Clear Sort View Lang
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: 200 Cards

Core Set (x2)
(20) 2 3 1 3
Creature.   Spider.  

When Revealed: Each player must choose and exhaust 1 character he controls.

Shadow: Defending player must choose and exhaust 1 character he controls. (2 characters instead if this attack is undefended.)


Core Set (x2)
2 (2)
Forest.  

Travel: Each player must exhaust 1 hero he controls to travel here.

As he drew nearer, he saw that it was made with spider–webs one behind and over and tangled with another.
–The Hobbit


Core Set (x3)
2 (3)
Forest.   Mountain.  

Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.

Response: After Mountains of Mirkwood leaves play as an explored location, each player may search the top 5 cards of his deck for 1 card and add it to his hand. Shuffle the rest of the searched cards back into their owners' decks.


Core Set (x1/x0)

When Revealed: Each player discards all event cards in his hand.

...he would see gleams in the darkness around them, and sometimes pairs of yellow or red or green eyes would stare at him from a little distance, and then slowly fade and disappear and slowly shine out again in another place.
–The Hobbit


Core Set (x2)
(48) 2 2 0 2
Goblin.   Orc.  

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.


Core Set (x1)
(15) 1 1 0 2
Creature.  

When Revealed: Each player must choose 1 character currently committed to a quest, and remove that character from the quest. (The chosen character does not ready.)

They could not stand that, nor the huge bats, black as a top–hat, either...
–The Hobbit


Core Set (x2)
2 (1)
Dungeon.  

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


Core Set (x3/x1)
3 (3)
Marshland.  

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


Core Set (x3/x2)

When Revealed: Deal 1 damage to each character controlled by each player with a threat of 35 or higher.

"They say in my land he can govern the storms in the Mountains of Shadow..."
–Boromir, The Fellowship of the Ring


Core Set (x2)

When Revealed: Each player raises his threat by 1 for each character he controls that is not currently committed to a quest.

Shadow: Defending player chooses and returns 1 exhausted ally he controls to its owner's hand. If he controls no exhausted allies, raise his threat by 3.


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/x0)
X (3)
Forest.  

X is the number of locations in the staging area.

Travel: Each player must discard 1 random card from his hand to travel here.


Two-Player Limited Edition Starter (x2)

When Revealed: Each player returns 1 enemy engaged with him to the staging area. If no enemy was returned to the staging area this way, Surprising Speed gains surge and doomed 1.

Shadow: Attacking enemy gets +1 Return attacking enemy to the staging area after this attack.


Two-Player Limited Edition Starter (x2)
(48) 2 2 0 2
Goblin.   Orc.  

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.


Two-Player Limited Edition Starter (x2)
(12) 1 1 0 3
Goblin.   Orc.  

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


Two-Player Limited Edition Starter (x1/x0)

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

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


Two-Player Limited Edition Starter (x2)

Doomed 1.

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

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


Two-Player Limited Edition Starter (x2)

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


Revised Core Set (x2)
(20) 2 3 1 3
Creature.   Spider.  

When Revealed: Each player must choose and exhaust 1 character he controls.

Shadow: Defending player must choose and exhaust 1 character he controls. (2 characters instead if this attack is undefended.)


Revised Core Set (x2)
2 (2)
Forest.  

Travel: Each player must exhaust 1 hero he controls to travel here.

As he drew nearer, he saw that it was made with spider–webs one behind and over and tangled with another.
–The Hobbit


Revised Core Set (x3)
2 (3)
Forest.   Mountain.  

Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.

Response: After Mountains of Mirkwood leaves play as an explored location, each player may search the top 5 cards of his deck for 1 card and add it to his hand. Shuffle the rest of the searched cards back into their owners' decks.


Revised Core Set (x1/x0)

When Revealed: Each player discards all event cards in his hand.

...he would see gleams in the darkness around them, and sometimes pairs of yellow or red or green eyes would stare at him from a little distance, and then slowly fade and disappear and slowly shine out again in another place.
–The Hobbit


Revised Core Set (x2)
(48) 2 2 0 2
Goblin.   Orc.  

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.


Revised Core Set (x1)
(15) 1 1 0 2
Creature.  

When Revealed: Each player must choose 1 character currently committed to a quest, and remove that character from the quest. (The chosen character does not ready.)

They could not stand that, nor the huge bats, black as a top–hat, either...
–The Hobbit


Revised Core Set (x2)
2 (1)
Dungeon.  

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


Revised Core Set (x3/x1)
3 (3)
Marshland.  

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


Revised Core Set (x3/x2)

When Revealed: Deal 1 damage to each character controlled by each player with a threat of 35 or higher.

"They say in my land he can govern the storms in the Mountains of Shadow..."
–Boromir, The Fellowship of the Ring


Revised Core Set (x2)

When Revealed: Each player raises his threat by 1 for each character he controls that is not currently committed to a quest.

Shadow: Defending player chooses and returns 1 exhausted ally he controls to its owner's hand. If he controls no exhausted allies, raise his threat by 3.


Revised 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


The Hunt for Gollum (x2/x1)
(12) 1 1 0 3
Goblin.   Orc.  

