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92 Results Found

Core Set (x1)
3A-B (0)


When Revealed: Each player must search the encounter deck and discard pile for 1 Spider card of his choice, and add it to the staging area. The players must find and defeat Ungoliant's Spawn to win this game.

Core Set (x1)
1A-B (9)

Setup: Search the encounter deck for the 3 objective cards, reveal and place them in the staging area. Also, place the Nazgul of Dol Guldur face up but out of play, alongside the quest deck. Then, shuffle the encounter deck, and attach 1 encounter to each objective card.

When Revealed: Randomly select 1 hero card (among all the heroes controlled by the players) and turn it facedown. The hero is now considered a "prisoner", cannot be used, cannot be damaged, and does not collect resources, until it is "rescued" (as instructed by card effects) later in this quest. The players, as a group, cannot play more than 1 ally card each round. Players cannot advance to the next stage of this quest unless they have at least 1 objective card.

Core Set (x1)
2A-B (15)


Response: After placing any number of progress tokens on this card, flip the "prisoner" hero card face-up, and place 1 damage toke on it. The hero has been "rescued" and may now be used by its controller. The players, as a group, cannot play more than 1 ally card each round. Players cannot advance to the next stage of the quest unless they have rescued the prisoner and have all 3 "Escape from Dol Guldur" objective cards.

Core Set (x1)
3A-B (0)

When Revealed: Reveal 2 encounter cards per player, and add them to the staging area. Skip the staging step of the quest phase for the remainder of the game. Once there are no enemies in play, the players have won the game.

A Journey To Rhosgobel (x1)
3A-B (0)


When Revealed: Heal 5 wounds from Wilyador for each Athelas objective card the players control. If Wilyador is completely healed when this effect resolves, Wilyador survives and the players have won the game. Otherwise, the players have lost the game.

Khazad-dûm (x1)
1A-B (-)

Setup: Search the encounter deck for East-gate and Cave Torch. Put East-gate into play as the active location, and have the first player attach Cave Torch to a hero of his choice. Set First Hall and Bridge of Khazad-dum aside, out of play. Shuffle the encounter deck.

When Revealed: Reveal 1 encounter card per player, and add it to the staging area. Player cannot advance to the next stage of the scenario unless Bridge of Khazad-dum is in their victory display.

Foundations of Stone (x1)
3A-B (0)


When Revealed: Discard all Item, Armor, Weapon, Light cards and all encounter deck cards from play, Shuffle all enemy and treachery cards in the encounter discard pile together with the Foundations of Stone encounter set. This deck becomes the new encounter deck. remove all other encounter deck cards from the game. Then, starting with the first player, each player draws a random stage 4 quest card. Remove all other stage 4 quest cards from the game.

The Voice of Isengard (x1)
1A-B (6)

Time 5.  
Setup: Add The Islet to the staging area and attach Gríma to that location. Each player searches the encounter deck for 1 different Dunland enemy and adds it to the staging area. Shuffle the encounter deck.

Forced: After the last time counter is removed from this stage, discard Gríma from play. The players cannot advance unless the first player controls Gríma.

The Voice of Isengard (x1)
1A-B (9)

Time 4.  
Setup: Add Edge of Fangorn to the staging area and attach Mugash to that location. Shuffle the encounter deck. Reveal X additional encounter cards where X equals the number of players in the game minus 1.

Forced: After the last time counter is removed from this stage, shuffle Mugash into the encounter deck and advance to stage 3. The players cannot advance to stage 2 unless Mugash is attached to a hero.

The Nîn-in-Eilph (x1)
1A-B (0)

Setup: The first player takes control of Nalir. Set the Ancient Marsh-dweller aside, out of play. Each player searches the encounter deck for a different location and adds it to the staging area. Shuffle the encounter deck.

When Revealed: Advance to a random stage 2A.

Celebrimbor's Secret (x1)
1A-B (14)

Time 3.  
Setup: Add Bellach, The Orcs' Search, and The Secret Chamber to the staging area. Attach Celebrimbor's Mould to The Secret Chamber. Each player adds a different Ost-in-Edhil location to the staging area. Shuffle the encounter deck.

Forced: After the last time counter is removed from this stage, trigger each Scour effect currently in play. Place 3 time counters on this stage. Ballach is immune to player card effects and cannot be engaged. The players cannot advance unless Celebrimbor's Mould is attached to a hero.

The Lost Realm (x1)
1A-B (-)

Setup: Set Orc Ambush and Amon Forn aside, out of play. Create the Orc deck (see insert) and set it next to the quest deck. Make Exposed Ridge the active location. Add Hunting the Orcs and 1 Weather Hilltop to the staging area. Shuffle the encounter deck.

The first Weather treachery card revealed each round gains surge. Forced: After the active location is explored, reveal the top card of the Orc deck and resolve it as if it was just revealed from the encounter deck (reveal the top 2 cards instead if there are 3 or more players in the game).

Escape from Mount Gram (x1)
1A-B (-)

Setup: Each player shuffles his starting hand into his deck. Each player prepares a separate captured deck (see insert). Each player adds 2 resources to his starting hero and sets his threat to that hero's threat cost. Set Southern Gate, Jailor Gornákh and the Angmar Orcs encounter set aside, out of play. Shuffle the encounter deck. Each player draws a new starting hand of 3 cards.

