Cannot have attachments.
While a player is making an engagement check against Hunting Pack, it gets -1 engagement cost for each damaged character that player controls.
"...who now will wish to journey south by night with the wild wolves on his tail?" –Gandalf, The Fellowship of the Ring
While it is Night, Wolf of Angmar gets +2
Shadow: Attacking enemy gets +1 (+2 instead if it is Night).
While Eriador Wastes is in the staging area, no more than 5 progress can be placed on the current quest each round.
Travel: The first player engages a Warg enemy in the staging area and deals it a shadow card.
"...the long leagues of Eriador still lie before us." –Aragorn, The Fellowship of the Ring
Emerging from your hunt in the great jungle of the south, you set out across the vast desert of Harad on your long journey north to Gondor.
Setup: Set Ford of Harnen and 1 copy of Uruk Warg-rider aside, out of play. Each player takes control of a Tamed Mumak. Remove each remaining Tamed Mumak from the game. Create the Orc's area with a second quest deck consisting of stage 1C, 2C, 3C, and 4C as well as Uruk Chieftain.
Riding atop the Oliphaunts that you captured in the jungle, you set an easy pace.
When Revealed: Each player searches the encounter deck for 1 different location and adds it to the staging area. Shuffle the encounter deck. Advance to stage 2A.
During the night, you hear the howls of distant Wargs drawing nearer. The riders of Mordor are scouring the sandy plains for you and the remnant of Kahlie's tribe. You give the Mumak's reigns a hard shake and quicken the pace.
When Revealed: Choose the staging area or the Orc's area. Add the set aside Uruk Warg-rider to the chosen area.
Uruk Chieftain cannot take damage.
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).
Suddenly Aragorn leapt to his feet, "How the wind howls!" he cried. "It is howling with wolf–voices. The Wargs have come west of the Mountains!" –The Fellowship of the Ring
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 Fellowship is being hunted by Wargs!
Hound of Sauron gets -5 engagement cost for each enemy in the staging area.
Shadow: Attacking enemy gets +1 (+2 instead if it was engaged with round).
When Revealed: Either the Warg enemy in the staging area with the highest engagement cost attacks you, or each Warg enemy gets -20 engagement until the end of the round. If no Warg enemy is in the staging area, Storm of Howls gains surge.
Forced: After Dol Guldur Beastmaster engages you, the opposing team searches the encounter deck and discard pile for a Necromancer's Warg and puts it into play engaged with you. Shuffle the enconter deck.
When Revealed: Attach to the current quest. (Counts as a Condition attachment with the text: "Attached quest gets +3 quest points. Each Warg enemy cannot be optionally engaged.")
Shadow: If it is Night deal attacking enemy 2 additional shadow cards
Forced: At the end of the round, remove X progress from the main quest, where X is the number of Warg enemies in play.
Response: When this quest is defeated, discard a non-unique Warg enemy in the staging area.
You are playing Nightmare mode.
Stage 1A should read, "Remove 5 unique Troll cards" instead of 4.
Stage 2B should read, "WhenRevealed: Place Louis, Morris, Rupert and Stuart into the staging area."
Forced: At the end of the quest phase, if no progress was placed on the current quest this phase, place 1 progress on the current quest (bypassing the active location).
Reponse: After defeating a unique Troll enemy, you may choose and discard 1 “Sacked!” card from play.
Begin with the standard quest deck and encounter deck for the Conflict at the Carrock scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
1x Grimbeorn the Old
1x Louis
1x Morris
1x Stuart
1x Rupert
3x Bee Pastures
3x Oak-wood Grove
1x Roasted Slowly
3x Misty Mountain Goblins
2x Banks of the Anduin
1x Wolf Rider
2x Goblin Sniper
2x Wargs
2x Despair
2x The Brown Lands
2x The East Bight
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Conflict at the Carrock 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 Nightmare mode.
Players cannot reduce their threat.
