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Results: 151 - 200 of 216 Cards
The Fate of Númenor Nightmare (x2)
41 4 6 4 10 9 
Undead.

Forced: After attackers are declared during an attack against Guardian of the Golden King, look at the bottom card of the first player's deck. Choose and remove characters from the attack until only X or fewer characters are attacking, where X is the looked-at-card's printed cost (those characters do not ready).

Raid on the Grey Havens Nightmare (x1)
Stage
A

You are playing Nightmare mode.

Captain Sahír and Na'asiyah each gain: “Cannot have attachments.”

Setup: Instead of adding Dream-chaser to the staging area during setup, each player must search the encounter deck for a different unique location and add it to the staging area, one of which must be the Dream-chaser.

Stage
B

Begin with the standard quest deck and encounter deck for the Raid on the Grey Havens scenario.

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

  • 1x Sahír's Advance (quest stage 2)
  • 3x Corsair Arsonist
  • 2x Elven Wave-runner
  • 1x Umbar Raider

Then shuffle the encounter cards in this Nightmare Deck into the remainder of the standard Raid on the Grey Havens 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.

Raid on the Grey Havens Nightmare (x3)
16 3 2 3 3 1 
Corsair. Raider.

Durin the combat phase, Corsair Pillager makes 1 additional attack for each resource token on it.

Forced: After the players travel to an Aflame location, place 1 resource on Corsair Pillager for each damage on that location.

A Storm on Cobas Haven Nightmare (x2)
9 

When Revealed: Attach to a Ship objective. (Counts as a Condition attachment with the text: "During saling tests, for each Wheel symbol found, cancel it unless you deal 1 damage to the attached objective.Action: Exhaust 3 character you control to discard Broken Rudder.")

*Forced: After this Sailing test ends, attach Broken Rudder to a Ship objective committed to that test.

The City of Corsairs Nightmare (x2)
41 2 5 2 7 4 
Corsair. Ship.

Boarding 2.

Forced: After you shift your heading on-course, Patrol Ship gets -40 engagement cost this round.

*Forced: After Patrol Ship is discarded from the encounter deck during a Sailing test, cancel all Wheel symbols found unless you add it to the staging area.

The City of Corsairs Nightmare (x2)
5
4
5 
Ocean. Coastland.

While Walls of Umbar is in the staging area, it gains:"Forced: After a player commits an ally to a Sailing test, raise his or her threat by 1.

*Forced: After Walls of Umbar is discarded from the encounter deck during a Sailing test, raise each player's threat by 1 for each ally he or she committed to that test.

Dungeons Deep and Caverns Dim Nightmare (x3)
15 2 3 4 5
Goblin. Orc.

Bilbo's Magic Ring does not ready during the refresh phase.

Shadow: Attacking enemy gets +1 Attack (+3Attack instead if Bilbo's Magic Ring is exhausted.)

A Shadow of the Past Nightmare (x2)
25 3 3 4 6
Nazgûl.

Peril. Hide 2.

Cannot have non-Morgul attachments.

While Dark Horseman is engaged with you, characters you control get -1 Willpower during Hide tests.

“There's been a strange customer asking for Mr. Baggins of Bag End...”
–The Gaffer, The Fellowship of the Ring

Revised Core Set (x1)

You are playing Campaign Mode.

Setup: Put Mendor into play. Attached Appointed by Fate to a hero of the first player's choice.

Forced: When a hero would be randomly selected to be a “prisoner”, the “prisoner” from the Campaign Log is selected instead. Each card attached to that hero is turned facedown until that hero is “rescued.” Mendor is captured as well. Place Mendor facedown next to the prisoner (this does not cause him to leave play). Flip this card over.

Your guide, Mendor, has also been taken by the enemy!

Response: After the first objective is claimed, flip Mendor face-up and place 1 damage token on him.


Resolution: Determine one of the following:

1) If Mendor is still in play, add Mendor to the Campaign Pool.

If you do, put Mendor into play at the start of each scenario during your next campaign. Each player may include 1 copy of Mendor's Support in their deck during that campaign.

