


Your company has made its way swiftly north, and finally the fortress of Carn Dûm looms before you. Unsure if you have arrived in time, you can only hope beyond hope that Iùrion is still alive.
Setup: Add Thaurdir to the staging area, Captain side faceup. Add 1 copy of Carn Dûm Garrison per player to the staging area. Search the encounter deck for 1 copy of Accursed Battlefield and make it the active location. Shuffle the encounter deck.
Thaurdir has mustered the defense of Carn Dûm. There is no turning back now. "For Iùrion!" the Rangers begin to shout, unsheathing their swords.
Thaurdir cannot leave the staging area and cannot take damage. At the end of the round, if Thaurdir is Champion side faceup, flip him.
Do not discard unresolved shadow cards at the end of the combat phase.
Forced: If there are 3 shadow cards dealt to Thaurdir, flip him.






Indestructible. Cannot have attachments.
Each other enemy gets +10 engagement cost.
Forced: After Thaurdir is flipped or a treachery with the Sorcery trait is revealed, deal 1 shadow card to each enemy in play.




With reckless abandon, your company makes a mad dash for the gates!
Forced: When at least 1 progress is placed on Furious Charge, each character gets -2 until the end of the round. If Thaurdir is Captain side faceup, flip him.
Response: After Furious Charge is defeated, add 10 progress to the main quest.



Setup: Set Captain SahĂr and Naâasiyah aside, out of play. Add The Havens Burn, the Dream-chaser, and 1 copy of SahĂrâs Ravager to the staging area. Shuffle the encounter deck and discard cards from the top of the encounter deck until X locations with the Aflame keyword are discarded, where X is the number of players in the game. Add each discarded Aflame location to the staging area. Then, shuffle the encounter discard pile back into the encounter deck.
Corsairs are attacking the Grey Havens and burning the Elven fleet. You must defend the Havens from these fierce raiders and save as many ships as you can!
Forced: At the end of the combat phase, deal X damage to the Aflame location in play with the lowest Aflame value. X is the number of Corsair enemies in play.



Immune to player card effects.
Helm of the Stormcaller gets +1 quest point for each resource token on a Raider enemy in play.
Forced: When Helm of the Stormcaller becomes the active location, add Captain SahĂr and Na'asiyah to the staging area from out of play (enemy side faceup).



Setup: Prepare the Island Map (see insert). Flip over the top-left and bottom-left locations of the Island Map (without resolving their Forced effects, if any), and choose one as the player's starting active location, using a resource token to represent which location is active. The first player takes control of Captain SahĂr, and the last player takes control of Na'asiyah (objective-ally side faceup). Add Temple Guardian to the staging area and attach Gate Key to it, guarded. Shuffle the encounter deck.
SahĂr has led you to an uncharted isle, and has agreed to help you find a chest he claims the black key will open. First, you must find the Gate Key that opens the way to the grand temple on the eastern side of the island.
For each progress that would be placed on Searching the Island, you may place it on a location in the staging area, instead.



In the sunken ruins of the temple, you find a grotto leading deep below the sea level. Much of the grotto is submerged underwater.
Setup: Set Shrine to Morgoth aside, out of play. Prepare the Grotto deck. Add the top 2 locations from the Grotto deck to the staging area, Grotto side faceup (the top 3 instead if there are 3 or more players in the game). The first player takes control of Captain SahĂr, and the last player takes control of Na'asiyah (objective-ally sides faceup).
While an underwater location is the active location, players cannot play attachments or allies.
Forced: After a double-sided location is explored, add the top location from the Grotto deck to the staging area, Grotto side faceup.
You cannot advance unless there are at least 3 Underwater locations in the victory display.



In the center of the shrine, reverently placed on a large altar, lies a long black chest. As soon as you get close, SahĂr knocks one of the heroes over and grabs it!
When Revealed: Make the set aside Shrine to Morgoth the active location, Grotto side faceup. Captain SahĂr flips to his enemy side (removing all tokens) and makes an immediate attack against the first player. Remove Captain SahĂr from the game. Each player searches the encounter deck and discard pile for an Undead enemy and adds it to the staging area. Shuffle the encounter deck.
You dive at SahĂr, but he swiftly runs to the entrance, laughing as he seals you in. "Captain?! What about me?" Na'asiyah scream angrily. As soon as the entrace is sealed shut, the walls shudder, and water begins to leak rapidly from the ceiling and walls. "We have to get out of here!" the heroes shout, as the water level starts to rise.
While an Underwater location is the active location, players cannot play attachments or allies.



