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Trait Keyword Victory
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Player Encounter Quest
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Results: 73 Cards

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.)

After defeating the Troll, you are able to board the raft and embark upon a river voyage. As you depart, your enemies pursue, harassing the small vessel as you attempt to navigate the river...


Revised 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.)

After defeating the Troll, you are able to board the raft and embark upon a river voyage. As you depart, your enemies pursue, harassing the small vessel as you attempt to navigate the river...


Khazad-dûm (x1)
2A-B (17)

You have discovered the Chamber. Before you lies the resting place of Balin, last lord of Moria. The final portion of the book tells the grim tale-Balin was slain in the Dimrill Dale, and the Dwarves were then trapped in the mines. It seems as if there are no survivors. You stand silently by his tomb, but cannot tarry. Orc war cries and horns sound close. You leave the cumbersome book as a testament to the Dwarves' valor, and prepare to fight your way out, lest Balin's fate become your own...

When Revealed: Remove Book of Mazarbul from the game.

Forced: At the end of the staging step, reveal the top X cards of the encounter deck, adding all enemies to the staging area. Discard the other revealed cards without resolving them. X is the number of players.

If the players defeat this stage, they win the game.


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

Your party has braved the snows of the pass, but now must travel North along the Misty Mountains for league upon league as you escort Arwen to her father's house.

Setup: Put Arwen Undรณmiel 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.

This is a wild and perilous country, and it is dangerous to follow the roads. The mountains rise up on the right, impassively watching your slow trek among the foothills.


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

Time carries no weight in the darkness, and the hours creep by with no end in sight. The number of Orcs in the mines increase as you head toward the East–gate, but there appears to be little real organization within their ranks. You press onward!

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)

The river has deposited you at...

When Revealed: Create your own staging area. Discard all resources from your heroes.

Forced: After the 17th progress token is placed on Below the Mines, 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)

The fire-demon is Durin's Bane, doom of the Dwarves and the new Lord of Moria. It cannot be destroyed by mere strength of arms. You must find another way to deal with this Balrog as it relentlessly attacks, sword and whip weaving a deadly pattern of flame.

Forced: If at least 1 hero committed to the quest this round, place 4 progress tokens on The Rear Guard (bypassing the 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)

As you move deeper into the forest, the wilderness quickly swallows all trace of civilization. Pushing through a dense patch of undergrowth, you came upon a dark and tangled grove. The scent of death strikes you.

Archery damage must be assigned to allies, if able.

In the grove, the fleeing traitors lie slain, pierced by poisoned arrows. As you search the pain–wracked corpses for the body of their leader, the ominous echo of drums begins to sound among the trees. You desperately begin to retrace your steps from the woods, lest the fate of the traitors becomes your own.


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

The Dunlendings' assault is relentless and your arms grow weary. "Take me to Isengard!" Grรญma pleads, but you will not abandon the defense. You will either break the will of the enemy, or give your life in a heroic last stand...

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.

Time 3.

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)

You are following the Old South Road from Isengard to Tharbad on an errand for Saruman when you are attacked by Wild Men of Dunland.

Setup: Set Chief Turch and Munuv Duฬ‚v 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.

Already weary from a full day of travel, you struggle to hold off the ferocious Dunlending attack. You must rally your companions and drive back the enemy, or you will be defeated.

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.

Lost as you are, your presence in the marsh has not gone unnoticed. An ancient and foul swamp creature stalks your company...

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 .

Despite the size of the creatures hunting you, the swamp itself is your worst enemy. The ground sinks down beneath you and the mud pulls the boots off your feet. Every step forward is a struggle...


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.

Lost as you are, your presence in the marsh has not gone unnoticed. An ancient and foul swamp creature stalks your company...

UNRECOGNIZED TYPE: keywprd

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.

After wandering aimlessly for so long, harried by foul creatues, your resolve begins to waver and your companions collapse from exhaustion. If you cannot find a way across, the swamp will erase all evidence of your passage...


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.

Lost as you are, your presence in the marsh has not gone unnoticed. An ancient and foul swamp creature stalks your company...

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.

As if the swamp itself was not bad enough, its foul denizens swarm around you, their serpentine forms slithering through the murky water that rises to your waist...


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

Rangers have sighted a large group of Orcs making its way towards Bree–land. The Dรบnedain, Iรขrion, has asked you to help him intercept the war party before it can reach the quiet village. The Orcs are a day ahead of you and moving fast, but there is hope you can catch them with the Ranger's tracking skill...

