ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
Setup
Type: Setup
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.
The Fate of Númenor
Type: Setup
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.
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for the The Fords of Isen scenario.

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

3x Dunland Prowler
2x Dunlending Bandit
1x Dunland Berserker
2x Gap of Rohan
2x The King's Road

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Fords of Isen 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.
The Fords of Isen
Type: Setup
You are playing Nightmare mode.
Forced: After the players advance to a new quest stage, each player with fewer than 3 cards in his hand draws 3 cards.
"Not in half a thousand years have they forgotten their grievance that the lords of Gondor gave the Mark to Eorl the young and made alliance with him." -Gamling, The Two Towers
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Hills of Emyn Muil scenario.

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

1x The East Wall of Rohan
1x The North Stair
2x The Shores of Nen Hithoel
4x The Highlands
2x Slick Footing
2x Impassable Chasm
2x Dol Guldur Orcs
1x Chieftan Ufthak
2x Dol Guldur Beastmaster
2x The Necromancer's Reach
2x Necromancer's Pass
2x Enchanted Stream
3x Evil Storm
2x Pursued by Shadow

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Hills of Emyn Muil 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.
The Hills of Emyn Muil
Type: Setup
You are playing in Nightmare mode.
No more than 1 progress can be placed on each location in the staging area each round.
Over them was a lane of pale-blue sky, around them the dark overshadowed River, and before them black, shutting out the sun, the hills of Emyn Muil, in which no opening could be seen.
-The Fellowship of the Ring
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Hunt for Gollum scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
2x River Ninglor
1x The Eaves of Mirkwood
2x False Lead
2x Misty Mountain Goblins
2x Banks of the Anduin
3x Gladden Fields
3x Eastern Crows
2x Treacherous Fog
3x Evil Storm
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Hunt for Gollum 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.
The Hunt for Gollum
Type: Setup
You are playing Nightmare mode.
Forced: At the end of the refresh phase, choose an unclaimed Clue card not attached to a Mordor enemy and attach it to a Mordor enemy, if able. (If it was guarded, detach the encounter guarding it first. The newly attached Mordor enemy is now guarding it.)
If at any point there are four or more Clue cards attached to Mordor enemies, the players lose the game.
"Through Mirkwood and back again it led them, though they never caught him."
-Gandalf, The Fellowship of the Ring
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Lonely Mountain scenario.

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

3x Dark Bats
2x Fighting Among Friends
3x Western Slopes
2x Secret Entrance
4x Belching Fire

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Lonely Moutain 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.
The Lonely Mountain
Type: Setup
You are playing Nightmare mode.

While there is at least 1 card stacked underneath The Lonely Mountain, the players cannot advance to stage 3.

Smaug the Magnificent cannot take damage unless A Bare Patch is attached to him.
The dwarves were still passing the cup from hand to hand and talking delightedly of the recovery of their treasure, when suddenly a vast rumbling woke in the mountain underneath as if it was an old volcano that had map up its mind to start eruptions once again. -The Hobbit
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Long Dark scenario.

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

4x Goblin Follower
1x Branching Paths
3x Burning Low
2x Stray Goblin
2x Chance Encounter
2x The Mountains' Roots
1x Abandoned Mine
2x Fatigue
4x Goblin Sneak
3x Rock Adder

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Long Dark 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.
The Long Dark
Type: Setup
You are playing Nightmare mode.

Durin's Greaves gains surge.