“It has been an honor to share such a perilous adventure with you, friends,” says Mendor. “If you ever need my aid again, I would be glad to journey with you once more.”

2) If Mendor is not in play, do not adjust the Campaign Pool for your next campaign.

Sadly, you bear Mendor's body back to Galadriel to prepare for his passing into the West.

The Dark of Mirkwood (x1)
Stage
2 A

As you search the caves of Nibin–D–m you are ambushed by Goblins!

When Revealed: Add Goblin Chieftain to the staging area. Each player searches the encounter deck and discard pile for a different enemy of his choice and adds it to the staging area. Shuffle the encounter deck.

2 B
0

The Goblins are led by a large chieftain who whips them into a frenzy. His soldiers attack you with reckless savagery and you struggle to gain the upper hand.

During the encounter phase, treat each enemy's engagement cost as if it were 0.

The stage gets +4 quest points for each enemy in play.

The Dark of Mirkwood (x1)
Stage
3 A

The Goblins retreat down a dark tunnel, and you chase them into a large hall of many pillars. A wide chasm runs the width of the hall and the Goblins race across on a large plank. Their chieftain casts the plan into the depths of the chasm and disappeats, leaving you stranded on the other side.

When Revealed: Set Goblin Chieftain aside, out of play. Add Cracked Pillar to the staging area.

3 B
-

As you search for a way across, you see that one tall pillar near the edge of the chasm has cracked where it meets the ceiling. If you topple the pillar, it could serve to bridge the gap.

Forced: Reveal an additional encounter card during the quest phase.

Progress cannot be placed on Cracked Pillar while it is in the staging area.

After Cracked Pillar leaves play as an explored location, advance to stage 4A.

Angmar Awakened Campaign Expansion (x1)

You are playing campaign mode.

Setup: Set aside any permanent boon attachments on heroes that are added to a player's captured deck. Add the Loot the Dungeons side querst to the staging area, capturing the bottom 5 cards of each player's captured deck underneath it. Flip this card over.

"There are many more of our company imprisoned here. Find them and make your way to the southern gate. I will try to find Iârion, and meet you there."
–Amarthiúl

Forced: Instead of raising their threat by 1 during the refresh phase, each player raises their threat by the number of completed quest cards plus the number of side quests in the victory display.

Forced: After a hero enters play, attach to that hero each set-aside permanent boon attachment assigned to that character in the Campaign Log.


Resolution: Each player must make note of which unique cards are still in their captured deck and not in play at the end of the game. Those cards cannot be included in that player's deck for the rest of the campaign.

"Thaurdir is aware of our escape. Our fortunes have turned. Now we are the ones being pursued."
–Amarthiúl

Dream-chaser Campaign Expansion (x1)

You are playing Campaign Mode.

Setup: The first player takes control of Calphon and attaches Spyglass and Black Key (boon) to him. Shuffle Graxar into the encounter deck. Each player may choose one copy of Galdor's Counsel and add it to their hand. For this game, X is plus 1 for each of those copies.

Forced: After stage 2B is revealed, remove Calphon and each attachment on him from the game, ignoring his "leaves pla" ability.

Resolution: If Gaxar is in the victory display, choose either Parrying Cutlass or Throwing Axe, add it to the Campaign Pool, and record which hero you attach it to.

Add the copies of Galdor's Counsel chosen during setup to the Campaign Pool.

Gain the following:

• 1 XP for each surviving player.

• 1 XP if 2 or fewer cards are underneath The Havens Burn (2 XP instead if no cards are underneath it).

• 1 XP for each Elven Wave-runner in the victory display.

• 1 XP if Na'asiyah is in the victory display.

• 1 XP if no enemies are in play.

• 1 XP if each surviving player's threat is 40 or less.

• -1 XP if Ominous Fate is in the victory display.

Calaerion's expertise proved invaluable in the pursuit of the swift Stormcaller. Anticipation builds as the horoes perpare to confront Captain Sahír on the deck of his flagship to avenage the death of Calphon.

Dream-chaser Campaign Expansion (x1)

You are playing Campaign Mode.

Setup: Attach Black Key (boon) to Captain Sahír. Shuffle Revenant into the encounter deck. Each player may choose one copy of Command and add it to their hand. For this game, X is plus 1 for each of those copies.

