





Forced: After Hummerhorns engages you, deal 5 damage to a single hero you control.

Shadow: Deal 1 damage to each character the defending player controls. (2 damage instead if this attack is undefended.)






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.






Forced: Each time Marsh Adder attacks you, raise your threat by 1.
Under the boughs of Mirkwood there was deadly strife of Elves and Men and fell beasts.
–The Fellowship of the Ring






Forced: If Wargs is dealt a shadow card with no effect, return Wargs to the staging area after it attacks.

Shadow: attacking enemy gets +1 (+2
instead if this attack is undefended.)



Forced: After the players travel to The Brown Lands, place 1 progress token on it.
They had come to the Brown Lands that lay, vast and desolate, between Southern Mirkwood and the hills of the Emyn Muil. What pestilence or war or evil deed of the Enemy had so blasted all that region even Aragorn could not tell.
–The Fellowship of the Ring






Chieftain Ufthak get +2 for each resource token on him.
Forced: After Chieftain Ufthak attacks, place 1 resource token on him.






Forced: When Dol Guldur Beastmaster attacks, deal it 1 additional shadow card.






Forced: After Forest Spider engages a player, it gets +1 until the end of the round.

Shadow: Defending player must choose and discard 1 attachment he controls.












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.



Forced: After travelling to Tower Gate each player places the top card of his deck, face down in front of him, as if it just engaged him from the staging area. These cards are called 'Orc Guard', and act as enemies with: 1 hit point, 1 and 1
"I myself dared to pass the doors of the Necromancer in Dol Guldur, and secretly explored his ways."
–Gandalf, The Fellowship of the Ring


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.


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.






Forced: After Misty Mountain Goblins attacks, remove 1 progress token from the current quest.

Shadow: Remove 1 progress token from the current quest. (3 progress tokens instead if this attack is undefended.)



Forced: If Banks of the Anduin leaves play, return it to the top of the encounter deck instead of placing it in the discard pile.
Here and there through openings Frodo could catch sudden glimpses of rolling mounds, and far beyond them hills in the sunset, and away on the edge of sight a dark line, where marches the southernmost ranks of the Misty Mountains.
–The Fellowship of the Ring



Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.
"On a time they took a boat and went down to the Gladden Fields, where there were great beds of iris and flowering reeds."
–Gandalf, The Fellowship of the Ring






Forced: After Eastern Crows is defeated, shuffle it back into the encounter deck.

Shadow: attacking enemy gets +1 (+2
instead if defending player's threat is 35 or higher.)






Forced: After Gret Spider engages you, exhaust a character you control.

Shadow: Deal 1 damage to an exhausted character you control.






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.






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.


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.



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.)



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.


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 Hummerhorns engages you, deal 5 damage to a single hero you control.

Shadow: Deal 1 damage to each character the defending player controls. (2 damage instead if this attack is undefended.)






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.






Forced: Each time Marsh Adder attacks you, raise your threat by 1.
Under the boughs of Mirkwood there was deadly strife of Elves and Men and fell beasts.
–The Fellowship of the Ring






Forced: If Wargs is dealt a shadow card with no effect, return Wargs to the staging area after it attacks.

Shadow: attacking enemy gets +1 (+2
instead if this attack is undefended.)



Forced: After the players travel to The Brown Lands, place 1 progress token on it.
They had come to the Brown Lands that lay, vast and desolate, between Southern Mirkwood and the hills of the Emyn Muil. What pestilence or war or evil deed of the Enemy had so blasted all that region even Aragorn could not tell.
–The Fellowship of the Ring






Chieftain Ufthak get +2 for each resource token on him.
Forced: After Chieftain Ufthak attacks, place 1 resource token on him.






Forced: When Dol Guldur Beastmaster attacks, deal it 1 additional shadow card.






Forced: After Forest Spider engages a player, it gets +1 until the end of the round.

Shadow: Defending player must choose and discard 1 attachment he controls.












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.



Forced: After travelling to Tower Gate each player places the top card of his deck, face down in front of him, as if it just engaged him from the staging area. These cards are called 'Orc Guard', and act as enemies with: 1 hit point, 1 and 1
"I myself dared to pass the doors of the Necromancer in Dol Guldur, and secretly explored his ways."
–Gandalf, The Fellowship of the Ring


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.


