


X is double the number of players in the game.
While Amon Lhaw is the active location, treat all attachments as if their printed text boxes were blank.






Forced: After traveling to The North Stair, move the top card of the encounter discard pile to the staging area. Resolve any "when revealed" effects on that card.



While Rauros Falls is the active location, all characters must commit to the current quest during the quest phase.

Shadow: After this attack resolves, return attacking enemy to the staging area.









Travel: In order to travel to The Highlands, the players must reveal the top card of the encounter deck, and add it to the staging area.




When Revealed: Remove 1 progress token from each location in play. Then, discard the top card of each player's deck for each progress token removed by this effect.













Action: Raise your threat by 1 to ready Boromir. (Limit once per phase.)
Action: Discard Boromir to deal 2 damage to each enemy engaged with a single player.
"...in Gondor we must trust to such weapons as we have." –The Fellowship of the Ring







Response: Discard Dúnedain Watcher from play to cancel the shadow effects of a card just triggered.
"If simple folk are free from care and fear, simple they will be, and we must be secret to keep them so. That has been the task of my kindred, while the years have lengthened and the grass has grown." –Strider, The Fellowship of the Ring



Attach to a hero.
Attached hero gains ranged.
Action: Pay 1 resource from attached hero's pool to attach Dúnedain Cache to another hero.







Ranged.Vassal of the Windlord cannot have restricted attachments.
Forced: After an attack in which Vassal of the Windlord attacked resolves, discard Vassal of the Windlord from play.



Attach to a hero.
Action: Exhaust Song of Mocking to choose another hero. Until the end of the phase, attached hero takes all damage assigned to the chosen hero.
Old fat spider spinning in a tree!
Old fat spider can't see me!
Attercop! Attercop!
Won't you stop. Stop your spinning and look for me!
-Bilbo Baggins, The Hobbit







While Elfhelm is ready, he gains:
Response: After your threat is raised as the result of questing unsuccessfully, or by an encounter or quest card effect, reduce your threat by 1.
"But my lord sends word that we must set ourselves in readiness: orders may come for a sudden move." –The Return of the King



Action: Until the end of the phase, Rohan characters do not exhaust to commit to quests.
"But we must ride more warily; for war is abroad, and the Rohirrim, the Horse–lords, do not sleep, even if it seems so from afar." –Gandalf, The Two Towers







Response: After a Silvan character readies during the refresh phase, heal 1 damage from that character.
"The Wood–elves tracked him first, an easy task for them, for his trail was still fresh then." –Gandalf, The Fellowship of the Rings



Attach to a Hobbit character.
Action: Exhaust Fast Hitch to ready attached character.
'And I put as fast a hitch over the stump as any one could have done, in the Shire or out of it.' –Sam, The Two Towers


Attach to a hero.
Attached hero gains a resource icon.
We go, we go, we go to war, to hew the stone and break the door. –The Two Towers



You have followed Gollum's trail for days, and are now closing in fast pursuit. In a last ditch effort to escape you, the creature has fled to The Dead Marshes.
Setup: Search the encounter deck for Gollum, and add it to the staging area. Shuffle the encounter deck, then reveal 1 card per player from the encounter deck and add it to the staging area.
'Yes, yes,' said Gollum. 'All dead, all rotten. Elves and Men and Orcs. The Dead Marshes. There was a great battle long ago, yes, so they told him when Smeagol was young, when I was young before teh Precious came. It was a great battle. Tall Men with long swords, and terrible Elves and Orcses shrieking. They fought on th eplain for days and months at the Black Gates. But the Marshes have grown since then, swallowed up the graves; always creeping, creeping.'
–The Two Towers.



After a tiring pursuit through the treacherous marshland, you have cornered Gollum, and move in for the capture.
Forced: After this stage is defeated, the first player chooses a player. That player must pass an Escape test, dealing 1 card from the encounter deck for each resource token on Gollum, to capture him. If Gollum is not captured at this time, reset the quest deck to stage 1B.
If this final Escape test is passed, the players have captured Gollum and won the game.


If Gollum ever has 8 or more resource tokens on him, shuffle him back into the encounter deck.
Forced: At the end of the quest phase, the party must make an escape test, dealing 1 card per player from the encounter deck. If this test is failed, place 2 resource tokens on Gollum.


When Revealed: Place 2 resource tokens on Gollum. Any player may exhaust a hero to reduce this effect to 1 resource token.
Escape: 4
Presently it grew altogether dark; the air itself seemed black and heavy to breathe. When lights appeared Sam rubbed his eyes: he thought his head was going queer. He first saw one with the corner of his left eye, a wisp of pale sheen that faded away...
–The Two Towers


When Revealed: The first player makes an escape test counting instead of
, dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and raise each player's threat by 1.
Escape: 3


When Revealed: Each player must make an escape test, dealing 2 cards from the encounter deck for each test. Each player that fails this test places 1 resource token on Gollum, and raises his threat by 1.
Escape: 5






Forced: Remove 2 damage from Giant Marsh Worm at the end of each round.
Escape: 2
"No birds here. There are snakeses, wormses, things in the pools. Lot of things, lots of nasty things."
–Gollum, The Two Towers






While The Heart of the Marshes is the active location, all cards dealt from the encounter deck for escape tests get +1 Escape. (Cards receive this bonus even if they do not have a printed escape value.)
Escape: 1










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.