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147 Results Found

The Watcher in the Water (x1)
2 (-)
Gate.  
Progress tokens that would be placed on Doors of Durin are instead placed on the current quest card. Action: Each player may discard any number of cards from his hand. Then, discard the top card of the encounter deck. If the first letter of the encounter card's title matches that of one of the discarded player cards, add Doors of Durin to your victory display. (Limit once per round.)

The Watcher in the Water (x3)
[1] (540)
Condition.  
Attach to a Dwarf hero. Response: After you play a Dwarf character from your hand, draw 1 card.

The Road Darkens (x1)
1 (9)
Gate.  
Immune to player card effects. Progress cannot be placed on each other active location before it can be placed here. Progress cannot be placed here unless the first player controls the Ring-bearer. If there are 9 damage tokens, the players lose the game.

The Long Dark (x1)
Artifact.   Armour.  
When Revealed: The first player attaches Durin's Greaves to a hero of his choice as an attachment. Attached hero gets +1 Defense.

Foundations of Stone (x1)
Weapon.   Artifact.  
Surge.   Restricted.  
Attached hero gets +3 Attack. If attached hero is a Dwarf, it gets +1 Willpower. Action: Exhaust a hero to claim this objective. Then, attach Durin's Axe to that hero as an attachment.

Foundations of Stone (x1)
Armor.   Artifact.  
Surge.  
Attached hero gets +1 Defense. If attached hero is a Dwarf, it gets +2 hit points. Action: Exhaust a hero to claim this objective. Then, attach Durin's Helm to that hero as an attachment.

Shadow and Flame (x1)
(1) 4 6 3 27
Balrog.   Flame.   Shadow.  
Regenerate 3.   Indestructible.  
Players cannot play attachments on Durin's Bane.Durin's Bane cannot leave the staging area, is considered to be engaged with each player whose threat is 1 or greater, and attacks each of those players in turn during the combat phase (deal and discard a new shadow card each attack).

Roam Across Rhovanion (x1)
Artifact.   Item.  
While Durin's Key is free of encounters, the first player attached it to a hero he controls. Action: Exhaust Durin's Key to give each location -1 Threat until the end of the phase. Forced: At the beginning of the quest phase, the player who controls Durin's Key looks at the top 3 cards of the encounter deck, chooses 1 to reveal, and discards the rest.

Khazad-dûm (x3)
[1] (652)
Song.  
Action: Choose a Dwarf hero. That hero gets +2 Willpower, +2 Attack, and +2 Defense until the end of the round.

Roam Across Rhovanion (x1)
2A-B (5)

When Revealed: The first player searches the encounter deck, discrd pile, and victory display for a Deep Ravine, adds it to the staging area, and attaches the set-aside Durin's Key to it as a guarded objective. Shuffle the encounter deck. Each player reveals an encounter card.

Each encounter card guarding a card is immune to player card effects. Forced: When the players defeat this stage, remove it from the game. Advance to a random stage 2A, if able. Otherwise, advance to stage 3A. The players cannot travel to the Deep Ravine guarding Durin's Key unless there is at least 5 progress on this stage. This stage cannot be defeated unless the players control Urdug and Durin's Key.

The Road Darkens (x1)
4A-B (-)

When Revealed: Make Doors of Durin the active location. Add Watcher in the Water to the staging area. Discard all tokens from the Ring-bearer and place it (and each card attached to it) facedown under Watcher in the Water.

There can be 2 active locations. During the travel phase, the players must travel to a location, if able. Forced: After an enemy engages a player, place 1 damage on each active location. If Doors of Durin is explored, the players win the game.

Fog on the Barrow-downs (x1)

New Staging Rules When playing Fog on the Barrow-downs, players reveal encounter cards individually in player order during the Staging step of the Quest phase. If an encounter card has an effect that uses the word 'you' then the encounter card is referring to the player who revealed the card. If the revealed card has the Surge keyword, the player who revealed it reveals an additional card. Encounter cards with the Doomed X keyword still affect each player. Peril Keyword When a player reveals an encounter card with the the Peril keyword, he must resolve that staging of that card on his own without conferring with ther other players. The other players cannot take any actions or trigger any responses during the resolution of that card's staging.

Creating a Staging Area When a player is instructed to create his own staging area, he sets aside an area in front of himself to serve as his own separate staging area. Players continue to resolve each phase of the game in turn order, starting with the first player, but the resolution of each phase occurs as if only the player or players that share any given staging area are present in the game. Players cannot affect players or cards that do not share a common staging area. The players as a group still cannot have more than 1 copy of a unique card in play. During the encounter phase, players only reveal 1 card per player that shares their staging area. Encounter card effects are limited to players and cards at that stage. Effects that reference 'each player' only affect each player at that staging area.

Shadow and Flame Nightmare (x1)

You are playing Nightmare mode. Setup: Shuffle the 10 encounter cards with the Attack trait into a separate 'Balrog deck.' When Durin's Bane would be dealt a shadow card, deal it from the Balrog deck instead of the encounter deck. Shadow cards dealt from the Balrog deck are discarded into a separate Balrog discard pile. At the beginning of each combat phase (or if the Balrog deck runs out of cards), shuffle the Balrog discard pile back into the Balrog deck.

Begin with the standard quest deck and encounter deck for Foundations of Stone scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 3x Goblin Scout 2x Goblin Tunnels 3x Stray Goblin 3x The Mountains' Roots 3x Ranging Goblin 1x Fiery Sword 1x Many Thonged Whip Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Shadow and Flame 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. Play Tip: This scenario contains 10 treachery cards with the Attack trait that have only a 'shadow' effect, and no 'when revealed' effect. These cards are never revealed from the encounter deck and are only ever dealt as shadow cards to Durin's Bane.

Celebrimbor's Secret (x1)
(9) 4 0 0 4 (513)
Noldor.   Noble.  
Galadriel cannot quest, attack, or defend. Allies you control do not exhaust to commit to the quest during the round they enter play. Action: Exhaust Galadriel to choose a player. That player reduces his threat by 1 and draws 1 card. (Limit once per round.)

Core Set (x2)
[1] (3693)

Response: Cancel a shadow effect just triggered during combat.

The Watcher in the Water (x3)
[4] (1910)

Secrecy 3.  
Attach to a hero you control. Attached hero collects 1 additional resource during the resource phase each round.

