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Set
Card Set Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique
Set Type Project

Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
Artist Popularity Errata
Results: 167 Cards

Core Set (x2)

When Revealed: Each location in the staging area gets +1 until the end of the phase. Then, each player with a threat of 35 or higher chooses and discards 1 card from his hand.

"But it will be hard to find the path unless the fog lifts a little later on."
–Aragorn, The Fellowship of the Ring


Two-Player Limited Edition Starter (x2)

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.)


Two-Player Limited Edition Starter (x2/x0)
1 (3)
Underground.   Dark.  

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.


The Hunt for Gollum (x5/x2)
(34) 2 2 2 6
Mordor.  

Hunters from Mordor get +2 and +2 for each Clue card in play.

Shadow: Deal 1 damage to each hero with a Clue card attached. (3 damage instead if this attack is undefended.)


Conflict at the Carrock (x4/x2)
2 (3)
Riverland.  

While it is in the staging area, River Langflood gets +1 for each Troll enemy in play.


The Hills of Emyn Muil (x3)
2 (2)
Emyn Muil.  

While The Outer Ridge is the active location, each location in the staging area gets +1 .

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


Khazad-dûm (x3/x1)
1 (3)
Underground.   Dark.  

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.


Khazad-dûm (x3)

When Revealed: Each enemy and location currently in the staging area gets +1 until the end of the phase. (+3 instead if it is a Dark location.) Players may exhaust a Cave Torch to cancel this effect.

Shadow: attacking enemy gets +2


Khazad-dûm (x1/x0)
(50) 1 1 3 1
Orc.   Summoner.  

While Orc Drummer is in the staging area, each enemy gets +X . X is the number of players in the game.


Heirs of Númenor (x4)
(34) 1 3 1 5
Harad.  

Southron Company gets +2 and +2 while the current quest card has the battle or siege keyword.

Shadow: attacking enemy gets +1 (+2 instead if the current quest card has a keyword.)


The Drúadan Forest (x3/x1)
(40) 0 1 2 2
Wose.  

Each Wose enemy in the staging area gets +2 .

Shadow: Each Wose enemy engaged with the defending player gets +1 .


The Voice of Isengard (x1)
1 (1)
River.  

Immune to player card effects.

While The Islet is the active location, each Dunland enemy in play gets +1 .

There were three lines of flat stepping–stones across the stream, and between them fords for horses, that went from either brink to a bare eyot in the midst. –The Two Towers


The Voice of Isengard (x4)
2 (3)
Mountain.  

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


The Voice of Isengard (x3)
(30) 1 2 3 3
Dunland.  

While any player has 3 or more cards in hand, Dunland Prowler gains Surge.

While any player has 5 or more cards in hand, Dunland Prowler gets +1 .

...the wild men of the Dunland fells. –The Two Towers


The Voice of Isengard (x2)
(37) 0 4 2 3
Dunland.  

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 .


The Voice of Isengard (x3/x1)
2 (5)
Forest.  

While Ancient Forest is in the staging area, each Forest location in the staging area gets +1 and +3 quest points. This ability does not stack with other copies of Ancient Forest.

Shadow: Defending player exhausts a character he controls.


The Three Trials (x5/x4)
(28) 1 1 2 4
Undead.   Spirit.  

Cannot have attachments.

Spirit of the Wild gets +1 and +1 for each Key objectives the players control.

Shadow: Attacking enemy gets +1 for each Key objective the players control.


Trouble in Tharbad (x1)
(50) X 5 4 7
Mordor.   Spy.  

X is the number of players in the game.

Orc and Creature enemies get -30 engagement cost and +1 .

Forced: When Bellach is destroyed, shuffle him into the encounter deck.


Trouble in Tharbad (x2/x1)
1 (5)
City.   Ruins.  

While Ruins of the Second Age is in the staging area, City locations get +1 .

While Ruins of the Second Age is the active location, deal engaged enemies 1 additional shadow card at the beginning of the combat phase.

...as far as Tharbad, where the old North Road crossed the river by a ruined town. –The Fellowship of the Ring


Trouble in Tharbad (x2)
2 (3)
City.  

While Decrepit Rooftops is the active location, enemies get +1 and do not make engagement checks.

Forced: After traveling to Decrepit Rooftops, return all engaged enemies to the staging area.


Trouble in Tharbad (x2)

When Revealed: Return all engaged enemies to the staging area. Then, the first player either removes 1 time counter from the current quest or each Spy enemy in the staging area gets +2 until the end of the phase.

Concealment was no longer possible, and they could only hope that no enemy or spy was observing them. –The Fellowship of the Ring


The Nîn-in-Eilph (x1)
(45) 3 6 4 9
Creature.  

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.


The Lost Realm (x3)
1 (5)
Arnor.   Hills.  

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


The Lost Realm (x3)
1 (4)
Fornost.   Ruins.  

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


The Lost Realm (x1)
(4)

Each Orc enemy gets +1 +1 and +1 .

When Revealed: Each player must search the encounter deck and discard pile for an Orc enemy and put it into play engaged with him. Shuffle the encounter deck.

Several Orcs spring upon you from their hiding place! Their surprise attack puts you on the defensive. You must fight to gain the upper hand.



The Lost Realm (x3)
2 (3)
Arnor.  

If the current quest is a side quest, Rugged Country gets +2 .

Shadow: Attacking enemy gets +1 for each quest card in play.


The Lost Realm (x2/x1)

When Revealed: Each Undead enemy gets +1 +1 and +1 until the end of the round. If there are no Undead enemies in play, Restless Evil gains Surge.

