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60 Results Found

Core Set (x1)
2A-B (16)

Reveal 1 additional card from the encounter deck each quest phase. Do not make engagement checks during the encounter phase. (Each player may still optionally engage 1 enemy each encounter phase.)

Road to Rivendell (x1)
1A-B (20)

Setup: Put Arwen Undómiel into play under the control of the first player. Shuffle the encounter deck. Reveal 1 card from the encounter deck per player, and add them to the staging area.

The Long Dark (x1)
2A-B (17)


When Revealed: The first player makes a locate test. If this test is failed, reveal cards from the encounter deck equal to the number of players in the game and add them to the staging area. Then, trigger all "Lost:" effects in play. If the players quest unsuccessfully, trigger all "Lost:" effects in play. If the players defeat this stage, they have won the game.

Foundations of Stone (x1)
4A-B (17)


When Revealed: Create your own staging area. Discard all resources from your heroes. Forced: After the 17th progress token is placed on The Endless Caves, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.

Shadow and Flame (x1)
2A-B (16)


Forced: If at least 1 hero committed to the quest this round, place 4 progress tokens on The Rear Guard (bypassing any active location) at the end of the quest phase. If Durin's Bane has 0 hit points, advance to the next stage of the scenario immediately.

The Drúadan Forest (x1)
2A-B (17)


Archery damage must be assigned to allies, if able.

The Voice of Isengard (x1)
3A-B (16)

Time 3.  
When Revealed: Each player searches the encounter deck and discard pile 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 the top X cards from the encounter deck. X is the number of cards in the first player's hand. Add each enemy discarded this way to the staging area. Put 3 time counters on this stage. While there is at least 1 enemy in play, the players cannot defeat this stage. If the players defeat this stage, they win the game.

The Dunland Trap (x1)
1A-B (18)

Setup: Set Chief Turch and Munuv Dûv Ravine aside, out of play. Make Old South Road the active location. Each player searches the encounter deck for a Boar Clan enemy and puts it into play engaged with him. Shuffle the encounter deck.

Time 2. Forced: After the last time counter is removed from this stage, each player discards his hand and draws 2 cards. Place 2 time counters on this stage.

The Nîn-in-Eilph (x1)
3A-B (16)

When Revealed: Raise each player's threat by 1. Add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player) and heal all damage from it.

Time 3. Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck. Each location in play gets +1 Threat.

The Nîn-in-Eilph (x1)
3A-B (16)

When Revealed: Raise each player's threat by 1. Add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player) and heal all damage from it.

Time 3. Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck. Each player cannot ready more than 5 characters during the refresh phase.

The Nîn-in-Eilph (x1)
3A-B (16)

When Revealed: Raise each player's threat by 1. Add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player) and heal all damage from it.

Time 3. Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck. Each enemy in the staging area gets -20 engagement cost.

The Lost Realm (x1)
1A-B (30)

Setup: Put Iârion into play. Add 1 Orc War Party to the staging area. Each players adds 1 different location to the staging area. Shuffle the encounter deck.

Enemies do not make engagement checks. Forced: At the end of the refresh phase, raise each player's threat by 1 for each enemy in the staging area. The players cannot defeat this stage unless the first player controls Iârion. If the players defeat this stage, they win the game.

The Lost Realm (x1)
2A-B (20)

When Revealed: End the current phase. Shuffle the encounter discard pile and the Orc deck into the encounter deck. Reveal Orc Ambush and Amon Forn and add them to the staging area.

Each damaged character gets -1 Willpower. Forced: At the beginning of the quest phase, either discard 1 resource token from Savage Counter-attack, or reveal an additional encounter card this phase. If the players defeat this stage, they win the game.

The Wastes of Eriador (x1)
1A-B (20)

Setup: Set Pack Leader aside, out of play. Make Shrouded Hills the active location. Add the Time objective to the staging area with Daybreak faceup. The first player takes control of Amarthiúl. Shuffle the encounter deck. Reveal 1 card from the encounter deck per player.

While it is Day, each hero gets +1 Willpower. Forced: When it becomes Night, raise each player's threat by 1.

Escape from Mount Gram (x1)
3A-B (16)

When Revealed: Add Southern Gate and Jailor Gornakh to the staging area. Shuffle the Angmar Orcs encounter set into the encounter deck. Then, reveal 1 encounter card per player from the top of the encounter deck.

The player cannot travel to Southern Gate unless there is at least 16 progress on this stage. The players cannot defeat this stage while Souther Gate is in play. If the players defeat this stage, they have escaped Mount Gram and win the game.

