While Dáin Ironfoot is ready, Dwarf characters get +1 and +1 .
"You have not heard of Dain and the dwarves of the Iron Hills?" –Bilbo Baggins, The Hobbit
Attach to a hero.
Attached hero gains sentinel.
Action: Pay 1 resource from attached hero's pool to attach Dúnedain Signal to another hero.
Play after shadow cards have been dealt, before any attacks have resolved.
Combat Action: Each player may choose and discard 1 facedown shadow card from an enemy with which he is engaged.
"Dawn take you all, and be stone to you!" –Gandalf, The Hobbit
Eagles of the Misty Mountains cannot have restricted attachments. Eagles of the Misty Mountains gets +1 and +1 for each facedown attachment it has.
Response: After another Eagle character leaves play, you may attach that card facedown to Eagles of the Misty Mountains.
Response: After you play West Road Traveller from your hand, switch the active location with any other location in the staging area.
The dark world was rushing by, and the wind sang loudly in his ears.
–The Return of the King
Action: Until the end of the phase, all Rohan characters get +2
With astonishing speed and skill they checked their steeds, wheeled, and came charging round. –The Two Towers
While Mirkwood Runner is attacking alone, the defending enemy does not count its .
"...let a ploughman plough, but choose an otter for swimming, and for running light over grass and leaf or over snow-an Elf."
–Legolas, The Fellowship of the Ring
Action: Move the top card of the encounter discard pile to the top of the encounter deck.
The wizard's face remained grave and attentive, and only a flicker in his deep eyes showed that he was startled and indeed alarmed. 'It has been called that before,' he said, 'but not by you.' –The Fellowship of the Ring
Having captured Gollum, you must now escort him through Mirkwood Forest for interrogation at Thranduil's Palace.
Setup: Search the encounter deck for Gollum. Choose a player to guard Gollum at the start of the game, and place Gollum in front of that player. Then shuffle the encounter deck. Reveal 1 card per player from the encounter deck, and add it to the staging area.
Mirkwood is always a dangerous place, but it is even worse with Gollum. Between the outbursts, tantrums, and the flying provisions, you are not afforded a moment's peace
As soon as he thinks that no one is watching, Gollum attempts to slip his bonds and escape.
Having thwarted Gollum's escape attempt, you tighten his rope and push on through Mirkwood, to Thranduil's palace.
The player guarding Gollum cannot play cards from his hand.
As you make the final push to Thranduil's Palace, your enemies make a desperate attempt to ambush your party, and seize Gollum for themselves.
Forced: At the beginning of the combat phase, all enemies in play engage the player guarding Gollum.
Players cannot defeat this stage if there are any enemies in play. If players defeat this stage, they have won the game.
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.
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.
While Dry Watercourse is the active location, all treachery card effects that target the player guarding Gollum also target each other player.
Response: After the players travel to Wood Elf Path, the player guarding Gollum may choose a new player to guard him.
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.
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