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Card Set Scenario Encounter
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Resource Threat Engagement
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Trait Keyword Victory
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Player Encounter Quest
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Results: 200 Cards

Core Set (x2)
(20) 2 3 1 3
Creature.   Spider.  

When Revealed: Each player must choose and exhaust 1 character he controls.

Shadow: Defending player must choose and exhaust 1 character he controls. (2 characters instead if this attack is undefended.)


Core Set (x1/x0)
(40) 1 2 0 3
Creature.   Insect.  

Forced: After Hummerhorns engages you, deal 5 damage to a single hero you control.

Shadow: Deal 1 damage to each character the defending player controls. (2 damage instead if this attack is undefended.)



Core Set (x1)
(32) 3 5 2 9
Creature.   Spider.  

When Revealed: Each character currently committed to a quest gets -1 until the end of the phase.

Shadow: Raise defending player's threat by 4. (Raise defending player's threat by 8 instead if this attack is undefended.)


Core Set (x2)
2 (2)
Forest.  

Travel: Each player must exhaust 1 hero he controls to travel here.

As he drew nearer, he saw that it was made with spider–webs one behind and over and tangled with another.
–The Hobbit


Core Set (x3)
2 (3)
Forest.   Mountain.  

Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.

Response: After Mountains of Mirkwood leaves play as an explored location, each player may search the top 5 cards of his deck for 1 card and add it to his hand. Shuffle the rest of the searched cards back into their owners' decks.


Core Set (x1/x0)

When Revealed: Each player discards all event cards in his hand.

...he would see gleams in the darkness around them, and sometimes pairs of yellow or red or green eyes would stare at him from a little distance, and then slowly fade and disappear and slowly shine out again in another place.
–The Hobbit


Core Set (x2/x0)

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.')


Core Set (x1)
(10) 1 2 0 2
Goblin.   Orc.  

Surge.

Shadow: Wolf Rider attacks the defending player. That player may declare 1 character as a defender. Deal Wolf Rider its own Shadow card. After combat, return Wolf Rider to the top of the encounter deck.


Core Set (x2/x1)
(30) 1 6 3 9
Troll.  

Excess combat damage dealt by Hill Troll must be assigned as an increase to your threat.

"Mutton yesterday, mutton today, and blimey, if it don't look like mutton again tomorrow."
–Troll, The Hobbit



Core Set (x2)
(48) 2 2 0 2
Goblin.   Orc.  

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.


Core Set (x1/x0)
(40) 3 4 1 7
Creature.  

Forced: Each time Marsh Adder attacks you, raise your threat by 1.

Under the boughs of Mirkwood there was deadly strife of Elves and Men and fell beasts.
–The Fellowship of the Ring



Core Set (x2)
(20) 2 3 1 3
Creature.  

Forced: If Wargs is dealt a shadow card with no effect, return Wargs to the staging area after it attacks.

Shadow: attacking enemy gets +1 (+2 instead if this attack is undefended.)


Core Set (x2/x0)

When Revealed: Remove 4 progress tokens from the current quest card. (If there are fewer than 4 progress tokens on the quest, remove all progress tokens from that quest.)

Shadow: Defending character does not count its


Core Set (x2)
5 (1)
Wasteland.  

Forced: After the players travel to The Brown Lands, place 1 progress token on it.

They had come to the Brown Lands that lay, vast and desolate, between Southern Mirkwood and the hills of the Emyn Muil. What pestilence or war or evil deed of the Enemy had so blasted all that region even Aragorn could not tell.
–The Fellowship of the Ring


Core Set (x2)
1 (6)
Wasteland.  

When faced with the option to travel, the players must travel to The East Bight if there is no active location.

"...to the east the lands are waste, and full of Sauron's creatures..."
–Haldir, The Fellowship of the Ring


Core Set (x3)
(10) 2 2 0 3
Dol Guldur.   Orc.  

When Revealed: The first player chooses 1 character currently committed to a quest. Deal 2 damage to that character.

Shadow: Attacking enemy gets +1 (+3 instead if this attack is undefended.)


Core Set (x1/x0)
(35) 2 3 3 6
Dol Guldur.   Orc.  

Chieftain Ufthak get +2 for each resource token on him.

Forced: After Chieftain Ufthak attacks, place 1 resource token on him.


Core Set (x2/x1)
(35) 2 3 1 5
Dol Guldur.   Orc.  

Forced: When Dol Guldur Beastmaster attacks, deal it 1 additional shadow card.


Core Set (x1)

When Revealed: Each enemy and each location currently in the staging area gets +1 until the end of the phase. If there are no cards in the staging area, Driven by Shadow gains Surge.

Shadow: Choose and discard 1 attachment from the defending character. (If this attack is undefended, discard all attachments you control.)


Core Set (x3/x1)

When Revealed: Deal 1 damage to each exhausted character.

There was an eye in the Dark Tower that did not sleep. He knew that it had become aware of his gaze. A fierce eager will was there. – The Fellowship of the Ring


Core Set (x2/x1)
3 (2)
Stronghold.   Dol Guldur.  

Travel: The first player must discard 2 cards from his hand at random to travel here.

"It is clad in a forest of dark fir, where the trees strive one against another and their branches rot and wither. In the midst upon a stony height stands Dol Guldur, where long the hidden Enemy had his dwelling."
–Haldir, The Fellowship of the Ring


Core Set (x2)
2 (2)
Forest.  

While Enchanted Stream is the active location, players cannot draw cards.

"There is one stream, I know, black and strong which crosses the path. That you should neither drink of, nor bathe in; for I have heard that it carries enchantment and a great drowsiness and forgetfulness."
–Beorn, The Hobbit


Core Set (x4)
(25) 2 2 1 4
Creature.   Spider.  

Forced: After Forest Spider engages a player, it gets +1 until the end of the round.

Shadow: Defending player must choose and discard 1 attachment he controls.


Core Set (x1)
(5) 3 3 1 2
Goblin.   Orc.  

Shadow: attacking enemy gets +1 (If this attack is undefended, also raise your threat by 3.)


Core Set (x1)
(15) 1 1 0 2
Creature.  