Shadow and Flame (x3)
[1] (798)

Action: Exhaust a character you control with ranged to immediately declare it as an attacker (and resolve its attack) against an enemy in the staging area. It gets +1 Attack during this attack.

The Hobbit: Over Hill and Under Hill (x3)
[3] 1 1 1 2 (629)
Dwarf.  
Response: After you play Fili from your hand during the planning phase, search your deck for Kili and put him into play under your control. Then, shuffle your deck.

The Nîn-in-Eilph (x3)
[1] (610)
Title.  
Attach to a Ranger hero. Response: After attached hero commits to a quest, name enemy, location or treachery. If a card of the named type is revealed during this quest phase, exhaust Wingfoot to ready attached hero.

The Watcher in the Water (x3)
[1] (568)
Item.   Weapon.  
Attach to a Noldor or Silvan character, or to Aragorn. Limit 1 per character.Attached character gains ranged.If attached character has a printed ranged keyword, it gets +1 Attack during a ranged attack.

The Hobbit: Over Hill and Under Hill (x1)
(12) 3 3 1 5 (198)
Dwarf.   Noble.   Warrior.  
If you control at least 5 Dwarf characters, add 1 additional resource to Thorin Oakenshield's pool when you collect resources during the resource phase.

The Battle of Carn Dûm (x1)
(10) 1 3 3 3 (183)
Dúnedain.   Ranger.   Warrior.  
While you are engaged with at least 1 enemy, Amarthiúl gains the Tactics resource icon. While you are engaged with at least 2 enemies, add 1 additional resource to Amarthiúl's resource pool when you collect resources during the resource phase.

The Hobbit: Over Hill and Under Hill (x3)
[3] 1 1 1 2 (526)
Dwarf.  
Response: After you play Kili from your hand during the planning phase, search your deck for Fili and put him into play under your control. Then, shuffle your deck.

The Dead Marshes (x3)
[3] 1 1 1 3 (476)
Silvan.  
Response: After a Silvan character readies during the refresh phase, heal 1 damage from that character.

The Hobbit: On the Doorstep (x1)
(9) 2 1 2 4 (131)
Dwarf.  
Response: Pay 1 resource from Balin's resource pool to cancel a shadow effect just triggered during an attack. Then, deal the attacking enemy another shadow card. (Limit once per attack.)

The Lost Realm (x1)
(10) 2 2 2 4 (122)
Dúnedain.   Ranger.  
While you are engaged with any enemy, Halbarad does not exhaust to commit to a quest. You may optionally engage 1 additional enemy during the encounter phase.

The Hills of Emyn Muil (x3)
[3] (326)

Play during the Quest phase, before characters are committed to the Quest. Action: Reveal 1 less card from the encounter deck this phase. (To a minimum of 1.)

The Wilds of Rhovanion (x3)
[1] (204)
Artifact.   Item.  
Guarded (enemy or location).  
Attach to a hero. Attached hero gets +2 Willpower and collects an additional resource during the resource phase.

The Hobbit: Over Hill and Under Hill (x3)
[1] (196)

Play during the quest phase, before the staging step. Action: Deal 2 damage to the first enemy revealed from the encounter deck this phase.

Foundations of Stone (x3)
[1] (179)

Response: After a Dwarf deals X damage to an enemy during combat, deal an additional X damage to that enemy. (Limit once per phase.)

The Mûmakil (x3)
[1] (6) (147)

Limit 1 copy of Prepare for Battle in the victory display. While this quest is in the victory display, the first player draws an additional card during the resource phase.

The City of Corsairs (x3)
[3] (100)
Title.  
Attach to Prince Imrahil. Price Imrahil gains the Outlands trait. While you control Outlands allies that belong to 4 different spheres, add 1 additional resource to Prince Imrahil's resource pool when you collect resources during the resource phase (if Prince Imrahil is a hero).

Fire in the Night (x3)
[0] (11)

Response: Return a Silvan ally you control to your hand to cancel a shadow effect just triggered during combat.

Attack on Dol Guldur (x1)
(9) 4 0 0 4
Noldor.   Noble.  
Galadriel cannot quest, attack or defend. Allies you control do not exhaust to commit to the quest during the round they enter play. Action: Exhaust Galadriel to choose a player. That player reduces his threat by 1 and draws 1 card. (Limit once per round.)

Core Set (x2/x0)

When Revealed: The player with the highest threat level attaches this card to one of his heroes. (Counts as a Condition attachment with the text: 'Attached hero does not ready during the refresh phase unless you pay 2 resources from that hero's pool.')

Core Set (x2)
(48) 2 2 0 2
Goblin.   Orc.  
During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area.Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.

Core Set (x3/x1)
3 (3)
Marshland.  
Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.

Core Set (x1)
2A-B (16)

Reveal 1 additional card from the encounter deck each quest phase. Do not make engagement checks during the encounter phase. (Each player may still optionally engage 1 enemy each encounter phase.)

The Hills of Emyn Muil (x2)
2 (4)
Emyn Muil.  
While Rauros Falls is the active location, all characters must commit to the current quest during the quest phase.

Shadow: After this attack resolves, return attacking enemy to the staging area.

The Hills of Emyn Muil (x1)
1A-B (1)

Setup: Search the encounter deck for Amon Hen and Amon Lhaw, and add them to the staging area. Then shuffle the encounter deck.

Forced: If there are no location cards in the staging area, the first treachery card revealed during the quest phase gains surge. Players cannot defeat this stage until there are no Emyn Muil locations in play, and they have collected at least 20 victory points.

Khazad-dûm (x1)
3A-B (-)


Heroes do not collect resources during the resource phase. If players defeat this stage, they win the game.

The Redhorn Gate (x1)
3 (7)
Mountain.   Snow.  
While Fanuidhol is the active loction, heroes must spend 1 resource from their resource pool to count their Willpower during the quest phase.

The Watcher in the Water (x1)
2A-B (5)


When Revealed: Add The Watcher to the staging area. Doors of Durin becomes the active location, moving any previous active location to the staging area. Shuffle all Tentacle cards in the encounter discard pile back into the encounter deck. If the players have at least 3 victory points and defeat this stage, they have won the game.

The Watcher in the Water (x1)
1A-B (13)

Setup: Remove The Watcher and Doors of Durin from the encounter deck and set them aside, out of play.

When Revealed: Reveal cards from the encounter deck and add them to the staging area until there is at least X threat in the staging area. X is twice the number of players in the game.