Across the Ettenmoors (x1)
2A-B (20)

When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until a side quest is discarded. Reveal that side quest and add it to the staging area, if able.

Reveal 1 additional encounter card during the quest phase unless there is an active location with the safe keyword.

Across the Ettenmoors (x1)
3A-B (17)

When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until a side quest is discarded. Reveal that side quest and add it to the staging area, if able.

Each damaged character gets -2 Willpower unless there is an active location with the safe keyword. If the players defeat this stage, they have escaped the Ettenmoors with their lives, and win the game.

The Treachery of Rhudaur (x1)
2A-B (30)

When Revealed: Add Thaurdir to the staging area. Each player searches the encounter deck and discard pile for an Undead enemy and adds it to the staging area. Shuffle the encounter deck.

Thaurdir's Pursuit has -5 quest points for each Clue objective attached to a character. This stage cannot be defeated while Thaurdir has any hit point remaining. If this stage is defeated, the players win the game.

The Dread Realm (x1)
1A-B (18)

Setup: Set Daechanar and Altar of Midwinter aside, out of play. Each player reveals an encounter card from the top of the encounter deck. 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 the players advance to stage 2, all Sorcery cards attached to this stage are attached to stage 2B.

The Grey Havens (x1)
1A-B (20)

Setup: Set Shrine to Morgoth aside, out of play. Prepare the Uncharted deck. Add 2 copies of Lost Island from the top of the Uncharted deck to the staging area (3 copies instead if there are 3 or 4 players in the game). The first player takes control of Calphon. Shuffle the encounter deck.

Progress cannot be placed on Explore the Island except by quest effects. Forced: After a location is explored, add progress to Explore the Island equal to that location’s printed quest points. Forced: When an Uncharted location becomes the active location, add 1 copy of Lost Island from the top of the Uncharted deck to the staging area.

The Grey Havens (x1)
1A-B (18)

Setup: Set Captain Sahír and Na'asiyah aside, out of play. Add The Havens Burn, The Dream-chaser, and 1 copy of Sahír’s Ravager to the staging area. Shuffle the encounter deck and discard cards from the top of the encounter deck until X locations with the Aflame keyword are discarded, where X is the number of players in the game. Add each discarded Aflame location to the staging area. Then, shuffle the encounter discard pile back into the encounter deck.

Forced: At the end of the combat phase, deal X damage to the Aflame location in play with the lowest Aflame value. X is the number of Corsair enemies in play.

Flight of the Stormcaller (x1)
3A-B (18)

Sailing.  
Forced: At the end of the staging step, if you are off-course (󲂒, 󲂓, or 󲂔), reveal an additional encounter card from the top of the encounter deck. When you defeat this stage, if the Stormcaller is still at stage 3, you have caught up to the Stormcaller and win the game. Otherwise, advance to the next stage.

Flight of the Stormcaller (x1)
4A-B (24)

Sailing.  
When Revealed: Discard cards from the top of the encounter deck until a Weather treachery is discarded. Resolve that card’s “when revealed” effect. That effect cannot be canceled.

Forced: After a Weather treachery is revealed, deal 1 damage to each Ship objective and Ship enemy at this stage. If you defeat this stage, you have caught up to the Stormcaller and win the game.

Flight of the Stormcaller (x1)
3C-D (18)

When Revealed: Search the encounter deck and discard pile for 1 copy of Sahír's Escort and add it to the Stormcaller's area. Shuffle the encounter deck.

If the players are off-course (Cloudy, Rainy, or Stormy), the Stormcaller gets +2 Threat. No more than 8 damage may be placed on the Stormcaller each round. Forced: At the end of the round, discard the top card of the encounter deck. the Stormcaller places progress on this stage equal to its Threat plus the Threat of the discarded card.

Flight of the Stormcaller (x1)
4C-D (24)


Forced: At the end of the round, discard the top card of the encounter deck. the Stormcaller places progress on this stage equal to its Threat plus the Threat of the discarded card. If the Stormcaller defeats this stage, Captain Sahír has gotten away with the key, and the players lose the game.

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)
3A-B (18)

When Revealed: Search the encounter deck for The Shattered Monument and Captain Sahír, and set them aside, out of play. Each player searches the encounter deck for 1 enemy and 1 location, and adds them to the staging area. If the Stormcaller was not destroyed at stage 1, add 1 resource to each Raider enemy in play.

The Sands of Harad (x1)
3A-B (16)

When Revealed: Increase the temperature by 2. Each player searches the encounter deck, discard pile, and victory display for a Were-worm and adds it to the staging area, if able. Shuffle the encounter deck.