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.






Forced: After Misty Mountain Goblins attacks, remove 1 progress token from the current quest.

Shadow: Remove 1 progress token from the current quest. (3 progress tokens instead if this attack is undefended.)



Forced: If Banks of the Anduin leaves play, return it to the top of the encounter deck instead of placing it in the discard pile.
Here and there through openings Frodo could catch sudden glimpses of rolling mounds, and far beyond them hills in the sunset, and away on the edge of sight a dark line, where marches the southernmost ranks of the Misty Mountains.
–The Fellowship of the Ring



Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.
"On a time they took a boat and went down to the Gladden Fields, where there were great beds of iris and flowering reeds."
–Gandalf, The Fellowship of the Ring






Forced: After Eastern Crows is defeated, shuffle it back into the encounter deck.

Shadow: attacking enemy gets +1 (+2
instead if defending player's threat is 35 or higher.)







Forced: After Ungoliant's Swarm engages a player, that player must choose and exhaust 2 characters they control.

Shadow: Put Ungoliant's Swarm into play engaged with you.



Permanent. Limit 1 per hero.
Forced: After a character you control is destroyed, raise your threat by 1.


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.






Forced: If Muck Adder damages a character, discard that character from play.

Shadow: Defending character gets -1 for the duration of this attack.



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.


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.






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















Forced: At the beginning of the encounter phase, Attercop, Attercop automatically engages the player guarding Gollum, regardless of his threat.
"Attercop! Attercop! Won't you stop..."
–Bilbo Baggins, The Hobbit






Forced: Before Patrol Leader is dealt damage, discard the top card of the encounter deck. If the discarded card is an enemy, cancel that damage.

Shadow: Cancel all damage dealt to this enemy.



Immune to card effects.
Players cannot optionally engage enemies and no engagement checks are made.
Forced: After East-gate leaves play as an explored location, add First Hall to the staging area.



Travel: Each player must raise his threat by 3 to travel here.
Forced: After First Hall leaves play as an explored location, add Bridge of Khazad-dûm to the staging area.









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.


Attach to a hero. Restricted.
Action: Exhaust Cave Torch to place up to 3 progress 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.



While Knees of the Mountain is in the staging area, it gains:
Forced: After an enemy engages a player, it gets +1until the end of the round.


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.









Allies cannot defend while Snow Warg is attacking.
Forced: After a character is declared as a defender against Snow Warg, deal 1 damage to the defending character, if able.



Forced: After at least 1 progress token in placed on Pathless Country, remove 1 progress token from it.

Shadow: Deal 1 damage to each ally in play.












Ambush (After this enemy enters play, each player makes an engagement check against it.)
Forced: After Orc Raiders engages a player, that player discards 2 attachments he controls, if able.



Forced: After you travel to Makeshift Passage, place 2 progress tokens on the current quest card, bypassing any active location.
They reached the strip of dry land between the lake and the cliffs: it was narrow, often hardly a dozen yards across, and encumbered with fallen rock and stones; but they found a way, hugging the cliff, and keeping as far from the dark water as they might.
–The Fellowship of the Ring












Forced: When Thrashing Tentacle is attacked, discard the top card of the encounter deck. If that card has a shadow effect or is a Tentacle enemy, deal the damage from the attack to 1 character an attacking player controls (ignoring defense).






Forced: When Striking Tentacle attacks, discard the top card of the encounter deck. If that card has a shadow effect or is a Tentacle enemy, this attack is considered undefended.



Forced: Before placing progress tokens on Twisting Passage, the first player must make a locate test. If this test is failed, do not place any progress tokens on Twisting Passage and trigger all "Lost:" effects in play.






When Revealed: The first player draws 1 card. Then, that player must choose and discard 4 cards from his hand, if able.
Forced: After Cave Spider engages a player, that player must choose and discard 1 card from his hand, if able.






Forced: After Goblin Sneak engages a player, discard the top card of the encounter deck. If it is a treachery card, Goblin Sneak engages the next player, if able.

Shadow: Add Goblin Sneak to the staging area.