Shadow: Each Undead enemy engaged with you gets +1 and +1 until the end of the round.


The Wastes of Eriador (x4/x3)
(30) 2 3 1 4
Creature.   Warg.  

When Revealed: Each Warg enemy gets +1 until the end of the phase.

Shadow: After this attack, attacking enemy engages the next player, then makes an immediate attack (deal a new shadow card for that attack).


The Wastes of Eriador (x3)
1 (4)
Arnor.   Hills.  

While it is Night, North Downs gets +2 .

Shadow: Attacking enemy gets +1 . If this attack destroys a character, remove all progress from the current quest.


The Treachery of Rhudaur (x1)
(18)

You search through the ashes of the keep's destroyed rooms. If you are diligent, you may be able to find a clue as to Iรขrion's ancestry.

While Sift through the Debris is the current quest, each location in the staging area gets +1

Forced: After a location is explored, place 2 progress on Sift through the Debris.

When this quest is defeated, flip it over.


The Battle of Carn Dûm (x4/x3)
(40) 1 4 3 5
Orc.  

Carn Dรปm Garrison gets +1 for each shadow card currently dealt to it.

Shadow: Attacking enemy gets +1 for each shadow card currently dealt to it.


The Dread Realm (x3)
1 (7)
Carn Dûm.   Underground.  

Unholy Crypt gets +1 for each Reanimated Dead in play.

Shadow: if this attack destroys a character, reanimate that character and deal it 1 shadow card.


The Grey Havens (x2)

When Revealed: Either each player must exhaust a character he controls, or each Lost Island in the staging area gets +1 until the end of the phase.

Shadow: Discard the bottom card of your deck. If that card's printed cost is 2 or less, exhaust a character you control.


The Grey Havens (x2)
1 (3)
Grey Havens.  

Aflame 5.

Burning Piers gets +1 for each damage on it.

Forced: When Burning Piers is placed underneath The Havens Burn, deal 3 damage to the Dream-chaser.

Shadow: Add Burning Piers to the staging area.


Temple of the Deceived (x3)

Doomed 1.

When Revealed: Each Uncharted location in the staging area gets +1 until the end of the phase. If the active location has the Ruins trait, discard 1 resource from each hero and objective-ally in play.


A Storm on Cobas Haven (x3/x1)
3 (3)
Coastland.   Ocean.  

If you are off-course (Cloudy, Rainy, Stormy), Coast of Anfalas gets +2 Travel: Exhaust a Ship objective to travel here.

Shadow: If you are off-course (Cloudy, Rainy, Stormy), attacking enemy gets +2


The City of Corsairs (x3/x1)
(28) 2 2 3 5
Corsair.   Raider.  

Corsair Slaver gets +1 and +1 for each resource on it.

Forced: After the engaged player spends any number of resources, place 1 of those resources on Umbar Slaver.


The City of Corsairs (x2/x1)

When Revealed: Add 2 resources to a Raider enemy in the staging area. Each Raider enemy in the staging area gets +1 for each resource on it until the end of the phase. If there are no Raider enemies in the staging area, Foes of Ecthelion gains surge.


The Sands of Harad (x4)
2 (3)
Desert.  

While the temperature is 40 or higher, Burnt Sands gets +2

Forced: After Burnt Sands becomes the active location, increase the temperature by 2.

...all seemed ruinous and dead, a desert burned and choked. –The Return of the King


The Sands of Harad (x2)
3 (3)
Desert.  

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.


The Sands of Harad (x1)
(4)

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.


The Sands of Harad (x1)
(40) 2 5 3 6
Harad.  

While Southron Captain is in the staging area, each other Harad enemy gets +1

While Southron Captain is engaged with you, each other Harad enemy engaged with you gets +1


The Sands of Harad (x2/x1)

Surge.

When Revealed: Attach to the highest location in the staging area without a copy of Overgrown attached. (Counts as a Condition attachment with the text: "Attached location gets +1 and gains 'Immune to player card effects.'"


The Sands of Harad (x1)
(5)

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


The Sands of Harad (x2/x1)
(20) 2 2 2 2
Creature.  

When Revealed: Attach to an Orc enemy and return that enemy to the staging area. Limit 1 per enemy. (Counts as a Mount attachment with the text: "Attached enemy gets +2 +2 +2 and +2 hit points.

Forced: When attached enemy leaves play, add Mordor Warg to the staging area."


The Mûmakil (x4)
(35) 2 2 2 4
Creature.  

Territorial Ape gets +X and + X where X is the of the active location.

Shadow: Attacking enemy gets +1 (+2 instead if a location was explored this round).


The Mûmakil (x1)
(6)

The great apes of the jungle gather in the trees around you. They shadow your steps and slow your progress.

Each location gets +1

Forced: When Guardians of the Jungle becomes the current quest, search the encounter deck and discard pile for a Territorial Ape and put it into play engaged with the first player.


Race Across Harad (x2)
2 (5)
Desert.  

While the players are not at the same stage as the Orc's stage, Expanse of Harad gets +2

Forced: After Expanse of Harad becomes the active location, raise each player's threat by 2.

The wide plains opened grey before them.
–The Two Towers


Race Across Harad (x3/x2)
(10) 1 1 1 1
Creature.  

Surge.

When Revealed: Attach to an Orc enemy. Limit 1 per enemy. (Counts as a Mount attachment with the text: "Attached enemy gets +1 +1 +1 and +1 hit point.Forced: When attached enemy leaves play, return Racing Warg to the staging area.")


