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Trait Keyword Victory
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161 Results Found

Core Set (x2)
2 (2)
Forest.  
While Enchanted Stream is the active location, players cannot draw cards.

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.

The Hunt for Gollum (x3)
2 (2)
Forest.  
While The Eaves of Mirkwood is the active location, encounter card effects cannot be canceled.

The Hunt for Gollum (x2)
2 (4)
Riverland.  
While River Ninglor is the active location, remove 1 progress token from it and from the current quest at the end of each round.

Shadow: Remove 1 progress token from the current quest. (2 progress tokens instead if this attack is undefended.)

The Hunt for Gollum (x2)
3 (3)
Riverland.  
While The East Bank is the active location, ally cards cost 1 additional matching resource to play from hand.

Shadow: If you do not control at least 1 hero with a Clue card attached, return this enemy to the staging area after its attack resolves.

The Hunt for Gollum (x2)
3 (3)
Riverland.  
While The West Bank is the active location, attachment and event cards cost 1 additional matching resource to play from hand.

Shadow: If you do not control at least 1 hero with a Clue card attached, double this enemy's base Attack for this attack.

Conflict at the Carrock (x1)
2 (6)
Riverland.  
Immune to player card effects. Players cannot travel to The Carrock except through quest card effects.While The Carrock is the active location, Troll enemies get +1 Attack and +1 Defense.

Conflict at the Carrock (x3)
2 (1)
Forest.  
While Oak-wood Grove is the active location, resource tokens from any sphere may be spent as Leadership resource tokens.

The Hills of Emyn Muil (x1)
X (5)
Emyn Muil.  
X is double the number of players in the game. While Amon Hen is the active location, players cannot play events.

The Hills of Emyn Muil (x1)
X (5)
Emyn Muil.  
X is double the number of players in the game. While Amon Lhaw is the active location, treat all attachments as if their printed text boxes were blank.

The Hills of Emyn Muil (x2/x0)
4 (2)
Emyn Muil.  
While The East Wall of Rohan is the active location, non-Rohan characters cost 2 additional matching resources to play.

The Hills of Emyn Muil (x2)
2 (4)
Emyn Muil.  
While Rauros Falls is the active location, all characters must commit to the current quest during the quest phase.

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

The Hills of Emyn Muil (x3)
2 (2)
Emyn Muil.  
While The Outer Ridge is the active location, each location in the staging area gets +1 Threat.

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

The Dead Marshes (x4/x2)
3 (4)
Dead Marshes.  
While The Heart of the Marshes is the active location, all cards dealt from the encounter deck for escape tests get +1 Escape. (Cards receive this bonus even if they do not have a printed escape value.)Escape: 1

Return to Mirkwood (x4/x2)
3 (2)
Forest.  
While The Spider's Ring is the active location, the player guarding Gollum cannot change.

Shadow: If this attack is undefended, return any current active location to the staging area. The Spider's Ring becomes the active location.

Return to Mirkwood (x3)
2 (2)
Forest.  
While Dry Watercourse is the active location, all treachery card effects that target the player guarding Gollum also target each other player.

Khazad-dûm (x1)
3 (3)
Underground.   Bridge.  
While Bridge of Khazad-dûm is the active location, players cannot play cards.

Khazad-dûm (x2/x1)
3 (2)
Mountain.  
While Turbulent Waters is the active location, players cannot optionally engage enemies.

The Redhorn Gate (x1)
3 (9)
Mountain.   Snow.  
While Caradhras is the active location, questing characters get -1 Willpower. Players cannot travel to Caradhras except by quest card effects.

The Redhorn Gate (x1)
3 (7)
Mountain.   Snow.  
While Celebdil is the active location, remove 2 progress tokens from it at the end of each round.

Road to Rivendell (x1)
5 (4)
Gate.  
While Goblin Gate is the active location, the first enemy revealed from the encounter deck each round gains ambush. If that enemy engages a player, it makes an immediate attack (deal and resolve a shadow card).

Road to Rivendell (x2)
2 (4)
Hills.  
While Barren Hills is the active location, ignore ambush.

Shadow: Return attacking enemy to the staging area after it attacks.

