


Finding a hidden entrance to the dungeons of Dol Guldur at last, you attempt to make your way through the caverns beneath the hill, searching for your imprisoned friend. The denizens of this labyrinth stand in your way, while the jailors protect the prisoner.
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.



The Goblins' trail leads you deeper into the dark forest of Mirkwood. The enemy has a significant lead, but the sign of their passing is easy to follow. You may yet overtake them if you press on.
When Revealed: Each player searches the encounter deck and discard pile for a Forest location and adds it to the staging area. Shuffle the encounter deck. This stage cannot be defeated unless at least 1 copy of Goblin Trail is in the vitory display.



Finding a hidden entrance to the dungeons of Dol Guldur at last, you attempt to make your way through the caverns beneath the hill, searching for your imprisoned friend. The denizens of this labyrinth stand in your way, while the jailors protect the prisoner.
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.



The Eagle's health has grown worse, but you have at last arrived at Rhosgobel, where Radagast examines the bird. He then asks you to head out into the wilderness to find the healing plant, Athelas. Meantime, any healing lore or supplies your party has it its disposal could be used to assist in comforting the Eagle until you return.
Reponse: After the quest phase begins, the first player may place X damage tokens on Wilyador to look at the top 3 cards of the encounter deck. Reveal and add 1 of these cards to the staging area, and discard the other 2. X is the number of players in the game.
Forced: After a card effect heals Wilyador, remove that card from the game.



You have followed Gollum's trail for days, and are now closing in fast pursuit. In a last ditch effort to escape you, the creature has fled to The Dead Marshes.
Setup: Search the encounter deck for Gollum, and add it to the staging area. Shuffle the encounter deck, then reveal 1 card per player from the encounter deck and add it to the staging area.
'Yes, yes,' said Gollum. 'All dead, all rotten. Elves and Men and Orcs. The Dead Marshes. There was a great battle long ago, yes, so they told him when Smeagol was young, when I was young before teh Precious came. It was a great battle. Tall Men with long swords, and terrible Elves and Orcses shrieking. They fought on th eplain for days and months at the Black Gates. But the Marshes have grown since then, swallowed up the graves; always creeping, creeping.'
–The Two Towers.



Having captured Gollum, you must now escort him through Mirkwood Forest for interrogation at Thranduil's Palace.
Setup: Search the encounter deck for Gollum. Choose a player to guard Gollum at the start of the game, and place Gollum in front of that player. Then shuffle the encounter deck. Reveal 1 card per player from the encounter deck, and add it to the staging area.
Mirkwood is always a dangerous place, but it is even worse with Gollum. Between the outbursts, tantrums, and the flying provisions, you are not afforded a moment's peace



The skeletons of Dwarves and Orcs lie undisturbed, but you have discovered no recent sign of the Dwarven colony. The sound of scampering feet travels to your ears, and you move in that direction to investigate. There is a patrol of Goblins, marching in a loose formation through the shadows.
When Revealed: Each player must search the encounter deck and discard pile for 1 enemy of his choice, and add it to the staging area. One choice must be Patrol Leader, if able.
Forced: After an enemy is revealed from the encounter deck, discard it instead of adding it to the staging area.
If there are no enemies in play, immediately advance to the next stage of the scenario. (Players can also advance by placing 11 progress tokens on Goblin Patrol.)



You have captured a member of the patrol, and press the wounded Goblin for information about the Dwarves. It gives a nasty laugh, and with a mouthful of blood spits out "Balin can be found in the chamber of records!" It can say no more.
Heroes do not collect resources during the resource phase.
If players defeat this stage, they win the game.



Setup: Search the encounter deck for Book of Mazarbul, and have the first player attach it to a hero of his choice. Shuffle the encounter deck.
When Revealed: Reveal 1 encounter card per player, and add it to the staging area.



Progress slows as you meet the fury of the mountains. Sudden snows fall heavy around you, and a bitter wind howls down from the peaks. You uncover a shallow depression in the snow, filled with frozen remains. Some of them bear strange markings, as if they had been burned with flame. How many other doomed souls lie beneath the quickly rising drifts?
When Revealed: Shuffle 1 more copy of Snowstorm into the encounter deck than the number of players in the game.
Forced: After placing the 11th pprocess token on Snowdrifts, discard any action location. Ccaradhras becomes the active location.



