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Trait Keyword Victory
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Player Encounter Quest
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Results: 25 Cards
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 Ring Goes South Nightmare (x4)
22 3 5 1 5
Tentacle.

Cannot have attachments.

Watcher in the Water Cannot take damage.

Forced: After Pale-green Tentacle attacks and destroys a character, return Pale-green Tentacle to the staging area.

Journey in the Dark Nightmare (x2)
32 4 5 3 4
Troll.

Cannot have attachments.

Forced: When Slab-bearer is destroyed, discard the top card of the encounter deck. If the discarded card is an enemy, add it to the staging area.

...they bore great slabs of stone, and flung them down to serve as gangways over the fire.
–The Fellowship of the Ring

Breaking of the Fellowship Nightmare (x3)
44 2 4 2 4
Orc. Uruk-hai.

Toughness 1. Archery 2.

Forced: After Isengard Archer enters the staging area, each player at this stage deals 2 damage to a character he controls.

Shadow: Deal 2 damage to an ally you control.

The Ring Goes South Nightmare (x2)
44 4 4 3 5
Creature.

Cannot have attachments or be optionally engaged.

While Hunting Hawk is in the staging area it gains,"Forced: After a player plays an ally, he must either exhaust it, or place 1 damage on an active location."

Journey in the Dark Nightmare (x4)
42 3 4 3 4
Orc.

Peril. Archery 2.

When Revealed: Discard a randome card from your hand. Assign X damage among characters you control, where X is the cost of the discarded card.

Breaking of the Fellowship Nightmare (x4)
35 3 5 1 3
Orc. Uruk-hai.

Toughness 2. Archery 1.

Forced: After Isengard Tracker destroys a character, move it to the first player's staging area.

Shadow: After this attack, move attacking enemy to the first player's staging area.

The Ring Goes South Nightmare (x3)
33 2 4 3 4
Creature. Warg.

When Revealed: Misty Mountain Warg makes an immediate attack against you. If it destroys a character, place 2 damage on each active location.

Shadow: If this attack destroys a character, place 1 damage on an active location.

Journey in the Dark Nightmare (x3)
X
4
Underground.

X is 1 more than the number of damaged characters.

Forced: After a player commits characters to the quest, he deals 1 damage to a character he controls.

Out of it a fierce red light came, and now and again flames licked at the brink... –The Fellowship of the Ring

Breaking of the Fellowship Nightmare (x3)
4
4
River. Forest.

While Langflood River is in the staging area, no more than 4 progress can be placed on this quest stage each round.

Forced: When Langflood River leaves play as an explored location, add it to the staging area to the left, if able.

The Ring Goes South Nightmare (x3)
X
6
Hills.

X is 1 more than the number of enemies in play.

Forced: When Expanse of Hollin is explored, shuffle the encounter discard pile into the encounter deck. Then, discard the top card of the encounter deck for each damage here. Add each enemy discarded by this effect to the staging area.

Journey in the Dark Nightmare (x3)
3
5
Underground.

While Darkened Mine is in the staging area, progress cannot be placed on locations in the staging area.

Shadow: Discard 1 random card from your hand.

Breaking of the Fellowship Nightmare (x3)
3
4
Forest. Hills.

While Western Emyn Muil is in the staging area, each Uruk-hai enemy at this stage gains Toughness 1.

Travel: A player at this stage must engage the highest toughness enemy in the staging area to travel here.

The Ring Goes South Nightmare (x3)
3
5
Hills.

Forced: After a "when revealed" effect is cancelled, place 1 damage on each active location.

Forced: When Slopes of Hithaeglir is explored, each player raises his threat by 1 for each damage here.

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.

Breaking of the Fellowship Nightmare (x2)

Peril.

When Revealed: Until the end of the round, add 6 to the archery total at this stage. You may discard X cards from hand to reduce the archery total at this stage by X until the end of the round.

Shadow: Discard 1 random card from your hand.

The Ring Goes South Nightmare (x2)

Peril.

When Revealed: Either raise your threat by 6, or engage the lowest engagement cost enemy in the staging area and reveal an encounter card.

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 Attack and gains Regenerate 4. (At the end of the refresh phase, remove 4 damage from the attached enemy.)"

Shadow: If attacking enemy is The Balrog attach Flaming Sword to it.

Breaking of the Fellowship Nightmare (x2)

Surge.

When Revealed: Attach to the current quest. (Counts a Condition attachment with the text:"Forced: At the end of the round, each player at this stage raises his threat by 1 for each enemy in the staging area. Then, discard Hunting the Ring and move each enemy in this staging area to the first player's staging area.")

The Ring Goes South Nightmare (x2)

Surge. Doomed 1.

When Revealed: Until the end of the phase, add 1 to the total $ in the staging area for each damage on each active location.

Shadow: Attacking enemy gets +1 Attack for each damage on each active location.

Journey in the Dark Nightmare (x3)

When Revealed: Each player deals 1 damage to a questing character he controls. Until the end of the phase, each damaged character gets -2Willpower

Shadow: Deal 1 damage to the defending character.

Breaking of the Fellowship Nightmare (x2)

Doomed 2.

When Revealed: Until the end of the round, players cannot trigger Action or Response effects.

Shadow: Until the end of the round, defending character cannot ready.

Journey in the Dark Nightmare (x2)

Peril.

When Revealed: Either deal 1 damage to each character you control, or progress cannot be placed on the quest until the end of the round.

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