Foundations of Stone (x1)
2 (5)
Underground.  
Doomed 1.  
While Mithril Lode is the active location, it gains: 'Refresh Action: Exhaust a character you control to place X progress tokens on the current quest card, bypassing any active location. X is the exhausted character's Willpower. (Limit once per round.)'

Shadow and Flame (x1)
0 (11)
Underground.   Dark.  
While Dark Pit is the active location it gains: 'Refresh Action: Exhaust X characters (maximum 3) you control to discard the top X cards of your deck. If all discarded cards have a higher combined printed cost than the remaining hit points of Durin's Bane, discard Durin's Bane from play.'

Shadow and Flame (x1)
4 (2)
Underground.  
While Second Hall is the active location, it gains: 'Forced: After a character leaves play, reveal 1 card from the encounter deck and add it to the staging area.'

Heirs of Númenor (x2/x0)
4 (3)
City.   River.  
While Pelargir Docks is the active location, enemies get +1 Attack and +1 Defense.

Heirs of Númenor (x2)
4 (4)
Forest.   Road.  
While Ithilien Road is the active location, the engagement cost of each enemy in the staging area is 0.

Shadow: Return attacking enemy to the staging area after it attacks.

Assault on Osgiliath (x2/x1)
2 (3)
Osgiliath.  
While West Quarter is the active location, the current quest gains Siege.

Shadow: If this attack destroys a character, that character's controller must return a location he controls with the highest Threat to the staging area.

Assault on Osgiliath (x2/x1)
2 (3)
Osgiliath.  
While East Quarter is the active location, the current quest gains Battle.

Shadow: If this attack destroys a character, that character's controller must return a location he controls with the highest Threat to the staging area.

The Voice of Isengard (x1)
1 (1)
River.  
Immune to player card effects. While Iselet is the active location, each Dunland enemy in play gets +1 Threat.

The Voice of Isengard (x4)
2 (3)
Mountain.  
While Methedras is the active location, each location in the staging area gets +1 Threat. Forced: When Methedras leaves play as an explored location, each player Searches 3.

The Dunland Trap (x3)
2 (2)
Enedwaith.   Plains.  
While Plains of Enedwaith is the active location, players do not draw a card during the resource phase.

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

The Dunland Trap (x4)
3 (4)
Enedwaith.   River.  
While Hithaeglir Stream is the active location, players draw 2 cards during the resource phase instead of 1.

Trouble in Tharbad (x2)
3 (1)
City.   Road.  
Progress cannot be placed on Streets of Tharbad while it is in the staging area. While Streets of Tharbad is the active location, enemies get -20 engagement cost.

Trouble in Tharbad (x2)
1 (1)
City.  
Surge.  
While Tharbad Hideout is the active location, time counters cannot be removed from the current quest. Forced: At the beginning of the quest phase, place 1 progress on Tharbad Hideout.

Trouble in Tharbad (x2/x1)
1 (5)
City.   Ruins.  
While Ruins of the Second Age is in the staging area, City locations get +1 Threat. While Ruins of the Second Age is the active location, deal engaged enemies 1 additional shadow card at the beginning of the combat phase.

Trouble in Tharbad (x2)
2 (3)
City.  
While Decrepit Rooftops is the active location, enemies get +1 Threat and do not make engagement checks. Forced: After traveling to Decrepit Rooftops, return all engaged enemies to the staging area.

The Lost Realm (x1)
4 (6)
Arnor.   Ruins.  
Immune to player card effects. While Amon Forn is the active location, it gains: "Forced: After an Orc enemy is added to the staging area, it makes an immediate attack against the first player." The players cannot win while Amon Forn is in play.

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 Attack for each damaged character the defending player controls.

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 Mission 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 (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 (x3/x2)
3 (3)
Fornost.   Ruins.  
While Haunted Keep is the active location, the first Undead enemy revealed each round gains surge.

Shadow: Defending player discards the top card of his deck. Attacking enemy gets +X Attack where X is the discarded card's printed cost.

The Lost Realm (x2/x1)
4 (4)
Fornost.   Ruins.  
While Deadmen's Gate is the active location, it gains: "Forced: After a player triggers an 'Action' or 'Response' effect, he must discard the top card of his deck."

Shadow: Discard an attachment you control.