When Revealed: Each player creates his own staging area and advances to a different stage 2A.

Escape from Mount Gram (x4)
2A-B (-)

Capture 7.  
When Revealed: Search the encounter deck for 1 copy of Prison Cell, reveal it, and add it to your staging area. Then capture an additional 2 cards from the top of your captured deck underneath that copy of Prison Cell.

Any time players would place progress on this quest, resuce an equal number of captured cards at random from underneath it instead. (Progress is placed on the active location before triggering this effect.) Forced: If there are no captured cards underneath Gornákh's Dungeons, join another player at the beginning of the travel phase. If you cannot join another player, all players advance to stage 3A together.

The Treachery of Rhudaur (x1)
1A-B (-)

Time 5.  
Setup: Make The Great Hall the active location. Set Thaurdir aside, out of play. Add the 3 Treachery of Rhudaur side quests to the staging area, quest side faceup. Search the encounter deck for 1 copy of Ancient Causeway, and add it to the staging area (2 copies instead if there are 3 or 4 players in the game). The first player gains control of Amarthiúl.

Forced: After the last time counter is removed from Secrets of Rhudaur, remove each Treachery of Rhudaur side quest from the game and immediately advance to stage 2. During the quest phase, Secrets of Rhudaur cannot be chosen as the current quest. If there are no Treachery of Rhudaur side quests in play, immediately advance to stage 2.

The Dread Realm (x1)
2A-B (-)

When Revealed: Add Daechanar to the staging area. Make Altar of Midwinter the active location, returning any previously active location to the staging area. Each player reanimates the top card of his deck.

Reanimated Dead are Undead enemies with 2 Threat, 2 Attack, 2 Defense and 2 hit points. When Daechanar is defeated, advance to the next stage.

The Dread Realm (x1)
3A-B (-)

When Revealed: If there are less than X locations in the staging area, search the encounter deck and discard pile and add locations to the staging area until there are X locations in staging area. X is the number of players in the game.

Reanimated Dead are Undead enemies with 2 Threat, 2 Attack, 2 Defense and 2 hit points. Progress that would be placed on this quest is instead placed on locations in the staging area, divided as you choose. Forced: At the end of the phase, if there are any locations in play, deal 1 damage to all characters in play. If there are no locations in play, the players have escaped Carn Dûm, and win the game.

The Grey Havens (x1)
2A-B (-)

When Revealed: Add 2 copies of Lost Island from the top of the Uncharted deck to the staging area. Add Shrine to Morgoth to the staging area, Lost Island side faceup. Remove all progress from each Uncharted location in the staging area and shuffle them so that the players do not know which one is which.

Forced: After a location is explored, if it would be shuffled into the Uncharted deck, add it to the victory display instead. The players cannot defeat this stage unless Shrine to Morgoth is in the victory display. When Shrine to Morgoth is added to the victory display, the players win the game.

The Grey Havens (x1)
2A-B (-)

When Revealed: Add Na’asiyah and Captain Sahír to the staging area, enemy side faceup. Each player reveals the top card of the encounter deck. Place resources on Na’asiyah and Captain Sahír equal to the amount of damage on The Dream-chaser. Add 1 resource to each other Raider enemy in play.

Any time players would place progress on this quest, remove an equal amount of damage from locations in play instead. (Progress is placed on the active location before triggering this effect.) Each Raider enemy revealed by the encounter deck enters play with 1 resource on it. If Captain Sahír is in the victory display and each location in play has no damage, the players win the game.

The Thing in the Depths (x1)
2A-B (0)


When Revealed: Flip Captain Sahír and Na’asiyah to their objective sides, removing all tokens from them. Search the encounter deck, discard pile and all play areas for each encounter card from the Corsair Raiders encounter set and remove each of those cards from the game. Add The Thing in the Depths to the staging area. Shuffle the encounter discard pile and the set aside The Thing in the Depths encounter set into the encounter deck. Advance to stage 3.

The Thing in the Depths (x1)
3A-B (0)

When Revealed: Discard cards from the top of the encounter deck until X Tentacle enemies are discarded, where X is 1 more than the number of players in the game. Resolve the Grapple keyword on each of those enemies.

During the travel phase, the players may travel to a location in the staging area even if another location is currently active. If they do, return the currently active location to the staging area. At the end of the round, if the total Threat of any one Ship location is 9 or higher, the Stormcaller is destroyed, and the players lose the game. When Thing in the Depths is destroyed, the players win the game.

The Drowned Ruins (x1)
1A-B (15)

Setup: Set Shrine to Morgoth aside, out of play. Prepare the Grotto deck. Add the top 2 locations from the Grotto deck to the staging area, Grotto side faceup (the top 3 instead if there are 3 or more players in the game). The first player takes control of Captain Sahír, and the last player takes control of Na'asiyah (objective-ally sides faceup).

While an underwater location is the active location, players cannot play attachments or allies. Forced: After a double-sided location is explored, add the top location from the Grotto deck to the staging area, Grotto side faceup. You cannot advance unless there are at least 3 Underwater locations in the victory display.

A Storm on Cobas Haven (x1)
2A-B (16)

Sailing.  
When Revealed: Search the encounter deck and discard pile for a Ship enemy and add it to the staging area (2 Ship enemies instead if there are 3 or 4 players in the game). Shuffle the encounter deck. For each unguarded objective in the staging area, attach a non-unique Ship enemy in the staging area to that objective, guarding it.

