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Card Set Scenario Encounter
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Card Type Subtype Deck Type
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Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
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Results: 200 Cards

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 (x2/x1)
3 (2)
Stronghold.   Dol Guldur.  

Travel: The first player must discard 2 cards from his hand at random to travel here.

"It is clad in a forest of dark fir, where the trees strive one against another and their branches rot and wither. In the midst upon a stony height stands Dol Guldur, where long the hidden Enemy had his dwelling."
–Haldir, 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)
3 (6)
Forest.  

Travel: Reveal the top card of the encounter deck to travel here.

Response: When Goblin Trail leaves play as an explored location, place 6 progress on the current quest.


Two-Player Limited Edition Starter (x1)
2 (2)
Underground.  

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

Travel: Remove 4 damage from Cracked Pillar to travel here.


Two-Player Limited Edition Starter (x2)
4 (4)
Underground.   Dark.  

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

Shadow: Cancel all combat damage dealt to attacking enemy.


Two-Player Limited Edition Starter (x2)
3 (5)
Underground.  

Travel: Reveal the top card of the encounter deck to travel here.

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


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 (x2/x1)
3 (2)
Stronghold.   Dol Guldur.  

Travel: The first player must discard 2 cards from his hand at random to travel here.

"It is clad in a forest of dark fir, where the trees strive one against another and their branches rot and wither. In the midst upon a stony height stands Dol Guldur, where long the hidden Enemy had his dwelling."
–Haldir, The Fellowship of the Ring


A Journey To Rhosgobel (x1)
X (4)
Forest.  

X is the number of players in the game.

While Rhosgobel is in the staging area, Wilyador cannot be healed.

Travel: Players must complete stage one of this quest before they can travel to Rhosgobel.


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

Travel: The first player must discard 1 event card from his hand to travel to this location.

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


The Hills of Emyn Muil (x4)
1 (1)
Emyn Muil.  

Travel: In order to travel to The Highlands, the players must reveal the top card of the encounter deck, and add it to the staging area.


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)
2 (4)
Underground.  

Travel: The first player must exhaust 1 character he controls to travel here.

Shadow: Defending player must choose and exhaust 1 character he controls.


Khazad-dûm (x2/x1)
4 (4)
Underground.   Dark.  

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

Shadow: Cancel all combat damage dealt to attacking enemy.


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 (4)
Stair.  

Travel: The first player must exhaust 2 characters to travel here.

Shadow: Remove 1 progress token from the current quest.


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.


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


Encounter at Amon Dîn (x3)
3 (3)
Gondor.  

Villagers 2.

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

"...the herdsmen and husbandmen that dwelt there were not many..." –The Return of the King


Assault on Osgiliath (x1)
2 (3)
Osgiliath.  

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

Forced: After the player who controls The King's Library lets an attack go undefended, return The King's Library to the staging area.

"For that is the ruin of Osgiliath on either side of Anduin, which our enemies took and burned long ago."
–Beregond, The Return of the King


Assault on Osgiliath (x3)
2 (2)
Osgiliath.  

Travel: If there is 1 active location, exhaust a character to travel here. (There are now 2 active locations.)

Forced: After the player who controls Ruined Tower loses control of a location, return Ruined Tower to the staging area.


The Blood of Gondor (x1)
X (2)
Ithilien.  

The current quest card gains Siege (and loses Battle).

X is the number of players in the game.

Travel: The first player must take 1 hidden card to travel here.


The Blood of Gondor (x1)
2 (4)
Ithilien.   Road.  

Travel: The first player must take 1 hidden card to travel here.

This road, too, ran straight for a while, but soon it began to bend away southwards...–The Two Towers


The Blood of Gondor (x1)
2 (4)
Ithilien.   Road.  

Western Road gets +5 quest points while it is in the staging area.

Travel: The first player must take 1 hidden card to travel here.

...he saw, beyond an arch of boughs, the road to Osgiliath running almost as straight as a streched ribbon down, down, into the West. –The Two Towers


The Blood of Gondor (x1)
4 (3)
Ithilien.   Road.  

Travel: The first player must take 1 hidden card to travel here.

Behind them lay the road to the Morannon...
–The Two Towers


The Blood of Gondor (x1)
4 (2)
Ithilien.   Road.  

Eastern Road gets +5 quest points while it is in the staging area.

Travel: The first player must take 2 hidden cards to travel here.

Black and forbidding it loomed above them, darker than the dark sky behind. –The Two Towers


The Voice of Isengard (x3)
3 (4)
Mountain.   Cave.  

Forced: After Orc Cave leaves play as an explored location, the first player Searches 5.

Travel: Discard the top X cards of the encounter deck to travel here. X is the number of players in the game. Add each Orc enemy discarded this way to the staging area.


The Voice of Isengard (x1)
2 (2)
Forest.  

Immune to player card effects.

Travel: Search the encounter deck and discard pile for a Huorn enemy and add it to the staging area to travel here (2 Huorn enemies instead if there are 3 or more players in the game).

"...we are on the very edge of Fangorn, and it is perilous to touch the trees of that wood, it is said."
–Aragorn, The Two Towers


The Voice of Isengard (x3)
2 (4)
Forest.  

While Tangled Woods is in the staging area, each Forest location in plays gains:

Travel: Exhaust a hero to travel here.
This ability does not stack with other copies of Tangled Woods.

The forest was dark and close. –The Two Towers


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 Three Trials (x1)
X (12)
Forest.   Hills.  

