The Lord of the Rings: The Card Game – Nightmare Deck: The Battle of Carn Dûm
The Lord of the Rings: The Card Game – Nightmare Deck: The Battle of Carn Dûm Rulebook
Table of Contents
Table of Contents
Nightmare Setup
The Battle of Carn Dûm Nightmare (Setup)
#1 (x1) · Nightmare-Setup.
"Fear fell on all who beheld him; be he singled out the Captain of Gondor for the fullness of his hatred, and with a terrible cry he rode straight upon him." –The Return of the King
You are playing Nightmare mode.
Begin with the standard quest deck and encounter deck for The Battle of Carn Dûm scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
1x Vile Affliction 1x Furious Charge 1x Orc Ambush 1x Angmar Orc 3x Angmar Marauder 3x Terror of the North 2x Accursed Battlefield 1x Blight of Carn Dûm
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Battle of Carn Dûm 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.
Keyword: Siege: If a quest card has the siege keyword, when characters are committed to that quest, they count their total Defense instead of their total Willpower when resolving the quest. Enemies and locations in the staging area still use their Threat in opposition to this quest attempt.
Encounter Cards
The Nightmare Deck contains 10 distinct encounter cards, 19 copies in all, listed here in alphabetical order. The setup card is numbered 1 in its scenario. Each entry gives the card's set number and copies, its type, its printed stats as shown on the Hall of Beorn database, and its traits. Enemies show threat, attack, defense and hit points, then the engagement cost. Locations show their two printed numbers as the database prints them. Side quests show the engagement cost and victory value.
Black Mare
#8 (x1) · Treachery.
When Revealed: Attach to Thaurdir. (Counts as a Mount attachment with the text: "Black Mare remains attached even if Thaurdir flips. Thaurdir gets +3 hit points." Forced: After Thaurdir is flipped, raise each player's threat by 1.)
Shadow: Attach Black Mare to Thaurdir.
Death and Decay
#6 (x3) · Treachery · Traits: Sorcery.
When Revealed: Discard the top 3 cards of each player's deck. Each player discards each attachment he controls that has the same title as a card in his discard pile. If no attachments are discarded from play by this effect, Death and Decay gains surge.
Gates of Carn Dûm
#5 (x2) · Location · Printed numbers 5 and (2) · Traits: Carn Dûm.
Forced: After Gates of Carn Dûm is explored, deal it as a shadow card to the enemy in the staging area with the lowest engagement cost.
Shadow: Attacking enemy gets +1 Attack and cannot take damage this round.
Howling of Wargs
#7 (x2) · Treachery.
When Revealed: Either deal 1 shadow card to each enemy in the staging area, or search the encounter deck and discard pile for a side quest and add it to the staging area. Shuffle the encounter deck if it is searched.
Shadow: Deal 1 shadow card to each enemy engaged with you that has not attacked this phase.
Orc Wight
#2 (x3) · Enemy · Threat 2 · Attack 3 · Defense 2 · Hit Points 4 · Engagement cost 30 · Traits: Orc. Undead.
Forced: After Orc Wight enters play, deal it 2 shadow cards.
Shadow: If attacking enemy has at least 1 other shadow card currently dealt to it, return it to the staging area after this attack.
Protect the Flanks
#9 (x1) · Encounter Side Quest · Engagement cost 6 · Victory 10.
Orcs close in on all sides. If you do not hold them back, your forces will not survive long.
Siege.
Forced: At the end of the combat phase, assign X damage among characters in play, where X is the total number of shadow cards dealt to enemies in the staging area.
Rally the Fighters
#10 (x1) · Encounter Side Quest · Engagement cost 8 · Victory 10.
Your task seems hopeless and your fate dire, but somehow you must inspire your companions to fight onward!
Surge.
Shadow cards are immune to player card effects.
Response: After this quest is defeated, discard 1 shadow card from each enemy in play.
Sever the Head
#11 (x1) · Encounter Side Quest · Engagement cost 6 · Victory 10.
Your adversary Thaurdir will not let you interrupt his master's ritual. Only by fighting through his ranks of Orcs can you hope to do battle with the wraith himself.
Battle.
Thaurdir gets +2 Threat, +2 Attack, and cannot take damage.
Stronghold Tower
#4 (x3) · Location · Printed numbers 3 and (4) · Traits: Carn Dûm.
While Stronghold Tower is in the staging area, shadow effects cannot be canceled.
Travel: Each player must deal 2 damage to a character he controls to travel here.
Thaurdir's Elite
#3 (x2) · Enemy · Threat 2 · Attack 5 · Defense 4 · Hit Points 6 · Engagement cost 45 · Traits: Orc.
Forced: If there are 3 shadow cards dealt to Thaurdir's Elite, discard all shadow cards dealt to it and each player must discard an ally he controls.
Shadow: Either raise your threat by 4, or discard an ally you control.