RulesPal
Chat
Rulebook
The Lord of the Rings: The Card Game – Nightmare Decks: The Grey Havens thumbnail

The Lord of the Rings: The Card Game – Nightmare Decks: The Grey Havens

Expansion for The Lord of the Rings: The Card Game

The Lord of the Rings: The Card Game – Nightmare Decks: The Grey Havens Rulebook

Table of Contents

Table of Contents

  • Raid on the Grey Havens
    • Setup card: Raid on the Grey Havens Nightmare
    • Encounter cards
    • Burning Tower (x2)
    • Corsair Pillager (x3)
    • Corsair Pyromaniac (x3)
    • Dawn Star (x1)
    • Elite Marauder (x1)
    • Infiltration (x2)
    • Nárelenya (x1)
    • Silver Wing (x1)
    • Sudden Assault (x3)
    • Sahír's Advance (x1)
  • The Fate of Númenor
    • Setup card: The Fate of Númenor Nightmare
    • Encounter cards
    • Calphon's Folly (x2)
    • Corrupted Flora (x3)
    • Cursed Temple (x1)
    • Desecrated Grounds (x2)
    • Drowned Graves (x2)
    • Flooded Ruins (x1)
    • Forsaken City (x2)
    • Guardian of the Golden King (x2)
    • Lush Jungle (x2)
    • Overgrown Steps (x3)
  • Voyage Across Belegaer
    • Setup card: Voyage Across Belegaer Nightmare
    • Encounter cards
    • Brash Corsair (x3)
    • Corsair Confrontation (x1)
    • Dreams of Númenor (x2)
    • Lost at Sea (x1)
    • Open Waters (x2)
    • Raging Squall (x2)
    • Rogue Wave (x3)
    • Sahír's Pursuer (x2)
    • Shattered Sea (x2)

Raid on the Grey Havens

Setup card: Raid on the Grey Havens Nightmare

You are playing Nightmare mode.

Captain Sahír 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 Sahír'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.

Encounter cards

Burning Tower (x2)

Location. Grey Havens.

Threat 2 · Quest points 6

Aflame 5.

While Burning Tower is in the staging area, damage cannot be healed.

Forced: After damage is placed on Burning Tower, choose X characters, where X is the amount of damage on Burning Tower. Deal 1 damage to each chosen character.

Corsair Pillager (x3)

Enemy. Corsair. Raider.

Threat 3 · Attack 2 · Defense 3 · Hit Points 3 · Engagement cost 16

Durin the combat phase, Corsair Pillager makes 1 additional attack for each resource token on it.

Forced: After the players travel to an Aflame location, place 1 resource on Corsair Pillager for each damage on that location.

Corsair Pyromaniac (x3)

Enemy. Corsair. Raider.

Threat 2 · Attack 2 · Defense 2 · Hit Points 4 · Engagement cost 44

Corsair Pyromaniac gets +1 Threat, +1 Attack and +1 Defense for each resource token on it.

Forced: After a card is placed underneath The Havens Burn, place 1 resource on Corsair Pyromaniac.

Dawn Star (x1)

Location. Gondor. Ship.

Threat 3 · Quest points 6

Aflame 8. Immune to player card effects.

Forced: After the first player draws and number of cards, deal 1 damage to the Dawn Star.

Victory 1

Elite Marauder (x1)

Enemy. Corsair.

Threat 4 · Attack 6 · Defense 2 · Hit Points 5 · Engagement cost 32

For each excess point of combat damage dealt by Elite Marauder (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must place 1 damage on an Aflame location in the staging area.

Infiltration (x2)

Treachery.

When Revealed: Remove 1 resource from each hero in play. Distribute those resources as evenly as possible among Raider enemies in play or set aside.

Shadow: Damage from this attack is dealt to an Aflame location in play instead of the defending character.

Nárelenya (x1)

Location. Grey Havens. Ship.

Threat 3 · Quest points 7

Aflame 10. Immune to player card effects.

Forced: After the first player plays an ally from his hand, deal 1 damage to the N relenya.

Victory 1

Silver Wing (x1)

Location. Gondor. Ship.

Threat 2 · Quest points 5

Aflame 6. Immune to player card effects.

Forced: After the first player attacks and enemy, deal 1 damage to the Silver Wing.

Victory 1

Sudden Assault (x3)

Treachery.