Across the Ettenmoors (x2)
1 (6)
Ettenmoors.  
While Troll-fells is the active location, Weather cards gain doomed 1. When Revealed: If Troll fells is not revealed guarding a safe location, search the encounter deck and discard pile for a location with the safe keyword and attach it to Troll-fells, guarded. Shuffle the encounter deck.

The Battle of Carn Dûm (x3)
2 (3)
Carn Dûm.  
While Accursed Battlefield is the active location, each quest card in play gains the battle keyword.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if the defending player's threat is higher than the attacking enemy's engagement cost).

The Battle of Carn Dûm (x2)
3 (5)
Mountain.  
While Mountains of Angmar is the active location, each shadow card with no shadow effect gains: "Shadow: Raise defending player's threat by 2."

Shadow: Raise defending player's threat by 2.

The Battle of Carn Dûm (x3/x1)
4 (3)
Carn Dûm.  
While Fortress Walls is the active location, for each resource spent by a player, raise that player's threat by 1.

Shadow: If your threat is 40 or higher, attacking enemy makes an additional attack against you after this one.

The Grey Havens (x2)
2 (5)
Ocean.  
While Fog Bank is the active location, Ship enemies do not make engagement checks, cannot attack, and cannot be attacked.

Shadow: If your heading is at the worst setting (Stormy), attacking enemy makes an additional attack after this one.

The Grey Havens (x1)
5 (8)
Ruins.  
Uncharted.  
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)
1 (4)
Ocean.  
While Calm Waters is the active location, look at 2 additional cards from the top of the encounter deck during each Sailing test.

Shadow: Attacking enemy gets +1 Attack (+3 Attack instead if attacking enemy is a Ship Enemy).

The Grey Havens (x2)
3 (5)
Ruins.  
Uncharted.  
While Flooded Ruins is the active location, it contributes its Threat to the staging area.

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 (3)
Ruins.  
Uncharted.  
While Cursed Temple is the active location, characters with less than 2 Willpower do not ready during the refresh phase.

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 Thing in the Depths (x2)
2 (2)
Ship.  
While Cargo Hold is the active location, each enemy gets +1 Defense.

Shadow: Until the end of the phase, attacking enemy gets +2 Defense.

The Thing in the Depths (x2/x1)
4 (3)
Ship.   Deck.  
While Quarter Deck is the active location, deal each enemy an additional shadow card at the beginning of the combat phase.

Shadow: Discard an attachment you control.

Temple of the Deceived (x2)
5 (5)
Ruins.  
Uncharted.  
While Temple Halls is the active location, each character gets -1 Attack and -1 Defense. Forced: When Temple Halls is flipped over while active, put Temple Guardian into play from the victory display, engaged with the player with the highest threat.

Uncharted. Immune to player card effects. Travel: Exhaust the Gate Key to travel here. Forced: After Temple of the Deceived becomes the active location, flip it over.

Temple of the Deceived (x1)
(50) X 6 4 10
Undead.  
X is the number of players in the game. Immune to player card effects. Cannot be optionally engaged. Temple Guardian gets -50 engagement cost while Cursed Temple is the active location.

Temple of the Deceived (x2)
4 (4)
Mountain.  
Uncharted.  
While Jagged Cliffs is the active location, the location to its right is not considered to be in the staging area. Forced: When Jagged Cliffs is flipped over while active, look at the facedown side of each adjacent copy of Lost Island.

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 (x2)
2 (6)
Underground.  
Uncharted.  
While Winding Caverns is the active location, each enemy gets +10 engagement cost. When you travel from Winding Caverns to another location, you may travel to a location up to 3 locations away. (You must still pay that location's Travel cost in order to travel there.)

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 (x2)
4 (4)
Underground.  
Uncharted.  
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 Attack.

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 Drowned Ruins (x3)
2 (3)
Underground.   Grotto.  
While Undersea Grotto is the active location, reduce the cost of the first ally played by the players each round by 1. Response: After you travel to Undersea Grotto, you may flip it to its Underwater side.

The Drowned Ruins (x2)
2 (4)
Ruins.   Underground.   Grotto.  
While Water-logged Halls is the active location, each Undead enemy in play gets -1 Threat. Response: After you travel to Water-logged Halls, you may flip it to its Underwater side.

