Two-Player Limited Edition Starter
(x2/x0)

Two-Player Limited Edition Starter
(x1)

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 Threat as its Defense during this attack."
Travel: Remove 4 damage from Cracked Pillar to travel here.
Conflict at the Carrock
(x1)

Conflict at the Carrock
(x1)

Conflict at the Carrock
(x1)

The Watcher in the Water
(x1)

Foundations of Stone
(x4)

Assault on Osgiliath
(x3)

The Voice of Isengard
(x2)

The Voice of Isengard
(x3)

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.
Trouble in Tharbad
(x2/x1)

Trouble in Tharbad
(x2/x1)

The Lost Realm
(x2)

The Grey Havens
(x1)

5
(8)

Ruins.
While Shrine to Morgoth is the active location, players cannot draw cards or search their decks.
Forced: After Shrine to Morgoth is flipped over while active, exhaust each ally in play with printed cost 2 or less. Then, each player must search the encounter deck and discard pile for an Undead enemy and put it into play engaged with him. Shuffle the encounter deck.
Uncharted.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
The Grey Havens
(x2)

The Grey Havens
(x2/x0)

The Grey Havens
(x2/x1)

The Thing in the Depths
(x2)

Temple of the Deceived
(x1)

2
(8)

Ruins.
Forced: When The Grotto's Entrance is flipped over while active, put Temple Guardian into play from the victory display, engaged with the player with the highest threat.
When the 8th progress is placed on The Grotto's Entrance, the players have found the sunken ruins and win the game.
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
(x2)

5
(5)

Ruins.
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
(x3)

The Drowned Ruins
(x2)

3
(4)

Underground.
Underwater.
While Drowned Cave is the active location, Undead enemies cannot be engaged (return any engaged enemies to the staging area).
Forced: If Drowned Cave is the active location at the end of the quest phase, each player must discard the top 10 cards of his deck. Then, you may return Drowned Cave to the staging area.
The Sands of Harad
(x1)

The Sands of Harad
(x1)

(50)
4
5
3
6




Orc.
Uruk.
Cannot have player card attachments or be optionally engaged.
While the engaged player is engaged with another Orc enemy, Uruk Chieftain cannot take damage.
Forced: At the end of the encounter phase, Uruk Chieftain engages the player engaged with the most non-unique Orc enemies.
The Wilds of Rhovanion
(x2/x1)

Roam Across Rhovanion
(x1)

Fire in the Night
(x1)

(50)
X
7
5
20




Dragon.
Immune to player card effects. X is 1 more than the number of side quests in the victory display.
Cannot leave the staging are or take more than X damage from non-quest effects each round.
While at least 3 side quests are in the victory display, Dagnir is considered to be engaged with each player.
Mount Gundabad
(x1)

(50)
X
7
5
20




Dragon.
Indestructible. Immune to player card effects. X is 1 more than the number of quest cards in the victory display.
Cannot take more than X damage each round.
While there are 5 or more quest cards in the victory display, Dagnir cannot leave the staging area and is considered to be engaged with each player.
The Fate of Wilderland
(x1)

A Shadow in the East
(x2)

A Shadow in the East
(x4/x3)

The City of Ulfast
(x3/x2)

Challenge of the Wainriders
(x1)

The Hobbit: On the Doorstep
(x4/x3)

The Black Riders
(x3/x3)

The Black Riders
(x1/x1)

The Black Riders
(x2/x0)

The Black Riders
(x4/x4)

The Road Darkens
(x1)

(50)
5
8
9
25




Balrog.
Shadow.
Flame.
Cannot be optionally engaged. The Balrog and shadow cards dealt to The Balrog are immune to player card effects.
While in the staging area, The Balrog is considered to be engaged with the first player and only the first player can declare attackers against The Balrog.
The Treason of Saruman
(x2/x1)

The Mountain of Fire
(x2)

The Stone of Erech
(x1)

The Stone of Erech
(x1)

The Old Forest
(x4)

The Ruins of Belegost
(x1)

Fog on the Barrow-downs
(x4/x3)

Fog on the Barrow-downs
(x4/x3)

Fog on the Barrow-downs
(x3)

Fog on the Barrow-downs
(x3)

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
(x3)

The Woodland Realm
(x2)
8
The Hunt for the Dreadnaught
(x2)

Passage Through Mirkwood Nightmare
(x2)

A Journey to Rhosgobel Nightmare
(x2)

The Dead Marshes Nightmare
(x3)

Flight from Moria Nightmare
(x3)

The Redhorn Gate Nightmare
(x2)

Road to Rivendell Nightmare
(x2)

The Long Dark Nightmare
(x2)

Peril in Pelargir Nightmare
(x3)

The Fords of Isen Nightmare
(x3)

Into Fangorn Nightmare
(x2)

The Dunland Trap Nightmare
(x2)

The Dunland Trap Nightmare
(x3)

Escape from Mount Gram Nightmare
(x3)

Across the Ettenmoors Nightmare
(x2)

The Treachery of Rhudaur Nightmare
(x3)

The Dread Realm Nightmare
(x2)

The Fate of Númenor Nightmare
(x1)

5
(8)

Ruins.
While Shrine to Morgoth is the active location, players cannot draw cards or search their decks.
Forced: After Shrine to Morgoth is flipped over while active, exhaust each ally in play with printed cost 2 or less. Then, each player must search the encounter deck and discard pile for an Undead enemy and put it into play engaged with him. Shuffle the encounter deck.
Uncharted.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
The Fate of Númenor Nightmare
(x2)

5
(5)

Ruins.
Each Undead enemy gains "immune to player card effects."
Forced: After Forsaken City is flipped over while active, each engaged Undead enemy makes an immediate 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.
Flight of the Stormcaller Nightmare
(x2)

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.
A Shadow of the Past Nightmare
(x2)

The Uruk-hai Nightmare
(x1)
