You are playing Nightmare mode.
"Then I thought in my heart that we drew near to the Sea; for wide was the water in the darkness, and sea–birds innumerable cried on its shores."
–Legolas, The Return of the King
Begin with the standard quest deck and encounter deck for the Voyage Across Belegaer scenario. Remove the following cards, in the specified quantities, from the standard encounter deck:
2x Southron Sailor
1x Starlit Sea
1x Fog Bank
2x Calm Waters
2x Thrown Off Course
1x Scouting Ship
Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Voyage Across Belegaer 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.
?*: Some Cards in the Grey Havens Nightmare Decks have Sailing Success symbols (?) with an asterisk (*) next to them. This indicates that the card has a Forced effect which will trigger when the card is discarded during a sailing test.
You are playing Nightmare mode.
Progress cannot be placed on non-Uncharted locations in the staging area.
Forced: When the players would travel to Shrine of Morgoth, if there are 3 or fewer double-sided locations in the victory display, return Shrine to Morgoth to the staging area and flip it to its Lost Island side. Remove all progress from each Uncharted location in the staging area and shuffle them so that the players do not know which one is which. Then, choose a new location to travel to.
Begin with the standard quest deck and encounter deck for The Fate of Númenor scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
2x Forbidden Coast
2x Cursed Temple
2x Flooded Ruins
2x Drowned Graves
2x Lush Jungle
1x Shrine of Morgoth
3x Steep Plateau
3x Aimless Wandering
1x Mysterious Fog
1x Servant of the Deceiver
1x Lingering Malevolence
1x Drowned Dead
Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Fate of Númenor 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.
Note: As print-on-demand cardstock does not match that in the original scenario, the Uncharted deck from the original scenario should be replaced with the Uncharted deck reprinted in this Nightmare deck. This has already been taken into account in the cards listed above.
You are playing Nightmare mode.
Captain Sahír and Na'asiyah each gain: “Cannot have attachments.”
Setup: Instead of adding Dream-chaser to the staging area during setup, each player must search the encounter deck for a different unique location and add it to the staging area, one of which must be the Dream-chaser.
Begin with the standard quest deck and encounter deck for the Raid on the Grey Havens scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
- 1x Sahír's Advance (quest stage 2)
- 3x Corsair Arsonist
- 2x Elven Wave-runner
- 1x Umbar Raider
Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Raid on the Grey Havens 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.
"Corsairs ahead!" an Elven lookout shouts. You are about to give the order to steer away from the warship, when Calaphon abruptly stops you. "Wait! In my dream, I remember a great battle against a powerful fleet. Could this mean we are on the right track?" Reluctantly, you prepare to fight.
When Revealed: Search the encounter deck, discard pile and victory display for 1 copy of Corsair Warship and add it to the staging area. Shuffle the encounter deck.
Forced: At the end of the quest phase, if there is no Corsair Warship in play, this stage is defeated.
When this stage is defeated, if you are on course (?), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest. Otherwise, advance to the top stage of the quest deck.
While Shrine to Morgoth is the active location, players cannot draw cards or search their decks.
Forced: After Shrine to Morgoth is flipped over while active, exhaust each ally in play with printed cost 2 or less. Then, each player must search the encounter deck and discard pile for an Undead enemy and put it into play engaged with him. Shuffle the encounter deck.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
A menacing ship leads the raiders, its charismatic captain bellowing orders to the Corsairs: "Kill the defenders!" he shouts. "Destroy their ships!"
When Revealed: Add Na'asiyah and Captain Sahír to the staging area, enemy side faceup. Each player reveals the top card of the encounter deck. Place resources on Na'asiyah and Captain Sahír equal to the amount of damage on the Dream-chaser. Add 1 resource to each other Raider enemy in play.
Resources on Na'asiyah are considered to be on Captain Sahír, as well (and can be removed as if they were on him).
Each Raider enemy revealed by the encounter deck enters play with 1 resource on it.
If both Captain Sahír and Na'asiyah are in the victory display, the players win the game.
These seas are strange and bewildering. Try as you might, you cannot find any stars you recognize in the overcast sky. You realize now that you may never find your way back to shore.
When Revealed: Set your heading to the worst setting (?).
Sailing. Cancel the first ? symbol found during each Sailing test.
Forced: At the end of the quest phase, if your heading is on-course (?), this stage is defeated.