Lost: The first player must choose and discard an ally in play.
The world is grey, the mountains old,
The forge's fire is ashen cold
No harp is wrung, no hammer falls:
The darkness dwells in Durin's halls
The shadow lies upon his tomb
In Moria, in Khazad-dûm
-Gimli, The Fellowship of the Ring
Setup
Type: Setup
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.
The Morgul Vale
Type: Setup
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
The Nîn-in-Eilph
Type: Setup
You are playing Nightmare mode.
Forced: When the players advance to stage 2A, add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player).
There was a deep silence, only scraped on its surfaces by the faint quiver of empty seed plumes, and broken grass-blades trembling in small air-movements that they could not feel. -The Two Towers
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Passage of the Marshes scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
3x Groping Dead
3x Dead Things
3x Soft Mires
3x Haunted Mere
3x Bitter Reek
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Passage of the Marshes 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.
The Passage of the Marshes
Type: Setup
You are playing Nightmare mode.
Forced: When a location in the staging are is explored, raise each player's threat by X, where X is that location's Mire value.
Often they floundered, stepping or falling hands-first into waters as noisome as a cesspool, till they were slimed and fouled almost up to their necks and stank in one another's nostrils. -The Two Towers
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Redhorn Gate scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
1x Black Uruks
3x Mountain Warg
1x Knees of the Mountain
2x Turbulent Waters
2x Warg Lair
1x The Dimrill Stair
2x Fell Voices
2x Fallen Stones
3x Mountain Goblin
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Redhorn Gate 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.
The Redhorn Gate
Type: Setup
You are playing in Nightmare mode.
Setup: Remove all copies of Blinding Blizzard from the encounter deck and set them aside, out of play. During this game, player cards in the victory display do not count their victory points.
Forced: When stage 2b is revealed, shuffle each set aside copy of Blinding Blizzard into the encounter deck.
A cold wind flowed down behind them, as they turned their backs on the Redhorn Gate, and stumbled wearily down the slope. Caradhras had defeated them.
-The Fellowship of the Ring
Setup
Type: Setup
Begin with the standard and encounter deck for The Ring Goes South scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
2x Crebain from Dunland
2x Howling Warg
1x Tree-crowned Hill
3x Hills of Hollin
2x Snowdrifts
1x Storm of Howls
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Ring Goes South 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.
The Ring Goes South
Type: Setup
You are playing Nightmare mode.
Setup: Set each copy of Pale-green Tentacle aside, out of play.
Forced: When the players advance to stage 4B, each player puts 1 copy of Pale-green Tentacle into play engaged with him. Shuffle any remaining copies, and the encounter discard pile, into the encounter deck.
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Road to Isengard scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
3x Snaga
1x Ring-wall of Isengard
2x Open Pit
1x Machines of Isengard
3x Blast of Sorcery
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Road to Isengard 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.
The Road to Isengard
Type: Setup
You are playing Nightmare mode.
Forced: When Ent of Fangorn leaves play, remove it from the game.
"Suddenly up came fires and foul flames: the vents and shafts all over the plain began to spout and belch. Several of the Ents got scorched and blistered."
-Pippin, The Two Towers
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Seventh Level scenario.

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

2x Plundered Armoury
2x Hidden Threat
2x Upper Hall
2x Goblin Scout
2x Goblin Swordsman
2x Goblin Spearman

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Seventh Level 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."Does not stack"

Some cards have passive abilities with the text "This ability does not stack with..." While two or more effects that do not stack with one another are active, only one of them will affect the game state.
The Seventh Level
Type: Setup
You are playing Nightmare mode.

Setup: Set Overseer Maurûl and Chamber of Records aside, out of play.

Forced: When stage 2B is revealed, make Chamber of Records the active location (returning any currently active location to the staging area) and add Overseer Maurûl to the staging area. Then, shuffle all copies of Balin's Doom in the encounter discard pile back into the encounter deck.
"They seem to have made a last stand by both doors," he said; "but there were not many left by that time. So ended the attempt to retake Moria! It was valiant but foolish.". -Gandalf, The Fellowship of the Ring
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Siege of Cair Andros scenario.

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

3x Southron Mercenaries
2x Orc Arsonists
2x Orc Rabble
3x Orc Arbalesters
1x The Power of Mordor
2x Scourge of Mordor

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Siege of Cair Andros 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.
The Siege of Cair Andros
Type: Setup
You are playing Nightmare mode.

Until the end of the game, player cards in the victory display do not contribute their victory points.
"Much must be risked in war," said Denethor. "Cair Andros is manned and no more can be sent so far." -The Return of the King
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Steward's Fear scenario.

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

3x Pickpocket
3x Underworld Dissident
2x Storehouse
2x Market Square

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Steward's Fear 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.
The Steward's Fear
Type: Setup
You are playing Nightmare mode.
Setup: Shuffle each copy of False Accusations into the underworld deck. When randomly determining which Plot is the "hidden" plot card, include the 2 new Plot cards from the Nightmare Deck, as well as the 3 Plot cards from the original scenario.
Forced: After an enemy is destroyed, shuffle it into the underworld deck if you are not at stage 3.
Forced: At the beginning of the refresh phase, if there is a Clue card in the staging area, shuffle it back into the underworld deck.
"Thus the will of Sauron entered into Minas Tirith..." -Gandalf, The Return of the King
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for the The Thing in the Depths scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:

2x Corsair Infiltrator
1x Crew Quarters
1x Crushing Arm
1x Grasping Arm
1x Giant Arm

Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Thing in the Depths 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.
The Thing in the Depths
Type: Setup
You are playing Nightmare mode.
Forced: After The Thing in the Depths enemy enters play, it attacks each player in turn order from the staging area (deal and resolve a shadow card for each attack).
Stage 3B gains: "Forced: At the beginning of the quest phase, if there are fewer locations in play than the number of players, discard cards from the top of the encounter deck until a location is discarded. Reveal that location.
Forced: At the end of the refresh phase, resolve the grapple keyword on each Tentacle enemy in play.
The Three Trials
Type: Setup
You are playing Nightmare mode.
Each engaged Guardian enemy contributes its Threat to the total Threat in the staging area.
While the Trial of Intuition is the current trial, each Guardian enemy cannot be damaged, and each Barrow location cannot be the active location and is immune to player card effects.
"I am not ready for such a trial, if indeed I shall ever be so..."
-Gandalf, The Two Towers
Setup
Type: Setup
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.
The Treachery of Rhudaur
Type: Setup
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:
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.
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Uruk-hai scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
3x Uruk-hai Figter
1x Snaga
2x Eastemnet
2x Plains of Rohan
3x The Wold
2x Unseen Barrier
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Uruk-hai 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.
The Uruk-hai
Type: Setup
You are playing Nightmare mode.
Each Captive is immune to player card effects.
Setup: Set Mauhúr aisde, out of play.
Forced: When the players advance to  stage 2A, add Mauhúr to the staging area.
"You'll run with me behind you," said Uglúk. "Run! Or you'll never see your beloved holes again."
-The Two Towers
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Wastes of Eriador scenario.

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

2x Northern Warg
1x White Warg
1x Sudden Darkness
1x North Downs
2x Eriador Wastes
1x Cold from Angmar
3x Biting Wind
1x Freezing Blast
1x Shrouded Hills
3x Rugged Country
2x Pressing Needs

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Wasts of Eriador 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.
The Wastes of Eriador
Type: Setup
You are playing Nightmare mode.
As the light grew stronger it showed a silent shrouded world. Below their refuge were white humps and domes and shapeless deeps beneath which the path that they had trodden was altogether lost...
-The Fellowship of the Rings
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Watcher in the Water scenario.

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

1x The Watcher
2x Makeshift Passage
4x Black Uruks
3x Mountain Warg
2x Warg Lair

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Watcher in the Water 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.
The Watcher in the Water
Type: Setup
You are playing in Nightmare mode.

While Doors of Durin is in play, The Watcher cannot be engaged.

Forced: When a Tentacle enemy is destroyed, deal 1 damage to The Watcher if it is in play.

The players cannot win the game unless both Doors of Durin and The Watcher are in the victory display.
"Something has crept, or has been driven out of dark waters under the mountains. There are older and fouler things than Orcs in the deep places of the world."
-Gandalf, Lord of the Rings
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for The Weather Hills scenario.

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

3x Cornered Orc
3x Sheltered Valley
1x Concealed Orc-camp
1x Angmar Marauder
2x Angmar Orc
3x Ruins of Arnor
2x Tragic Discovery

Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard The Weather Hills 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.
The Weather Hills
Type: Setup
You are playing Nightmare mode.
Setup: Shuffle each copy of Captive Villager and Rearguard Ambusher into the Orc deck.
The players cannot win the game while a Captive Villager is guarded by an encounter card. If a Captive Villager leaves play, the players lose the game.
The land before them began to rise again, Away in the distance eastward they could not see a line of hills.
-The Fellowship of the Ring
Setup
Type: Setup
Begin with the standard quest deck and encounter deck for the To Catch an Orc scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
1x Methedras Orc
1x Orc Skirmisher
1x Orc Hunter
3x Prowling Wolf
2x Methedras
1x Orc Cave
2x Orc Hunting Party
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard To Catch an Orc 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.
To Catch an Orc
Type: Setup
You are playing Nightmare mode.
Setup: Each player shuffles 1 copy of Vigilant Orc into his out of play deck. Set both copiues of Mugash's Rage and any remaining copies of Vigilant Orc aside, out of play.
Forced: When the players advance to stage 3A, shuffle both copies of Mugash's Rage into the encounter deck.
There they picked up the trail of the Orcs. It needed little skill to find.
-The Two Towers
Trouble in Tharbad
Type: Setup
You are playing Nightmare mode.
Setup: Raise each player's starting threat by 5.
Progress cannot be placed on Crossing at Tharbad while Bellach is in play.
The houses looked large and strange to them. Sam stared up at the inn with its three storeys and many windows, and felt his heart sink.
-The Fellowship of the Ring
Setup
Type: Setup
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.

☸*: 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.