When Revealed: Each player must choose 1 character currently committed to a quest, and remove that character from the quest. (The chosen character does not ready.)

They could not stand that, nor the huge bats, black as a top–hat, either...
–The Hobbit


Core Set (x2)
1 (3)
Forest.  

Response: After you travel to Old Forest Road the first player may choose and ready 1 character he controls.

...Beorn had warned them that that way was now often used by the goblins, while the forest–road itself, he had heard, was overgrown and disused on the eastern end and led to impassable marshes where the path had long been lost.
–The Hobbit


Core Set (x2)
2 (4)
Forest.  

Response: After you travel to Forest Gate the first player may draw 2 cards.

The path itself was narrow and wound in and out among the trunks. Soon the light in the gate was like a little bright hole far behind, and the quiet was so deep that their feet seemed to thump along while the trees leaned over them and listened.
–The Hobbit


Core Set (x2/x0)
(38) 1 2 3 5
Dol Guldur.   Orc.  

Forced: If Dungeon Jailor is in the staging area after the players have just quested unsuccessfully, shuffle 1 unclaimed objective card from the staging area back into the encounter deck.



Core Set (x1)
(40) 5 4 3 9
Nazgûl.  

No attachments can be played on Nazgรปl of Dol Guldur.

Forced: When the prisoner is 'rescued', move Nazgรปl of Dol Guldur into the staging area.

Forced: After a shadow effect dealt to Nazgรปl of Dol Guldur resolves, the engaged player must choose and discard 1 character he controls.


Core Set (x2)
(8) 2 2 1 2
Undead.  

Doomed 1.

Shadow: Choose and discard 1 attachment you control. Discarded objective cards are returned to the staging area. (If this attack is undefended, discard all attachments you control.)


Core Set (x2)

When Revealed: Until the end of the phase, raise the total in the staging area by X, where X is the number of players in the game.

Shadow: Defending player raises his threat by the number of enemies with which he is engaged.


Core Set (x1)

When Revealed: Attach Iron Shackles to the top of the first player's deck. Counts as a Condition attachment with the text:

The next time a player would draw 1 or more cards from attached deck, discard Iron Shackles instead.

Shadow: Resolve the 'When Revealed' effect of Iron Shackles.


Core Set (x2)
1 (3)
Dungeon.  

Doomed 1. Surge.

"I alone of you have ever been in the dungeons of the Dark Lord, and only in his older and lesser dwelling in Dol Guldur."
–Gandalf, The Fellowship of the Ring


Core Set (x2)
2 (1)
Dungeon.  

Forced: After travelling to Tower Gate each player places the top card of his deck, face down in front of him, as if it just engaged him from the staging area. These cards are called 'Orc Guard', and act as enemies with: 1 hit point, 1 and 1

"I myself dared to pass the doors of the Necromancer in Dol Guldur, and secretly explored his ways."
–Gandalf, The Fellowship of the Ring


Core Set (x1)
Item.  

Guarded. Restricted.

Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Gandalf's Map to a hero you control. (Counts as an attachment. If detached, return Gandalf's Map to the staging area.)

Attached hero cannot attack or defend.


Core Set (x1)
Item.  

Guarded. Restricted.

Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Dungeon Torch to a hero you control. (Counts as an attachment. If detached, return Dungeon Torch to the staging area.)

Forced: At the end of each round, raise attached hero's controller's threat by 2.


Core Set (x1)
Item.  

Guarded. Restricted.

Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Shadow Key to a hero you control. (Counts as an attachment. If detached, return Shadow Key to the staging area.)

Forced: At the end of each round, attached hero suffers 1 damage.


Core Set (x3)
(15) 2 2 1 3
Goblin.   Orc.  

Forced: After Misty Mountain Goblins attacks, remove 1 progress token from the current quest.

Shadow: Remove 1 progress token from the current quest. (3 progress tokens instead if this attack is undefended.)


Core Set (x1/x0)

When Revealed: Reveal X additional cards from the encounter deck. X is the number of players in the game.

Shadow: Deal X shadow cards to this attacker. X is the number of players in the game.


Core Set (x2)
1 (3)
Riverland.  

Forced: If Banks of the Anduin leaves play, return it to the top of the encounter deck instead of placing it in the discard pile.

Here and there through openings Frodo could catch sudden glimpses of rolling mounds, and far beyond them hills in the sunset, and away on the edge of sight a dark line, where marches the southernmost ranks of the Misty Mountains.
–The Fellowship of the Ring


Core Set (x3/x1)
3 (3)
Marshland.  

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


Core Set (x3/x1)
(30) 1 1 0 1
Creature.  

Surge.

Forced: After Eastern Crows is defeated, shuffle it back into the encounter deck.

Shadow: attacking enemy gets +1 (+2 instead if defending player's threat is 35 or higher.)


Core Set (x3/x2)

When Revealed: Deal 1 damage to each character controlled by each player with a threat of 35 or higher.

"They say in my land he can govern the storms in the Mountains of Shadow..."
–Boromir, The Fellowship of the Ring


Core Set (x2)

When Revealed: Each player raises his threat by 1 for each character he controls that is not currently committed to a quest.

Shadow: Defending player chooses and returns 1 exhausted ally he controls to its owner's hand. If he controls no exhausted allies, raise his threat by 3.


Core Set (x2)

When Revealed: Each location in the staging area gets +1 until the end of the phase. Then, each player with a threat of 35 or higher chooses and discards 1 card from his hand.

"But it will be hard to find the path unless the fog lifts a little later on."
–Aragorn, The Fellowship of the Ring


Two-Player Limited Edition Starter (x2/x0)
(18) 3 2 2 4
Spider.  

While it is engaged with you, Spiders of Mirkwood gets +1 for each exhausted character you control.

Shadow: Choose and exhaust 1 character you control. If this attack was undefended, also deal that character 2 damage.


Two-Player Limited Edition Starter (x2)
(34) 2 3 1 3
Spider.  

Forced: After Gret Spider engages you, exhaust a character you control.

Shadow: Deal 1 damage to an exhausted character you control.


Two-Player Limited Edition Starter (x2)
2 (2)
Forest.  