One player may choose one copy of Círdan's Blessing and add it to their hand. For each character in play, its controller may deal 1 damage to it to reduce their threat by 1.

Resolution: Add each copy of Command and Círdan's Blessing chosen during setup to the Campaign Pool.

Gain the following:

• 1 XP for each surviving player.

• 1 XP for each resource on this card (to a maximum of 3 XP).

• 1 XP if Na'asiyah has 5 or more resources.

• 1 XP if no enemies are in play.

• 1 XP if 5 or more Underwater locations are in the victory display.

• 2 XP if Shrine to Morgoth (Grotto side) is in the victory display.

• 1 XP if each surviving player's threat is 40 or less.

• -1 XP if Ominous Fate is in the victory display.

"I knew we shouldn't have trusted him!" one of the heroes exclaims. "That fleabag is rotten to the core!"

"Don't worry," another replies. "We're not through with him. Captain Sahír's fate is entwined with our destiny."

Dream-chaser Campaign Expansion (x1)

You are playing Campaign Mode.

Setup: Attach Black Key (burden) to Raider Flagship. Each player chooses a Modification boon for each of their ship-objectives and attaches it to that ship-objective. Shuffle Thunderstruck into the encounter deck. Shuffle Crowley into the Corsair deck.

Put Calaerion into play under the control of the player with the Dream-chaser. Put Gavin into play under any player's control. One player may choose a copy of Círdan's Blessing not in the Campaign Pool and add it to their hand.

Resolution: Add the Círdan's Blessing chosen during setup to the Campaign Pool. The players may spend 4 XP on Gavin to record in the Campaign Log that "Gavin returned."

Gain the following:

• 1 XP for each surviving player.

• 1 XP if you ended the game on-couse (☀️).

• 1 XP if 2 Dol Amroth Warships are in play.

• 1 XP if the players control 2 Corsair Skirmishers.

• 1 XP if the players control 4 Dol Amroth objectives.

• 1 XP for each Corsair Warship in the victory display.

• 1 XP if Crowley is in the victory display.

• 2 XP if Raider Flagship is in the victory display.

• 2 XP if Thunderstruck is in the victory display.

• -1 XP if Ominous Fate is in the victory display.

The Fellowship of the Ring (x1)
Stage
3 A

Suddenly Aragorn leapt to his feet, "How the wind howls!" he cried. "It is howling with wolf–voices. The Wargs have come west of the Mountains!" –The Fellowship of the Ring

When Revealed: Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. One of those enemies must be Great Warg Chief, if able. Shuffle the encounter deck.

3 B
12

During the travel phase, the players must travel to a location, if able.

Forced: After an enemy engages a player, place 1 damage on the active location, if able.

The Fellowship is being hunted by Wargs!

The Fellowship of the Ring (x1)
Stage
2 A

Then there came an echoing blast: a great horn was blown in the hall, and answering horns and harsh cries were heard further off. There was a hurrying sound of many feet. –The Fellowship of the Ring

When Revealed: Add Chamber of Mazarbul to the staging area.

2 B
9

If there are no enemies in the staging area at the beginning of the quest phase, the first player reveals an additional encounter card during the staging step.

The players cannot advance unless there are X resource tokens on this stage. X is the number of players times 3.

Forced: After an enemy is defeated, place 1 resource token on this stage.

The Fellowship of the Ring (x1)
Stage
4 A

"Now, Sam," said Frodo, "don't hinder me! The others will be coming back at any minute. If they catch me here, I shall have to argue and explain, and I shall never have the heart of the chance to get off. But I must go at once. It's the only way." –The Fellowship of the Ring

When Revealed: Add Parth Galen to the staging area. If it is your quest phase, end the phase (do not resolve the quest).

4 B
16

During the quest phase, reveal 1 additional encounter card for each player in the game.

Response: After an enemy is revealed at this stage, raise your threat by X to engage that enemy. X is that enemy'sThreat Each player (at any stage) may trigger this ability once per round.

When this stage is defeated, the players win the game.