Race Across Harad (x3/x2)

When Revealed: If the players are not at the same stage as the Orcs, add the total of each card in the Orc's area to the total in the staging area until the end of the phase. If the players are at the same stage as the Orcs, each enemy gets +1 until the end of the phase.

Shadow: Raise your threat by 1.


Beneath the Sands (x3)
2 (3)
Underground.  

While On Track is in play, Cobwebbed Cavern gets +2

Shadow: Exhaust a character you control.


The Black Serpent (x1)
Item.   Harad.  

Guarded (enemy).

Attached encounter card gets +2 and is immune to player card effects.

Action: Exhaust The Serpent's Garb and raise your threat by 1 to give a Harad enemy in the staging area -2 until the end of the phase.


The Black Serpent (x1)
(50) 0 2 1 8
Harad.  

Cannot leave the staging area or take damage. X is the stage number of the main quest.

The Black Serpent gets +X +X and +X

Forced: At the end of the encounter phase, either remove X progress from the main quest, or The Black Serpent makes an immediate attack against the first player.


The Black Serpent (x3)
1 (5)
Desert.   Ruins.  

Desert Bastion gets +1 for each Harad objective attached to a hero.

Shadow: Attacking enemy gets +1 for each Harad objective the players control.


The Dungeons of Cirith Gurat (x3/x2)
1 (5)
Dungeon.  

Surge.

Dungeon Cell gets +X where X is the printed of the attached objective.

While Dungeon Cell is in the staging area, it gains:"Forced: After an ally is destroyed, attach it to Dungeon Cell if there is no objective attached to Dungeon Cell."


The Crossings of Poros (x1)
(50) 0 2 1 8
Harad.  

Cannot leave the staging area or take damage. X is the stage number of the main quest.

The Black Serpent gets +X +X and +X

Forced: At the end of the encounter phase, either remove X progress from the main quest, or The Black Serpent makes an attack against the first player.


The Crossings of Poros (x2/x1)
2 (5)
Hills.  

While any player has threat of 35 or higher, Shadowy Vale gets +3

Forced: After Shadowy Vale becomes the active location, reveal the top card of the encounter deck.

...nothing could waft away the glooms and the sad mists that clung about the Mountains of Shadow...
–The Return of the King


The Wilds of Rhovanion (x2/x1)

When Revealed: Add the top card of the Evil Creatures deck to the staging area and attach Frenzied Creature to it. (Counts as a Condition attachment with the text: "Attached enemy gets +1 +1 +1 and is immune to player card effects")

Shadow: Attach this card to attacking enemy.


The Wilds of Rhovanion (x3/x2)
2 (5)
Hills.  

Lonely Lands gets +2 for each facedown card under it.

While Lonely Lands is in the staging area, it gains:"Forced: After an event is played during the quest phase, place it facedown under Lonely Lands."


The Wilds of Rhovanion (x3/x2)
2 (6)
Forest.   Dark.  

Twilight Hall gets +2 for each resource on it.

Forced: After a Forest location is explored, place 1 resource here.

Travel: Raise each player's threat by 1 for each resource here. If there are no resources on Twilight Hall, the players cannot travel here.


The Wilds of Rhovanion (x3)

When Revealed: Until the end of the phase, each non-objective location in the staging area gets +1 (+2 instead if it has at least 1 progress token on it). If the number of non-objective locations in the staging area is less than the number of players, Vastness of Mirkwood gains surge.


The Wilds of Rhovanion (x3)
1 (5)
Underground.  

Contested Depths gets +1 for each location in the victory display.

Forced: After the players travel to Contested Depths, either raise each player's threat by 1 for each location in the victory display, or discard Contested Depths and replace it with the top card of the Caves deck.


The Wilds of Rhovanion (x2/x1)
(38) 1 1 1 5
Orc.  

While Hobgoblin is guarding a card, it gets +X +X and +X where X is that card's cost.

Forced: After Hobgoblin enters play, the first player attaches the top card of his deck to Hobgoblin faceup as a guarded attachment. When Hobgoblin leaves play, return the card it was guarding to its owner's hand.


The Withered Heath (x1)
(10) 1 6 1 18
Dragon.  

Cannot have attachments or take non-combat damage.

Cold-Drake gets +1 and +1 for each Dragon Sign in the victory display.

Forced: After Cold-Drake is dealt a shadow card with no shadow effect, the defending character cannot ready until the end of the round.


The Withered Heath (x3/x2)
1 (5)
Mountain.  

Deep.

Cave Entrance gets +1 for each Dragon Sign in the victory display.

Travel: Raise each player's threat by 1.

That, of course, is the dangerous part about caves: you don't know how far they go back, sometimes, or where a passage behind may lead to, or what is waiting for you inside.
–The Hobbit


The Ghost of Framsburg (x1)
(30) 3 3 3 6
Undead.   Wight.   Hazard.  

Cannot have non-objective attachments.

Fram's Shade gets +1 +1 and +1 for each Loot objective the players control.

When Fram's Shade is dealt shadow cards, deal it a number of shadow cards equal to the number of Loot objectives the players control (to a minimum of 1).


Mount Gundabad (x2)
2 (4)
Underground.   Dark.  

Deep. While there are 3 or more quest cards in the victory display, Desecrated Ruins gets +2 .

Shadow: Attacking enemy gets +1 . If this attack destroys a character, each player discards a random card from his hand.


The Fate of Wilderland (x2)

When Revealed: Each enemy and each location in the staging area gets +1 until the end of the phase. If the players quest unsuccessfully this phase, place 1 progress on The Goblins' Assault.

Shadow: Discard a non-objective attachment you control.


A Shadow in the East (x3)
Easterling.  