Setup: Search the encounter deck for The Mere of Dead Faces, and add it to the stage area. Then, shuffle the encounter deck.
Forced: After Gollum is placed in the discard pile, shuffle him into the encounter deck.
"They lie in all the pools, pale faces, deep deep under the dark water." –Frodo, The Two Towers
Begin with the standard quest deck and encounter deck for The Dead Marshes scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
1x A Wisp of Pale Sheen
1x Through the Mist
2x Great Marsh Worm
4x Fens and Mires
3x Eastern Crows
2x Pursued by Shadow
2x Treacherous Fog
1x Wolf Rider
2x Hill Troll
2x Goblin Sniper
2x Wargs
2x Despair
2x The Brown Lands
2x The East Bight
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Dead Marshes 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 Nightmare mode.
Forced: At the beginning of the quest phase, the player who is guarding Gollum must either exhaust a hero he controls or resolve the "when revealed" effect of the topmost Tantrum card in the encounter discard pile.
Forced: When Stage 4A is revealed, search the encounter deck and discard pile for 1 copy of Attercop, Attercop and add it to the staging area, if able. Shuffle the encounter deck.
Begin with the standard quest deck and encounter deck for the Return to Mirkwood scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
3x Woodman's Glade
3x Wood Elf Path
3x Mountains of Mirkwood
2x Goblin Sniper
1x Marsh Adder
2x Wargs
2x Despair
2x The Brown Lands
2x The East Bight
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Return to 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.
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.
A cold wind flowed down behind them, as they turned their backs on the Redhorn Gate, and stumbled wearily down the slope. Caradhras had defeated them.
–The Fellowship of the Ring
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.
You are playing in Nightmare mode.
Forced: When an enemy with the ambush keyword engages a player during the quest phase, it contributes its to the total 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.
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.
"Something has crept, or has been driven out of dark waters under the mountains. There are older and fouler things than Orcs in the deep places of the world."
–Gandalf, Lord of the Rings
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.
You are playing Nightmare mode.
Setup: Set both copies of Mûmak Elite aside, out of play.
Forced: When quest stages 2A or 4A are revealed, add 1 of the previously set aside copies of Mûmak Elite to the staging area.
For a moment he caught a glimpse of swarthy maen in red running down the slope some way off with green–clad warriors leaping after them, hewing them down as they fled. Arrows were thick in the air. –The Two Towers
Begin with the standard quest deck and encounter deck for the Into Ithilien scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
1x Blocking Wargs
2x Watcher in the Wood
3x Secluded Glade
3x Forest Bat
3x Southon Mercenaries
1x Overgrown Trail
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Into Ithilien 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.
As the light grew stronger it showed a silent shrouded world. Below their refuge were white humps and domes and shapeless deeps beneath which the path that they had trodden was altogether lost...
–The Fellowship of the Rings
Begin with the standard quest deck and encounter deck for The Wastes of Eriador scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
2x Northern Warg
1x White Warg
1x Sudden Darkness
1x North Downs
2x Eriador Wastes
1x Cold from Angmar
3x Biting Wind
1x Freezing Blast
1x Shrouded Hills
3x Rugged Country
2x Pressing Needs
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Wasts of Eriador 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 Nightmare mode.
While the players are at stage 5b, this card gains:"Forced: When the players are instructed to remove any amount of progress from a quest stage, place 1 progress here instead."
If there are X progress tokens here, the players lose the game. X depends on the number of players in the game:
1 player: X equals 5
2 players: X equals 7
3 players: X equals 9
4 players: X equals 11
Begin with the standard quest deck and encounter deck for The Battle of Five Armies Nightmare scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
3x Dark Bats
3x Hidden Path
2x Fighting Among Friends
1x Vanguard of Bolg
1x Ravenous Warg
4x Gundabad Climber
3x Gundabad Wolf Rider
1x Misty Mountain Eagle
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Battle of Five Armies Nightmare 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: 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.