

If unattached, the first player claims Ashen Brazier and attaches it to a hero they control.
Action: Exhaust Ashen Brazier to look at a facedown shadow card.






When Revealed: Choose a player that is engaged with a unique enemy, if able. Gundabad Hunter makes an immediate attack against that player.

Shadow: If attacking enemy is unique, it makes an additional attack after this one.






Gundabad Stalker cannot be optionally engaged except by a player who is engaged with a unique enemy.

Shadow: If attacking enemy is unique, return it to the staging area after this attack.


You are playing campaign mode.
Setup: If there are 6 or more treasures recorded in the campaign log, shuffle Dragon-sickness into the encounter deck. A player may search their deck for a unique boon ally and add it to their hand. If “Melanwar has given you guidance on traversing Wilderland,” search the encounter deck for 2 non-unique locations and the Caves deck for 1 location and remove them from the game. If “Beldis’s care has bolstered the heroes’ spirits,” search the encounter deck for 3 treacheries and remove them from the game. Flip this card.

Ignore the discover keyword. Unique locations cannot be discarded from play by encounter card effects.
Resolution: The players may, as a group, look at 3 random undiscovered treasures and choose 1 to attach to an eligible character.
The players discover each treasure they control.
Remove A Growing Threat from the campaign pool.
If there are 6 or more treasures recorded in the campaign log, add Dragon-sickness to the campaign pool.
The blade of Fram son of Frumgar bit deep into Dagnir's chest and the Dragon bellowed in pain. Her roars shook the walls of the great hall, and her mighty tail smashed against a tall pillar, toppling it. As she trashed about in her death throes, Wormsbane was wrested from the hero who dealt the final blow. Then, the giant Dragon toppled over the edge of a deep chasm and disappeared into utter darkness. Dagnir the Terrible was dead and Wormsbane lost to the world forever, but all about the heroes lay the glittering treasure of Gundabad.




You are playing campaign mode.
Setup: Each player may search their deck for a boon or treasure card and add it to their hand. If “Turayn has taken an oath of vigilance,” search the encounter deck for 3 non-unique enemies and remove them from the game. If “Beldis’s care has bolstered the heroes’ spirits,” search the encounter deck for 3 treacheries and remove them from the game.
Ignore the deep and discover keywords.
“Har, har! I told you lads! Just like I promised: Dagnir is dead and Gundabad is ours!” –Urdug

Resolution: The players win the campaign!
King Brand stood and greeted the heroes, “Well met once again, my friends. All Wilderland sings of your deeds. Honored shall you ever be among my people. Come, sit at my table and enjoy the celebration.”
The heroes bowed, and one spoke, “Thank you, my lord. You give us great honor, but there is one thing that remains unsettled in Rhovanion.”
“Yes, indded,” said Brand, “Your friends, the Haradrim.”
He lifted his cup and spoke, “I swear to you, but this time next year they will be safely settled within my realm as honored friends.”
The heroes enjoyed the greatest meal of their lives, sweetened with the success of their quest. They regaled the king's court with the details of their journey: the Withered Heath, the cold-drake, Urdug, Dagnir's attack on Hrogar's Hill, the ghost of Fram, Wormsbane, the Dragon's death, and the battle of Mount Gundabad.
“My friends,” said King Brand, “You have journeyed far and done much. Wilderland is in your debt. These deeds of yours will live forever in the songs of Dale.”


Attach to a character.
Response: After you claim or play Anvil of Gundabad, search the top 5 cards of your deck for any number of Item attachments and add them to your hand. Shuffle your deck.
Action: Exhaust Anvil of Gundabad and attached character to play an Item attachment from your hand, reducing its cost by 1.


Attach to a character. Restricted.
Attached character gets +2 .
Response: After you play Axe of the Edain, deal 2 damage to a non-unique enemy engaged with you.


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


Attach to a hero.
Action: Exhaust Dwarf-Lord’s Crown to give each ally that shares a Trait with attached hero +1 , +1
, and +1
until the end of the phase.
The King has come into his hall!
His foe is dead, the Worm of Dread,
And ever so his foes shall fall.
–The Hobbit


Attach to a character. Restricted.
Attached character gets +2 .
Response: After you play Glittering Lute, each player may discard a card from their hand. Each player who does so reduces their threat by 2.


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


Attach to a character. Restricted.
Attached character gets +2 .
Response: After attached character takes 1 or more damage from an enemy’s attack, add 1 resource to any hero’s resource pool.


Attach to a character.
Attached character gets +1 .
Action: Exhaust Jewels of Wilderland and discard a card from your hand to draw a card.
To say that Bilbo's breath was taken away is no description at all. There are no words left to express his staggerment...
–The Hobbit


Attach to a character. Restricted.
Attached character gets +1 and gains ranged.
Response: After attached character attacks and defeats an enemy, place 1 progress on a location in the staging area.







