When Revealed: Deal 1 damage to each exhausted character.
There was an eye in the Dark Tower that did not sleep. He knew that it had become aware of his gaze. A fierce eager will was there. – The Fellowship of the Ring
The Lady Galadriel of L贸rien has asked you to investigate the area in the vicinity of Dol Guldar. While doing so, one of your allies was ambushed by Orcs, captured, and is now held in a dungeon cell...
Setup: Search the encounter deck for the 3 objective cards, reveal and place them in the staging area. Also, place the Nazg没l of Dol Guldur face up but out of play, alongside the quest deck. Then, shuffle the encounter deck, and attach 1 encounter to each objective card.
When Revealed: Randomly select 1 hero card (among all the heroes controlled by the players) and turn it facedown. The hero is now considered a "prisoner", cannot be used, cannot be damaged, and does not collect resources, until it is "rescued" (as instructed by card effects) later in this quest.
The players, as a group, cannot play more than 1 ally card each round.
Players cannot advance to the next stage of this quest unless they have at least 1 objective card.
When Revealed: Deal 1 damage to each exhausted character.
There was an eye in the Dark Tower that did not sleep. He knew that it had become aware of his gaze. A fierce eager will was there. – The Fellowship of the Ring
The Lady Galadriel of L贸rien has asked you to investigate the area in the vicinity of Dol Guldar. While doing so, one of your allies was ambushed by Orcs, captured, and is now held in a dungeon cell...
Setup: Search the encounter deck for the 3 objective cards, reveal and place them in the staging area. Also, place the Nazg没l of Dol Guldur face up but out of play, alongside the quest deck. Then, shuffle the encounter deck, and attach 1 encounter to each objective card.
When Revealed: Randomly select 1 hero card (among all the heroes controlled by the players) and turn it facedown. The hero is now considered a "prisoner", cannot be used, cannot be damaged, and does not collect resources, until it is "rescued" (as instructed by card effects) later in this quest.
The players, as a group, cannot play more than 1 ally card each round.
Players cannot advance to the next stage of this quest unless they have at least 1 objective card.
When Revealed: Deal 1 damage to each exhausted character. Until the end of the phase, each damaged character gets -1
Shadow: Deal 1 damage to the defending character. Until the end of the phase, the defending character gets -1 for each damage on it.
The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 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.
Forced: After the players have committed characters to the quest, discard cards from the top of the encounter deck until a treachery is discarded. Reveal that treachery.
If the players defeat this stage, they win the game.
The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 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.
When Revealed: Shuffle the encounter discard pile into the encounter deck. Each player discards from the top of the encounter deck until he discards an enemy, adds that enemy to the staging area, and attached a hero he controls to it as a guarded objective (discard all tokens from the chosen hero).
If there is an unguarded hero in the staging area, return it to its owner's control, exhausted. This stage cannot be defeated while there is a guarded objective in play. If the players defeat this stage, they win the game.
The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.
Rider of Mirkwood's engagement cost is considered to be 0.
The number of damage tokens on Rider of Mirkwood cannot exceed the number of progress tokens on this stage.
Players cannot defeat this stage while Rider of Mirkwood is in play. If the players defeat this stage, they win the game.
When Revealed: Deal 1 damage to each exhausted character.
Shadow: Attacking enemy gets +1 (+2 instead if the defending character is damaged).
Amidst the battle, you gain entrance into the dungeons beneath Dol Guldur. You slip inside to release what captives you can, but an evil creature awaits.
When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Dungeon Dweller to the staging area, unless it is in a victory display. If Dol Guldur's city strength is 5 or lower (10 or lower if playing epic multiplayer mode), Dungeon Dweller makes an immediate attack against each player in turn order.
Dungeon Dweller gets -1 engagement cost for each progress token on this stage.
Forced: At the end of the round, remove 5 progress from this stage or each player at each stage discards an ally he controls. The first player may remove an additional 5 progress from this stage to choose a player at any stage. That player searches the top 10 cards of his deck for an ally an puts it into play.
Forced: When Necromancer of Carn D鈥搈 would attack you, instead reanimate the top card of your deck and deal it each of the Necromancer of Carn D鈥搈's shadow cards.
You are playing Nightmare mode.
Forced: When stage 1B is revealed, the number of random heroes captured is determined by the number of players, as follows: 1-2 players = 1 hero captured, 3 players = 2 heroes captured, 4 players = 3 heroes captured. All captured heroes are turned face down and considered "the prisoner," cannot be used, cannot be damaged, and do not collect resources until they are rescued, (A single player cannot have more than 1 hero captured by this effect.)
Begin with the standard quest deck and encounter deck for the Escape from Dol Guldur scenario found in the LOTR LCG core set.
Remove the following cards, in the specified quantities, from the standard encounter deck:
2x Dol Guldur Orcs
2x Enchanted Stream
1x Great Forest Web
3x Mountains of Mirkwood
2x Caught in a Web
1x The Necromancer's Reach
1x Necromancer's Pass
2x Under the Shadow
2x Tower Gate
1x Iron Shackles
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Escape from Dol Guldur 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.
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.
You are playing in Nightmare mode.
No more than 1 progress can be placed on each location in the staging area each round.
Over them was a lane of pale–blue sky, around them the dark overshadowed River, and before them black, shutting out the sun, the hills of Emyn Muil, in which no opening could be seen.
–The Fellowship of the Ring
Begin with the standard quest deck and encounter deck for The Hills of Emyn Muil scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
1x The East Wall of Rohan
1x The North Stair
2x The Shores of Nen Hithoel
4x The Highlands
2x Slick Footing
2x Impassable Chasm
2x Dol Guldur Orcs
1x Chieftan Ufthak
2x Dol Guldur Beastmaster
2x The Necromancer's Reach
2x Necromancer's Pass
2x Enchanted Stream
3x Evil Storm
2x Pursued by Shadow
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Hills of Emyn Muil 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.