


Quest Action: Search the encounter deck and discard pile for a Spider enemy and put it into play engaged with you to discard Spider Den. (Any player may trigger this effect.)



Travel: Reveal the top card of the encounter deck to travel here.
Response: When Goblin Trail leaves play as an explored location, place 6 progress on the current quest.



Response: After the players travel to Abandoned Camp, the first player discards the top card of their deck, If that card is any ally, put it into play under their control.
Travel: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.


When Revealed: Each enemy and each location currently in the staging area gets +1 until the end of the phase. If there are no cards in the staging area, Driven by Shadow gains surge.

Shadow: Choose and discard 1 attachment from the defending character. (If this attack is undefended, discard all attachments you control.)




When Revealed: The player with the highest threat level attached this card to one of his heroes. (Counts as a Condition attachment with the text: "Attached hero does not ready during the refresh phase unless you pay 2 resources from that hero's pool.")






Cannot have attachments.
While Goblin Troop is engaged with you, each other Goblin enemy engaged with you gets +1 and +1

Shadow: Attacking enemy gets +2






During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area.
Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.







Shadow: Attacking enemy makes an additional attack immediately after this one. (Deal a new shadow card for that attack.)






When Revealed: Discard the top card of each player's deck. Until the end of the phase, increase Goblintown Savengers' by the total printed cost of all cards discarded in this way.






Forced: After Wild Wargs engages you, discard the top card of the encounter deck. If that card is a Goblin enemy, put it into play engaged with you.
“Where the Warg howls, there the Orc prowls.”


When Revealed: Each player must search the encounter deck and discard pile for a Goblin enemy and put it into play, engaged with him. Then, shuffle the encounter deck. (This effect cannot be canceled.)

Shadow: Attacking enemy gets +1 for each Goblin enemy engaged with you.



When Revealed: Each player must choose: Either raise your threat by 1 for each questing character you control, or discard a questing character you control.

Shadow: If this attack is undefended, discard an ally you control.



When Revealed: Deal 2 damage to a character you control.

Shadow: Deal 1 damage to a character you control.







X is the stage number of the quest.
Cannot take damage. Cannot have attachments.
Forced: After Goblin Chieftain attacks, either remove X progress from the quest, or return it to the staging area.




While Cracked Pillar is in the staging area, it gains: "The first player may declare an attack against Cracked Pillar during the combat phase as if it was an enemy engaged with him. Use Cracked Pillar's as its
during this attack."
Travel: Remove 4 damage from Cracked Pillar to travel here.



Attach to a hero. Restricted.
Action: Exhause Cave Torch to place up to 3 progress tokens on a Dark location.
Forced: After Cave Torch exhausts, discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.







Cannot have attachments.
For each point of excess combat damage dealt by Great Cave-troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) remove 1 progress from the current quest.







Response: When Cavern Warg attacks you, exhaust Cave Torch to cancel the attack and return Cavern Warg to the staging area.

Shadow: If this attack destroys a character, return attacking enemy to the staging area after this attack.




While Goblin Tunnels is in the staging area, it gains:"Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card."

Shadow: Attacking enemy gets +1 (+3
instead if attacking enemy is a Goblin.)




Travel: Players must exhaust a Cave Torch to travel here.

Shadow: Cancel all combat damage dealt to attacking enemy.




While Branching Paths is in the staging area, each Dark location gets +1
Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.



While Collapsed Mine is in the staging area, no more than 4 progress can be placed on the quest each round.

Shadow: Raise your threat by 1 for each point of damage dealt by this attack.



Travel: Reveal the top card of the encounter deck to travel here.
Response: After Goblin Dungeon leaves play as an explored location, the first player searches the top 5 cards of his deck for an ally and puts it into play under his control. Shuffle the rest of the searched cards back into his deck.



While Crumbling Stairs is in the staging area, progress cannot be placed on it.
Forced: When Crumbling Stairs leaves play as an explored location, discard the top card of the encounter deck. If the discarded card is a location, put it into play as the active location.


When Revealed: Each player must exhaust a character and discard the top card of his deck, if able. If the printed cost of the discarded card is equal to or higher than the remaining hit points of the exhausted character, discard the exhausted character.


When Revealed: The player who controls Cave Torch must choose: Either exhaust Cave Torch, or progress cannot be placed on the quest until the end of the phase. (Progress can still be placed on the active location.)

Shadow: Deal 1 damage to the defending character.


When Revealed: The first player attaches Watchful Eyes to one of his heroes. (Counts as a Condition attachment with the text: "Limit 1 per hero.Forced: If attached hero is exhausted at the end of the combat phase, reveal 1 card from the encounter deck and add it to the staging area.")






Forced: After Stalking Goblin engages you, search the encounter deck, discard pile, and your collection (in that order) for a Goblin Sniper and add it to the staging area. Shuffle the encounter deck.

Shadow: Add Stalking Goblin to the staging area.




When Revealed: Attach to the hero with the highest threat cost. (Counts as an Adaptation attachment with the text: “Forced: Raise your threat by 2 at the end of the round. Action: Spend 2 resources from attached hero's pool to discard this card.”)

