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The Lord of the Rings: The Card Game – Nightmare Deck: The Treachery of Rhudaur thumbnail

The Lord of the Rings: The Card Game – Nightmare Deck: The Treachery of Rhudaur

Expansion for The Lord of the Rings: The Card Game

The Lord of the Rings: The Card Game – Nightmare Deck: The Treachery of Rhudaur Rulebook

Table of Contents

Table of Contents

  • The Treachery of Rhudaur
  • Setup
  • Encounter Cards
    • Thaurdir's Hunter
    • Undead Thrall
    • Forgotten Courtyard
    • Charred Cellar
    • Malevolent Forces
    • Apostate of Angmar
    • Secret Antechamber
    • Life Drain

The Treachery of Rhudaur

You are playing Nightmare mode.

Setup

Set the Sift through the Debris, Decipher Ancient Texts, and Quiet the Spirits encounter sets aside, out of play. These sets are indicated by the following icons, respectively: the tree icon, the open-book icon, and the crouching-figure icon.

Forced: After you advance to stage 2b, for each of the above sidequests that was not defeated, shuffle the encounter set that matches its title into the encounter deck, and shuffle the encounter discard pile into the encounter deck.

Begin with the standard quest deck and encounter deck for The Treachery of Rhudaur scenario.

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

2x Decrepit Remains 2x Eerie Halls 1x Dark Covenant 2x Ruins of Arnor 2x Tragic Discovery 5x Cursed Dead

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Treachery of Rhudaur 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

The Nightmare Deck contains 19 encounter cards, numbered 2 to 9 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, then attack, defense and hit points for enemies). The database prints an enemy's parenthesised number unlabelled; it is read here as the engagement cost, and that reading was not checked against the card face.

Thaurdir's Hunter

#2 (x2) · Enemy · Engagement cost 16 · Threat 2 · Attack 2 · Defense 1 · Hit Points 6 · Traits: Undead.

Forced: When Thaurdir's Hunter attacks, either remove 1 time counter from the main quest, or treat this attack as undefended.

Shadow: If this attack is undefended, either remove 1 time counter or 5 progress from a quest.

Undead Thrall

#3 (x2) · Enemy · Engagement cost 1 · Threat 2 · Attack 2 · Defense 2 · Hit Points 2 · Traits: Undead.

Keywords: Indestructible. Surge.

Shadow: Put Undead Thrall into play engaged with the defending player and deal it a shadow card.

Forgotten Courtyard

#4 (x2) · Location · Threat 1 · Value 6 · Traits: Ruins.

Forgotten Courtyard gets +1 Threat for each resource on it.

Forced: After an Undead enemy enters play, place 1 resource on Forgotten Courtyard.

Charred Cellar

#5 (x2) · Location · Threat 5 · Value 4 · Traits: Ruins.

While Charred Cellar is the active location, it gains: "Forced: After a player's threat is increased by an encounter card effect, that player must deal 2 damage to a character he controls."

Malevolent Forces

#6 (x2) · Treachery.

When Revealed: Remove the questing character with the highest Willpower from the quest. The player who controls that character raises his threat by an amount equal to that character's Willpower.

Shadow: If this attack destroys a character, heal all damage from each Undead enemy in play.

Apostate of Angmar

#7 (x3) · Enemy · Engagement cost 38 · Threat 5 · Attack 2 · Defense 2 · Hit Points 12 · Traits: Undead.

While you are engaged with Apostate of Angmar, you cannot attack Thaurdir.

Shadow: Discard the top card of the encounter deck. Attacking enemy gets +X Attack where X is that card's printed threat.

Secret Antechamber

#8 (x3) · Location · Threat 2 · Value 5 · Traits: Ruins.

Immune to player card effects.

While Secret Antechamber is in the staging area, no more than 5 progress can be placed on the main quest each round.

Travel: Raise each player's threat by 3 to travel here.

Life Drain

#9 (x3) · Treachery · Traits: Sorcery.

When Revealed: Deal Life Drain to Thaurdir, as a shadow card.

Shadow: If attacking enemy is Thaurdir, he gets +3 for this attack. If this attack destroys a character, attach Life Drain to Thaurdir. (Counts as a Condition attachment with the text: "Thaurdir gets +3 hit points.")