While The Eaves of Mirkwood is the active location, encounter card effects cannot be canceled.

By the afternoon they had reached the eaves of Mirkwood, and were resting almost beneath the great overhanging boughs of its outer trees.
–The Hobbit


Two-Player Limited Edition Starter (x2/x0)
X (3)
Forest.  

X is the number of locations in the staging area.

Travel: Each player must discard 1 random card from his hand to travel here.


Two-Player Limited Edition Starter (x2)
2 (4)
Forest.  

Response: After you travel to Forest Gate the first player draws 2 cards.

Soon the light in the gate was like a little bright hole far behind, and the quiet was so deep that their feet seemed to thump along while the trees leaned over them and listened.
–The Hobbit


Two-Player Limited Edition Starter (x2)
4 (4)
Forest.  

Quest Action: Search the encounter deck and discard pile for a Spider enemy and put it into play engaged with you to discard Spider Den. (Any player may trigger this effect.)


Two-Player Limited Edition Starter (x2)
3 (6)
Forest.  

Travel: Reveal the top card of the encounter deck to travel here.

Response: When Goblin Trail leaves play as an explored location, place 6 progress on the current quest.


Two-Player Limited Edition Starter (x2)

When Revealed: Each enemy and each location currently in the staging area gets +1 until the end of the phase. If there are no cards in the staging area, Driven by Shadow gains surge.

Shadow: Choose and discard 1 attachment from the defending character. (If this attack is undefended, discard all attachments you control.)


Two-Player Limited Edition Starter (x2)

When Revealed: Each player returns 1 enemy engaged with him to the staging area. If no enemy was returned to the staging area this way, Surprising Speed gains surge and doomed 1.

Shadow: Attacking enemy gets +1 Return attacking enemy to the staging area after this attack.


Two-Player Limited Edition Starter (x1/x0)

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.")


Two-Player Limited Edition Starter (x1)
(35) 3 5 3 6
Goblin.   Orc.  

Cannot have attachments.

While Goblin Troop is engaged with you, each other Goblin enemy engaged with you gets +1 and +1

Shadow: Attacking enemy gets +2


Two-Player Limited Edition Starter (x2)
(48) 2 2 0 2
Goblin.   Orc.  

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.


Two-Player Limited Edition Starter (x2/x0)
(20) 1 3 1 2
Goblin.   Orc.  

Surge.

Shadow: Attacking enemy makes an additional attack immediately after this one. (Deal a new shadow card for that attack.)


Two-Player Limited Edition Starter (x2)
(12) 1 1 0 3
Goblin.   Orc.  

When Revealed: Discard the top card of each player's deck. Until the end of the phase, increase Goblintown Savengers' by the total printed cost of all cards discarded in this way.


Two-Player Limited Edition Starter (x1/x0)

When Revealed: Each player must search the encounter deck and discard pile for a Goblin enemy and put it into play, engaged with him. Then, shuffle the encounter deck. (This effect cannot be canceled.)

Shadow: Attacking enemy gets +1 for each Goblin enemy engaged with you.


Two-Player Limited Edition Starter (x2)

Doomed 1.

When Revealed: Each player must choose: Either raise your threat by 1 for each questing character you control, or discard a questing character you control.

Shadow: If this attack is undefended, discard an ally you control.


Two-Player Limited Edition Starter (x1)
(40) X X X 8
Goblin.   Orc.  

X is the stage number of the quest.

Cannot take damage. Cannot have attachments.

Forced: After Goblin Chieftain attacks, either remove X progress from the quest, or return it to the staging area.


Two-Player Limited Edition Starter (x1)
2 (2)
Underground.  

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.


Two-Player Limited Edition Starter (x1)
Light.  

Attach to a hero. Restricted.

Action: Exhause Cave Torch to place up to 3 progress tokens on a Dark location.

Forced: After Cave Torch exhausts, discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.


Two-Player Limited Edition Starter (x2/x0)
(36) 3 6 4 6
Troll.  

Cannot have attachments.

For each point of excess combat damage dealt by Great Cave-troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) remove 1 progress from the current quest.


Two-Player Limited Edition Starter (x2)
(33) 2 3 2 3
Creature.   Warg.  

Response: When Cavern Warg attacks you, exhaust Cave Torch to cancel the attack and return Cavern Warg to the staging area.

Shadow: If this attack destroys a character, return attacking enemy to the staging area after this attack.


Two-Player Limited Edition Starter (x2)
2 (7)
Underground.   Dark.  

While Goblin Tunnels is in the staging area, it gains:"Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card."

Shadow: Attacking enemy gets +1 (+3 instead if attacking enemy is a Goblin.)


Two-Player Limited Edition Starter (x2)
4 (4)
Underground.   Dark.  

Travel: Players must exhaust a Cave Torch to travel here.

Shadow: Cancel all combat damage dealt to attacking enemy.


Two-Player Limited Edition Starter (x2/x0)
1 (3)
Underground.   Dark.  

While Branching Paths is in the staging area, each Dark location gets +1

Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.


Two-Player Limited Edition Starter (x2)
2 (6)
Underground.   Dark.  

While Collapsed Mine is in the staging area, no more than 4 progress can be placed on the quest each round.

Shadow: Raise your threat by 1 for each point of damage dealt by this attack.


Two-Player Limited Edition Starter (x2)
3 (5)
Underground.  

Travel: Reveal the top card of the encounter deck to travel here.

Response: After Goblin Dungeon leaves play as an explored location, the first player searches the top 5 cards of his deck for an ally and puts it into play under his control. Shuffle the rest of the searched cards back into his deck.


Two-Player Limited Edition Starter (x2)

When Revealed: Each player must exhaust a character and discard the top card of his deck, if able. If the printed cost of the discarded card is equal to or higher than the remaining hit points of the exhausted character, discard the exhausted character.


Two-Player Limited Edition Starter (x2)

When Revealed: The player who controls Cave Torch must choose: Either exhaust Cave Torch, or progress cannot be placed on the quest until the end of the phase. (Progress can still be placed on the active location.)

Shadow: Deal 1 damage to the defending character.


