The Morgul Vale
Warrior of Nurn (ennemi - The Morgul Vale - 2)
Forced: At the end of the round, heal all damage from each Captain enemy in play.
Shadow: Heal all damage from each Captain enemy in play.
Orc Captor (ennemi - The Morgul Vale - 3)
Shadow: Attacking enemy gets +3until the end of the combat phase.
Sentry of the White Bridge (ennemi - The Morgul Vale - 4)
Shadow: Attacking enemy gets +1. If this attack destroys a character, place 1 progress on To the Tower.
Banks of Morgulduin (lieu - The Morgul Vale - 5)
Shadow: If attacking enemy is a Captain, deal it 3 additional shadow cards for this attack.
Ephel Dúath (lieu - The Morgul Vale - 6)
Shadow: Defending player must either place 1 progress token on To the Tower or treat this attack as undefended.
White-flowered Fields (lieu - The Morgul Vale - 7)
Shadow: Return attacking enemy to the staging area after this attack.
The Tower Beckons (traîtrise - The Morgul Vale - 8)
Shadow: Place 1 progress token on To the Tower.
Noxious Fumes (traîtrise - The Morgul Vale - 9)
Shadow: If this attack destroys a character, place 1 progress on To the Tower.
The Morgul Vale (préparation - The Morgul Vale - 1)
You are playing Nightmare mode.
Setup: Place 1 progress on To the Tower.
« If a man must needs walk in sight of the Black Gate, or tread the deadly flowers of Morgul Vale, then perils he will have. » - Aragorn, The Return of the King
Begin with the standard quest deck and encounter deck for the The Morgul Vale scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
- 3x Forest Bat
- 1x Watcher in the Wood
- 3x Orc Arbalesters
- 1x The Power of Mordor
- 2x Morgul Sorcerer
- 2x Morgul Tracker
- 3x Morgul Road
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Morgul Vale 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.