





Response: After a character leaves play, รomer gets +2 until the end of the round. (Limit once per round.)
"I am named รomer son of รomund, and am called the Third Marshal of Riddermark." –The Two Towers






Action: Lower the cost of the next card you play from your hand this round by 1. That card gains Doomed 1. (Limit once per round.)
"Let your counsellor Grรญma keep all things till your return – and I pray that we may see it, though no wise man will deem it hopeful." –The Two Towers






Response: After you raise your threat from the Doomed keyword, ready Orthanc Guard.
"...the keepers of the gate were on the watch for me and told me that Saruman awaited me." –Gandalf, The Fellowship of the Ring






Response: After you raise your threat from the Doomed keyword, Isengard Messenger gets +1 until the end of the round. (Limit twice per round.)
"I have an urgent errand," he said. "My news is evil." –Radagast, The Fellowship of the Ring






Action: Discard Westfold Outrider to choose an enemy not engaged with you. Engage the chosen enemy.
"Erkenbrand of Westfold has drawn off those men he could gather towards his fastness at Helm's Deep. The rest are scattered."–Rider of Rohan, The Two Towers






Response: After Westfold Horse-breeder enters play, search the top 10 cards of your deck for a Mount attachment and add it to your hand. Shuffle your deck.
"They love their horses next to their kin." –Boromir, The Fellowship of the Ring


Attach to a or Rohan hero. Restricted.
Response: After attached hero participates in an attack that destroys an enemy, exhaust Rohan Warhorse to ready attached hero.
Their horses were of great stature, strong and clean–limbed... –The Two Towers


While attached hero is ready, shadow cards dealt to enemies engaged with you are dealt face up. (Shadow card effects are still resolved when resolving enemy attacks.)
...one of them uncovered a small lamp that gave out a slender silver beam. –The Fellowship of the Ring



Action: Each player draws 2 cards.
"His knowledge is deep, but his pride has grown with it..." –Gandalf, The Fellowship of the Ring





Immune to player card effects.
While The Islet is the active location, each Dunland enemy in play gets +1 .
There were three lines of flat stepping–stones across the stream, and between them fords for horses, that went from either brink to a bare eyot in the midst. –The Two Towers


While Fords of Isen is in the staging area, players cannot gain resources from card effects.
Forced: After Fords of Isen becomes the active location, each player with fewer than 5 cards in his hand draws cards until he has 5 in his hand.
The road dipped between rising turf–banks, carving its way through the terraces to the river's edge, and up again upon the further side. –The Two Towers



While Gap of Rohan is in the staging area, Dunland enemies get +1

Shadow: Attacking enemy gets +1 . If this attack destroys a character, remove 1 time counter from the current quest.

When Revealed: Each player draws a card. Each player raises his threat by 1 for each card in his hand.

Shadow: Defending player discards an attachment he controls (each attachment he controls instead if this attack is undefended).

When Revealed: Each player must choose: Either remove 1 time counter from the current quest, or search the encounter deck and discard pile for a Dunland enemy, reveal it, and add it to the staging area. Shuffle the encounter deck. If any player has 5 or more cards in hand, this effect cannot be canceled.

When Revealed: The first player draws this card into his hand. Ill Tidings cannot leave that player's hand. Then, if the first player has 5 or more cards in his hand, Ill Tidings gains Surge.
"Troubles follow you like crows, and ever the oftener the wrose." –Grรญma, The Two Towers







Forced: When Methedras Orc attacks, the defending player shuffles 1 random card from his hand into his out-of-play deck.

Shadow: If this attack destroys a character, remove 1 time counter from the current quest.


While Methedras is the active location, each location in the staging area gets +1
Forced: When Methedras leaves play as an explored location, each player Searches 3.
Beyond there glimmered far away, as if floating on a grey cloud, the white head of tall Methedras, the last peak of the Misty Mountains. –The Two Towers


Forced: After Orc Cave leaves play as an explored location, the first player Searches 5.
Travel: Discard the top X cards of the encounter deck to travel here. X is the number of players in the game. Add each Orc enemy discarded this way to the staging area.


