






Action: Exhaust Faramir to choose a player. Each character controlled by that player gets +1 until the end of the phase.
"He leads now in all perilous ventures. But his life is charmed, or fate spares him for some other end."
–Mablung, Ranger of Ithilien,
The Two Towers







Action: Exhaust Faramir to choose a player. Each character controlled by that player gets +1 until the end of the phase.
"He leads now in all perilous ventures."
–Mablung, The Two Towers







Action: Exhaust Faramir to choose a player. Each character controlled by that player gets +1 until the end of the phase.
"He leads now in all perilous ventures. But his life is charmed, or fate spares him for some other end."
–Mablung, Ranger of Ithilien,
The Two Towers







Action: Exhaust Faramir to choose a player. Each character controlled by that player gets +1 until the end of the phase.
"He leads now in all perilous ventures. But his life is charmed, or fate spares him for some other end."
–Mablung, Ranger of Ithilien,
The Two Towers







Response: After Faramir enters play, choose a non-unique enemy in the staging area. Engage that enemy and deal 2 damage to it (4 damage instead if it has an attachment on it).
"There will be hard handstrokes nigh at hand ere the day is full."
–The Two Towers



Setup: Add The Crossroads and Black Númenorean to the staging area. Put the Faramir and Lord Alcaron objective allies into play. Shuffle the encounter deck and reveal 1 card from the encounter deck per player and add it to the staging area.
After the assault on Osgiliath, Lord Alcaron urges Boromi to pursue the retreating enemy. Boromir agrees and gives permission to Faramir and his rangers. Grateful for you valiant efforts in Gondor's defense, Faramir invites you to join the hunt...
At the beginning of the quest phase, each player takes 1 hidden card.
At the beginning of the combat phase, each player must either turn each of his hidden cards faceup or take 1 hidden card.
You've pursued the enemy all the way to the Crossroads when a wicked horn blares in the distance. Within minutes, a host of orcs swarms out of the trees from all sides, led by a foreboding robed figure...



When Revealed: Place Faramir and Lord Alcaron under Captured! (they are in play but players cannot gain control of them). Each player turns each of his hudden cards faceup.
Faramir and Lord Alcaron have been captured! Through the throng of warriors, you see their bloodied torn forms rushed eastward by a band of Uruks. You must move quickly to prevent the unthinkable! If there is to be any hope of rescuing your friends, you must fight your way out of the ambush.
At the beginning of the quest phase, each player takes 1 hidden card.
If a player has 5 hidden cards, he must turn them faceup.
If the players defeat this stage, they have won the game.


To the Tower cannot leave the staging area.
Remove Faramir from the game.
If 10 or more progress tokens are on To the Tower, the players have lost the game.