The Two Towers (x1)
Stage
1 A

Saruman's army has been defeated at Helm's Deep, but the Wizard's fortress is beyond Rohan's power to capture. However, the Ents of Fangorn have also suffered great injury because of Saruman and his Orcs. They have the strength to break Isengard, but only if they can be roused to attack.

Setup: Set Gates of Isengard Orthanc, Saruman, and Saruman's Staff aside, out of play. Add each copy of Ent of Fangorn to the staging area. Shuffle the encounter deck.

1 B
-

Players cannot draw cards or gain resources. Do not commit to the quest or reveal encounter cards during the quest phase.

Forced: At the end of the round, place 1 resource here. Then, the players may advance to stage 2. If the players advance, the first player shuffle the encounter discard pile into the encounter deck and reveals 1 encounter card for each resource here. Then, remove each Ent objective in the staging area from the game.

The Two Towers (x1)

You are playing campaign mode.

Setup: Each player must choose: either add 1 resource to each of his heroes' pools, or shuffle 1 copy of Brace of Coneys into his deck. Remove each burden with the following burden set icons from the encounter deck and each player's deck: Helm's Deep, The Road to Isengard

So they passed into the northern marches of that land that Men once called Ithilien, a fair country of climbing woods and swift–falling streams. -The Two Towers

Resolution: Each player who chose to shuffle a copy of Brace of Coneys into his deck during setup has earned that boon. Add each earned copy to the campaign pool. Record the name and quantity of each enemy underneath The Black Gate in the notes section of the campaign log.

"Here is the last parting of our ways," said Faramir.
"If you take my counsel, you will not turn eastward yet. Go straight on, for thus you will have the cover of the woodland for many miles." –The Two Towers

Two-Player Limited Edition Starter (x1)
Stage
2 A

As you search the caves of Nibin–D–m you are ambushed by Goblins!

When Revealed: Add Goblin Chieftain to the staging area. Each player searches the encounter deck and discard pile for a different enemy of his choice and adds it to the staging area. Shuffle the encounter deck.

2 B
0

The Goblins are led by a large chieftain who whips them into a frenzy. His soldiers attack you with reckless savagery and you struggle to gain the upper hand.

During the encounter phase, treat each enemy's engagement cost as if it were 0.

The stage gets +4 quest points for each enemy in play.

Two-Player Limited Edition Starter (x1)
Stage
3 A

The Goblins retreat down a dark tunnel, and you chase them into a large hall of many pillars. A wide chasm runs the width of the hall and the Goblins race across on a large plank. Their chieftain casts the plan into the depths of the chasm and disappeats, leaving you stranded on the other side.

When Revealed: Set Goblin Chieftain aside, out of play. Add Cracked Pillar to the staging area.

3 B
-

As you search for a way across, you see that one tall pillar near the edge of the chasm has cracked where it meets the ceiling. If you topple the pillar, it could serve to bridge the gap.

Forced: Reveal an additional encounter card during the quest phase.

Progress cannot be placed on Cracked Pillar while it is in the staging area.

After Cracked Pillar leaves play as an explored location, advance to stage 4A.

The Hills of Emyn Muil (x1)
Stage
1 A

The hunt for Gollum has led you to the south, and you are now approaching Rauros falls and the nearby hills of Emyn Muil...

Setup: Search the encounter deck for Amon Hen and Amon Lhaw, and add them to the staging area. Then shuffle the encounter deck.

1 B
1

You are certain that Gollum has fled into the area, and you must explore until you find the fresh trail.

Forced: If there are no location cards in the staging area, the first treachery card revealed during the quest phase gains surge.

Players cannot defeat this stage until there are no Emyn Muil locations in play, and they have collected at least 20 victory points.

The Watcher in the Water (x1)
Stage
2 A

The others swung round and saw the waters of the lake seething, as if a host of snakes were swimming up from the southern end.
–The Fellowship of the Ring

The Doors of Durin are blocked by an ancient spell. You must figure out a way into the mines before the Seething bog and its Watcher consumes you all.

2 B
5

When Revealed: Add The Watcher to the staging area. Doors of Durin becomes the active location, moving any previous active location to the staging area. Shuffle all Tentacle cards in the encounter discard pile back into the encounter deck.

