While Celador is in the staging area, he is committed to the current quest.
Forced: After players quest unsuccessfully or a character leaves play, deal 1 damage to Celador.
If Celador leaves play, remove him from the game.
While Ithilien Road is the active location, the engagement cost of each enemy in the staging area is 0.
Shadow: Return attacking enemy to the staging area after it attacks.
Immune to player card effects.
Shadow: Remove X progress tokens from the current quest, where X is the attacking enemy's .
"...the garden of Gondor now desolate kept still a dishevelled dryad loveliness." –The Two Towers
When Revealed: Each player removes 1 character he controls from the quest, if able. Then, if any player has no characters committed to the quest, remove all characters from the quest.
"Seven companions we had: one we lost at Moria, the others we left at Parth Galen above Rauros..." –Frodo Baggins, The Two Towers
When Revealed: Until the end of the round, Morgul Spider gets +1 for each character not currently committed to a quest.
Far and wide her lesser broods, bastards of the miserable mates, her own offspring, that she slew, spread from glen to glen... –The Two Towers
When Revealed: The first player deals 2 damage to a questing hero and removes that hero from the quest.
Shadow: Defending player raises his threat by X where X is the attacking enemy's .
When Revealed: Raise each player's threat by the number of questing characters. (If the current quest has the battle or siege keyword, Watcher in the Wood gains Surge.)
Shadow: Each player raises his threat by the number of enemies engaged with him.
X is the number of players in the game.
Shadow: Attacking enemy gets +1 (+3 instead if it has the Harad trait.)
Forced: When Haradrim Elite enters play, it makes an immediate attack from the staging area against the first player.
Shadow: This enemy attacks again after this attack resolves. (Deal a new shadow card for that attack.)
No attachments can be attached to M没mak.
M没mak cannot take more than 3 damage each round.
"His upturned hornlike tusks were bound with bands of gold and dripped with blood." –The Two Towers
You've arrived in Ithilien with a sealed message for Faramir, only to learn that he has gone north to defend Cair Andros from massing enemy forces.
Setup: Add Celador to the staging area. Search the encounter deck for a copy of Ithilien Road and make it the active location. Each player must search the encounter deck for a copy of Southron Company and add it to the staging area. Shuffle the encounter deck.
Battle. (Characters quest using instead of .)
If the players complete this stage with Celador in the staging area, advance to stage 3A (bypassing stage 2).
Faramir has left a company of rangers in Ithilien, tasked on ambushing Southrons as the march toward Cair Andros. Their captain, Celador, offers to lead you to Cair Andros after the approaching enemy is destroyed...
The Southron army was larger and better prepared than the rangers anticipated, and now your dwindling company is painfully overmatched. Your only option is a disciplined withdrawl to Cair Andros, before being overwhelmed by the enemy reinforcements hurrying up the road to join the fight.
Having helped his rangers scatter the first wave of Haradrim invaders, Celador leads you north along a hidden trail that runs through Ithilien. But more Southrons are marching up the forest road. Now it is a foot race to reach Cair Andros before the enemy...
When Revealed: The first player takes contorl of all Ranger objectives in the staging area.
Enemies do not make engagement checks and cannot be optionally engaged.
The island fortress of Cair Andros rises from the middle of the Anduin. From a distance all is quiet, but as you near the island and night approaches a raucous cry is heard on the wind. The horns of Mordor sound in response. The enemy is moving on Cair Andros, and the assault will soon begin. You must reach it before all hope is lost.
If any players threat is 37 or higher, Approaching Cair Andros gains Siege.
Forced: At the end of each round, raise each player's threat by 2.
If the players defeat this stage, they have won the game.
You are playing Nightmare mode.
Setup: Set both copies of M没mak Elite aside, out of play.
Forced: When quest stages 2A or 4A are revealed, add 1 of the previously set aside copies of M没mak 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.
Cannot have attachments. Archery X.
X is the number of players in the game.
M没mak Elite cannot take more than 3 damage each round.
While the current quest has battle, Haradrim Marksman gets +2 and gains archery 2.
While the current quest has siege, Haradrim Marksman gets +2 and allies cannot be declared as defenders against its attacks.
Each Harad enemy in the staging area gains archery 1.
Each engaged Harad enemy gets +1
Shadow: Attacking enemy gets +1 (+3 instead if it has the Harad trait).
When assigning archery damage to a character, you must continue assigning archery damage to that character until that character is destroyed or there is no more archery damage to assign.
While Dense Thickets is in the staging area, each Forest location in play gets +1
Shadow: Excess damage dealt by this attack (damage that is dealt beyond the remaining hit points of the character damaged by this attack) must be assigned to a Ranger objective in play.
While the current quest has battle, Cormallen Fields gets +2
While the current quest has siege, when faced with the option to travel, the players must travel to Cormallen Fields, if able.
When Revealed: The current quest gains archery 2 until the end of the round. Then, assign all archery damage to characters in play as if it were the beginning of the combat phase.
Shadow: Attacking enemy gets +X X is that enemy's archery value.
When Revealed: If the current quest has a keyword, until the end of the round, switch that keyword from battle to siege, or siege to battle, if able. If the current quest does not have a keyword, Savage Fray gains surge.