Core Set
(x1/x0)

Core Set
(x2)

Core Set
(x1/x0)

Core Set
(x2)

Core Set
(x2)

Core Set
(x1/x0)

Core Set
(x2/x1)

Core Set
(x4)

Core Set
(x2/x0)

Core Set
(x1)

(40)
5
4
3
9




Nazgûl.
No attachments can be played on Nazgûl of Dol Guldur.
Forced: When the prisoner is 'rescued', move Nazgûl of Dol Guldur into the staging area.
Forced: After a shadow effect dealt to Nazgûl of Dol Guldur resolves, the engaged player must choose and discard 1 character he controls.
Core Set
(x2)

Core Set
(x1)

Item.
Guarded. Restricted.
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.
Core Set
(x1)

Item.
Guarded. Restricted.
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.
Core Set
(x3)

Core Set
(x2)

Core Set
(x3/x1)

Core Set
(x3/x1)

Two-Player Limited Edition Starter
(x2)

Two-Player Limited Edition Starter
(x2)

Two-Player Limited Edition Starter
(x1)

Two-Player Limited Edition Starter
(x1)

Two-Player Limited Edition Starter
(x2)

Two-Player Limited Edition Starter
(x2/x0)

1
(3)

Underground.
Dark.
While Branching Paths is in the staging area, each Dark location gets +1 Threat.
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.
Two-Player Limited Edition Starter
(x1/x0)

The Hunt for Gollum
(x4)

Clue.
Guarded.
Response: After the players quest successfully, the players may claim Signs of Gollum if it has no attached encounters. When claimed, attach Signs of Gollum to any hero committed to the quest. (Counts as a Condition attachment with: 'Forced: After attached hero is damaged or leaves play, return this card to the top of the encounter deck.')
Conflict at the Carrock
(x1)

Conflict at the Carrock
(x1)

Conflict at the Carrock
(x4/x2)

The Hills of Emyn Muil
(x2)

The Dead Marshes
(x1)

The Dead Marshes
(x4/x2)

The Dead Marshes
(x4)

Return to Mirkwood
(x4/x2)

Return to Mirkwood
(x3/x0)

Khazad-dûm
(x2/x1)

Khazad-dûm
(x1)

Khazad-dûm
(x1)

Khazad-dûm
(x2)

Khazad-dûm
(x3/x1)

1
(3)

Underground.
Dark.
While Branching Paths is in the staging area, each Dark location gets +1 Threat.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.
Khazad-dûm
(x1)

Khazad-dûm
(x1)

Khazad-dûm
(x3/x0)

Khazad-dûm
(x2)

The Redhorn Gate
(x3)

Road to Rivendell
(x3)

Road to Rivendell
(x4)

Road to Rivendell
(x3)

Road to Rivendell
(x3)

The Watcher in the Water
(x2)

The Watcher in the Water
(x4/x3)

(12)
2
3
0
3




Tentacle.
Forced: When Grasping Tentacle is attacked, discard the top card of the encounter deck. If that card has a shadow effect or is a Tentacle enemy, attach this card to an attacking character as a Tentacle attachment with the text: 'Attached character's Attack and Defense are reduced to 0.'
The Watcher in the Water
(x4/x3)

The Watcher in the Water
(x4/x3)

The Long Dark
(x2)

The Long Dark
(x3)

The Long Dark
(x4)

Foundations of Stone
(x5/x3)

Foundations of Stone
(x3/x1)

Shadow and Flame
(x1)

Shadow and Flame
(x3/x1)

Shadow.
When Revealed: Attach Counter-spell to Durin's Bane. (Counts as a Condition attachment with the text: 'Forced: When a player plays an event, discard the top card of the encounter deck. If that card is a treachery card, cancel the effects of the event, discard the event player's hand, and discard Counter-spell from play.')
Shadow and Flame
(x3)

Shadow and Flame
(x2)

Heirs of Númenor
(x1)

Heirs of Númenor
(x5)

Heirs of Númenor
(x1)

Heirs of Númenor
(x2)

Heirs of Númenor
(x1)

Heirs of Númenor
(x3)

Heirs of Númenor
(x3)

Heirs of Númenor
(x2)

Heirs of Númenor
(x1/x0)

Heirs of Númenor
(x2)

Heirs of Númenor
(x3/x0)

Heirs of Númenor
(x3)

The Steward's Fear
(x1)

The Steward's Fear
(x1)

The Steward's Fear
(x1)

The Steward's Fear
(x1/x0)

The Steward's Fear
(x1)

Encounter at Amon Dîn
(x1)

Encounter at Amon Dîn
(x4)

Encounter at Amon Dîn
(x4)

Encounter at Amon Dîn
(x4)

Assault on Osgiliath
(x4)

Assault on Osgiliath
(x1)

2
(5)

Osgiliath.
Action: If there is no active location, search the encounter deck and discard pile for an Osgiliath location, reveal it and add it to the staging area. Then, make West Gate the active location. Shuffle the encounter deck.
Forced: After the player who controls West Gate lets an attack go undefended, return West Gate to the staging area.
Assault on Osgiliath
(x1)

Assault on Osgiliath
(x1)

Assault on Osgiliath
(x1)

1
(6)