Immune to player card effects. X is the number of players in the game.

Travel: The players must exhaust 3 Key objectives.

Forced: After the players travel here, each engaged Guardian enemy makes an immediate attack.


The Three Trials (x2)
3 (3)
Forest.  

Travel: Search the encounter deck and discard pile for a Spirit enemy and add it to the staging area.

Shadow: If this attack destroys a character, remove a time counter from an enemy, if able.


Trouble in Tharbad (x2/x1)
3 (3)
City.  

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

Shadow: Raise the defending player's threat by X, where X is the amount of damage dealt by this attack.


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.


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.


Celebrimbor's Secret (x1)
X (6)
Ost-in-Edhil.   Ruins  

X is the number of players in the game. Immune to player card effects.

Travel: Remove 3 progress from the current quest to travel here.

If The Secret Chamber is placed underneath The Orcsโ€™ Search, the players lose the game.


Celebrimbor's Secret (x4)
2 (4)
Ost-in-Edhil.   Ruins.  

Scour: Assign X damage amoung locations in play. X is the number of locations in play. This ability does not stack with other copies of Ancient Foundation.

Travel: Place 1 damage on this location to travel here.

...deep they delved us, fair they wrought us, hight they builded us; but they are gone. –Legolas, The Fellowship of the Ring


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

Travel: One player chooses and engages an enemy in the staging area.

Shadow: Defending player either exhausts a hero he controls, or returns attacking enemy to the staging area after this attack.


The Lost Realm (x3/x2)
2 (8)
Arnor.  

Doomed 1.

While Outlying Homestead is in the staging area, players cannot reduce their threat.

Travel: Reveal a card from the encounter deck.

They were far beyond the borders of the Bree–land, out in the pathless wilderness... –The Fellowship of the Ring


The Lost Realm (x2)
2 (4)
Arnor.   Hills.  

While Sheltered Valley is the active location, it gains:

Response: When Sheltered Valley is explored, heal all damage from 1 character.

Travel: Remove 1 resource token from the

UNRECOGNIZED TYPE: triat-search

objective.


The Lost Realm (x3)
2 (2)
Arnor.   Hills.  

While Concealed Orc-camp is the active location is gains:

Response: When Concealed Orc-camp is explored, place 1 resource token on the Mission objective.

Travel: The first player searches the encounter deck and discard pile for an Orc enemy and put it into play engaged with him. Shuffle the encounter deck.


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 Wastes of Eriador (x2/x1)
3 (5)
Arnor.   Plains.  

While Eriador Wastes is in the staging area, no more than 5 progress can be placed on the current quest each round.

Travel: The first player engages a Warg enemy in the staging area and deals it a shadow card.

"...the long leagues of Eriador still lie before us." –Aragorn, The Fellowship of the Ring


The Wastes of Eriador (x2/x1)
4 (1)
Arnor.  

Immune to player card effects.

Travel: The first player searches the encounter deck and discard pile for a Warg enemy, reveals it, and puts it into play engages with him. Shuffle the encounter deck.

The howling of the wolves was now all around them... –The Fellowship of the Ring


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).


Across the Ettenmoors (x2/x0)
2 (4)
Ettenmoors.  

While Barren Moorland is in the staging area, it gains:

Forced: When an ally enters play, you must either exhaust it or deal 1 damage to it.

Travel: Deal 1 damage to each exhausted character.


The Treachery of Rhudaur (x2/x0)
4 (4)
Ruins.  

Any time the encounter deck runs out of cards, return the topmost Undead enemy in the encounter discard pile to the staging area before resetting the encounter deck.

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


The Battle of Carn Dûm (x3)
3 (3)
Blight.   Plains.  

Forced: After an enemy attacks, heal 1 damage from it.

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

Shadow: If the attacking enemy is Thaurdir, heal 3 damage from him.


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 (x2/x1)
4 (6)
Grey Havens.   Ship.  

Aflame 4.

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

Forced: When White Ship is placed underneath The Havens Burn, place 1 resource on each Raider enemy in play.


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 (x3/x1)
4 (3)
Ocean.  

Travel: Shift your heading off-course to travel here.

Shadow: If this attack deals damage to a Ship objective, shift your heading off-course.

The winds of wrath came driving him, and blindly in the foam he fled...
–The Fellowship of the Ring



Flight of the Stormcaller (x2)
3 (3)
Coastland.   Ocean.  

Travel: Move 2 progress from the main quest to the Stormcaller's quest stage.

Response: After Hidden Cove becomes the active location, heal 4 damage from each Ship objective.


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)
1 (4)
Ship.  

Travel: Add 1 resource to each Raider card in play to travel here.

Shadow: Attacking enemy gets +2


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 (x2)
3 (5)
Ocean.   Coastland.  

Travel: One player must reveal the top card of the Corsair deck and engage it to travel here.

Shadow: If this attack destroys a character, discard an ally controlled by the defending player.


The City of Corsairs (x2/x1)
X (4)
Umbar.   City.  

X is the highest number of resources on a Raider enemy in play.

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


The Sands of Harad (x3)
2 (3)
City.  

While Umbar Square is the active location, it gains:"Response: After an enemy is defeated, place 1 progress on the main quest, bypassing the active location."

Travel: Reveal the top card of the encounter deck to travel here.

The loss of Umbar was grievous to Gondor...
–The Return of the King


The Sands of Harad (x2)
X (4)
City.  