Two-Player Limited Edition Starter (x1/x0)

When Revealed: The first player attaches Watchful Eyes to one of his heroes. (Counts as a Condition attachment with the text: "Limit 1 per hero.Forced: If attached hero is exhausted at the end of the combat phase, reveal 1 card from the encounter deck and add it to the staging area.")


Revised Core Set (x2)
(20) 2 3 1 3
Creature.   Spider.  

When Revealed: Each player must choose and exhaust 1 character he controls.

Shadow: Defending player must choose and exhaust 1 character he controls. (2 characters instead if this attack is undefended.)


Revised Core Set (x1/x0)
(40) 1 2 0 3
Creature.   Insect.  

Forced: After Hummerhorns engages you, deal 5 damage to a single hero you control.

Shadow: Deal 1 damage to each character the defending player controls. (2 damage instead if this attack is undefended.)



Revised Core Set (x1)
(32) 3 5 2 9
Creature.   Spider.  

When Revealed: Each character currently committed to a quest gets -1 until the end of the phase.

Shadow: Raise defending player's threat by 4. (Raise defending player's threat by 8 instead if this attack is undefended.)


Revised Core Set (x2)
2 (2)
Forest.  

Travel: Each player must exhaust 1 hero he controls to travel here.

As he drew nearer, he saw that it was made with spider–webs one behind and over and tangled with another.
–The Hobbit


Revised Core Set (x3)
2 (3)
Forest.   Mountain.  

Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.

Response: After Mountains of Mirkwood leaves play as an explored location, each player may search the top 5 cards of his deck for 1 card and add it to his hand. Shuffle the rest of the searched cards back into their owners' decks.


Revised Core Set (x1/x0)

When Revealed: Each player discards all event cards in his hand.

...he would see gleams in the darkness around them, and sometimes pairs of yellow or red or green eyes would stare at him from a little distance, and then slowly fade and disappear and slowly shine out again in another place.
–The Hobbit


Revised Core Set (x2/x0)

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.')


Revised Core Set (x1)
(10) 1 2 0 2
Goblin.   Orc.  

Surge.

Shadow: Wolf Rider attacks the defending player. That player may declare 1 character as a defender. Deal Wolf Rider its own Shadow card. After combat, return Wolf Rider to the top of the encounter deck.


Revised Core Set (x2/x1)
(30) 1 6 3 9
Troll.  

Excess combat damage dealt by Hill Troll must be assigned as an increase to your threat.

"Mutton yesterday, mutton today, and blimey, if it don't look like mutton again tomorrow."
–Troll, The Hobbit



Revised Core Set (x2)
(48) 2 2 0 2
Goblin.   Orc.  

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.


Revised Core Set (x1/x0)
(40) 3 4 1 7
Creature.  

Forced: Each time Marsh Adder attacks you, raise your threat by 1.

Under the boughs of Mirkwood there was deadly strife of Elves and Men and fell beasts.
–The Fellowship of the Ring



Revised Core Set (x2)
(20) 2 3 1 3
Creature.  

Forced: If Wargs is dealt a shadow card with no effect, return Wargs to the staging area after it attacks.

Shadow: attacking enemy gets +1 (+2 instead if this attack is undefended.)


Revised Core Set (x2/x0)

When Revealed: Remove 4 progress tokens from the current quest card. (If there are fewer than 4 progress tokens on the quest, remove all progress tokens from that quest.)

Shadow: Defending character does not count its


Revised Core Set (x2)
5 (1)
Wasteland.  

Forced: After the players travel to The Brown Lands, place 1 progress token on it.

They had come to the Brown Lands that lay, vast and desolate, between Southern Mirkwood and the hills of the Emyn Muil. What pestilence or war or evil deed of the Enemy had so blasted all that region even Aragorn could not tell.
–The Fellowship of the Ring


Revised Core Set (x2)
1 (6)
Wasteland.  

When faced with the option to travel, the players must travel to The East Bight if there is no active location.

"...to the east the lands are waste, and full of Sauron's creatures..."
–Haldir, The Fellowship of the Ring


Revised Core Set (x3)
(10) 2 2 0 3
Dol Guldur.   Orc.  

When Revealed: The first player chooses 1 character currently committed to a quest. Deal 2 damage to that character.

Shadow: Attacking enemy gets +1 (+3 instead if this attack is undefended.)


Revised Core Set (x1/x0)
(35) 2 3 3 6
Dol Guldur.   Orc.  

Chieftain Ufthak get +2 for each resource token on him.

Forced: After Chieftain Ufthak attacks, place 1 resource token on him.


Revised Core Set (x2/x1)
(35) 2 3 1 5
Dol Guldur.   Orc.  

Forced: When Dol Guldur Beastmaster attacks, deal it 1 additional shadow card.


Revised Core Set (x1)

When Revealed: Each enemy and each location currently in the staging area gets +1 until the end of the phase. If there are no cards in the staging area, Driven by Shadow gains Surge.

Shadow: Choose and discard 1 attachment from the defending character. (If this attack is undefended, discard all attachments you control.)


Revised Core Set (x3/x1)

When Revealed: Deal 1 damage to each exhausted character.

There was an eye in the Dark Tower that did not sleep. He knew that it had become aware of his gaze. A fierce eager will was there. – The Fellowship of the Ring


Revised Core Set (x2/x1)
3 (2)
Stronghold.   Dol Guldur.  

Travel: The first player must discard 2 cards from his hand at random to travel here.

"It is clad in a forest of dark fir, where the trees strive one against another and their branches rot and wither. In the midst upon a stony height stands Dol Guldur, where long the hidden Enemy had his dwelling."
–Haldir, The Fellowship of the Ring


Revised Core Set (x2)
2 (2)
Forest.  

While Enchanted Stream is the active location, players cannot draw cards.

"There is one stream, I know, black and strong which crosses the path. That you should neither drink of, nor bathe in; for I have heard that it carries enchantment and a great drowsiness and forgetfulness."
–Beorn, The Hobbit


Revised Core Set (x4)
(25) 2 2 1 4
Creature.   Spider.  

Forced: After Forest Spider engages a player, it gets +1 until the end of the round.

Shadow: Defending player must choose and discard 1 attachment he controls.