Setup. Attach to a hero.
Attached hero gains the resource icon.
Action: Choose and discard 3 cards from your hand to heal all damage from a hero. (Limit once per campaign. Record in the Campaign Log when used.)

Setup. Attach to a hero.
Attached hero gains the resource icon.
Action: Deal 1 damage to the attached hero to deal 3 damage to an enemy engaged with you. (Limit once per campaign. Record in the Campaign Log when used.)

Setup. Attach to a hero.
Attached hero gains the resource icon.
Action: Exhaust the attached hero to place 3 progress on a location. (Limit once per campaign. Record in Campaign Log when used.)

Setup. Attach to a hero.
Attached hero gains the resource icon.
Action: Spend 1 resource the attached hero's recource pool to ready a hero. (Limit once per campaign. Record in Campaign Log when used.)

When playing this card, choose one:
Quest Action: Remove No Time to Waste! from the game and from the Campaign Pool to reduce each player's threat by 3. Reveal the top card of the encounter deck.
Quest Action: Draw 1 card.

When playing this card, choose one:
Action: Remove Ranger Sense from the game and from the Campaign Pool to look at the top 4 cards of your deck. Add 1 to your hand and put the rest back in any order.
Action: Draw 1 card.


You are playing Campaign Mode.
Setup: Each player chooses 1 Adaptation boon attachment and attaches it to one of their heroes. Shuffle the Stalking Goblin burden enemy into the encounter deck. Add Stalking Goblin and each attached Adaptation to the Campaign Pool.
Forced: At the end of each round, place 1 resource token here.

Resolution: If there are 6 or more resource tokens here, the thought of the captured villagers suffering weighs heavily on you. Add the Guilty Conscience treachery burden to the Campaign Pool.
You have defeated the enemy rearguard, but the rest have escaped into the Mountains of Mirkwood with their prisoners. You must track the goblins to their hold if you are to fulfill your oath.


You are playing Campaign Mode.
Setup: Each player adds a copy of the “No Time to Waste!” boon to their hand after drawing their starting hand (including taking a mulligan). Add each copy of “No Time to Waste!” in a player's hand to the Campaign Pool. Shuffle the Shiny Distraction burden into the encounter deck and add it to the Campaign Pool.
That, of course, is the dangerous part about caves: you don't know how far they go back...
–The Hobbit

Resolution: Check the final threat of the player with the highest threat: If it is under 40, you have rescued a retired Ranger who shares his wisdom with you. Each player may add 1 copy of Ranger Sense to their deck and to the Campaign Pool. At the start of your next campaign, each player may also shuffle 1 copy of Ranger Sense into their deck and add it to the Campaign Pool.
You have rescued the captives and fulfilled your oath. What Goblins remain flee in terror of your wrath, and your return journey is untroubled. The villagers who survived thank you endlessly for returning them to their village. They invited you to stay and live among them in honor, but your allegiance is to other lords and many journeys still await you. After a good night's rest, you depart in the morning.







Response: After Théodred commits to a quest, choose a hero committed to that quest. Add 1 resource to that hero's resource pool.
"Not all is dark. Take courage, Lord of the Mark..."
–Gandalf, The Two Towers







Response: After Glóin suffers damage, add 1 resource to his resource pool for each point of damage he just suffered.
His beard, very long and forked, was white, nearly as white as the snow-white cloth of his garments.
–The Fellowship of the Ring







Gimli gets +1 for each damage token on him.
"Men need many words before deeds. My axe is restless in my hands."
–The Two Towers







While Thalin is committed to a quest, deal 1 damage to each enemy as it is revealed by the encounter deck.
There hammer on the anvil smote,
There chisel clove, and graver wrote;
There forged was blade, and bound was hilt;
The delver mined, the mason built.
–The Fellowship of the Ring







Action: Discard 1 card from your hand to give Éowyn +1 until the end of the phase. This effect may be triggered by each player once each round.
Slender and tall she was in her white robe girt with silver; but strong she seemed and stern as steel, a daughter of kings.
–The Two Towers







Response: Exhaust Eleanor to cancel the "when revealed" effects of a treachery card just revealed by the encounter deck. Then, discard that card, and replace it with the next card from the encounter deck.
"Gondor wanes, you say. But Gondor stands, and even the end of its strength is very strong."
–Boromir, The Fellowship of the Ring







Dúnhere can target enemies in the staging area when he attacks alone. When doing so, he gets +1 .
Captains rode to meet him at the ford, bearing messages from Gandalf. Dúnhere, chieftain of the folk of Harrowdale, was at their head.
–The Return of the King







Action: Exhaust Denethor to look at the top card of the encounter deck. You may move that card to the bottom of the deck.
"And the lord Denethor is unlike other men: he sees far."
–Beregond, The Return of the King







Action: Pay 1 resource from Glorfindel's pool to heal 1 damage on any character. (Limit once per round.)
"You saw him for a moment as he is upon the other side: one of the mighty of the firstborn."
–Gandalf, The Fellowship of the Ring