When this stage is defeated, look at the top 3 stages of the quest deck and advance to one of your choice, placing the others on the bottom of the quest deck.
While Cursed Temple is the active location, characters with less than 2 do not ready during the refresh phase.
It was not long before he had bewitched the King and was master of his counsel... -The Return of the King
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
Durin the combat phase, Corsair Pillager makes 1 additional attack for each resource token on it.
Forced: After the players travel to an Aflame location, place 1 resource on Corsair Pillager for each damage on that location.
Forced: When the engaged player exhausts a Ship objective. Brash Corsair makes an immediate attack.
Forced: After Drowned Graves is flipped to this side while active, discard the top X cards of the encounter deck. Each player adds an Undead enemy discarded from this effect to the staging area. X is 2 more than the number of players in the game.
...their years lessened as their fear of death grew, and their joy departed. -The Return of the King
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
Corsair Pyromaniac gets +1 +1 and +1 for each resource token on it.
Forced: After a card is placed underneath The Havens Burn, place 1 resource on Corsair Pyromaniac.
Boarding 1. Cannot have attachments.
Forced: At the end of the encounter phase, if Sahír's Pursuer is in the staging area, the first player must either engage it or shift your heading off-course.
While Flooded Ruins is the active location, it contributes its to the staging area.
Númenor was thrown down and swallowed in the sea... -The Return of the King
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
For each excess point of combat damage dealt by Elite Marauder (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must place 1 damage on an Aflame location in the staging area.
While Open Waters is in the staging area, each Ship enemy gets -5 engagement cost and +1
Travel: One player must exhaust a Ship objective to travel here.
?
While Lush Jungle is in the staging area, characters get -1 and lose ranged.
Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
Aflame 10. Immune to player card effects.
Forced: After the first player plays an ally from his hand, deal 1 damage to the N relenya.
While your heading is ?, Shattered Sea gets +2 and +2 quest points.
While your heading is Rainy, Shattered Sea gets +4 and +4 quest points.
While your heading is ?, Shattered Sea gets +6 and +6 quest points.
?
Each Undead enemy gets +1 and +1
Forced: After Desecrated Grounds is flipped over while active, deal 1 damage to each exhausted character.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
When Revealed: Each player must either exhaust a Ship objective he controls or distribute 4 damage among characters he controls (6 damage instead if you are off course).
Shadow: Attacking enemy gets +1 for each quest card in the victory display.
Each Undead enemy gains "immune to player card effects."
Forced: After Forsaken City is flipped over while active, each engaged Undead enemy makes an immediate attack.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
When Revealed: Either set your heading to the worst setting (?) or exhaust all allies in play.
?
Shadow: If you are off-coruse (Cloudy, Rainy, or Stormy), attacking enemy makes an additional attack after this one.
Forced: After attackers are declared during an attack against Guardian of the Golden King, look at the bottom card of the first player's deck. Choose and remove characters from the attack until only X or fewer characters are attacking, where X is the looked-at-card's printed cost (those characters do not ready).
While Burning Tower is in the staging area, damage cannot be healed.
Forced: After damage is placed on Burning Tower, choose X characters, where X is the amount of damage on Burning Tower. Deal 1 damage to each chosen character.
*Forced: After Raging Squall is discarded from the encounter deck duirng a Sailing test, deal 1 damage to each character committed to that test.
?*
While Overgrown Steps is in the staging area, it gains: "Each Uncharted location in the staging area gets +1
Travel: Raise each player's threat by 2 to travel here.
When Revealed: Each player must either deal 2 damage to an Aflame location in play, or reveal 1 card from the top of the encounter deck.
Shadow: Either deal 2 damage to an Aflame location in play or attacking enemy makes an additional attack after this one.
When Revealed: Each player discards the bottom card of his deck. Each player player chooses and removes his characters from the until only X or fewer of his characters are questing, where X is the printed cost of the card that player discarded. Deal 1 damage to each character still committed to the quest.
When Revealed: Remove 1 resource from each hero in play. Distribute those resources as evenly as possible among Raider enemies in play or set aside.
Shadow: Damage from this attack is dealt to an Aflame location in play instead of the defending character.
When Revealed: Choose an Uncharted location in the staging area and flip it over. If it has a Forced effect, resolve it as if that location were active. If it does not have a Forced effect, switch it with the active location, if able.
Shadow: Attacking enemy gets +X where X is the active location's