Revised Core Set (x1)
(5) 3 3 1 2
Goblin.   Orc.  

Shadow: attacking enemy gets +1 (If this attack is undefended, also raise your threat by 3.)


Revised Core Set (x1)
(15) 1 1 0 2
Creature.  

When Revealed: Each player must choose 1 character currently committed to a quest, and remove that character from the quest. (The chosen character does not ready.)

They could not stand that, nor the huge bats, black as a top–hat, either...
–The Hobbit


Revised Core Set (x2)
1 (3)
Forest.  

Response: After you travel to Old Forest Road the first player may choose and ready 1 character he controls.

...Beorn had warned them that that way was now often used by the goblins, while the forest–road itself, he had heard, was overgrown and disused on the eastern end and led to impassable marshes where the path had long been lost.
–The Hobbit


Revised Core Set (x2)
2 (4)
Forest.  

Response: After you travel to Forest Gate the first player may draw 2 cards.

The path itself was narrow and wound in and out among the trunks. Soon the light in the gate was like a little bright hole far behind, and the quiet was so deep that their feet seemed to thump along while the trees leaned over them and listened.
–The Hobbit


Revised Core Set (x2/x0)
(38) 1 2 3 5
Dol Guldur.   Orc.  

Forced: If Dungeon Jailor is in the staging area after the players have just quested unsuccessfully, shuffle 1 unclaimed objective card from the staging area back into the encounter deck.



Revised Core Set (x1)
(40) 5 4 3 9
Nazgûl.  

No attachments can be played on Nazgรปl of Dol Guldur.

Forced: When the prisoner is 'rescued', move Nazgรปl of Dol Guldur into the staging area.

Forced: After a shadow effect dealt to Nazgรปl of Dol Guldur resolves, the engaged player must choose and discard 1 character he controls.


Revised Core Set (x2)
(8) 2 2 1 2
Undead.  

Doomed 1.

Shadow: Choose and discard 1 attachment you control. Discarded objective cards are returned to the staging area. (If this attack is undefended, discard all attachments you control.)


Revised Core Set (x2)

When Revealed: Until the end of the phase, raise the total in the staging area by X, where X is the number of players in the game.

Shadow: Defending player raises his threat by the number of enemies with which he is engaged.


Revised Core Set (x1)

When Revealed: Attach Iron Shackles to the top of the first player's deck. Counts as a Condition attachment with the text:

The next time a player would draw 1 or more cards from attached deck, discard Iron Shackles instead.

Shadow: Resolve the 'When Revealed' effect of Iron Shackles.


Revised Core Set (x2)
1 (3)
Dungeon.  

Doomed 1. Surge.

"I alone of you have ever been in the dungeons of the Dark Lord, and only in his older and lesser dwelling in Dol Guldur."
–Gandalf, The Fellowship of the Ring


Revised Core Set (x2)
2 (1)
Dungeon.  

Forced: After travelling to Tower Gate each player places the top card of his deck, face down in front of him, as if it just engaged him from the staging area. These cards are called 'Orc Guard', and act as enemies with: 1 hit point, 1 and 1

"I myself dared to pass the doors of the Necromancer in Dol Guldur, and secretly explored his ways."
–Gandalf, The Fellowship of the Ring


Revised Core Set (x1)
Item.  

Guarded. Restricted.

Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Gandalf's Map to a hero you control. (Counts as an attachment. If detached, return Gandalf's Map to the staging area.)

Attached hero cannot attack or defend.


Revised Core Set (x1)
Item.  

Guarded. Restricted.

Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Dungeon Torch to a hero you control. (Counts as an attachment. If detached, return Dungeon Torch to the staging area.)

Forced: At the end of each round, raise attached hero's controller's threat by 2.


Revised Core Set (x1)
Item.  

Guarded. Restricted.

Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Shadow Key to a hero you control. (Counts as an attachment. If detached, return Shadow Key to the staging area.)

Forced: At the end of each round, attached hero suffers 1 damage.


Revised Core Set (x3)
(15) 2 2 1 3
Goblin.   Orc.  

Forced: After Misty Mountain Goblins attacks, remove 1 progress token from the current quest.

Shadow: Remove 1 progress token from the current quest. (3 progress tokens instead if this attack is undefended.)


Revised Core Set (x1/x0)

When Revealed: Reveal X additional cards from the encounter deck. X is the number of players in the game.

Shadow: Deal X shadow cards to this attacker. X is the number of players in the game.


Revised Core Set (x2)
1 (3)
Riverland.  

Forced: If Banks of the Anduin leaves play, return it to the top of the encounter deck instead of placing it in the discard pile.

Here and there through openings Frodo could catch sudden glimpses of rolling mounds, and far beyond them hills in the sunset, and away on the edge of sight a dark line, where marches the southernmost ranks of the Misty Mountains.
–The Fellowship of the Ring


Revised Core Set (x3/x1)
3 (3)
Marshland.  

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


Revised Core Set (x3/x1)
(30) 1 1 0 1
Creature.  

Surge.

Forced: After Eastern Crows is defeated, shuffle it back into the encounter deck.

Shadow: attacking enemy gets +1 (+2 instead if defending player's threat is 35 or higher.)


Revised Core Set (x3/x2)

When Revealed: Deal 1 damage to each character controlled by each player with a threat of 35 or higher.

"They say in my land he can govern the storms in the Mountains of Shadow..."
–Boromir, The Fellowship of the Ring


Revised Core Set (x2)

When Revealed: Each player raises his threat by 1 for each character he controls that is not currently committed to a quest.

Shadow: Defending player chooses and returns 1 exhausted ally he controls to its owner's hand. If he controls no exhausted allies, raise his threat by 3.


Revised Core Set (x2)

When Revealed: Each location in the staging area gets +1 until the end of the phase. Then, each player with a threat of 35 or higher chooses and discards 1 card from his hand.

"But it will be hard to find the path unless the fog lifts a little later on."
–Aragorn, The Fellowship of the Ring


The Hunt for Gollum (x4)
Clue.  

Guarded.