Forced: After Nameless Thing engages a player, attach the top 2 cards of that player's deck to it.
X is the printed cost of all attached cards on this card. If there are no cards attached, X is 3.






Forced: After Elder Nameless Thing engages a player, attach the top 3 cards of that player's deck to it.
X is the printed cost of all attached cards on this card. If there are no cards attached, X is 4.



While Second Hall is the active location, it gains:
Forced: After a character leaves play, reveal 1 card from the encounter deck and add it to the staging area.
Down the centre stalked a double line of towering pillars. They were carved like boles of mighty trees whose boughs upheld the roof with a branching tracery of stone.
–The Fellowship of the Ring


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.






When Revealed: Each player must deal 1 damage to a hero he controls.
Forced: After a character leaves play, shuffle Ranging Goblin and the top card in the encounter discard pile back into the encounter deck.


When Revealed: Attach Many Thonged Whip to Durin's Bane as a Weapon attachment with the text:
Forced: When Durin's Bane attacks, the defending player must discard 1 card at random from his hand.
...in its left it held a whip of many thongs.
–The Fellowship of the Ring


If unattached, return Alcaron's Scroll to the staging area and it gains:
Action: Exhaust a hero to attach Alcaron's Scroll to that hero.
Forced: When the hero with Alcaron's Scroll attached is damaged by an enemy attack, attach Alcaron's Scroll to that enemy.






Forced: When the player whose hero has Alcaron’s Scroll attached raises his threat, Harbor Thug engages that player.

Shadow: Any damage dealt by this attack is dealt to the hero with Alcaron’s Scroll attached, if able.



If Alcaron’s Scroll is attached to a hero, The Leaping Fish gains:
Forced: At the beginning of the quest phase discard X cards from the top of the encounter deck where X is the number of players in the game. Add each enemy discarded by this effect to the staging area.





While Celador is in the staging area, he is committed to the current quest.
Forced: After players quest unsuccessfully or a character leaves play, deal 1 damage to Celador.
If Celador leaves play, remove him from the game.






Forced: When Pickpocket attacks, the defending player discards 1 resource from one of his heroes' resource pools and 1 card at random from his hand.

Shadow: Defending player discards 1 of his attachments. (Discard all of his attachments instead if undefended.)






Forced: When Zealous Traitor engages a player, that player must deal 1 damage to each ally he controls. (2 damage instead if Zealous Traitor was not optionally engaged.)






Forced: When Lossarnach Bandit engages a player, that player discards 1 resource from each of his heroes’ resource pools. (2 resources instead if Lossarnach Bandit was not optionally engaged.)






Forced: When Umbar Assassin engages a player, that player must deal 3 damage to a hero he controls. (Discard that hero instead if Umbar Assassin was not optionally engaged.)






Forced: When Haradrim Elite enters play, it makes an immediate attack from the staging area against the first player.

Shadow: This enemy attacks again after this attack resolves. (Deal a new shadow card for that attack.)






Forced: When Orc Rabble is dealt a shadow card, it gets +2 until the end of the phase.

Shadow: Deal the attacking enemy an additional shadow card for each player in the game.






Forced: When Orc Arsonist engages a player, deal 1 shadow card to each enemy engaged with that player.

Shadow: Attacking enemy gets +1 . Deal it another shadow card.






Daughter of Berúthiel cannot be optionally engaged.
Forced: After Daughter of Berúthiel attacks, return her to the staging area. The engaged player may raise his threat by 4 to prevent this effect.






Forced: After The Hand of Castamir attacks, reveal the top card of the encounter deck, resolve its effects, and discard it.
Forced: After a treachery card is revealed from the encounter deck, The Hand of Castamir makes an immediate attack against the first player.






Forced: When Telemnar’s Bane attacks, discard the top 3 cards of each player's deck.
Forced: After a player plays an event card, Telemnar’s Bane makes an immediate attack against the first player.



Forced: After Houses of the Dead becomes the active location, exhaust all characters.
"The houses of the dead are no places for the living." –Gandalf, The Return of the King


Forced: At the end of the round, place 1 resource token on Up in Flames and discard the top X cards of each player's deck. X is the number of resource tokens on Up in Flames.
If any player has no cards in his deck, the players have lost the game.






