

You are playing Nightmare mode.
Setup: Each player searches the encounter deck for a Huorn enemy and puts it into play engaged with him. Shuffle the encounter deck.
The Player cannot defeat stage 1B or 2B unless Edge of Fangorn is in the victory display.
Ever nearer the tree–clad slopes of Fangorn loomed, slowly darkling as the sun went west. –The Two Towers

Begin with the standard quest deck and encounter deck for the Into Fangorn scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
3x Deadly Huorn
3x Tangled Wood
3x Turned Around
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Into Fangorn 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.


4
3
4
While Ent of Fangorn is in the staging area, it gains: "QuestAction: Exhaust a hero you control to discard the top card of the encounter deck. If that hero's
is greater than the discarded card's
place 1 resource here. Then, if there are 3 resources here, discard them to take control of Ent of Fangorn. Any player may trigger this effect."


While Heart of Fangorn is in the staging area, each player cannot refresh more than 5 characters during the refresh phase.

Attacking enemy makes an additional attack after this one.


4
3
4
While Ent of Fangorn is in the staging area, it gains: "QuestAction: Exhaust a hero you control to discard the top card of the encounter deck. If that hero's
is greater than the discarded card's
place 1 resource here. Then, if there are 3 resources here, discard them to take control of Ent of Fangorn. Any player may trigger this effect."


While Dark Corner of Fangorn is in the staging area, each Huorn enemy loses the hinder keyword.
Forced: After Dark Corner of Fangorn becomes the active location, each engaged Huorn enemy makes an immediate attack.
"...it is perilous to touch the trees of that wood, it is said."
–Aragorn, The Two Towers


Immune to player card effects.
Travel: Search the encounter deck and discard pile for a Huorn enemy and add it to the staging area to travel here (2 Huorn enemies instead if there are 3 or more players in the game).
"...we are on the very edge of Fangorn, and it is perilous to touch the trees of that wood, it is said."
–Aragorn, The Two Towers



You've rescued Mugash from the trees, but your sense the forest itself seethes with anger toward you. The thankless Orc struggles against you and the tree branches grasp at you. It's going to be a hard fight to get out of Fangorn with your captive...
When Revealed: Each player searches the encounter deck and discard pile for a Huorn enemy and adds it to the staging area. Shuffle the encounter deck.


4
3
6
6 Hinder. Cannot have attachments.
Forced: At the beginning of each resource phase, the engaged player discards 1 attachment he controls.

Shadow: Deal 1 damage to the defending character.





Saruman's army has been defeated at Helm's Deep, but the Wizard's fortress is beyond Rohan's power to capture. However, the Ents of Fangorn have also suffered great injury because of Saruman and his Orcs. They have the strength to break Isengard, but only if they can be roused to attack.
Setup: Set Gates of Isengard Orthanc, Saruman, and Saruman's Staff aside, out of play. Add each copy of Ent of Fangorn to the staging area. Shuffle the encounter deck.
Players cannot draw cards or gain resources. Do not commit to the quest or reveal encounter cards during the quest phase.
Forced: At the end of the round, place 1 resource here. Then, the players may advance to stage 2. If the players advance, the first player shuffle the encounter discard pile into the encounter deck and reveals 1 encounter card for each resource here. Then, remove each Ent objective in the staging area from the game.



You've captured the Orc captain, Mugash, in the mountains above Isengard. But as you make your way down Methedras, your captive escaped and flees east into Fangorn.
Setup: Add Edge of Fangorn to the staging area and attach Mugash to that location. Shuffle the encounter deck. Reveal X additional encounter cards where X equals the number of players in the game minus 1.
Forced: After the last time counter is removed from this stage, shuffle Mugash into the encounter deck and advance to stage 3.
The players cannot advance to stage 2 unless Mugash is attached to a hero.
You pursue Mugash into the ancient forest to find that the trees themselves seems to be attacking him. Without thinking, your at the tree branches to rescue your captive. That is when you first sense your own peril...



Saruman's army has been defeated at Helm's Deep, but the Wizard's fortress is beyond Rohan's power to capture. However, the Ents of Fangorn have also suffered great injury because of Saruman and his Orcs. They have the strength to break Isengard, but only if they can be roused to attack.
Setup: Set Gates of Isengard Orthanc, Saruman, and Saruman's Staff aside, out of play. Add each copy of Ent of Fangorn to the staging area. Shuffle the encounter deck.
Players cannot draw cards or gain resources. Do not commit to the quest or reveal encounter cards during the quest phase.
Forced: At the end of the round, place 1 resource here. Then, the players may advance to stage 2. If the players advance, the first player shuffle the encounter discard pile into the encounter deck and reveals 1 encounter card for each resource here. Then, remove each Ent objective in the staging area from the game.


You are playing Nightmare mode.
Forced: When Ent of Fangorn leaves play, remove it from the game.
"Suddenly up came fires and foul flames: the vents and shafts all over the plain began to spout and belch. Several of the Ents got scorched and blistered."
–Pippin, The Two Towers

Begin with the standard quest deck and encounter deck for The Road to Isengard scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
3x Snaga
1x Ring-wall of Isengard
2x Open Pit
1x Machines of Isengard
3x Blast of Sorcery
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Road to Isengard 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.



"To Isengard! Though Isengard be ringed and barred with doors of stone;
Though Isengard be strong and hard, as cold as stone and bare as bone,
We go, we go, we go to war, to hew the stone and break the door;
For bole and bough are burning now, the furnace roars – we go to war!"
–The Ents, The Two Towers
When Revealed: Make Gates of Isengard the active location. Add Saruman and Orthanc to the staging area.
The players cannot travel to Orthanc.
Forced: After a non-unique location is explored, place 1 damage here. Then, if there are 5 damage tokens here, advance to stage 3A.
Quest Action: Exhaust Ent of Fangorn to place 2 progress on a non-unique location.
The power of Saruman must be broken and the fortress of Isengard destroyed!



"To Isengard! Though Isengard be ringed and barred with doors of stone;
Though Isengard be strong and hard, as cold as stone and bare as bone,
We go, we go, we go to war, to hew the stone and break the door;
For bole and bough are burning now, the furnace roars – we go to war!"
–The Ents, The Two Towers
When Revealed: Make Gates of Isengard the active location. Add Saruman and Orthanc to the staging area.
The players cannot travel to Orthanc.
Forced: After a non-unique location is explored, place 1 damage here. Then, if there are 5 damage tokens here, advance to stage 3A.
Quest Action: Exhaust Ent of Fangorn to place 2 progress on a non-unique location.
The power of Saruman must be broken and the fortress of Isengard destroyed!