During the quest phase, add X Threat to the total Threat in the staging area, where X is the tens digit of the temperature. Forced: At the end of the round, increase the temperature by 4. While at least 1 Were-worm is in play, the players cannot defeat this stage. If the players defeat this stage, they win the game. If the temperature is 60 or higher, the players lose the game.

Race Across Harad (x1)
3A-B (20)

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an Orc enemy is discarded. Add that enemy to the Orc's area.

Uruk Chieftain cannot take damage. Reveal an additional encounter card during the quest phase if Uruk Chieftain is at stage 2D. Forced: After characters are committed to quest, no more than 5 progress can be placed here this round (10 progress instead if each Tamed Mumak in play is committed to the quest).

Race Across Harad (x1)
4A-B (20)

When Revealed: Add River Harnen to the staging area. Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an Orc enemy is discarded. Add that enemy to the Orc's area.

Forced: After characters are committed to quest, no more than 5 progress can be placed here this round (10 progress instead if each Tamed Mumak in play is committed to the quest). Forced: After an enemy attacks and destroys a character, place 1 progress on the Orc's stage. If you defeat this stage, you have escaped the Orcs and win the game.

Race Across Harad (x1)
3C-D (20)

When Revealed: If the players have already defeated stage 3B, discard cards from the top of the encounter deck until an Orc enemy is discarded. Add that enemy to the Orc's area.

While the players are at stage 4B, Uruk Chieftain cannot leave the Orc's area and each enemy at this stage gets +1 Threat. Forced: At the end of the quest phase, return Uruk Chieftain to the Orc's area and discard the top card of the encounter deck. Place X progress on this stage, where X is the total Threat of the discarded card plus the total Threat in the Orc's area. If you are at stage 3B when this stage is defeated, you lose the game.

Race Across Harad (x1)
4C-D (20)


Uruk Chieftain cannot take damage while River Harnen is in the staging area. Forced: At the end of the quest phase, discard the top card of the encounter deck. Place X progress on this stage, where X is the discarded card's Threat plus the total Threat of each engaged enemy. If the Orcs defeat this stage, the Orcs have caught you and you lose the game.

The Crossings of Poros (x1)
4A-B (20)

When Revealed: The first player takes control of Poros Garrison. Search the encounter deck and discard pile for each enemy that belongs to an encounter set denoted by the first icon on each set aside stage 3 and add them to the staging area. Shuffle the encounter deck.

Forced: After an enemy attacks and destroys a character, remove X progress from this stage. X is the attcking enemy's printed Threat. This stage cannot be defeated except at the end of the combat phase. If the players defeat this stage, they win the game.

The Wilds of Rhovanion (x1)
4C-D (16)

When Revealed: Remove Searching for a Way Out from the game. Starting with the first player, each player discards cards from the top of the encounter deck until he discards an enemy and puts that enemy into play engaged with him.

Forced: At the end of the round, raise each player’s threat by 1 for each enemy engaged with him. This stage cannot be defeated while a player is engaged with an enemy. When this stage is defeated, the players win the game.

Fire in the Night (x1)
1A-B (50)

Setup: Search the encounter deck for all 8 encounter side quests, shuffle them together, and place them facedown next to the quest deck. This is the side quest deck. The first player adds Dagnir to the staging area and shuffles the encounter deck. Each other player reveals an encounter card.

Forced: At the end of the planning phase, reveal the top card of the side quest deck and add it to the staging area. Dagnir makes an attack against Hrogar’s Hill. Do not deal a shadow card for this attack. The first player may declare a defender for this attack. Excess damage must be dealt to Hrogar's Hill. This stage cannot be defeated while Dagnir has hit points remaining. If Dagnir has no hit points remaining, the players win the game. If this stage has damage equal to its quest points, the players lose the game.

A Shadow in the East (x1)
2A-B (16)

When Revealed: Reveal 1 encounter card per player.

Forced: At the beginning of the quest phase, each player discards the top X cards of his deck, where X is 1 more than the number of quest stages in the victory display. Each player examines the cards he controls and the cards in his hand. If any of these cards are copies of the cards he just discarded from the top of his deck, he must discard those copies as well. While there are 4 quest stages in the victory display, progress cannot be placed here.

The Hobbit: Over Hill and Under Hill (x1)
3A-B (20)

When Revealed: Shuffle all encounter cards back into the encounter deck and set it aside, inactive. The second encounter deck becomes the active encounter deck. Search the encounter deck for The Great Goblin and add it to the staging area. Then, shuffle the encounter deck.

Players cannot defeat this stage unless The Great Goblin is in the victory display. When Revealed: Reveal 3 encounter cards per player, Bilbo Baggins may spend X resources to reduce the total number of encounter cards revealed by X. (To a minimum of 1.) If the players defeat this stage, they have won the game.

