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Scenario Encounter
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Card Type Subtype Deck Type
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Resource Threat Engagement
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Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
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Results: 51 - 96 of 96 Cards
A Shadow in the East (x2)
Easterling.

While attached to an enemy, counts as a Condition attachment with the text: "Attached enemy gets +1 Threat +1 Attack +1 Defense and is immune to player card effects."

When Revealed: Attach to the Easterling enemy with the lowestDefense without a copy of Fanaticism. Otherwise, Fanaticism gains surge.

The Hobbit: Over Hill and Under Hill (x3)
25 2 2 0 2
Goblin. Orc.

Goblin Miners gets +1 Defense for each Cave location in play.

Shadow: attacking enemy gets +1 Attack

The Hobbit: On the Doorstep (x4/x3)
20 1 1 1 4
Goblin. Orc.

This enemy gets +1 Threat, +1 Attack, and +1 Defense for each quest stage in play with no progress on it.

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

The Hobbit: On the Doorstep (x3/x2)
3
3
Mountain.

While Northern Slopes is in the staging area, each Goblin enemy gets +1 Attack and +1 Defense.

While Northern Slopes is the active location, it gains: "Forced: When a character leaves play, remove 1 progress from the current quest, if able."

The Black Riders (x1)
1
2
Forest.

While The Troll's Camp is the active location, each hero gets +1 Willpower +1 Attack and +1 Defense.

"We are forgetting our family history! These must be the very three that were caught by Gandalf, quarrelling over the right way to cook thirteen dwarves and one hobbit."
–Frodo, The Fellowship of the Ring

The Road Darkens (x2)

When Revealed: Remove all damage from each enemy at this stage. Each enemy at this stage gets +1 Threat +1 Attack and +1 Defense until the end of the round.

Shadow: If the defending character has fewer printed hit points than the attacking enemy, this attack is considered undefended.

The Treason of Saruman (x4)
4
4
Helm's Deep.

While Deeping Wall is the active location, each hero gets +1 Defense

Forced: When Deeping Wall is explored, raise each player's threat by 4.

The Deeping Wall was twenty feet high, and so thick that four men could walk abreast along the top, sheltered by a parapet over which only a tall man could look. –The Two Towers

The Flame of the West (x3)
29 2 2 1 3
Corsair.

If the active location is a Ship Corsair of Umbar gets +2 Attack and +2 Defense

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the active location is a Ship).

The Flame of the West (x2/x1)
Morgul.

Surge.

When Revealed: Attach to a Nazgûl enemy. Limit 1 per enemy. (Counts as a Mount attachment with the text: "Attached enemy gets +1 Threat +1 Attack +1 Defense and -10 engagement cost.Forced: At the end of the round, return attached enemy to the staging area.

...horrible as carrion–fowl yet greater than eagles, cruel as death. –The Return of the King

The Mountain of Fire (x3/x1)
1
5
Cirith Ungol.

Echoing Passage gets +1 Threat for each enemy in the staging area.

While Echoing Passage is the active location, each enemy gets +2 Defense

Many doors and openings could be seen on this side and that; but it was empty save for two or three more bodies sprawling on the floor.
–The Return of the King

The Mountain of Fire (x2/x1)
Morgul.

Peril.

When Revealed: Either search the encounter deck, discard pile, and victory display for a Nazgûl enemy and add it to the staging area, or attach Hell-hawk to a Nazgûl enemy in play. (Counts as a Mount attachment with the text: "Limit 1 per enemy. Attached enemy gets +2 Threat +2 Attack +2 Defense and is immune to play card effects.")

The Stone of Erech (x2)
42 3 4 1 6
Undead. Oathbreaker.

Spectral.

Dusk. Shadow Host Captain gets +1 Attack and +1 Defense

Midnight. Shadow Host Captain gets +2 Attack and +2 Defense

Fog on the Barrow-downs (x4/x3)
3
3
Ruins. Downs.

While Stone Ring is in the staging area, each Wight enemy engaged with a player gets +1 Attack and +1 Defense and applies the first sentence of its game text to each player at this stage as if it were engaged with him.