While attached to an enemy, counts as a Mount attachment with the text: "Attached enemy gets +2 Forced: At the end of the round, return attached enemy to the staging area."

When Revealed: Attach to the lowest engagement cost Easterling enemy without an Easterling Horse and return it to the staging area. Otherwise, Easterling Horse gains surge.


A Shadow in the East (x4/x3)
2 (4)
Plains.  

When Revealed: Each copy of Rolling Plains gets +2 until the end of the phase.

Travel: Raise each player's threat by 2.

The falling stream vanished into a deep growth of cresses and water–plants, and they could hear it tinkling away in green tunnels, down long gentle slopes...
–The Two Towers


A Shadow in the East (x3)
Clue.  

Guarded (enemy).

Attached enemy gets +1 +1 and +1

When Evidence of the Cult is free of encounters, add it to the victory display. Then, place 1 resource on the main quest.


A Shadow in the East (x2)
1 (5)
City.  

City Forum gets +1 for each resource here.

While City Forum is in the staging area, it gains:"Forced: After a location is explored, place 1 resource here."

Travel: Each player raises his threat by 1 for each resource here.


A Shadow in the East (x1)
(5)

The longer you wander the streets, the more unwanted attention you attract.

Each location in the staging area gets +1

Forced: After Unwelcome Travelers becomes the current quest, the first player discards cards from the top of the encounter deck until an enemy is discarded and puts it into play engaged with him.


A Shadow in the East (x2)
Easterling.  

While attached to an enemy, counts as a Condition attachment with the text: "Attached enemy gets +1 +1 +1 and is immune to player card effects."

When Revealed: Attach to the Easterling enemy with the lowest without a copy of Fanaticism. Otherwise, Fanaticism gains surge.


Challenge of the Wainriders (x3)
(45) 2 3 1 4
Easterling.  

While The Challengers is ahead of The Wainriders, Veteran Wainrider gets +2 and cannot leave the staging area.

Shadow: Attacking enemy gets +2 if The Challengers is ahead of the Wainriders.


Challenge of the Wainriders (x2/x1)
0 (6)
Plains.  

Crowded Track gets +1 for each character controlled by the first player.

Forced: After Crowded Track becomes the active location, each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. Shuffle the encounter deck.


The Hobbit: Over Hill and Under Hill (x2/x0)

When Revealed: All engaged enemies return to the staging area. Then, each Goblin enemy gets +1 until the end of the phase.

Shadow: attacking enemy is returned to the staging area after its attack resolves.


The Hobbit: Over Hill and Under Hill (x3/x2)
3 (3)
Cave.  

While The Goblins' Caves is the active location, Goblin enemies get +1

Shadow: Defending player raises his threat by X. X is the number of Goblin enemies engaged with him.


The Hobbit: Over Hill and Under Hill (x3/x1)
3 (3)
Forest.   Trollshaws.  

While Troll Camp is in the staging area, Troll enemies get +1 for each player in the game.

While Troll Camp is in play, Bilbo Baggins gains:"Action: Exhaust Bilbo Baggins and spend 1 resource to remove 1 Sack card from a character. Bilbo Baggins may trigger this effect even with a Sack card attached to him."


The Hobbit: On the Doorstep (x2)

When Revealed: Each player discards 2 random cards from hand. Until the end of the phase, each Dragon enemy in play gets +1 for each event discarded by this effect.Burgle: The first player shuffles his deck and reveals the top card. He may discard 1 card from his hand that matches the revealed card's sphere and cost.


The Hobbit: On the Doorstep (x4/x3)
(20) 1 1 1 4
Goblin.   Orc.  

This enemy gets +1 +1 and +1 for each quest stage in play with no progress on it.

Shadow: If this attack destroys a character, remove all progress from the current quest.


The Black Riders (x3/x3)
2 (2)
Forest.  

While Chetwood is in the staging area, Spy enemies get +1 and +1

Shadow: Defending player discards 1 random card from his hand.

On the third day out from Bree they came out of the Chetwood. –The Fellowship of the Ring


The Road Darkens (x4/x3)
1 (6)
Underground.  

Many-pillared Hall gets +1 for each Many-pillared Hall in play.

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


The Road Darkens (x2)

When Revealed: Remove all damage from each enemy at this stage. Each enemy at this stage gets +1 +1 and +1 until the end of the round.

Shadow: If the defending character has fewer printed hit points than the attacking enemy, this attack is considered undefended.


The Treason of Saruman (x3/x1)

Surge.

When Revealed: Attach to the active location. (Counts a Siege attachment with the text: "Each enemy gets +1

Shadow: Attacking enemy gets +1 If this attack destroys a character, place 1 progress on the current quest.


The Treason of Saruman (x3/x2)
(44) 1 3 1 3
Orc.  

Peril. Archery 1.

When Revealed: Discard 1 random card from your hand. Snaga gets +X until the end of the round, where X is the discarded card's printed cost.

Round them were many smaller goblins. –The Two Towers


The Land of Shadow (x2)
3 (7)
Marsh.  

Forced: When Stagnant Pools is discarded by the Mire keyword, raise each player's threat by 5.

Stagnant Pools gets +1 for each mire token on it.

Travel: Exhaust Smeagol to travel here.

Mists curled and smoked from dark and noisome pools. The reek of them hung stifling in the still air. -The Two Towers


The Land of Shadow (x1)
(50) 4 4 4 8
Spider.  

Cannot have attachments.

Shelob gets +1 for each resource on her.

Forced: At the beginning of the quest phase, either place 1 resource on Shelob, or she makes an immediate attack against the first player.