Shadow and Flame (x3/x1)
Shadow.  
When Revealed: Attach Counter-spell to Durin's Bane. (Counts as a Condition attachment with the text: 'Forced: When a player plays an event, discard the top card of the encounter deck. If that card is a treachery card, cancel the effects of the event, discard the event player's hand, and discard Counter-spell from play.')

Shadow and Flame (x1)
0 (11)
Underground.   Dark.  
While Dark Pit is the active location it gains: 'Refresh Action: Exhaust X characters (maximum 3) you control to discard the top X cards of your deck. If all discarded cards have a higher combined printed cost than the remaining hit points of Durin's Bane, discard Durin's Bane from play.'

Shadow and Flame (x2)
Weapon.   Flame.  
When Revealed: Attach Fiery Sword to Durin's Bane as a Weapon attachment with the text: 'Attached enemy gets +3 Attack.'

Shadow and Flame (x3)

When Revealed: Durin's Bane gets +3 Attack until the end of the round. The first player may remove 1 questing hero he controls from the quest to cancel this effect.

Shadow: If attacking enemy is Durin's Bane, it gets +3 Attack.

Shadow and Flame (x3)

Surge.  
When Revealed: Heal 5 damage from Durin's Bane, if able. The first player may remove 1 questing hero he controls from the quest to cancel this effect.

Shadow and Flame (x1)
3A-B (1)


When Revealed: Durin's Bane makes an immediate attack on the first player. Add Dark Pit to the staging area. Players cannot win the game while Durin's Bane is in play. If Durin's Bane leaves play by the effect on Dark Pit, the players have won the game.

Shadow and Flame (x3/x1)

When Revealed: Durin's Bane makes an immediate attack against the first player (deal and resolve a shadow card).

Shadow: If attacking enemy is Durin's Bane, it gets +3 Attack.

Shadow and Flame (x2)
Weapon.   Flame.  
When Revealed: Attach Many Thonged Whip to Durin's Bane as a Weapon attachment with the text: 'Forced: When Durin's Bane attacks, the defending player must discard 1 card at random from his hand.'

Shadow and Flame (x1)
1A-B (9)

Setup: Remove Dark Pit from the encounter deck and place it aside, out of play. Add Durin's Bane to the staging area. Shuffle the encounter deck.

When Revealed: Reduce each player's threat to 0. Reveal X cards from the encounter deck, where X is one less than the number of players in the game, and add them to the staging area.

Shadow and Flame (x3)
3 (3)
Underground.  
While Durin's Bane has no damage on it, progress tokens cannot be placed on Second Deep.

Shadow and Flame (x1)
2A-B (16)


Forced: If at least 1 hero committed to the quest this round, place 4 progress tokens on The Rear Guard (bypassing any active location) at the end of the quest phase. If Durin's Bane has 0 hit points, advance to the next stage of the scenario immediately.

Heirs of Númenor (x1)
2A-B (9)


Reveal 1 additional card from the encounter deck and add it to the staging area during the staging step each round.

The Steward's Fear (x1)
Plot.  
Reveal 1 additional card from the encounter deck and add it to the staging area during the staging step each round.If a hero is destroyed by an enemy attack, the players have lost the game.

The Voice of Isengard (x3/x3)
3 (3)
Forest.  
While Heart of Fangorn is in the staging area, each player cannot refresh more than 5 characters during the refresh phase.

Attacking enemy makes an additional attack after this one.

The Dunland Trap (x3)
2 (2)
Enedwaith.   Plains.  
While Plains of Enedwaith is the active location, players do not draw a card during the resource phase.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if undefended).

The Dunland Trap (x4)
3 (4)
Enedwaith.   River.  
While Hithaeglir Stream is the active location, players draw 2 cards during the resource phase instead of 1.

The Nîn-in-Eilph (x1)
3A-B (16)

When Revealed: Raise each player's threat by 1. Add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player) and heal all damage from it.

Time 3. Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck. Each player cannot ready more than 5 characters during the refresh phase.

Across the Ettenmoors (x1)
2A-B (20)

When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until a side quest is discarded. Reveal that side quest and add it to the staging area, if able.

Reveal 1 additional encounter card during the quest phase unless there is an active location with the safe keyword.

Across the Ettenmoors (x3)

When Revealed: Attach to an exhausted hero, or a ready hero is there are no exhausted heroes. (Counts as a Condition attachment with the text: "Limit 1 per hero. Attached hero cannot ready and does not collect resources during the resource phase. Discard No Rest if the players travel to a safe location.")

The Treachery of Rhudaur (x1)
1A-B (-)

Time 5.  
Setup: Make The Great Hall the active location. Set Thaurdir aside, out of play. Add the 3 Treachery of Rhudaur side quests to the staging area, quest side faceup. Search the encounter deck for 1 copy of Ancient Causeway, and add it to the staging area (2 copies instead if there are 3 or 4 players in the game). The first player gains control of Amarthiúl.

Forced: After the last time counter is removed from Secrets of Rhudaur, remove each Treachery of Rhudaur side quest from the game and immediately advance to stage 2. During the quest phase, Secrets of Rhudaur cannot be chosen as the current quest. If there are no Treachery of Rhudaur side quests in play, immediately advance to stage 2.

The Battle of Carn Dûm (x1)
2A-B (15)

When Revealed: Raise each player's threat by X, where X is the number of shadow cards in play. If Thaurdir is Captain side faceup, flip him.

Thaurdir cannot leave the staging area, is considered to be engaged with each player, and attacks each player in turn during the combat phase (deal and discard a new shadow card for each attack). At the end of the round, if Thaurdir is Captain side faceup, flip him. While Midwinter's Crux has 15 or more progress on it, Thaurdir loses indestructible. You cannot defeat this stage while Thaurdir is in play. If Thaurdir is defeated, you win the game

The Dread Realm (x2)
Sorcery.  
When Revealed: The player with the highest threat must attach A Fell Dread to a hero he controls without A Fell Dread Attached. (Counts as a Condition attachment with the text: "Attached hero's Willpower is reduced to 0. During the quest phase, attached hero must commit to the quest, if able.")

The Grey Havens (x2)
1 (4)
Ocean.  
While Calm Waters is the active location, look at 2 additional cards from the top of the encounter deck during each Sailing test.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if attacking enemy is a Ship Enemy).

The Grey Havens (x2)
2 (3)
Ocean.  
While Rough Waters is in the staging area, cancel the first Sailing Success symbol found during each Sailing test.