X is the number of engaged enemies.

Travel: Assign X damage among characters in play to travel here.

Often those on who suspicion fell had fled to Umbar and there joined the rebels...
–The Return of the King


The Sands of Harad (x2)
3 (1)
City.  

While Haradrim Estate is in the staging area, progress cannot be placed here.

Travel: Search the encounter deck and discard pile for a Harad enemy and put it into play engaged with the first player. Then, place 1 progress on the main quest, bypassing the active location. Shuffle the encounter deck.


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)
2 (2)
Forest.   Village.  

Response: After the players travel to Village Hut, the first player discards the top card of his deck. If that card is an ally, he puts it into play under his control, exhausted.

Travel: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.


The Sands of Harad (x2/x1)
4 (4)
Forest.  

While Jungle Trail is the active location, each location in the staging area gets -1

Travel: Reveal the top card of the encounter deck to travel here.

The path itself was narrow and wound in and out among the trunks.
–The Hobbit


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.


Race Across Harad (x1)
4 (10)
Desert.   River.  

Immune to player card effects.

The players cannot travel here unless there are at least 20 progress tokens on stage 4B.

Travel: Reveal 1 encounter card per player.

Stage 4B cannot be defeated while River Harnen is in play.


Beneath the Sands (x2/x1)
X (5)
Underground.  

Track 4.

X is the number of characters controlled by the first player.

Travel: Reveal the top card of the encounter deck to travel here.


Beneath the Sands (x2)
3 (4)
Underground.  

Track 3.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Creature enemy is discarded. Add the discarded enemy to the staging area.

...a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell...
–The Hobbit


The Black Serpent (x2/x1)
4 (4)
Desert.   Ruins.  

While The Serpent's Redoubt is in the staging area, it gains:"Forced: After a player plays an ally from his hand, either remove 1 progress from the main quest, or exhaust that ally."

Travel: The first player searches the encounter deck and discard pile for an enemy and puts it into play engaged with him. Shuffle the encounter deck.


The Black Serpent (x2/x1)
2 (4)
Desert.   Ruins.  

While Roofless Tower is in the staging area, it gains:"Forced: When a player plays an event, either remove 1 progress from the main quest, or cancel the effects of that event."

Travel: Exhaust a hero to travel here.


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 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.


The Dungeons of Cirith Gurat (x2/x1)
4 (4)
Dungeon.  

While Uruk Guardroom is in the staging area, increase the cost to play each ally by 1.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards until an Orc enemy is discarded. Add that enemy to the staging area.


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

While Mines of Cirith Gurat is in the staging area, it gains:"Forced: When a player card would reduce a player's threat by any amount, reduce that amount to 1."

Travel: Each player discards the top 3 cards of his deck and raises his threat by 1 for each ally he discards this way.


The Wilds of Rhovanion (x1)
(4)
Forest.  

Guarded (location).

Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck and assigns X damage among characters he controls, where X is that card's

Forced: After the players travel here, advance to the next stage A, if able.


The Wilds of Rhovanion (x1)
(4)
Forest.  

Guarded (location).

Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area.

Forced: After the players travel here, advance to the next stage C, if able.


The Wilds of Rhovanion (x1)
(4)
Forest.  

Guarded (enemy).

Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck. Add each location discarded this way to the staging area.

Forced: After the players travel here, advance to the next stage A, if able.


The Wilds of Rhovanion (x1)
(4)
Forest.  

Guarded (enemy).

Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck and raises his threat by X, where X is that card's

Forced: After the players travel here, advance to the next stage C, if able.


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 (x2/x1)
4 (4)
Forest.   Dark.  

While Accursed Forest is in the staging area, "when revealed" effects cannot be canceled.

Travel: Reveal the top card of the encounter deck.

There was a breath of air and a noise of wind, but it had a sad sound.
–The Hobbit


The Wilds of Rhovanion (x3/x2)
3 (3)
Forest.   Dark.  

While Dark Black Woods is in the staging area, no more than 1 progress can be placed on each Forest location in the staging area each round.

Travel: Each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area.


The Wilds of Rhovanion (x2/x1)
4 (4)
Underground.  

While Iron Hills Mine is the active location, it gains:"Response: When Iron Hills Mine is explored, each player may return 1 card from his discard pile to his hand."

Travel: Each player discards the top 4 cards of his deck to travel here.


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 Withered Heath (x2)
4 (4)
Mountain.  

Response: After the players travel to Creature Den, search the Caves deck for a Dragon Sign and attach it to Creature Den as a guarded objective. Shuffle the Caves deck.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add that enemy to the staging area.


The Withered Heath (x2/x1)
X (6)
Mountain.  

Deep.

X is the number of locations in the staging area.

Travel: Assign X damage among characters in play.

The roar of the great falls drew nearer.
–The Fellowship of the Ring


Roam Across Rhovanion (x3/x2)
2 (3)
Hills.  

While Deep Ravine is in the staging area, no more than 1 progress can be placed on locations in the staging area each round.

Travel: The first player must either exhaust Urdug, or raise each player's threat by 2 to travel here.


Fire in the Night (x2/x1)
3 (4)
Town.  

While Town Gate is in the staging area, it gains:"Forced: At the end of the quest phase, place 1 resource here. Then, if there are 3 resources here, discard Town Gate and deal 4 damage to Hrogar's Hill."

Travel: Dagnir makes an immediate attack against the first player.