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

You must move swiftly to prevent the Orcs from reaching Bree–land!

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 Iรขrion. 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.

You've hunted the Orcs to their secret gathering place on the northern edge of the Weather Hills: the old Dรบnedain border fort of Amon Forn. With nowhere left to run, the Orcs turn and fight with desperate savagery.

Already weary from days of travel through harsh weather, you are hard pressed to match the Orcs' ferocity. You must rally your men or see them fall!

Each damaged character gets -1 .

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)

Following the surprise attack on Fornost, you have agreed to help the Ranger, Amarthiรบl, track the villains who captured his friend, Iรขrion.

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 Amarthiรบl. Shuffle the encounter deck. Reveal 1 card from the encounter deck per player.

Your enemies' tracks lead you across the North Downs towards Angmar. In the barren lands between you and that dread realm, the nights are black and bitter cold, but it is the howling of Wargs that gives you chills.

While it is Day, each hero gets +1 .

Forced: When it becomes Night, raise each player's threat by 1.


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

Having rescued as many of your companions as you can find, you begin to make your way towards the dungeon's hidden exit. By now Gornรกkh is surely aware of your escape, and the orcs that were with Thaurdir are now searching for you, as well.

When Revealed: Add Southern Gate and Jailor Gornรกkh 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.

Orcs and Goblins rush to find you before you can make your escape. You must make haste if you wish to make it out of Mount Gram alive!

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)

Your trek through the Ettenmoors only gets worse as your injured company is pursued by hungry trolls and bettered by cold and rain.

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.

This land is barren and untamed. Food is scarce, and you must take care to avoid the Trolls and other creatures that roam the moors. If you are lucky, you may find a safe place to hide and rest for a short time before your journey continues.

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)

You are getting closer to the edge of the Troll–fells, but exhaustion has taken its toll. One way or another, this journey is nearing its end...

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.

Your wounded companions only slow your progress. With Trolls on your heels and foul weather overhead, you press onward.

Each damaged character gets -2 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)

As you study the clues that you've found, you feel a chill wind flow through the keep. "You will not leave this place alive," a sinister voice echoes throughout the halls. "My master Daechanar will it so."
"Thaurdir!" Amarthiรบl exclaims, unsheathing his blades.

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.

The wraith you fought in Fornost has followed you since your flight from Mount Gram. Your only hope is to escape with the clues you've found.

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)

As you descend into the catacombs beneath Carn Dรปm, you find yourself overcome with terror. Still, you press onward, knowing that Iรขrion's fate–and perhaps the fate of the north–lies in your hand.

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.

Daechanar's powers of sorcery and necromancy are strongest here, in the capital of the Witch–realm where the lord of the Nazgรปl once resided.

Reanimated Dead are Undead enemies with 2 , 2 , 2 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)

You arrive on the island's western beach, the edge of a dense jungle looming beyond. With no map to guide you and no idea of what to expect, you venture forward, deeper into the island...

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 Sahรญr and Naโ€™asiyah aside, out of play. Add The Havens Burn, the Dream-chaser, and 1 copy of Sahรญrโ€™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.

Corsairs are attacking the Grey Havens and burning the Elven fleet. You must defend the Havens from these fierce raiders and save as many ships as you can!

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)

As your voyage continues, the skies darken and the rain becomes relentless. Storm clouds on the horizon flash with lightning, and unpredictable wind makes setting a course difficult.

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)

Youโ€™ve pursued the Stormcaller all the way to the deadly Cape of Andrast, where terrible winds and sharp jetties threaten to tear apart your entire fleet.

When Revealed: Discard cards from the top of the encounter deck until a Weather treachery is discarded. Resolve that cardโ€™s โ€œwhen revealedโ€ effect. That effect cannot be canceled.

Sailing.

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)

Aided by other Corsair ships, the Stormcaller slips out of sight, heading into the dark clouds on the southern horizon.

When Revealed: Search the encounter deck and discard pile for 1 copy of Sahรญr%27s Escort and add it to the Stormcaller's area. Shuffle the encounter deck.

If the players are off-course (, , or ), the Stormcaller gets +2 .

No more than 4 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 plus the of the discarded card.


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

The Stormcaller once again slips out of your grasp, rounding the Cape of Andrast to the south.

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 plus the of the discarded card.