The Land of Shadow (x2/x1)

When Revealed: Each location in the staging area gets +1 until the end of the round. If the number of locations in the staging area is less than the number of players in the game, reveal an additional encounter card.

Shadow: Attacking enemy gets +X where X is the active location's


The Flame of the West (x3)
1 (4)
Underground.  

Haunted Path gets +1 for each player with a threat of 35 or higher.

Travel: Raise each player's threat by 1 to travel here.

Shadow: Either raise your your threat by 2, or return attacking enemy to the staging area after this attack.


The Flame of the West (x3)

When Revealed: Each Ship location in the staging area gets +1 until the end of the phase. If there are no non-unique Ship locations in the staging area, search the encounter deck and discard pile for a Ship location and add it to the staging area. Shuffle the encounter deck.


The Flame of the West (x2/x1)
Morgul.  

When Revealed: Attach to a Nazgรปl enemy. Limit 1 per enemy. (Counts as a Mount attachment with the text: "Attached enemy gets +1 +1 +1 and -10 engagement cost.Forced: At the end of the round, return attached enemy to the staging area.

...horrible as carrion–fowl yet greater than eagles, cruel as death. –The Return of the King


The Flame of the West (x4)
(45) 0 6 4 12
Nazgûl.  

Setup: Add Wraith on Wings to the staging area.

Cannot have non-Morgul attachments.

Wraith on Wings gets +1 and -1 enagement cost for each resource on it.

Forced: At the beginning of the quest phase, place 1 resource on Wraith on Wings (Limit 5 resources.)


The Mountain of Fire (x3/x1)
1 (5)
Cirith Ungol.  

Echoing Passage gets +1 for each enemy in the staging area.

While Echoing Passage is the active location, each enemy gets +2

Many doors and openings could be seen on this side and that; but it was empty save for two or three more bodies sprawling on the floor.
–The Return of the King


The Mountain of Fire (x3)

When Revealed: Deal 1 damage to each enemy in the staging area. Until the end of the phase, each enemy gets +1 for each damage on it. If there are no enemies in the staging area, Orcish Howls gains surge.

Shadow: If you are engaged with another enemy, resolve this attack against that enemy.


The Mountain of Fire (x1)
0 (-)
Mordor.  

Immune to player card effects. The players cannot travel here.

The Black Gate gets +1 for each resource on it.

Forced: At the beginning of the quest phase, place 1 resource here and raise each player's threat by 1.

The great doors of the Black Gate swung back wide. Out of it streamed a great host as swiftly as swirling waters when a sluice is lifted.
–The Return of the King


The Mountain of Fire (x2/x1)
Morgul.  

When Revealed: Either search the encounter deck, discard pile, and victory display for a Nazgรปl enemy and add it to the staging area, or attach Hell-hawk to a Nazgรปl enemy in play. (Counts as a Mount attachment with the text: "Limit 1 per enemy. Attached enemy gets +2 +2 +2 and is immune to play card effects.")


The Mountain of Fire (x2/x1)
1 (5)
Mordor.  

Mordor Road gets +1 for each controlled by the player who controls the most allies.

Forced: After Mordor Road becomes the active location, each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area.

(|)

They climbed on to the causeway and trudged along, down the hard cruel road that led to the Dark Tower itself.
–The Return of the King


The Mountain of Fire (x4)
2 (4)
Mordor.  

If a player has failed a Fortitude test this round, Plain of Gorgoroth gets +2

Travel: The first player makes a Fortitude test to travel here. If he fails this test, raise each player's threat by 4.

There smokes trailed on the ground and lurked in hollows, and fumes leaked from fissures in the earth.
–The Return of the King


The Mountain of Fire (x1)
Mordor.  

Each enemy in the staging area gets +1 and -10 engagement cost.

Forced: At the end of the round, flip The Eye of Sauron, the move it and each Nazgรปl enemy in the staging area to the Mount Doom staging area. The first player may raise each player's threat by 3 to cancel this effect.


The Massing at Osgiliath (x3)
1 (2)
West Bank.  

If the players have crossed the Anduin, Captured Watchtower gets +3 .

Shadow: Remove all defending characters from combat. This attack is considered undefended.


The Massing at Osgiliath (x3)
1 (2)
East Bank.  

If the players have not crossed the Anduin, Ruins of Osgiliath gets +3 .

...but Osgiliath which lay between was deserted and in its ruins shadows walked.
–The Fellowship of the Ring


The Battle of Lake-town (x2)

When Revealed: If Smaug is in play, he gets +2 +2 -2 and gains the text: 'Allies cannot be declared as defenders'. This effect lasts until the end of the round

Shadow: If this attack destroys a character, resolve all burn damage on locations in play.


The Stone of Erech (x2)
1 (4)
Blackroot Vale.   Mountain.  

Dusk. Shadow of Dwimorberg gets +2

Midnight. Shadow of Dwimorberg gets +4


The Stone of Erech (x3)
(35) 2 2 2 4
Undead.   Oathbreaker.  

Spectral.

Dusk. Whisperer gets +1

Midnight. Whisperer gets +2 and gains Doomed 2.


The Ruins of Belegost (x3)
1 (4)
Underground.  

Discover 3.

Sunken Treasury gets +1 for each Loot objective attached to a hero.

Travel: Each player discards 1 random card from his hand.

Shadow: Exhaust a character you control.


Murder at the Prancing Pony (x1)
5 (5)
Hideout.  

Immune to player card effects.

While Chetwood Campsite is in the victory display, each Suspect gets +1 , +1 , and +1 .

Travel: Search the encounter deck and discard pile for a Chetwood Outlaw and add it to the staging area. Shuffle the encounter deck.