The Dream–chaser and her fleet have met their ultimate fate, but you still have your mission to complete. SahĂr is somewhere within the city.
When Revealed: Search the encounter deck for The Shattered Monument and Captain SahĂr, and set them aside, out of play. Each player searches the encounter deck for 1 enemy and 1 location, and adds them to the staging area. If the Stormcaller was not destroyed at stage 1, add 1 resource to each Raider enemy in play.
"Find them!" You can here shouting throughout the city. SahĂr has raised the alarm. Set upon on all sides by Corsairs, you must fight your way through and stop the captain.



X is the number of resources on The Corsair Fleet.
The players cannot travel here unless there are at least 3 Ship locations in the victory display.
Travel: Each player searches the encounter deck and discard pile for a Corsair enemy and adds it to the staging area. One of those enemies must be Corsair Captain, if able.



...at east the city was besieged, enclosed in a ring of foes. The Rammas was broken, and all the Pelennor was abandoned to the Enemy. –The Return of the King
When Revealed: Each player takes control of each ally he owns in the staging area and exhausts it. The first player adds Minas Tirith, Grond, and The Witch-king (Captain side faceup) to the staging area. Each other player searches the encounter deck and discard pile for a different enemy and adds it to the staging area. Shuffle the encounter deck.
...since the middle night the great assault had gone on. –The Return of the King
The White City Besieged gets +4 quest points for each player in the game.
The players cannot travel to Pelennor locations.
Forced: When an enemy is destroyed, place progress on this stage equal to that enemy's total (progress must be placed on the active location first).






Immune to player card effects.
Cannot be optionally engaged or take damage.
Forced: At the beginning of the quest phase, discard cards from the encounter deck until an enemy is discarded. Add the discarded enemy to the staging area.






Players cannot play attachments on The Witch-king.
While The Witch-king is in the staging area, each character gets -1 .
Forced: After The Witch-king attacks, he returns to the staging area unless the defending player raises his threat by 3.







Each Captain enemy gets +1
Forced: At the end of the round, heal all damage from each Captain enemy in play.

Shadow: Heal all damage from each Captain enemy in play.




Forced: When Banks of Morgulduin is explored, deal it facedown as a shadow card to a Captain enemy.

Shadow: If attacking enemy is a Captain deal it 3 additional shadow cards for this attack.




While Ephel DĂșath is in the staging area, each Captain enemy gets +2

Shadow: Defending player must either place 1 progress token on To the Tower or treat this attack as undefended.


You are playing Nightmare mode.
Captain SahĂr and Na'asiyah each gain: “Cannot have attachments.”
Setup: Instead of adding Dream-chaser to the staging area during setup, each player must search the encounter deck for a different unique location and add it to the staging area, one of which must be the Dream-chaser.

Begin with the standard quest deck and encounter deck for the Raid on the Grey Havens scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
- 1x SahĂr's Advance (quest stage 2)
- 3x Corsair Arsonist
- 2x Elven Wave-runner
- 1x Umbar Raider
Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Raid on the Grey Havens 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 are playing Nightmare mode.
While the active location is Underwater encounter card effects cannot be canceled.
Forced: When the 'when revealed' effect on state 2A resolves, Captain SahĂr makes an immediate attack against each player in turn order, instead of only the first player.

Begin with the standard quest deck and encounter deck for The Drowned Ruins scenario.
Remove the following card, in the specified quantities, from the standard encounter deck:
1x Cursed Caverns / Twisting Hollow
1x Undersea Grotto / Dark Abyss
2x Throngs of Unfaithful
2x Soulless Cadaver
2x Drowned Cave
3x Into the Abyss
1x Tangling and Grasping
2x Sea-scorpion
2x Cave Eel
Then, shuffle the encounter card in this Nightmare Deck into the remainder of the standard The Drowned Ruins encounter deck.
Finally, flip this setup card over and placr it next to the quest deck. Its effect remains active throughout the game, which is now ready to being.


You are playing Nightmare mode.
Forced: When the 'when revealed' effect on stage 2B resolves, also search the encounter deck and discard pule for each copy of Umbar Bridge and each copy of Inspiring Fury and shuffle them into the second encounter deck.
Forced: When the 'when revealed' effect on stage 3A resolves, also search the encounter deck for The Cursed Sword and attack it to the set-aside Captain SahĂr.

Begin with the standard quest deck and encounter deck for The City of Corsairs scenario.
Remove the following card, in the specified quantities, from the standard encounter deck:
2x Corsair Infiltrator
2x Fog Bank
2x Starlit Sea
2x Scouting Ship
2x Serpent's Tail
1x Streets of Umbar
During setup, players are instructed to set The City of Corsairs encounter set aside, out of play. After doing so, shuffle the encounter cards in this Nightmare Deck that have The City of Corsairs encounter set icon into the set aside The City of Corsairs encounter set. Then, use the encounter cards in this Nightmare Deck that have the Coast of Umbar encounter set icon to build the standard encounter deck and Corsair deck.
Finally, flip this setup card over and placr it next to the quest deck. Its effect remains active throughout the game, which is now ready to being.
Wheel*: Some cards in The City of Corsairs Nightmare Deck have Sailing success symbols (Wheel) with an asterisk (*) next to them. This indicates that the card has a Forced effect which will trigger when the card is discarded during a Sailing test.



