


Attach to a Dwarf hero.
Response: After you play a Dwarf character from your hand, exhaust Legacy of Durin to draw 1 card.



Attach to a Dwarf hero.
Response: After you play a Dwarf character from your hand, exhaust Legacy of Durin to draw 1 card.



Progress tokens that would be placed on Doors of Durin are instead placed on the current quest card.
Action: Each player may discard any number of cards from his hand. Then, discard the top card of the encounter deck. If the first letter of the encounter card's title matches that of one of the discarded player cards, add Doors of Durin to your victory display. (Limit once per round.)



Immune to player card effects.
Progress cannot be placed on each other active location before it can be placed here. Progress cannot be placed here unless the first player controls the Ring-bearer.
If there are 9 damage tokens, the players lose the game.



Immune to player card effects.
Progress cannot be placed on each other active location before it can be placed here. Progress cannot be placed here unless the first player controls the Ring-bearer.
If there are 9 damage tokens, the players lose the game.


Attach to a character.
Attached character gets +1 .
You may play Durinâs Dagger from your discard pile.
Now the dwarves took down mail and weapons from the walls, and armed themselves.
–The Hobbit


When Revealed: The first player attaches Durinâs Greaves to a hero of his choice as an attachment.
Attached hero gets +1 .








Regenerate 3. Indestructible. Players cannot play attachments on Durinâs Bane.
Durinâs Bane cannot leave the staging area, is considered to be engaged with each player whose threat is 1 or greater, and attacks each of those players in turn during the combat phase (deal and discard a new shadow card each attack).


While Durin's Key is free of encounters, the first player attached it to a hero he controls.
Action: Exhaust Durin's Key to give each location -1 until the end of the phase.
Forced: At the beginning of the quest phase, the player who controls Durin's Key looks at the top 3 cards of the encounter deck, chooses 1 to reveal, and discards the rest.






Immuned to player card effects.
Cannot be optionally engaged.
Forced: After Durin's Bane attacks and destroys a character you control, raise your threat by 2 and heal 2 damage from Durin's Bane.






Immuned to player card effects.
Cannot be optionally engaged.
Forced: After Durin's Bane attacks and destroys a character you control, raise your threat by 2 and heal 2 damage from Durin's Bane.



Action: Choose a Dwarf hero. That hero gets +2 +2
and +2
until the end of the round.
A king he was on carven throne
In many–pillared halls of stone
With golden roof and silver floor,
And runes of power upon the door.
–The Fellowship of the Ring



Action: Choose a Dwarf hero. That hero gets +2 +2
and +2
until the end of the round.
A king he was on carven throne
In many–pillared halls of stone
With golden roof and silver floor,
And runes of power upon the door.
–The Fellowship of the Ring



Attach to a hero. Attached hero gets +2
Response: After attach hero attacks and destroys an enemy, deal 1 damage to an enemy engaged with you.



You have your doubts about Durin's Key, as well as Urdug, but the Goblin insists he dropped it in a ravine as he was fleeing for his life. You follow him as he retraces his steps back to the ravine.
When Revealed: The first player searches the encounter deck, discrd pile, and victory display for a Deep Ravine, adds it to the staging area, and attaches the set-aside Durin's Key to it as a guarded objective. Shuffle the encounter deck. Each player reveals an encounter card.
Each encounter card guarding a card is immune to player card effects.
Forced: When the players defeat this stage, remove it from the game. Advance to a random stage 2A, if able. Otherwise, advance to stage 3A.
The players cannot travel to the Deep Ravine guarding Durin's Key unless there is at least 5 progress on this stage. This stage cannot be defeated unless the players control Urdug and Durin's Key.



Pursued by evil Wargs and foul weather, the Company of the Ring decides to enter the Mines of Moria. But as they seek the hidden gate, a foul creature seizes the Ring–bearer with one of its many groping arms...
When Revealed: Make Doors of Durin the active location. Add Watcher in the Water to the staging area. Discard all tokens from the Ring-bearer and place it (and each card attached to it) facedown under Watcher in the Water.
There can be 2 active locations. During the travel phase, the players must travel to a location, if able.
Forced: After an enemy engages a player, place 1 damage on each active location.
If Doors of Durin is explored, the players win the game.
The Fellowship is being hunted by Wargs!



Pursued by evil Wargs and foul weather, the Company of the Ring decides to enter the Mines of Moria. But as they seek the hidden gate, a foul creature seizes the Ring–bearer with one of its many groping arms...
When Revealed: Make Doors of Durin the active location. Add Watcher in the Water to the staging area. Discard all tokens from the Ring-bearer and place it (and each card attached to it) facedown under Watcher in the Water.
There can be 2 active locations. During the travel phase, the players must travel to a location, if able.
Forced: After an enemy engages a player, place 1 damage on each active location.
If Doors of Durin is explored, the players win the game.
The Fellowship is being hunted by Wargs!