If the Stormcaller defeats this stage, Captain Sahรญr has gotten away with the key, and the players lose the game.


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

The Corsair fleet seems to be attacking multiple key locations simultaneously. To stop the attack, you must defend Dol Amroth from the Corsair ships.

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.

Sailing.

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)

The Dream–chaser and her fleet have met their ultimate fate, but you still have your mission to complete. Sahรญr is somewhere within the city.

When Revealed: Search the encounter deck for The Shattered Monument and Captain Sahรญr, 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.

"Find them!" You can here shouting throughout the city. Sahรญr has raised the alarm. Set upon on all sides by Corsairs, you must fight your way through and stop the captain.


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

You have wandered through the trackless desert and discovered the legendary nesting grounds of the wild Were–worms. The beasts rear up and circle to attack. You must drive them off or meet your end upon the desert sands.

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 to the total 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)

The hounds of Mordor have caught your scent and they close in on you from the south. Even riding on the tall Mumakil you are not safe from the barbed arrows of the Warg–riders. Your only hope is to reach the River Harnen before you are cut off.

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)

You can see the river on the horizon. Your pursuers won't dare to cross the water where it's deep, but the large Mumakil can manage easily. If only you can reach the river in time...

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)

The Orcs and their mounts move with great speed across the sandy waste. They can smell their prey on the air as they narrow the distance between them.

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

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 of the discarded card plus the total 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)

The Harnen cuts a line across the horizon and the Wargs race to reach its shore ahead of their prey. Their Orc riders urge them on with shouts and savage kicks. If they let their quarry cross the river, they will not be able to pursue, so they set a frenzied pace and tear across the sand.

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 plus the total 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)

You've reached the Crossings of Poros, but the enemy is hot on your heels. Desperate, you blow a loud note on your horn. From the northern shore you hear horns answer, and the soldiers of Gondor rush to your aid.

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.

The Back Serpent leads your pursuers in a final, savage attack. You must hold the crossings against them or fail at the last leg of your journey.

Forced: After an enemy attacks and destroys a character, remove X progress from this stage. X is the attcking enemy's printed

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)

You can see light ahead from what must be the forest's edge and it looks as if you will reach the other side, but then you hear the cry of enemies all around you. It seems that you will have to fight once more to escape from Mirkwood.

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)

The Woodmen of Hrogar's Hill have agreed to help you in your quest, but shortly after they welcome you to their town it is attacked by the very Dragon you seek: Dagnir has come to take vengeance on Wilderland!

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)

A blood–stained altar to the Dark Lord of Mordor looks to have been used recently. Though the carved stone is ancient, the blood and cloth you find on it are fresh. You search about frantically to find the captive Dorwinions before more are slaughtered.

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 City of Ulfast (x1)
4A-B (20)

You have reached the King's palace only to discover the city guard waiting for you. Ulchor must have warned the King that you were coming and urged him to lay this trap for you. It will be a bitter fight if you are to escape.

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

You must escape the notice of the city guard if you hope to reach Ulchor.

City Guard cannot have more than 20 damage, and it gets -5 engagement cost for each resource here.

Forced: At the end of the round, place 1 resource here.

This stage cannot be defeated while City Guardhas hit points remaining. When this stage is defeated, the players win the game.


Under the Ash Mountains (x1)
1A-B (25)

The tunnels of Torech Gorgor run beneath the Ash Mountains into Mordor.

Setup: Each player with more than 40 cards in his deck discards cards from the top of his deck until he has 40 cards left. The first player adds a copy of Torech Gorgor Patrol to the staging area. Each other player adds 1 different location to the staging area. Shuffle the encounter deck and discard cards from the top until a side quest is discarded. Reveal that side quest. Shuffle the encounter discard pile into the encounter deck.

The dark passage offers you a way into Mordor, but only if you can navigate the intersecting maze of tunnels before running out of provisions.

Event cards cannot shuffle cards from a player's discard pile into his deck.

Forced: At the end of the round, each player discards X cards from the top of his deck, where X is 1 more than the number of quest cards in play. If a player has no cards left in his deck, he is eliminated from the game.


Under the Ash Mountains (x1)
2A-B (25)

Hope and supplies begin to run low the longer you wander through the oppresive dark of Torch Gordor. You need to find the exit before it's too late.

When Revealed: Search the encounter deck and discard pile for an encounter side quest and reveal it. 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.