The Hobbit: Over Hill and Under Hill (x1)
3A-B (16)


When Revealed: The first player gains control of Bilbo Baggins. Reveal 1 encounter card per player and add it to the staging area. Gollum engages the first player. Damage from undefended attacks made by Gollum must be placed on Bilbo Baggins. All riddle effects are ignored. Treachery cards gain surge. If players defeat this stage, they have won the game.

The Hobbit: Over Hill and Under Hill (x1)
2A-B (16)


When Revealed: Search the encounter deck for 1 copy of Stone-giant and add it to the staging area. Then, shuffle the encounter deck. Reveal 1 card per player from the encounter deck and add it to the staging area.

The Hobbit: On the Doorstep (x1)
3A-B (20)

When Revealed: Set Smaug the Golden aside, out of play. Add Smaug the Magnificent and A Bare Patch to the staging area.

Players cannot defeat this stage while Smaug the Magnificent is in play. Forced: If the total number of progress on this stage is greater than the total remaining hit points on Smaug the Magnificent, remove Smaug the Magnificent from play. If the players defeat this stage, they have won the game and discovered any treasure successfully burgled from The Lonely Mountain.

The Road Darkens (x1)
4A-B (16)

When Revealed: Add Parth Galen to the staging area. If it is your quest phase, end the phase (do not resolve the quest).

During the quest phase, reveal 1 additional encounter card for each player in the game. Response: After an enemy is revealed at this stage, raise your threat by X to engage that enemy. X is that enemy's Threat. Each player (at any stage) may trigger this ability once per round. When this stage is defeated, the players win the game.

The Land of Shadow (x1)
3A-B (24)

When Revealed: Each player searches the encounter deck and discard pile for an Undeadenemy and puts it into play engaged with him. Shuffle all locations in the victory display into the encounter deck.

While any player is engaged with an Undead enemy, progress cannot be placed on this stage. The players cannot defeat this stage unless the first player controls Sméagol. If the players defeat this stage, they win the game.

The Land of Shadow (x1)
1A-B (20)

Setup: Add The Black Gate and The Cross-roads to the staging area. Shuffle the Harad encounter set and place it facedown under The Cross-roads. Each player, except for the first player, searches the encounter deck for a different non-unique location and adds it to the staging area. Shuffle the encounter deck.

Forced: At the beginning of the quest phase, reveal the top facedown card from under The Cross-roads and add it to the staging area. The players cannot defeat this stage while The Cross-roads is in play. When The Cross-roads is explored, the players win the game.

The Land of Shadow (x1)
2A-B (16)

When Revealed: Add Shelob to the staging area and shuffle all cards from The Great Spider encounter set and the encounter discard pile into the encounter deck.

Shelob cannot leave the staging area and Sméagol cannot attack or defend. Each player cannot play, or put into play, more than 1 ally each round. No more than 4 progress can be placed on this stage each round.

The Flame of the West (x1)
1A-B (20)

Setup: Add The Corsair Fleet (Corsair side faceup) and Great Corsair Ship to the staging area. Each player searches the encounter deck for a Ship location and adds it to the staging area. Shuffle the encounter deck.

Each Ship location in the staging area is immune to player card effects. The players cannot defeat this stage while Great Corsair Ship is in play. When this stage is defeated, the players win the game.

The Flame of the West (x1)
5A-B (20)

When Revealed: The first player adds The Witch-king to the staging area (Sorcerer side faceup). Then, he searches the encounter deck and discard pile for a Fell Beast and attaches it to The Witch-king, if able. Shuffle the encounter deck. Each other player reveals an encounter card.

The Witch-king and shadow cards deal to The Witch-king are immune to player card effects. Forced: When an enemy attacks and destroys a character, deal 1 damage to Minas Tirith. This stage cannot be defeated unless Aragorn is in play and The Witch-king is in the victory display. If the players defeat this stage, they win the game.

The Mountain of Fire (x1)
2A-B (18)

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 each enemy discarded by this effect to the staging area.

Forced: At the beginning of the quest phase, discard cards from the top of the encounter deck until an enemy is discarded. If there is a copy of that enemy in the staging area, discard that copy as well. If there is not, add the discarded enemy to the staging area. This stage cannot be defeated unless Topmost Chamber is in the victory display. When the Ring-bearer is free of encounters, this first player gains control of it.

The Mountain of Fire (x1)
3A-B (20)

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

Dire. The first treachery revealed each quest phase is immune to player card effects and gains surge. Forced: At the beginning of the quest phase, the first player makes a Fortitude test. If the first player fails this test, no more than 5 progress can be placed here this round. This stage cannot be defeated unless Mount Doom is the active location.