Response: After the players quest successfully, the players may claim Signs of Gollum if it has no attached encounters. When claimed, attach Signs of Gollum to any hero committed to the quest. Counts as a Condition attachment with:

Forced: After attached hero is damaged or leaves play, return this card to the top of the encounter deck.


The Hunt for Gollum (x2/x0)
X (2)
Riverland.  

X is the number of ally cards in play.

Shadow: Discard from play all allies with a printed cost lower than the number of Riverland locations in play.


The Hunt for Gollum (x3)
2 (2)
Forest.  

While The Eaves of Mirkwood is the active location, encounter card effects cannot be canceled.

By the afternoon they had reached the eaves of Mirkwood, and were resting almost beneath the great overhanging boughs of its outer trees. –The Hobbit


The Hunt for Gollum (x2)
2 (4)
Riverland.  

While River Ninglor is the active location, remove 1 progress token from it and from the current quest at the end of each round.

Shadow: Remove 1 progress token from the current quest. (2 progress tokens instead if this attack is undefended.)


The Hunt for Gollum (x2)
3 (3)
Riverland.  

While The East Bank is the active location, ally cards cost 1 additional matching resource to play from hand.

Shadow: If you do not control at least 1 hero with a Clue card attached, return this enemy to the staging area after its attack resolves.


The Hunt for Gollum (x2)
3 (3)
Riverland.  

While The West Bank is the active location, attachment and event cards cost 1 additional matching resource to play from hand.

Shadow: If you do not control at least 1 hero with a Clue card attached, double this enemy's base for this attack.


The Hunt for Gollum (x2/x1)
(12) 1 1 0 3
Goblin.   Orc.  

When Revealed: Discard the top card of each player's deck. Until the end of the phase, increase Goblintown Scavenger's by the total printed cost of all cards discarded in this way.


The Hunt for Gollum (x5/x2)
(34) 2 2 2 6
Mordor.  

Hunters from Mordor get +2 and +2 for each Clue card in play.

Shadow: Deal 1 damage to each hero with a Clue card attached. (3 damage instead if this attack is undefended.)


The Hunt for Gollum (x2)

When Revealed: The first player chooses and shuffles a card with the printed Clue trait back into the encounter deck. If there are no Clue cards in play, False Lead gains Surge.


The Hunt for Gollum (x2)
Disaster.  

Doomed 1. Surge.

When Revealed: Remove all progress tokens from all Riverland locations.

Shadow: Resolve the 'when revealed' effect of this card.


The Hunt for Gollum (x3/x1)
Gossip.  

When Revealed: Discard 1 resource from each hero's resource pool, if able. Exhaust any hero that could not discard a resource from its pool.


Conflict at the Carrock (x1)
2 4 3 10
Ally.  

Grimbeorn the Old does not exhaust to defend against Troll enemies.

If Grimbeorn the Old has 8 or more resource tokens on him, he joins the first player as an ally.

Action: Spend 1 resource to place that resource on Grimbeorn the Old.


Conflict at the Carrock (x1)
(34) 2 4 2 10
Troll.  

While Louis is engaged with a player, all Troll enemies gain

"Forced: After this enemy attacks, the defending player must raise his threat by 3."

Response: After defeating Louis, you may choose and discard 1 "Sacked!" card from play.


Conflict at the Carrock (x1)
(34) 2 4 2 10
Troll.  

While Morris is engaged with a player, all Troll enemies get +1

Response: After defeating Morris, you may choose and discard 1 “Sacked!” card from play.


Conflict at the Carrock (x1)
(34) 2 4 2 10
Troll.  

While Stuart is engaged with a player, all Troll enemies get +1

Response: After defeating Stuart, you may choose and discard 1 “Sacked!” card from play.


Conflict at the Carrock (x1)
(34) 2 4 2 10
Troll.  

Forced: After Rupert attacks, shuffle all copies of the “Sacked!” card from the discard pile back into the encounter deck.

Response: After defeating Rupert, you may choose and discard 1 “Sacked!” card from play.


Conflict at the Carrock (x4/x2)
(20) 1 2 0 4
Creature.  

Forced: If Muck Adder damages a character, discard that character from play.

Shadow: Defending character gets -1 for the duration of this attack.


Conflict at the Carrock (x1)
2 (6)
Riverland.  

Immune to player card effects.

Players cannot travel to The Carrock except through quest card effects.

While The Carrock is the active location, Troll enemies get +1 and +1


Conflict at the Carrock (x4/x2)
2 (3)
Riverland.  

While it is in the staging area, River Langflood gets +1 for each Troll enemy in play.


Conflict at the Carrock (x3)
1 (2)
Wilderlands.  

Response: After you travel to Bee Pastures, search the encounter deck and discard pile for Grimbeorn the Old and add him to the staging area. Then, shuffle the encounter deck.


Conflict at the Carrock (x3)
2 (1)
Forest.  

While Oak-wood Grove is the active location, resource tokens from any sphere may be spent as resource tokens.


Conflict at the Carrock (x3/x1)

When Revealed: Each player raises his threat by the total of all cards in the staging area. Any player may choose to discard from play 1 Creature card he controls to cancel this effect.

Then, one of the ponies took fright at nothing and bolted. –The Hobbit


Conflict at the Carrock (x5/x4)

When Revealed: Attach to a hero with no “Sacked!” cards attached controlled by the first player. (Cannot be canceled.) Counts as a condition attachment with the text:

Attached hero cannot attack, defend, commit to a quest, trigger its effect, or collect resources.

Shadow: If attacking enemy is a Troll resolve this card's 'when revealed' effect.


Conflict at the Carrock (x2/x0)

When Revealed: Destroy all heroes with the card “Sacked!” attached. Then, shuffle Roasted Slowly back into the encounter deck.

Shadow: If attacking enemy is a Troll remove 2 damage tokens from it.


A Journey To Rhosgobel (x4)
Item.  

Guarded.

Action: Exhaust a hero to claim this objective if it has no encounters attached. Then, attach Athelas to that hero.


A Journey To Rhosgobel (x1)
1 1 1 20
Creature.   Eagle.  

No attachments. The first player gains control of Wilyador.

Forced: At the end of each round, Wilyador suffers 2 damage.