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


Conflict at the Carrock (x3/x1)

When Revealed: Each player raises his threat by the total of all cards in the staging area. Any player may choose to discard from play 1 Creature card he controls to cancel this effect.

Then, one of the ponies took fright at nothing and bolted. –The Hobbit


The Hills of Emyn Muil (x3)
Hazard.  

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


The Dead Marshes (x3)
Escape.  

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

Escape: 2


The Dead Marshes (x3)
Escape.  
When Revealed: The first player makes an escape test counting instead of , dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and raise each player's threat by 1.

Escape: 3


The Dead Marshes (x4/x2)
Escape.  

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

Escape: 5


Return to Mirkwood (x3)
2 (2)
Forest.  

Travel: The player guarding Gollum must exhaust a hero he controls to travel to Woodman's Glade.

Response: After exploring Woodman's Glade, reduce the threat of each player not guarding Gollum by 2.


Khazad-dûm (x1)
2 (2)
Underground.  

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-dรปm to the staging area.


Khazad-dûm (x2)

When Revealed: Each player must raise his threat by 1 for each enemy in the staging area. Then, the last player discards an attachment he controls.


Khazad-dûm (x3/x1)

When Revealed: Each player must deal X damage to 1 ally he controls. X is the number of allies he controls.

Shadow: If the defending character is an ally, discard it from play.


Khazad-dûm (x2)
3 (2)
Underground.  

While Plundered Armoury is in the staging area, enemies get +1 .

Response: After Plundered Armoury leaves play as an explored location, each player may attach a Weapon or Armour attachment from his hand to 1 character he controls.


Khazad-dûm (x3/x1)
5 (5)
Underground.   Dark.  

Action: Raise each player's threat by 1 to place 1 progress token on Zigil Mineshaft.


Khazad-dûm (x2/x0)
Hazard.  

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


Khazad-dûm (x3)
3 (5)
Underground.   Dark.   Hazard.  

When Revealed: Each player may choose and discard 1 card at random from his hand. If all players did not discard 1 card, Fouled Well gains Surge.


Khazad-dûm (x2)
1 (3)
Mountain.  

When Revealed: Search the encounter deck and discard pile for 1 copy of Mountain Warg and add it to the staging area, if able. Shuffle the encounter deck.

Response: After Warg Lair leaves play as an explored location, each player draws 1 card.


Khazad-dûm (x3)
(37) 3 1 0 2
Goblin.   Orc.   Scout.  

Each player with a threat of 25 or higher cannot optionally engage Goblin Scout.


The Redhorn Gate (x1)
2 (3)
Stair.  

Travel: Reshuffle all locations in the discard pile and victory display back into the encounter deck. If you reshuffled at least two locations, reduce each player's threat by 11 and discard all copies of Freezing Cold from play.


The Redhorn Gate (x3/x1)
4 (2)
Mountain.  

Travel: Each player must deal 2 damage to 1 character he controls to travel here.

Shadow: attacking enemy gets +1 for each progress token on the active location.


The Watcher in the Water (x1)
2 (-)
Gate.  

Progress tokens that would be placed on Doors of Durin are instead placed on the current quest card.

Action: Each player may discard any number of cards from his hand. Then, discard the top card of the encounter deck. If the first letter of the encounter card's title matches that of one of the discarded player cards, add Doors of Durin to your victory display. (Limit once per round.)


The Watcher in the Water (x3/x1)
3 (3)
Swamp.  

When Revealed: Discard the top card of the encounter deck. If the discarded card is a Tentacle enemy, add that card to the staging area and raise each player's threat by 5.

When they came to the northernmost corner of the lake they found a narrow creek that barreed their way. It was green and stagnant, thrust out like a slimy arm towards the enclosing hills.
–The Fellowship of the Ring


The Watcher in the Water (x1/x0)

When Revealed: All enemies in the staging area engage the player with the highest threat. Then, each player raises his threat by the total of all cards in the staging area.

Shadow: Attacking enemy gets +1 . (+3 instead if it is a Tentacle.)


The Watcher in the Water (x1)
(48) 4 5 7 9
Creature.   Tentacle.  

Regenerate 2. While there is another Tentacle enemy in play, The Watcher cannot be optionally engaged.

If The Watcher is in the staging area at the end of the combat phase, each player must deal 3 damage to 1 character he controls.


The Long Dark (x2)
2 (4)
Underground.   Dark.  

Lost: Each player must choose and discard 1 card from his hand.

There hammer on the anvil smote,
There chisel clove, and graver wrote;
There forged was blade, and bount was hilt...
–The Fellowship of the Ring

PASS

The Long Dark (x2)

When Revealed: Each player must exhaust 1 character he controls, if able. Then, if any player controls no unexhausted characters, Fatigue gains Surge.

Shadow: The defending player must exhaust 1 character he controls, if able.


The Long Dark (x2/x1)

When Revealed: The first player makes a locate test. If this test is failed, raise each player's threat by 7, remove all progress tokens from play, and trigger all "Lost:" effects in play.

The Mines of Moria were vast and intricate beyond the imagination of Gimli, Glรณin's son, dwarf of the mountain-race though he was.
–The Fellowship of the Ring


The Long Dark (x1/x0)
(39) 4 3 3 5
Goblin.   Orc.  

Lost: Each player must choose and discard 1 ally he controls from play, if able.

