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Trait Keyword Victory
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Player Encounter Quest
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Results: 7 Cards
The Fellowship of the Ring (x1)
38 3 1 3 5
Bree. Spy.

Players cannot optionally engage Bill Ferny.

Forced: At the beginning of the staging step, either shuffle 1 out of play Ringwraith into the encounter deck or each player raises their threat by 1 for each non- hero he committed to the quest.

The Black Riders (x1)
38 3 1 3 5
Bree. Spy.

Players cannot optionally engage Bill Ferny.

Forced: At the beginning of the staging step, either shuffle 1 out of play Ringwraith into the encounter deck or each player raises their threat by 1 for each non- hero he committed to the quest.

Murder at the Prancing Pony (x1)
42 3 2 3 5
Bree.

Cannot be optionally engaged.

The first treachery revealed each round gains doomed 1 and its effects cannot be canceled.

Shadow: Either raise your threat by 4, or this attack is considered undefended.

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

Immune to player card effects.

While Bill Ferny’s House is in the victory display, each Suspect, and each shadow card dealt to a Suspect, is immune to player card effects.

Travel: Search the encounter deck, discard pile and victory display for Bill Ferny and add him to the staging area. Shuffle the encounter deck.


The Fellowship of the Ring (x1)
Stage
1 A

Frodo and his companions arrive at Bree to find the shadow of the Black Riders already on the crossroads town. Unsure of who to trust, they decide to lodge at The Prancing Pony. There they meet a friend of Gandalf named Strider who offers to lead them to Rivendell, but their movements are also tracked by less savory folk.

Setup: Set all copies of Ringwraith, The Witch-king, Midgewater, and Weathertop aside, out of play. Add The Prancing Pony and Bill Ferny to the staging area. Shuffle the encounter deck.

1 B
8

The player cannot advance while The Prancy Pony is in play.

In dark and loneliness they are strongest; they will not openly attack a house where there are lights and many people – not until they are desperate, not while all the long leagues of Eriador still lie before us. But their power is in terror, and already some in Bree are in their clutch. They will drive these wretches to some evil work: Ferny, and some of the strangers, and, maybe, the gatekeeper too.
–Strider, The Fellowship of the Ring

The Black Riders (x1)
Stage
1 A

Frodo and his companions arrive at Bree to find the shadow of the Black Riders already on the crossroads town. Unsure of who to trust, they decide to lodge at The Prancing Pony. There they meet a friend of Gandalf named Strider who offers to lead them to Rivendell, but their movements are also tracked by less savory folk.

Setup: Set all copies of Ringwraith, The Witch-king, Midgewater, and Weathertop aside, out of play. Add The Prancing Pony and Bill Ferny to the staging area. Shuffle the encounter deck.

1 B
8

The player cannot advance while The Prancy Pony is in play.

In dark and loneliness they are strongest; they will not openly attack a house where there are lights and many people – not until they are desperate, not while all the long leagues of Eriador still lie before us. But their power is in terror, and already some in Bree are in their clutch. They will drive these wretches to some evil work: Ferny, and some of the strangers, and, maybe, the gatekeeper too.
–Strider, The Fellowship of the Ring

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.