Event cards cannot shuffle cards from a player's discard pile into his deck.

Forced: At the end of the round, each player discards X cards from the top of his deck, where X is 1 more than the number of quest cards in play. If a player has no cards left in his deck, he is eliminated from the game.

If the player defeat this stage, they win the game.


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

Out jumped the goblins, big goblins, great ugly–looking goblins, lots of goblins, before you could say rocks and blocks. – The Hobbit

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)

To everyone's surprise, Bilbo Baggins rejoined his companions on the eastern side of the Misty Mountains. However, their celebration was cut short by the chilling sound of wolves howling close by. To the frightened hobbit, it seemed that they had escaped from the goblins only to be eaten by wargs.

When Revealed: The first player gains control of Bilbo 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 he peeped out in the lightning–flashes, he saw that across the valley the stone–giants were out and were hurling rocks at one another for a game, and catching them, and tossing them down into the darkness where they smashed the trees far below, or splintered into little bits with a bang. – The Hobbit

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)

They debated long on what was to be done, but they could think of no way of getting rid of Smaug – which had always been a weak point in their plans, as Bilbo felt inclined to point out. – The Hobbit

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)

"Now, Sam," said Frodo, "don't hinder me! The others will be coming back at any minute. If they catch me here, I shall have to argue and explain, and I shall never have the heart of the chance to get off. But I must go at once. It's the only way." –The Fellowship of the Ring

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 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)

For a moment the water below him looked like some window, glazed with grimy glass, through which he was peering. Wrenching his hands out of the bog, he sprang back with a cry. "There are dead things, dead faces in the water," he said with horror. -The Two Towers

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 Smรฉagol. If the players defeat this stage, they win the game.

Gollum laughed. "The Dead Marshes, yes, yes: that is their names," he cackled. "You should not look in when the candles are lit." โ€”The Two Towers


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

"These cursed Southrons come now marching up the ancient roads to swell the hosts of the Dark Tower. Yea, up the very roads that craft of Gondor made." -Mablung, The Two Towers

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 road may pass, but they shall not!"
โ€”Mablung, The Two Towers


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

Presently they were under the shadow, and there in the midst of it they saw the opening of a cave. "This is the way in," said Gollum softly. "This is the entrance to the tunnel." He did not speak its name: Torech Ungol, Shelob's Lair. -The Two Towers

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 Smรฉagol 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.

They had not gone more than a few yards when from behind them came a sound, startling and horrible in the heavy padded silence: a gurgling, bubbling noise, and a long venomous hiss. โ€”The Two Towers


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

"There at Pelargir lay the main fleet of Umbar, fifty great ships and smaller vessels beyond count. Many of those that we pursued had reached the havens before us..."
–Gimli, The Return of the King

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.

"But the Haradrim, being now driven to the brink, turned at bay, and they were fierce in despair; and they laughed when the looked on us, for they were a great army still." –Gimli, The Return of the King

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)

And now the fighting waxed furious on the fields of the Pelennor; and the din of arms rose upon high, with the crying of men and the neighing of horses.
–The Return of the King

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)

There could not be much doubt: there was fighting in the tower, the orcs must be at war among themselves, Shagrat and Gorbag had come to blows.
–The Return of the King

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)

The last stage of their journey to Orodruin came, and it was a torment greater than Sam had ever thought he could bear. He was in pain, and so parched that he could no longer swallow even a mouthful of food.
–The Return of the King

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)

He lifted his heavy eyes and saw leaning over him a huge willow–tree, old and hoary. Enormous it looked, its sprawling branches going up like reaching arms with many long–fingered hands... –The Fellowship of the Ring

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.

"I don't like this great big tree. I don't trust it. Hark at it singing about sleep now!" –Sam, The Fellowship of the Ring


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)

You've prepared the defenses as best you could, but the enemy has broken through in several places. It's up to you to protect the people inside the city.

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 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)

You've gathered everyone you can into Annรบminas but the host of Angmar is hot on your heels. Once you reach the city gate, you draw your weapons and turn to face the charging Orcs. They cannot be allowed to enter this way.

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)

You've done all you can to slow the enemy, so you retreat inside Annรบminas and man the walls. Grappling hooks and ladders are raised against the battlements and arrows whistle overhead as the host of Angmar attacks the city.

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)

Radagast asks that you travel to Dol Guldur to measure the Enemy's strength there. The Anduin vale is too closely watched, so you make your way through the perils of Mirkwood forest.

