Core Set
(x2)

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
(x2)

Core Set
(x2)

Core Set
(x2/x1)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x3/x1)

Two-Player Limited Edition Starter
(x2)

Two-Player Limited Edition Starter
(x2/x0)

Two-Player Limited Edition Starter
(x2)

Two-Player Limited Edition Starter
(x2)

Two-Player Limited Edition Starter
(x2)

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 Threat as its Defense during this attack."
Travel: Remove 4 damage from Cracked Pillar to travel here.
Two-Player Limited Edition Starter
(x2)

Two-Player Limited Edition Starter
(x2)

Two-Player Limited Edition Starter
(x2/x0)

1
(3)

Underground.
Dark.
While Branching Paths is in the staging area, each Dark location gets +1 Threat.
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)

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.
The Hunt for Gollum
(x2/x0)

The Hunt for Gollum
(x3)

The Hunt for Gollum
(x2)

The Hunt for Gollum
(x2)

The Hunt for Gollum
(x2)

Conflict at the Carrock
(x1)

Conflict at the Carrock
(x4/x2)

Conflict at the Carrock
(x3)

Conflict at the Carrock
(x3)

A Journey To Rhosgobel
(x1)

A Journey To Rhosgobel
(x4)

The Hills of Emyn Muil
(x1)

The Hills of Emyn Muil
(x1)

The Hills of Emyn Muil
(x2/x0)

The Hills of Emyn Muil
(x2)

The Hills of Emyn Muil
(x2)

The Hills of Emyn Muil
(x3)

The Hills of Emyn Muil
(x3)

The Hills of Emyn Muil
(x4)

The Dead Marshes
(x4/x2)

The Dead Marshes
(x4/x2)

The Dead Marshes
(x4)

Return to Mirkwood
(x4/x2)

Return to Mirkwood
(x3)

Return to Mirkwood
(x3)

Return to Mirkwood
(x3)

Khazad-dûm
(x1)

Khazad-dûm
(x1)

Khazad-dûm
(x1)

Khazad-dûm
(x2)

Khazad-dûm
(x3)

Khazad-dûm
(x2)

Khazad-dûm
(x3/x1)

1
(3)

Underground.
Dark.
While Branching Paths is in the staging area, each Dark location gets +1 Threat.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.
Khazad-dûm
(x2/x1)

Khazad-dûm
(x3/x1)

Khazad-dûm
(x3)

Khazad-dûm
(x1/x0)

Khazad-dûm
(x3)

Khazad-dûm
(x1)

Khazad-dûm
(x2/x1)

Khazad-dûm
(x2)

Khazad-dûm
(x2)

The Redhorn Gate
(x1)

The Redhorn Gate
(x1)

The Redhorn Gate
(x1)

The Redhorn Gate
(x1)

The Redhorn Gate
(x3/x1)

Road to Rivendell
(x2)

Road to Rivendell
(x1)

Road to Rivendell
(x3)

Road to Rivendell
(x2)

The Watcher in the Water
(x1)

2
(-)

Gate.
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.)
The Watcher in the Water
(x1)

The Watcher in the Water
(x2)

The Watcher in the Water
(x2)

The Watcher in the Water
(x3/x1)

The Long Dark
(x3)

The Long Dark
(x2)

The Long Dark
(x2)

The Long Dark
(x2)

Foundations of Stone
(x3)

Foundations of Stone
(x1)

Shadow and Flame
(x1)

0
(11)

Underground.
Dark.
While Dark Pit is the active location it gains: 'Refresh Action: Exhaust X characters (maximum 3) you control to discard the top X cards of your deck. If all discarded cards have a higher combined printed cost than the remaining hit points of Durin's Bane, discard Durin's Bane from play.'
Shadow and Flame
(x1)

Shadow and Flame
(x3)

Heirs of Númenor
(x1)

Heirs of Númenor
(x2/x0)

Heirs of Númenor
(x2)

Heirs of Númenor
(x2)

Heirs of Númenor
(x1)

Heirs of Númenor
(x1)

Heirs of Númenor
(x1)

Heirs of Númenor
(x3)

Heirs of Númenor
(x2)

Heirs of Númenor
(x3/x1)

Heirs of Númenor
(x3)

Heirs of Númenor
(x2/x0)

The Steward's Fear
(x3)

The Steward's Fear
(x1)

The Steward's Fear
(x2)

The Steward's Fear
(x1/x0)

The Steward's Fear
(x1)

The Drúadan Forest
(x1/x0)

The Drúadan Forest
(x3)

The Drúadan Forest
(x3/x1)

Encounter at Amon Dîn
(x4)

Encounter at Amon Dîn
(x4)

Encounter at Amon Dîn
(x3)

Assault on Osgiliath
(x1)

2
(5)

Osgiliath.
Action: If there is no active location, search the encounter deck and discard pile for an Osgiliath location, reveal it and add it to the staging area. Then, make West Gate the active location. Shuffle the encounter deck.
Forced: After the player who controls West Gate lets an attack go undefended, return West Gate to the staging area.
Assault on Osgiliath
(x1)