The Drowned Ruins (x3)
5 (12)
Underground.   Underwater.  
While Dark Abyss is the active location, characters cannot attack. Forced: If Dark Abyss is the active location at the end of the quest phase, deal 1 damage to each character in play. Then, you may flip Dark Abyss to its Grotto side.

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 (10)
Ruins.   Underground.   Underwater.  
While Sunken Temple is the active location, treat each attachment as if its printed text box is blank (except for Traits). Forced: If Sunken Temple is the active location at the end of the quest phase, discard 1 resource from each objective-ally an each hero's resource pool. Then, you may flip Sunken Temple 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.

A Storm on Cobas Haven (x2)
1 (5)
Coastland.   Ocean.  
You cannot travel to Belfalas Islet if you are off-course (Cloudy, Rainy, Stormy). Response: After you travel to Belfalas Islet, choose a Ship enemy that is not guarding an objective. While Belfalas Islet is the active location, the chosen enemy is considered to be out of play.

A Storm on Cobas Haven (x2)
2 (4)
Coastland.   Ocean.  
While Cobas Haven is the active location, reduce the Boarding X value on each Ship enemy by 1.

The City of Corsairs (x2/x1)
4 (3)
Ocean.   Coastland.  
While Corsair Waters is the active location, no more than 1 ally can enter play each round.

Shadow: Either shift your heading off-course, or treat this attack as undefended.

The City of Corsairs (x3/x2)
4 (4)
Umbar.   City.  
While Umbar Harbor is the active location, Corsair enemies get +2 Defense.

Shadow: If attacking enemy is a Raider, move 1 resource from a hero you control to attacking enemy.

The Sands of Harad (x2/x1)
3 (3)
City.  
While Street of Umbar is the active location, each enemy gets -1 engagement cost for each progress token on the main quest.

Shadow: Discard an attachment you control.

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 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)
4 (4)
Forest.  
While Jungle Trail is the active location, each location in the staging area gets -1 Threat. Travel: Reveal the top card of the encounter deck to travel here.

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 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.

Fire in the Night (x3)
2 (3)
Town.  
While Wooden Palisade is the active location, Dagnir gets -2 Attack. Travel: The first player readies a hero he controls.

Mount Gundabad (x1)
1 (1)
Underground.  
Immune to player card effects. Forced: After The First Forge becomes the active location, exhaust the hero with Wormsbane attached. That hero cannot ready while The First Forge is the active location. Response: After the First Forge is explored, flip Wormsbane to its Reforged side and attach it to any hero.

The Fate of Wilderland (x3)
2 (5)
Mountain.   Fortification.  
While Dwarven Watchtower is the active location, each hero gets +1 Defense. Response: After Dwarven Watchtower is explored, the first player chooses: either place 1 resource on The Heroes' Defense, or remove 1 progress from The Goblins' Assault.

A Shadow in the East (x2)
3 (3)
Underground.  
While Narrow Opening is the active location, each player cannot play more than 1 card each round. Forced: When Narrow Opening leaves play, each player discards 1 random card from his hand.

Wrath and Ruin (x3/x2)
3 (3)
City.  
While Makeshift Fortification is the active location, it gains archery 3. Forced: After a player takes control of Makeshift Fortification, return the topmost enemy in the encounter discard pile to the staging area.

Wrath and Ruin (x2/x1)
4 (4)
City.  
While Captured Tower is the active location, encounter card effects cannot be canceled. Forced: After a player takes control of Captured Tower, he shuffles the encounter discard pile into the encounter deck and discards cards from the top until he discards an enemy and puts that enemy into play engaged with him.

The Hobbit: Over Hill and Under Hill (x2/x1)
4 (4)
Cave.  
While Front Porch is the active location, players cannot attack Goblin enemies. Action: The first player may spend 2 Baggins resources to treat Front Porch's printed text box as if it were blank until the end of the round.

The Hobbit: Over Hill and Under Hill (x3)
2 (3)
Cave.  
While Great Cavern Room is the active location, it gains: 'Forced: After a player engages a Goblin enemy, he must deal 1 damage to a character he controls.'Forced: When faced with the option to travel, if The Great Goblin is in the victory display the players must travel to Great Cavern Room if able.