If your current heading is at the worst setting (Stormy), Raider Flagship gets -50 engagement cost. You cannot advance while at least 1 objective is guarded by an encounter.

The City of Corsairs (x1)
2A-B (-)

When Revealed: Each player assigns damage among non-Ship characters he controls equal to the total damage on each Ship objective he controls. Discard all Ship enemies, Ship objective and Ocean locations in play.

When Revealed: Shuffle the Corsair deck and Corsair discard pile into the second encounter deck. Search the encounter deck and discard piule for each copy of Battle-hardened and each copy of Watch Tower, shuffle them into the second encounter deck. Set the current encounter deck and discard pil aside, inactive. The second encounter deck becomes the active encounter deck. Advance to stage 3.

The City of Corsairs (x1)
4A-B (-)

When Revealed: Add The Shattered Monument to the staging area. Put Captain Sahír into play, engaged with the first player. Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. Shuffle the encounter deck. Add 1 resource to each Raider enemy in play.

While any enemy has resources on it, Captain Sahír is indestructible. Forced: When a hero or enemy is destroyed, add its resources to Captain Sahír. If Captain Sahír is destroyed, the players have finally put an end to the Corsair's treacherous plot and win the game.

The Sands of Harad (x1)
1A-B (0)

Setup: Set Uruk Chieftain aside, out of play. Each player adds 1 copy of Sauron’s Enforcers to the staging area. Move each hero to the staging area. Each player takes control of an objective-hero and adds 2 resources to its resource pool. Remove each remaining objective-hero from the game. For the remainder of the game, heroes in the staging area are in play but under no player’s control, immune to player card effects, and their text boxes are considered to be blank.

Damage from undefended attacks must be dealt to a hero in the staging area, if able. The first card each player plays each phase does not require a resource match. Forced: After placing progress from questing successfully, each player chooses a hero he owns in the staging area and, takes control of that hero, and exhausts it. Advance to stage 2A.

The Mûmakil (x1)
1A-B (12)

Setup: Set each copy of Wild Mûmak and each Capture objective aside, out of play. Each player adds 1 different location to the staging area. Shuffle the encounter deck.

Forced: After the active location leaves play as an explored location, shuffle 1 set aside Wild Mûmak into the encounter deck. The players cannot advance unless the number of Wild Mûmak in play is equal to the number of players.

Race Across Harad (x1)
1A-B (0)

Setup: Set Ford of Harnen and 1 copy of Uruk Warg-rider aside, out of play. Each player takes control of a Tamed Mumak. Remove each remaining Tamed Mumak from the game. Create the Orc’s area with a second quest deck consisting of stage 1C, 2C, 3C, and 4C as well as Uruk Chieftain.

When Revealed: Each player searches the encounter deck for 1 different location and adds it to the staging area. Shuffle the encounter deck. Advance to stage 2A.

The Crossings of Poros (x1)
1A-B (-)

Setup: Set Poros Garrison and each of the following encounter sets aside, out of play: Mountains of Shadow, Desert Sands, Desert Creatures, Harad Soldiers, and Mordor Orcs. The first player adds The Black Serpent to the staging area and shuffles the encounter deck. Each other player reveals an encounter card.

Allies enter play exhausted. Forced: At the end of the planning phase, advance to a random stage 2.

The Wilds of Rhovanion (x1)
1A-B (-)

Setup: Set the Spiders of Mirkwood and Dol Guldur Orcs encounter sets aside, out of play. The first player takes control of Haldan and adds Searching for a Way Out to the staging area. Each player adds 1 Forest Spider to the staging area. Shuffle the encounter deck.

Each player’s threat cannot be reduced by player card effect. Forced: After an enemy engages a player, raise that player’s threat by 1.

The Wilds of Rhovanion (x1)
2A-B (-)

When Revealed: Shuffle the Spiders of Mirkwood encounter set into the encounter deck. Then, reveal 1 encounter card per player.

The first Spider enemy revealed each quest phase gains surge. Forced: When a Spider enemy attacks and damages a character, that character cannot ready until the end of the round.

The Wilds of Rhovanion (x1)
2C-D (-)

When Revealed: Shuffle the Dol Guldur Orcs encounter set into the encounter deck. Then, reveal 1 encounter card per player.

The first Orc enemy revealed each quest phase gains surge. Forced: When an Orc enemy attacks and damages a character, that character’s controller chooses and discards 1 card from his hand.

The Wilds of Rhovanion (x1)
3A-B (-)

When Revealed: Each player chooses a hero he controls, discards each token and attachment from that hero, and places it in the staging area. Each player discards cards from the top of the encounter deck until an enemy is discarded and attaches that enemy to the hero he owns in the staging area, guarding it.

Each enemy guarding a hero cannot take non-combat damage. Each guarded hero is in play but under no player's control. Forced: When an enemy guarding a hero is defeated, return that hero to its owner’s control exhausted. When the players advance from this stage, discard each guarded hero.

The Wilds of Rhovanion (x1)
3C-D (-)

When Revealed: Each player discards cards from the top of the encounter deck until he discards a non-objective lcoation and adds it to the staging area. Each player places his hand of cards facedown under a different location in the staging area.

