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Trait Keyword Victory
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Player Encounter Quest
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Results: 89 Cards

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

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.


Two-Player Limited Edition Starter (x1)
2A-B (12)

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.


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

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.


A Journey to Rhosgobel (x1)
2A-B (12)

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.


The Dead Marshes (x1)
1A-B (12)

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.


Return to Mirkwood (x1)
1A-B (12)

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.


Khazad-dûm (x1)
2A-B (11)

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.)


Khazad-dûm (x1)
3A-B (12)

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.


Khazad-dûm (x1)
1A-B (15)

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.


The Redhorn Gate (x1)
2A-B (11)

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 Redhorn Gate (x1)
3A-B (13)

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 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.


Road to Rivendell (x1)
3A-B (13)

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.


The Watcher in the Water (x1)
1A-B (13)

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.


The Long Dark (x1)
1A-B (13)

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.


Foundations of Stone (x1)
2A-B (12)

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.


Foundations of Stone (x1)
4A-B (11)

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.


Foundations of Stone (x1)
5A-B (11)

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.

When Revealed: Reveal 1 card from the encounter deck per player, and add it to the staging area.

Each player cannot commit more allies to the quest than the number of heroes he is also committing to the quest.

If the players defeat this stage, they have won the game.


Heirs of Númenor (x1)
2A-B (13)

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.


Heirs of Númenor (x1)
3A-B (15)

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.


Heirs of Númenor (x1)
1A-B (15)

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...


Heirs of Númenor (x1)
3A-B (12)

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.


Heirs of Númenor (x1)
4A-B (15)

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.


Heirs of Númenor (x1)
5A-B (15)

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...

Siege.

When Revealed: Reveal 1 card per player from the encounter deck and add it to the staging area.

If the players have collected 4 or more victory points, The Last Battle gains Battle and loses Siege.

If the players defeat this stage, they have won the game.


The Steward's Fear (x1)
3A-B (15)

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.


The Drúadan Forest (x1)
1A-B (11)

Setup: Search the encounter deck for Drรป-buri-Drรป 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 Drรบadan 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 Drรบadan 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.


The Drúadan Forest (x1)
3A-B (14)

Siege.

When Revealed: Add Drรป-buri-Drรป 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.

Siege.

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.


Encounter at Amon Dîn (x1)
2A-B (15)

When Revealed: Add Ghulat to the staging area.

The orcs pillaging Anรณrien 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.


The Blood of Gondor (x1)
1A-B (11)

Setup: Add The Crossroads and Black Nรบmenorean 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...


The Blood of Gondor (x1)
2A-B (15)

Battle.

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.

Battle.

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.


The Voice of Isengard (x1)
2A-B (14)

After driving the Wild Men back from the islet, you are surprised to find king Thรฉoden's personal advisor, Grรญma 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!" Grรญma cries as he shrinks behind you. The life of the king's counselor is in your hands...

Time 2.

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.


The Voice of Isengard (x1)
3A-B (15)

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...

Time 3.

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.


The Voice of Isengard (x1)
2A-B (12)

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.

Time 4.

Forced: After the last time counter is removed from this stage, shuffle Mugash into the encounter deck and advance to stage 3A.

The players cannot defeat this stage unless Mugash is attached to a hero.

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


The Nîn-in-Eilph (x1)
2A-B (13)

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.

Time 3.

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.


The Nîn-in-Eilph (x1)
2A-B (13)

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.

Time 3.

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.


The Nîn-in-Eilph (x1)
2A-B (13)

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.

Time 3.

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.


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

Time 3.

Setup: Add Bellach, The Orcs%27 Search, and The Secret Chamber to the staging area. Attach Celebrimbor%27s 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...

Time 3.

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%27s Mould is attached to a hero.


Celebrimbor's Secret (x1)
2A-B (12)

Time 3.

When Revealed: Trigger each Scour effect currently in play. Bellach makes an attack against the player who controls Celebrimbor%27s 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!

Time 3.

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%27s Mould is attached to a hero. If the players defeat this stage, they win the game.


The Antlered Crown (x1)
2A-B (15)

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.

Time 3.

Forced: After the last time counter is removed from this stage, reveal the top card of the Raven deck and add it to the staging area. Place 3 time counters on this stage.

Each location in the staging area gets +2 quest points.


The Lost Realm (x1)
1A-B (11)

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 Iรขrion 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 Lost Realm (x1)
2A-B (13)

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.