X is the number of damage tokens on Dead Villagers.
Forced: When Ghulat attacks, place 1 damage token on Dead Villagers.
While Ghulat is in play, the game cannot end.






Forced: After Marauding Orc attacks and destroys a character, place 1 damage token on Dead Villagers.

Shadow: If this attack destroys a character, discard 1 villager token from Rescued Villagers.



Forced: At the end of the round, discard 1 villager token from Burning Farmhouse.
Houses and barns were burning. –The Return of the King



While Gondorian Hamlet is in the staging area it gains:
Forced: After a treachery card is revealed from the encounter deck, discard 1 villager token from Gondorian Hamlet.
The townlands were rich, with wide tilth and many orchards... –The Return of the King









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.



Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.
Forced: After the player who controls The King’s Library lets an attack go undefended, return The King’s Library to the staging area.
"For that is the ruin of Osgiliath on either side of Anduin, which our enemies took and burned long ago."
–Beregond, The Return of the King



The players cannot travel here.
Combat Action: Exhaust a hero to place 1 progress token on Ancient Harbor.
Forced: After the player who controls Ancient Harbor lets an attack go undefended, return Ancient Harbor to the staging area.



The players cannot travel here.
Planning Action: Spend 2 resources to place 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.












X is the total number of hidden cards in the game.
Forced: At the end of the round, each player must raise his threat by 1 for each hiddien card in his play area.






Forced: After Orc Ambusher engages you, discard 1 non-objective ally you control, if able.

Shadow: Attacking enemy gets +1 (+3
instead if undefended.)












Forced: When Evil Crow engages a player, that player takes 1 hidden card.

Shadow: Take 1 hidden card.



X is the number of players in the game.
Forced: After The Dark Woods leaves play as an explored location, the first player discards 1 hidden card.






Forced: After any number of progress tokens are placed on To the Tower, deal Morgul Sorcerer a shadow card.

Shadow: Defending player must place 1 progress token on To the Tower or treat this attack as undefended.






Forced: When Morgul Tracker is optionally engaged, place 1 progress token on To the Tower.

Shadow: Attacking enemy gets +1 . If undefended, place 1 progress token on To the Tower as well.






Forced: When Lord Alcaron attacks, place 1 progress token on To the Tower.
Forced: When Lord Alcaron is dealt a shadow card with no shadow effect, he makes an additional attack after this one (deal and resolve another shadow card).



Forced: At the end of the round, each player returns 1 enemy engaged with him to the staging area.

Shadow: If this attack destroys a character, place 1 progress token on To the Tower.



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


















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.






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






Forced: After Orc Skirmisher engages a player, that player must either deal 3 damage to a character he controls, or remove 1 time counter from the current quest.

Shadow: Attacking enemy gets +1 .






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






When Revealed: Each player draws a card.
Forced: After a player draws any number of cards, Dunland Tribesman gets +1 until the end of the round.

Shadow: Attacking enemy gets +1 .






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: 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






Cannot have attachments. Cannot leave play.
Chief Turch engages the first player.
Forced: After an enemy engages a player, remove 1 time counter from the current quest.



Forced: At the end of the refresh phase, remove 1 time counter from the current quest.
After some miles, however, the road ceased to roll up and down... –The Fellowship of the Ring






Boar Clan Stalker gets +1 and +1
for each resource token on it (limit +4).
Forced: After the engaged player draws any number of cards, put a resource token on Boar Clan Stalker.






Forced: After the engaged player draws any number of cards, deal Boar Clan Warrior a shadow card.

Shadow: Attacking enemy gets +1 for each shadow card on it.



X is the number of resource tokens on this card.
Forced: After a player draws any number of cards, place 1 resource token here.



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.


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.






























Players cannot reduce their threat.
While The Empty Mug is in the victory display, the current quest gains:
Forced: After a player card effect reduces a player's threat, remove it from the game.>






Forced: When Spy from Mordor attacks, remove 1 time counter from the current quest.
"Some spying breed of Orc, I guess, or a creature of theirs." –Faramir, The Two Towers






While Bellach’s Marauder is engaged with a player, it gains:
Forced: After a time counter is removed from the current quest, deal Bellach’s Marauder 2 shadow cards.