Stone rings grinned out of the ground like broken teeth in the moonlight. –The Fellowship of the Ring

Murder at the Prancing Pony (x1)
5
5
Hideout.

Immune to player card effects.

While Chetwood Campsite is in the victory display, each Suspect gets +1 Threat, +1 Attack, and +1 Defense.

Travel: Search the encounter deck and discard pile for a Chetwood Outlaw and add it to the staging area. Shuffle the encounter deck.

Murder at the Prancing Pony (x2)

Surge.

When Revealed: Attach to a Brigand enemy without a copy of Hired Muscle attacked and return that enemy to the staging area. (Counts as a Condition attachment with the text: "Attached enemy gets +1 Threat, +1 Attack, +1 Defense, and gains:'Forced: When attached enemy is defeated, look at the bottom of the Investigation deck.'")

The Siege of Annúminas (x3)
30 2 4 2 3
Orc.

Archery 1.

Forced: When Orc of Angmar attacks, either remove 1 progress from the main quest, or it gets +2 Defense until the end of the phase.

Shadow: Defender gets -2Defense until end of round.

Attack on Dol Guldur (x4)
24 2 3 1 3
Orc.

Dol Guldur Marauder gets +1 Attack and +1 Defense for each resource on it.

Forced: When Dol Guldur Marauder attacks, either remove 1 progress from the main quest or place 1 resource on Dol Guldur Marauder.

The Woodland Realm (x1) 5

When Revealed: The opposing team attaches Driven by Shadow to an enemy and returns it to the staging area. (Counts as a Condition attachment with the text: "Limit 1 per enemy. Attached enemy gets +2 Threat +2 Attack +2 Defense and is immune to player card effects.") If there is no enemy in play, Driven by Shadow gains surge.

The Mines of Moria (x1) 3
4
4
Underground.

While Spider Burrow is in the staging area, each Spider enemy gets +1 Defense

Forced: When Spider Burrow is explored, the opposing team searches the encounter deck and discard pile for a Spider enemy with cost 1 or less and adds it to the staging area. Shuffle the encounter deck.

The Mines of Moria (x2) 4

When Revealed: The opposing team attaches Denizen of the Deep to a non-unique enemy and returns it to the staging area. If there are no non-unique enemies in play, Denizens of the Deep gains surge. (Counts as Condition attachment with the text: "Attached enemy gets +1 Threat +1 Attack +1 Defense and is immune to player card effects.)

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.

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.

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."

The Seventh Level Nightmare (x1)
20 3 3 3 12 1 
Mordor. Orc.

Overseer Maurûl gets +X Threat +X Attack and +X Defense where X is the highest number of resources on a Goblin enemy in play.

The Players cannot win the game unless Overseer Maurûl is in the victory display.

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.

Shadow and Flame Nightmare (x3)
12 3 3 32 5 1 
Mordor. Orc. Uruk.

Forced: While Durin's Bane has no damage, Servant of Flame gets +2 Attack and +2 Defense

Shadow: Search the encounter deck for a treachery card with the Shadow or Flame trait and reveal it, if able. Shuffle the encounter deck.

Into Ithilien Nightmare (x2)
44 4 4 3 6 6 
Harad.

Each Harad enemy in the staging area gains archery 1.

Each engaged Harad enemy gets +1 Defense

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if it has the Harad trait).

The Siege of Cair Andros Nightmare (x4)
30 3 3 1 4 6 
Orc.

Forced: When Orc Ravager is dealt a shadow card, it gets +2 Defense until the end of the phase.

Shadow: Exhaust a character you control. Deal attacking enemy another shadow card.

The Steward's Fear Nightmare (x3)
9 
Title.

Surge. Doomed 1.

If The Cabal's Champion is unattached and in the staging area, attach it to a Villain enemy, if able. (Counts as a Title attachment with the text: "Attached enemy gets +1 Threat +1 Attack +1 Defense and +2 hit points.")

The Drúadan Forest Nightmare (x1)
1 4 5 4 3 5 
Wose.

Dr–-buri-Dr– cannot take more than 1 damage each round.