Forced: At the beginning of the encounter phase, reveal the top card of each player's out-of-play deck. Add each revealed enemy to the staging area and discard the rest.

Shadow: Defending player discards an attachment he controls.




Immune to player card effects.
Travel: Search the encounter deck and discard pile for a Huorn enemy and add it to the staging area to travel here (2 Huorn enemies instead if there are 3 or more players in the game).
"...we are on the very edge of Fangorn, and it is perilous to touch the trees of that wood, it is said."
–Aragorn, The Two Towers





Cannot have attachments.
Forced: At the beginning of each resource phase, the engaged player must raise his threat by 2.
"There is a great power in them, and they seem able to wrap themselves in shadow..." –Merry, The Two Towers





Cannot have attachments.
Forced: At the beginning of each resource phase, Angry Huorn attacks the engaged player.
"I should be terrified of meeting them, if there were no true Ents about to look after them." –Merry, The Two Towers





Cannot have attachments.
Forced: At the beginning of each resource phase, the engaged player must deal 3 damage to a character he controls.
"We could not see them, of course, but the whole air was full of creaking." –Merry, The Two Towers


While Heart of Fangorn is in the staging area, each player cannot refresh more than 5 characters during the refresh phase.

Attacking enemy makes an additional attack after this one.







When Revealed: Either reveal an additional encounter card, or remove 1 time counter from the current quest.

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







While any player has 3 or more cards in hand, Dunland Prowler gains Surge.
While any player has 5 or more cards in hand, Dunland Prowler gets +1 .
...the wild men of the Dunland fells. –The Two Towers






Forced: After Dunland Raider engages a player, that player must deal X damage divided among characters he controls where X equals the number of cards in his hand.

Shadow: Discard an attachment you control.

When Revealed: Attach to the current quest. Counts as a Condition attachment with the text:
Forced: After a player draws an number of cards, raise his threat by 1.
"They hate us, and they are glad; for our doom seems certain to them." –Gamling, The Two Towers






Forced: After Dunland Chieftain engages a player, discard X cards from the top of the encounter deck where X is the number of cards in the engages player's hand. Put the topmost Dunland enemy discarded this way into play engaged with that player.





Forced: After the engaged player draws any number of cards. Dunland Berserker makes an immediate attack.

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




When Revealed: Either remove 1 time counter from a card in play, or return the active location to the staging area.

Shadow: If this attack is undefended, return the active location to the staging area.



While Broken Lands is in the staging area, progress cannot be placed on locations in the staging area.

Shadow: Attacking enemy gets +1 for each location in the staging area.


When Revealed: Each player must assign X damage among characters he controls, where X is the number of characters he controls.

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


When Revealed: Remove a hero from the quest and attach In Need of Rest to that hero. Counts as a Condition attachment with the text:
Limit 1 per hero. Forced: After a time counter is removed from the current quest, attached hero takes 1 damage.
I have just about enough strength left to find some hole away up there. And then I must rest a little.
–Frodo, The Return of the King

Riding north to the Gap of Rohan, you come upon a battle at the Fords of Isen. A Small number of Rohirrim have taken a defensive position, on the islet in the river's center where a large force of wild Dunlending assails them. You must move swifty lest the river run red with blood of Rohan...
Setup: Add The Islet to the staging area and attach Grรญma to that location. Each player searches the encounter deck for 1 different Dunland enemy and adds it to the staging area. Shuffle the encounter deck.

After driving the Wild Men back from the islet, you are surprised to find king Thรฉoden's personal advisor, Grรญma Wormtongue, among the men defending the fords. He tells you that he was on his way to Isengard when he was caught in the attack. Before he can say more of his errand, the Dunlendings redouble their assault. "Save me!" Grรญma cries as he shrinks behind you. The life of the king's counselor is in your hands...
When Revealed: Each player searches the encounter deck and discard pile for 1 different Dunland enemy and adds it to the staging area. Shuffle the encounter deck.
Forced: After the last time counter is removed from this stage, each player assigns X damage among characters he controls where X is the number of cards in his hand. Place 2 time counters on this stage.