Shadow: If you are off-course (Cloudy, Rainy, or Stormy), attacking enemy gets +2 Attack.

The Grey Havens (x2)
1 (3)
Ruins.  
Uncharted.  
While Cursed Temple is the active location, characters with less than 2 Willpower do not ready during the refresh phase.

Cannot have player card attachments. Forced: After Lost Island becomes the active location, flip it over. Action: Remove 4 progress from Lost Island to look at its facedown side.

The Grey Havens (x1)
3 3 4 16
Gondor.   Ship.  
Sentinel.  
Immune to player card effects. Raise your starting threat by 3. Draw 1 additional card during the resource phase. If the Dawn Star is destroyed, its controller is eliminated from the game.

The Thing in the Depths (x1)
3A-B (0)

When Revealed: Discard cards from the top of the encounter deck until X Tentacle enemies are discarded, where X is 1 more than the number of players in the game. Resolve the Grapple keyword on each of those enemies.

During the travel phase, the players may travel to a location in the staging area even if another location is currently active. If they do, return the currently active location to the staging area. At the end of the round, if the total Threat of any one Ship location is 9 or higher, the Stormcaller is destroyed, and the players lose the game. When Thing in the Depths is destroyed, the players win the game.

The Thing in the Depths (x2)
(0) 2 - 5 5
Creature.   Tentacle.  
Surge.  
Eye of the Beast cannot attack. While Eye of the Beast is engaged with a player, The Thing in the Depths attacks that player during the combat phase (deal and resolve a shadow card for this attack).

A Storm on Cobas Haven (x1)
3A-B (5)

Sailing.  
When Revealed: The players make engagement checks against each enemy in the staging area. Raider Flagship gets -50 engagement cost during these engagement checks.

Raider Flagship gets -50 engagement cost. Break Through the Fleet! has +5 quest points for each Ship enemy in play. If this stage is defeated, or if Raider Flagship is in the victory display, the players have broken through the Corsair fleet and win the game!

A Storm on Cobas Haven (x1)

Guarded.  
If Sea-ward Tower is free of encounters, add it to the staging area, controlled by the players. While the players control Sea-ward Tower, look at 2 additional cards from the top of the encounter deck during each Sailing test.

The Sands of Harad (x1)
3A-B (16)

When Revealed: Increase the temperature by 2. Each player searches the encounter deck, discard pile, and victory display for a Were-worm and adds it to the staging area, if able. Shuffle the encounter deck.

During the quest phase, add X Threat to the total Threat in the staging area, where X is the tens digit of the temperature. Forced: At the end of the round, increase the temperature by 4. While at least 1 Were-worm is in play, the players cannot defeat this stage. If the players defeat this stage, they win the game. If the temperature is 60 or higher, the players lose the game.

Race Across Harad (x1)
3A-B (20)

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an Orc enemy is discarded. Add that enemy to the Orc's area.

Uruk Chieftain cannot take damage. Reveal an additional encounter card during the quest phase if Uruk Chieftain is at stage 2D. Forced: After characters are committed to quest, no more than 5 progress can be placed here this round (10 progress instead if each Tamed Mumak in play is committed to the quest).

The Dungeons of Cirith Gurat (x1)
3A-B (10)

When Revealed: The first player adds Uruk Chieftain to the staging area. Each player chooses a hero he controls, discards all tokens and attachments from it, and attaches it to an unattached enemy in the staging area as a captive. Then, the players make a standard series of engagement checks against each enemy in the staging area. Reduce the engagement cost of each enemy not guarding an objective to 0 during these engagement checks.

Forced: At the beginning of the quest phase, discard cards from the encounter deck until an enemy is discarded and add that enemy to the staging area. The players cannot defeat this stage while a guarded objective is in play. If the players defeat this stage, they win the game.

The Crossings of Poros (x1)
3 4 3 6
Gondor.  
The first player gains control of Poros Garrison. Immune to player card effects. You can optionally engage an additional enemy during the encounter phase. If Poros Garrison leaves play, the players lose the game.

The Wilds of Rhovanion (x3/x2)
2 (5)
Hills.  
Lonely Lands gets +2 Threat for each facedown card under it. While Lonely Lands is in the staging area, it gains: "Forced: After an event is played during the quest phase, place it facedown under Lonely Lands."

Fire in the Night (x1)
(5)

While Defend the Town is the current quest, reveal an additional encounter card during the quest phase. Forced: At the end of the encounter phase, deal 1 damage to Hrogar's Hill for each enemy in the staging area.

Mount Gundabad (x3)
[0]
Item.   Armor.  
Restricted.  
Attach to a character. Response: After a shadow effect is triggered during combat, exhaust Round Shield to give attached character +2 Defense for this attack.

The Hobbit: Over Hill and Under Hill (x1)
1A-B (14)

Setup: Add Lake in the Cavern to the staging area. Create a riddle area with stage 2A and follow the setup instructions on that card.

Players cannot advance to stage 3A unless both 1B and 2B are complete. Forced: Reveal 1 additional encounter card per player during the staging step.

The Black Riders (x3)
2 (3)
Forest.  
While Ettenmoors is the active location, do not deal Nazgûl enemies a shadow card during the combat phase. Forced: After any amount of progress is placed on Ettenmoors, reduce the Ring-bearer's life by 1.

The Road Darkens (x1)
1A-B (-)

Setup: Set Lust for the Ring, Redhorn Pass, Doors of Durin and Watcher in the Water aside, out of play. Shuffle the encounter deck.

Forced: At the end of the planning phase, each player places the top card of his deck faceup in front of him, in player order, until there are a total of 4 faceup cards between the players. The first player chooses 1 faceup card to be played for 0 cost, 1 to add to its owner's hand, 1 to discard, and 1 to shuffle into its owner's deck. Then, either shuffle Lust for the Ring into the encounter deck, or raise each player's threat by 5. Advance to stage 2.

The Road Darkens (x1)
2A-B (8)

When Revealed: Make Redhorn Pass the active location. The first player reveals cards from the encounter deck until there is at least X Threat in the staging area. X is twice the number of players in the game.

During the travel phase, the players must travel to a location, if able. Forced: After an enemy engages a player, place 1 damage on the active location, if able.

The Road Darkens (x1)
3A-B (12)

When Revealed: Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. One of those enemies must be Great Warg Chief, if able. Shuffle the encounter deck.

During the travel phase, the players must travel to a location, if able. Forced: After an enemy engages a player, place 1 damage on the active location, if able.