Murder at the Prancing Pony (x2)

Surge.

When Revealed: Attach to a Brigand enemy without a copy of Hired Muscle attacked and return that enemy to the staging area. (Counts as a Condition attachment with the text: "Attached enemy gets +1 +1 +1 and gains:'Forced: When attached enemy is defeated, look at the bottom of the Investigation deck.'")


Attack on Dol Guldur (x2)
2 (4)
Dol Guldur.  

The Shadow Road gets +2 for each facedown card attached to it.

While The Shadow Road is in the staging area, it gains: "The players cannot travel or place progress here unless they are at stage 3F.Forced: After an event is played during the quest phase, attach it facedown to The Shadow Road."


Attack on Dol Guldur (x2)
1 (5)
Forest.  

Forest Battleground gets +1 for each ally controlled by the player with the most allies.

Forced: When Forest Battleground is explored, each player searches the encounter deck and discard pile for an Orc enemy and adds it to the staging area. Shuffle the encounter deck.


The Wizard's Quest (x1)
17
0 (6)
Forest.  

Cannot have attachments.

Twilight Hall gets +1 for each character controlled by the first player.

Forced: When Twilight Hall is explored, reveal 1 encounter card per player.


The Wizard's Quest (x1)
25
1 (5)
Forest.  

Forest Gate gets +1 for each enemy in the staging area.

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


The Wizard's Quest (x1)
27
Weather.  

When Revealed: Until the end of the phase, each enemy and location in the staging area gets +2

Shadow: Each enemy engaged with you gets +1 and +1 until the end of the phase.


The Woodland Realm (x1)
4
4 (4)
Forest.  

While The Spiders' Ring is in the staging area, each Spider enemy gets +1

Forced: When The Spiders' Ring is explored, the opposing team searches the encounter deck and discard pile for a non-unique Spider enemy and adds it to the staging area.


The Woodland Realm (x1)
5

When Revealed: The opposing team attaches Driven by Shadow to an enemy and returns it to the staging area. (Counts as a Condition attachment with the text: "Limit 1 per enemy. Attached enemy gets +2 +2 +2 and is immune to player card effects.") If there is no enemy in play, Driven by Shadow gains surge.


The Woodland Realm (x3)
6
1 (4)
Forest.  

Dark Black Woods gets +1 for each Dark Black Woods in the staging area.

Travel: Each player must discard 1 card from his hand for each Dark Black Woods in the staging area.


The Woodland Realm (x2)
9
2 (3)
Forest.  

When Revealed: Until the end of the phase, each location in the staging area gets +1

Shadow: Each enemy engaged with you gets +1 until the end of the phase.


The Mines of Moria (x1)
(50) 2 4 1 4
Creature.  

Immune to player card effects.

Cannot be optionally engaged.

The Watcher gets +2 and +4 hit points per player.


The Mines of Moria (x3)
1
1 (4)
Underground.  

Many-pillared Hall gets +1 for each copy of Many-pillared Hall in the staging area.

Shadow: Discard an attachment from the defending character.


The Mines of Moria (x1)
4
2 (5)
Underground.  

Ancient Guardroom gets +1 for each resource on it.

Forced: After an event is played, place 1 resource here.

Travel: Assign X damage among characters in play, where X is Ancient Guardroom's


The Mines of Moria (x2)
4

When Revealed: The opposing team attaches Denizen of the Deep to a non-unique enemy and returns it to the staging area. If there are no non-unique enemies in play, Denizens of the Deep gains surge. (Counts as Condition attachment with the text: "Attached enemy gets +1 +1 +1 and is immune to player card effects.)


The Mines of Moria (x2)
11

When Revealed: Each enemy and location in the staging area gets +1 until the end of the phase.

Shadow: Attacking enemy gets +1 (+2 instead if you are engaged with another enemy).


The Mines of Moria Preorder Promotion (x1)
(50) 2 4 1 4
Creature.  

Immune to player card effects.

Cannot be optionally engaged.

The Watcher gets +2 and +4 hit points per player.


The Mines of Moria Preorder Promotion (x1)
1
1 (4)
Underground.  

Many-pillared Hall gets +1 for each copy of Many-pillared Hall in the staging area.

Shadow: Discard an attachment from the defending character.


Escape from Khazad-dûm (x1)
15
3 (5)
Underground.  

While Nest of Vermin is in the staging area, each Creature enemy gets +1

Forced: When Nest of Vermin is explored, the opposing team searches the encounter deck and discard pile for a Creature enemy with cost 1 or less and adds it to the staging area. Shuffle the encounter deck.


Escape from Khazad-dûm (x3)
22
0 (3)
Underground.  

Branching Paths gets +1 for each location in the staging area. (Limit +3

Shadow: Attacking enemy gets +1


Escape from Khazad-dûm (x2)
26

When Revealed: The opposing team attaches Vast and Intricate to a non-unique location in the staging area. If there are no non-unique locations in the staging area, Vast and Intricate gains surge. (Counts as a Condition attachment with the text: "Attached location gets +2 and is immune to player card effects.")


Escape from Khazad-dûm (x2)
28
(33) 1 1 1 4
Creature.  

Forced: After Nameless Thing enters play, the first player attaches the top card of his deck to it faceup as a guarded attached. Nameless Thing gets +X +X and +X where X is that card's printed cost. When Nameless Thing leaves play, discard that card.


Escape From Dol Guldur Nightmare (x3)
1 (4)
Dol Guldur.  

Dungeon Labyrinth gets +1 and +1 quest point for each resource token on it

Forced: At the end of each round, place 1 resource token on Dungeon Labyrinth for each player in the game.