The Hobbit: Over Hill and Under Hill (x2)
2 (3)
Mountain.  
While Overhanging Rock is the active location, it gains: "Action: Spend 1 Baggins resource to look at the top 2 cards of your deck. Add 1 of those to your hand and discard the other."

The Hobbit: Over Hill and Under Hill (x3/x2)
3 (3)
Cave.  
While The Goblins' Caves is the active location, Goblin enemies get +1 Threat.

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

The Hobbit: On the Doorstep (x3)
3 (3)
Wasteland.  
While Desolation of Smaug is the active location, the first treachery card revealed each round gains surge.Burgle: The first player shuffles his deck and reveals the top card. He may discard 2 cards from his hand that match the revealed card's cost.

The Hobbit: On the Doorstep (x2)
2 (4)
Forest.   River.  
While Forest Stream is the active location, poisoned characters cannot quest.Response: After Forest Stream leaves play as an explored location, discard 4 poison.

The Hobbit: On the Doorstep (x4/x3)
3 (3)
Forest.  
While Giant Web is the active location, each character gets -1 Willpower, -1 Attack, and -1 Defense for each poison it has.Response: After Giant Web leaves play as an explored location, ready an unconscious character.

The Hobbit: On the Doorstep (x3/x0)
4 (4)
Underground.  
While Great Hall is the active location, it gains: 'Forced: Put 1 progress on Smaug the Golden at the end of each round.'Burgle: The first player shuffles his deck and reveals the top card. He may discard 3 cards from his hand that match the revealed card's type.

The Hobbit: On the Doorstep (x3)
3 (1)
Forest.   Mountain.  
While Hidden Path is the active location, locations in the staging area get -1 Threat.Travel: Spend 2 Baggins resources to travel here.

The Hobbit: On the Doorstep (x3/x2)
3 (3)
Mountain.  
While Northern Slopes is in the staging area, each Goblin enemy gets +1 Attack and +1 Defense.While Northern Slopes is the active location, it gains: 'Forced: When a character leaves play, remove 1 progress from the current quest, if able.'

The Hobbit: On the Doorstep (x2)
1 (1)
Mountain.  
While Secret Entrance is the active location, The Lonely Mountain's Threat 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 Black Riders (x1/x1)
1 (1)
Forest.  
While Woody End is the active location, reduce each Hide X value by 1.

The Black Riders (x3/x3)
2 (3)
Forest.  
While Green Hill Country is the active location, characters get +1 Willpower while committed to Hide tests.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if you have failed a Hide test this round)

The Black Riders (x1/x1)
3 (6)
Marshland.  
While Midgewater is the active location, enemies cannot attack, take damage, or be engaged. Forced: After Midgewater becomes the active location, return each engaged enemy in play to the staging area.

The Black Riders (x1/x1)
1 (2)
Forest.  
While The Troll's Camp is the active location, each hero gets +1 Willpower, +1 Attack and +1 Defense.

The Black Riders (x3)
2 (3)
Forest.  
While Ettenmoors is the active location, do not deal Nazgûl enemies a shadow card during the combat phase. Forced: After any amount of progress is placed on Ettenmoors, reduce the Ring-bearer's life by 1.

The Road Darkens (x1)
3 (6)
Hills.  
While Tree-crowned hill is the active location, each enemy gets -1 Threat. Forced: When Tree-crowned hill is explored, the players, as a group, exhaust X characters in play. X is the number of damage here.

The Road Darkens (x3)
2 (4)
Hills.  
While Hills of Hollin is the active location, each enemy in the staging area gets +5 engagement cost. Forced: When Hills of Hollin is explored, each player raises his threat by 1 for each damage here.

The Road Darkens (x3/x2)
4 (5)
Hills.  
While Hills of Hollin is the active location, it gains: "Forced: After an enemy is added to the staging area, it gets -5 engagement cost until the end of the round." Forced: When Redhorn Foothills is explored, each player must discard X cards from his hand at random. X is the number of damage here.

The Road Darkens (x2)
3 (3)
Underground.  
While Ancient Guardroom is the active location, each enemy in play gets -1 Attack. 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 Threat.