The Old Forest (x1)
3A-B (18)

When Revealed: Add Old Man Willow and Withywindle to the staging area. Reveal X encounter cards where X is the number of players in the game minus 1.

Old Man Willow cannot leave the staging area but is considered to be engaged with each player and attacks each player in turn order during the combat phase (deal and resolve a shadow card for each attack). If the players defeat this stage, they win the game.

Fog on the Barrow-downs (x1)
3A-B (16)

When Revealed: The first player adds Standing Stones to the staging area. Each other player reveals 1 encounter card. Shuffle the encounter discard pile and each copy of Great Barrows into the encounter deck.

Progress cannot be placed here while Great Barrow is in play. Forced: After a player is eliminated (at any stage), raise the threat of each player at this stage by 10. The players cannot defeat this stage unless each player in the game is at this stage and Standing Stones is in the victory display. If the players defeat this stage, they win the game.

The Siege of Annúminas (x1)
2A-B (50)

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until their are X enemies are discarded. X is one less than the number of players at this stage, to a minimum of 1. Add each enemy discarded in this way to the staging area.

This stage gets -10 quest points for each Host of Angmar in a victory display. Forced: After the players have committed characters to the quest, the highest Attack enemy in the staging area makes an attack against each player in turn order. If no attacks are made in this way, reveal the top card of the encounter deck. Response: At the end of the round, choose a stage. Each player at that stage heals 1 damage from a character he controls.

The Siege of Annúminas (x1)
2C-D (50)

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded. X is one less than the number of players in the game, to a minimum of 1. Add each enemy discarded this way to the staging area.

This stage gets -10 quest points for each Host of Angmar in a victory display. Forced: Reveal 1 additional card during the quest phase. Response: At the end of the round, choose a stage. Each player at that stage chooses a hero he controls and adds 1 resource to that hero's pool.

The Siege of Annúminas (x1)
2E-F (50)

When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded. X is one less than the number of players in the game, to a minimum of 1. Add each enemy discarded this way to the staging area.

This stage gets -10 quest points for each Host of Angmar in a victory display. Forced: At the beginning of the round, add 1 set aside Host of Angmar (from any stage's set aside area) to this staging area. Response: At the end of the round, choose a stage. Each player at that stage draws 1 card.

The Wizard's Quest (x1)
2A-B (20)

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with 1 or less (cost 2 or less if there are two or more players), set it aside, and shufles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

When Revealed: The opposing team chooses an ally controlled by each player and places them faceup under this stge as guarded objectives with blank text boxes. Players cannot play or put into play any ally that shares a title with an ally guarded by this stage. When this stage is defeated, return each guarded ally to its owner's hand.

The Wizard's Quest (x1)
3A-B (20)

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

Forced: After the players have committed characters to the quest, discard cards from the top of the encounter deck until a treachery is discarded. Reveal that treachery. If the players defeat this stage, they win the game.

The Woodland Realm (x1)
2A-B (20)

When Revealed: The opposing teach searches the top 5 cards of the encounter deck for a card with cost 1 or less (2 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

The first treachery revealed each round gains Doomed 1 and its 'when revealed' effects cannot be canceled. Forced: After characters are committed to the quest, no more than 5 progress can be placed here this round (10 progress instead if Mendor is committed to the quest).

The Woodland Realm (x1)
2A-B (20)

When Revealed: The opposing teach searches the top 5 cards of the encounter deck for a card with cost 1 or less (2 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

Progress cannot be placed on locations in the staging area. During the travel phase, the players must travel to a location, if able. Forced: After characters are committed to the quest, no more than 5 progress can be placed here this round (10 progress instead if Mendor is committed to the quest).

The Woodland Realm (x1)
2A-B (20)

When Revealed: The opposing teach searches the top 5 cards of the encounter deck for a card with cost 1 or less (2 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

Each enemy in the staging area gets -10 engagement cost, cannot be optionally engaged and cannot take damage. Forced: After characters are committed to the quest, no more than 5 progress can be placed here this round (10 progress instead if Mendor is committed to the quest).

The Woodland Realm (x1)
3A-B (20)

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. It's 'when revealed' effects cannot be canceled.

Forced: At the beginning of the quest phase, discard cards from the top of the encounter deck until a location is discarded. Add that location to the staging area. If the players defeat this stage, they win the game.

The Nîn-in-Eilph Nightmare (x1)
3A-B (16)

Time 3.  
Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck. Treachery card effects cannot be canceled.