Core Set
(x1)

Core Set
(x1)

Core Set
(x1)

Core Set
(x1)

Core Set
(x1)

Core Set
(x1)

Core Set
(x1)

Core Set
(x1)

Core Set
(x1)

Core Set
(x1)

Core Set
(x1)

Core Set
(x1)

Core Set
(x3)

Core Set
(x2)

Core Set
(x2)

Core Set
(x3)

Core Set
(x2)

Core Set
(x2)

Core Set
(x1)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x1)

Core Set
(x2)

Core Set
(x1)

Core Set
(x3)

Core Set
(x3)

Core Set
(x2)

Core Set
(x1)

Core Set
(x3)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x1)

Core Set
(x1)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x1)

Core Set
(x2)

Core Set
(x3)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x3)

Core Set
(x2)

Core Set
(x1)

Core Set
(x1)

Core Set
(x2)

Core Set
(x2)

Core Set
(x1)

Core Set
(x3)

Core Set
(x2)

Core Set
(x1)

Core Set
(x2)

Core Set
(x2)

Core Set
(x3)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x1)

Core Set
(x2)

Core Set
(x2)

Core Set
(x1)

Core Set
(x2)

Core Set
(x4)
Core Set
(x2)

Core Set
(x1/x0)

Core Set
(x1)

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
(x1/x0)

Core Set
(x2/x0)

Core Set
(x1)

Core Set
(x2/x1)

Core Set
(x2)

Core Set
(x1/x0)

Core Set
(x2)

Core Set
(x2/x0)

Core Set
(x2)

Core Set
(x2)

Core Set
(x3)

Core Set
(x1/x0)

Core Set
(x2/x1)

Core Set
(x1)

When Revealed: Each enemy and each location currently in the staging area gets 1 Threat 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)

Core Set
(x2/x1)

Core Set
(x2)

Core Set
(x4)

Core Set
(x1)

Core Set
(x1)

Core Set
(x2)

Core Set
(x2)

Core Set
(x2/x0)

Core Set
(x1)

(40)
5
4
3
9




Nazgûl.
No attachments can be played on Nazgûl of Dol Guldur.
Forced: When the prisoner is 'rescued', move Nazgûl of Dol Guldur into the staging area.
Forced: After a shadow effect dealt to Nazgûl of Dol Guldur resolves, the engaged player must choose and discard 1 character he controls.
Core Set
(x2)

Core Set
(x2)

Core Set
(x1)

Core Set
(x2)

Core Set
(x2)

Core Set
(x1)

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)

Core Set
(x1/x0)

Core Set
(x2)

Core Set
(x3/x1)

Core Set
(x3/x1)

Core Set
(x3/x2)

Core Set
(x2)

Core Set
(x2)

Core Set
(x1)

Core Set
(x1)

Core Set
(x1)

Core Set
(x1)

Core Set
(x1)

1A-B
(9)
Setup: Search the encounter deck for the 3 objective cards, reveal and place them in the staging area. Also, place the Nazgul of Dol Guldur face up but out of play, alongside the quest deck. Then, shuffle the encounter deck, and attach 1 encounter to each objective card.
When Revealed: Randomly select 1 hero card (among all the heroes controlled by the players) and turn it facedown. The hero is now considered a "prisoner", cannot be used, cannot be damaged, and does not collect resources, until it is "rescued" (as instructed by card effects) later in this quest.
The players, as a group, cannot play more than 1 ally card each round.
Players cannot advance to the next stage of this quest unless they have at least 1 objective card.
Core Set
(x1)

2A-B
(15)
Response: After placing any number of progress tokens on this card, flip the "prisoner" hero card face-up, and place 1 damage toke on it. The hero has been "rescued" and may now be used by its controller.
The players, as a group, cannot play more than 1 ally card each round.
Players cannot advance to the next stage of the quest unless they have rescued the prisoner and have all 3 "Escape from Dol Guldur" objective cards.
Core Set
(x1)

3A-B
(7)
Forced: At the beginning of each quest phase, 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 Attack, and 1 Defense.
Players cannot defeat this stage while Nazgul of Dol Guldur is in play. If this stage is defeated and Nazgul of Dol Guldur is not in play, the players have won the game.
Core Set
(x1)

1A-B
(8)
Setup: Each player reveals 1 card from the top of the encounter deck, and adds it to the staging area.
When Revealed: Search the encounter deck for 1 Hill Troll is one is not already in play, and place it in the staging area. Shuffle the encounter deck.
Players cannot defeat this stage while any Hill Troll cards are in play.
Core Set
(x1)

Core Set
(x1)