Fire in the Night (x3)
2 (3)
Town.  

While Wooden Palisade is the active location, Dagnir gets -2

Travel: The first player readies a hero he controls.

"Within there rise the roofs of houses; and in the midst, set upon a green terrace, there stands aloft a great hall of Men."
–Legolas, The Two Towers


Fire in the Night (x3/x1)
X (5)
Town.  

X is 1 more than the number of side quests in the victory display.

Travel: Each player assigns X damage among characters he controls.


The Fate of Wilderland (x1)
4 (4)
Mountain.   Gate.  

Immune to player card effects.

While Gate of Gundabad is in the staging area, resources cannot be placed on The Heroes' Defense.

Travel: Search the encounter deck, discard pile, and victory display for a Goblin Troop and add it to the staging area. Shuffle the encounter deck.


A Shadow in the East (x2)
2 (5)
Riverland.  

While River Running is in the staging area, enemies cannot be optionally engaged.

Travel: The first player engages the highest engagement cost enemy in the staging area.

...below them were trees that looked like oaks and elms, and wide grass lands, and a river running through it all.
–The Hobbit


A Shadow in the East (x2/x1)
4 (4)
Riverland.  

While Exposed Riverbank is in the staging area, it gains:"Forced: After a 'when revealed' effect is canceled, place 1 resource on Easterling Pursuit."

Travel: Place 1 resource on Easterling Pursuit.


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 (x2/x1)
3 (3)
Plains.  

While Rocky Outcrop is in the staging area, characters cannot be readied by player card effects.

Travel: The first player exhausts a hero he controls.


A Shadow in the East (x3)
2 (4)
City.  

While Hillside Manor is in the staging area, each player's threat cannot be reduced by more than 1 each round by player card effects.

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

The wine of Dorwinion brings deep and pleasant dreams.
–The Hobbit


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 (x2)
2 (5)
City.  

Immune to player card effects.

Forced: When Seedy Travern is explored, reveal each facedown card under it.

Travel: Look at the top 5 cards of the encounter deck. Put one of those cards facedown under Seedy Tavern and shuffle the rest back into the encounter deck.


A Shadow in the East (x2/x1)
3 (3)
City.  

While Side Street is in the staging area, progress cannot be placed on other locations in the staging area.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards until a location is discarded. Add that location to the staging area.


A Shadow in the East (x2/x1)
4 (4)
City.  

While Catacombs is in the staging area, enemies in the staging area cannot take damage.

Travel: Each player discards the top card of the encounter deck. If a player discards an enemy this way, he puts it into play engaged with him.


Wrath and Ruin (x1)
X (5)
City.  

Immune to player card effects.

X is 1 more than the number of locations controlled by the players.

The players cannot travel here unless stage 2B has at least 12 progress on it.

Travel: Thane Ulchor attacks each player in turn order.


The City of Ulfast (x2)
3 (5)
City.  

While The King's Lawn is in the staging area, each player must raise his threat by 1 additional point during the refresh phase.

Travel: Place 1 resource on the main quest.


The City of Ulfast (x3/x2)
2 (4)
City.  

While Guarded Archway is in the staging area, each player engaged with City Guard cannot reduce his threat.

Travel: City Guard makes an attack against the first player.


The City of Ulfast (x2)
2 (2)
City.  

While Crowded Market is the active location, City Guard gets +20 engagement cost.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add that enemy to the staging area.


The City of Ulfast (x3/x2)
X (5)
City.  

X is 1 more than the number of resources on the main quest.

Travel: Raise each player's threat by X.

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


Challenge of the Wainriders (x2/x1)
4 (4)
Plains.  

While Ravine Ledge is in the staging area, each racing test requires 1 additional matching result.

Travel: The first player makes a racing test. To pass requires 1 TURN result. If the players pass the test, each player draws 1 card. If the players faill the test, each player discards 1 random card from his hand.


The Land of Sorrow (x3)
3 (4)
Plains.  

While Working Fields is in the staging area, characters cannot be healed.

Travel: Each player deals 1 damage to a character he controls.

Neither he nor Frodo knew anything of the great slave–worked fields away south in this wide realm...
–The Return of the King


The Land of Sorrow (x3/x1)
X (5)
Plains.  

While Watch Tower is in the staging area, it gains archery X.

X is 1 more than the number of Captive objective allies the players control.

Travel: Reveal the top card of the encounter deck.


The Fortress of Nurn (x2/x1)
3 (6)
City.  

While Fortress Walls is in the staging area, the cost to play each ally is increased by 1.

Travel: Each player places 1 card from his hand under a Castle side quest.


The Fortress of Nurn (x3)
2 (4)
City.  

While Guard Tower is in the staging area, players cannot draw cards or gain resources from player card effects.

Travel: Each player exhausts a character he controls.


The Fortress of Nurn (x3/x2)
X (5)
City.  

X is 1 more than the number of Castle side quests in the victory display.

Travel: Each player assigns X damage characters he controls.

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


The Hobbit: On the Doorstep (x3)
3 (1)
Forest.   Mountain.  

While Hidden Path is the active location, locations in the staging area get -1Threat.Travel: Spend 2 resources to travel here.

About midday, creeping behind a great stone that stood alone like a pillar, Bilbo came on what looked like rough steps going upwards. –The Hobbit


The Hobbit: On the Doorstep (x1)
2 (2)
Ruins.   Mountain.  

Immune to player card effects.

