When Revealed: Deal 1 damage to each Battleground location in play, if able.
Shadow: Deal 2 damage to The Citadel if it is in play. Otherwise, attacking enemy gets +2 .
When Revealed: If the active location is a Battleground deal 3 damage to it.
Shadow: Deal 2 damage to The Approach if it is in play. Otherwise, attacking enemy gets +2 .
When Revealed: Deal 2 damage to the lowest Battleground location in play, if able.
Shadow: Deal 2 damage to The Banks if it is in play. Otherwise, attacking enemy gets +2 .
When Revealed: Each character gets -2 and -2 until the end of the round.
Shadow: Deal 2 damage to all Battleground locations in play.
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 Mûmak.
Mûmak 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
X is the number of different resource icons , , or on heroes in play.
Shadow: Attacking enemy gets +2 .
While Orc Vanguard is in the staging area, resources cannot be spent from the resource pools of heroes who have a , or resource icon.
Shadow: Deal the attacking enemy two additional shadow cards.
If an Orc enemy is in play, progress tokens cannot be placed on Orc War Camp while it is in the staging area.
Shadow: attacking enemy gets +1 for each shadow card dealt to it.
When Revealed: Each player chooses 1 sphere of influence , , or . Each character a player controls that does not belong to his chosen sphere takes 3 damage.
"I doubt not that the days of Gondor are numbered, and the walls of Minas Tirith are doomed, so great is His strength and malice." –Damrod, The Two Towers
When Revealed: Count the number of encounter cards in the staging area and shuffle them into the encounter deck. Reveal an equal number of cards from the encounter deck and add them to the staging area. This effect cannot be canceled.
Forced: When Orc Rabble is dealt a shadow card, it gets +2 until the end of the phase.
Shadow: Deal the attacking enemy an additional shadow card for each player in the game.
Forced: When Orc Arsonist engages a player, deal 1 shadow card to each enemy engaged with that player.
Shadow: Attacking enemy gets +1 . Deal it another shadow card.
When Revealed: Each player discards the top card of his deck. Until the end of the phase, raise the total in the staging area by X, where X is the total cost of all cards discarded by this effect.
Shadow: attacking enemy gets +1 . Deal it another shadow card.
The island fortress of Cair Andros, which guards Gondor's northernmost causeways over the river Anduin, is under siege! Battering rams rumble up the eastern causeway and rafts filled with Orcs float across the river toward the lightly defended northern banks.
Setup: Add The Approach, The Citadel, and The Banks to the staging area. Shuffle the encounter deck.
Siege. (Characters quest using instead of .)
Players must deal damage from undefended attacks to the lowest Battleground location in play. If there are no Battleground locations in play, immediate advance to the next stage.
The assault is relentless, and the defenders grow weary. The tide is slowly but surely turning against you...
As smoke and rending cries fill the air, rafts of Orcs beach their crafts all along the northern banks. You must reach the shore and drive them back into the river before a solid foothold can be established.
Reveal 1 additional card from the encounter deck and add it to the staging area during the staging step each round.
With a crashing boom the eastern gate shatters. A ram has broken through, and the pressing host of Orcs pour into the courtyard beyond. Engage them in hand–to–hand combat and secure the gate!
Orc scramblers have infiltrated the island and climbed over the walls. They fought to the western gate, and the gate fell. Now a new host of enemies that were lying in wait are breaching the Citadel itself!
Siege. (Characters quest using instead of .)
Breakthrough at the Citadel adds 5 to the staging area.
The defenders of Cair Andros have survived brunt upon brunt of the enemy's assault, but the outcome of the battle hangs on the edge of a knife. One last heroic effort is required to save the fortress and win the victory...
You are playing Nightmare mode.
Until the end of the game, player cards in the victory display do not contribute their victory points.
"Much must be risked in war," said Denethor. "Cair Andros is manned and no more can be sent so far." –The Return of the King
Begin with the standard quest deck and encounter deck for The Siege of Cair Andros scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
3x Southron Mercenaries
2x Orc Arsonists
2x Orc Rabble
3x Orc Arbalesters
1x The Power of Mordor
2x Scourge of Mordor
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Siege of Cair Andros 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.
Damage from each round's achery total may be assigned to Battleground locations, as well as characters.
Damage dealt by Orc Saboteur's attacks must be dealt to a Battleground location in play, if able.
Shadow: If this attack destroys a character, deal 2 damage to a Battleground location in play.
Forced: When Orc Ravager is dealt a shadow card, it gets +2 until the end of the phase.
Shadow: Exhaust a character you control. Deal attacking enemy another shadow card.
If Besieged Courtyard has 5 or more damage, discard it and exhaust each ready character.
Shadow: Choose one: either attacking enemy makes an additional attack after this one, or deal 10 damage to a Battleground location.
If Walls of Cair Andros has 4 or more damage, discard it and each player must assign 4 damage amoung characters he controls.
Shadow: Attacking enemy gets +X, where X is the amount of damage on the active location.
If Anduin Wharf has 6 or more damage, discard it and reveal 2 cards from the top of the encounter deck.
While Anduin Wharf is the active location, allies cost 1 additional matching resource to play from hand.
When Revealed: Deal 2 shadow cards to each enemy in play. Deal 2 damage to each Battleground location in play.
Shadow: Discard an attachment you control.