Each location gets +1 quest point for each facedown player card under it. Forced: When a location with a facedown player card under it is explored, return each facedown player card under it to its owner’s hand. When the players advance from this stage, discard each facedown player card under a location.

The Wilds of Rhovanion (x1)
1A-B (0)

Setup: Build the Caves deck (see insert) and set it next to the quest deck. Set Fire-drake, Dragon Hoard, and the Dragon Might encounter sets aside, out of play. Shuffle the encounter deck. Each player discards cards from the top of the encounter deck until he discards an enemy or location and adds that card to the staging area.

Forced: At the beginning of the quest phase, discard cards from the top of the encounter deck until a location is discarded. Either add that location to the staging area, or raise each player's threat by X, where X is that location's printed Threat. This stage cannot be defeated unless there are 3 locations with victory points in the victory display.

The Wilds of Rhovanion (x1)
2A-B (-)

When Revealed: Place Dragon Hoard on the bottom of the Caves deck. Add Fire-drake to the staging area and shuffle the Dragon Might encounter set into the encounter deck.

Fire-drake cannot leave the staging area or take damage. Response: After placing progress here from questing successfully, remove 5 progress from this stage to look at the top 2 cards of the Caves deck. Put one on top of the Caves deck and put the other on the bottom. After The Dragon Hoard becomes the active location, advance to stage 3A.

The Wilds of Rhovanion (x1)
3A-B (-)

When Revealed: Search the encounter deck and discard pile for a Dragon treachery and attach it to Fire-drake, if able. Shuffle the encounter deck.

Ignore the Deep keyword. Forced: After a player declares X attackers against Fire-drake, he must remove X progress tokens from the main quest or cancel the attack. This stage cannot be defeated while Fire-drake is in play. If Fire-drake is defeated, the players win the game.

The Withered Heath (x1)
4A-B (0)

When Revealed: Add Cold-Drake to the staging area. It makes an immediate attack against each player in turn order. (Deal and resolve a shadow card for each attack.)

Cold-Drake cannot take more than X damage each round, where X is the number of Dragon Signs in the victory display. Forced: At the beginning of the quest phase, return Cold-Drake to the staging area. It makes an immediate attack against each player in turn order. This stage cannot be defeated while Cold-Drake is in play. When Cold-Drake is defeated, the players win the game.

Roam Across Rhovanion (x1)
1A-B (-)

Setup: The first player takes control of Urdug, objective side face-up. Set each other objective and objective-ally aside, out of play. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.

Progress cannot be placed on locations in the staging area. Forced: When the active location is explored, if the first player controls Urdug, advance to a random stage 2A.

Mount Gundabad (x1)
1A-B (-)

Setup: Add Dagnir to the staging area and set The First Forge aside, out of play. Create the Caves deck and the quest deck (see insert). Attach Wormsbane to a hero, Broken side face-up. Shuffle the encounter deck and discard cards from the top until X locations have been discarded, where X is 1 less than the number of players in the game. Add those locations to the staging area.

Forced: At the end of the planning phase, the first player looks at the top 2 cards of the quest deck and chooses 1 to place on the bottom of the quest deck. Then, add The Side Door to the victory display and advance to the top stage 2A of the quest deck.

Mount Gundabad (x1)
2A-H (-)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

Dagnir gets -5 engagement cost for each character the first player controls. Response: After a player resolve an attack against Dagnir, if Dagnir has no hit points remaining, that player may discard a Reforged Wormsbane he controls to add Dagnir to the victory display. Then, the players win the game. At the end of the combat phase, if there are 4 or fewer quests in the victory display, the players must bypass this stage.

The Fate of Wilderland (x1)
1A-B (-)

Setup: Add The Goblins' Assault, The Heroes' Defense, and Urdug to the staging area. Shuffle the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players in the game. Add those enemies to the staging area.

Forced: At the end of the round, place 1 progress on The Goblins' Assault for each enemy in the staging area. Then, if there is X or more progress on The Goblins' Assault, advance. X is equal to 2, plus 2 per player.

The Fate of Wilderland (x1)
2A-B (-)

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is number of players in the game. Add those enemies to the staging area.

Forced: After an enemy attacks, place 1 progress on The Goblins' Assault. Forced: At the end of the round, if there is X or more progress on The Goblins' Assault, advance. X is equal to 4, plus 4 per player.

The Fate of Wilderland (x1)
3A-B (-)

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players in the game. Add those enemies to the staging area.

Forced: At the end of the round, place 1 progress on the Goblins' Assault for each enemy in play. Then, if there is X or more progress on The Goblins' Assault, the players lose the game. X is equal to 8, plus 8 per player.

A Shadow in the East (x1)
2A-B (0)

When Revealed: Add 1 random set aside Plot objective to the staging area. Reveal 1 encounter card per player.

Forced: After the active location leaves play as an explored location, reveal the top card of the encounter deck. Then, place 1 resource here. This stage cannot be defeated unless there are at least X resources here, where X is 3 more than the number of players.

A Shadow in the East (x1)
3A-B (-)

When Revealed: Add 1 random set-aside Cultist enemy to the staging area. Shuffle the encounter discard pile into the encounter deck and discard cards until X enemies are discarded, where X is one less than the number of players. Add each enemy discarded this way to the staging area.