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)

The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.

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)

The Elf you rescued is Mendor, a servant of the Elvenking. He offers to guide you to the hidden kingdom, yet even Mendor struggles to keep his way as night settles over Mirkwood.

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)

The Elf you rescued is Mendor, a servant of the Elvenking. He offers to guide you to the hidden kingdom, yet even Mendor struggles to keep his way as night settles over Mirkwood.

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)

The Elf you rescued is Mendor, a servant of the Elvenking. He offers to guide you to the hidden kingdom, yet even Mendor struggles to keep his way as night settles over Mirkwood.

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)

Dawn comes and and pale streaks of light penetrate the dark forest, giving Mendor the light he needs to navigate. The Elf leads you with renewed confidence, but danger still lies between you and the safety of Thranduil's halls.

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 Mines of Moria (x1)
2A-B (20)

Once inside the mine it becomes obvious that the rumors were true: evil things move through the darkness all around you. With the way behind you blocked by that horrible creature, your only option is to press forward.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (2 or less instead 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: At the beginning of the staging step, the opposing team looks at the top 2 cards of the encounter deck, puts 1 on the bottom, and puts the other back on top.


The Mines of Moria (x1)
2A-B (20)

Once inside the mine it becomes obvious that the rumors were true: evil things move through the darkness all around you. With the way behind you blocked by that horrible creature, your only option is to press forward.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (2 or less instead 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.

When Revealed: The opposing team searches the encounter deck and discard pile for one different 0 cost location per player and adds them to the staging area. Shuffle the encounter deck.


The Mines of Moria (x1)
2A-B (20)

Once inside the mine it becomes obvious that the rumors were true: evil things move through the darkness all around you. With the way behind you blocked by that horrible creature, your only option is to press forward.

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

When Revealed: The opposing team searches the encounter deck and discard pile for one different 0 cost location per player and adds them to the staging area. Shuffle the encounter deck.


The Mines of Moria (x1)
3A-B (20)

Your journey through Moria has been marked by all manner of terrible hazards, but you've discovered no sign of Balin's company. You hope that you might find some record of the Dwarven colony in the Chamber of Mazarbul.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (cost 3 or less instead 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: At the beginning of the staging step, the first player must choose: either reveal an additional encounter card this phase, or no more than 5 progress can be placed here this phase.

This stage cannot be defeated while Chamber of Mazarbul is in play. When this stage is defeated, the players win the game.


Escape from Khazad-dûm (x1)
2A-B (20)

The Mines of Moria are vast beyond your imagination. Though you feel that you are making progress, one wrong turn could mean disaster.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (cost 2 or less instead 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.

Add the active location's to the staging area.

During the travel phase, the players must travel, if able.


Escape from Khazad-dûm (x1)
3A-B (20)

Your spirits rise as you are drawing near to the East Gate of Moria. But then a huge, dark shape rises in front of you and bursts into flames: a Balrog! Durin's Bane blocks your escape.

When Revealed: Add the set-aside Durin's Bane to the staging area. It cannot take damage this round. If there is more than 1 player, it makes an immediate attack against the first player.

Each player's threat cannot be reduced by player card effects.

Durin's Bane 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.


Escape from Khazad-dûm Preorder Promotion (x1)
2A-B (20)

The Mines of Moria are vast beyond your imagination. Though you feel that you are making progress, one wrong turn could mean disaster.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (cost 2 or less instead 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.

Add the active location's to the staging area.

During the travel phase, the players must travel, if able.


The Hunt for the Dreadnaught (x1)
1A-B (*)

The vicious Corsairs of Umbar have been pillaging the Gondorian coastline for months, and rumors are swirling that they've built the most devastating and gigantic ship ever known: The Dreadnaught. Many are suspicious of such extraordinary reports but, if true, the massive enemy is unlike any you've faced before. It will take an equally–colossal effort to take down such a potent foe. No others can bear such a difficult task, so it's up to the heroes to assemble a formidable fleet, and then scour the seas for the mighty warship.

*This stage has a global quest point value of 8 per player among all groups.

No more than 5 progress per player can be placed on this stage each round.

The players can only advance at the end of the quest phase.


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

Lost as you are, your presence in the marsh has not gone unnoticed. An ancient and foul swamp creature stalks your company...

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.

Treachery card effects cannot be canceled.