When Revealed: Each player must either deal 2 damage to an Aflame location in play, or reveal 1 card from the top of the encounter deck.

Shadow: Either deal 2 damage to an Aflame location in play or attacking enemy makes an additional attack after this one.

Sahír's Advance (x1)

Quest stage 2A-B.

When Revealed: Add Na'asiyah and Captain Sahír to the staging area, enemy side faceup. Each player reveals the top card of the encounter deck. Place resources on Na'asiyah and Captain Sahír equal to the amount of damage on the Dream-chaser. Add 1 resource to each other Raider enemy in play.

Resources on Na'asiyah are considered to be on Captain Sahír, as well (and can be removed as if they were on him).

Each Raider enemy revealed by the encounter deck enters play with 1 resource on it.

If both Captain Sahír and Na'asiyah are in the victory display, the players win the game.

The Fate of Númenor

Setup card: The Fate of Númenor Nightmare

You are playing Nightmare mode.

Progress cannot be placed on non-Uncharted locations in the staging area.

Forced: When the players would travel to Shrine of Morgoth, if there are 3 or fewer double-sided locations in the victory display, return Shrine to Morgoth to the staging area and flip it to its Lost Island side. Remove all progress from each Uncharted location in the staging area and shuffle them so that the players do not know which one is which. Then, choose a new location to travel to.

Begin with the standard quest deck and encounter deck for The Fate of Númenor scenario.

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

  • 2x Forbidden Coast
  • 2x Cursed Temple
  • 2x Flooded Ruins
  • 2x Drowned Graves
  • 2x Lush Jungle
  • 1x Shrine of Morgoth
  • 3x Steep Plateau
  • 3x Aimless Wandering
  • 1x Mysterious Fog
  • 1x Servant of the Deceiver
  • 1x Lingering Malevolence
  • 1x Drowned Dead

Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Fate of Númenor 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.

Note: As print-on-demand cardstock does not match that in the original scenario, the Uncharted deck from the original scenario should be replaced with the Uncharted deck reprinted in this Nightmare deck. This has already been taken into account in the cards listed above.

Encounter cards

Calphon's Folly (x2)

Treachery.

When Revealed: Choose an Uncharted location in the staging area and flip it over. If it has a Forced effect, resolve it as if that location were active. If it does not have a Forced effect, switch it with the active location, if able.

Shadow: Attacking enemy gets +X Attack, where X is the active location's Threat.

Corrupted Flora (x3)

Treachery. Hazard.

When Revealed: Each player discards the bottom card of his deck. Each player chooses and removes his characters from the quest until only X or fewer of his characters are questing, where X is the printed cost of the card that player discarded. Deal 1 damage to each character still committed to the quest.

Cursed Temple (x1)

Location. Ruins.

Threat 1 · Quest points 3

While Cursed Temple is the active location, characters with less than 2 Willpower do not ready during the refresh phase.

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

Desecrated Grounds (x2)

Location. Ruins.

Threat 5 · Quest points 5

Each Undead enemy gets +1 Threat and +1 Attack.

Forced: After Desecrated Grounds is flipped over while active, deal 1 damage to each exhausted character.

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

Drowned Graves (x2)

Location. Ruins.

Threat 2 · Quest points 2

Forced: After Drowned Graves is flipped to this side while active, discard the top X cards of the encounter deck. Each player adds an Undead enemy discarded from this effect to the staging area. X is 2 more than the number of players in the game.

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

Flooded Ruins (x1)

Location. Ruins.

Threat 3 · Quest points 5

While Flooded Ruins is the active location, it contributes its Threat to the staging area.

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

Forsaken City (x2)

Location. Ruins.

Threat 6 · Quest points 4

Each Undead enemy gains "immune to player card effects."

Forced: After Forsaken City is flipped over while active, each engaged Undead enemy makes an immediate attack.

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

Guardian of the Golden King (x2)

Enemy. Undead.

Threat 4 · Attack 6 · Defense 4 · Hit Points 10 · Engagement cost 41

Forced: After attackers are declared during an attack against Guardian of the Golden King, look at the bottom card of the first player's deck. Choose and remove characters from the attack until only X or fewer characters are attacking, where X is the looked-at-card's printed cost (those characters do not ready).

Lush Jungle (x2)

Location. Forest.