Shadow: Trigger all "Lost:" effects in play.


Foundations of Stone (x3)
2 (3)
Underground.   Underwater.  

If Drowned Treasury is the active location at the end of the quest phase, each player must discard 1 character he controls.

Response: After Drowned Treasury leaves play as an explored location, each player may draw 2 cards or claim 1 objective in play.


Foundations of Stone (x2/x0)

When Revealed: Each player chooses and shuffles a hero he controls into his deck. When he draws that hero, he puts it into play.

Shadow: If attacking enemy is Nameless, the defending player must discard his hand.


Shadow and Flame (x2/x0)

When Revealed: Each player must discard 1 ally he controls, if able. If Fires in the Deep discarded no allies, it gains Surge.

Shadow: The defending player discards 1 ally he controls, if able.


Shadow and Flame (x2)

When Revealed: Each player must discard 1 attachment he controls, if able.

Shadow: If attacking enemy is Durin's Bane, the defending player discards all attachments he controls.


Shadow and Flame (x1)
(1) 4 6 3 27
Balrog.   Flame.   Shadow.  

Regenerate 3. Indestructible. Players cannot play attachments on Durin's Bane.

Durin's Bane cannot leave the staging area, is considered to be engaged with each player whose threat is 1 or greater, and attacks each of those players in turn during the combat phase (deal and discard a new shadow card each attack).


Shadow and Flame (x3)
(35) 2 1 1 2
Goblin.   Orc.  

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.


Heirs of Númenor (x2)
1 (4)
City.  

Forced: Each time a location is discarded from the top of the encounter deck, raise each player's threat by 1.

Shadow: Deal attacking enemy an additional shadow card for each Thug enemy in play.


Heirs of Númenor (x4)

When Revealed: Discard 2 cards from the top of the encounter deck. Discard an additional 2 cards for each copy of Collateral Damage in the discard pile. Then, raise each player's threat by 2 for each location discarded by this effect.

Shadow: Any damage dealt by this attack is dealt to the hero with Alcaron%27s Scroll attached, if able.


Heirs of Númenor (x2)
3 (1)
City.  

Immune to player card effects.

Travel: Each player must spend 1 resource from one of his heroes%27 resource pools to travel here.

Shadow: Defending player discards all resources in his heroes' resource pools.


Heirs of Númenor (x1/x0)

When Revealed: Each player must search the encounter deck and discard pile for 1 City location and add it to the staging area, if able. Shuffle the encounter deck. This effect cannot be canceled.

Shadow: Defending player discards his hand.


Heirs of Númenor (x2/x0)

When Revealed: Each player removes 1 character he controls from the quest, if able. Then, if any player has no characters committed to the quest, remove all characters from the quest.

"Seven companions we had: one we lost at Moria, the others we left at Parth Galen above Rauros..." –Frodo Baggins, The Two Towers


Heirs of Númenor (x2/x0)

When Revealed: Raise each player's threat by the number of questing characters. (If the current quest has the battle or siege keyword, Watcher in the Wood gains Surge.)

Shadow: Each player raises his threat by the number of enemies engaged with him.


Heirs of Númenor (x2/x0)

Doomed 3.

When Revealed: Each player must search the encounter deck and discard pile for 1 Harad enemy and add it to the staging area, if able. Shuffle the encounter deck.

... wild Southron men with red banners, shouting with harsh tongues, surging up, overtaking the retreat. –The Return of the King


Heirs of Númenor (x2/x0)

When Revealed: Each player chooses 1 sphere of influence , , or . Each character a player controls that does not belong to his chosen sphere takes 3 damage.

"I doubt not that the days of Gondor are numbered, and the walls of Minas Tirith are doomed, so great is His strength and malice." –Damrod, The Two Towers


Heirs of Númenor (x2)

When Revealed: Each player discards the top card of his deck. Until the end of the phase, raise the total in the staging area by X, where X is the total cost of all cards discarded by this effect.

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


The Steward's Fear (x1)
(20) 3 3 2 7
Gondor.   Villain.  

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.


The Steward's Fear (x1)
3 (5)
City.  

Underworld X.

X is the number of players in the game.

Response: When The Fourth Star leaves play as an explored location, each player may draw 1 card.


The Steward's Fear (x1)
Plot.  

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.


The Steward's Fear (x1)
Plot.  

At the end of each round, raise each player's threat by 2.

"... whispering was in your ears, poisoning your thought..." –Gandalf, The Two Towers


The Drúadan Forest (x1/x0)
4 (3)
Forest.  

The cost to play each player card is increased by 1.

Travel: Exhaust a hero to travel here.

"They still haunt The Drรบadan Forest..." –Elfhelm, The Return of the King


The Drúadan Forest (x3)
2 (3)
Forest.  

Heroes cannot gain resources from card effects.

Travel: Each player must pay 1 resource to travel here.

"...they use poisoned arrows, it is said..." – Elfhelm, The Return of the King


The Drúadan Forest (x2)

Surge.

When Revealed: Each player must pay 1 resource for each attachment he controls or discard all attachments he controls.

Shadow: Discard an attachment from the defending character.


Encounter at Amon Dîn (x2/x0)

Surge.

