












Response: After Greenwood Archer enters play, ready a hero.
They dwelt most often by the edges of the woods, from which they could escape at times to hunt...
–The Hobbit






Response: When you play Erebor Guard from your hand, discard the top 2 cards of your deck to reduce its cost by 2.
...the fortress of the dwarves could not be taken by surprise. –The Hobbit






While there is a side quest in the victory display, Halfling Bounder gains:"Response: Discard Halfling Bounder to cancel the 'when revealed' effects of an encounter card that was just revealed from the encounter deck."
"The Bounders have never been so busy before."
–Sam Gamgee, The Fellowship of the Ring




Play only if you control a unique character with the Noble trait and another unique character with the Scout trait.
Response: After a player engages an enemy, reduce his threat by X, where X is that enemy's printed
...the Captains of the West were well warned by their scouts...
–The Return of the King



Attach to a Dwarf hero. Restricted.
Attached hero gets +1 .
Response: After attached hero takes damage from an enemy attack, exhaust Dwarven Shield to add 1 resource to attached hero's pool.
...each of them had also a short broad sword at his side and a round shield slung at his back.
–The Hobbit


Attach to a Silvan hero. Restricted.
Attached hero gets +1 and +1
.
Legolas had a bow and a quiver, and at his belt a long white knife.
–The Fellowship of the Ring


Attach to a quest card in play.
Response: When attached quest is defeated, the first player chooses a player. That player searches his deck for a side quest, adds it to his hand, and shuffles his deck.
"Now far ahead the Road has gone,
And I must follow, if I can..."
–Frodo Baggins, The Fellowship of the Ring

“For behold! The storm comes, and now all friends should gather together, lest each singly be destroyed.”
–Gandalf, The Two Towers
Limit 1 copy of The Storm Comes in the victory display.
While this quest is in the victory display, the first ally played by each player each round does not require a resource match.




Response: After the player travel here, choose a non-unique enemy engaged with a player and place it faceup under this location. While an enemy is under this location, that enemy is considered to be out of play.
Forced: After Narrow Alleyway leaves play, put each enemy under it into play, engaged with the first player.



While Umbar Square is the active location, it gains:"Response: After an enemy is defeated, place 1 progress on the main quest, bypassing the active location."
Travel: Reveal the top card of the encounter deck to travel here.
The loss of Umbar was grievous to Gondor...
–The Return of the King



While Haradrim Estate is in the staging area, progress cannot be placed here.
Travel: Search the encounter deck and discard pile for a Harad enemy and put it into play engaged with the first player. Then, place 1 progress on the main quest, bypassing the active location. Shuffle the encounter deck.



You must find a cool place to rest, out of the sun's burning gaze...
Surge.
Forced: At the end of the round, remove X progress from the main quest. X is the tens digit of the temperature.
Response: When Seek Shade is defeated, reduce the temperature by 10.





While Parched Wadi is in the staging area, each Creature enemy gets +1 and +1
Forced: After Parched Wadi becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Creature enemy is discarded. Add that enemy to the staging area.











Response: After the players travel to Village Hut, the first player discards the top card of his deck. If that card is an ally, he puts it into play under his control, exhausted.
Travel: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.



When Revealed: Discard cards from the encounter deck until a Harad enemy is discarded. Add that enemy to the staging area and place a resource token on it. That enemy is "the Champion." While this stage is in play, the Champion gets +2 +2
+2
and gains: Immune to player card effects. The main quest stage cannot be defeated while the Champion is in play."
The champion cannot take damage unless there are at least 4 progress tokens here. This stage cannot be defeated while the champion is in play.







Forced: After Southron Archer engages you, either remove 2 progress tokens from the main quest, or discard an ally you control.


Alone in a hostile land, cut off from help, you struggle to find your bearings...
Surge.
Each player cannot have more than 5 cards in his hand. (If you have more than 5, immediately choose and discard cards from hand until you have only 5.)
Response: When this stage is defeated, each player draws a card.



Your companions grow weary from thirst. They need water to drink.
Characters cannot be readied by player card effects.
Response: When this stage is defeated, each player readies 1 hero he controls.



When Revealed: Each player either discards his hand, or assigns X damage among characters he controls. X is the number of cards in his hand.

Shadow: Either discard the highest cost attachment you control, or assign X damage among characters you control where X is the number of attachments you control.


Some of your companions have been poisoned! They need a remedy to counteract the venom.
Treat the printed text box of each damaged character as if it were blank (except for Traits).
Response: When this is defeated, heal 1 damage from each character in play.







The Uruks of Mordor attack with a savagery that is difficult to match.
Surge.
Each Orc enemy in the staging area gets -5 engagement cost.
Each Orc enemy engaged with a player gets +1





Cannot have player card attachments or be optionally engaged.
While the engaged player is engaged with another Orc enemy, Uruk Chieftain cannot take damage.
Forced: At the end of the encounter phase, Uruk Chieftain engages the player engaged with the most non-unique Orc enemies.