Threat 4 · Quest points 4

While Lush Jungle is in the staging area, characters get -1 Attack and lose ranged.

Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

Overgrown Steps (x3)

Location. Forest. Ruins.

Threat 2 · Quest points 1

While Overgrown Steps is in the staging area, it gains: "Each Uncharted location in the staging area gets +1 Threat."

Travel: Raise each player's threat by 2 to travel here.

Shrine to Morgoth (x1)

Location. Ruins.

Threat 5 · Quest points 8

While Shrine to Morgoth is the active location, players cannot draw cards or search their decks.

Forced: After Shrine to Morgoth is flipped over while active, exhaust each ally in play with printed cost 2 or less. Then, each player must search the encounter deck and discard pile for an Undead enemy and put it into play engaged with him. Shuffle the encounter deck.

Victory 5

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.

Voyage Across Belegaer

Setup card: Voyage Across Belegaer Nightmare

You are playing Nightmare mode.

Begin with the standard quest deck and encounter deck for the Voyage Across Belegaer scenario.

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

  • 2x Southron Sailor
  • 1x Starlit Sea
  • 1x Fog Bank
  • 2x Calm Waters
  • 2x Thrown Off Course
  • 1x Scouting Ship

Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Voyage Across Belegaer 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.

Sailing symbol with an asterisk (*): Some cards in the Grey Havens Nightmare Decks have sailing success symbols 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.

Encounter cards

Brash Corsair (x3)

Enemy. Corsair.

Threat 3 · Attack 3 · Defense 4 · Hit Points 3 · Engagement cost 16

Forced: When the engaged player exhausts a Ship objective. Brash Corsair makes an immediate attack.

Corsair Confrontation (x1)

Quest stage 2A-B.

When Revealed: Search the encounter deck, discard pile and victory display for 1 copy of Corsair Warship and add it to the staging area. Shuffle the encounter deck.

Victory 3

Sailing.

Forced: At the end of the quest phase, if there is no Corsair Warship in play, this stage is defeated.

When this stage is defeated, if you are on course (sun), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest. Otherwise, advance to the top stage of the quest deck.

Dreams of Númenor (x2)

Treachery.

When Revealed: Either set your heading to the worst setting (lightning) or exhaust all allies in play.

Sailing symbol.

Shadow: If you are off-coruse (Cloudy, Rainy, or Stormy), attacking enemy makes an additional attack after this one.

Lost at Sea (x1)

Quest stage 2A-B.

When Revealed: Set your heading to the worst setting (lightning).

Victory 3

Sailing. Cancel the first sailing symbol found during each Sailing test.

Forced: At the end of the quest phase, if your heading is on-course (sun), this stage is defeated.

When this stage is defeated, look at the top 3 stages of the quest deck and advance to one of your choice, placing the others on the bottom of the quest deck.

Open Waters (x2)

Location. Ocean.

Threat 2 · Quest points 6

While Open Waters is in the staging area, each Ship enemy gets -5 engagement cost and +1 Threat.

Travel: One player must exhaust a Ship objective to travel here.

Sailing symbol.

Raging Squall (x2)

Treachery. Weather. Surge.

* Forced: After Raging Squall is discarded from the encounter deck duirng a Sailing test, deal 1 damage to each character committed to that test.

Sailing symbol with an asterisk (*).

Rogue Wave (x3)

Treachery. Weather.

When Revealed: Each player must either exhaust a Ship objective he controls or distribute 4 damage among characters he controls (6 damage instead if you are off course).

Shadow: Attacking enemy gets +1 Attack for each quest card in the victory display.

Sahír's Pursuer (x2)

Enemy. Corsair. Ship.

Threat 3 · Attack 7 · Defense 3 · Hit Points 8 · Engagement cost 40

Boarding 1. Cannot have attachments.

Forced: At the end of the encounter phase, if Sahír's Pursuer is in the staging area, the first player must either engage it or shift your heading off-course.

Shattered Sea (x2)

Location. Ocean.

Threat 4 · Quest points 4

While your heading is sun (on-course), Shattered Sea gets +2 Threat and +2 quest points.

While your heading is Rainy, Shattered Sea gets +4 Threat and +4 quest points.

While your heading is lightning (the worst setting), Shattered Sea gets +6 Threat and +6 quest points.

Sailing symbol.

  • Shrine to Morgoth (x1)