Your spirits rise as you are drawing near to the East Gate of Moria. But then a huge, dark shape rises in front of you and bursts into flames: a Balrog! Durin's Bane blocks your escape.
When Revealed: Add the set-aside Durin's Bane to the staging area. It cannot take damage this round. If there is more than 1 player, it makes an immediate attack against the first player.
No more than 5 progress can be placed here each round.
Forced: At the beginning of the quest phase, Durin's Bane makes an attack against the first player. Any undefended or excess damage dealt by this attack must be placed here.
If this stage has damage on it equal to or greater than its quest points, the players lose the game. If this stage is defeated the players win the game.



Your spirits rise as you are drawing near to the East Gate of Moria. But then a huge, dark shape rises in front of you and bursts into flames: a Balrog! Durin's Bane blocks your escape.
When Revealed: Add the set-aside Durin's Bane to the staging area. It cannot take damage this round. If there is more than 1 player, it makes an immediate attack against the first player.
Durin's Bane engages the first player.
Durin's Bane cannot take more than X damage per round, where X is the number of progress tokens on this stage.
This stage cannot be defeated while Durin's Bane is in play. If the players defeat this stage, they win the game.



Your spirits rise as you are drawing near to the East Gate of Moria. But then a huge, dark shape rises in front of you and bursts into flames: a Balrog! Durin's Bane blocks your escape.
When Revealed: Add the set-aside Durin's Bane to the staging area. It cannot take damage this round. If there is more than 1 player, it makes an immediate attack against the first player.
Each player's threat cannot be reduced by player card effects.
Durin's Bane is considered to be engaged with each player and attacks each player in turn order during the combat phase. (Deal and resolve a shadow card for each attack.)
If the players defeat this stage, they win the game.


You are playing Nightmare mode.
Setup: Shuffle the 10 encounter cards with the trait into a separate 'Balrog deck.'
When Durin's Bane would be dealt a shadow card, deal it from the Balrog deck instead of the encounter deck. Shadow cards dealt from the Balrog deck are discarded into a separate Balrog discard pile.
At the beginning of each combat phase (or if the Balrog deck runs out of cards), shuffle the Balrog discard pile back into the Balrog deck.

Begin with the standard quest deck and encounter deck for Foundations of Stone scenario.
Remove the following cards, in the specified quantities, from the standard encounter deck:
3x Goblin Scout
2x Goblin Tunnels
3x Stray Goblin
3x The Mountains' Roots
3x Ranging Goblin
1x Fiery Sword
1x Many Thonged Whip
Then, shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Shadow and Flame 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.
Play Tip: This scenario contains 10 treachery cards with the trait that have only a 'shadow' effect, and no 'when revealed' effect. These cards are never revealed from the encounter deck and are only ever dealt as shadow cards to Durin's Bane.


You are playing Nightmare mode.
Setup: When choosing a Dol Amroth objective to put into play during setup, players must choose randomly among all 6 Dol Amroth objectives.
Raider Flagship cannot guard objectives.
While any player is engaged with Raider Flagship, no more than 5 progress can be placed on the current quest each round.
And in the morning the banner of Dol Amroth, a white ship like a swan upon blue water, floated from the Tower...
–The Return of the King

Begin with the standard quest deck and encounter deck for the A Storm on Cobas Haven scenario.
Remove the following card, in the specified quantities, from the standard encounter deck:
2x Belfalas Islet
2x Cobas Haven
2x Fog Bank
2x Corsair Skirmisher
1x Ramming Speed!
2x Corsair Infiltrator
1x Cunning Pirate
1x Umbar Raider
Then, shuffle the encounter card in this Nightmare Deck into the remainder of the standard A Storm on Cobas Haven encounter deck.
Finally, flip this setup card over and placr it next to the quest deck. Its effect remains active throughout the game, which is now ready to being.
Wheel*: Some cards in the A Storm on Cobas Haven Nightmare Deck have Sailing success symbols (Wheel) 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.



Response: Cancel a shadow effect just triggered during combat.
'The hasty stroke goes oft astray,' said Aragorn. 'We must press our Enemy, and no longer wait on him for the next move.'
–The Return of the King


When Revealed: The player with the highest threat level attaches this card to one of his heroes. (Counts as a Condition attachment with the text: 'Attached hero does not ready during the refresh phase unless you pay 2 resources from that hero's pool.')






During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area.
Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.



Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.
"On a time they took a boat and went down to the Gladden Fields, where there were great beds of iris and flowering reeds."
–Gandalf, The Fellowship of the Ring



Reveal 1 additional card from the encounter deck each quest phase. Do not make engagement checks during the encounter phase. (Each player may still optionally engage 1 enemy each encounter phase.)
After defeating the Troll, you are able to board the raft and embark upon a river voyage. As you depart, your enemies pursue, harassing the small vessel as you attempt to navigate the river...
As your enemies harass the raft, it is difficult to maintain balance and effectively fight them off.


Attached hero collects 1 additional resource during each resource phase.
“Yet it is not our part to master all the tides of the world, but to do what is in us for the succour of those years wherein we are set...”
–Gandalf, The Return of the King


When Revealed: The player with the highest threat level attached this card to one of his heroes. (Counts as a Condition attachment with the text: "Attached hero does not ready during the refresh phase unless you pay 2 resources from that hero's pool.")