Cannot be discarded by player card effects.
The Cursed Sword counts as a Weapon attachment with the text:"Forced: After Captain SahĂr attacks and deals excess damage, assign that excess damage to Captain SahĂr as resources. (Limit once per round.)"


You are playing Campaign Mode.
Setup: Flip the Stormcaller to its "Campaign Mode only" side, then attach Black Key (burden) to it. Each player chooses a Modification boon for each of their ship-objectives and attaches it to that ship-objective. Shuffle Thunderstruck into the encounter deck. Shuffle Crowley into the Corsair deck.
Put Calaerion into play under the control of the player with the Dream-chaser. One player may choose a copy of CĂrdan's Blessing not in the Campaign Pool and add it to their hand. If "Gavin returned," put him into play under any player's control. Flip this card over.

Forced: When stage 2B is revealed, search the encounter deck and discard pile for each boon and non-Ship burden and shuffle them into the second enconter deck.
Forced: When Captain SahĂr enters play, attach Black Key (burden) and The Black Sword to him.
Refresh Action: Ehxaust a hero to move 1 resource from The Black Sword to that hero's resource pool. If The Black Sword has no resources on it, remove it from the game. (Group limit once per round.)
Resolution: The players win the campaign!
Gain the following:
âą 1 XP for each surviving players.
âą 1 XP for each of the following cards in the victory display: Corsair Warship, Shattered Monument, Crowley, and Stormcaller.
âą 2 XP if Thunderstruck is in the victory display.
âą -1 XP if Ominous Fate is in the victory display.
After a long and arduous quest, the heroes are greatly relieved to finally witness Captain SahĂr demise.
When one adventure ends, a new one is bound to begin...



The Stormcaller once again slips out of your grasp, rounding the Cape of Andrast to the south.
Forced: At the end of the round, discard the top card of the encounter deck. the Stormcaller places progress on this stage equal to its plus the
of the discarded card.
If the Stormcaller defeats this stage, Captain SahĂr has gotten away with the key, and the players lose the game.



Swinging across on ropes, your company boards the Stormcaller, and a fierce battle ensues!
Setup: Build the encounter deck using only The Stormcaller and Corsair Raiders encounter sets, setting The Thing in the Depths and The Stormcaller Elite encounter sets aside, out of play (enemy side faceup). Search the encounter deck for Helm of the Stormcaller and 1 copy of Umbar Raider and add them to the staging area. Shuffle the encounter deck.
Captain SahĂr and Na'asiyah gain indestructible.
Forced: At the end of the round, if Captain SahĂr and Na'asiyah are not in play, add 1 resource to each of them.
Progress cannot be placed on this stage unless Helm of the Stormcaller is in the victory display.



SahĂr and Na'asiyah prove to be worthy adversaries, but before you can finish the fight, the entire ship starts to shudder and shake violently. The battle stops as both parties look about, startled. All of a sudden, tentacle arms burst forth from all around the Stormcaller, grabbing a hold of the deck and the masts, punching through the hull of the ship. Deadly, spiked arms lash about at friend and foe alike, and the entire ship creaks, slowly crushed by the arms of a giant sea–beast. The Corsairs lock eyes with you, and you nod in a silent truce.
When Revealed: Flip Captain SahĂr and Na'asiyah to their objective sides, removing all tokens from them. Search the encounter deck, discard pile and all play areas for each encounter card from the Corsair Raiders encounter set and remove each of those cards from the game. Add The Thing in the Depths to the staging area. Shuffle the encounter discard pile and the set aside The Thing in the Depths encounter set into the encounter deck. Advance to stage 3.


You are playing Nightmare mode.
Setup: Place 1 Southron Warrior per player facedown under The Cross-roads, then shuffle the facedown cards under The Cross-roads. Set any remaining Southron Warriors aside, out of play.
"Great strength of them was reported to us some days ago, marching north. One of their regiments is due by our reckoning to pass by, some time ere noon..."
–Mablung, The Two Towers

Begin with the standard quest deck and encounter deck for The Journey to the Cross-roads scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
1x Captain of Harad
1x Henneth Annun
2x Southward Road
4x Hills of Ithilien
3x The Dark Lord's Summons
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard the Journey to the Cross-roads 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.