While any player has 3 or more cards in hand, Dunland Prowler gains Surge.
While any player has 5 or more cards in hand, Dunland Prowler gets +1 .
...the wild men of the Dunland fells. –The Two Towers
While engaged with a player, Dunlending Bandit gets +1 for each card in that player's hand.
Shadow: Attacking enemy gets +1 (+2 instead if the defending player has at least 3 cards in his hand).
Forced: After Dunland Raider engages a player, that player must deal X damage divided among characters he controls where X equals the number of cards in his hand.
Shadow: Discard an attachment you control.
When Revealed: Each player draws a card.
Forced: After a player draws any number of cards, Dunland Tribesman gets +1 until the end of the round.
Shadow: Attacking enemy gets +1 .
Forced: After Dunland Chieftain engages a player, discard X cards from the top of the encounter deck where X is the number of cards in the engages player's hand. Put the topmost Dunland enemy discarded this way into play engaged with that player.
Forced: After the engaged player draws any number of cards. Dunland Berserker makes an immediate attack.
Shadow: Attacking enemy makes an additional attack after this one.
Setup: The first player takes control of Chief Turch. Set Raven Chief and Raven Chief’s Camp aside, out of play. Reveal 1 copy of Dunland Battlefield and make it the active location. Reveal 1 copy of Raven War-camp and add it to the staging area. Create the Raven deck (see insert) and set it next to the quest deck. Each player chooses 1 different enemy from the Raven deck and adds it to the staging area. Shuffle the encounter deck and Raven deck.
On your return journey to Isengard, you find war in Dunland. The Raven Clan has refused the Boar's claim to The Antlered Crown, and chief Turch asks you to join his Clan as they march to battle. Seeing an opportunity to earn Saruman the friendship of a unified Dunland, you agree to join forces and fight...
Forced: After the last time counter is removed from this stage, remove 1 time counter from each location in play. Place 3 time counters on this stage.
Chief Turch's goal is to defeat the Raven Clan before they can marshal their full strength, but Dunland is a vast country and there is much ground to cover. The longer it takes to subdue the enemy, the more time they have to gather...
When Revealed: Shuffle the Raven deck discard pile into the Raven deck. Then, starting with the first player, each player takes the top card of the Raven deck and adds it to the staging area.
The warriors of the Raven Clan won't stop figting as long as their leader spurs them on. You must find the Raven Chief and defeat him in order to break the spirit of his men and bring and end to this conflict...
When Revealed: Add Raven Chief and Raven Chief’s Camp to the staging area. Take the top X cards from the Raven deck and add them to the staging area. X is the number of players minus 1.
Forced: After the last time counter is removed from this stage, each engaged enemy makes an attack. Place 2 time counter on this stage.
At the end of the round, if Raven Chief is in the victory display, the players win the game.
The first player gains control of Chief Turch.
Immune to player card effects. Chief Turch does not exhaust to defend.
If Chief Turch leaves play, the players lose the game.
Cannot have attachments. While Raven Chief’s Camp is in play, Raven Chief cannot be damaged.
Forced: When Raven Chief attacks, remove 1 time counter from the active location, if able.
Forced: After Raven Warrior engages a player. remove X time counters from locations in play. X is the number of cards in engaged player's hand.
Shadow: Defending player discards an attachment he controls.
When Revealed: Either remove 1 time counter from the active location, or reveal an additional encounter card.
Shadow: Attacking enemy gets +X where X is the Time X value on the active location.
Forced: After the last time counter is removed from this location, starting with the first player, each player draws the top card of the Raven deck and puts it into play engaged with him.
All the camp was soon astir. –The Two Towers
Forced: After the last time counter is removed from this location, reveal the top card of the Raven deck and add it to the staging area.
Shadow: Deal attacking enemy 2 additional shadow cards from the Raven deck.
Forced: After the last time counter is removed from this location, each player assigns X damage among characters he controls, where X is the number of cards in his hand.
Shadow: Deal 1 damage to the defending character.
Forced: After the last time counter is removed from this location, each player raises his threat by the number of cards in his hand.
Shadow: Defending player assigns X damage among characters he controls. X is the Time X value on the active location.
When Revealed: Remove 1 time counter from each location in play. Place X time counters on each location in play with no time counters on it. X is the "Time X" value on that location. If there are not locations in the staging area, Raising the Cry gains Surge.
...a cry went up into the shuddering air...
–The Return of the King
You are playing Nightmare mode.
Locations with time counters on them cannot be discarded from play by player card effect.
A smoke as of fire and battle arose, and again the sun went down in a burning red that faded into a grey mist...
–The Fellowship of the Ring
Begin with the standard quest deck and encounter deck for THe Antlered Crown scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
1x Dunland Prowler
1x Dunland Berserker
2x Dunlending Bandit
3x Raven Skirmisher
3x Raven War-camp
2x Driven Back
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Antlered Crown 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. Note: Dunlending Horde has the 'Dunlending Warriors' encounter set icon and should be shuffled into the Raven deck during setup.
Cannot have attachments or take non-combat damage.
Forced: After the engaged player draws any number of cards, heal all damage from Dunlending Horde.
When Revealed: Either remove 1 time counter from a location in play, or Raven Clan Elite make an immediate attack against the first player.
"Death to the Fogoil! Death to the Strawheads!"
–Dunlending, The Two Towers
Forced: After the engaged player draws any number of cards, remove 1 time counter from a location play.
Shadow: Attacking enemy gets +X where X is the Time X value on the active location.
Forced: After the last time counter is removed from this location, each player reveals the top card of the Raven deck and adds it to the staging area.
Forced: When this location is explored, add the top card of the Raven deck to the staging area.
Forced: After the last time counter is removed from this location, return each enemy in play to the staging area.
Shadow: Either remove 1 time counter from a location in play, or return attacking enemy to the staging area after this attack.
When Revealed: Each player draws 1 card. Until the end of the round, add 1 to the total in the staging area for each card in the first player's hand.
Shadow: Attacking enemy gets +1 If this attack destroys a character, discard your hand and draw 3 cards.
When Revealed: Add the top 2 cards of the Raven deck to the staging area. If any player has 5 or more cards in hand, this effect cannot be cancelled.
Shadow: Put the top card of the Raven deck into play, engaged with you.