The Lord of the Rings: The Card Game – Nightmare Deck: Across the Ettenmoors
The Lord of the Rings: The Card Game – Nightmare Deck: Across the Ettenmoors Rulebook
Table of Contents
Table of Contents
Setup: Nightmare Setup Card
Across the Ettenmoors Nightmare (Setup), #1, x1
You are playing Nightmare mode.
Forced: When resolving the 'when revealed' effect on stage 2A or stage 3A, also discard cards from the top of the encounter deck until a location with the safe keyword is discarded. Attach that location to the newly revealed side quest, as a guarded objective.
Setup instructions (printed on the reverse of the setup card, as shown on the Hall of Beorn page):
Begin with the standard quest deck and encounter deck for the Across the Ettenmoors scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
- 1x Into the Ettenmoors
- 2x Shrouded Hills
- 3x No Rest
- 2x Arador's Bane
- 1x Troll-fells
- 2x Goblin Pursuer
- 2x Cold from Angmar
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Across the Ettenmoors 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.
Quest Cards: Into the Ettenmoors
Into the Ettenmoors — Quest 1A-B, #2, x1
Stage 1A
No quest points are shown on the card face.
Setup: Set aside each side quest and each location with the safe keyword. Reveal 1 of those side quests and 1 of those safe locations at random, adding them to the staging area with the safe location guarded by the side quest. Shuffle the remaining side quests and safe location into the encounter deck. Discard cards from the top of the encounter deck until X enemies are discarded, where X is the number of players in the game. Add the discarded enemies to the staging area. The first player gains control of Amarthiúl.
Stage 1B
Quest points: 10
Flavour: You have escaped from the prisons of Mount Gram, but you are not safe yet.
Forced: At the beginning of the quest phase, if there are no encounter side quests in play, discard cards from the top of the encounter deck until a side quest is discarded, reveal it, and add it to the staging area.
Encounter Cards
The 18 encounter cards added by this Nightmare Deck are listed below with their printed text. Card numbers (#3 to #11) are the product's card positions; each entry gives the number of copies in the deck.
Hoarwell River Serpent
Enemy, #3, x2
Traits: Creature.
Threat 3 · Attack 4 · Defense 3 · Hit Points 5
As an additional cost to travel to a safe location, one player must engage Hoarwell River Serpent.
Forced: When you engage Hoarwell River Serpent, deal 1 damage to each damaged character you control.
Check note: the Hall of Beorn page reads "must engage" (checked against the card face, which reads "must engage"). The card face in the saved image is low resolution, and the "deal 1 damage" wording is taken from the page text; the image was not clear enough to confirm that word on its own.
Scavenging Stone-troll
Enemy, #4, x2
Traits: Troll.
Threat 1 · Attack 7 · Defense 2 · Hit Points 14
You cannot travel to a safe location while Scavenging Stone-troll has no damage on it.
While Scavenging Stone-troll is in the staging area, cards in each player's discard pile cannot leave that discard pile.
Giant Beetle
Enemy, #5, x2
Traits: Creature. Insect.
Threat 2 · Attack 3 · Defense 3 · Hit Points 3
While Giant Beetle is engaged with a player, it gains: "As an additional cost to travel to a safe location, Giant Beetle makes an immediate attack against the engaged player."
Damaged characters cannot be declared as attackers or defenders against Giant Beetle.
Rocky Foothills
Location, #6, x2
Traits: Ettenmoors.
Threat 2
Printed text: When faced with the option to travel, the players must travel to Rocky Foothills, if able.
Rocky Foothills gets +2 quest points for each quest in play.
Shadow: Attacking enemy gets +1 attack for each damage on the defending character.
Vast Troll-fells
Location, #7, x2
Traits: Ettenmoors.
Threat 3
As an additional cost to travel to a safe location, each player must spend 1 resource.
Heroes cannot gain resources by card effects.
Shadow: If no progress was placed on a side quest this round, attacking enemy gets +4 attack.
Crashing Thunder
Treachery, #8, x3
Traits: Weather.
When Revealed: Each player assigns X damage among characters he controls, where X is the number of quests in play. Exhaust each damaged character in play.
Shadow: Shuffle each Weather card from the encounter discard pile into the encounter deck.
Barren and Desolate
Treachery, #9, x3
Keyword: Surge.
When Revealed: Attach to a side quest. (Counts as a Condition attachment with the text: "Limit 1 per quest. While attached quest is the current quest, each character gets –1 willpower.")
Isolated
Encounter Side Quest, #10, x1
Quest points 7
Flavour: Caught in a dense fog, you suddenly find yourself separated from your companions.
Keyword: Surge. Players cannot draw cards by card effects.
Forced: When this stage is defeated, each player draws 1 card.
Victory 10
Rescue from the Trolls
Encounter Side Quest, #11, x1
Quest points 15
When Revealed: Each player places the lowest-threat-cost hero he controls facedown underneath Rescue from the Trolls, out of play.
Response: After a Troll enemy is destroyed, place 3 progress on Rescue from the Trolls.
Forced: When Rescue from the Trolls is defeated, each player takes control of each of his heroes underneath it.
Victory 10