Wilyador cannot be healed of more than 5 wounds by a single effect. If Wilyador leaves play, the players have lost the game.


A Journey To Rhosgobel (x1)
X (4)
Forest.  

X is the number of players in the game.

While Rhosgobel is in the staging area, Wilyador cannot be healed.

Travel: Players must complete stage one of this quest before they can travel to Rhosgobel.


A Journey To Rhosgobel (x4)
2 (3)
Forest.  

Response: After the players explore Forest Grove, search the encounter deck and discard pile for 1 Athelas objective, and add it to the staging area. Then, shuffle the encounter deck.


A Journey To Rhosgobel (x4/x1)

When Revealed: Deal 2 damage to each exhausted character.

Shadow: Deal 1 damage to each exhausted character.


A Journey To Rhosgobel (x4/x1)

When Revealed: Deal 1 damage to each character without any attachments.

Shadow: If a character (including Wilyador) has more damage than each other character, deal 3 additional damage to that character.


A Journey To Rhosgobel (x2/x1)

When Revealed: Deal 2 damage to each wounded character.

Shadow: Deal 1 damage to each wounded character. (2 damage instead if this attack is undefended.)


A Journey To Rhosgobel (x4)
(32) 1 2 1 3
Creature.  

Only Eagle characters or characters with ranged can attack or defend against Mirkwood Flock.

Shadow: If this attack is undefended, the damage must be placed on Wilyador.


A Journey To Rhosgobel (x5)
(26) 1 1 0 2
Creature.  

Only Eagle characters or characters with ranged can attack or defend against Black Forest Bats.

Shadow: If this attack is undefended, the damage must be placed on Wilyador


The Hills of Emyn Muil (x1)
X (5)
Emyn Muil.  

X is double the number of players in the game.

While Amon Hen is the active location, players cannot play events.


The Hills of Emyn Muil (x1)
X (5)
Emyn Muil.  

X is double the number of players in the game.

While Amon Lhaw is the active location, treat all attachments as if their printed text boxes were blank.


The Hills of Emyn Muil (x2/x0)
4 (2)
Emyn Muil.  

While The East Wall of Rohan is the active location, non-Rohan characters cost 2 additional matching resources to play.


The Hills of Emyn Muil (x2)
3 (3)
Emyn Muil.  

Forced: After traveling to The North Stair, move the top card of the encounter discard pile to the staging area. Resolve any "when revealed" effects on that card.


The Hills of Emyn Muil (x2)
2 (4)
Emyn Muil.  

While Rauros Falls is the active location, all characters must commit to the current quest during the quest phase.

Shadow: After this attack resolves, return attacking enemy to the staging area.


The Hills of Emyn Muil (x3)
2 (2)
Emyn Muil.  

Travel: The first player must discard 1 event card from his hand to travel to this location.

Shadow: After this attack resolves, return attacking enemy to the staging area.


The Hills of Emyn Muil (x3)
2 (2)
Emyn Muil.  

While The Outer Ridge is the active location, each location in the staging area gets +1 .

Shadow: After this attack resolves, return attacking enemy to the staging area.


The Hills of Emyn Muil (x4)
1 (1)
Emyn Muil.  

Travel: In order to travel to The Highlands, the players must reveal the top card of the encounter deck, and add it to the staging area.


The Hills of Emyn Muil (x4/x2)
Hazard.  

When Revealed: If there is an active location, remove all progress tokens from that location and return it to the staging area. If no location is moved by this effect, this card gains Surge.


The Hills of Emyn Muil (x3/x1)
Hazard.  

When Revealed: Deal 2 damage to each character committed to this quest.

Shadow: Remove defending character from combat. This attack is considered undefended.


The Hills of Emyn Muil (x3)
Hazard.  

When Revealed: Remove 1 progress token from each location in play. Then, discard the top card of each player's deck for each progress token removed by this effect.


The Hills of Emyn Muil (x3/x2)
(35) 3 1 2 6
Mordor.   Orc.  

Doomed 2.

Orc Horse Thieves get +1 for each location in the staging area.


The Dead Marshes (x1)
Gollum.  

If Gollum ever has 8 or more resource tokens on him, shuffle him back into the encounter deck.

Forced: At the end of the quest phase, the party must make an escape test, dealing 1 card per player from the encounter deck. If this test is failed, place 2 resource tokens on Gollum.


The Dead Marshes (x3/x1)
Escape.  

When Revealed: Place 2 resource tokens on Gollum. Any player may exhaust a hero to reduce this effect to 1 resource token.

Escape: 4

Presently it grew altogether dark; the air itself seemed black and heavy to breathe. When lights appeared Sam rubbed his eyes: he thought his head was going queer. He first saw one with the corner of his left eye, a wisp of pale sheen that faded away...
–The Two Towers


The Dead Marshes (x3)
Escape.  

When Revealed: The first player makes an escape test, dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and raise each player's threat by 2.

Escape: 2


The Dead Marshes (x3)
Escape.  
When Revealed: The first player makes an escape test counting instead of , dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and raise each player's threat by 1.

Escape: 3


The Dead Marshes (x4/x2)
Escape.  

When Revealed: Each player must make an escape test, dealing 2 cards from the encounter deck for each test. Each player that fails this test places 1 resource token on Gollum, and raises his threat by 1.

Escape: 5


The Dead Marshes (x4/x2)
(36) 1 3 2 6
Creature.  

Forced: Remove 2 damage from Giant Marsh Worm at the end of each round.

Escape: 2

"No birds here. There are snakeses, wormses, things in the pools. Lot of things, lots of nasty things."
–Gollum, The Two Towers


The Dead Marshes (x4/x2)
1 (12)
Dead Marshes.  

When Revealed: Place 1 resource token on Gollum for each location in the staging area.

Escape: 2



The Dead Marshes (x4/x2)
3 (4)
Dead Marshes.  

While The Heart of the Marshes is the active location, all cards dealt from the encounter deck for escape tests get +1 Escape. (Cards receive this bonus even if they do not have a printed escape value.)

Escape: 1


The Dead Marshes (x4)
2 (2)
Dead Marshes.  