The Wastes of Eriador (x1)
2A-B (15)

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).


The Battle of Carn Dûm (x1)
1A-B (15)

Your company has made its way swiftly north, and finally the fortress of Carn Dรปm looms before you. Unsure if you have arrived in time, you can only hope beyond hope that Iรขrion is still alive.

Setup: Add Thaurdir to the staging area, Captain side faceup. Add 1 copy of Carn Dรปm 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 Dรปm. There is no turning back now. "For Iรขrion!" 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.


The Battle of Carn Dûm (x1)
2A-B (15)

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 Amarthiรบl mutter. It seems Daechanar's ritual has begun. Sensing you have little time to spare, your company rushes to the gates of Carn Dรปm

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


Flight of the Stormcaller (x1)
2A-B (12)

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.

Sailing.

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.


Flight of the Stormcaller (x1)
2C-D (12)

The Stormcaller is the pride of the Corsair fleet, swift as the wind and nigh-unsinkable. It wonโ€™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.


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

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 Sahรญr, 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.


The City of Corsairs (x1)
1A-B (15)

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.

Sailing.

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.


The Sands of Harad (x1)
1A-B (15)

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 Sands of Harad (x1)
2A-B (15)

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.


The Sands of Harad (x1)
2A-B (14)

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.


The Sands of Harad (x1)
4A-B (15)

The Orcs run rampant through the Haradrim boma. Amidst the chaos, you see an opportunity to escape but a large Uruk chieftain bars your way. You will have to defeat the chieftain in order to get past him.

When Revealed: Add Uruk Chieftain to the staging area. Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.

Uruk Chieftain cannot take non-combat damage.

Each non-unique Orc enemy gets -10 engagement cost.

Forced: After Uruk Chieftain engages a player, it makes an immediate attack.

The players cannot defeat this stage while Uruk Chieftain is in play. If the players defeat this stage, they win the game.


The Mûmakil (x1)
1A-B (12)

After seeing his village destroyed by Sauron's Orcs, Kahliel has decided to travel north with you to Gondor. But it is a long road, and you will need mounts to ride. So your Haradrim allies have led you into the great jungle of Harad in search of the might Mumakil.

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

The jungle is full of danger. The Haradrim warn you to stay alert lest the hunters become the hunted.

Forced: After the active location leaves play as an explored location, shuffle 1 set aside Wild Mโ€“mak into the encounter deck.

The players cannot advance unless the number of Wild Mโ€“mak in play is equal to the number of players.


Race Across Harad (x1)
2A-B (15)

During the night, you hear the howls of distant Wargs drawing nearer. The riders of Mordor are scouring the sandy plains for you and the remnant of Kahlie's tribe. You give the Mumak's reigns a hard shake and quicken the pace.

When Revealed: Choose the staging area or the Orc's area. Add the set aside Uruk Warg-rider to the chosen area.

Uruk Chieftain cannot take damage.

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)
2C-D (15)

The Wargs have caught the scent and they race north with the Orc riders on their backs.

When Revealed: If the players have already defeated stage 2B, 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 3B, Uruk Chieftain cannot leave the Orc's area.

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 discarded card's plus the total in the Orc's area.

If you are at stage 2B when this stage is defeated, you lose the game.


The Dungeons of Cirith Gurat (x1)
2A-B (15)

You've rescued Kahliel's son and several others from their dungeon cells, but you're not free yet: an entire garrison of Orcs occupies the fortress above you. One false move could bring them all down on top of you, so you quietly make your way towards the secret exit, hoping to avoid a fight.

When Revealed: Shuffle the encounter discard pile into the encounter deck. Each player discards cards from the encounter deck until an enemy is discarded and adds that enemy to the staging area.

Each enemy in the staging area cannot take damage and gets +X engagement cost, where X is the number of progress tokens here.

Forced: At the end of the round, reveal an encounter card. Then, place 1 resource here if no enemies were engaged this round.

The players cannot defeat this stage unless there are at least 2 resources here.


The Crossings of Poros (x1)
3A-B (15)

Orcs and Southrons are not the only things to fear in the wild; the wastes of Harondor are home to many deadly creatures.

When Revealed: Set each other stage 3A aside, out of play. Shuffle the encounter discard pile and the Desert Creatures encounter set into the encounter deck. Then, each player reveals an encounter card.

