No attachments can be played on Nazg没l of Dol Guldur.
Forced: When the prisoner is 'rescued', move Nazg没l of Dol Guldur into the staging area.
Forced: After a shadow effect dealt to Nazg没l of Dol Guldur resolves, the engaged player must choose and discard 1 character he controls.
Shadow: Choose and discard 1 attachment you control. Discarded objective cards are returned to the staging area. (If this attack is undefended, discard all attachments you control.)
When Revealed: Until the end of the phase, raise the total in the staging area by X, where X is the number of players in the game.
Shadow: Defending player raises his threat by the number of enemies with which he is engaged.
When Revealed: Attach Iron Shackles to the top of the first player's deck. Counts as a Condition attachment with the text:
The next time a player would draw 1 or more cards from attached deck, discard Iron Shackles instead.
Shadow: Resolve the 'When Revealed' effect of Iron Shackles.
Forced: After travelling to Tower Gate 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 and 1
"I myself dared to pass the doors of the Necromancer in Dol Guldur, and secretly explored his ways."
–Gandalf, The Fellowship of the Ring
Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Gandalf's Map to a hero you control. (Counts as an attachment. If detached, return Gandalf's Map to the staging area.)
Attached hero cannot attack or defend.
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.
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.
Forced: After Misty Mountain Goblins attacks, remove 1 progress token from the current quest.
Shadow: Remove 1 progress token from the current quest. (3 progress tokens instead if this attack is undefended.)
When Revealed: Reveal X additional cards from the encounter deck. X is the number of players in the game.
Shadow: Deal X shadow cards to this attacker. X is the number of players in the game.
Forced: If Banks of the Anduin leaves play, return it to the top of the encounter deck instead of placing it in the discard pile.
Here and there through openings Frodo could catch sudden glimpses of rolling mounds, and far beyond them hills in the sunset, and away on the edge of sight a dark line, where marches the southernmost ranks of the Misty Mountains.
–The Fellowship of the Ring
Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.
"On a time they took a boat and went down to the Gladden Fields, where there were great beds of iris and flowering reeds."
–Gandalf, The Fellowship of the Ring
Forced: After Eastern Crows is defeated, shuffle it back into the encounter deck.
Shadow: attacking enemy gets +1 (+2 instead if defending player's threat is 35 or higher.)
When Revealed: Deal 1 damage to each character controlled by each player with a threat of 35 or higher.
"They say in my land he can govern the storms in the Mountains of Shadow..."
–Boromir, The Fellowship of the Ring
When Revealed: Each player raises his threat by 1 for each character he controls that is not currently committed to a quest.
Shadow: Defending player chooses and returns 1 exhausted ally he controls to its owner's hand. If he controls no exhausted allies, raise his threat by 3.
When Revealed: Each location in the staging area gets +1 until the end of the phase. Then, each player with a threat of 35 or higher chooses and discards 1 card from his hand.
"But it will be hard to find the path unless the fog lifts a little later on."
–Aragorn, The Fellowship of the Ring
Setup: Search the encounter deck for 1 copy of the Forest Spider and 1 copy of the Old Forest Road, and add them to the staging area. Then, shuffle the encounter deck.
You are traveling through Mirkwood forest, carrying an urgent message from King Thanduil to the Lady Galadriel of Lorien. As you move along the dark trail, the spiders gather around you...
The nastiest things they saw were the cobwebs; dark dense cobwebs, with threads extradionairly thick, often stretched from tree to tree, or tangled in the lower branches on either side of them. There were none stretched across the path, but whether because some magic kept it clear, or for what other reasons they could not guess. - The Hobbit
As you move through Mirkwood, hounded by spiders, the forest path forks before you...
Forced: When you defeat this stage, proceed to one of the 2 "A Chosen Path" stages, at random.
Unsure of what lies ahead but spurred by the urgency of your message, you choose a path and proceed...
The trail winds into one of the darkest, most tangled parts of the forest...
You sense that foul, dark presence is hunting you, and you move quickly in an attempt to avoid its evil.
When Revealed: Each player must search the encounter deck and discard pile for 1 Spider card of his choice, and add it to the staging area.
The players must find and defeat Ungoliant's Spawn to win this game.
The shadows grow darker, and you realize that a foul presence is aiming to draw you from the path. You must defeat it to pass this way.
The trail winds into one of the darkest, most tangled parts of the forest...
You sense that foul, dark presence is hunting you, and you move quickly in an attempt to avoid its evil.
Players cannot defeat this stage while Ungoliant's Spawn is in play. If players defeat this stage, they have won the game.
You attempt to follow a secret, hidden trail to avoid the enemy...