Forced: Remove 2 progress from stage 4B at the end of each round, if able.Travel: Spend 3 resources to travel here. (1 resource instead if stage 4B is the current quest.)


The Hobbit: On the Doorstep (x1)
2 (2)
Ruins.   Valley.  

Immune to player card effects.

Forced: Remove 2 progress from stage 3B at the end of each round, if able.Travel: Spend 3 resources to travel here. (1 resource instead if stage 3B is the current quest.)


The Hobbit: On the Doorstep (x2)
1 (1)
Mountain.  

While Secret Entrance is the active location, The Lonely Mountain's is reduced by half (round up).

Travel: The first player must exhaust a hero and name a card type to travel here. Then, look at the top card of the encounter deck. If the looked at card is not the named type, return Secret Entrance to the staging area. (The players cannot travel again this round.)


The Hobbit: On the Doorstep (x1)
1 (9)
Forest.  

Immune to player card effects.

Travel: Exhaust Bilbo Baggins to travel here.Forced: At the start of each quest phase, search the encounter deck for 1 Spider enemy and add it to the staging area. (2 Spider enemies instead if 3 or more players are at this stage.) Shuffle the encounter deck.


The Hobbit: On the Doorstep (x1)
2 (2)
Ruins.   Mountain.  

Immune to player card effects.

Forced: Remove 2 progress from stage 2B at the end of each round, if able.Travel: Spend 3 resources to travel here. (1 resource instead if stage 2B is the current quest.)


The Black Riders (x1/x1)
3 (9)
River.  

Immune to player card effects.

While there is at least 1 other location in play, players cannot travel here.

Travel: The first player must make a Hide 3 test to travel here.

After Bucklebury Ferry leaves play as an explored location, the players win the game.


The Black Riders (x3/x1)
3 (3)
Road.  

While Stock Road is in the staging area, add 2 to the total of the discarded cards when a player resolves a Hide test.

Travel: The first player must make a Hide 1 test to travel here.


The Black Riders (x1/x1)
4 (4)
Hills.   Ruins.  

Immune to player card effects.

While Weathertop is in the victory display, each enemy in play gets -1

Travel: The first player must exhaust The One Ring to travel here.

"It was burned and broken, and nothing remains of it now but a tumbled ring..."
–Strider, The Fellowship of the Ring


The Black Riders (x1/x1)
X (4)
Bridge.   River.  

Immune to player card effects.

X is the number of players in the game.

Travel: The first player must reveal the top card of the burden deck and resolve that card as if it were just revealed from the encounter deck to travel here.


The Black Riders (x1/x1)
2 (6)
River.  

Immune to player card effects.

Response: After Ford of Bruinen leaves play as an explored location, all engaged enemies are discarded.

Travel: The first player must reveal the top card of the encounter deck to travel here.


The Road Darkens (x1)
4 (4)
Underground.  

Immune to player card effects.

The player cannot advance to the next stage.

Travel: Each player searches the encounter deck and discard pile for a different enemy and adds it to the staging area to travel here. One of those enemies must be Orc-chieftain, if able.


The Road Darkens (x2)
3 (3)
Underground.  

While Ancient Guardroom is the active location, each enemy in play gets -1

Travel: Discard the top card of the encounter deck to travel here. Each player raises his threat by X, where X is the discarded card's


The Road Darkens (x1)
2 (4)
River.   Lawn.  

Immune to player card effects.

Travel: Search the encounter deck and discard pile for an enemy and add it to the staging area to travel here. Shuffle the encounter deck.

While Parth Galen is in play, the players cannot win the game.


The Road Darkens (x3/x1)
3 (4)
River.   Forest.  

While Wooded Shoreline is in the staging area, it gains archery 2.

Travel: Search the encounter deck and discard pile for an enemy and add it to the staging area to travel here. Shuffle the encounter deck.


The Road Darkens (x3)
3 (3)
Forest.   Hills.  

Travel: A player at this staging area must engage an enemy in any staging area to travel here.

Shadow: Attacking enemy gets +1 (+2 instead if the defending character has fewer printed hit points than the attacking enemy).


The Treason of Saruman (x3)
2 (2)
Plains.   Hills.  

While the Wold is the active location, it gains:"Response: After The Wold is explored, each player draws 1 card."

Travel: Increase the pursuit value by 1.

Ahead and eastward they saw the windy uplands of the Wold of Rohan that they had already glimpsed many days ago from the Great River. –The Two Towers


The Treason of Saruman (x3)
2 (3)
Plains.  

While Eastemnet is the active location, it gains:"Response: After Eastemnet is explored, add 1 resource to each hero's resource pool."

Travel: Increase the pursuit value by 1.

...the Horse–lords had formerly kept many herds and studs in the Eastemnet, this easterly region of their realm... –The Two Towers


The Land of Shadow (x3/x2)
3 (4)
Marsh.  

Forced: When Evil-smelling Fens is discarded by the Mire keyword, deal 1 damage to each character.

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

Shadow: Deal 1 damage to defending character.


The Land of Shadow (x2)
1 (3)
Marsh.  

Forced: When Shifting Quagmire is discarded by the Mire keyword, either return a random location from the victory display to the staging area, or raise each player's threat by 1 for each location in the victory display.

Travel: Spend 1 resource to travel here.


The Land of Shadow (x3)
4 (5)
Marsh.  