The Road Darkens (x1)
2A-B (9)

When Revealed: Add Chamber of Mazarbul to the staging area.

If there are no enemies in the staging area at the beginning of the quest phase, the first player reveals an additional encounter card during the staging step. The players cannot advance unless there are X resource tokens on this stage. X is the number of players times 3. Forced: After an enemy is defeated, place 1 resource token on this stage.

The Road Darkens (x1)
4A-B (16)

When Revealed: Add Parth Galen to the staging area. If it is your quest phase, end the phase (do not resolve the quest).

During the quest phase, reveal 1 additional encounter card for each player in the game. Response: After an enemy is revealed at this stage, raise your threat by X to engage that enemy. X is that enemy's Threat. Each player (at any stage) may trigger this ability once per round. When this stage is defeated, the players win the game.

The Treason of Saruman (x1)
1A-B (-)

Setup: Set Gates of Isengard, Orthanc, Saruman, and Saruman's Staff aside, out of play. Add each copy of Ent of Fangorn to the staging area. Shuffle the encounter deck.

Players cannot draw cards or gain resources. Do not commit to the quest or reveal encounter cards during the quest phase. Forced: At the end of the round, place 1 resource here. Then, the players may advance to stage 2. If the players advance, the first player shuffle the encounter discard pile into the encounter deck and reveals 1 encounter card for each resource here. Then, remove each Ent objective in the staging area from the game.

The Land of Shadow (x2/x1)
4 (5)
Road.  
While Southward Road is the active location, each player may optionally engage an additional enemy during the encounter phase. Travel: The first player reveals the top facedown card under The Cross-roads and adds it to the staging area to travel here.

The Land of Shadow (x1)

You are playing campaign mode. Setup: Each player must choose: either add 1 resource to each of his heroes’ pools, or shuffle 1 copy of Brace of Coneys into his deck. Remove each burden with the following burden set icons from the encounter deck and each player's deck: Helm's Deep, The Road to Isengard

Resolution: Each player who chose to shuffle a copy of Brace of Coneys into his deck during setup has earned that boon. Add each earned copy to the campaign pool. Record the name and quantity of each enemy underneath The Black Gate in the notes section of the campaign log.

The Land of Shadow (x1)
(30) 2 2 2 5
Gollum.  
Immune to non-Fellowship player card effects. Gollum engages the first player. Forced: After Gollum engages the first player during the refresh phase, he makes an immediate attack. Forced: When Gollum is defeated, flip him to Sméagol exhausted.

The Mountain of Fire (x1)
(99) 2 2 2 5
Gollum.  
Surge.  
Immune to non-Fellowship player card effects. Gollum engages the first player. *Forced: After Gollum is discarded during a Fortitude test, put him into play engaged with the first player. Then, choose an encounter card discarded from this test and ignore its (|) icons.

The Mountain of Fire (x1)
2A-B (-)

Dire.  
When Revealed: Each player searches the encounter deck and discard pile for a different Orc, Troll, or Nazgûl enemy and adds it to the staging area. Shuffle Gwaihir into the encounter deck.

Dire. During the staging step, the first player does not reveal an encounter card as normal. Instead, he reveals 1 encounter card for each resource on The Black Gate. Forced: After the players quest unsuccessfully, discard the active location. This stage cannot be defeated. Each round the players survive gives the Ring-bearer more time to fulfill the quest to Mount Doom.

Two-Player Limited Edition Starter (x1)
[3] 1 1 1 2
Dwarf.  
Response: After you play Fili from your hand during the planning phase, seach your deck for Kili and put him into play under your control. Then shuffle your deck.

Two-Player Limited Edition Starter (x1)
[3] 1 1 1 2
Dwarf.  
Response: After you play Kili from your hand during the planning phase, seach your deck for Fili and put him into play under your control. Then shuffle your deck.

Two-Player Limited Edition Starter (x2)
[1]

Response: Cancel a shadow effect just triggered during combat.

Two-Player Limited Edition Starter (x1)
[3]

Play during the Quest phase, before characters are commited to the Quest. Action: Reveal 1 less card from the encounter deck this phase. (To a minimum of 1.)

Two-Player Limited Edition Starter (x1/x0)

When Revealed: The player with the highest threat level attached this card to one of his heroes. (Counts as a Condition attachment with the text: "Attached hero does not ready during the refresh phase unless you pay 2 resources from that hero's pool.")

Two-Player Limited Edition Starter (x2)
(48) 2 2 0 2
Goblin.   Orc.  
During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area. Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.

Two-Player Limited Edition Starter (x1)
2 (2)
Underground.  
While Cracked Pillar is in the staging area, it gains: "The first player may declare an attack against Cracked Pillar during the combat phase as if it was an enemy engaged with him. Use Cracked Pillar's Threat as its Defense during this attack." Travel: Remove 4 damage from Cracked Pillar to travel here.

Two-Player Limited Edition Starter (x1)
2A-B (0)

When Revealed: Add Goblin Chieftain to the staging area. Each player searches the encounter deck and discard pile for a different enemy of his choice and adds it to the staging area. Shuffle the encounter deck.

During the encounter phase, treat each enemy's engagement cost as if it were 0. The stage gets +4 quest points for each enemy in play.

Two-Player Limited Edition Starter (x1)
3A-B (-)

When Revealed: Set Goblin Chieftain aside, out of play. Add Cracked Pillar to the staging area.

Forced: Reveal an additional encounter card during the quest phase. Progress cannot be placed on Cracked Pillar while it is in the staging area. After Cracked Pillar leaves play as an explored location, advance to stage 4A.

The Battle of Lake-town (x1)
3A-B (-)


Forced: During the quest phase, reveal 1 additional card from the encounter deck. Refresh Action: Reset the quest deck to stage 2B. The players must defeat Smaug to defeat this stage. When Smaug is defeated, compare the number of damage tokens on Lake-town with the number of Victory points in the victory display. If the players have more victory points, they have won the game. Otherwise, Lake-town has burned and the players have lost.

The Stone of Erech (x1)
2A-B (8)

When Revealed: Add The Stone of Erech to the staging area and attach Derufin to it.

Forced: At the beginning of each round, the players must choose: each player skips the next planning phase, or heroes do not collect resources during the resource phase this round.