While Dr–-buri-Dr– is in play, other Wose enemies get +1 Attack and +1 Defense

Unless Dr–-buri-Dr– is in the victory display, the players cannot win the game.

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

Assault on Osgiliath Nightmare (x3)
30 X 3 3 4 5 
Harad.

Archery X.

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

Forced: After Haradrim Warrior engages a player, it gets +XAttack and +XDefense until the end of the round.

Shadow: Deal 1 damage to defending character.

The Morgul Vale Nightmare (x3)
18 2 4 3 5 5 
Traitor.

Each Captain enemy gets +1 Defense

Forced: At the end of the round, heal all damage from each Captain enemy in play.

Shadow: Heal all damage from each Captain enemy in play.

The Three Trials Nightmare (x3)
20 1 4 2 5 1 
Undead. Spirit. Boar.

If Boar's Guardian is in play or in the victory display, each Boar enemy gets +1 Defense

Forced: At the beginning of the encounter phase, Boar engages the player who controls Key of the Boar or is engaged with Boar's Guardian if able.

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

The Dread Realm Nightmare (x3)
4 
Sorcery.

Surge.

When Revealed: Attach to the main quest. (Counts as a Condition attachment with the text: "Daechanar gets +2 Defense

Shadow: If this attack destroys a character, resolve this card's 'when revealed' effect.

Raid on the Grey Havens Nightmare (x3)
44 2 2 2 4 5 
Corsair. Raider.

Corsair Pyromaniac gets +1 Threat +1 Attack and +1 Defense for each resource token on it.

Forced: After a card is placed underneath The Havens Burn, place 1 resource on Corsair Pyromaniac.

Flight of the Stormcaller Nightmare (x4)
28 0 3 3 4 4 
Corsair.

While Raider of the Storm is engaged with you, each Ship enemy engaged with you gets +1 Threat +1 Attack +1 Defense and contributes itsThreat to the total Threat in the staging 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 (x3)
28 3 3 3 4 9 
Undead.

While the active location is in the top rown, Cursed Soldier gets +3Threat

While the active location is in the middle row, Cursed Soldier gets +3Attack

While the active location is in the bottom row, Cursed Soldier gets +3Defense

Temple of the Deceived Nightmare (x3)
5 

When Revealed: Until the end of the round, each Undead enemy gets +XAttack and +XDefense X is the number of locations to the left of the active location (in its row). If X is 0 or 1, Call of the Curse gains surge.

Shadow: Resolve the 'when revealed' effect of Call of the Curse.

The Drowned Ruins Nightmare (x2)
34 4 4 4 6 1 
Creature.

Great Shark gets +1 Threat +1 Attack and +1 Defense for each Underwater location in the victory display.

Great Shark cannot be engaged or damaged unless the active location is Underwater.

Forced: At the beginning of the encounter phase, return Great Shark to the staging area unless the active location is Underwater.

Dungeons Deep and Caverns Dim Nightmare (x1)
4
8
Mountain.

No more than 4 progress can be placed on the current quest each round.

Creature enemies get +1 Attack

Goblin enemies get +1 Defense

It was still ajar, but a goblin had pushed it nearly to. Bilbo struggled but he could not move it. –The Hobbit

Journey in the Dark Nightmare (x1)

When Revealed: Attach Fiery Whip to The Balrog (even if out of play) as a Weapon attachment with the text: "Attached enemy gets +1 Defense and gains Archery 4."

Shadow: If attacking enemy is The Balrog attach Fiery Whip to it.

The Road to Isengard Nightmare (x3)
3
3
Isengard.

While Fortress of Isengard is in the staging area, each Orc enemy gets +1 Threat +1 Attack and +1 Defense

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

This was the stronghold of Saruman, as fame reported it; for within living memory the men of Rohan had not passed its gates...
–The Two Towers

Shelob's Lair Nightmare (x3)
2
4
Underground.

While Torech Ungol is in the staging area, Shelob gets +1 Attack and +1 Defense

Travel: Exhaust Sméagol to travel here.

There agelong she had dwelt, and evil thing in spider–form, even such as once of old had lived in the Land of the Elves in the West that is now under the Sea...
–The Two Towers