Forced: When Wolf of Isengard is dealt a shadow card with a Wizardry effect, either discard 1 card from your hand, or Wolf of Isengard makes an additional attack against you after this one.
Shadow: Deal 1 damage to the defending character.
While it is Night, Wolf of Angmar gets +2
Shadow: Attacking enemy gets +1 (+2 instead if it is Night).
Forced: When Wolf of Isengard is dealt a shadow card with a Wizardry effect, either discard 1 card from your hand, or Wolf of Isengard makes an additional attack against you after this one.
Shadow: Deal 1 damage to the defending character.
Cannot have attachments.
Forced: After Wolf-pelt Jake attacks and destroys an ally, return him to the staging area.
...in the wild lands beyond Bree there were mysterious wanderers.
–The Fellowship of the Ring
When Revealed: If there is another Orc enemy in the staging area, Wolf Rider gains surge.
Shadow: If attacking enemy is an Orc put Wolf Rider into play engaged with you.
Shadow: Wolf Rider attacks the defending player. That player may declare 1 character as a defender. Deal Wolf Rider its own Shadow card. After combat, return Wolf Rider to the top of the encounter deck.
Shadow: Wolf Rider attacks the defending player. That player may declare 1 character as a defender. Deal Wolf Rider its own Shadow card. After combat, return Wolf Rider to the top of the encounter deck.
If unattached, the first player must claim Key of the Wolf and attach it to a hero he controls.
If Key of the Wolf is discarded, add it to the staging area.
Shadow: Shuffle Key of the Wolf back into the encounter deck.
Forced: If Great Gray Wolf is dealt a shadow card with a riddle, return all Creature enemies to the staging area at the end of the combat phase.
Riddle: The first player names a card type, sphere and cost, shuffles his deck, then discards the top 3 cards. For each of those cards that matches all three items, place 1 progress token on stage 2.
Forced: If Wicked Wolf is dealt a shadow card with a riddle, the defending player must exhaust a character he controls.
Shadow: Return attacking enemy to the staging area after this attack.
Forced: When this enemy attacks, remove 1 progress from the current quest.
Shadow: Attacking enemy gets +1 for each quest stage in play with no progress on it.
Forced: After engaging Wolfpelt Goblin the engaged player must deal X damage to 1 character he controls, where X is the active location's remaining quest points. Then, remove 2 progress from the active location, if able.
Forced: After an event card is played, deal 1 shadow card to Werewolf of Angmar.
Forced: If there are 3 shadow cards dealt to Werewolf of Angmar and it is in the staging area, it engages the first player and makes an immediate attack (do not deal it a shadow card for this attack).
Forced: After Ash Mountain Werewolf attacks you, discard the top card of your deck (top 2 cards instead if this attack destroyed a character).
Shadow: If this attack destroys a character, discard the top 2 cards of your deck.
Forced: After Savage Werewolf is dealt a shadow card with no shadow effect, it makes an additional attack after this one. (Do not deal it a shadow card.)
Shadow: Attacking enemy makes an additional attack against you after this one.
Werewolf gets -10 engagement cost while there is an active location.
Werewolf gets +1 for each damage on it.
Forced: After Werewolf is dealt a shadow card with no shadow effect, deal 1 damage to it and the defending character.
Shadow: Deal 1 damage to the defending character.
Forced: After Savage Werewolf attacks and destroys a character, remove 3 progress from the main quest.
Shadow: Attacking enemy makes an additional attack against you after this one.
Beast of Taur-nu-Fuin cannot have attachments and its shadow cards cannot be canceled.
Forced: When Beast of Taur-nu-Fuin attacks, either remove 2 progress from the main quest or deal it an additional shadow card.
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.
Setup: Each player shuffles 1 copy of Vigilant Orc into his out of play deck. Set both copiues of Mugash's Rage and any remaining copies of Vigilant Orc aside, out of play.
Forced: When the players advance to stage 3A, shuffle both copies of Mugash's Rage into the encounter deck.
There they picked up the trail of the Orcs. It needed little skill to find. –The Two Towers
Begin with the standard quest deck and encounter deck for the To Catch an Orc scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
1x Methedras Orc
1x Orc Skirmisher
1x Orc Hunter
3x Prowling Wolf
2x Methedras
1x Orc Cave
2x Orc Hunting Party
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard To Catch an Orc 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.
Forced: When any amount of progress would be placed on a location in the staging area, reduce that amount to 1.
Scour: Deal 1 damage to a location in play.
"In Eregion long ago many Elven–rings were made, magic rings as you call them, and they were, of course, of various kinds..." –Gandalf, The Fellowship of the Ring
Begin with the standard quest deck and encounter deck for the Celebrimbor's Secret scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
1x Orc Skirmisher
1x Orc Hunter
3x Prowling Wolf
1x Ruined Plaza
1x City Remains
1x Ancient Foundation
3x Broken Lands
1x Spies from Mordor
2x Orc Hunting Party
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Celebrimbor's Secret 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.
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.