The Dunlendings' assault is relentless and your arms grow weary. "Take me to Isengard!" Grรญma pleads, but you will not abandon the defense. You will either break the will of the enemy, or give your life in a heroic last stand...
When Revealed: Each player searches the encounter deck and discard pile for 1 different Dunland enemy and adds it to the staging area. Shuffle the encounter deck.
Forced: After the last time counter is removed from this stage, discard the top X cards from the encounter deck. X is the number of cards in the first player's hand. Add each enemy discarded this way to the staging area. Put 3 time counters on this stage.
While there is at least 1 enemy in play, the players cannot defeat this stage. If the players defeat this stage, they win the game.

Saruman has tasked you with a dangerous mission: journey up the Misty Mountains' southern peack in search of the Orc, Mugash, and capture him alive.
Setup: Each player removes the top 20 cards of his deck and places them aside, as an out-of-play deck. The first player takes Mugash plus 1 Mugash%27s Guard for each other player in the game and randomly shuffles one facedown into each player's out-of-play deck. Place any remaining copies of Mugash's Guard aside, out of play.
When Revealed: Each player searches the encounter deck for a Mountain location and adds it to the staging area. Shuffle the encounter deck. Then, advance to stage 2.
Mugash and his Orcs have been raiding the surrounding coutryside from their hidden lair in Methedras, and carrying loot and captives back into the mountains. It's time to put an end to this menace...

Orcs prowl the mountainside on the lookout for intruders. A single horn–call from one of the sentries would have every Orc in Methedras scurrying out of their holes to fight. You must move carefully to avoid detection while you search for their captain...
Forced: After the last time counter is removed for this stage, shuffle the discard pile into the encounter deck and reveal 2 encounter cards per player. Place 2 time counters on this stage.
Response: After questing successfully, cancel all progress that would be placed on this stage. Then, place 1 time counter on this stage. Or, if Mugash is in play, advance to stage 3.

You've found Mugash, but the Orc captain won't be taken without a fight! He howls and rages against you with the ferocity of a cornered animal. All the commotion is sure to draw more Orcs to the fray, yet you must subdue the huge Uruk before you can retreat down the mountain...
Forced: After the last time counter is removed from this stage, return Mugash to the staging area and reveal X encounter cards. X is the number of players in the game minus 1. Place 3 time counters on this stage.
Progress cannot be placed on this stage unless Mugash is attached to a hero.
If the players defeat this stage, they win the game.

You've captured the Orc captain, Mugash, in the mountains above Isengard. But as you make your way down Methedras, your captive escaped and flees east into Fangorn.
Setup: Add Edge of Fangorn to the staging area and attach Mugash to that location. Shuffle the encounter deck. Reveal X additional encounter cards where X equals the number of players in the game minus 1.
Forced: After the last time counter is removed from this stage, shuffle Mugash into the encounter deck and advance to stage 3.
The players cannot advance to stage 2 unless Mugash is attached to a hero.
You pursue Mugash into the ancient forest to find that the trees themselves seems to be attacking him. Without thinking, your at the tree branches to rescue your captive. That is when you first sense your own peril...

You've rescued Mugash from the trees, but your sense the forest itself seethes with anger toward you. The thankless Orc struggles against you and the tree branches grasp at you. It's going to be a hard fight to get out of Fangorn with your captive...
When Revealed: Each player searches the encounter deck and discard pile for a Huorn enemy and adds it to the staging area. Shuffle the encounter deck.

Mugash has disappeared deeper into the woods. As you continue to search for him, the trees close in around you and you can feel their roots and limbs shaking with anger. Their branches rattle like a raging temptest, but without any wind. You're beginning to regret the decision to enter Fangorn. You need to find Mugash and get out...
Forced: After the last time counter is removed from this stage, discard the top 5 cards of the encounter deck. Each player must choose an enemy or objective in the discard pile, reveal it and add it to the staging area. Place 3 time counters on this stage.
Forced: After placing progress here, if there is at least 6 progress on this stage and Mugash is attached to a hero, advance to stage 2A.