Immune to player card effects.
Cannot be optionally engaged.
Forced: After Priest of Sauron attacks and destroys an ally, raise each player's threat by 2.
Immune to player card effects.
Forced: After a location is revealed from the encounter deck, The Governor engages the first player and makes an immediate attack.
"In all the long wars with the Dark Tower treason has ever been our greatest foe."
–Gandalf, The Fellowship of the Ring
Immune to player card effects.
Do not discard shadow cards dealt to Black N煤men贸rean if they have a shadow effect.
Forward: When Black N煤men贸rean attacks, resolve each of his faceup shadow cards as if they had been dealt this round.
Add +1 to the total in the staging area for each resource here.
Forced: When the active location is explored, discard the top X cards of each player's deck, when X is that location's Then, place 1 resource here for each event discarded this way.
Each non-unique enemy gets +1
Forced: After an enemy attacks and destroys a character, place 1 damage token here. Then, if there are X damage tokens here, the players lose the game. X is 4 more than the number of players.
Sauron Worship enters play with 1 damage token on it.
Each player's threat elimination level is reduced by 1 for each damage token here.
Forced: At the end of the round, place 1 damage token here.
Attached enemy gets +1 +1 and +1
When Evidence of the Cult is free of encounters, add it to the victory display. Then, place 1 resource on the main quest.
While Hillside Manor is in the staging area, each player's threat cannot be reduced by more than 1 each round by player card effects.
Travel: Each player discards 1 random card from his hand.
The wine of Dorwinion brings deep and pleasant dreams.
–The Hobbit
When Revealed: Each player discards all ally cards from his hand. If no cards are discarded this way, Disappearances gains doomed 2.
Shadow: Discard an attachment you control.
When Revealed: Attach to the highest attack ally in play. (Counts as a Condition attachment with the text: "Attached ally loses the ally card type, gains the enemy card type, and engages its owner. Treat attached ally's text box as if it were blank. If Secret Cultist is discarded, or the attached ally's owner is eliminated, discard attached ally.")
A shadow hangs over the capital of Dorwinion. Fear grips the heart of the city on the Sea of Rh鈥搉. People have been disappearing, and it is rumored that a cult of Sauron worshippers are responsible.
Setup: Set each plot objective and each Cultist enemy aside, out of play. Each player searches the encounter deck for a different location and adds it to the staging area. One of those locations must be Side Street. Shuffle the encounter deck.
The people you came to help beg you to uncover the truth of these rumors and rescue their lost loved ones if you can.
Forced: After the active location leaves play as an explored location, place 1 resource here.
This stage cannot be defeated unless there are at least 2 resources here.
Your investigation has found that the rumors are true: a cult of Sauron worshippers has taken root in Dorwinion, and they are plotting to overthrow the peaceful country.
When Revealed: Add 1 random set aside Plot objective to the staging area. Reveal 1 encounter card per player.
You must find the leader of the cult in order to put an end to this evil plot.
Forced: After the active location leaves play as an explored location, reveal the top card of the encounter deck. Then, place 1 resource here.
This stage cannot be defeated unless there are at least X resources here, where X is 3 more than the number of players.
You have discovered the cult's secret meeting place in the catacombs below the city.
When Revealed: Add 1 random set-aside Cultist enemy to the staging area. Shuffle the encounter discard pile into the encounter deck and discard cards until X enemies are discarded, where X is one less than the number of players. Add each enemy discarded this way to the staging area.
Inside the catacombs you see evidence of evil deeds done in Sauron's name, and the leader of the cult at the center of it. You must defeat this agent of Mordor in order order to put an end to these atrocities.
The Cultist cannot take more than X damage each round, where X is the printed quest points of the active location.
When the Cultist enemy is defeated, the players win the game.