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The Lord of the Rings: The Card Game – Nightmare Deck: The Antlered Crown thumbnail

The Lord of the Rings: The Card Game – Nightmare Deck: The Antlered Crown

Expansion for The Lord of the Rings: The Card Game

The Lord of the Rings: The Card Game – Nightmare Deck: The Antlered Crown Rulebook

Table of Contents

Table of Contents

  • The Antlered Crown Nightmare
  • Setup
  • Encounter Cards
    • Dunlending Horde
    • Raven Clan Elite
    • Raven Clan Druid
    • Raven Stronghold
    • Highlands of Dunland
    • Raven Talisman
    • Gathering Forces

The Antlered Crown Nightmare

You are playing Nightmare mode.

Locations with time counters on them cannot be discarded from play by player card effect.

Setup

Begin with the standard quest deck and encounter deck for The Antlered Crown scenario.

Remove the following cards, in the specified quantities, from the standard encounter deck:

1x Dunland Prowler 1x Dunland Berserker 2x Dunlending Bandit 3x Raven Skirmisher 3x Raven War-camp 2x Driven Back

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Antlered Crown 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.

Note: Dunlending Horde has the Dunlending Warriors encounter set icon and should be shuffled into the Raven deck during setup.

Encounter Cards

The Nightmare Deck contains 19 encounter cards, numbered 2 to 8 in the set. Each entry gives the card's set number and copies, its type, and its printed stats as shown on the Hall of Beorn database (threat, attack, defense and hit points for enemies).

Dunlending Horde

#2 (x2) · Enemy · Threat 4 · Attack 6 · Defense 3 · Hit Points 8 · Traits: Dunland.

Cannot have attachments or take non-combat damage.

Forced: After the engaged player draws any number of cards, heal all damage from Dunlending Horde.

Raven Clan Elite

#3 (x4) · Enemy · Threat 2 · Attack 4 · Defense 2 · Hit Points 4 · Traits: Dunland. Raven Clan.

When Revealed: Either remove 1 time counter from a location in play, or Raven Clan Elite make an immediate attack against the first player.

Raven Clan Druid

#4 (x3) · Enemy · Threat 3 · Attack 2 · Defense 3 · Hit Points 5 · Traits: Dunland. Raven Clan.

Forced: After the engaged player draws any number of cards, remove 1 time counter from a location play.

Shadow: Attacking enemy gets +X where X is the Time X value on the active location.

Raven Stronghold

#5 (x4) · Location · Threat 2 · Traits: Dunland.

Time 3.

Forced: After the last time counter is removed from this location, each player reveals the top card of the Raven deck and adds it to the staging area.

Forced: When this location is explored, add the top card of the Raven deck to the staging area.

Highlands of Dunland

#6 (x2) · Location · Threat 4 · Traits: Dunland.

Time 2.

Forced: After the last time counter is removed from this location, return each enemy in play to the staging area.

Shadow: Either remove 1 time counter from a location in play, or return attacking enemy to the staging area after this attack.

Raven Talisman

#7 (x2) · Treachery.

When Revealed: Each player draws 1 card. Until the end of the round, add 1 to the total in the staging area for each card in the first player's hand.

Shadow: Attacking enemy gets +1. If this attack destroys a character, discard your hand and draw 3 cards.

Gathering Forces

#8 (x2) · Treachery.

When Revealed: Add the top 2 cards of the Raven deck to the staging area. If any player has 5 or more cards in hand, this effect cannot be cancelled.

Shadow: Put the top card of the Raven deck into play, engaged with you.