Shadow: Remove 1 time counter from the current quest.



While Tharbad Hideout is the active location, time counters cannot be removed from the current quest.
Forced: At the beginning of the quest phase, place 1 progress on Tharbad Hideout.



Travel: Raise each player's threat by X to travel here. X is the number of enemies in play.
Forced: After traveling to Hidden Alleyway, add 1 time counter to the current quest.









Cannot have attachments.
Ancient Marsh-dweller gets +1 and +1
for each resource token on it.
Forced: After any number of time counters are removed from the current quest, place a resource token here.






Cannot have attachments.
Forced: After any number of time counters are removed from the current quest, Giant Swamp Adder attacks the engaged player.
There were also abominable creatures haunting the reeds and tussocks... –The Fellowship of the Ring






Forced: After any number of time counters are removed from the current quest, the engaged player must deal 2 damage to an ally he controls.

Shadow: Deal 1 damage to the defending character.



While Fen of Reeds is in the staging area, it gains:
Forced: After the players advance to a quest stage, each player must exhaust a character he controls.

Shadow: Attacking enemy gets +1 for each time counter on the quest.





When a location has damage equal to its printed quest points, place it facedown underneath The Orcs’ Search.
Forced: At the end of the refresh phase, raise each player's threat by 1 for each card underneath The Orcs’ Search.






Forced: After Prowling Orc attacks, place 1 damage on the active location.
Scour: Prowling Orc engages the player with the highest threat and makes an immediate attack.
"Garn! You don't even know what you're looking for." –Orc, The Return of the King



Forced: After Ruined Plaza enters the staging area, place 1 damage here.

Shadow: Defending player assigns X damage amoung characters he controls. X is the number of cards underneath The Orcs’ Search.



Forced: After placing any amount of progress here, trigger the topmost Scour effect in the discard pile, if able.

Shadow: Attacking enemy gets +1 If this attack destroys a character, raise each player's threat by 1 for each card underneath The Orcs’ Search.






Cannot have attachments. While Raven Chief’s Camp is in play, Raven Chief cannot be damaged.
Forced: When Raven Chief attacks, remove 1 time counter from the active location, if able.









Forced: After Raven Warrior engages a player. remove X time counters from locations in play. X is the number of cards in engaged player's hand.

Shadow: Defending player discards an attachment he controls.



Forced: After the last time counter is removed from this location, starting with the first player, each player draws the top card of the Raven deck and puts it into play engaged with him.
All the camp was soon astir. –The Two Towers



Forced: After the last time counter is removed from this location, reveal the top card of the Raven deck and add it to the staging area.

Shadow: Deal attacking enemy 2 additional shadow cards from the Raven deck.



Forced: After the last time counter is removed from this location, each player assigns X damage among characters he controls, where X is the number of cards in his hand.

Shadow: Deal 1 damage to the defending character.



Forced: After the last time counter is removed from this location, each player raises his threat by the number of cards in his hand.

Shadow: Defending player assigns X damage among characters he controls. X is the Time X value on the active location.



While Borders of Bree-land is in the staging area it gains:
Forced: At the beginning of the quest phase, return 1 enemy engaged with a player to the staging area.

Shadow: Defending character gets -1 for each quest stage in play.


No more than 3 progress tokens can be placed on the current quest each round.
While Orc Rearguard is the current quest it gains:
Forced: At the end of the staging step, reveal 1 card from the encounter deck.
Some of the Orcs have broken from the war party to hinder your pursuit. Until you deal with them, it will be difficult to continue your chase...


When Revealed: The first player loses control of Iârion and places him facedown underneath this stage. When this stage is defeated, the first player takes control of Iârion and exhausts him.
Forced: After the last time counter is removed from this stage, discard Iârion.
While scouting ahead, Iârion is ambushed by several Orcs. The Ranger is knoced unconscious and dragged away by the Orcs. You must rescue him!






Forced: After Cornered Orc engages a player, it makes an immediate attack.