The Old Forest (x1)

New Staging Rules When playing The Old Forest, players reveal encounter cards individually in player order during the Staging step of the Quest phase. If an encounter card has and effect that uses the word 'you' then the encounter card is referring to the player who revealed the card. If the revealed card has the Surge keyword, the player who revealed it reveals an additional card card. Encounter cards with the Doomed X keyword still affect each player. Peril Keyword When a player reveals an encounter card with the Peril keyword, he must resolve the staging of that card on his own without conferring with the other players. The other players cannot take any actions or trigger any responses during the resolution of that card's staging.

Stage 2 Quest Cards When Stage 2B instructs the players to advance to a different random stage 2A, the first player shuffles each stage 2 (except for the one currently in play) together and chooses one of them at random. Then, he replaced the current stage 2 with the chosen one. The previous stage 2 is placed back in the quest deck with the other unused stage 2 cards. Discard any progress or attachments that were on the previous stage 2. Immune to Player Card Effects Cards with the text 'Immune to player card effects' ignore the effects of all player cards. Additionally, cards that are immune to player card effects cannot be chosen as targets of player card effects. Indestructible An enemy with the indestructible keyword cannot be destroyed by damage, even when it has damage on it equal to its hit points.

The Old Forest (x1)
2A-B (-)

When Revealed: If the number of locations in the staging area is less than the number of players in the game, search the encounter deck and discard pile for a location and add it to the staging area. Shuffle the encounter deck.

Forced: The first player reveals 1 additional encounter card during the quest phase. Forced: After placing progress as a result of questing successfully, if there are X or more total victory points on locations in the victory display, advance to stage 3A. Otherwise, advance to a different random stage 2A. X is the number of players in the game times 5.

The Old Forest (x1)
3A-B (18)

When Revealed: Add Old Man Willow and Withywindle to the staging area. Reveal X encounter cards where X is the number of players in the game minus 1.

Old Man Willow cannot leave the staging area but is considered to be engaged with each player and attacks each player in turn order during the combat phase (deal and resolve a shadow card for each attack). If the players defeat this stage, they win the game.

The Old Forest (x1)
1 (5)
Forest.   River.  
Immune to player card effects. The player cannot win the game while Withywindle is in play. While Withywindle is the active location, the first player reveals 1 additional encounter card during the quest phase.

The Ruins of Belegost (x1)
3A-B (6)

When Revealed: Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.

The first Hazard card revealed each round gains surge. During the travel phase, the players must travel to a location, if able. Forced: When this stage is defeated, if Dwarven Torch is attached to a hero, advance to stage 4A. Otherwise advance to stage 3C.

The Ruins of Belegost (x1)
3C-D (6)

When Revealed: Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.

The Discover value on the active location is increased by 1. During the travel phase, the players must travel to a location, if able. Forced: When this stage is defeated, if Map of Ered Luin is attached to a hero advance to stage 4A. Otherwise, advance to stage 3E.

The Ruins of Belegost (x1)
3E-F (6)

When Revealed: Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.

During the travel phase, the players must travel to a location, if able. Forced: After resolving the Discover keyword, if no Hazard card was revealed by that effect, reveal the top card of the encounter deck. Forced: When this stage is defeated, if Blue Mountain Gem is attached to a hero advance to stage 4A. Otherwise, advance to stage 3A.

Murder at the Prancing Pony (x1)

Scenario Rules The Investigation Deck Begin the game by following the Setup instructions on stage 1A. When the players are instructed to "build the investigation deck," do the following: Take the 4 remaining Hideout locations, plus each copy of Taken By Surprise, and shuffle them together without looking at them. This is the Investigation deck. The players are not allowed to look at cards in the Investigation deck except when resolving the Investigation keyword or instructed by a card effect. The Investigation List The Investigation List The Investigation List on page 5 of the rules has the name of all 5 Suspect enemies and all 5 Hideout locations. During the game, players should check enemies and locations off of their Investigation list in order to help them determine the correct Suspect and HIdeout by process of elimination. Page 2/5

Investigate X Investigate is a new keyword the represents the heroes' efforts to solve the crime. When an active location with the Investigate keyword is explored, the first player shuffles the Investigation deck and looks at the top X cards. Then, he placed those cards back on top of the Investigation deck in the same order. While the players are at stage 2B, the Investigate keyword on the active location is resolved before the second Forced effect on that stage. Immune to Player Card Effects Cards with the text "Immune to player card effects" ignore the effects of all player cards. Additionally, cards that are immune to player card effects cannot be chosen as targets of player card effects. Page 3/5

The Siege of Annúminas (x1)
2C-D (50)

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded. X is one less than the number of players in the game, to a minimum of 1. Add each enemy discarded this way to the staging area.

This stage gets -10 quest points for each Host of Angmar in a victory display. Forced: Reveal 1 additional card during the quest phase. Response: At the end of the round, choose a stage. Each player at that stage chooses a hero he controls and adds 1 resource to that hero's pool.

The Siege of Annúminas (x1)
1E-F (-)

Setup: Set Lieutenant of Angmar, Battering Ram, Enemy Camp, Siege Tunnel, each copy of Host of Angmar, and each copy of Dúnedain of Annúminas aside, out of play. Each player searches the encounter deck for a different enemy and adds it to the staging area. One of these enemies must be Vanguard of Carn Dûm. Shuffle the encounter deck.

Forced: At the beginning of the round (before the resource phase), place 1 resource here. Then, if there are 4 resources here, advance to stage 2. Response: At the end of the round, remove 10 progress from this stage, then the players at each other stage reveal 1 fewer encounter card during their next quest phase (to a minimum of 0).

Attack on Dol Guldur (x2)
2 (4)
Dol Guldur.  
The Shadow Road gets +2 Threat for each facedown card attached to it. While The Shadow Road is in the staging area, it gains: "The players cannot travel or place progress here unless they are at stage 3F. Forced: After an event is played during the quest phase, attach it facedown to The Shadow Road."

The Wizard's Quest (x1)
25

Doomed 1.  
When Revealed: Attach to the first player's threat dial. (Counts as a Condition attachment with the text: "Forced: Raise your threat by an additional point during the refresh phase.")

The Woodland Realm (x1)
2A-B (20)

When Revealed: The opposing teach searches the top 5 cards of the encounter deck for a card with cost 1 or less (2 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

Progress cannot be placed on locations in the staging area. During the travel phase, the players must travel to a location, if able. Forced: After characters are committed to the quest, no more than 5 progress can be placed here this round (10 progress instead if Mendor is committed to the quest).