The Cultist cannot take more than X damage each round, where X is the printed quest points of the active location. When the Cultist enemy is defeated, the players win the game.

A Shadow in the East (x1)
1A-B (-)

Setup: Shuffle each of the stage 2 quest cards together and place them facedown under this stage. Create The Power of Mordor deck (see insert) and set it next to the quest deck. Add Thane Ulchor and Tribute to Mordor to the staging area. Shuffle the encounter deck.

Skip the quest phase. Forced: At the end of the planning phase, place 1 resource token here. Then, if there are 2 resource tokens here, add this stage to the victory display and advance to the topmost stage 2A.

A Shadow in the East (x1)
2A-B (0)

When Revealed: Reveal 1 encounter card per player.

This stage gets +4 quest points per player. Forced: At the beginning of the quest phase, each player discards 1 card from his hand. Until the end of the round, no more than X progress can be placed on this stage. X is the total cost of each card discarded by this effect. While there are 4 quest stages in the victory display, progress cannot be placed here.

The Hobbit: Over Hill and Under Hill (x1)
1A-B (0)

Setup: Shuffle the Over the Misty Mountains Grim and Western Lands encounter sets into one encounter deck and make it the active encounter deck. Then, shuffle the The Great Goblin and Misty Mountain Goblins encounter sets into a second encounter deck and set it aside, inactive.

When Revealed: Each player may search his deck for 1 treasure card and add it to his hand, then shuffle his deck. Advance to stage 2A.

The Hobbit: Over Hill and Under Hill (x1)
3A-B (0)


When Revealed: Remove all Troll enemies and Sack cards from the game. If Troll Cave is in the victory display, the players have discovered the treasure cards Sting, Glamdring, and Orcrist. The players have won the game.

The Hobbit: Over Hill and Under Hill (x1)
1A-B (14)

Setup: Add Lake in the Cavern to the staging area. Create a riddle area with stage 2A and follow the setup instructions on that card.

Players cannot advance to stage 3A unless both 1B and 2B are complete. Forced: Reveal 1 additional encounter card per player during the staging step.

The Hobbit: Over Hill and Under Hill (x1)
2A-B (9)

Setup: Search the encounter deck for Gollum and Bilbo's Magic Ring. Place Gollum and Bilbo Baggins in the riddle area and attach Bilbo's Magic Ring to Bilbo Baggins. Then, shuffle the encounter deck.

Players cannot advance to stage 3A unless both 1B and 2B are complete. Progress tokens cannot be added to, or removed from, this quest except by answering riddles. Cards in the riddle area are immune to player card effects and cannot leave the riddle area except by quest effects.

The Hobbit: On the Doorstep (x1)
2A-B (8)


Players cannot advance from this stage unless stage 3 and stage 4 are complete. Forced: If there is no progress on this stage at the end of the round, each player must discard 1 random card from his hand.

The Hobbit: On the Doorstep (x1)
3A-B (8)

Battle.  
Players cannot advance from this stage unless stage 2 and stage 4 are complete. Forced: If there is no progress on this stage at the end of the round, the first player adds the topmost enemy in the discard pile to the staging area, if able.

The Hobbit: On the Doorstep (x1)
4A-B (8)

Siege.  
Players cannot advance from this stage unless stage 2 and stage 3 are complete. Forced: If there is no progress on this stage at the end of the round, each player must discard all resources from each hero's resource pool.

The Black Riders (x1)
1A-B (1)

Setup: Set Buckleberry Ferry aside, out of play. Add 1 Black Rider to the staging area and make Bag End the active location. Shuffle the encounter deck.

When a player fails a Hide test, each Nazgûl enemy in the staging area engages that player. (Trigger Forced effects after resolving this effect.) The player cannot advance unless Bag End is in the victory display.

The Black Riders (x1)
1A-B (8)

Setup: Set all copies of Ringwraith, The Witch-king, Midgewater, and Weathertop aside, out of play. Add The Prancing Pony and Bill Ferny to the staging area. Shuffle the encounter deck.

The player cannot advance while The Prancy Pony is in play.

The Black Riders (x1)
2A-B (6)


When Revealed: Add Midgewater to the staging area. Each player places 1 progress on the current quest. Forced: At the end of the round, eithe remove X progress from the current quest or shuffle 1 out of play Ringwraith into the encounter deck. X is the number of players in the game. The players cannot advance while Midgewater is in play.

The Black Riders (x1)
1A-B (15)

Setup: Shuffle each burden card from the Flight to the Ford burden set into a Burden deck. Attach An Evil Wound to the Ring-bearer. Set Ford of Bruinen and The Witch-king aside, out of play. Add The Last Bridge and 1 Fell Rider per player to the staging area. Set the Ring-bearer's life at 15. Shuffle the encounter deck.

The players cannot advance unless The Last Bridge is in the victory display. Forced: At the end of the round, reduce the Ring-bearer's life by 1.

The Road Darkens (x1)
2A-B (9)

When Revealed: Add Chamber of Mazarbul to the staging area.

If there are no enemies in the staging area at the beginning of the quest phase, the first player reveals an additional encounter card during the staging step. The players cannot advance unless there are X resource tokens on this stage. X is the number of players times 3. Forced: After an enemy is defeated, place 1 resource token on this stage.