The Road Darkens (x1)
X (2)
River.  
Immune to player card effects. X is the number of players in the game. The players cannot travel here while Sarn Gebir is in play. While The Argonath is the active location, skip the combat phase.

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.

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 Treason of Saruman (x3)
3 (3)
Helm's Deep.  
While The Hornburg is the active location, reduce the archery total by 1 for each player in the game. Forced: When The Hornburg is explored, assign X damage among characters in play. X is the number of enemies in play.

The Treason of Saruman (x4)
4 (4)
Helm's Deep.  
While Deeping Wall is the active location, each hero gets +1 Defense. Forced: When Deeping Wall is explored, raise each player's threat by 4.

The Treason of Saruman (x2)
3 (2)
Helm's Deep.  
While Postern Door is the active location, each hero gets +1 Attack. Forced: When Postern Door is explored, until the end of the round, players cannot declare attacks.

The Treason of Saruman (x2/x1)
5 (3)
Helm's Deep.  
While Helm's Gate is the active location, if any player is not engaged with an enemy, the first player reveals an encounter card at the end of each staging step. Forced: When Helm's Gate is explored, each enemy gets -20 engagement cost and +2 Attack until the end of the round.

The Land of Shadow (x1)
1 (1)
Refuge.  
While Henneth Annûn is the active location, skip both the encounter phase and combat phase, and ignore the Forced effects on stage 1B and The Black Gate. Forced: After Henneth Annûn becomes the active location, return each engaged enemy to the staging area.

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.

The Land of Shadow (x3)
3 (6)
Hills.  
While Foothills of Ephel Dúath is the active location, each Harad enemy gets -1 Threat. Travel: The first player engages an enemy in the staging area to travel here.

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.

The Land of Shadow (x4)
2 (4)
Forest.   Hills.  
While Hills of Ithilien is the active location, it gains: "Forced: After a player engages a Harad enemy, deal 1 damage to that enemy."

Shadow: Discard a non-objective attachment you control.

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

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 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)
5 (3)
Minas Tirith.  
Immune to player card effects. While Gate of Gondor is the active location, each enemy in play gets -30 engagement cost. Forced: When Gate of Gondor is explored, return each engaged enemy to the staging area.

The Flame of the West (x3)
3 (4)
Minas Tirith.  
While City Wall is the active location, damage that would be placed on Minas Tirith must be placed here first. Forced: When City Walls has damage equal to its quest points, discard it. Then, each player raises his threat by 3.

The Mountain of Fire (x3/x1)
1 (5)
Cirith Ungol.  
Echoing Passage gets +1 Threat for each enemy in the staging area. While Echoing Passage is the active location, each enemy gets +2 Defense.

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.

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 Mountain of Fire (x2/x1)
X (8)
Plains.  
Immune to player card effects. X is the number of characters controlled by the player with the most characters. While Towers of the Teeth is the active location, players cannot play allies.

The Mountain of Fire (x2)
2 (3)
Hills.  
While Beleaguered Hills is the active location, reduce the total Threat in the staging area by X, where X is the total Threat of each engaged enemy. Forced: After Beleaguered Hills becomes the active location, each player engages a non-unique enemy in the staging area.

The Mountain of Fire (x3)
3 (6)
Plains.  
While Waste of Dagorlad is the active location, treat the printed text box of each ally as if it were blank (except for Traits).

The Mountain of Fire (x2/x1)
5 (5)
Plains.  
While Wall of Morannon is the active location, each enemy and location in the staging area is immune to player card effects. Forced: After Wall of Morannon becomes of the active location, return each enaged enemy to the staging area.

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.

Two-Player Limited Edition Starter (x2)
2 (2)
Forest.  
While The Eaves of Mirkwood is the active location, encounter card effects cannot be canceled.

The Massing at Osgiliath (x2)
1 (3)
East Bank.   Polluted.  
While Morgulduin is the active Location, it gains: 'Forced: When a character commits to a Quest, deal 1 damage to that character.'

Shadow: If the players have not yet crossed the Anduin, return any current active location to the staging area. Morgulduin becomes the active location.

The Stone of Erech (x2)
2 (7)
Blackroot Vale.   Riverland.  
While Banks of Morthond is the active location, each location in the staging area gets -1 Threat.

Shadow: If this attack destroys a character, add 1 progress to the current Night objective.

