

Setup: Search the encounter deck for The Lower Gate and set it aside, out of play.

Forced: When stage 3B is revealed, add The Lower Gate to the staging area.

Begin with the standard quest deck and encounter deck for the Dungeons Deep and Caverns Dim scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

3x Goblin Miners

3x Goblin Axeman

3x The Goblins' Caves

3x Grip, grab! Pinch, nab!

1x Not fair! Not fair!

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Dungeons Deep and Caverns Dim encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.

Flies and Spiders Nightmare (x1)

You are playing Nightmare mode.

Setup: Each player gives 1 poison to a hero he controls.

Hundreds of angry spiders were goggling at them all round and about and above. It looked pretty hopeless. –The Hobbit

Begin with the standard quest deck and encounter deck for the Flies and Spiders scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

3x Dark Bats

3x Hidden Path

2x Fighting Among Friends

5x Wicked Spider

1x Fat Spider

1x Giant Web

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Flies and Spiders encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.

The Lonely Mountain Nightmare (x1)

You are playing Nightmare mode.

While there is at least 1 card stacked underneath The Lonely Mountain the players cannot advance to stage 3.

Smaug the Magnificent cannot take damage unless A Bare Patch is attached to him.

The dwarves were still passing the cup from hand to hand and talking delightedly of the recovery of their treasure, when suddenly a vast rumbling woke in the mountain underneath as if it was an old volcano that had map up its mind to start eruptions once again. –The Hobbit

Begin with the standard quest deck and encounter deck for The Lonely Mountain scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

3x Dark Bats

2x Fighting Among Friends

3x Western Slopes

2x Secret Entrance

4x Belching Fire

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Lonely Moutain encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.

The Battle of Five Armies Nightmare (x1)

You are playing Nightmare mode.

While the players are at stage 5b, this card gains:"Forced: When the players are instructed to remove any amount of progress from a quest stage, place 1 progress here instead."

If there are X progress tokens here, the players lose the game. X depends on the number of players in the game:

1 player: X equals 5

2 players: X equals 7

3 players: X equals 9

4 players: X equals 11

Begin with the standard quest deck and encounter deck for The Battle of Five Armies Nightmare scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

3x Dark Bats

3x Hidden Path

2x Fighting Among Friends

1x Vanguard of Bolg

1x Ravenous Warg

4x Gundabad Climber

3x Gundabad Wolf Rider

1x Misty Mountain Eagle

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Battle of Five Armies Nightmare encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.

A Shadow of the Past Nightmare (x1)

You are playing Nightmare mode.

Forced: When stage 3A is revealed, if Kham–l the Easterling is not in play, the first player searches the encounter deck, discard pile, and victory display for Kham–l the Easterling and adds it to the staging area. Shuffle the encounter deck.

"I do not know for what reason the Enemy is purusing you," answered Gildor; "but I perceive that he is – strange indeed though that seems to me. And I warn you that peril is now both before you and behind you, and upon either side." –The Fellowship of the Ring

Begin with the standard quest deck and encounter deck for the A Shadow of the Past scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

3x Evil Crow

1x Woody End

1x Bamfurlong

1x Stock-brook

3x Green Hill Country

3x Pathless Country

2x Rode Like a Gale

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard A Shadow of the Past encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.

A Knife in the Dark Nightmare (x1)

You are playing Nightmare mode.

While Bill Ferny is in the staging area, he gains: "Immune to player card effects."

The night deepened. There came the soft sound of horses led with stealth along the lane. Outside the gate they stopped, and three black figures entered, like shades of night creeping across the ground. –The Fellowship of the Ring

Begin with the standard quest deck and encounter deck for the A Knife in the Dark scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

4x Shady Bree-lander

3x Weather Hills

1x Unwanted Attention

3x Pathless Country

1x Weathertop

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard A Knife in the Dark encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.

Flight to the Ford Nightmare (x1)

You are playing Nightmare mode.

The players cannot win while Ford of Bruinen is in play.

"There seem only to have been five of the enemy. Why they were not all here, I don't know; but I don't think they expected to be resisted. They have drawn off for the time being. But not far, I fear. They will come again another night, if we cannot escape." –Aragorn, The Fellowship of the Ring

Begin with the standard quest deck and encounter deck for the Flight to the Ford scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

4x Fell Rider

1x Ford of Bruinen

1x The Troll's Camp

3x Ettenmoors

3x Pain Assailed Him

3x The Old Road

3x Pathless Country

3x Striken Dumb

2x Rode Like a Gale

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Flight to the Ford encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effects remain active throughout the game, which is now ready to begin.

The Ring Goes South Nightmare (x1)

You are playing Nightmare mode.