Passage Through Mirkwood Nightmare (x1)

You are playing Nightmare mode. Forced: During setup, each player reveals 1 card from the encounter deck and adds it to the staging area.

Begin with the standard quest deck and encounter deck for the Passage Through Mirkwood scenario found in the LOTR LCG core set. Remove the following cards, in the specified quantities, from the standard encounter deck: Ungoliant's Spawn x1 Black Forest Bats x1 Forest Spider x3 Dol Guldur Orcs x3 Old Forest Road x1 Forest Gate x2 Mountains of Mirkwood x3 Caught in a Web x2 Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Passage Through Mirkwood 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 Hunt for Gollum Nightmare (x2)

When Revealed: Attach to the active location and remove all progress from that location. (Counts as a Condition attachment with the text:"Limit 1 per location. Attached location contributes its Threat during the quest phase as if it were in the staging area.") If The Trail Goes Cold does not attach to a location as a result of this effect, it gains surge.

A Journey to Rhosgobel Nightmare (x1)

You are playing Nightmare mode. Setup: Search the encounter deck for 1 copy of Goblin Eagle-hunter and add it to the staging area. Then shuffle the encounter deck. Forced: The first Creature enemy revealed during each quest phase gains surge. Response: After an Athelas card is placed in the discard pile, you may shuffle it into the encounter deck.

Begin with the standard quest deck and encounter deck for A Journey to Rhosgobel scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 4x Forest Grove 1x Exhaustion 2x Swarming Insects 1x Festering Wounds 3x Mountains of Mirkwood 1x Chieftan Ufthak 2x Dol Guldur Beastmaster 1x Driven by Shadow 1x The Necromancer's Reach 2x Necromancer's Pass 2x Enchanted Stream Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard A Journey to Rhosgobel 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.

Flight from Moria Nightmare (x1)
2A-B (-)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

The Nameless Fear attacks each player in turn order during the combat phase (deal and discard a shadow card for each attack). Characters are eligible to attack The Nameless Fear while it is in the staging area. If The Nameless Fear has 10 or more damage on it, remove all damage from it and advance to the next stage. Players may bypass this quest card at the end of the combat phase.

The Redhorn Gate Nightmare (x1)

You are playing in Nightmare mode. Setup: Remove all copies of Blinding Blizzard from the encounter deck and set them aside, out of play. During this game, player cards in the victory display do not count their victory points. Forced: When stage 2b is revealed, shuffle each set aside copy of Blinding Blizzard into the encounter deck.

Begin with the standard quest deck and encounter deck for The Redhorn Gate scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x Black Uruks 3x Mountain Warg 1x Knees of the Mountain 2x Turbulent Waters 2x Warg Lair 1x The Dimrill Stair 2x Fell Voices 2x Fallen Stones 3x Mountain Goblin Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Redhorn Gate 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 Redhorn Gate Nightmare (x2)
(42) 4 6 4 10
Giant.   Snow.  
While Snow-Giant is in the staging area, it attacks the first player during the combat phase, as if it were engaged. Forced: After Snow-Giant engages you, discard the ally you control with the highest Willpower.

The Redhorn Gate Nightmare (x2)
Snow.  
While Blinding Blizzard is in play, heroes do not collect resources during the resource phase. When Revealed: Add Blinding Blizzard to the staging area. Progress that would be placed on the current quest or on Snow locations are instead placed on Blinding Blizzard. When the 5th progress is placed on Blinding Blizzard, discard it.

Road to Rivendell Nightmare (x1)

You are playing in Nightmare mode. Forced: When an enemy with the ambush keyword engages a player during the quest phase, it contributes its Threat to the total Threat in the staging area until the end of the phase.

Begin with the standard quest deck and encounter deck for the Road to Rivendell scenario. Remove the following cards, in the specified quantities, from the standard encounter and quest deck: 1x Orc Outpost (quest stage 2) 2x Ruined Road 2x Barren Hills 1x Goblin Taskmaster 4x Black Uruks 3x Mountain Warg 3x Bitter Wind 2x Warg Lair 5x Goblin Spearman 2x Goblin Archer 2x Plundered Armoury Add the new quest card in this Nightmare Deck to the normal quest deck, in stage order. Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Road to Rivendell 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 Watcher in the Water Nightmare (x1)

You are playing in Nightmare mode. While Doors of Durin is in play, The Watcher cannot be engaged. Forced: When a Tentacle enemy is destroyed, deal 1 damage to The Watcher if it is in play. The players cannot win the game unless both Doors of Durin and The Watcher are in the victory display.

Begin with the standard quest deck and encounter deck for The Watcher in the Water scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x The Watcher 2x Makeshift Passage 4x Black Uruks 3x Mountain Warg 2x Warg Lair Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Watcher in the Water 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 Long Dark Nightmare (x1)

You are playing Nightmare mode. Durin's Greaves gains surge. Lost: The first player must choose and discard an ally in play.

Begin with the standard quest deck and encounter deck for The Long Dark scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 4x Goblin Follower 1x Branching Paths 3x Burning Low 2x Stray Goblin 2x Chance Encounter 2x The Mountains' Roots 1x Abandoned Mine 2x Fatigue 4x Goblin Sneak 3x Rock Adder Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Long 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.

Foundations of Stone Nightmare (x1)

You are playing Nightmare mode. Forced: When stage 3b is revealed, discard all Mount and Artifact cards from play. Each player must also discard allies he controls until the total printed cost of allies he controls is 6 or less.

Begin with the standard quest deck and encounter deck for Foundations of Stone scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 3x Goblin Scout 2x Goblin Swordsman 1x Goblin Follower 3x Burning Low 1x Branching Paths 1x Many Roads 3x Cave In 3x Drowned Treasury 1x Mitril Lode 4x Moria Bats During setup, players are instructed to set the Foundations of Stone encounter set aside, out of play. Shuffle the encounter cards in this Nightmare Deck with the Goblins of the Deep encounter set icon into the standard encounter deck. Then shuffle the encounter cards in this Nightmare Deck with the Foundations of Stone encounter set icon into the remainder of the set aside Foundations of Stone encounter set. 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.

Shadow and Flame Nightmare (x3)
(12) 3 3 2 5
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.

Shadow and Flame Nightmare (x2)
5 (2)
Underground.  
Progress cannot be placed on Fiery Depths while it is in the staging area. Travel: Each player must move 1 damage from Durin's Bane to a hero to travel here.