The Stone of Erech (x1)
3 (6)
Blackroot Vale.   Road.  
While Tarlang's Next is the active location, it gains, "Forced: At the beginning of the encounter phase, the players must either immediately end the encounter phase, or the first player must engaged all enemies in the staging area."

The Old Forest (x1)
1 (5)
Forest.   River.  
Immune to player card effects. The player cannot win the game while Withywindle is in play. While Withywindle is the active location, the first player reveals 1 additional encounter card during the quest phase.

The Woodland Realm (x1)
3
2 (6)

While Enchanted Steam 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.

Passage Through Mirkwood Nightmare (x2)
4 (4)
Mirkwood.  
While Glade of the Spawn is the active location, it gains: "Forced: After a Spider enemy enters play, each player must choose and exhaust 1 character he controls."

A Journey to Rhosgobel Nightmare (x2)
4 (2)
Forest.  
While Pitch-dark Thicket is the active location, all characters lose the ranged keyword.

Shadow: Attacking enemy cannot be attacked by characters with the ranged keyword until the end of the phase.

The Hills of Emyn Muil Nightmare (x2)
5 (5)
Emyn Muil.  
While Sarn Gebir Rapids is the active location, the "when revealed" effects of Hazard cards cannot be canceled.

Road to Rivendell Nightmare (x3)
4 (4)
Forest.  
While Concealed Woods is the active location, the first enemy with the ambush keyword revealed from the encounter deck each round gains surge.

Shadow: Attacking enemy gets +2 Attack if engaged with the first player.

The Siege of Cair Andros Nightmare (x2)
3 (6)
Cair Andros.   Battleground.   Riverland.  
If Anduin Wharf has 6 or more damage, discard it and reveal 2 cards from the top of the encounter deck. While Anduin Wharf is the active location, allies cost 1 additional matching resource to play from hand.

The Drúadan Forest Nightmare (x3)
3 (3)
Forest.  
Immune to player card effects. While Devil's Mirk is in the staging area, characters cannot be healed. While Devil's Mirk is the active location, each Wose enemy gets +2 Defense.

The Blood of Gondor Nightmare (x3)
4 (4)
Mountain.  
While Mountains of Shadow is the active location, it gains: "Forced: After you turn 1 or more hidden cards faceup, take 1 hidden card."

Shadow: Either take 2 hidden cards, or this attack is considered undefended.

Trouble in Tharbad Nightmare (x3)
5 (4)
City.  
While Dark Pathway is the active location, the first treachery card without the printed surge keyword revealed during the quest phase gains surge.

Shadow: Either remove 1 time counter from the current quest or treat this attack as undefended.

The Weather Hills Nightmare (x3)
3 (4)
Arnor.   Ruins.  
While Ruined Watch-tower is in the staging area, it gains: "Forced: When an Orc enemy is revealed, each player must deal 1 damage to a character he controls. While Ruined Watch-tower is the active location, each enemy gets +3 Defense.

Deadmen's Dike Nightmare (x3)
5 (5)
Fornost.   Ruins.  
While Decrepit City is the active location, 'when revealed' effects cannot be canceled.

Shadow: Either discard 3 cards from the top of your deck, or this attack is considered undefended.

Escape from Mount Gram Nightmare (x4)
2 (3)
Underground.  
Capture 1.  
While Prison Cell is the active location, it gains: "Planning Action: Rescue a random card from underneath Prison Cell. Then, raise each player's threat by X, where X is that card's printed cost. (Limit once per round)."

The Treachery of Rhudaur Nightmare (x2)
5 (4)
Ruins.  
While Charred Ruins is the active location, it gains: "Forced: After a player's threat is increased by an encounter card effect, that player must deal 2 damage to a character he controls."

The Fate of Númenor Nightmare (x1)
5 (8)
Ruins.  
Uncharted.  
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 Fate of Númenor Nightmare (x1)
1 (3)
Ruins.  
Uncharted.  
While Cursed Temple is the active location, characters with less than 2 Willpower do not ready during the refresh phase.

Cannot have player card attachments. Forced: After Lost Island becomes the active location, flip it over. Action: Remove 4 progress from Lost Island to look at its facedown side.