The Road Darkens (x1)
1A-B (12)

Setup: Set Frodo's Choice, Seat of Seeing, and Parth Galen aside, out of play. Add The Argonath and Sarn Gebir to the staging area.

Enemies get +2 Defense and cannot be engaged. Skip the encounter phase. The players cannot advance while The Argonath is in play.

The Treason of Saruman (x1)
1A-B (-)

Setup: Set The Defense of Helm's Deep and 1 copy of Deeping Wall aside, out of play. Each player sets 1 copy of Soldier of Isengard aside, out of play. Then, the players must choose: either each player shuffles 1 copy of Poisoned Counsels into his deck, or advance to stage 2A (bypassing stage 1B).

When Revealed: Each player chooses 1 ally in his hand that matches the sphere of a hero he controls and puts it into play under his control. Skip the quest phase and combat phase. Forced: At the end of the round, advance to stage 2A.

The Treason of Saruman (x1)
5A-B (-)

When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the encounter deck until X enemies are discarded. X is the number of players. Add each enemy discarded this way to the staging area.

Skip the quest phase. Players cannot reduce their threat. If there are no enemies in play, the players win the game.

The Treason of Saruman (x1)
1A-B (-)

Setup: Set Gates of Isengard, Orthanc, Saruman, and Saruman's Staff aside, out of play. Add each copy of Ent of Fangorn to the staging area. Shuffle the encounter deck.

Players cannot draw cards or gain resources. Do not commit to the quest or reveal encounter cards during the quest phase. Forced: At the end of the round, place 1 resource here. Then, the players may advance to stage 2. If the players advance, the first player shuffle the encounter discard pile into the encounter deck and reveals 1 encounter card for each resource here. Then, remove each Ent objective in the staging area from the game.

The Treason of Saruman (x1)
2A-B (-)

When Revealed: Make Gates of Isengard the active location. Add Saruman and Orthanc to the staging area.

The players cannot travel to Orthanc. Forced: After a non-unique location is explored, place 1 damage here. Then, if there are 5 damage tokens here, advance to stage 3A. Quest Action: Exhaust Ent of Fangorn to place 2 progress on a non-unique location.

The Land of Shadow (x1)
1A-B (6)

Setup: Put Gollum into play engaged with the first player. Each player searches the encounter deck for 1 location, reveals it, and adds it to the staging area. Shuffle the encounter deck.

The players cannot advance unless the first player controls Sméagol. Forced: After a player declares any number of attackers against Gollum, discard the top card of the encounter deck. Gollum gets +X Defense for this attack, where X is the discarded card’s Threat.

The Land of Shadow (x1)
2A-B (12)

When Revealed: If the number of locations in the staging area is less than the number of players in the game, discard cards from the encounter deck until a location is discarded. Add the discarded location to the staging area.

Progress cannot be placed on locations in the staging area. The players cannot advance unless the first player controls Sméagol and there are at least 4 locations in the victory display. Forced: At the end of the staging step, if the number of locations in the staging area is less than the number of players in the game, reveal the top card of the encounter deck.

The Land of Shadow (x1)
1A-B (-)

Setup: Set Cleft of Cirith Ungol, Shelob and The Great Spider encounter set aside, out of play. Put Sméagol into play under the first player's control. Make Morgul Vale the active location. Add Sméagol's Secret Way to the staging area. Shuffle the encounter deck.

Progress cannot be placed on Underground locations. Response: After Sméagol's Secret Way is explored, discard 3 random cards from each player's hand to discard each Nazgûl enemy in the staging area. Forced: At the end of the quest phase, if Sméagol's Secret Way is in the victory display, advance to stage 2A.

The Flame of the West (x1)
1A-B (-)

Setup: Set The Stone of Erech and Army of the Dead aside, out of play. Each player attaches a copy of Overcome by Fear to his threat dial. Remove each unattached copy of Overcome by Fear from the game.

When Revealed: Each player may add 1 resource to the resource pool of each hero he controls. Each player who does so must raise his threat by 3. Forced: At the end of the planning phase, discard all cards in each player’s hand and advance to stage 2A.

The Mountain of Fire (x1)
1A-B (0)

Setup: Set Shagrat aside, out of play. Add The Two Wachers (location side faceup) and Topmost Chamber to the staging area. The first player loses control of the Ring-bearer and place it faceup under Topmost Chamber as a guarded objective. Then, the first player attaches Last of the Company to a hero he controls and attaches The One Ring to that hero.

Each non-unique location gets -1 Threat and cannot leave the staging area. While The Two Watchers is in the staging area (enemy side faceup), it is considered to be engaged with each player. The stage cannot be defeated while The Two Watchers is in play.

The Mountain of Fire (x1)
1A-B (0)

Dire.  
Setup: Add The Black Gate and The Mouth of Sauron to the staging area. Set Gwaihir aside, out of play. Shuffle the encounter deck.

When Revealed: In player order, each player places the top card of his deck faceup in front of him until their are a total of 4 faceup player cards between the players. Place the top 4 cards of the encounter deck faceup. Starting with the highest cost player card, pair each player card with the highest threat encounter card remaining until their are 4 pairs. For each pair, the first player must choose: either discard both cards in the pair, or reveal the encounter card to play the player card at no cost.

The Mountain of Fire (x1)
2A-B (-)

Dire.  
When Revealed: Each player searches the encounter deck and discard pile for a different Orc, Troll, or Nazgûl enemy and adds it to the staging area. Shuffle Gwaihir into the encounter deck.

