Forced: Before Patrol Leader is dealt damage, discard the top card of the encounter deck. If the discarded card is an enemy, cancel that damage.
Shadow: Cancel all damage dealt to this enemy.
Immune to card effects.
Players cannot optionally engage enemies and no engagement checks are made.
Forced: After East-gate leaves play as an explored location, add First Hall to the staging area.
Travel: Each player must raise his threat by 3 to travel here.
Forced: After First Hall leaves play as an explored location, add Bridge of Khazad-dûm to the staging area.
While Bridge of Khazad-dûm is the active location, players cannot play cards.
Travel: The first player must exhaust 1 character he controls to travel here.
Shadow: Defending player must choose and exhaust 1 character he controls.
When Revealed: Goblin Follower engages the last player.
Shadow: attacking enemy gets +1 (+2 instead if attacking the last player.)
While Branching Paths is in the staging area, each Dark location gets +1 .
Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.
Travel: Players must exhaust a Cave Torch to travel here.
Shadow: Cancel all combat damage dealt to attacking enemy.
Action: Raise each player's threat by 1 to place 1 progress token on Zigil Mineshaft.
When Revealed: Each enemy and location currently in the staging area gets +1 until the end of the phase. (+3 instead if it is a Dark location.) Players may exhaust a Cave Torch to cancel this effect.
Shadow: attacking enemy gets +2
Attach to a hero. Restricted.
Action: Exhaust Cave Torch to place up to 3 progress on a Dark location.
Forced: After Cave Torch exhausts, discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.
When Revealed: Each player must exhaust a character and discard the top card of his deck, if able. If the printed cost of the discarded card is equal to or higher than the remaining hit points of the exhausted character, discard the exhausted character.
When Revealed: The first player must discard 1 questing character he controls, if able. This effect cannot be canceled.
Shadow: Discard the defending character from play.
When Revealed: Immediately travel to Dreadful Gap. If another location is currently active, return it to the staging area.
X is the number of characters in play.
When Revealed: Each player may choose and discard 1 card at random from his hand. If all players did not discard 1 card, Fouled Well gains Surge.
Each player with a threat of 25 or higher cannot optionally engage Goblin Scout.
Goblin Swordsman gets +2 if its attack is undefended.
Shadow: Add Goblin Swordsman to the staging area.
Setup: Search the encounter deck for East-gate and Cave Torch. Put East-gate into play as the active location, and have the first player attach Cave Torch to a hero of his choice. Set First Hall and Bridge of Khazad-dûm aside, out of play. Shuffle the encounter deck.
You have been sent by the White Council to Moria, to deliver a message to Balin and his Dwarven colony. No one has heard from him in a while.
When Revealed: Reveal 1 encounter card per player, and add it to the staging area.
Player cannot advance to the next stage of the scenario unless Bridge of Khazad-dûm is in their victory display.
The doors of the East–gate hang crooked on their henges. The darkness inside the doorway is still and impenetrable, shutting out the last beams of a sinking sun.
The skeletons of Dwarves and Orcs lie undisturbed, but you have discovered no recent sign of the Dwarven colony. The sound of scampering feet travels to your ears, and you move in that direction to investigate. There is a patrol of Goblins, marching in a loose formation through the shadows.
When Revealed: Each player must search the encounter deck and discard pile for 1 enemy of his choice, and add it to the staging area. One choice must be Patrol Leader, if able.
Forced: After an enemy is revealed from the encounter deck, discard it instead of adding it to the staging area.
If there are no enemies in play, immediately advance to the next stage of the scenario. (Players can also advance by placing 11 progress tokens on Goblin Patrol.)
You have captured a member of the patrol, and press the wounded Goblin for information about the Dwarves. It gives a nasty laugh, and with a mouthful of blood spits out "Balin can be found in the chamber of records!" It can say no more.
Heroes do not collect resources during the resource phase.
If players defeat this stage, they win the game.
You are playing Nightmare mode.
Forced: After Cave Torch exhausts, place 1 damage token on this card. Then, if there are 5 or more damage tokens on this card, remove Cave Torch from the game.
All about them as they lay hung the darkness, hollow and immense, and they were oppressed by the lonliness and vastness of the dolven halls and endlessly branching stairs and passages. –The Fellowship of the Ring
Begin with the standard quest deck and encounter deck for the Into the Pit scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
1x Goblin Patrol
2x Stairs of N in
2x Goblin Follower
2x Crumbling Ruin
3x Cave In
2x Fouled Well
2x Goblin Tunnels
5x Goblin Swordsman
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 Into the Pit 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 hear the sounds of many scampering feet. As you move closer to investiage, you find your party set upon on all sides by a patrol of Orcs!
When Revealed: The first player must search the encounter deck and discard pile for X Orc enemies and add them to the staging area, where X is 1 plus the number of players in the game. One of these choices must be Patrol Sentry and one must be Patrol Leader, if able.
X is 1 plus the number of players in the game.
Forced: After an enemy is defeated, place 1 progress on this stage.
Progress cannot be placed on Goblin Ambush expect by the above effect.
Forced: After Cave Torch exhausts, Patrol Sentry makes an immediate attack against the engaged player, if able.
Shadow: Add Patrol Sentry to the staging area.
Cannot be optionally engaged.
If the active location is a Dark location, Goblin Lurker gets +3 and -40 engagement cost.
Shadow: Attacking enemy gets +1 (+3 instead if the active location is a Dark location.)
Shadow Dweller does not make engagement checks while Cave Torch is in play.
Shadow: Shuffle Shadow Dweller back into the encounter deck.
X is the number of Dark locations in play.
When Revealed: Remove all progress from each Dark location in play.
Shadow: Attacking enemy gets +1 for each Dark location in play.
Each Dark location in play gets +2 quest points.
While Cave Torch is ready, progress cannot be placed on Narrow Fissure.
There were fissures and chasms in the walls...
–The Fellowship of the Ring