Assault on Osgiliath
(x1)

Assault on Osgiliath
(x1)

1
(6)

Osgiliath.
The players cannot travel here.
Planning Action: Spend 2 resources to play 1 progress token on The Old Bridge. (1 resource instead if there is another Osgiliath location in the staging area.)
Forced: After the player who controls The Old Bridge lets an attack go undefended, return The Old Bridge to the staging area.
Assault on Osgiliath
(x2/x1)

Assault on Osgiliath
(x2/x1)

Assault on Osgiliath
(x3)

Assault on Osgiliath
(x3)

The Blood of Gondor
(x1)

The Blood of Gondor
(x1)

The Blood of Gondor
(x1)

The Blood of Gondor
(x1)

The Blood of Gondor
(x1)

The Blood of Gondor
(x4)

The Morgul Vale
(x3)

The Morgul Vale
(x3)

The Morgul Vale
(x1)

The Voice of Isengard
(x1)

The Voice of Isengard
(x3)

The Voice of Isengard
(x2)

The Voice of Isengard
(x4/x2)

The Voice of Isengard
(x4)

The Voice of Isengard
(x3)

The Voice of Isengard
(x2)

The Voice of Isengard
(x1)

The Voice of Isengard
(x3)

The Voice of Isengard
(x3/x1)

The Voice of Isengard
(x3)

The Voice of Isengard
(x3)

The Dunland Trap
(x1)

The Dunland Trap
(x1)

The Dunland Trap
(x2/x1)

The Dunland Trap
(x4/x2)

2
(3)

Enedwaith.
Hills.
While Hills of Dunland is in the staging area, it gains: "Forced: After a player draws any number of cards, discard the top card of the encounter deck. If the discarded card is a Dunland enemy, put it into play engaged with that player. This ability does not stack with other copies of Hills of Dunland."
Travel: Each player draws a card to travel here.
The Dunland Trap
(x3)

The Dunland Trap
(x4)

The Three Trials
(x1)

The Three Trials
(x1)

The Three Trials
(x1)

The Three Trials
(x1)

The Three Trials
(x2)

The Three Trials
(x3/x2)

Trouble in Tharbad
(x1)

Trouble in Tharbad
(x1)

Trouble in Tharbad
(x2)

Trouble in Tharbad
(x2)

Trouble in Tharbad
(x2/x1)

Trouble in Tharbad
(x2/x1)

Trouble in Tharbad
(x2)

Trouble in Tharbad
(x2)

The Nîn-in-Eilph
(x3/x2)

The Nîn-in-Eilph
(x3)

The Nîn-in-Eilph
(x2)

The Nîn-in-Eilph
(x3)

1
(5)

Marsh.
While Sinking Bog is in the staging area, each character gets -1 Willpower, -1 Attack, and -1 Defense for each Item attached to it. This ability does not stack with other copies of Sinking Bog.
Shadow: Defending character gets -1 Defense for this attack for each attachment attached to it.
Celebrimbor's Secret
(x1)

Celebrimbor's Secret
(x3)

Celebrimbor's Secret
(x2)

Celebrimbor's Secret
(x4)

Celebrimbor's Secret
(x4/x2)

The Antlered Crown
(x1)

The Antlered Crown
(x4/x2)

The Antlered Crown
(x3)

The Antlered Crown
(x3)

The Antlered Crown
(x2)

The Lost Realm
(x3/x2)

The Lost Realm
(x2)

The Lost Realm
(x3/x2)

The Lost Realm
(x1)

The Lost Realm
(x3)

The Lost Realm
(x3/x2)

The Lost Realm
(x2)

The Lost Realm
(x3)

2
(2)

Arnor.
Hills.
While Concealed Orc-camp is the active location is gains: "Response: When Concealed Orc-camp is explored, place 1 resource token on the Mission objective."
Travel: The first player searches the encounter deck and discard pile for an Orc enemy and put it into play engaged with him. Shuffle the encounter deck.
The Lost Realm
(x3/x2)

The Lost Realm
(x2)

The Lost Realm
(x3)

The Lost Realm
(x3/x2)

The Lost Realm
(x2/x1)

The Lost Realm
(x3)

The Lost Realm
(x2/x1)

The Lost Realm
(x3/x2)

The Lost Realm
(x2)

The Wastes of Eriador
(x2/x1)

The Wastes of Eriador
(x2/x1)

The Wastes of Eriador
(x3)

Escape from Mount Gram
(x1)

Escape from Mount Gram
(x4)

Escape from Mount Gram
(x2)

Escape from Mount Gram
(x2)

Across the Ettenmoors
(x2)

1
(6)

Ettenmoors.
While Troll-fells is the active location, Weather cards gain doomed 1.
When Revealed: If Troll fells is not revealed guarding a safe location, search the encounter deck and discard pile for a location with the safe keyword and attach it to Troll-fells, guarded. Shuffle the encounter deck.
Across the Ettenmoors
(x2/x0)
