





X is the number of cards in play with 1 or more captured cards underneath them.

Shadow: Attacking enemy gets +1 (+2
instead if it has no captured cards underneath it).



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).



X is the number of captured cards underneath Tunnels of Mount Gram.

Shadow: Capture each attachment attached to the defending character underneath the attacking enemy.


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

Shadow: Exhaust a character you control.


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

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


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

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






Savage Trollspawn gets +1 for each damaged character the engaged player controls.

Shadow: Attacking enemy gets +1 for each damaged character the defending player controls.






Forced: After Coldfell Giant engages you, deal 1 damage to 3 different characters you control.

Shadow: If the defending character has at least 1 damage token on it, attacking enemy makes an additional attack after this one.






Ruthless Hill-troll gets +2 and +2
while it has 3 or more damage on it.

Shadow: Shuffle 1 location with the safe keyword (but not its attached encounter) back into the encounter deck.






Damaged characters cannot be declared as attackers or defenders against Goblin Pursuer.

Shadow: Attacking enemy gets +1 (+3
instead if this attack is undefended).






Forced: When Traitorous Wight engages a player, remove 2 progress from each quest card in play.

Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.



Action: Raise your threat by 1 to reduce the of Eerie Halls by 1 until the end of the phase. (Any player may trigger this action.)

Shadow: If the defending player does not control at least 1 Clue objective, the attacking enemy makes an additional attack after this one.



While Decrepit Remains is in the staging area, each location and quest in the staging area gets +2 quest points.

Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.




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

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


When Revealed: Discard the top 3 cards of the encounter deck. The first player must either remove X progress from among the quests in play, or assign X damage among characters he controls. X is the total of the discarded cards.

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






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

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









While Accursed Battlefield is the active location, each quest card in play gains the battle keyword.

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



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.



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.



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.


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

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


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

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








Forced: After Dwimmerlaik attacks and destroys a character, the defending player reanimates that character and deals it 1 shadow card.

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



Forced: When Sinister Dungeon is explored, the first player reanimates a random card from his hand and deals Sinister Dungeon to it facedown as a shadow card.

Shadow: Discard the top 2 cards of the encounter deck. Resolve the "when revealed" effects of each Sorcery card discarded by this effect.



While Dark Halls is in the staging area, each Reanimated Dead gets +1 and +1
.

Shadow: If there is a copy of the defending character in your discard pile, reanimate it and deal it 1 shadow card.



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

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


When Revealed: Attach Death and Calamity to the current quest. Then, the first player reanimates the top X cards of his deck, where X is the number of copies of Death and Calamity in play.

Shadow: Attacking enemy gets +X where X is the number of Sorcery cards in play.



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).




Response: After Steep Plateau is explored, peek at the facedown side of an Uncharted location in the staging area.

Shadow: Discard the bottom card of the defending player's deck. If that card's printed cost is 2 or less, attacking enemy gets +2 .


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

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


When Revealed: The first player discards the bottom card of his deck. Then, he discards each card in his hand with a printed cost higher than that of the discarded card.

Shadow: Discard the bottom card of the defending player's deck. If that card's printed cost is 2 or less, attacking enemy gets +2 .




Shadow: Attacking enemy gets +1 for each damage token on the active location.



Burning Piers gets +1 for each damage on it.
Forced: When Burning Piers is placed underneath The Havens Burn, deal 3 damage to the Dream-chaser.

Shadow: Add Burning Piers to the staging area.













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 (+3
instead if attacking enemy is a Ship Enemy).




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

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




While Rough Waters is in the staging area, cancel the first symbol found during each Sailing test.

Shadow: If you are off course (,
, or
), attacking enemy gets +2 Attack.



When Revealed: Either shift your heading off-couse, or deal 1 damage to each exhausted character.

Shadow: Excess damage from this attack is dealt to a Ship objective you control.


When Revealed: If you are off-course, deal 1 damage to each character in play. If your heading is at the worst setting (), this effect cannot be canceled.

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



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

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








When Revealed: Deal 1 damage to each non-objective ally with printed cost 2 or less. Place each ally that is destroyed by this effect on the bottom of its owner's deck.

Shadow: Discard the bottom card of your deck. If that card's printed cost is 2 or less, attacking enemy makes an additional attack after this one.