If the players have at least 3 victory points and defeat this stage, they have won the game.

Shadow and Flame (x1)
Stage
2 A

The fire-demon is Durin's Bane, doom of the Dwarves and the new Lord of Moria. It cannot be destroyed by mere strength of arms. You must find another way to deal with this Balrog as it relentlessly attacks, sword and whip weaving a deadly pattern of flame.

2 B
16

Forced: If at least 1 hero committed to the quest this round, place 4 progress tokens on The Rear Guard (bypassing the active location) at the end of the quest phase.

If Durin's Bane has 0 hit points, advance to the next stage of the scenario immediately.

Shadow and Flame (x1)
Stage
3 A

There is a crumbling pile of boulders on the edge of a teetering cliff, and it gives you a sudden idea. There are chasms and pits along the path you are traveling, and perhaps a well-timed rockslide could send the Balrog down into the depths below...

3 B
1

When Revealed: Durin's Bane makes an immediate attack on the first player. Add Dark Pit to the staging area.

Players cannot win the game while Durin's Bane is in play. If Durin's Bane leaves play by the effect on Dark Pit, the players have won the game.

Heirs of Númenor (x1)
Stage
2 A

As smoke and rending cries fill the air, rafts of Orcs beach their crafts all along the northern banks. You must reach the shore and drive them back into the river before a solid foothold can be established.

2 B
9

Reveal 1 additional card from the encounter deck and add it to the staging area during the staging step each round.

The Nîn-in-Eilph (x1)
Stage
3 A

When Revealed: Raise each player's threat by 1. Add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player) and heal all damage from it.

Lost as you are, your presence in the marsh has not gone unnoticed. An ancient and foul swamp creature stalks your company...

3 B
16

UNRECOGNIZED TYPE: keywprd

Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck.

Each player cannot ready more than 5 characters during the refresh phase.

After wandering aimlessly for so long, harried by foul creatues, your resolve begins to waver and your companions collapse from exhaustion. If you cannot find a way across, the swamp will erase all evidence of your passage...

Across the Ettenmoors (x1)
Stage
2 A

Your trek through the Ettenmoors only gets worse as your injured company is pursued by hungry trolls and bettered by cold and rain.

When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until a side quest is discarded. Reveal that side quest and add it to the staging area, if able.

2 B
20

This land is barren and untamed. Food is scarce, and you must take care to avoid the Trolls and other creatures that roam the moors. If you are lucky, you may find a safe place to hide and rest for a short time before your journey continues.

Reveal 1 additional encounter card during the quest phase unless there is an active location with the safe keyword.

The Treachery of Rhudaur (x1)
Stage
1 A

You have decided to explore the ruins of this ancient keep, but Thaurdir pursues you, and time is of the essence.

Setup: Make The Great Hall the active location. Set Thaurdir aside, out of play. Add the 3 Treachery of Rhudaur side quests to the staging area, quest side faceup. Search the encounter deck for 1 copy of Ancient Causeway, and add it to the staging area (2 copies instead if there are 3 or 4 players in the game). The first player gains control of Amarthiúl.

1 B
-

Time 5. Forced After the last time counter is removed from Secrets of Rhudaur, remove each Treachery of Rhudaur side quests from the game and immediately advance to stage_2.

During the quest phase, Secrets of Rhudaur cannot be chosen as the current quest.
If there are no Treachery of Rhudaur side quests in play, immediately advance to stage_2.

The Battle of Carn Dûm (x1)
Stage
2 A

A swirling dark cloud starts to gather above you, and a cold wind tenses your muscles. "I have a bad feeling about this..." you hear Amarthiúl mutter. It seems Daechanar's ritual has begun. Sensing you have little time to spare, your company rushes to the gates of Carn Dûm

When Revealed: Raise each player's threat by X, where X is the number of shadow cards in play. If Thaurdir is Captain side faceup, flip him.

2 B
15

Thaurdir cannot leave the staging area, is considered to be engaged with each player, and attacks each player in turn during the combat phase (deal and discard a new shadow card for each attack). At the end of the round, if Thaurdir is Captain side faceup, flip him.