The mountain peaks are almost in reach, but the swirling snows make it difficult to see, and your strength begins to drain away with the daunting final push to the pinnacle.
When Revealed: Shuffle all copies of Snowstorm in the encounter discard pile back into the encounter deck.
Characters are discarded from play if their Willpower is ever 0.
Players cannot defeat this stage unless they have 5 victory points. If the players defeat this stage, they have won the game.



Orcs and other creatures have hounded you since fighting your way free of the orc outpost. Soon you will reach the safety of Rivendell's borders, but supplies have dwindled and you are dead weary from sleepless nights of keeping watch, as dark forms shadow your camp.
When Revealed: Reveal 1 card from the encounter deck per player, and add it to the staging area.
Characters cannot be healed.
If the players defeat this stage, they have won the game.



Elrond has asked you to scout the Mines of Moria on your return to Lorien, hoping to discover if it is the source of increased Orc activity along the Misty Mountains.
Setup: Remove The Watcher and Doors of Durin from the encounter deck and set them aside, out of play.
Your approach is blocked by a dark lake that slumbers beneath the face of the cliff. You must search for a way around the water.
When Revealed: Reveal cards from the encounter deck and add them to the staging area until there is at least X in the staging area. X is twice the number of players in the game.



Setup: The first player attaches Cave Torch to a hero of his choice.
Your party is scouting the Mines of Moria, searching for signs of Orcs. Dark tunnels and twisting passages spread out in all directions, a labyrinthine maze that you could wander in forever if you take the wrong path.
When Revealed: Discard cards from the top of the encounter deck until you discard X locations, where X is one less than the number of players in the game (minimum 1). Add those locations to the staging area, and shuffle the other discarded cards back into the encounter deck.
Each location gets +1 . If the players quest unsuccessfully, trigger all "Lost:" effects in play.



Small rivers cut their way across your path. Some are not much more than a trickle, and recent looking too. Another rumble shakes the walls, this time it seems to be above you.
Forced: After a player commits characters to the quest, he must discard the top 2 cards of his deck.



The river has deposited you at...
When Revealed: Create your own staging area. Reveal 2 cards from the encounter deck and add them to your staging area.
Forced: After the 11th 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 to stage 5 together.



The shaft shoots upwards, the glimmering lines of mithril illuminating your way out of the depths of the mountain. The makeshift ladder is narrow, but you cannot linger in the realm of those things of darkness, who gnaw at the roots of the world.



During the fight in the tavern, one of your adversaries managed to grab Alcaron's Scroll and flee outside. You chase the thief into the street where you are surrounded by a gang of his fellow brigands. You must fight your way through the mob and recover the scroll!
Battle. (Characters use their instead of
when questing.)
The players cannot advance to the next stage unless Alcaron's Scroll is attached to a hero.
When Revealed: Attach Alcaron's Scroll to the highest engagement cost enemy in play, if able. Otherwise, add Alcaron's Scroll to the staging area.



You've recovered the scroll but are still outnumbered by your determined foes. Lord Alcaron shouts for you to escape and deliver the scroll before he flees to summon the city guard. If you can get to your ship, you can escape the clutches of these desperate thugs...
When Revealed: Each player searches the encounter deck and discard pile for 1 type:Enemy@enemy} and adds it to the staging area.
Enemies cannot be optionally engaged.
Forced: The first enemy revealed from the encounter deck each round makes an immediate attack against the player who controls Alcaron's Scroll from the staging area.
The players cannot defeat this stage unless Alcaron's Scroll is attached to a hero. If the players defeat this stage, they have won the game.



You've arrived in Ithilien with a sealed message for Faramir, only to learn that he has gone north to defend Cair Andros from massing enemy forces.
Setup: Add Celador to the staging area. Search the encounter deck for a copy of Ithilien Road and make it the active location. Each player must search the encounter deck for a copy of Southron Company and add it to the staging area. Shuffle the encounter deck.
Battle. (Characters quest using instead of
.)
If the players complete this stage with Celador in the staging area, advance to stage 3A (bypassing stage 2).
Faramir has left a company of rangers in Ithilien, tasked on ambushing Southrons as the march toward Cair Andros. Their captain, Celador, offers to lead you to Cair Andros after the approaching enemy is destroyed...



Having helped his rangers scatter the first wave of Haradrim invaders, Celador leads you north along a hidden trail that runs through Ithilien. But more Southrons are marching up the forest road. Now it is a foot race to reach Cair Andros before the enemy...
When Revealed: The first player takes contorl of all Ranger objectives in the staging area.
Enemies do not make engagement checks and cannot be optionally engaged.