When Revealed: Raise each player's threat by the number of damage tokens on Dead Villagers.

Shadow: Defending player raises his threat by 1 for each damage token on Dead Villagers.


Encounter at Amon Dîn (x2)

Doomed 2.

When Revealed: Discard 1 villager token from the active location for each player in the game. If no villager tokens were removed by this effect, Trapped Inside gains Surge.

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


Encounter at Amon Dîn (x2)

When Revealed: Each player must take a villager token from Rescued Villagers and place it on a location in the staging area, if able. If no villager tokens were placed on a location by this effect, Panicked! gains Surge.

Shadow: Attacking enemy gets +1 for each damage token on Dead Villagers.


Assault on Osgiliath (x2/x0)
(37) 3 5 3 6
Harad.  

When Revealed: Southron Commander makes an immediate attack from the staging area against each player who controls at least 1 location.

"...the Southrons were bold men and grim..."
–The Return of the King


Assault on Osgiliath (x2/x1)

Surge.

When Revealed: Each player must either return the location he controls with the highest to the staging area, or raise his threat by the total of all locations he controls.


The Blood of Gondor (x1)
(35) X 5 3 5
Mordor.  

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.


The Blood of Gondor (x3)

Surge.

When Revealed: Each player takes 1 hidden card.

Shadow: If this attack destoys a character, that character's controller turns each of his hidden cards faceup.


The Morgul Vale (x3)
3 (3)
Valley.  

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.


The Morgul Vale (x2)

Doomed 2.

When Revealed: Each player must discard 3 random cards from his hand or place 1 progress token on To the Tower.

Shadow: Return attacking enemy to the staging area after this attack.


The Morgul Vale (x2/x1)

When Revealed: Raise each players' threat by the number of progress tokens on To the Tower. If there are no progress tokens on To the Tower, The Dead City Looms gains Surge.

Shadow: Attacking enemy gets +1 for each progress token on To the Tower.


The Voice of Isengard (x3)
3 (4)
River.  

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


The Voice of Isengard (x2/x1)

When Revealed: Each player draws a card. Each player raises his threat by 1 for each card in his hand.

Shadow: Defending player discards an attachment he controls (each attachment he controls instead if this attack is undefended).


The Voice of Isengard (x1/x0)

When Revealed: Each player must choose: Either remove 1 time counter from the current quest, or search the encounter deck and discard pile for a Dunland enemy, reveal it, and add it to the staging area. Shuffle the encounter deck. If any player has 5 or more cards in hand, this effect cannot be canceled.


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 (x2)
4 (2)
Mountain.   Cave.  

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.


The Voice of Isengard (x2/x0)

When Revealed: Each player searches the encounter deck and discard pile for a location and adds it to the staging area. If the total in the staging area is less than the total of all characters committed to the quest, each Orc enemy engaged with a player makes an immediate attack.


The Voice of Isengard (x3)
3 (3)
Forest.  

While Heart of Fangorn is in the staging area, each player cannot refresh more than 5 characters during the refresh phase.

Attacking enemy makes an additional attack after this one.


The Voice of Isengard (x4/x1)

When Revealed: Each Huorn enemy engaged with a player makes an immediate attack. If no attack was made as a result of this effect, each player must search encounter deck and discard pile for a Huorn enemy and pit it into play engaged with him. This effect cannot be canceled.


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/x2)

When Revealed: Each player must assign X damage among characters he controls, where X is the number of characters he controls.

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


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)

When Revealed: Each player draws a card. Each player discard each ally from his hand. If no allies were discarded this way, Frenzied Attack gains Surge.

Shadow: Until the end of the round, attacking enemy cannot take damage.


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)
2 (10)
Barrow.   Forest.   Hills.  

Forced: After a Guardian enemy attacks, raise each player's threat by X, where X is that enemy's .

Stone rings grinned out of the ground like broken teeth in the moonlight. –The Fellowship of the Ring


Trouble in Tharbad (x1)
2 (10)
City.   Ruins.   River.  

Immune to player card effects. Cannot leave the staging area.

The Crossing at Tharbad gets +2 quest points for each player in the game.

When The Crossing at Tharbad is explored, the players win the game.


Trouble in Tharbad (x2)
3 (5)
City.  

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.


Trouble in Tharbad (x2/x1)

When Revealed: Each player raises his threat by 1 for each ally he controls. Then, if any player's threat is 20 or less, this card gains Surge.

Shadow: Attacking enemy gets +1 (+2 instead if the defending player's threat is 20 or less).


The Nîn-in-Eilph (x3/x2)
2 (3)
Marsh.  

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.


The Nîn-in-Eilph (x2)
3 (4)
Marsh.  

Response: After Hidden Eyot leaves play as an explored location, place 2 time counters on the current quest.

Travel: Each player must exhaust a character he controls to travel here.


The Nîn-in-Eilph (x1/x0)

When Revealed: Each player must search the encounter deck or discard pile for a Creature enemy and put it into play engaged with him. Shuffle the encounter deck. This effect cannot be canceled.

"An evil of the Ancient World it seemed, such as I have never seen before..."
–Aragorn, The Fellowship of the Ring


Celebrimbor's Secret (x1)
(50) X 5 4 7
Mordor.   Spy.  