Venomous animals strike at you when you stumble too close. Weary as you are from your long journey, it is difficult to see them before it's too late.

Enemies in the staging area cannot take damage.

Forced: After an enemy engages a player, deal 1 damage to a hero that player controls.


The Crossings of Poros (x1)
3A-B (15)

Driven by his desire for revenge, The Black Serpent has ordered his soldiers to scour all Harondor for your company.

When Revealed: Set each other stage 3A aside, out of play. Shuffle the discard pile and the Harad Soldiers encounter set into the encounter deck. Then, each player reveals an encounter card.

Slowed by the refugees in your care and hounded by the Serpent's outriders, you struggle to make progress towards Gondor.

Each enemy in the staging area gets -10 engagement cost.

Forced: After an enemy engages a player, remove 1 progress from this stage.


The Crossings of Poros (x1)
3A-B (15)

The Orcs of Cirith Gurat sent their swiftest Warg–riders to track you down after you escaped from their dungeons.

When Revealed: Set each other stage 3A aside, out of play. Shuffle the encounter discard pile and the Mordor Orcs encounter set into the encounter deck. Then, each player reveals an encounter card.

Orc Patrols gets +2 quest points for each enemy in the staging area.

Forced: After an enemy engages a player, raise that player's threat by 1.


The Ghost of Framsburg (x1)
2A-B (12)

Night deepends outside and a sense of dread grows with each passing hour you spend inside the haunted keep. You fear that if you don't find Fram's sword and escape quickly, you will lose yourself to the darkness.

When Revealed: Shuffle the encounter discard pile into the encounter deck. Then, each player reveals an encounter card.

Forced: At the beginning of the quest phase, the first player must choose: either raise each player's threat by 2, or discard cards from the top of the encounter deck until a location is discarded and add that location to the staging area.

This stage cannot be defeated unless the players control at least 2 Loot objectives.


A Shadow in the East (x1)
2A-B (15)

You have reached the crossing, but some of your enemies anticipated this course of action and raced here ahead of you. They fight to delay your escape while their comrades close in from behind.

When Revealed: Add Warriors of the East to the staging area. 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.

You must fight your way past the Easterlings to cross into Dorwinion.

Each enemy in the staging area gets -10 enagement cost.

While at least one player is engaged with an enemy, no more than 5 progress can be placed here each round.

When this stage is defeated, the players win the game.


A Shadow in the East (x1)
2A-B (12)

All about you are the cruel trappings of Mordor: evidence of torture and death callously strewn about the cavern floor. You search among the bones and debris for fresh signs of those you seek.

When Revealed: Reveal 1 encounter card per player.

Forced: At the beginning of the quest phase, discard X cards from the top of the encounter deck, where X is 1 more than the number of quest stages in the victory display. Add 2 to the total in the staging area for each different card type discarded this way.

While there are 4 quest stages in the victory display, progress cannot be place here.


Wrath and Ruin (x1)
2A-B (12)

After hours of hard fighting, you have gained the upper hand, but the battle will not be won until Ulchor and his army are driven out of the city.

When Revealed: Each player returns the highest location he controls to the staging area. 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.

Progress cannot be placed on locations in the staging area by player card effects.

The players cannot travel to Gate of Dorwinion unless there are more locations under the players control than in the staging area.

Forced: When a location is explored, the first player takes control of it.

At the end of the round, if the players control Gate of Dorwinion, they win the game.


The City of Ulfast (x1)
3A-B (15)

You've learned that Ulchor seeks an audience with the King of Ulfast, but your attempts to blend in with the locals have backfired: the city guard has been alerted to your presence!

When Revealed: Each player must choose: either raise your threat by 5, or City Guard makes an immediate attack against you.

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

City Guard cannot have more than 15 damage, and it gets -5 engagement cost for each resource here.

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


The Land of Sorrow (x1)
1A-B (15)

You've decided to risk everything to rescue Ulchor's captives from slavery.

Setup: Add each Camp location to the staging area. Attach a random Captive objective-ally to each Camp location as a guarded objective. Place 1 random Warden enemy faceup (but not in play) under each Camp location. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is 1 less than the number of players. Add each location discarded this way to the staging area.

Each Camp location is immune to player card effects, and player cannot travel there while a Warden enemy is in play.

Forced: At the end of the round, raise each player's threat by 1 for each Camp location in the staging area.

This stage cannot be defeated unless players control all 3 Captive objective-allies.