The island fortress of Cair Andros rises from the middle of the Anduin. From a distance all is quiet, but as you near the island and night approaches a raucous cry is heard on the wind. The horns of Mordor sound in response. The enemy is moving on Cair Andros, and the assault will soon begin. You must reach it before all hope is lost.
If any players threat is 37 or higher, Approaching Cair Andros gains Siege.
Forced: At the end of each round, raise each player's threat by 2.
If the players defeat this stage, they have won the game.



The defenders of Cair Andros have survived brunt upon brunt of the enemy's assault, but the outcome of the battle hangs on the edge of a knife. One last heroic effort is required to save the fortress and win the victory...



You have unmasked the conspiracy and its champion is upon you. The wheels of treachery are in motion, and only a heroic effort can stop the cabal's plan in time...
When Revealed: Reveal the set aside Villain card and add it to the staging area.
When Revealed: Shuffle the underworld deck into the encounter deck.
The players cannot defeat this stage while a Villain is in play. If this stage is defeated, the players have won the game.



Setup: Search the encounter deck for Drû-buri-Drû and set him aside, out of play. Shuffle the encounter deck.
The leader of the underworld cabal from Minas Tirith has fled with his remaining henchmen. You have followed his trail to The Drúadan Forest, hoping to bring the nameless villain to justice.
When Revealed: Reveal 1 card from the encounter deck per player and add it to the staging area.
The Drúadan Forest is a wild and dangerous place. It is said that Woses, reclusive forest dwellers, still reside among the trees. You wonder if your quarry has considered the dangers of this course.



When Revealed: Add Drû-buri-Drû to the staging area.
You sense that the edge of the forest must be near at hand, but Woses are master huntsmen and a band of them block your path. your situation seems hopeless: there are simply too many of them. As they begin their attack, you realize your only hope of survival is to convince the Pukel–men that you are not their enemy.
Characters use their instead of
when attacking enemies. If an enemy would be damaged this way, place progress tokens on it instead of damage tokens. When an enemy has progress equal to its hit points, add it to the victory display and place those progress tokens on the quest.
If the players defeat this stage, they have won the game.



When Revealed: Add Ghulat to the staging area.
The orcs pillaging Anórien are remnants of the army defeated at Cair Andros. Stranded on the western bank of the Anduin, They are now punishing the local population. One of the roving bands is led by a cunning orc captain by the name of Ghulat. You must stop Ghulat and his orcs, or many innocents will die...
If an attack goes undefended, discard X villager tokens from Rescued Villagers instead of damaging a hero. X is the amount of damage that would have been dealt.
When the players defeat this stage, end the game. Compare the number of tokens on Rescued Villagers to the number of tokens on Dead Villagers.



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



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



After driving the Wild Men back from the islet, you are surprised to find king Théoden's personal advisor, Gríma Wormtongue, among the men defending the fords. He tells you that he was on his way to Isengard when he was caught in the attack. Before he can say more of his errand, the Dunlendings redouble their assault. "Save me!" Gríma cries as he shrinks behind you. The life of the king's counselor is in your hands...
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, each player assigns X damage among characters he controls where X is the number of cards in his hand. Place 2 time counters on this stage.



You've found Mugash, but the Orc captain won't be taken without a fight! He howls and rages against you with the ferocity of a cornered animal. All the commotion is sure to draw more Orcs to the fray, yet you must subdue the huge Uruk before you can retreat down the mountain...
Forced: After the last time counter is removed from this stage, return Mugash to the staging area and reveal X encounter cards. X is the number of players in the game minus 1. Place 3 time counters on this stage.
Progress cannot be placed on this stage unless Mugash is attached to a hero.
If the players defeat this stage, they win the game.



You've rescued Mugash from the trees, but your sense the forest itself seethes with anger toward you. The thankless Orc struggles against you and the tree branches grasp at you. It's going to be a hard fight to get out of Fangorn with your captive...
When Revealed: Each player searches the encounter deck and discard pile for a Huorn enemy and adds it to the staging area. Shuffle the encounter deck.



When Revealed: Raise each player's threat by 1.
As you trudge through endless swamp, you begin to wonder if you will ever reach the other side.
Forced: After the last time counter is removed from this stage, advance to a different stage 2A at random. Return this stage to the quest deck.
Player card effects cannot be used to gain resources or draw cards.
Forced: When the players defeat this stage, advance to a random stage 3A.