While Midwinter’s Crux has 15 or more progress on it, Thaurdir loses indestructible. You cannot defeat this stage while Thaurdir is in play.

If Thaurdir is defeated, you win the game

The Thing in the Depths (x1)
Stage
3 A

With your fleet too far to assist, you must help the Corsairs defend the Stormcaller from destruction, or else you will surely join them in the bottom of the ocean.

When Revealed: Discard cards from the top of the encounter deck until X Tentacle enemies are discarded, where X is 1 more than the number of players in the game. Resolve the Grapple keyword on each of those enemies.

3 B
0

During the travel phase, the players may travel to a location in the staging area even if another location is currently active. If they do, return the currently active location to the staging area.

At the end of the round, if the total Threat of any one Ship location is 9 or higher, the Stormcaller is destroyed, and the players lose the game.

When Thing in the Depths is destroyed, the players win the game.

The Sands of Harad (x1)
Stage
3 A

You have wandered through the trackless desert and discovered the legendary nesting grounds of the wild Were–worms. The beasts rear up and circle to attack. You must drive them off or meet your end upon the desert sands.

When Revealed: Increase the temperature by 2. Each player searches the encounter deck, discard pile, and victory display for a Were-worm and adds it to the staging area, if able. Shuffle the encounter deck.

3 B
16

During the quest phase, add X Threat to the total Threat in the staging area, where X is the tens digit of the temperature.

Forced: At the end of the round, increase the temperature by 4.

While at least 1 Were-worm is in play, the players cannot defeat this stage. If the players defeat this stage, they win the game. If the temperature is 60 or higher, the players lose the game.

Race Across Harad (x1)
Stage
3 A

The hounds of Mordor have caught your scent and they close in on you from the south. Even riding on the tall Mumakil you are not safe from the barbed arrows of the Warg–riders. Your only hope is to reach the River Harnen before you are cut off.

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an Orc enemy is discarded. Add that enemy to the Orc's area.

3 B
20

Uruk Chieftain cannot take damage.

Reveal an additional encounter card during the quest phase if Uruk Chieftain is at stage 2D.

Forced: After characters are committed to quest, no more than 5 progress can be placed here this round (10 progress instead if each Tamed Mumak in play is committed to the quest).

The Fortress of Nurn (x1)
Stage
1 A

Your quest to defeat Thane Ulchor has brought you to his stronghold in Mordor.

Setup: Player decks cannot exceed 50 cards. Create the Power of Mordor deck (see insert) and set it next to the quest deck. Each player puts 1 copy of Ulchor's Guard into play engaged with him. Add Thane Ulchor and all 4 copies of the Storm the Castle side quest to the staging area. Place the top card of the Power of Mordor deck faceup under each side quest in play. Each player places 8 cards from top of his deck under the quest deck and each side quest in play.

1 B
3

You lead an army of rescued slaves in a surprise attack on Ulchor's fortress.

Thane Ulchor cannot leave the staging area.

While there are at least 3 progress tokens on this stage, it cannot be chosen as the current quest stage during the quest phase.

This stage cannot be defeated unless it is the end of the round and there are 3 Castle side quests in the victory display.

The Hobbit: Over Hill and Under Hill (x1)
Stage
1 A

After killing the Great Goblin, Bilbo's companions fought to win their escape from the goblins. By the time they realized that Bilbo had been lost in the darkness, it was too late to turn back and search for him.

Setup: Add Lake in the Cavern to the staging area. Create a riddle area with stage 2A and follow the setup instructions on that card.

1 B
14

Players cannot advance to stage 3A unless both 1B and 2B are complete.

Forced: Reveal 1 additional encounter card per player during the staging step.

The Road Darkens (x1)
Stage
3 A

Suddenly Aragorn leapt to his feet, "How the wind howls!" he cried. "It is howling with wolf–voices. The Wargs have come west of the Mountains!" –The Fellowship of the Ring

When Revealed: Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. One of those enemies must be Great Warg Chief, if able. Shuffle the encounter deck.

3 B
12

During the travel phase, the players must travel to a location, if able.

Forced: After an enemy engages a player, place 1 damage on the active location, if able.