The Fortress of Nurn (x1)
2A-B (12)

You have reached the great hall inside Dol Rhugar. There you find Ulchor, Thane of Nurn, waiting for you. "You arrogant fools!" he says, rising to his full height. "You have pursued me all this way only to die here where my power is at its strongest!"

When Revealed: Reveal the top card of The Power of Mordor deck. Shuffle the encounter discard pile into the encounter deck. Thane Ulchor makes an immediate attack against each player in turn order.

Ulchor strikes at you with undeniable power, but you hold your ground. You will either see him finally brought low, or die valiantly in the attempt.

Encounter card effects cannot be canceled.

The number of damage tokens on Than Ulchor cannot exceed the number of progress tokens here.

When Thane Ulchor is defeated, the players win the game.


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

After killing the Great Goblin, Bilbo's companions fought to win their escape from the goblins. By the time they realized that Bilbo had been lost in the darkness, it was too late to turn back and search for him.

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

Players cannot advance to stage 3A unless both 1B and 2B are complete.

Forced: Reveal 1 additional encounter card per player during the staging step.


The Black Riders (x1)
2A-B (14)

As Frodo watched he saw something dark pass across the lighter space between two trees, and then halt. It looked like the black shade of a horse led by a smaller black shadow. The black shadow stood close to the point where they had left the path, and it swayed from side to side. Frodo thought he heard the sound of snuffling. The shadow bent to the ground, and then began to crawl towards him. -The Fellowship of the Ring

When Revealed: The first player searches the encounter deck and discard pile for a Black Rider, reveals it (cannot be canceled), and adds it to the staging area. Shuffle the encounter deck.

When a player makes a Hide test, add 1 to the total for each ally that player controls.

When a player fails a Hide test, each Nazgรปl enemy in the staging area engages that player. (Trigger Forced effects after resolving this effect.)


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

Frodo has been gravely injured in the attack on Weathertop and will perish if his companions cannot bring him to Rivendell in time. Strider leads the Hobbits towards the hidden valley, anxiously listening for the sound of Black Riders...

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

The players cannot advance unless The Last Bridge is in the victory display.

Forced: At the end of the round, reduce the Ring-bearer's life by 1.


The Black Riders (x1)
2A-B (15)


When Revealed: Add Ford of Bruinen and The Witch-king to the staging area. While at least 1 Nazgûl enemy is in play, Race to Rivendell gets +15 quest points. Forced: At the end of the round, reduce the Ring-bearer's life by 1. If the players defeat this stage, they have won the game.

The Road Darkens (x1)
3A-B (12)

Suddenly Aragorn leapt to his feet, "How the wind howls!" he cried. "It is howling with wolf–voices. The Wargs have come west of the Mountains!" –The Fellowship of the Ring

When Revealed: Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. One of those enemies must be Great Warg Chief, if able. Shuffle the encounter deck.

During the travel phase, the players must travel to a location, if able.

Forced: After an enemy engages a player, place 1 damage on the active location, if able.

The Fellowship is being hunted by Wargs!


The Road Darkens (x1)
1A-B (14)

Trapped inside the Mines of Moria, the Company of the Ring must find their way through many twisting passages to reach the eastern door. But with every step they take into the Mines, there is a growing sense of dread...

Setup: Set The Balrog, The Great Bridge, and Chamber of Mazarbul aside out of play. Add Doom Doom Doom to the staging area and place 10 damage tokens on it. Each player adds 1 different location to the staging area.

Forced: After a player optionally engages an enemy, remove 1 damage from Doom Doom Doom.

There were not only many roads to choose from, there were also in many places holes and pitfalls, and dark wells beside the path in which their passing feet echoed. –The Fellowship of the Ring


The Road Darkens (x1)
3A-B (15)

The outer door could only be reached by a slender bridge of stone, without kerb or rail, that spanned the chasm with one curving spring of fifty feet. –The Fellowship of the Ring

When Revealed: Add The Great Bridge to the staging area. Each player reveals 1 encounter card and removes 1 damage token from Doom, Doom, Doom.

"Now for the last race!" said Gandalf. "If the sun is shining outside we may still escape. After me!" –The Fellowship of the Ring

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

The players cannot defeat this stage while The Great Bridge is in play. If the players defeat this stage, they win the game.