When Revealed: Raise each player's threat by 1.
As you trudge through endless swamp, you begin to wonder if you will ever reach the other side.
Forced: After the last time counter is removed from this stage, advance to a different stage 2A at random. Return this stage to the quest deck.
In order to commit characters to the quest, a player must first discard a card at random from his hand.
Forced: When the players defeat this stage, advance to a random stage 3A.



When Revealed: Raise each player's threat by 1.
As you trudge through endless swamp, you begin to wonder if you will ever reach the other side.
Forced: After the last time counter is removed from this stage, advance to a different stage 2A at random. Return this stage to the quest deck.
Each player cannot play more than 1 card each round.
Forced: When the players defeat this stage, advance to a random stage 3A.



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.
You have finally reached the ruins of Ost–in–Edhil, but Bellach and his Orcs have arrived before you. They appear to be searching for the hidden chamber. If you want to reach it first, you will have to move quickly and carefully...
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.
Bellach is immune to player card effects and cannot be engaged.
The players cannot advance unless Celebrimbor’s Mould is attached to a hero.



When Revealed: Trigger each Scour effect currently in play. Bellach makes an attack against the player who controls Celebrimbor’s Mould. Then, attach Celebrimbor's Mould to Bellach.
You have just recovered a partial ring–mould from Celebrimbor's secret forge when you are struck from behind. You look up to see Bellach holding the mould and gloating, "Fools! My master will be pleased." As he turns to leave, he shouts to his servants, "Kill them!" You must escape the Orcs and recapture the mould!
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.
Unless there is at last 12 progress on this stage, Bellach is immune to player card effects and cannot be engaged.
The players cannot win unless Celebrimbor’s Mould is attached to a hero. If the players defeat this stage, they win the game.



Chief Turch's goal is to defeat the Raven Clan before they can marshal their full strength, but Dunland is a vast country and there is much ground to cover. The longer it takes to subdue the enemy, the more time they have to gather...
When Revealed: Shuffle the Raven deck discard pile into the Raven deck. Then, starting with the first player, each player takes the top card of the Raven deck and adds it to the staging area.



You've brought the prisoners you rescued from the Weather Hills to Fornost. The Rangers gathered there are shocked to hear what you discovered at Amon Forn. Before their Chieftain can decide what to do, an unnatural fog covers the ruins in darkness, and the spectres of dead warriors emerge from the mists to attack you!
Setup: Put Iârion into play. Set Thaurdir aside, out of play. Add 1 copy of Fornost Square to the staging area. Shuffle the encounter deck.
When Revealed: Each player must search the encounter deck for a Baleful Shade and put it into play engaged with him. Shuffle the encounter deck and reveal 1 encounter card per player.
Forced: At the end of the refresh phase, each player discards the top card of his deck.
If a player has no cards in his deck, he is eliminated from the game.



The foul sorcery that drives the ghouls against you attacks your mind as well, and you fight to master your fear in the face of an unrelenting enemy. The question of who works the evil spell is answered by the appearance of a dark figure. The old man you had thought to be the Orcs' prisoner has revealed himself to be a powerful wraith. He must be stopped!
When Revealed: Add Thaurdir to the staging area. Then, reveal 1 encounter card per player.
Forced: After Thaurdir attacks and destroys a character, that character's controller must either discard the top 3 cards of his deck, or return Thaurdir to the staging area.
If a player has no cards in his deck, he is eliminated from the game. The players cannot defeat this stage while Thaurdir has any hit points remaining. If the players defeat this stage, they win the game.



Wargs have pursued you into the wastelands! They hound your every step, slowing your progress by day and attacking you when the sun has set.
When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until X Warg enemies are discarded. X is the number of players in the game. Add each discarded enemy to the staging area.
Each night, another member of your company is caught at the edge of the firelight and dragged away. The sounds of snarling and screaming echo into the darkness.
Forced: When it becomes Day, each player draws 1 card.
Forced: When it becomes Night, discard 1 non-objective ally from play (discard 2 non-objective allies instead if there are 3 or more players in the game).