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



Weathered Hilltop gets +1 for each resource token on it.
Forced: After a Weather treachery is revealed from the encounter deck, place 1 resource token here.
"There is little shelter or defence here..." –Aragorn, The Fellowship of the Ring



While Exposed Ridge is the active location, it gains:
Forced: At the end of the refresh phase, each player deals 1 damage to a character he controls.

Shadow: Attacking enemy gets +1 for each damaged character the defending player controls.


Forced: After the last time counter is removed from this quest cards, each player deals 4 damage to a hero he controls. Then, place 4 time counters on this quest card.
The weather is growing steadily worse, and black clouds loom on the horizon. You must find a safe place to shelter or be caught in the storm...






Cannot have attachments.
Forced: After a treachery card with the Sorcery trait is revealed from the encounter deck, Thaurdir makes an immediate attack against the first player.






Forced: After Thaurdir’s Damned engages you, discard the top 2 cards of your deck and assign X damage among characters you control. X is the combined printed cost of the discarded cards.
"I saw them; grim faces and evil..." –Frodo, The Two Towers






Forced: When Baleful Shade attacks, the defending player discards the top card of his deck. If the discarded card is an ally, Baleful Shade gets +2 for this attack.

Shadow: Exhaust a character you control.



Forced: After the last time counter is removed from Broken Battlements, each player discards the top 5 cards of his deck and places 1 time counter here.
Travel: Each player discard the top card of his deck.
"Men call it Deadman's Dike, and they fear to tread there." –Elrond, The Fellowship of the Ring



Fornost Square gets +1 for each resource token on it.
Forced: After the first player discards any number of cards from the top of his deck, place 1 resource token here.
"...the heirs of Valandil removed and dwelt at Fornost on the high North Downs, and that now too is desolate." –Elrond, The Fellowship of the Ring



While Deadmen’s Gate is the active location, it gains:
Forced: After a player triggers an 'Action' or 'Response' effect, he must discard the top card of his deck.

Shadow: Discard an attachment you control.


Forced: At the end of the refresh phase, each player discards the top X cards of his deck, where X is the number of Undead enemies engaged with him.
The more you struggle against the undead, the deeper you are drawn into the wraith–world. You must escape before madness or despair takes you...






Forced: After Angmar Marauder attacks and destroys an ally, return it to the staging area.

Shadow: Attacking enemy gets +1 for each ally the defending player controls.






Forced: After Angmar Captain attacks and destroys an ally, discard the top card of the defending player's deck. If the discarded card is an ally, Angmar Captain makes an additional attack against the defending player.
In the twilight he saw a large black Orc... –The Two Towers


You've lost your way in the vastness of Arnor. You must search around until you find your trail again.
When Revealed: Each player places all cards in his hand facedown underneath Lost in the Wilderness.
Forced: When Lost in the Wilderness is defeated, return each card underneath it to its owner's hand.



Forced: After the "when revealed" effect of a treachery card is canceled, raise each player's threat by 2.

Shadow: Attacking enemy gets +1 . If this attack destroys a character, the defending player raises his threat by 2.



Forced: When Ancient Causeway is explored, raise each player's threat by 2.
...on either side of it there were lines of large boulders and hewn stones that screened the travellers almost like a hedge. –The Fellowship of the Ring


Your enemies lurk somewhere in the decrepit ruins around you: a constant threat until you search them out...
Forced: At the end of the refresh phase, raise each player's threat by 2.
Response: After Search the Ruins is defeated, reduce each player's threat by 3.


Forced: At the end of the refresh phase, discard the top 3 cards of the encounter deck. Return the topmost Undead enemy in the encounter discard pile to the staging area.
The undead keep rising from the grave. For each one that you strike down, another takes its place. You must do something to stem the tide...


Cards in each player's discard pile cannot leave that player's discard pile by player card effect.
Forced: After this stage is defeated, each player shuffles the top 5 cards of his discard pile back into his deck.
You must uncover the source of this evil that sets its will against yours.


Forced: After an enemy is defeated, place 1 resource token here. Then, if there are at least X resource tokens here, flip Hunting the Orcs and place each resource token that was on it on Savage Counter-attack. X is 3 more than the number of players in the game.