Forced: When Haunted Mere is discarded by the Mire keyword, search the encounter deck and discard pile for an Undead enemy, reveal it, and add it to the staging area. Shuffle the encounter deck.

Travel: Exhaust Smeagol to travel here.

"They lie in all the pools, pale faces, deep deep under the dark water." -Frodo, 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 (x4/x3)
2 (4)
Marsh.  

Forced: When Soft Mires is discarded by the Mire keyword, the first player reveals an encounter card.

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

The hobbits soon found that what had looked like one vast fen was really an endless network of pools, and soft mires... -The Two Towers


The Land of Shadow (x2/x1)
4 (5)
Road.  

While Southward Road is the active location, each player may optionally engage an additional enemy during the encounter phase.

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

"These cursed Southrons come now marching up the ancient roads to swell the hosts of the Dark Tower." -Mablung, The Two Towers


The Land of Shadow (x3)
3 (6)
Hills.  

While Foothills of Ephel Dรบath is the active location, each Harad enemy gets -1

Travel: The first player engages an enemy in the staging area to travel here.

"And they go ever more heedlessly, we learn, thinking that the power of their new master is great enough, so that the mere shadow of His hills will protect them." -Mablung, The Two Towers


The Land of Shadow (x2)
2 (3)
Forest.  

While Ithilien Woods is the active location, it gains:"Forced: After a player engages a Harad enemy, he readies a character he controls."

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

Ithilien, the garden of Gondor now desolate kept still a dishevelled dryad loveliness. -The Two Towers


The Land of Shadow (x1)
2 (2)
Mountain.  

Immune to player card effects.

Travel: Either exhaust Smรฉagol, or discard 1 random card from each player's hand.

Forced: After Smรฉagol's Secret Way is explored, each player either exhausts a character he controls, or discards 1 random card from his hand.

"...a stair, a narrow stair, O yes, very long and narrow. And then more stairs." -Gollum, The Two Towers


The Land of Shadow (x1)
4 (4)
Mountain.  

Immune to player card effects.

While The Cleft of Cirith Ungol is in the victory display, Shelob gets +2 loses the Indestructible keyword, and gains: "Shelob engages the first player."

Travel: Place 1 resource on Shelob to travel here.

The Cleft, Cirith Ungol, was before him, a dim notch in the black ridge... -The Two Towers


The Land of Shadow (x3)
2 (5)
Underground.  

While Deep Dark Passage is in the staging area, it gains:"Forced: When any amount of progress would be placed on a location in the staging area, reduce that amount by 1."

Travel: Exhaust Smรฉagol to travel here.

Not since the lightless passages of Moria had Frodo or Sam known such darkness, and if possible here it was deeper and denser. -The Two Towers


The Land of Shadow (x3)
1 (4)
Underground.  

While Den of Night is in the staging area, it gains:"Forced: After a `When Revealed' effect is canceled, place 1 resource on Shelob."

Travel: Place 1 resource on Shelob to travel here.

Here was some opening in the rock far wider than any they had yet passed; and out of it came a reek so foul, and a sense of lurking malice so intense, that Frodo reeled. -The Two Towers


The Flame of the West (x1)
5 (5)
Hill.  

Immune to player card effects.

Forced: After The Stone of Erech becomes the active location, each player searches the encounter deck and discard pile for an Oathbreaker enemy and adds it to the staging area. Shuffle the encounter deck.

Travel: Remove 5 progress from stage 3B to travel here.


The Flame of the West (x2/x1)
4 (4)
Underground.  

While Dark Door is in the staging area, progress cannot be placed on locations in the staging area.

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

...before him stood a stony door closed fast...
–The Return of the King


The Flame of the West (x3/x2)
3 (3)
Underground.  

While Trysting Place is in the staging area, each enemy in the staging area cannot take damage.

Travel: The first player searches the encounter deck and discard pile for an Oathbreaker enemy and puts it into play engaged with him. Shuffle the encounter deck.


The Flame of the West (x3)
2 (3)
Underground.  

While Deadly Road is in the staging area, it gains:"Forced: After a 'when revealed' effect is canceled, raise each player's threat by 1."

Travel: Spend 1 resource to travel here.

"I was held to the road only by the will of Aragorn."
–Gimli, The Return of the King


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 (x1)
X (5)
Ship.  

X is the number of resources on The Corsair Fleet.

The players cannot travel here unless there are at least 3 Ship locations in the victory display.

Travel: Each player searches the encounter deck and discard pile for a Corsair enemy and adds it to the staging area. One of those enemies must be Corsair Captain, if able.


The Flame of the West (x3)
3 (3)
Ship.  

While Umbar War Galley is the active location, each Corsair enemy gets -10 engagement cost.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the encounter deck until a Corsair enemy is discarded. Add the discarded enemy to the staging area.

"The Corsairs are upon us! It is the last stroke of doom!"
–Men of Gondor, The Return of the King


The Flame of the West (x3)
2 (2)
Ship.  

While Corsair Dromon is the active location, each Corsair enemy gains Archery 1.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Corsair enemy is discarded. Add the discarded enemy to the staging area.


The Flame of the West (x1)
X (3)
Siege.  

Immune to player card effects.

X is the number of resources on Grond.

Forced: At the beginning of the quest phase, place 1 resource on Grond. Then, deal X damage to Minas Tirith.

Travel: The Witch-king makes an immediate attack against each player, in turn order.


The Mountain of Fire (x1)
1 (1)
Cirith Ungol.  

