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The Lord of the Rings: The Card Game – Nightmare Deck: Escape from Dol Guldur thumbnail

The Lord of the Rings: The Card Game – Nightmare Deck: Escape from Dol Guldur

Expansion for The Lord of the Rings: The Card Game

The Lord of the Rings: The Card Game – Nightmare Deck: Escape from Dol Guldur Rulebook

Table of Contents

Table of Contents

  • Escape from Dol Guldur
  • Setup

Escape from Dol Guldur

You are playing Nightmare Mode.

Forced: When stage 1B is revealed, the number of random heroes captured is determined by the number of players, as follows: 1-2 players = 1 hero captured, 3 players = 2 heroes captured, 4 players = 3 heroes captured. All captured heroes are turned face down and considered "the prisoner," cannot be used, cannot be damaged, and do not collect resources until they are rescued. (A single player cannot have more than 1 hero captured by this effect.)

Setup

Begin with the standard quest deck and encounter deck for the Escape from Dol Guldur scenario found in the LOTR LCG core set.

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

2x Dol Guldur Orcs 2x Enchanted Stream 1x Great Forest Web 3x Mountains of Mirkwood 2x Caught in a Web 1x The Necromancer's Reach 1x Necromancer's Pass 2x Under the Shadow 2x Tower Gate 1x Iron Shackles

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Passage Through Mirkwood 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.