"Some here will remember that many years ago I myself dared to pass the doors of the Necromancer in Dol Guldur..." –Gandalf, The Fellowship of the Ring


Escape From Dol Guldur Nightmare (x2)

When Revealed: The staging area gets +X until the end of the phase, where X is twice the number of players in the game. If the players quest unsuccessfully this phase, put the Nazgรปl of Dol Guldur into play (from any out of play area), engaged with the first player. (Cannot be canceled.)


A Journey to Rhosgobel Nightmare (x3)
3 (4)
Forest.  

Dark-wood Grove gets +1 and +1 quest point for each Athelas card in play.

Shadow: If defending player controls at least 1 Athelas card, attacking enemy makes an additional attack after this one.


A Journey to Rhosgobel Nightmare (x3)
2 (5)
Forest.  

While Labyrinthine Woods is in the staging area, Creature enemies get +1 and +1

Shadow: After this attack, attacking enemy engages the next player and makes an immediate attack.


The Hills of Emyn Muil Nightmare (x2)
(39) 2 2 3 5
Mordor.   Orc.  

Orc Interceptor gets +1 and +1 for each resource token on it.

Forced: After a location leaves play as an explored location, place a resource token on Orc Interceptor.


The Hills of Emyn Muil Nightmare (x3)
Hazard.  

Doomed 2.

When Revealed: Remove all progress from each Emyn Muil location in play. Each Emyn Muil location gets +2 until the end of the round.

Shadow: Remove all progress from each Emyn Muil location in play.


The Seventh Level Nightmare (x1)
(20) 3 3 3 12
Mordor.   Orc.  

Overseer Maurโ€“l gets +X +X and +X where X is the highest number of resources on a Goblin enemy in play.

The Players cannot win the game unless Overseer Maurโ€“l is in the victory display.


The Seventh Level Nightmare (x2)
4 (4)
Underground.  

Each Goblin in play gets +1 for each resource on it. This ability does not stack with other copies of Western Hall

Away beyond the shadows at the western end of the hall there came cries and horn–calls.
–The Fellowship of the Ring


Road to Rivendell Nightmare (x3)
1 (7)
Hills.  

Forced: When an engaged enemy with the ambush keyword engages a player, Treacherous Bluffs gets +2 until the end of the phase.

Shadow: Excess damage dealt by this attack must be assigned to Arwen Undรณmiel.


Peril in Pelargir Nightmare (x2)
2 (6)
City.  

While Alcaron's Scroll is not attached to a hero, Pelargir Alley gets +3

Shadow: If the defending player controls a hero with Alcaron's Scroll attached, attach Alcaron's Scroll to the attacking enemy.


Peril in Pelargir Nightmare (x2)

Surge.

When Revealed: If Alcaron's Scroll is attached to an enemy, choose one: either add 1 progress token to that enemy, or each card in the staging area gets +2 until the end of the phase.


Into Ithilien Nightmare (x3)
(36) 2 2 2 5
Harad.  

While the current quest has battle, Haradrim Marksman gets +2 and gains archery 2.

While the current quest has siege, Haradrim Marksman gets +2 and allies cannot be declared as defenders against its attacks.


Into Ithilien Nightmare (x3)
1 (8)
Forest.  

While Dense Thickets is in the staging area, each Forest location in play gets +1

Shadow: Excess damage dealt by this attack (damage that is dealt beyond the remaining hit points of the character damaged by this attack) must be assigned to a Ranger objective in play.


Into Ithilien Nightmare (x2)
3 (5)
Plains.   Riverland.  

While the current quest has battle, Cormallen Fields gets +2

While the current quest has siege, when faced with the option to travel, the players must travel to Cormallen Fields, if able.


The Steward's Fear Nightmare (x3)
Title.  

Surge. Doomed 1.

If The Cabal's Champion is unattached and in the staging area, attach it to a Villain enemy, if able. (Counts as a Title attachment with the text: "Attached enemy gets +1 +1 +1 and +2 hit points.")


The Drúadan Forest Nightmare (x2)
1 (6)
Forest.  

While Stonewain Valley is in the staging area, resources discarded or spent by the first player for any reason are placed on Stonewain Valley.

Stonewain Valley gets +1 for each resource on it.

"Way is wide for four horses in Stonewain Valley yonder," he waved his hand southwards: "but narrow at beginning and at end." –Ghรขn–buri–Ghรขn, The Return of the King


Assault on Osgiliath Nightmare (x1)
0 (5)
Osgiliath.  

Immune to player card effects. Palace Remains gets +1 for each resource token on it.

The players cannot travel here unless there are at least 5 resource tokens on Palace Remains.

While Palace Remains is in the staging area, it gains"Forced: After a player takes control of a location, place 1 resource token here."


The Three Trials Nightmare (x3)
(40) 3 3 3 4
Undead.   Spirit.   Raven.  

If Raven's Guardian is in play or in the victory display, each Raven enemy gets +1

Forced: At the beginning of the encounter phase, Raven engages the player who controls Key of the Raven or is engaged with Raven's Guardian if able.


Celebrimbor's Secret Nightmare (x3)
2 (5)
Ost-in-Edhil.   Ruins.  

Dusty Labyrinth gets +1 for each damage on it.

Scour: Deal 2 damage to Dusty Labyrinth.

Travel: The first player must place a card from his hand facedown underneath The Orcs' Search to travel here.


Celebrimbor's Secret Nightmare (x3)

When Revealed: Deal 1 damage to each location in the staging area. Until the end of the phase, each damaged location gets +1 If there are no locations in the staging area, Hateful Search gains surge.