Dire. During the staging step, the first player does not reveal an encounter card as normal. Instead, he reveals 1 encounter card for each resource on The Black Gate. Forced: After the players quest unsuccessfully, discard the active location. This stage cannot be defeated. Each round the players survive gives the Ring-bearer more time to fulfill the quest to Mount Doom.

The Mountain of Fire (x1)
2A-B (-)

Dire.  
When Revealed: Search the encounter deck and discard pile and victory display for Mordor Road and add it to the staging area. Shuffle the encounter discard pile into the encounter deck and travel to Mordor Road.

Dire. Forced: After placing progress here from questing successfully, each player makes a Fortitude test. If a player passes this test, he places a resource here. If a player fails this test, he discards cards from the top of the encounter deck until an enemy is discarded and puts that enemy into play engaged with him. At the end of the quest phase, if the number of resources here is equal to or greater than the number of players, advance to stage 3A.

The Mountain of Fire (x1)
4A-B (-)

Dire.  
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players. Add each enemy discarded this way to the staging area.

Dire. Allies cannot enter play and 'when revealed' effects cannot be canceled. Forced: When Mount Doom is explored, the first player makes a Fortitude test. Discard 1 extra encounter card for each player. If the first player fails this test, the Ring-bearer claims The One Ring and the players lose the game. If the test is successful, the Ring-bearer completes the quest and the players win the game.

Two-Player Limited Edition Starter (x1)
2A-B (0)

When Revealed: Add Goblin Chieftain to the staging area. Each player searches the encounter deck and discard pile for a different enemy of his choice and adds it to the staging area. Shuffle the encounter deck.

During the encounter phase, treat each enemy's engagement cost as if it were 0. The stage gets +4 quest points for each enemy in play.

Two-Player Limited Edition Starter (x1)
3A-B (-)

When Revealed: Set Goblin Chieftain aside, out of play. Add Cracked Pillar to the staging area.

Forced: Reveal an additional encounter card during the quest phase. Progress cannot be placed on Cracked Pillar while it is in the staging area. After Cracked Pillar leaves play as an explored location, advance to stage 4A.

The Old Forest (x1)
1A-B (0)

Setup: Set Old Man Willow and Withywindle aside, out of play. Each player searches the encounter deck and adds 1 different location to the staging area. Shuffle the encounter deck.

When Revealed: Each player draws 1 card. Advance to a random stage 2A.

The Ruins of Belegost (x1)
1A-B (6)

Setup: Add Stalking the Ruins and 1 copy of Abandoned Mine per player to the staging area. Set Lurker of the Depths, Naurlhûg, Naurlhûg's Lair, and Sword of Belegost aside, out of play. Randomly select 1 of the 5 remaining Loot objectives and place it facedown underneath Stalking the Ruins (without looking). Shuffle the others into the encounter deck (without looking at them).

The player cannot advance unless they control at least 1 Loot objective. Forced: At the beginning of the travel phase, if there are no locations in play, return the topmost location in the encounter discard pile to the staging area. Forced: When this stage is defeated, if Keys of Belegost is attached to a hero, advace to stage 2C. Otherwise, advance to Stage 2A.

The Ruins of Belegost (x1)
2A-B (9)

When Revealed: Add Lurker of the Depths to the staging area.

The players cannot advance unless they control at least 2 Loot objectives and Lurker of the Depths is in the victory display. Forced: When this stage is defeated, if Book of Aulë's Children is attached to a hero, advance to stage 3C. Otherwise, advance to stage 3A.

The Ruins of Belegost (x1)
2C-D (9)

When Revealed: Shuffle Lurker of the Depths and the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until a location is discarded. Add the discarded location to the staging area.

The player cannot advance unless they control at least 2 Loot objectives and there are at least 3 resources here. Forced: After the active location is explored, place 1 resource here. Forced: When this stage is defeated, if Book of Aulë's Children is attached to a hero, advance to stage 3E. Otherwise, advance to stage 3C.

The Ruins of Belegost (x1)
4A-B (-)

When Revealed: Add Naurlhûg and Naurlhûg's Lair to the staging area. Shuffle the Sword of Belegost, and the encounter discard pile into the encounter deck.

While Naurlhûg's Lair is in the victory display, Naurlhûg loses the text: "Cannot take damage." Forced: After Naurlhûg attacks, if it was dealt a shadow card with no shadow effect, it engages the next player. Then, it makes an immediate attack. Do not deal it a shadow card for this attack. When Naurlhûg is defeated, the players win the game.

Murder at the Prancing Pony (x1)
2A-B (-)

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top of the encounter deck until X locations are discarded. X is the number of players in the game. Add each discarded location to the staging area.

Forced: After the players quest unsuccessfully, choose 1 random card from the investigation deck and remove it from the game (without looking at it). Forced: After the players place progress on this stage from questing successfully, the first player must choose: either reveal an encounter card and remain at this stage, or make the accusation (see rules) and advance to stage 3A.

Murder at the Prancing Pony (x1)
3A-B (-)

When Revealed: Each player besides the first player searches the encounter deck and discard pile for a Brigand enemy and adds it to the staging area. Shuffle the encounter deck.