Immune to player card effect.

The players cannot travel here unless there is at least 18 progress on stage 2B.

Travel: Add Shagrat to the staging area to travel here.

"That's what I'm going to do," said Shagrat in angry tones. "Put him up in the top chamber."
–The Return of the King


The Mountain of Fire (x3)
3 (4)
Cirith Ungol.  

While Bloodied Courtyard is the active location, it gains:"Forced: After an enemy enters the staging area, deal 1 damage to it."

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

At once he saw that up here the fighting has been fiercest. All the court was choked with dead orcs or their severed and scattered heads and limbs. The place stank of death.
–The Return of the King


The Mountain of Fire (x3)
2 (4)
Cirith Ungol.  

While Winding Stairs is the active location, each enemy in the staging area gets +10 engagement cost.

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

The stairs were high and steep and winding.
–The Return of the King


The Mountain of Fire (x1)
X (9)
Mordor.  

Immune to player card effects. X is the tens digit of the first player's threat dial.

The players cannot travel here unless there is at least 20 progress on stage 3B.

Travel: Each player makes a Fortitude test. If a player fails this test, raise his threat by 9.

He raised his eyes with difficulty to the dark slopes of Mount Doom towering above him...
–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)
2 (5)
Mordor.  

While Old Water-course is the active location, it gains:"Response: When Old Water-course is explored, reduce each player's threat by 5."

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

Clambering a few steps up he found a tiny stream of dark water that came out from the hill–side and filled a little bare pool...
–The Return of the King


The Battle of Lake-town (x4)
2 (2)
Lake-town.  

Burn 1.

Travel: If there is 1 active location exhaust a hero to travel here (There are now 2 active locations)

Shadow: Add this location to the staging area.


The Stone of Erech (x1)
X (6)
Blackroot Vale.  

Immune to player card effects. X is twice the number of players in the game.

While The Stone of Erech is that active location, characters with less than 2 cannot ready.

Travel: Exhaust each character with less than 2


The Ruins of Belegost (x1)
4 (6)
Underground.  

Discover 5.

Immune to player card effects.

Forced: When Naurlhรปg's Lair is explored, add the Loot objective from underneath Stalking the Ruins to the staging area faceup.

Travel: Place X resources on Stalking the Ruins where X is the number of players.


The Ruins of Belegost (x2)
3 (3)
Underground.  

Discover 2.

While Darkened Tunnel is in the staging area, it gains:

Forced: After a 'when revealed' effect is canceled, discard the top card of the encounter deck. If the discarded card has the Hazard trait, resolve its staging as if it was just revealed from the encounter deck.

Travel: Place 1 resource on Stalking the Ruins.


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.


The Ruins of Belegost (x3)
3 (2)
Underground.   Hazard.  

Discover 3.

Response: After the players travel to Secret Chamber if no Loot objective is attached to Secret Chamber search the encounter discard pile for a Loot objective and attach it to Secret Chamber as a guarded objective.

Travel: Raise each player's threat by 2.


Fog on the Barrow-downs (x1)
3 (3)
Ruins.   Downs.  

Immune to player card effects.

Travel: Each player searches the encounter deck and discard pile for a Wight enemy and puts it into play engaged with him. Shuffle the encounter deck.

It was shapeless and yet significant: like a landmark, or a guarding finger, or more like a warning.
–The Fellowship of the Ring


Fog on the Barrow-downs (x1)
4 (4)
Ruins.   Downs.  

Immune to player card effects.

Travel: The first player searches the encounter deck, discard pile and victory display a Great Barrow and adds it to the staging area. Shuffle the encounter deck.

He had passed between them almost before he was aware: and even as he did so darkness seemed to fall round him. –The Fellowship of the Ring


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

Immune to player card effects.

While Bill Ferny's House is in the victory display, each Suspect, and each shadow card dealt to a Suspect, is immune to player card effects.

Travel: Search the encounter deck, discard pile and victory display for Bill Ferny and add him to the staging area. Shuffle the encounter deck.



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

Immune to player card effects.

While Staddle Hiding Hole is in the victory display, each player not engaged with a Suspect cannot declare attackers against that Suspect.

Travel: Search the encounter deck and discard pile for a Greenway Footpad, reveal it, and add it to the staging area. Shuffle the encounter deck.


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

Immune to player card effects.

While Combe Storehouse is in the victory display, each Suspect gains:

Forced: After this enemy engages a player, it makes an immediate attack.

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


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

Immune to player card effects.

While Archet Trading Post is in the victory display, each Suspect cannot take more than 5 damage each round.

Travel: Search the encounter deck and discard pile for a Bree-land Informant and add it to the staging area. Shuffle the encounter deck.


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 (x4)
2 (3)
Bree.  

Investigate 2.

When a player card effect reduces a player's threat by any amount, reduce that amount to 1.

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

In one of the windows he caught a glimpse of a sallow face with sly, slanting eyes; but it vanished at once.
–The Fellowship of the Ring


Murder at the Prancing Pony (x3)
4 (3)
Bree.  

Investigate 3.

Enemies in the staging area cannot take damage.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards until an enemy is discarded. Add the discarded enemy to the staging area.


Murder at the Prancing Pony (x3)
2 (4)
Bree.  

Investigate 2.

Forced: After a player places any amount of progress on a location in the staging area, he raises his threat by 1.

Travel: Each player spends 1 resource to travel here.

