

Setup: Attach to Thaurdir (even if he is out of play). Otherwise, remove this card from the game.
Forced: After a Sorcery treachery is revealed, move Thaurdir's Spite to the hero with the most damage. (Counts as a Sorcery attachment with the text: "Attached hero gets -2 and cannot be healed.")






X is the number of players in the game.
When Recurring Nightmare leaves play, shuffle it into any player's deck.
Forced: When Recurring Nightmare enters your hand, add it to the staging area.


Response: Return a Silvan ally you control to your hand to cancel a shadow effect just triggered during combat.
"You would die before your stroke fell."
–Legolas, The Two Towers


While a character is attached to an encounter card, it is considered to be a guarded objective with a blank text box.
Forced: When a character is attached to an encounter card, discard each token and attachment on that character.
Forced: When an objective is free of encounters, it is 'rescued' and that character's owner takes control of it, exhausted.






Forced: After Jailer of Cirith Gurat engages you, attach an ally you control to it.

Shadow: If attacking enemy's is greater than defending ally's
attach defending ally to attacking enemy. Then, cancel this attack.



Response: Return a Silvan ally you control to your hand to cancel a shadow effect just triggered during combat.
"You would die before your stroke fell."
–Legolas, The Two Towers






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.



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.


When Revealed: Each player must choose: either return a location you control to the staging area, or discard cards from the top of the encounter deck until an enemy is discarded and put it into play engaged with you.

Shadow: Attacking enemy makes an additional attack against you after this one.


When Revealed: Either remove 1 resource token from the Mission objective, or add 8 to the total in the staging area this phase.

Shadow: Either remove 1 resource token from the Mission objective, or attacking enemy gets +3


You are playing Nightmare mode.
Forced: When Ent of Fangorn leaves play, remove it from the game.
"Suddenly up came fires and foul flames: the vents and shafts all over the plain began to spout and belch. Several of the Ents got scorched and blistered."
–Pippin, The Two Towers

Begin with the standard quest deck and encounter deck for The Road to Isengard scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
3x Snaga
1x Ring-wall of Isengard
2x Open Pit
1x Machines of Isengard
3x Blast of Sorcery
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Road to Isengard 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.






Forced: After Mauhúr attacks, increase the pursuit value by 1.
"Mauhúr and his lads are in the forest, and they should turn up any time now." –Uglúk, The Two Towers






While Lugdush is engaged with a player, each other enemy cannot take damage.

Shadow: If attacking enemy is unique, it cannot take damage until the end of the round.



While Fortress of Isengard is in the staging area, each Orc enemy gets +1 +1
and +1
Wizardry: Return the topmost enemy in the encounter discard pile to the staging area.
This was the stronghold of Saruman, as fame reported it; for within living memory the men of Rohan had not passed its gates...
–The Two Towers



Immune to player card effects.
The players cannot travel here unless they are at stage 4B.
While Glittering Caves is the active location, it gains: "Skip the combat phase.Forced: At the end of the round, add Glittering Caves to the victory display and raise each player's threat by 2."


You are playing Nightmare mode.
Setup: Set the Sift through the Debris, Decipher Ancient Texts and Quiet the Spirits encounter sets aside, out of play. These sets are indicated by the following icons, respectively:
Forced: After you advance to stage 2b, for each of the above sidequests that was not defeated, shuffle the encounter set that matches its title into the encounter deck, and shuffle the encounter discard pile into the encounter deck.

Begin with the standard quest deck and encounter deck for The Treachery of Rhudaur scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
- 2x Decrepit Remains
- 2x Eerie Halls
- 1x Dark Covenant
- 2x Ruins of Arnor
- 2x Tragic Discovery
- 5x Cursed Dead
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Treachery of Rhudaur 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.



When Revealed: Deal Life Drain to Thaurdir, as a shadow card.

Shadow: If attacking enemy is Thaurdir, he gets +3 for this attack. If this attack destroys a character, attach Life Drain to Thaurdir. (Counts as a Condition attachment with the text: "Thaurdir gets +3 hit points.")






Forced: After Under-gate Sentry attacks and destroys a character you control, discard a random card from your hand.

Shadow: Either discard a random card from your hand, or exhaust a character you control.







While Raider of the Storm is engaged with you, each Ship enemy engaged with you gets +1 +1
+1
and contributes its
to the total
in the staging area.



When Revealed: Until the end of the round, each Undead enemy gets +X and +X
X is the number of locations to the left of the active location (in its row). If X is 0 or 1, Call of the Curse gains surge.

Shadow: Resolve the 'when revealed' effect of Call of the Curse.







When Revealed: If the active location is Underwater return each other Submerged Dead in the encounter discard pule to the staging area.

Shadow: If the active location is Underwater put Submerged Dead into play in the staging area.



When Revealed: Attach to a Ship objective. (Counts as a Condition attachment with the text: "During saling tests, for each Wheel symbol found, cancel it unless you deal 1 damage to the attached objective.Action: Exhaust 3 character you control to discard Broken Rudder.")
*Forced: After this Sailing test ends, attach Broken Rudder to a Ship objective committed to that test.



When Revealed: Discard cards from the top of the encounter deck until a Raider enemy is discarded. Add that enemy to the staging area and place 3 resources on it.

Shadow: If attacking enemy is a Raider after this attack ends, add 1 resource to attacking enemy for each damage dealt by this attack.