The Fellowship is being hunted by Wargs!

The Road Darkens (x1)
Stage
2 A

Then there came an echoing blast: a great horn was blown in the hall, and answering horns and harsh cries were heard further off. There was a hurrying sound of many feet. –The Fellowship of the Ring

When Revealed: Add Chamber of Mazarbul to the staging area.

2 B
9

If there are no enemies in the staging area at the beginning of the quest phase, the first player reveals an additional encounter card during the staging step.

The players cannot advance unless there are X resource tokens on this stage. X is the number of players times 3.

Forced: After an enemy is defeated, place 1 resource token on this stage.

The Road Darkens (x1)
Stage
4 A

"Now, Sam," said Frodo, "don't hinder me! The others will be coming back at any minute. If they catch me here, I shall have to argue and explain, and I shall never have the heart of the chance to get off. But I must go at once. It's the only way." –The Fellowship of the Ring

When Revealed: Add Parth Galen to the staging area. If it is your quest phase, end the phase (do not resolve the quest).

4 B
16

During the quest phase, reveal 1 additional encounter card for each player in the game.

Response: After an enemy is revealed at this stage, raise your threat by X to engage that enemy. X is that enemy's Threat Each player (at any stage) may trigger this ability once per round.

When this stage is defeated, the players win the game.

The Treason of Saruman (x1)
Stage
1 A

Saruman's army has been defeated at Helm's Deep, but the Wizard's fortress is beyond Rohan's power to capture. However, the Ents of Fangorn have also suffered great injury because of Saruman and his Orcs. They have the strength to break Isengard, but only if they can be roused to attack.

Setup: Set Gates of Isengard Orthanc, Saruman, and Saruman's Staff aside, out of play. Add each copy of Ent of Fangorn to the staging area. Shuffle the encounter deck.

1 B
-

Players cannot draw cards or gain resources. Do not commit to the quest or reveal encounter cards during the quest phase.

Forced: At the end of the round, place 1 resource here. Then, the players may advance to stage 2. If the players advance, the first player shuffle the encounter discard pile into the encounter deck and reveals 1 encounter card for each resource here. Then, remove each Ent objective in the staging area from the game.

The Land of Shadow (x1)

You are playing campaign mode.

Setup: Each player must choose: either add 1 resource to each of his heroes' pools, or shuffle 1 copy of Brace of Coneys into his deck. Remove each burden with the following burden set icons from the encounter deck and each player's deck: Helm's Deep, The Road to Isengard

So they passed into the northern marches of that land that Men once called Ithilien, a fair country of climbing woods and swift–falling streams. -The Two Towers

Resolution: Each player who chose to shuffle a copy of Brace of Coneys into his deck during setup has earned that boon. Add each earned copy to the campaign pool. Record the name and quantity of each enemy underneath The Black Gate in the notes section of the campaign log.

"Here is the last parting of our ways," said Faramir.
"If you take my counsel, you will not turn eastward yet. Go straight on, for thus you will have the cover of the woodland for many miles." –The Two Towers

The Mountain of Fire (x1)
Stage
2 A

He gave a great cry, and turned, leaded upon his steed, and with his company galloped madly back to Cirith Gorgor. But as they went his soldiers blew their horns in signal long arranged: and even before they came to the gate Sauron sprang his trap. –The Return of the King

When Revealed: Each player searches the encounter deck and discard pile for a different Orc, Troll, or Nazgûl enemy and adds it to the staging area. Shuffle Gwaihir into the encounter deck.

2 B
-

Dire. During the staging step, the first player does not reveal an encounter card as normal. Instead, he reveals 1 encounter card for each resource on The Black Gate.

Forced: After the players quest unsuccessfully, discard the active location.

This stage cannot be defeated. Each round the players survive gives the Ring-bearer more time to fulfill the quest to Mount Doom.

The Battle of Lake-town (x1)
Stage
3 A

"Roaring he swept back over the town. A hail of dark arrows leaped up and snapped and rattled on his scales and jewels, and their shafts fell back kindled by his breath burning and hissing into the lake." – The Hobbit

3 B
-

Forced: During the quest phase, reveal 1 additional card from the encounter deck.

