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.
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.
You are playing Nightmare mode.
Do not discard unresolved shadow cards from Shelob at the end of the combat phase.
While Cleft of Cirith Ungol is in the staging area, players cannot travel to locations not named Cleft of Cirith Ungol.
...she was there, who was there before Sauron, and before the first stone of Barad–d–r; and she served none but herself, drinking the blood of Elves and Men, bloated and grown fat with endless brooding on her feasts, weaving webs of shadow...
The Two Towers
Begin with the standard quest deck and encounter deck for the Shelob's Lair scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
4x Mogul Orc
2x The Under-way
3x Deep Dark Passage
2x Many Openings
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Shelob's Lair 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.
Forced: After Southron Warrior engages you, discard an ally you control.
Shadow: Attacking enemy gets +1 (+2 instead if the defending character is damaged.
Forced: When Foul-smelling Cave is explored, place 1 resource on Shelob, if able.
Shadow: Attacking enemy gets +1 (+2 instead if attacking enemy is Shelob).
Cannot have attachments or be placed under The Black Gate.
Southron Rearguard gets -1 engagement cost for each progress token on stage 1B.
Shadow: Return attacking enemy to the staging area.
While Torech Ungol is in the staging area, Shelob gets +1 and +1
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
While Wooded Glade is the active location, treat each non-objective attachment's text box as if it were blank.
Shadow: Discard a non-objective attachment you control.
Immune to player card effects.
While Cobwebbed Tunnel is in the staging area, each Underground location in the staging area gets +1 and +5 quest points.
Travel: The first player reveals an encounter card to travel here.
The engaged player cannot reduce his threat.
Forced: When Pale Faces attacks, raise your threat by 4.
Shadow: Attacking enemy get +X where X is the Mire X value of the active location.
While Dense Fern-brake is the active location, enemies in the staging area are immune to player card effects.
Shadow: Exhaust a character you control.
When Revealed: Either discard a random card from your hand, or engage Orc of Minas Morgul and reveal an additional encounter card.
Shadow: Attacking enemy gets +2
Cannot have attachments.
The engaged player cannot reduce his threat.
Forced: After Rotting Thing attacks and destroys a character, place 1 mire token on the active location for each excess point of damage.
Shadowy Thicket gets +2 for each facedown card under The Black Gate.
Travel: The first player reveals the top facedown card under The Cross-roads and adds it to the staging area to travel here.
...presently the noise of fighting broke out near at hand, just above their hiding–place.
–The Two Towers
Forced: After Under-gate Sentry attacks and destroys a character you control, discard a random card from your hand.
Shadow: Either discard a random card from your hand, or exhaust a character you control.
When Revealed: Each player must choose: either raise your threat by 1 for each questing character you control, or deal 1 damage to each character you control.
Shadow: Attacking enemy gets +1 If this attack destroys a character, place 1 mire token on the active location.
When Revealed: Until the end of the round, each Harad enemy in the staging area gets +2 -30 engagement cost, and cannot be optionally engaged.
Shadow: Attacking enemy gets +1 If this attack destroys a character, return attacking enemy to the staging area.
When Revealed: Each player removes a character he controls from the quest and exhausts that character. Until the end of the round, characters cannot be readied by player card effects.
Shadow: Exhaust a character you control. Until the end of the round, that character cannot ready.
When Revealed: Deal Growing Stench to Shelob as a facedown shadow card.
Shadow: Defending character cannot ready. If the attacking enemy is Shelob and this attack destroys a character, place 1 progress on Shelob.