Ignore the Investigate keyword when the active location is explored. Forced: At the beginning of the encounter phase, each suspect enemy in play engages the first player. While at least 1 Hideout location is in play, Suspect enemies cannot take damage. If there are no Suspect enemies in play, the players win the game.

Attack on Dol Guldur (x1)
1A-B (-)

Setup: Set Host of Lórien and all 4 Lieutenant enemies aside, out of play. Add Power of Lórien and 1 copy of Dol Guldur Marauder per player to the staging area. Shuffle the encounter deck.

Forced: At the end of the round, place 1 resource here and move all progress from this stage to Power of Lórien. If there are 3 resources here, advance to stage 2A. Response: At the end of the round, raise each player's threat by 1 to choose a stage. Each player at that stage draws 1 card and adds 1 resource to a hero's resource pool.

Attack on Dol Guldur (x1)
2A-B (-)

When Revealed: The first player may remove 10 progress from Power of Lórien to take control of the set-aside Host of Lórien. Then, he may remove an additional 20 progress from Power of Lórien to place it in his play area under his control, otherwise discard it.

When Revealed: Each player searches the encounter deck and discard pile for a Dol Guldur location and adds it to the staging area. Shuffle the encounter deck. Advance to a stage 3 of your choice. If you are playing epic multiplayer mode, each team must choose a different stage.

Attack on Dol Guldur (x1)
3A-B (-)

When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Bane of Amon Lanc to the staging area, unless it is in a victory display. If Dol Guldur's city strength is 5 or lower (10 or lower if playing epic multiplayer mode), Bane of Amon Lanc makes an immediate attack against each player in turn order.

Bane of Amon Lanc gets -1 engagement cost for each progress token on this stage. Forced: At the end of the round, remove 5 progress from this stage or increase Dol Guldur's city strength by 3. The first player may remove an additional 5 progress to reduce Dol Guldur's city strength by 3.

Attack on Dol Guldur (x1)
3C-D (-)

When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Sorcerer of Dol Guldur to the staging area, unless it is in a victory display. If Dol Guldur's city strength is 5 or lower (10 or lower if playing epic multiplayer mode), Sorcerer of Dol Guldur makes an immediate attack against each player in turn order.

Sorcerer of Dol Guldur gets -1 engagement cost for each progress token on this stage. Forced: At the end of the round, remove 5 progress from this stage or each player at each stage discards all but 1 card from his hand. The first player may remove an additional 5 progress from this stage to choose a player at any stage. That player searches his deck for a card, adds it to his hand, and shuffles his deck.

Attack on Dol Guldur (x1)
3E-F (-)

When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Chieftain Morlug to the staging area, unless it is in a victory display. If Dol Guldur's city strength is 5 or lower (10 or lower if playing epic multiplayer mode), Chieftain Morlug makes an immediate attack against each player in turn order.

Chieftain Morlug gets -1 engagement cost for each progress token on this stage. Forced: At the end of the round, remove 5 progress from this stage or each player at each stage discards cards from the top of the encounter deck until an enemy is discarded and puts it into play engaged with him. (If the last card of the encounter deck is discarded resolving this effect, shuffle the discard pile back into the encounter deck.) The first player may remove an additional 5 progress from this stage to choose a non-unique enemy at any stage and destroy it.

Attack on Dol Guldur (x1)
3G-H (-)

When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Dungeon Dweller to the staging area, unless it is in a victory display. If Dol Guldur's city strength is 5 or lower (10 or lower if playing epic multiplayer mode), Dungeon Dweller makes an immediate attack against each player in turn order.

Dungeon Dweller gets -1 engagement cost for each progress token on this stage. Forced: At the end of the round, remove 5 progress from this stage or each player at each stage discards an ally he controls. The first player may remove an additional 5 progress from this stage to choose a player at any stage. That player searches the top 10 cards of his deck for an ally an puts it into play.

Voyage Across Belegaer Nightmare (x1)
2A-B (-)

Sailing.  
When Revealed: Search the encounter deck, discard pile and victory display for 1 copy of Corsair Warship and add it to the staging area. Shuffle the encounter deck.

Sailing. Forced: At the end of the quest phase, if there is no Corsair Warship in play, this stage is defeated. When this stage is defeated, if you are on course (☀), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest. Otherwise, advance to the top stage of the quest deck.

Voyage Across Belegaer Nightmare (x1)
2A-B (-)

Sailing.  
When Revealed: Set your heading to the worst setting (⚡).

Sailing. Cancel the first ☸ symbol found during each Sailing test. Forced: At the end of the quest phase, if your heading is on-course (☀), this stage is defeated. When this stage is defeated, look at the top 3 stages of the quest deck and advance to one of your choice, placing the others on the bottom of the quest deck.

Raid on the Grey Havens Nightmare (x1)
2A-B (-)

When Revealed: Add Na'asiyah and Captain Sahír to the staging area, enemy side faceup. Each player reveals the top card of the encounter deck. Place resources on Na'asiyah and Captain Sahír equal to the amount of damage on the Dream-chaser. Add 1 resource to each other Raider enemy in play.

Resources on Na'asiyah are considered to be on Captain Sahír, as well (and can be removed as if they were on him). Each Raider enemy revealed by the encounter deck enters play with 1 resource on it. If both Captain Sahír and Na'asiyah are in the victory display, the players win the game.