The Fate of Númenor Nightmare (x1)
3 (5)
Ruins.  
Uncharted.  
While Flooded Ruins is the active location, it contributes its Threat to the staging area.

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 Nightmare (x3)
2 (5)
Ruins.  
Uncharted.  
While Temple Foothills is the active location, the players, as a group, cannot play more than 1 card each round.

Uncharted. Cannot have player card attachments. Forced: After Edge of the Temple becomes the active location, flip it over. Action: Remove 8 progress from Edge of the Temple to look at its facedown side.

Temple of the Deceived Nightmare (x3)
3 (4)
Ruins.  
Uncharted.  
Forced: When Cursed Temple is flipped over while active, discard 3 cards at random from each player's hand. While Cursed Temple is the active location, each player cannot draw cards by card effects.

Uncharted. Cannot have player card attachments. Forced: After Edge of the Temple becomes the active location, flip it over. Action: Remove 8 progress from Edge of the Temple to look at its facedown side.

The Drowned Ruins Nightmare (x2)
5 (5)
Underground.   Grotto.  
While Overgrown Passage is the active location, heroes cannot gain resources. Response: After you travel to Overgrown Passage, you may flip it to its Underwater side.

The Drowned Ruins Nightmare (x2)
6 (8)
Underground.   Underwater.  
While Jagged Cavern is the active location, the first treachery card revealed each round gains doomed 1 and surge. Forced: If Jagged Cavern is the active location at the end of the quest phase, each player must discard each card in his or her hand. Then, you may flip Jagged Cavern to it Grotto side.

The Drowned Ruins Nightmare (x2)
2 (16)
Underground.   Underwater.  
While Submerged Crawlway is the active location, deal each engaged enemy 1 additional shadow card at the beginning of the combat phase. Forced: If Submerged Crawlway is the active location at the end of the quest phase, each player must search the encounter deck and discard pile for an enemy and add it to the staging area. Then, you may flip Submerged Crawlway to its Grotto side.

Over the Misty Mountains Grim Nightmare (x3)
4 (3)
Mountain.  
While Narrow Ledge is the active location, each player cannot commit more than 3 characters to the quest.

Shadow: Shuffle all copies of Galloping Boulders from the encounter discard pile into the encounter deck.

Flies and Spiders Nightmare (x2)
4 (4)
Forest.  
While Dark Colony is the active location, poisoned characters cannot ready. Travel: A player at this stage must give 1 poison to a hero he controls to travel here.

Flies and Spiders Nightmare (x3)
3 (5)
Forest.  
While Patch of Midnight is the active location, treat the text box of each poisoned character as if it were blank (except for Traits).

Shadow: Raise your threat by 1 for each poisoned character you control.

A Knife in the Dark Nightmare (x1)
4 (6)
Hills.   Ruins.  
Immune to player card effects. The Witch-king cannot be damaged. Forced: After Weathertop becomes the active location, exhaust The One Ring. The One Ring cannot ready while Weathertop is the active location.

The Uruk-hai Nightmare (x3)
3 (6)
Plains.  
While The Uruk's Trail is the active location, it gains: "Response: After The Uruk's Trail is explored, reduce the pursuit value by 3." Travel: Search the encounter deck and discard pile for a non-unique Uruk-hai enemy and add it to the staging area. Shuffle the encounter deck.

Helm's Deep Nightmare (x2)
3 (2)
Helm's Deep.  
While Helm's Dike is the active location, each enemy gets -10 engagement cost. Forced: When Helm's Dike is explored, 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.

Helm's Deep Nightmare (x2)
2 (2)
Helm's Deep.  
Immune to player card effects. The players cannot travel here unless they are at stage 4B. While Glittering Caves is the active location, it gains: "Skip the combat phase. Forced: At the end of the round, add Glittering Caves to the victory display and raise each player's threat by 2."

Journey to the Cross-roads Nightmare (x3)
4 (4)
Forest.  
While Wooded Glade is the active location, treat each non-objective attachment's text box as if it were blank.

Shadow: Discard a non-objective attachment you control.

Journey to the Cross-roads Nightmare (x2)
5 (5)
Forest.  
While Dense Fern-brake is the active location, enemies in the staging area are immune to player card effects.

Shadow: Exhaust a character you control.