Refresh Action: Reset the quest deck to stage 2B.

The players must defeat Smaug to defeat this stage. When Smaug is defeated, compare the number of damage tokens on Lake-Town with the number of Victory points in the victory display. If the players have more victory points, they have won the game. Otherwise, Lake-Town has burned and the players have lost.

The Stone of Erech (x1)
Stage
2 A

When Revealed: Add The Stone of Erech to the staging area and attach Derufin to it.

2 B
8

Forced: At the beginning of each round, the players must choose: each player skips the next planning phase, or heroes do not collect resources during the resource phase this round.

The Old Forest (x1)
Stage
2 A

"Everything in it is very much more alive, more aware of what is going on, so to speak, than things are in the Shire. And the trees do not like strangers."
–Merry, The Fellowship of the Ring

When Revealed: If the number of locations in the staging area is less than the number of players in the game, search the encounter deck and discard pile for a location and add it to the staging area. Shuffle the encounter deck.

2 B
-

Forced: The first player reveals 1 additional encounter card during the quest phase.

Forced: After placing progress as a result of questing successfully, if there are X or more total victory points on locations in the victory display, advance to stage 3A. Otherwise, advance to a different random stage 2A. X is the number of players in the game times 5.

The Old Forest (x1)
Stage
3 A

He lifted his heavy eyes and saw leaning over him a huge willow-tree, old and hoary. Enormous it looked, its sprawling branches going up like reaching arms with many long-fingered hands...

-The Fellowship of the Ring

When Revealed: Add Old Man Willow and Withywindle to the staging area. Reveal X encounter cards where X is the number of players in the game minus 1.

3 B
18

Old Man Willow cannot leave the staging area but 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.

The Ruins of Belegost (x1)
Stage
3 A

When Revealed: Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.

Your journey into Belegost has captured the attention of the many foul creatures that now dwell there. Evil creatures that lay hidden for countless years now stir in the darkness around you. You need a light to ward them off.

3 B
6

The first Hazard card revealed each round gains surge.

During the travel phase, the players must travel to a location, if able.

Forced: When this stage is defeated, if Dwarven Torch is attached to a hero, advance to stage 4A. Otherwise advance to stage 3C.

The Ruins of Belegost (x1)
Stage
3 C

Your exploration of Belegost has brought you down to the very roots of the Ered Luin mountain range. Here, in the utter black, a patchwork of tunnels and pitfalls create an impassable labyrith. You need a map to find your way...

When Revealed: Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.

3 D
6

The Discover value on the active location is increased by 1.

During the travel phase, the players must travel to a location, if able.

Forced: When this stage is defeated, if Map of Ered Luin is attached to a hero advance to stage 4A. Otherwise, advance to stage 3E.

The Ruins of Belegost (x1)
Stage
3 E

The book you recovered explains how the Dwarves kept their treasure in secret vaults: each one marked by a stone guardian. As you explore the mines, you find what looks like a doorway blocked by the statue of a Dwarf sentry. One of the guard's eyes is a glittering gem, but the other socket is empty. Perhaps if you can find the missing gem you could open the hidden passageway...

When Revealed: Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.

3 F
6

During the travel phase, the players must travel to a location, if able.

Forced: After resolving the Discover keyword, if no Hazard card was revealed by that effect, reveal the top card of the encounter deck.

Forced: When this stage is defeated, if Blue Mountain Gem is attached to a hero advance to stage 4A. Otherwise, advance to stage 3A.

The Siege of Annúminas (x1)
Stage
2 C

You've gathered everyone you can into Annúminas but the host of Angmar is hot on your heels. Once you reach the city gate, you draw your weapons and turn to face the charging Orcs. They cannot be allowed to enter this way.

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded. X is one less than the number of players in the game, to a minimum of 1. Add each enemy discarded this way to the staging area.

2 D
50

This stage gets -10 quest points for each Host of Angmar in a victory display.

Forced: Reveal 1 additional card during the quest phase.

Response: At the end of the round, choose a stage. Each player at that stage chooses a hero he controls and adds 1 resource to that hero's pool.