X is the number of cards underneath The Orcs’ Search.

Scour: Each player must search the encounter deck and discard pile for an Orc enemy and add it to the staging area.



Celebrimbor's Secret (x1)

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 Orcsโ€™ Search.


Celebrimbor's Secret (x2/x0)

When Revealed: Either trigger each Scour effect currently in play, or each player places a random card from his hand facedown underneath The Orcs%27 Search.

Shadow: If this attack destroy's a character, place that character facedown underneath The Orcs' Search.


Celebrimbor's Secret (x2)

When Revealed: Each player must exhaust X characters he controls. X is the number of cards underneath The Orcs%27 Search. If no characters are exhausted this way, Spies from Mordor gains Surge.

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


The Antlered Crown (x4/x2)
2 (4)
Dunland.  

Time 3.

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


The Antlered Crown (x3)
3 (5)
Dunland.  

Time 3.

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.


The Antlered Crown (x2)
3 (6)
Dunland.  

Time 4.

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.


The Antlered Crown (x2/x1)

Doomed 3.

When Revealed: Each player draws 3 cards. Until the end of the round, players cannot play events.

Shadow: Attacking enemy gets +1 . If this attack destroys a character, remove 1 time counter from the active location.


The Lost Realm (x3/x2)

When Revealed: Each player returns 1 enemy engaged with him to the staging area. If no enemy was returned to the staging area this way, Surprising Speed gains surge and doomed 1.

Shadow: Attacking enemy gets +1 . Return attacking enemy to the staging area after this attack.


The Lost Realm (x3/x2)
3 (3)
Arnor.   Hills.  

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.


The Lost Realm (x2/x1)
Weather.  

When Revealed: Each player assigns X damage among characters he controls, where X is the number of quest cards in play. Then, exhaust each damaged character.

Shadow: Assign X damage among characters you control. X is the number of quest cards in play.


The Lost Realm (x1)
(6)

Surge. Time 4.

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...



The Lost Realm (x3/x2)
2 (6)
Fornost.   Ruins.  

Time 3.

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


The Lost Realm (x2)
2 (5)
Fornost.   Ruins.  

While Norbury Tombs is the active location, it gains:

Respnse: When Norbury Tombs is explored, each player shuffles the top 5 cards of his discard pile into his deck.

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


The Lost Realm (x2/x1)
Sorcery.  

Doomed 2.

When Revealed: Each player must either discard 1 card from the top of his deck for each questing character he controls, or remove each character he controls from the quest.

The mist was flowing past him now in shreds and tatters. –The Fellowship of the Ring


The Lost Realm (x1)
(5)

Surge.

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...



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 (x1)
(4)

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.



The Lost Realm (x3/x2)
Weather.  

When Revealed: Each player deals 1 damage to a hero he controls. Attach Cold from Angmar to the current quest. Counts as a Condition attachment with the text:

Treat each damaged character's printed text box as if it were blank, except for keywords and Traits.

"...the weather may prove a more deadly enemy than any." –Gandalf, The Fellowship of the Ring


The Lost Realm (x1)
(6)

Surge.

Characters cannot be healed.

Response: After Make Camp is defeated, each player heals up to 3 damage from a hero he controls.

Your companions are exhausted from tireless effort, but you must find a safe place to make camp before you can tend to their needs.



The Lost Realm (x3/x2)
2 (3)
Arnor.   Ruins.  

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.


The Lost Realm (x2)
3 (2)
Arnor.   Ruins.  

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


The Lost Realm (x2)

When Revealed: Raise each player's threat by the of the active location.

Shadow: Defending player either raise his threat 3, or this attack is considered undefended.


The Lost Realm (x1)
(8)

Your enemies lurk somewhere in the decrepit ruins around you: a constant threat until you search them out...

Surge.

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.



The Lost Realm (x3/x2)
Sorcery.  

When Revealed: Each player discards the top 3 cards of his deck. Until the end of the round, add 2 to the total in the staging area for each different card type discarded this way.

Shadow: Defending player discards the top 3 cards of his deck. Attacking enemy gets +1 for each different card type discarded this way.


The Lost Realm (x2/x1)
Sorcery.  

Doomed 2.

When Revealed: Each player discards each ally he controls that has the same title as a card in his discard pile.


The Lost Realm (x1)
(8)

Surge.

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.



The Wastes of Eriador (x2/x1)
Weather.  

When Revealed: If it is Night, raise each player's threat by 4. If it is Day, flip the Time objective to Nightfall.

Shadow: Put the topmost Warg enemy from the discard pile into play engaged with you and deal it a shadow card.


The Wastes of Eriador (x3/x2)

When Revealed: Each player must choose: either discard the highest cost ally he controls, or search the encounter deck and discard pile for a Warg enemy, reveal it, and add it to the staging area. Shuffle the encounter deck.

Shadow: Exhaust a character you control.


Escape from Mount Gram (x1)
3 (8)
Mountain.  

Immune to player card effects.

White Southern Gate is the active location, each Orc enemy gets +2 .

Forced: When Southern Gate becomes the active location, each player with less than 35 threat must raise his threat to 35.


Escape from Mount Gram (x2)
3 (2)
Underground.  

Capture 2.

Travel: Each player raises his threat by 3 to travel here.