At the end of a long sea–voyage, you have reached the port of Umbar but your ship was dashed upon the rocks. Though you completed the quest that brought you to Harad, it has left you stranded in enemy territory, far from help.
Setup: Add "Seize them!" to the staging area. Each player adds 1 different location to the staging area and puts 1 copy of Umbar Sentry into play engaged with him. Shuffle the encounter deck.
Alarm bells ring from high watchtowers and the city guard shouts for you to lay down your arms and surrender. You must run or be captured!
This stage cannot have more than 15 progress tokens on it.
While at least 1 player is engaged with an enemy, the players cannot defeat this stage.

The whole of Umbar is astir, and the Southrons chase you through the streets. If you cannot escape the city quickly, you are certain to be taken prisoner.
When Revealed: End the current phase. Shuffle the encounter discard pile into the encounter deck. Starting with the first player, each player discards cards from the top of the encounter deck until he discards an enemy, and puts that enemy into play engaged with him.
This stage cannot have more than 15 progress tokens on it.
Forced: At the beginning of the quest phase, if any player is not engaged with an enemy, discard cards from the top of the encounter deck until an enemy is discarded and add it to the staging area.
While at least 1 player is engaged with an enemy, the players cannot defeat this stage. If the players defeat this stage, they win the game.

You have escaped from Umbar and thrown off your pursuers by fleeing into the desert, but many barren miles lie between you and the other side. To turn back is to walk into the arms of the Haradrim, so you set out on a dangerous desert crossing.
Setup: Each player searches the encounter deck for a copy of Burnt Sands and adds it to the staging area. Shuffle the encounter deck. Place the heat tracker next to the quest deck and set the temperature to 10.
As the sun climbs into the sky, you can feel the rising heat begin to take its toll on you...
Forced: After an ally enters play, either exhaust it, or deal 1 damage to it.
Forced: At the end of the round, increase the temperature by 4.
If the temperature is 60 or higher, the players lose the game.

You trudge across the barren desert with the blazing sun overhead and deadly creatures underfoot, but nothing is more dangerous to you than your lack of water.
When Revealed: Increase the temperature by 2. Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.
If you cannot make it across the desert soon, you are certain to die of thrist...
Forced: At the end of the round, increase the temperature by 4. Then, each player assigns X damage among characters he controls, where X is the tens digit of the temperature.
If the temperature is 60 or higher, the players lose the game.

You have wandered through the trackless desert and discovered the legendary nesting grounds of the wild Were–worms. The beasts rear up and circle to attack. You must drive them off or meet your end upon the desert sands.
When Revealed: Increase the temperature by 2. Each player searches the encounter deck, discard pile, and victory display for a Were-worm and adds it to the staging area, if able. Shuffle the encounter deck.
During the quest phase, add X to the total
in the staging area, where X is the tens digit of the temperature.
Forced: At the end of the round, increase the temperature by 4.
While at least 1 Were-worm is in play, the players cannot defeat this stage. If the players defeat this stage, they win the game. If the temperature is 60 or higher, the players lose the game.

A tribe of Haradrim has rescued you, but their village is attacked by Orcs!
Setup: Set Uruk Chieftain aside, out of play. Each player adds 1 copy of Sauron's Enforcers to the staging area. Move each hero to the staging area. Each player takes control of an objective-hero and adds 2 resources to its resource pool. Remove each remaining objective-hero from the game. For the remainder of the game, heroes in the staging area are in play but under no player's control, immune to player card effects, and their text boxes are considered to be blank.
Damage from undefended attacks must be dealt to a hero in the staging area, if able.
The first card each player plays each phase does not require a resource match.
Forced: After placing progress from questing successfully, each player chooses a hero he owns in the staging area and, takes control of that hero, and exhausts it. Advance to stage 2A.

Still weary from the long journey across the desert, your companions are somewhere in the village. In your weakened state you are no match for the attacking Orcs. Your only chance to survive is to flee into the jungle, but you will not abandon your friends.
Damage from undefended attacks must be dealt to a hero in the staging area, if able.
The first card each player plays each phase does not require a resource match.
Forced: When this stage is defeated, each player chooses a hero he owns in the staging area, takes control of that hero, and exhausts it.

Orcs have seized your friends and are now dragging them away as captives.
When Revealed: Each player searches the encounter deck and discard pile for an Orc enemy and adds it to the staging area. Shuffle the encounter deck. Attach each hero in the staging area to a different Orc enemy in the staging area. Each hero attached to an enemy is guarded by that enemy. Guarded heroes are under no player's control, immune to player card effects, and their text boxes are considered to be blank.
While an enemy is guarding a hero it gets +1 +1
+1
and is immune to player card effects.
Forced: When the enemy guarding a hero is defeated, that hero's owner takes control of that hero and exhausts it.
This stage cannot be defeated while an enemy is guarding a hero.

The Orcs run rampant through the Haradrim boma. Amidst the chaos, you see an opportunity to escape but a large Uruk chieftain bars your way. You will have to defeat the chieftain in order to get past him.
When Revealed: Add Uruk Chieftain to the staging area. Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.
Uruk Chieftain cannot take non-combat damage.
Each non-unique Orc enemy gets -10 engagement cost.
Forced: After Uruk Chieftain engages a player, it makes an immediate attack.
The players cannot defeat this stage while Uruk Chieftain is in play. If the players defeat this stage, they win the game.