Shadow: Defending player discards a non-objective attachment he controls.


Intruders in Chetwood Nightmare (x1)
(8)

Each copy of Orc War Party cannot be engaged, cannot be dealt damage and gets +2

When Revealed: Return each engaged Orc War Party to the staging area.


Deadmen's Dike Nightmare (x4)
1 (6)
Fornost.   Ruins.  

While Fornost Street is in the staging area, each other Fornost location gets +1

Travel: Return the topmost enemy in the encounter discard pile to the staging area.

Shadow: Each Undead enemy engaged with you gets +1 and +1 until the end of the phase.


The Treachery of Rhudaur Nightmare (x2)
1 (6)
Ruins.  

Forgotten Courtyard gets +1 for each resource on it.

Forced: After an Undead enemy enters play, place 1 resource on Forgotten Courtyard.


The Battle of Carn Dûm Nightmare (x1)
(6)

Your adversary Thaurdir will not let you interrupt his master's ritual. Only by fighting through his ranks of Orcs can you hope to do battle with the wraith himself.

Battle.

Thaurdir gets +2 +2 and cannot take damage.


Voyage Across Belegaer Nightmare (x2)
2 (6)
Ocean.  

While Open Waters is in the staging area, each Ship enemy gets -5 engagement cost and +1

Travel: One player must exhaust a Ship objective to travel here.

?


Voyage Across Belegaer Nightmare (x2)
4 (4)
Ocean.  

While your heading is ?, Shattered Sea gets +2 and +2 quest points.

While your heading is Rainy, Shattered Sea gets +4 and +4 quest points.

While your heading is ?, Shattered Sea gets +6 and +6 quest points.

?


The Fate of Númenor Nightmare (x2)
5 (5)
Ruins.  

Each Undead enemy gets +1 and +1

Forced: After Desecrated Grounds is flipped over while active, deal 1 damage to each exhausted character.

Uncharted.

Cannot have player card attachments.

Forced: After Lost Island becomes the active location, flip it over.

Action: Remove 4 progress from Lost Island to look at its facedown side.


The Fate of Númenor Nightmare (x3)
2 (1)
Forest.   Ruins.  

While Overgrown Steps is in the staging area, it gains: "Each Uncharted location in the staging area gets +1

Travel: Raise each player's threat by 2 to travel here.


Raid on the Grey Havens Nightmare (x3)
(44) 2 2 2 4
Corsair.   Raider.  

Corsair Pyromaniac gets +1 +1 and +1 for each resource token on it.

Forced: After a card is placed underneath The Havens Burn, place 1 resource on Corsair Pyromaniac.


Flight of the Stormcaller Nightmare (x2)
(28) 0 3 3 4
Corsair.  

While Raider of the Storm is engaged with you, each Ship enemy engaged with you gets +1 +1 +1 and contributes its to the total in the staging area.


Temple of the Deceived Nightmare (x3)
(28) 3 3 3 4
Undead.  

While the active location is in the top rown, Cursed Soldier gets +3

While the active location is in the middle row, Cursed Soldier gets +3

While the active location is in the bottom row, Cursed Soldier gets +3


The Drowned Ruins Nightmare (x2)
(34) 4 4 4 6
Creature.  

Great Shark gets +1 +1 and +1 for each Underwater location in the victory display.

Great Shark cannot be engaged or damaged unless the active location is Underwater.

Forced: At the beginning of the encounter phase, return Great Shark to the staging area unless the active location is Underwater.


A Storm on Cobas Haven Nightmare (x3)
2 (2)
Coastland.   Ocean.  

Sea-wall gets +2 and +2 quest points for each objective guarded by an encounter card.

Shadow: Attacking enemy gets +1 for each objective guarded by an encounter card.


A Shadow of the Past Nightmare (x3)
2 (9)
Shire.  

Eastfarthing gets +2 for each resource token on it.

Forced: After a player fails a Hide test, place 1 resource token here.

After a while they plunged into a deeply cloven track between tall trees that rustled their dry leaves in the night. –The Fellowship of the Ring


A Knife in the Dark Nightmare (x3)
3 (5)
Hills.  

While the players are at stage 1, progress cannot be placed here.

While The One Ring is exhausted, Weather Hills gets +2

Shadow: Attacking enemy gets +2


The Road to Isengard Nightmare (x3)
3 (3)
Isengard.  

While Fortress of Isengard is in the staging area, each Orc enemy gets +1 +1 and +1

Wizardry: Return the topmost enemy in the encounter discard pile to the staging area.

This was the stronghold of Saruman, as fame reported it; for within living memory the men of Rohan had not passed its gates...
–The Two Towers


Journey to the Cross-roads Nightmare (x3)
2 (8)
Forest.  

Shadowy Thicket gets +2 for each facedown card under The Black Gate.

Travel: The first player reveals the top facedown card under The Cross-roads and adds it to the staging area to travel here.

...presently the noise of fighting broke out near at hand, just above their hiding–place.
–The Two Towers


Journey to the Cross-roads Nightmare (x3)

When Revealed: Until the end of the round, each Harad enemy in the staging area gets +2 -30 engagement cost, and cannot be optionally engaged.

Shadow: Attacking enemy gets +1 If this attack destroys a character, return attacking enemy to the staging area.


Shelob's Lair Nightmare (x3)
2 (5)
Underground.  

Immune to player card effects.

While Cobwebbed Tunnel is in the staging area, each Underground location in the staging area gets +1 and +5 quest points.

Travel: The first player reveals an encounter card to travel here.