Shadow: Attacking enemy gets +1 (+2 instead if the defending player's threat is 20 or higher).


Escape from Mount Gram (x2)

When Revealed: Each player must either deal 1 damage to each exhausted character he controls, or remove each exhausted character he controls from the quest.

Shadow: Exhaust a character you control.


Escape from Mount Gram (x2/x1)

When Revealed: Each player chooses one of his allies and captures it underneath the encounter card with the highest .

Shadow: If this attack would damage an ally, capture that ally underneath the attacking enemy instead.


Escape from Mount Gram (x2)

When Revealed: Each player discards the top card of his captured deck and raises his threat by that card's printed resource cost. If at least 1 player discarded no cards from this effect, Interrogation gains Doomed 2.

Shadow: Discard a random card from your hand and raise your threat by its printed cost.


Escape from Mount Gram (x1)
(6)

Capture 5. Time 4.

Forced: When the last time counter is removed from this quest, discard its captured cards and remove this quest from the game. Then, raise each player's threat by 3 for each of his characters that was discarded by this effect.

Several of your captured companions are being sent to the executioner's block. If you make it in time, you might be able to save them before they are slain!


Across the Ettenmoors (x1)
(7)
Ettenmoors.   Cave.  

Guarded. Safe.

Immune to player card effects.

Response: After you travel to Secluded Cave, each player draws 3 cards.


Across the Ettenmoors (x1)
(1)
Ettenmoors.  

Guarded. Safe.

Immune to player card effects.

Response: After you travel to Abandoned Camp, each player may return 1 card from his discard pile to his hand.


Across the Ettenmoors (x1)
(5)
Ettenmoors.   Forest.  

Guarded. Safe.

Immune to player card effects.

Response: After you travel to Patch of Woods, each player adds 1 resource to each of his heroes' resource pools.


Across the Ettenmoors (x2/x1)

When Revealed: Starting with the first player, each player must either engage an enemy in the staging area with a higher engagement cost than his threat, or search the encounter deck and discard pile for a Troll or Giant enemy and add it to the staging area. Deal each enemy that engages a player through this effect 2 shadow cards.


Across the Ettenmoors (x1)
(7)

The cost to play each player card is increased by 1.

Forced: When this stage is defeated, search the encounter deck and discard pile for a Troll enemy and put it into play engaged with the player with the highest threat. Each player may play a card from his hand, at no cost.

You risk drawing the attention of nearby Trolls by venturing into their lair. Perhaps inside you can find supplies to help you get back to Rivendell...


The Treachery of Rhudaur (x1)
4 (8)
Ruins.  
Forced: When The Great Hall is explored, each player discards the top 5 cards of the encounter deck and chooses an Undead enemy he discarded in this way to add to the staging area.

The Treachery of Rhudaur (x2)
2 (6)
Ruins.  

While Forbidden Descent is in the staging area, the first 2 progress that would be placed on a quest each round must be placed on Forbidden Descent, instead.

Forced: If Forbidden Descent leaves play from the staging area, raise each playerโ€™s threat by 2.


The Treachery of Rhudaur (x3/x1)
Sorcery.  

When Revealed: Deal 1 damage to each exhausted character. Each player with a threat of 35 or higher must also discard each exhausted attachment he controls.

Shadow: Attacking enemy gets +1 (+3 instead if the defending player does not control at least 1 Clue objective.)


The Treachery of Rhudaur (x3)
Sorcery.  

When Revealed: Each player must exhaust a character he controls. Attach Haunting Fog to the current quest. (Counts as a Condition attachment with the text: "Attached quest gets +6 quest points."

Fog still hung in veils upon the crumbling rock-wall...
–The Fellowship of the Ring


The Battle of Carn Dûm (x2/x0)
Sorcery.  

When Revealed: Each player must discard a random card from his hand. Each player then searces his deck for each other copy of the card he discarded, and discards those as well. Shuffle each searched deck.

Shadow: Discard a random card from the defending player's hand.


The Battle of Carn Dûm (x3)
Sorcery.  

When Revealed: Each player must distribute damage among questing characters equal to the printed cost of the highest cost card in that player's discard pile.

Shadow: Attacking enemy gets +1 . If this attack destroys an ally, search your deck for another copy of that ally and discard it, if able.


The Dread Realm (x3/x0)
3 (3)
Carn Dûm.   Underground.  

Forced: At the end of the round, discard the top card of each player's deck. Each player must reanimate each ally discarded by this effect.

Travel: Deal 1 shadow card to each Undead enemy in play to travel here.

He could see nothing but the dim flame of the torches; but if the company halted, there seemed and endless whisper of voices all about him...
–The Return of the King


The Grey Havens (x2)
3 (2)
Ocean.  

While you are off-course (, , or ), Starlit Sea gains:

Travel: Raise each player's threat by 3.

Shadow: Attacking enemy gets +1 (+2 instead if you are off-course).



The Grey Havens (x1)
5 (8)
Ruins.  

While Shrine to Morgoth is the active location, players cannot draw cards or search their decks.

Forced: After Shrine to Morgoth is flipped over while active, exhaust each ally in play with printed cost 2 or less. Then, each player must search the encounter deck and discard pile for an Undead enemy and put it into play engaged with him. Shuffle the encounter deck.