Each Dale character you control with a player attachment gets +1
Response: After you play an attachment on a Dale character without an attachment, draw a card.
"He is a strong king, and his realm now reaches south and east of Esgaroth."
–Glóin, The Fellowship of the Ring





















North Realm Lookout gets +1 and does not exhaust to quest while it has an Item attachment.
There were people on the look–out on the banks.
–The Hobbit














Action: Exhaust Long Lake Trader to move an Item attachment from a character you control to another eligible character.
"Nowhere are there any men so friendly to us as the Men of Dale."
–Glóin, The Fellowship of the Ring



Attach to a Dale or Warrior character. Limit 1 per character.
Attached character gets +1 (and +1 hit point if attached character has the sentinel keyword).
Each one of his folk was clad in hauberk of steel mail that hung to his knees...
–The Hobbit



Attach to a Dale or Esgaroth hero.
Planning Action: Exhaust King of Dale to reduce the cost of the next Dale ally you play this phase by 1 for each different player attachment on attached hero. That ally does not require a resource match.
Then Bard II, Brand's son, became King of Dale..
–The Return of the King



Attach to a Dale or Warrior character. Restricted.
Response: After attached character is declared as an attacker, exhaust Bow of Yew to deal 1 damage to the defending enemy.
“They would shoot at us with their great bows of yew...”
–The Lord of the Eagles, The Hobbit



Attach to a Dale or Scout character. Limit 1 per character.
Response: After attached character commits to the quest, place 1 progress on the active location.
"You are come to the very edge of the Wild..."
–Gandalf, The Hobbit


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



Planning Action: Choose a Dale hero you control. Add 1 resource to its pool for each character you control with a player attachment. You can only play 1 copy of Traffic from Dale each round.
The talk was all of the trade that came and went on the waterways and the growth of the traffic on the river...
The Hobbit



Action: Choose an ally with a player attachment. Ready that ally.
...the grim–voiced fellow ran hotfoot to the Master. "The dragon is coming or I am a fool!" he cried. "Cut the bridges! To arms! To arms!"
–The Hobbit



Response: After a character is declared as an attacker or defender against an enemy with an attachment, that character gets +3 and +3
until the end of this attack.
"Dwarf–mail may be good, but they will soon be hard put to it."
–Bard the Bowman, The Hobbit



Planning Action: Choose a ready player attachment on a character you control. Return that attachment to its owner's hand to reduce the cost of the next attachment played this phase by X, where X is the chosen attachment's cost.



Immune to player card effects.
The Old Ford gets +5 quest points for each enemy in play.
Forced: After The Old Ford becomes the active location, each enemy in the staging area makes an immediate attack against the first player.



Forced: When Wooded Riverbank is explored, put the top card of the Evil Creatures deck into play engaged with the first player.

Shadow: Deal 1 damage to the defending character.


When Revealed: Add the top card of the Evil Creatures deck to the staging area and attach Frenzied Creature to it. (Counts as a Condition attachment with the text: "Attached enemy gets +1 +1
+1
and is immune to player card effects")

Shadow: Attach this card to attacking enemy.


When Revealed: Each player assigns X damage among characters he controls, where X is the total of the active location. If X is less than 3, Treacherous Crossing gains surge.

Shadow: Attacking enemy gets +1 (+2
instead if the defending character is damaged).






Cannot have player card attachments.
While Goblin Troop is engaged with you, each other Goblin enemy engaged with you gets +1 and +1

Shadow: Attacking enemy gets +2






Surge. Cannot be optionally engaged.
While Stray Goblin is in the staging area, it gains:"Forced: After a player engages an enemy, Stray Goblin engages that player."

Shadow: Add Stray Goblin to staging area.






Forced: If Pack of Wargs is dealt a shadow card with no effect, Pack of Wargs makes an additional attack after this one. (Do not deal it a shadow card.)

Shadow: Return attacking enemy to the staging area after this attack.



X is the number of characters controlled by the player with the most characters.
Quest Action: Exhaust a character to reduce Hills of Wilderland by 1 until the end of the phase. Only the first player can trigger this effect.



Lonely Lands gets +2 for each facedown card under it.
While Lonely Lands is in the staging area, it gains:"Forced: After an event is played during the quest phase, place it facedown under Lonely Lands."


When Revealed: Each player must choose: either raise your threat by 1 for each ally you control, or deal 1 damage to each ally you control.

Shadow: Raise your threat by 1 for each enemy engaged with you.


When Revealed: The player with the most cards in his hand without a copy of Lost in the Wilderness adds Lost in the Wild to his hand. (While in a player's hand, Lost in the Wild gains: "Cannot be discarded by player card effect.Forced: After you play a card, discard each card in your hand.")


When Revealed: Attach to the hero with the most attachments without Weighed Down attached. Then, exhaust attached hero. (Counts as a Condition attachment with the text:"Forced: After attached hero readies, choose and discard an attachment from it. You cannot choose Weighed Down unless attached hero has no other non-objective attachments.")


Each objective-location, and each card guarding one, is immune to player card effects.
Forced: When progress would be placed on the main quest, if there are no objective-locations in play, discard an equal number of cards from the encounter deck instead. Then, put the topmost objective-location in the encounter discard pile into play.


Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck and assigns X damage among characters he controls, where X is that card's
Forced: After the players travel here, advance to the next stage A, if able.


Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area.
Forced: After the players travel here, advance to the next stage C, if able.


Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck. Add each location discarded this way to the staging area.
Forced: After the players travel here, advance to the next stage A, if able.


Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck and raises his threat by X, where X is that card's
Forced: After the players travel here, advance to the next stage C, if able.



Twilight Hall gets +2 for each resource on it.
Forced: After a Forest location is explored, place 1 resource here.
Travel: Raise each player's threat by 1 for each resource here. If there are no resources on Twilight Hall, the players cannot travel here.






Forced: At the end of the encounter phase, if Mirkwood Patrol is in the staging area with an unguarded objective-location, attach that objective-location to Mirkwood Patrol, guarding it.

Shadow: The defender cannot ready this round.






Forced: After Ravenous Spider engages you, it makes an immediate attack.

Shadow: Attacking enemy makes an additional attack against you after this one.