Your company has made its way swiftly north, and finally the fortress of Carn Dûm looms before you. Unsure if you have arrived in time, you can only hope beyond hope that Iârion is still alive.
Setup: Add Thaurdir to the staging area, Captain side faceup. Add 1 copy of Carn Dûm Garrison per player to the staging area. Search the encounter deck for 1 copy of Accursed Battlefield and make it the active location. Shuffle the encounter deck.
Thaurdir has mustered the defense of Carn Dûm. There is no turning back now. "For Iârion!" the Rangers begin to shout, unsheathing their swords.
Thaurdir cannot leave the staging area and cannot take damage. At the end of the round, if Thaurdir is Champion side faceup, flip him.
Do not discard unresolved shadow cards at the end of the combat phase.
Forced: If there are 3 shadow cards dealt to Thaurdir, flip him.



A swirling dark cloud starts to gather above you, and a cold wind tenses your muscles. "I have a bad feeling about this..." you hear Amarthiúl mutter. It seems Daechanar's ritual has begun. Sensing you have little time to spare, your company rushes to the gates of Carn Dûm
When Revealed: Raise each player's threat by X, where X is the number of shadow cards in play. If Thaurdir is Captain side faceup, flip him.
Thaurdir cannot leave the staging area, is considered to be engaged with each player, and attacks each player in turn during the combat phase (deal and discard a new shadow card for each attack). At the end of the round, if Thaurdir is Captain side faceup, flip him.
While Midwinter’s Crux has 15 or more progress on it, Thaurdir loses indestructible. You cannot defeat this stage while Thaurdir is in play.
If Thaurdir is defeated, you win the game



As you travel along the western coast of Middle-earth, Corsairs continue to harry your fleet in an attempt to slow your progress.
When Revealed: Search the encounter deck and discard pile for 1 copy of Swift Raider and add it to the staging area. Shuffle the encounter deck.
No more than 8 progress can be placed here each round. If you are off-course (,
, or
), no more than 4 progress can be placed here each round instead.
When you defeat this stage, if the Stormcaller is at stage 2, you have caught up to the Stormcaller and win the game. Otherwise, advance to the next stage.



The Stormcaller is the pride of the Corsair fleet, swift as the wind and nigh-unsinkable. It won’t be an easy quarry to chase.
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.



In the sunken ruins of the temple, you find a grotto leading deep below the sea level. Much of the grotto is submerged underwater.
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.



Setup: Shuffle the Coast of Umbar , Corsair Raiders, Stormy Weather , Umbar Fleet, and Voyage Across Belegaer encounter sets into one encounter deck and make it the active encounter deck. Set The City of Corsairs encounter set aside, as an inactive second encounter deck. Prepare the Corsair deck. Players prepare their fleet. Add the Stormcaller to the staging area. Add 1 copy of Southern Belfalas to the staging area (2 instead if there are 3 or 4 players in the game). Shuffle the encounter deck.
Deep in enemy waters, you must recover the artifact from the Stormcaller.
Progress cannot be placed on The Coast of Umbar if the players are off-course (,
, or
).
If the Stormcaller is destroyed (or if this stage has 15 or more progress on it), advance to stage 2.



At the end of a long sea–voyage, you have reached the port of Umbar but your ship was dashed upon the rocks. Though you completed the quest that brought you to Harad, it has left you stranded in enemy territory, far from help.
Setup: Add "Seize them!" to the staging area. Each player adds 1 different location to the staging area and puts 1 copy of Umbar Sentry into play engaged with him. Shuffle the encounter deck.
Alarm bells ring from high watchtowers and the city guard shouts for you to lay down your arms and surrender. You must run or be captured!
This stage cannot have more than 15 progress tokens on it.
While at least 1 player is engaged with an enemy, the players cannot defeat this stage.



The whole of Umbar is astir, and the Southrons chase you through the streets. If you cannot escape the city quickly, you are certain to be taken prisoner.
When Revealed: End the current phase. Shuffle the encounter discard pile into the encounter deck. 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.
This stage cannot have more than 15 progress tokens on it.
Forced: At the beginning of the quest phase, if any player is not engaged with an enemy, discard cards from the top of the encounter deck until an enemy is discarded and add it to the staging area.
While at least 1 player is engaged with an enemy, the players cannot defeat this stage. If the players defeat this stage, they win the game.



You trudge across the barren desert with the blazing sun overhead and deadly creatures underfoot, but nothing is more dangerous to you than your lack of water.
When Revealed: Increase the temperature by 2. Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.
If you cannot make it across the desert soon, you are certain to die of thrist...
Forced: At the end of the round, increase the temperature by 4. Then, each player assigns X damage among characters he controls, where X is the tens digit of the temperature.
If the temperature is 60 or higher, the players lose the game.