Peril in Pelargir Nightmare (x3)
(21) 3 2 1 3
Brigand.  
While Alcaron's Scroll is attached to a hero, Cunning Informant gets +3 Attack. During the encounter phase, if Alcaron's Scroll is attached to a hero, that hero's controller is considered to have +10 threat for the purpose of engagement checks.

The Steward's Fear Nightmare (x1)
Plot.  
Rise to Power contributes X Threat to the staging area during the quest phase, where X is the number of resources on it. Forced: At the end of the round, place 2 resources on Rise to Power.

The Steward's Fear Nightmare (x2)
3 (6)
Underworld.   City.  
Underworld 1.  
Forced: At the end of the round, place 1 resource token on Traitors' Den. Then, if it has 4 or more resource tokens on it, remove all tokens from it and reveal at random one of the Plot cards removed from the game during setup. Add that card to the staging area.

The Drúadan Forest Nightmare (x1)

You are playing Nightmare mode. Heroes do not collect resources during the resource phase. Setup: Add resources to each hero's resource pool until each hero has 5 resources. Search the encounter deck for 1 copy of Gard of Poisons and add it to the staging area. Shuffle the encounter deck. Forced: After stage 2B is revealed, each hero with fewer than 3 resources gains resources until is has 3.

Begin with the standard quest deck and encounter deck for The Drúadan Forest scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 2x Lost Companion 3x Secluded Glade 1x Overgrown Trail 1x Drû-buri-Drû 1x Drúadan Elite 1x Drúadan Hunter 1x Stars in the Sky 1x Men in the Dark Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Drúadan Forest 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.

Trouble in Tharbad Nightmare (x3)
5 (4)
City.  
While Dark Pathway is the active location, the first treachery card without the printed surge keyword revealed during the quest phase gains surge.

Shadow: Either remove 1 time counter from the current quest or treat this attack as undefended.

The Antlered Crown Nightmare (x1)

You are playing Nightmare mode. Locations with time counters on them cannot be discarded from play by player card effect.

Begin with the standard quest deck and encounter deck for THe Antlered Crown scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 1x Dunland Prowler 1x Dunland Berserker 2x Dunlending Bandit 3x Raven Skirmisher 3x Raven War-camp 2x Driven Back Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Antlered Crown 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.\r\nNote: Dunlending Horde has the 'Dunlending Warriors' encounter set icon and should be shuffled into the Raven deck during setup.

Escape from Mount Gram Nightmare (x1)

You are playing Nightmare mode. Forced: After choosing a starting hero and randomly setting another hero aside facedown, instead of the standard captured deck setup, shuffle any remaining heroes into your captured deck, then place the facedown set aside hero on the bottom of your captured deck. The players cannot win the game while a hero is captured (underneath an encounter card, or in their captured deck).

Begin with the standard quest deck and encounter deck for the Escape from Mount Gram scenario. Remove the following cards, in the specified quantities, from the standard encounter deck: 4x Prison Cell 3x Dungeon Guard 1x Jailor Gornákh 2x Interrogation 1x Goblin Tormentor 1x Cruel Torturer Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Escape from Mount Gram encounter deck. Note: This Nightmare Deck includes a card for the Angmar Orcs encounter set, Orc of Thaurdir. During setup, this card should be set aside along with the rest of the Angmar Orcs encounter set. 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.

Voyage Across Belegaer Nightmare (x1)

You are playing Nightmare mode.

Begin with the standard quest deck and encounter deck for the Voyage Across Belegaer scenario.\r\nRemove the following cards, in the specified quantities, from the standard encounter deck: 2x Southron Sailor 1x Starlit Sea 1x Fog Bank 2x Calm Waters 2x Thrown Off Course 1x Scouting Ship Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Voyage Across Belegaer 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 Grey Havens Nightmare Decks 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.

Voyage Across Belegaer Nightmare (x1)
2A-B (-)

Sailing.  
When Revealed: Set your heading to the worst setting (⚡).

Sailing. Cancel the first ☸ symbol found during each Sailing test. Forced: At the end of the quest phase, if your heading is on-course (☀), this stage is defeated. When this stage is defeated, look at the top 3 stages of the quest deck and advance to one of your choice, placing the others on the bottom of the quest deck.

The Fate of Númenor Nightmare (x1)
1 (3)
Ruins.  
Uncharted.  
While Cursed Temple is the active location, characters with less than 2 Willpower do not ready during the refresh phase.

Cannot have player card attachments. Forced: After Lost Island becomes the active location, flip it over. Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x2)
(41) 4 6 4 10
Undead.  
Forced: After attackers are declared during an attack against Guardian of the Golden King, look at the bottom card of the first player's deck. Choose and remove characters from the attack until only X or fewer characters are attacking, where X is the looked-at-card's printed cost (those characters do not ready).

Raid on the Grey Havens Nightmare (x1)

You are playing Nightmare mode. Captain Sahír and Na'asiyah each gain: "Cannot have attachments." Setup: Instead of adding Dream-chaser to the staging area during setup, each player must search the encounter deck for a different unique location and add it to the staging area, one of which must be the Dream-chaser.

Begin with the standard quest deck and encounter deck for the Raid on the Grey Havens scenario.\r\nRemove the following cards, in the specified quantities, from the standard encounter deck: 1x Sahír's Advance (quest stage 2) 3x Corsair Arsonist 2x Elven Wave-runner 1x Umbar Raider Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Raid on the Grey Havens 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.

Raid on the Grey Havens Nightmare (x3)
(16) 3 2 3 3
Corsair.   Raider.  
Durin the combat phase, Corsair Pillager makes 1 additional attack for each resource token on it. Forced: After the players travel to an Aflame location, place 1 resource on Corsair Pillager for each damage on that location.

Flight of the Stormcaller Nightmare (x1)

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.

Begin with the standard quest deck and encounter deck for the Flight of the Stormcaller scenario.\r\nRemove 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 Reef Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Flight on 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 Stormcaller 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.

Dungeons Deep and Caverns Dim Nightmare (x3)
(15) 2 3 4 5
Goblin.   Orc.  
Bilbo's Magic Ring does not ready during the refresh phase.

Shadow: Attacking enemy gets +1 Attack. (+3 Attack instead if Bilbo's Magic Ring is exhausted.)

A Shadow of the Past Nightmare (x2)
(25) 3 3 4 6
Nazgûl  
Peril.   Hide 2.  
Cannot have non-Morgul attachments. While Dark Horseman is engaged with you, characters you control get -1 Willpower during Hide tests.