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 Grey Havens (x2)
4 (4)
Forest.  

While Lush Jungle is in the staging area, characters get -1 and lose ranged.

Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.

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 Grey Havens (x2)
1 (6)
Coastland.  

Forced: After Forbidden Coast is flipped over while active, each player may draw a card. Then, each player chooses a card from his hand and places it on the bottom of his deck.

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 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)
3 (3)
Grey Havens.   Ship.  

Aflame 3.

Response: After Elven Wave-runner is added to the victory display, each player draws 1 card.

Shadow: If attacking enemy is a Raider, discard a card at random from your hand and place 1 resource on attacking enemy.



The Grey Havens (x2/x1)
3 (5)
Grey Havens.   Ship.  

Aflame 4.

Travel: Each player must assign damage among characters he controls equal to the amount of damage on Elven Caravel.

Forced: When Elven Caravel is placed underneath The Havens Burn, deal 1 damage to each character in play.


The Grey Havens (x2)

When Revealed: Each player must either deal 3 damage to a character he controls, or to an Aflame location in play.

Shadow: If the active location has the Aflame keyword, either deal it 3 damage or deal the defending character 1 damage.


The Grey Havens (x2)

When Revealed: Either remove all progress from the current quest and raise each player's threat by 4, or shift your heading-off course.

Shadow: If this attack destroys a character, shift your heading off-course.



The Grey Havens (x2/x1)

When Revealed: Each player reveals the top card of the Corsair deck and puts it into play, engaged with him.

Shadow: Attacking enemy gets +1 (+2 instead if you control an exhausted Ship objective).


The Grey Havens (x2)
2 (2)
Ruins.  

Forced: After Drowned Graves is flipped to this side while active, discard the top X cards of the encounter deck. Each player adds an Undead enemy discarded from this effect to the staging area. X is 2 more than the number of players in the game.

...their years lessened as their fear of death grew, and their joy departed. -The Return of the King

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.


Flight of the Stormcaller (x2)

When Revealed: Each player contributing at least 8 to the quest must discard a questing character. If your heading is at the worst setting (), this effect cannot be canceled.

Shadow: Attacking enemy gets +X , where X is the Stormcaller's current quest stage.


The Thing in the Depths (x2)
2 (3)
Ship.   Deck.  

While Weather Deck is in the staging area, each other Deck location in play gains:

Travel: Each player must exhaust a character he controls to travel here.

Shadow: Exhaust a character you control.


The Thing in the Depths (x2/x0)

When Revealed: The Thing in the Depths attacks each player in turn order from the staging area (deal and resolve a shadow card for each attack).

Shadow: After this attack, The Thing in the Depths makes an attack against the defending player (deal a shadow card for this attack).


Temple of the Deceived (x2)
4 (4)
Forest.  

While Jungle Path is the active location, the locations immediately above and below it are not considered to be in the staging area.

Forced: When Jungle Path is flipped over while active, each player must exhaust a character with at least 2

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.


Temple of the Deceived (x3/x2)

When Revealed: Each player must choose: raise his threat by the number of his characters commited to the quest, or deal 1 damage to each of his characters committed to the quest.

Shadow: If this attack destroys a character, raise your threat by the attacking enemy's


Temple of the Deceived (x3)

When Revealed: Each player must randomly discard cards from his hand until he has no more than 3 cards in his hand. If no cards were discarded by this effect, Dwindling Supplies gains doomed 2.

Shadow: Defending characters gets -2 for this attack.


The Drowned Ruins (x1)
5 (18)
Ruins.   Underground.   Underwater.  

Shrine to Morgoth cannot have attachments and cannot enter the staging area.

Forced: If Shrine to Morgoth is the active location at the end of the quest phase, raise each player's threat by 5.

When Shrine to Morgoth is placed in the victory display, the players have escaped the flooded grotto and win the game.


The Drowned Ruins (x3)
3 (5)
Underground.   Grotto.  

Response: After you travel to Cursed Caverns, you may flip it to its Underwater side.

Response: After the players explore Cursed Caverns as the active location, each player may raise his threat by 2 to draw the bottom card of his deck.


The Drowned Ruins (x3)
4 (14)
Underground.   Underwater.  

While Twisting Hollow is the active location, characters cannot ready from card effects.

Forced: If Twisting Hollow is the active location at the end of the quest phase, each player must discard 1 character. Then, you may flip Twisting Hollow to its Grotto side.


The Drowned Ruins (x2)
3 (4)
Underground.   Underwater.  

While Drowned Cave is the active location, Undead enemies cannot be engaged (return any engaged enemies to the staging area).

Forced: If Drowned Cave is the active location at the end of the quest phase, each player must discard the top 10 cards of his deck. Then, you may return Drowned Cave to the staging area.


The Drowned Ruins (x3)

When Revealed: Each player chooses a card type and discards each card in his hand that is not of the chosen type. If no cards are discarded by this effect, Into the Abyss gains surge.

Shadow: If the active location is Underwater search the encounter deck and discard pile for a Creature enemy, and add it to the staging area.


The Drowned Ruins (x4)
Hazard.  

When Revealed: Each player must remove a character from the quest. If the active location is Underwater deal 2 damage to each character removed from the quest by this effect.

