While The Goblins' Caves is the active location, Goblin enemies get +1
Shadow: Defending player raises his threat by X. X is the number of Goblin enemies engaged with him.
While The Goblins' Caves is in the staging area, each Orc enemy gets +1
Forced: When The Goblin's Caves is explored, the opposing team searches the encounter deck and discard pile for a non-unique Orc enemy and adds it to the staging area.
Urdug gets +2 for each other enemy in play and cannot be dealt damage unless he had resolved an attack this phase.
Forced: After players quest unsuccessfully, place 1 progress here for each player in the game.
Goblins stream across the draw–bridge toward Hrogar's Gate. They cannot be allowed into the town!
Rout the Goblins gets +5 quest points for each Goblin enemy in play.
When Revealed: Each player searches the encounter deck and discard pile for a different Goblin enemy and puts it into play engaged with him. Shuffle the encounter deck.
Dagnir is dead. In a move long–planned, Urdug has returned with an army of Goblins to lay claim to Gundabad and the Dragon's Wealth.
Setup: Add The Goblins' Assault, The Heroes' Defense, and Urdug to the staging area. Shuffle the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players in the game. Add those enemies to the staging area.
Goblins swarm up the mountain slopes and you fight to keep them back.
Forced: At the end of the round, place 1 progress on The Goblins' Assault for each enemy in the staging area. Then, if there is X or more progress on The Goblins' Assault, advance. X is equal to 2, plus 2 per player.
Forced: After Urdug's Elite engages you, either exhaust a character you control, or place 1 progress on The Goblins' Assault.
Shadow: Exhaust a character you control.
Forced: After Fierce Vanguard engages you, either it gets +2 until the end of the round, or place 1 progress on the The Goblins' Assault.
Shadow: Attacking enemy gets +2 and +2 until the end of the phase.
Forced: After Warg-rider is dealt a shadow card with no effect, either return it to the staging area or place 1 progress on The Goblins' Assault.
While Dwarven Watchtower is the active location, each hero gets +1
Response: After Dwarven Watchtower is explored, the first player chooses: either place 1 resource on The Heroes' Defense, or remove 1 progress from The Goblins' Assault.
When Revealed: Either place 1 progress on The Goblins' Assault, or reveal an additional encounter card.
Shadow: Attacking enemy cannot take damage this phase.
When Revealed: Place X progress on The Goblins' Assault, where X is in the stage number of the main quest.
Shadow: Attacking enemy gets +X where X is the stage number of the current quest.
When Revealed: Urdug makes an immediate attack against the first player. If this attack destroys a character, place 1 progress on The Goblins' Assault.
Shadow: Attacking enemy gets +1 If this attack destroys a character, place 1 progress on The Goblins' Assault.
When Revealed: Each enemy and each location in the staging area gets +1 until the end of the phase. If the players quest unsuccessfully this phase, place 1 progress on The Goblins' Assault.
Shadow: Discard a non-objective attachment you control.
When Revealed: The first player adds the set-aside Goblin Troop to the staging area. Each other player searches the encounter deck and discard pile for a Goblin enemy and adds it to the staging area.
The Goblins are aware of your pursuit and form a rearguard to confront you while the others retreat to their secret hideaway. You must defeat this troop before you can continue your chanse.
This stage cannot be defeated while Goblin Troop is in play. When this stage is defeated, the heroes discover the trail to the Goblins' secret lair and the players win the game.
When Revealed: The first player adds the set-aside Goblin Troop to the staging area. Each other player searches the encounter deck and discard pile for a Goblin enemy and adds it to the staging area.
The Goblins are aware of your pursuit and form a rearguard to confront you while the others retreat to their secret hideaway. You must defeat this troop before you can continue your chanse.
This stage cannot be defeated while Goblin Troop is in play. When this stage is defeated, the heroes discover the trail to the Goblins' secret lair and the players win the game.
A new force of Goblins has scaled the cliff above the gate and attacks you from the rear.
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is number of players in the game. Add those enemies to the staging area.
Hammered now on two fronts, you struggle to hold the gate.
Forced: After an enemy attacks, place 1 progress on The Goblins' Assault.
Forced: At the end of the round, if there is X or more progress on The Goblins' Assault, advance. X is equal to 4, plus 4 per player.
Urdug commits the last of his reserves to the attack. Weary as you are from fighting so long, you reel at this fresh assault.
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players in the game. Add those enemies to the staging area.
Your saga through Rhovanion has reached its final test. If you fail, the Goblins of Gundabad will reestablish themseleves as a threat to the North and all your achievements will be for naught. The fate of Wilderland is in your hands.
Forced: At the end of the round, place 1 progress on the Goblins' Assault for each enemy in play. Then, if there is X or more progress on The Goblins' Assault, the players lose the game. X is equal to 8, plus 8 per player.
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.
"Far, far below the deepest delving of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not."
–Gandalf, The Two Towers
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.
You are playing Nightmare mode.
Gollum cannot take damage.
Setup: Search the encounter deck for The Lower Gate and set it aside, out of play.
Forced: When stage 3B is revealed, add The Lower Gate to the staging area.
Begin with the standard quest deck and encounter deck for the Dungeons Deep and Caverns Dim scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
3x Goblin Miners
3x Goblin Axeman
3x The Goblins' Caves
3x Grip, grab! Pinch, nab!
1x Not fair! Not fair!
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Dungeons Deep and Caverns Dim 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.