...the whole of Bree was buzzing with excitement.
–THe Fellowship of the Ring


Murder at the Prancing Pony (x3)
3 (4)
Bree.  

Investigate 1.

Forced: When triggering the Investigate keyword on Old Warehouse, the first player must choose: either look at 2 additional card, or reduce each player's threat by 3.

Travel: Reveal the top card of the encounter deck to travel here.


Murder at the Prancing Pony (x2)
3 (3)
Bree.  

Investigate 1.

Response: After triggering the Investigate keyword on Village Stable, if the looked at card is a Suspect or a Hideout add Village Stable to the victory display to add that card to the staging area.

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


The Siege of Annúminas (x1)
X (5)
Siege.  

X is 1 more than the number of resources on Battering Ram. Immune to player card effects.

Forced: At the end of the round, place 1 resource on Battering Ram. Then, deal X damage to Annรบminas.

Travel: Reveal 1 encounter card per player to travel here.


The Siege of Annúminas (x1)
5 (5)
Siege.  

Immune to player card effects.

Forced: At the end of the round, if Enemy Camp is in play, discard 1 random facedown hero from under each stage 3. If Enemy Camp is in the victory display, return each hero under each stage 3 to its owner's control instead.

Travel: Reveal 1 encounter card per player to travel here.


The Siege of Annúminas (x1)
5 (5)
Siege.  

Immune to player card effects.

Forced: At the end of the round, each team discards from the top of their encounter deck until an enemy is discarded and adds that enemy to their staging area.

Travel: Reveal 1 encounter card per player to travel here.


The Siege of Annúminas (x2)
X (5)
Arnor.   City.  

X is 1 more than the number of enemies in play.

Travel: Each player engages an enemy in the staging area to travel here.

"...the Men of Westernesse were diminished, and their city of of Annรบminas beside lake Evendim fell into ruin..."
–Elrond, The Fellowship of the Ring


The Siege of Annúminas (x3)
3 (4)
Arnor.   City.  

Immune to player card effects.

Forced: At the end of the round, place 1 resource on City Wall. Then, if there are 3 resources here, discard City Wall to deal 4 damage to Annรบminas and reveal an encounter card.

Travel: Reveal the top card of the encounter deck to travel here.


The Siege of Annúminas (x3)
3 (3)
Arnor.  

While Arnor Battlefield is in the staging area, each non-unique enemy gets -5 engagement cost.

Travel: Each player deals 1 damage to a hero he controls to travel here.

A smoke as of fire and battle arose, and again the sun went down in a burning red that faded into a grey mist...
–The Fellowship of the Ring


The Siege of Annúminas (x2)
4 (4)
Arnor.  

While Hills of Evendim is in the staging area, 'when revealed' effects cannot be canceled.

Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add the discarded enemy to the staging area to travel here.


The Siege of Annúminas (x2)
2 (6)
Arnor.  

While Shores of Lake Nenuial is in the staging area, progress cannot be placed on other locations in the staging area.

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

"...that is so long ago that the hills have forgotten them, though a shadow still lies on the land."
–Aragorn, The Fellowship of the Ring


The Wizard's Quest (x1)
16
2 (5)
Forest.  

While Oak-wood Grove is in the staging area, progress cannot be placed on other locations in the staging area.

Travel: Each player exhausts a character.


The Wizard's Quest (x1)
18
2 (4)
Mountain.   Forest.  

When Revealed: Each Pine Slopes +2 until the end of the phase.

Travel: Raise your threat by 1 for each Pine Slopes in the staging area.


The Wizard's Quest (x1)
22
3 (5)
Forest.   Cave.  

Response: After the players travel to Troll Cave each player draws 1 card.

Travel: The opposing team searches the top 5 cards of the encounter deck for a Hill Troll and adds it to the staging area, if able. Shuffle the encounter deck.


The Wizard's Quest (x1)
23
3 (4)
Mountain.   Forest.  

While Hunter's Lookout is in the staging area, it gains:"Forced: At the end of the round, raise each player's threat by 1 for each enemy in the staging area."

Travel: The highest enemy in the staging area makes an immediate attack against the first player.


The Wizard's Quest (x1)
24
3 (3)
Forest.   Road.  

While The Shadow Road is in the staging area, it gains:"Forced: After a player optionally engages an enemy, he deals 1 damage to a character he controls."

Travel: Each player deals 1 damage to a character he controls.


The Wizard's Quest (x1)
27
2 (5)
Forest.   River.  

While Forest Stream is in the staging area, it gains:"Forced: At the end of the round, remove 2 progress from the main quest."

Travel: Raise each player's threat by 2.


The Woodland Realm (x1)
1 (1)
Forest.  

Immune to player card effects.

Travel: The opposing team searches the encounter deck and discard pile for a 0 cost enemy and adds it to the staging area, if able (1 cost or less if there are two or more players). Shuffle the encounter deck.


The Woodland Realm (x2)
1
X (X)
Forest.  

X is 1 more than the stage number of the main quest.

Travel: Each player deals X damage to a character he controls.


The Woodland Realm (x1)
3
2 (6)
Forest.   River.  

While Enchanted Stream is in the staging area, progress cannot be placed on the main quest.

Travel: Each player exhausts a hero he controls. Those heroes cannot ready while Enchanted Stream is the active location.


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)
10
2 (4)
Forest.  

While The Eaves of Mirkwood is in the staging area, no more than 1 progress can be placed on each location in the staging area each round.

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