Setup: Set each copy of Pale-green Tentacle aside, out of play.

Forced: When the players advance to stage 4B, each player puts 1 copy of Pale-green Tentacle into play engaged with him. Shuffle any remaining copies, and the encounter discard pile, into the encounter deck.

Begin with the standard and encounter deck for The Ring Goes South scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

2x Crebain from Dunland

2x Howling Warg

1x Tree-crowned Hill

3x Hills of Hollin

2x Snowdrifts

1x Storm of Howls

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Ring Goes South encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

Journey in the Dark Nightmare (x1)

You are playing Nightmare mode.

Each hero in each player's discard pile cannot leave the discard pile.

The players cannot defeat stage 3B unless The Balrog is in the victory display.

"And I say to you: if you pass the doors of Moria, beware!" –Aragorn, The Fellowship of the Ring

Begin with the standard and encounter deck for The Journey in the Dark scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

3x Moria Archer

4x Mines of Moria

1x We Cannot Get Out

3x Deep Fissure

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Joruney in the Dark encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

Breaking of the Fellowship Nightmare (x1)

You are playing Nightmare mode.

"The day has come at last." her said: "the day of choice which we have long delayed. What shall now become of our Company that has travelled so far in fellowship?"
–Aragorn, The Fellowship of the Ring

Begin with the standard and encounter deck for the Breaking of the Fellowship scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

4x Uruk-hai Archer

2x River Anduin

1x Slopes of Amon Hen

2x Black Feathered Arrows

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Breaking of the Fellowship encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Uruk-hai Nightmare (x1)

You are playing Nightmare mode.

Each Captive is immune to player card effects.

Setup: Set Mauhúr aisde, out of play.

Forced: When the players advance to stage 2A, add Mauhúr to the staging area.

“You'll run with me behind you,” said Uglúk. “Run! Or you'll never see your beloved holes again.”

—The Two Towers

Begin with the standard quest deck and encounter deck for The Uruk-hai scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

  • 3x Uruk-hai Figter
  • 1x Snaga
  • 2x Eastemnet
  • 2x Plains of Rohan
  • 3x The Wold
  • 2x Unseen Barrier

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Uruk-hai encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

Helm's Deep Nightmare (x1)

You are playing Nightmare mode.

Arrows thick as the rain came whistling over the battlements, and fell clinking and glancing on the stones. Some found a mark. The assault on Helm's Deep had begun...
–The Two Towers

Begin with the standard quest deck and encounter deck for the Helm's Deep scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

1x Isengard Uruk

3x Uruk-hai Fighter

3x Wild Hillman

3x The Hornburg

1x Deeping Wall

2x Postern Door

2x Reckless Hate

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Helm's Deep encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Road to Isengard Nightmare (x1)

You are playing Nightmare mode.

Forced: When Ent of Fangorn leaves play, remove it from the game.

"Suddenly up came fires and foul flames: the vents and shafts all over the plain began to spout and belch. Several of the Ents got scorched and blistered."
–Pippin, The Two Towers

Begin with the standard quest deck and encounter deck for The Road to Isengard scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

3x Snaga

1x Ring-wall of Isengard

2x Open Pit

1x Machines of Isengard

3x Blast of Sorcery

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Road to Isengard encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

The Passage of the Marshes Nightmare (x1)

You are playing Nightmare mode.

Forced: When a location in the staging are is explored, raise each player's threat by X, where X is that location's Mire value.

Often they floundered, stepping or falling hands–first into waters as noisome as a cesspool, till they were slimed and fouled almost up to their necks and stank in one another's nostrils. –The Two Towers

Begin with the standard quest deck and encounter deck for The Passage of the Marshes scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

3x Groping Dead

3x Dead Things

3x Soft Mires

3x Haunted Mere

3x Bitter Reek

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Passage of the Marshes encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.

Journey to the Cross-roads Nightmare (x1)

You are playing Nightmare mode.

Setup: Place 1 Southron Warrior per player facedown under The Cross-roads, then shuffle the facedown cards under The Cross-roads. Set any remaining Southron Warriors aside, out of play.

"Great strength of them was reported to us some days ago, marching north. One of their regiments is due by our reckoning to pass by, some time ere noon..."
–Mablung, The Two Towers

Begin with the standard quest deck and encounter deck for The Journey to the Cross-roads scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

1x Captain of Harad

1x Henneth Annun

2x Southward Road

4x Hills of Ithilien

3x The Dark Lord's Summons

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard the Journey to the Cross-roads encounter deck.

Finally, flip this setup card over and place it next to the quest deck. Its effect remains active throughout the game, which is now ready to begin.