During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area.
Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.




While Cracked Pillar is in the staging area, it gains: "The first player may declare an attack against Cracked Pillar during the combat phase as if it was an enemy engaged with him. Use Cracked Pillar's as its
during this attack."
Travel: Remove 4 damage from Cracked Pillar to travel here.







Response: After you play Kili from your hand during the planning phase, search your deck for Fili and put him into play under your control. Then, shuffle your deck.
"Let us join the throng!"
–The Hobbit







Response: After you play Fili from your hand during the planning phase, search your deck for Kili and put him into play under your control. Then, shuffle your deck.
"Fili is the youngest and still has the best sight."
–Thorin, The Hobbit







Galadriel cannot quest, attack, or defend. Allies you control do not exhaust to commit to the quest during the round they enter play.
Action: Exhaust Galadriel to choose a player. That player reduces his threat by 1 and draws 1 card. (Limit once per round.)







Response: After a Silvan character readies during the refresh phase, heal 1 damage from that character.
"The Wood-elves tracked him first, an easy task for them, for his trail was still fresh then." -Gandalf, The Fellowship of the Rings



Attach to a Ranger hero.
Response: After attached hero commits to a quest, name enemy, location or treachery. If a card of the named type is revealed during this quest phase, exhaust Wingfoot to ready attached hero.
"Wingfoot I name you. This deed of the three friends should be sung in many a hall. Forty leagues and five you have measured ere the forth day is ended!"
-Ăomer, The Two Towers



Action: Exhaust a character you control with ranged to immediately declare it as an attacker (and resolve its attack) against an enemy in the staging area. It gets +1 during this attack.
"We live now upon an island amid perils, and our hands are more often upon thr bowstring than upon the harp."
–Haldir, The Fellowship of the Ring






While you are engaged with at least 1 enemy, AmarthiĂșl gains the resource icon.
While you are engaged with at least 2 enemies, add 1 additional resource to AmarthiĂșl's resource pool when you collect resources during the resource phase.
"The heirs of Elendil do not forget all things past..."
–Aragorn, The Return of the King






While you are engaged with any enemy, Halbarad does not exhaust to commit to a quest.
You may optionally engage 1 additional enemy during the encounter phase.
"Little do they know of our long labour for the safekeeping of their borders, and yet I grudge it not." –The Return of the King

Attach to Prince Imrahil.
Price Imrahil gains the Outlands trait.
While you control Outlands allies that belong to 4 different spheres, add 1 additional resource to Prince Imrahil's resource pool when you collect resources during the resource phase (if Prince Imrahil is a hero).






Immune to player card effects. Sentinel.
Raise your starting threat by 3.
Draw 1 additional card during the resource phase.
If the Dawn Start is destroyed, its controller is eliminated from the game.






Immune to player card effects. Sentinel.
Draw 1 additional card during the resource phase.
If the Dawn Start is destroyed, its controller is eliminated from the game.



Attach to a character. Restricted.
Response: After a shadow effect is triggered during combat, exhaust Round Shield to give attached character +2 for this attack.


Response: Return a Silvan ally you control to your hand to cancel a shadow effect just triggered during combat.
"You would die before your stroke fell."
–Legolas, The Two Towers

Attach to a hero.
Attached hero gets +2 and collects an additional resource during the resource phase.
...the necklace of Girion, Lord of Dale, made of five hundred emeralds green as grass, which he gave for the arming of his eldest son...–The Hobbit


When Revealed: Set aside the topmost non-unique, non-objective, non-burden encounter card in the encounter discard pile. During quest resolution, add a copy of that card to the campaign pool, if able. Remove A Growing Threat from the game.


You are playing campaign mode.
Setup: The first player gains control of Beldis. If âTurayn has taken an oath of vigilance,â search the encounter deck for 3 non-unique locations and remove them from the game. If âIsolde is on the hunt,â search the encounter deck for 3 non-unique enemies and remove them from the game.
Ignore the deep keyword.
(Note: If you make 5 or more progress on the main quest, you will earn a treasure during quest resolution.)

Resolution: While repairs begin on Hrogarâs Hill, Beldis attends to the wounded heroes. If the heroes choose to accept her offer to join their quest, add Beldis to the campaign pool (any player may add her to their deck). Otherwise, mark in the campaign log that âBeldisâs care has bolstered the heroesâ spiritsâ (fear will have less of a hold on them).
If there is at least 5 progress on Hrogarâs Hill, the players look at 3 random undiscovered treasures and and choose 1 to attach to an eligible character.
The players discover each treasure they control.
Each player may remove a non-burden card from the campaign pool.
The heroes had driven back the Dragon, but only after she had grown tired of hundreds of stining arrows and sword strokes. No weapon had been able to pierce Dagnir's thick armor enough to do her any real harm. When she retreated into the night, it was only because she had grown tired of smashing homes, and her fires burned low.


Attach to a character. Restricted.
Attached character gets +1 and gains sentinel.
Response: Exhaust Gondolin Shield and spend 1 resource to cancel a shadow effect just triggered during an attack that attached character is defending. Then, deal the attacking enemy another shadow card.