The Lady Galadriel of L贸rien has asked you to investigate the area in the vicinity of Dol Guldar. While doing so, one of your allies was ambushed by Orcs, captured, and is now held in a dungeon cell...
Setup: Search the encounter deck for the 3 objective cards, reveal and place them in the staging area. Also, place the Nazg没l 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.
Finding a hidden entrance to the dungeons of Dol Guldur at last, you attempt to make your way through the caverns beneath the hill, searching for your imprisoned friend. The denizens of this labyrinth stand in your way, while the jailors protect the prisoner.
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.
Following a thread of sunlight, you discover a cavern opening leading out through the side of the hill. Stationed outside the cave–mouth, however, is a large group of Orcs.
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 and 1
Players cannot defeat this stage while Nazg没l of Dol Guldur is in play. If this stage is defeated and Nazg没l of Dol Guldur is not in play, the players have won the game.
Setup: Each player reveals 1 card from the top of the encounter deck, and adds it to the staging area.
Emerging from Mirkwood Forest with an urgent message from Lady Galadriel, you must make your way south along the Anduin River in order to reach the forst of L贸rien. As you leave the forest behind, you notice that you are being pursued, and thus quicken your pace...
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.
As you approach the location of a small raft stashed on the riverbank, a fearsome Hill Troll emerges from behind a grouping of rocks, and attacks!
Reveal 1 additional card from the encounter deck each quest phase. Do not make engagement checks during the encounter phase. (Each player may still optionally engage 1 enemy each encounter phase.)
After defeating the Troll, you are able to board the raft and embark upon a river voyage. As you depart, your enemies pursue, harassing the small vessel as you attempt to navigate the river...
As your enemies harass the raft, it is difficult to maintain balance and effectively fight them off.
When Revealed: Reveal 2 encounter cards per player, and add them to the staging area.
Skip the staging step of the quest phase for the remainder of the game.
Once there are no enemies in play, the players have won the game.
The ongoing harassment from your enemies has forced your raft to the shore, and you must now confront their ambush head on. If you survive this attack, your path to the Golden Wood should be open before you...
You are playing Campaign Mode.
Setup: Put Mendor into play.
If Mendor leaves play, the players lose the game.
King Thranduil has assigned a guide, Mendor, to assist you in your passage through Mirkwood Forest.
Resolution: Each player earns 1 copy of the Mendor's Support boon card. Add the earned cards to the Campaign Pool.
If Stage 3B was Beorn's Path, add the Ungoliant's Swarm burden card to the Campaign Pool.
If Stage 3B was Don't Leave the Path, add the Lingering Venom burden card to the Campaign Pool.
“The forest is dangerous, but that was beyond what one might expect to find.” Mendor seems shaken. “I fear something is not right in the land. I shall continue to travel with you.”
You are playing Campaign Mode.
Setup: Put Mendor into play. Set each copy of Valor and Scarred aside, out of play.
Response: After a Hill Troll is defeated, each player attaches 1 set-side copy of Valor to a hero they control, if able.
Forced: After a character is destroyed by a Hill Troll, each player attaches 1 set-aside copy of Scarred to a hero they control. (Limit once per game.)
If Mendor leaves play, the players lose the game.
Resolution: Add each copy of Valor and Scarred in play to the Campaign Pool. Record the names of the heroes with Valor and/or Scarred attached in the notes section of the Campaign Log and attach them to those heroes when setting up each subsequent scenario in this campaign.
The hero with the most damage will be taken prisoner at the beginning of Escape from Dol Guldur (in case of a tie, randomly select among the heroes with the most damage.) Record the name of the “prisoner” in the notes section of the Campaign Log.
“Our pursuers were too persistent and their ambush too well planned to be mere coincidence,” says Mendor after finally reaching the shores of L贸rien. “I fear a greater evil directs them from the shadows.”
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.
Only one copy of Mendor's Support can be played each round.
Action: Mendor gets +2 , +2 , and +2 until the end of the round.
Permanent. Limit 1 per hero.
Response: After attached hero is declared as an attacker, exhaust Valor to heal 1 damage from attached hero and deal 1 damage to the defening enemy.
Attached hero collects 1 additional resource during each resource phase.
“Yet it is not our part to master all the tides of the world, but to do what is in us for the succour of those years wherein we are set...”
–Gandalf, The Return of the King
Forced: After Ungoliant's Swarm engages a player, that player must choose and exhaust 2 characters they control.
Shadow: Put Ungoliant's Swarm into play engaged with you.
When Revealed: Each player must choose: either exhaust each damaged character you control, or deal 2 damage to the hero you control with the most damage on it.
Shadow: Exhaust each damaged character you control.
Permanent. Limit 1 per hero.
Forced: After a character you control is destroyed, raise your threat by 1.