Osgiliath.
The players cannot travel here.
Planning Action: Spend 2 resources to play 1 progress token on The Old Bridge. (1 resource instead if there is another Osgiliath location in the staging area.)
Forced: After the player who controls The Old Bridge lets an attack go undefended, return The Old Bridge to the staging area.
Assault on Osgiliath
(x3)

Assault on Osgiliath
(x3)

The Blood of Gondor
(x1)

The Blood of Gondor
(x4/x2)

The Blood of Gondor
(x3/x1)

The Blood of Gondor
(x2)

The Blood of Gondor
(x4)

The Morgul Vale
(x2)

The Morgul Vale
(x3)

The Morgul Vale
(x1)

The Morgul Vale
(x1)

The Morgul Vale
(x3)

The Voice of Isengard
(x3)

The Voice of Isengard
(x1)

The Voice of Isengard
(x3)

The Voice of Isengard
(x3)

The Voice of Isengard
(x4)

The Voice of Isengard
(x3)

The Voice of Isengard
(x2)

The Voice of Isengard
(x1)

The Voice of Isengard
(x4/x3)

The Voice of Isengard
(x3/x2)

The Voice of Isengard
(x3/x2)

The Voice of Isengard
(x3)

The Voice of Isengard
(x2/x1)

The Voice of Isengard
(x2/x0)

The Voice of Isengard
(x2/x1)

The Voice of Isengard
(x2)

The Voice of Isengard
(x2/x0)

The Voice of Isengard
(x3)

The Voice of Isengard
(x2/x1)

The Voice of Isengard
(x2)

The Voice of Isengard
(x2/x1)

The Dunland Trap
(x1)

The Dunland Trap
(x1)

The Dunland Trap
(x3/x2)

The Dunland Trap
(x4)

The Dunland Trap
(x2/x1)

The Dunland Trap
(x4/x2)

2
(3)

Enedwaith.
Hills.
While Hills of Dunland is in the staging area, it gains: "Forced: After a player draws any number of cards, discard the top card of the encounter deck. If the discarded card is a Dunland enemy, put it into play engaged with that player. This ability does not stack with other copies of Hills of Dunland."
Travel: Each player draws a card to travel here.
The Dunland Trap
(x3/x1)

Surge.
When Revealed: Attach to the active location. (Counts as a Condition attachment with the text: "Limit 1 per location. Forced: After attached location is explored, each player searches the encounter deck and discard pile for a Dunland enemy and puts it into play engaged with him. Shuffle the encounter deck.")
The Three Trials
(x1)

The Three Trials
(x1)

The Three Trials
(x1)

The Three Trials
(x1)

The Three Trials
(x1)

The Three Trials
(x1)

Trouble in Tharbad
(x1)

Trouble in Tharbad
(x1)

Trouble in Tharbad
(x4)

Trouble in Tharbad
(x2/x1)

Trouble in Tharbad
(x2)

Trouble in Tharbad
(x2)

Trouble in Tharbad
(x2)

The Nîn-in-Eilph
(x1)

The Nîn-in-Eilph
(x4/x3)

The Nîn-in-Eilph
(x3)

The Nîn-in-Eilph
(x3/x2)

The Nîn-in-Eilph
(x3)

Celebrimbor's Secret
(x1)

Celebrimbor's Secret
(x2/x1)

Celebrimbor's Secret
(x3)

Celebrimbor's Secret
(x4/x2)

The Antlered Crown
(x1)

The Antlered Crown
(x1)

The Antlered Crown
(x4/x3)

The Antlered Crown
(x4/x2)

The Antlered Crown
(x3)

The Antlered Crown
(x3)

The Antlered Crown
(x2)

The Lost Realm
(x2)

The Lost Realm
(x1)

The Lost Realm
(x1)

The Lost Realm
(x5/x4)

The Lost Realm
(x1)

The Lost Realm
(x3)

The Lost Realm
(x3/x2)

The Lost Realm
(x1)

The Lost Realm
(x1)

The Lost Realm
(x3/x1)

The Lost Realm
(x4)

The Lost Realm
(x3/x2)

The Lost Realm
(x3)

The Lost Realm
(x2/x1)

The Lost Realm
(x1)

The Lost Realm
(x3/x2)

The Lost Realm
(x2/x1)

The Lost Realm
(x1)

The Lost Realm
(x3/x2)

The Lost Realm
(x2)

The Lost Realm
(x1)

The Lost Realm
(x2/x1)

The Lost Realm
(x1)

The Lost Realm
(x1)

The Lost Realm
(x1)

The Lost Realm
(x1)

The Wastes of Eriador
(x1)

The Wastes of Eriador
(x1)

The Wastes of Eriador
(x1)

The Wastes of Eriador
(x2/x1)

The Wastes of Eriador
(x3)

Escape from Mount Gram
(x1)

Escape from Mount Gram
(x1)

Escape from Mount Gram
(x2)

Escape from Mount Gram
(x1)

Across the Ettenmoors
(x2/x0)

Across the Ettenmoors
(x2/x0)

Across the Ettenmoors
(x1)

Across the Ettenmoors
(x1)

Across the Ettenmoors
(x1)

The Treachery of Rhudaur
(x1)

The Treachery of Rhudaur
(x1)

The Treachery of Rhudaur
(x3/x2)

The Treachery of Rhudaur
(x2)