Forced: After the players travel to this location, place 1 resource token on Gollum for each location in the staging area.

Escape: 2


Return to Mirkwood (x1)
- - - 5
Creature.  

Damage from undefended attacks against you must be dealt to Gollum. If Gollum is destroyed, or if the player guarding Gollum is eliminated, the players have lost the game.

Forced: At the end of each round, raise the threat of the player guarding Gollum by 3. Then, that player may choose a new player to guard Gollum.


Return to Mirkwood (x4/x2)
3 (2)
Forest.  

While The Spiders' Ring is the active location, the player guarding Gollum cannot change.

Shadow: If this attack is undefended, return any current active location to the staging area. The Spiders' Ring becomes the active location.


Return to Mirkwood (x3)
2 (2)
Forest.  

While Dry Watercourse is the active location, all treachery card effects that target the player guarding Gollum also target each other player.


Return to Mirkwood (x3)
2 (2)
Forest.  

Travel: The player guarding Gollum must exhaust a hero he controls to travel to Woodman's Glade.

Response: After exploring Woodman's Glade, reduce the threat of each player not guarding Gollum by 2.


Return to Mirkwood (x3)
1 (3)
Forest.  

Response: After the players travel to Wood Elf Path, the player guarding Gollum may choose a new player to guard him.


Return to Mirkwood (x2/x1)
Tantrum.  

When Revealed: Raise the threat of the player guarding Gollum by 8. That player must choose a new player to guard Gollum, if able.

Shadow: Raise the threat of the player guarding Gollum by 4.


Return to Mirkwood (x2/x1)
Tantrum.  

When Revealed: Deal 4 damage to a hero controlled by the player guarding Gollum. That player must choose a new player to guard Gollum, if able.

Shadow: Deal 2 damage to a hero controlled by the player guarding Gollum.


Return to Mirkwood (x3/x2)
Tantrum.  

When Revealed: Discard the top 10 cards from the deck of the player guarding Gollum. That player must choose a new player to guard Gollum, if able.

Shadow: Discard the top 5 cards from the deck of the player guarding Gollum.


Return to Mirkwood (x4/x2)
(22) 1 1 1 1
Creature.  

Surge.

Forced: After Mirkwood Bats engages a player, deal 1 damage to each character controlled by the player guarding Gollum.


Return to Mirkwood (x3/x0)
(44) 2 8 4 6
Creature.   Spider.  

Forced: At the beginning of the encounter phase, Attercop, Attercop automatically engages the player guarding Gollum, regardless of his threat.

"Attercop! Attercop! Won't you stop..."
–Bilbo Baggins, The Hobbit


Khazad-dûm (x2/x1)
(30) 3 4 3 4
Goblin.   Orc.  

Forced: Before Patrol Leader is dealt damage, discard the top card of the encounter deck. If the discarded card is an enemy, cancel that damage.

Shadow: Cancel all damage dealt to this enemy.


Khazad-dûm (x5/x2)

Doomed 2. Surge.

Shadow: Defending player raises his threat by 2.


Khazad-dûm (x1)
7 (7)
Gate.  

Immune to card effects.

Players cannot optionally engage enemies and no engagement checks are made.

Forced: After East-gate leaves play as an explored location, add First Hall to the staging area.


Khazad-dûm (x1)
2 (2)
Underground.  

Travel: Each player must raise his threat by 3 to travel here.

Forced: After First Hall leaves play as an explored location, add Bridge of Khazad-dรปm to the staging area.


Khazad-dûm (x1)
3 (3)
Underground.   Bridge.  

While Bridge of Khazad-dรปm is the active location, players cannot play cards.


Khazad-dûm (x2)
2 (4)
Underground.  

Travel: The first player must exhaust 1 character he controls to travel here.

Shadow: Defending player must choose and exhaust 1 character he controls.


Khazad-dûm (x2/x1)
(33) 4 6 4 7
Troll.  

For each excess point of combat damage dealt by Cave-troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must damage another character you control.


Khazad-dûm (x1/x0)
(45) 2 1 1 3
Orc.   Summoner.  

Surge.

When Revealed: Reveal 1 card from the encounter deck and add it to the staging area.


Khazad-dûm (x2)

When Revealed: Each player must raise his threat by 1 for each enemy in the staging area. Then, the last player discards an attachment he controls.


Khazad-dûm (x3)
3 (4)
Underground.  

Doomed 2.


Khazad-dûm (x1)
Item.   Artifact.  

Restricted.

Action: Exhaust a hero to claim this objective. Then, attach Book of Mazarbul to that hero. (If detached, return Book of Mazarbul to the staging area.)

Attached hero cannot attack and does not exhaust to commit to a quest.


Khazad-dûm (x1)
(50) X X X 27
Flame.   Shadow.  

Immune to player card effects.

The Nameless Fear cannot engage or be engaged.

X is the number of victory points in the victory display.


Khazad-dûm (x3)

When Revealed: If the players are not on stage 1, shuffle the current quest card into the quest deck, then reveal a new quest card. Otherwise, New Devilry gains Surge.

Shadow: If this attack is undefended, raise your threat by The Nameless Fear's


Khazad-dûm (x3/x1)

When Revealed: The first player attaches Shadow of Fear to one of his heroes. Counts as a Condition attachment with the text:

Limit 1 per hero. Attached hero cannot exhaust or ready and its text box is treated as if it were blank.
Action: Pay 3 resources from attached hero's pool to discard this card.


Khazad-dûm (x4/x1)

When Revealed: The last player deals damage equal to The Nameless Fear's to a hero he controls. This effect cannot be canceled.

Shadow: Deal damage equal to The Nameless Fear's to the defending character.


Khazad-dûm (x1)
Tools.  

Guarded. Restricted.

Action: Exhaust a hero to claim this objective if it has no encounters attached. Then, attach Abandoned Tools to that hero. (If detached, return Abandoned Tools to the staging area.)


Khazad-dûm (x1/x0)
(27) 2 5 2 4
Goblin.   Orc.  

When Revealed: Chieftain of the Pit gets +3 until the end of the round.

Shadow: attacking enemy attacks again after this attack. Deal it another shadow card for the next attack.