Shadow: Discard an attachment you control.


The City of Corsairs (x2)

When Revealed: Each player returns an enemy engaged with him to the staging area. Until the end of the round, enemies cannot be optionally engaged. If there are no enemies in the staging area, search the encounter deck and discard pile for an enemy and add it to the staging area.


The City of Corsairs (x3/x2)

When Revealed: Add 1 resource to each engaged Raider enemy. Then, each player assigns damage among characters he controls equal to the number of resource tokens on Raider enemies engaged with him. If no damage is assigned by this effect, Fury and Malice gains surge.


The Sands of Harad (x2/x1)
Weather.  

When Revealed: Each player assigns X damage among characters he controls, where X is the tens digit of the temperature.

Shadow: Attacking enemy gets +X where X is the tens digit of the temperature.


The Sands of Harad (x2)
X (4)
Forest.   Village.  

X is the stage number of the main quest.

Travel: Each player spends 1 resource to travel here.

Shadow: If the defending character is an objective-hero, ready it and cancel all damage from this attack.


The Sands of Harad (x2/x1)

When Revealed: Each player must choose: either discard the highest cost ally you control, or reveal an encounter card.

Shadow: Attacking enemy gets +1 If this attack destroys a character, reveal the top card of the encounter deck.


The Sands of Harad (x1)
(8)

Alone in a hostile land, cut off from help, you struggle to find your bearings...

Surge.

Each player cannot have more than 5 cards in his hand. (If you have more than 5, immediately choose and discard cards from hand until you have only 5.)

Response: When this stage is defeated, each player draws a card.


The Sands of Harad (x3/x2)

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

Shadow: Attacking enemy gets +1 If this attack destroys a character, raise each player's threat by 1.


The Sands of Harad (x2/x1)

When Revealed: Each player exhausts a character he controls. Until the end of the combat phase, exhausted characters cannot ready.

Shadow: Until the end of the round, defending character cannot ready.


The Sands of Harad (x1)
(6)

Your companions grow weary from thirst. They need water to drink.

Characters cannot be readied by player card effects.

Response: When this stage is defeated, each player readies 1 hero he controls.


The Sands of Harad (x2)
2 (2)
Desert.  

While Desert Oasis is the active location, it gains:"Response: When Desert Oasis is explored, heal 4 damage from among characters in play."

Forced: After Desert Oasis becomes the active location, each player exhausts a character he controls.


The Sands of Harad (x2/x1)
Weather.  

When Revealed: Each player either discards his hand, or assigns X damage among characters he controls. X is the number of cards in his hand.

Shadow: Either discard the highest cost attachment you control, or assign X damage among characters you control where X is the number of attachments you control.


The Sands of Harad (x2)

When Revealed: Each player exhausts a character he controls and deals 1 damage to that character.

Shadow: Exhaust a character you control.


The Mûmakil (x4)
2 (3)
Forest.  

While Mumak Trail is the active location, it gains:"Response: When Mumak Trail leaves play as an explored location, search the encounter deck and discard pile for a Wild Mumak and add it to the staging area. Shuffle the encounter deck."

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


The Mûmakil (x2)

When Revealed: Each player discards the top 5 cards of his deck. Each player discards each card he controls that shares a title with any of the 5 cards he just discarded.

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


The Mûmakil (x2/x1)

When Revealed: Each player discards a random card from his hand and assigns X damage among characters he controls. X is the discarded card's cost.

Shadow: Discard a random card from your hand and assign X damage among characters you control. X is the discarded card's cost.


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)
X (4)
Desert.  

X is the stage number of the main quest.

Forced: After Blistering Erg becomes the active location, each player assigns X damage among characters he controls.

It seemed a long way, and he grew hot and very hungry...
–The Return of the King


Beneath the Sands (x3/x2)

Surge. Doomed 1.

When Revealed: Attach to the main quest. Limit 1 per quest. (Counts as a Condition attachment with the text:"Forced: After the Search objective is flipped to Off Track, each player discards an ally he controls. Then, discard Grabbed by Spiders."


Beneath the Sands (x1)
Search.  

Forced: At the end of the quest phase, place 1 progress here. Then, either return the topmost location in the encounter discard pile to the staging area, or raise each player's threat by 1 for each resource here.

Progress cannot be placed on the main quest.


The Black Serpent (x1)
Item.   Harad.  

GUarded (location).

While Summons from Mordor is attached to an encounter card, each player's threat cannot be reduced.

Action: Exhaust Summons from Mordor and raise your threat by 1 to add 1 resource to attached hero's pool.


The Black Serpent (x3)
3 (3)
Desert.   Ruins.  

While Southron Camp is in the staging area, it gains:"Forced: At the end of the round, remove all progress from each location in play."

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


The Black Serpent (x2)

When Revealed: The first player must choose: either raise each player's threat by 3, or progress cannot be placed on quest cards until the end of the round.

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


The Dungeons of Cirith Gurat (x3)
3 (2)
Dungeon.  

While Gate of Iron is in the staging area, progress cannot be placed on locations in the staging area.

Travel: Discard the top card of the encounter deck. Then, the first player must discard a card from his hand with cost greater than the discarded card's or raise each player's threat by 3.