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

Having barely escaped from Moria, the Company of the Ring flees into the forest of Lรณrien where they are welcomed by the Elves of the Golden Wood and supplied with boats and other gifts by their Lord and Lady, Celeborn and Galadriel. Then, after a brief rest, they set out upon the River Anduin.

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

Enemies get +2 and cannot be engaged. Skip the encounter phase.

The players cannot advance while The Argonath is in play.

So the Company went on their long way, down the wide hurrying waters, borne ever southwards. Bare woods stalked along either bank, and they could not see any glimpse of the lands behind. –The Fellowship of the Ring


The Treason of Saruman (x1)
3A-B (15)

Suddenly another voice spoke, low and melodious, its very sound an enchantment. Those who listened unwarily to that voice could seldom report the words that they heard... –The Two Towers

When Revealed: Each player draws 6 cards. Each player with more than 6 cards in his hand discards cards from his hand until he has only 6. Attach Saruman's Staff to Saruman.

While Orthanc is the active location, Saruman is considered to be engaged with the first player.

Forced: When Orthanc is explored, cancel any progress placed on the quest this phase and return Orthanc to the staging area.

If a player has 0 cards in his hand, he is eliminated from the game. If the players defeat this stage, they win the game.


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

The Hobbits soon found that what had looked like one vast fen was really an endless network of pools, and soft mires, and winding half–strangled watercourses. Among these a cunning eye and foot could thread a wandering path. -The Two Towers

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

Progress cannot be placed on locations in the staging area.

The players cannot advance unless the first player controls Smรฉagol and there are at least 4 locations in the victory display.

Forced: At the end of the staging step, if the number of locations in the staging area is less than the number of players in the game, reveal the top card of the encounter deck.


The Mountain of Fire (x1)
3A-B (12)

"It's the gate. There's some devilry there. But I got through, and I'm going to get out. It can't be more dangerous than before. Now for it!"
–Sam Gamgee, The Return of the King

When Revealed: Add Last of the Company to the victory display. Attach The One Ring to the Ring-bearer and exhaust the Ring-bearer. The first player moves The Two Watchers from the victory display to the staging area (location side faceup). Each other player reveals an encounter card.

The players cannot travel to The Two Watchers unless there is at least 12 progress on this stage.

While The Two Watchers is in the staging area (enenmy side faceup), it gets +3 and +3 and is considered to be engaged with each player.

The stage cannot be defeated while The Two Watchers is in play. If this stage is defeated, the players win the game.


The Massing at Osgiliath (x1)
4A-B (15)

You made it across the Anduin and are leaving Osgiliath when a fell shriek splits the air. You begin the race across the Pelennor Fields to the safety of Minas Tirith, but a new enemy follows behind.

When Revealed: Add The Witch-king to the staging area.

Players have now crossed the Anduin. Players cannot travel to East Bank locations.

If the players defeat this stage, they have won the game.


The Battle of Lake-town (x1)
1A-B (14)

"Then warning trumpets were suddenly sounded, and echoed along the rocky shores. The cheering stopped and the joy was quickly turned to dread. So it was that the dragon did not find them quite unprepared." – The Hobbit

Setup: Shuffle all copies of Smaug into a separate Smaug Deck. Search the encounter deck for Lake-town and add it to the staging area. Shuffle the encounter deck. Then reveal 1 card from the encounter deck per player, and add it to the staging area.

Smaug cannot have more than 6 damage on him.

When Revealed: Deal 1 damage to Lake-town for each player in the game.


The Stone of Erech (x1)
3A-B (14)

When Revealed: Starting with the first player, each player searches the encounter deck and discard pile for 1 Oathbreaker enemy, reveals it, and adds it to the staging area. Add the Lord of the Dead to the staging area.

Shuffle the encounter deck.

Midnight. Battle (Characters use their instead of when questing.)

Players cannot place progress on this stage unless they control Derufin.

If the players defeat this stage, they have escaped the Blackroot Vale with Derufin and won the game.


Fog on the Barrow-downs (x1)
2A-B (14)

When Revealed: Add Hollow Circle to the staging area. Each player reveals 1 encounter card.

Forced: At the end of the refresh phase, raise each player's threat by 1.

The players cannot defeat this stage unless Hollow Circle is in the victory display.


Murder at the Prancing Pony (x1)
1A-B (12)

You have arrived in Bree to find the village abuzz over a recent crime.

Setup: Search the encounter deck for the 5 Suspect enemies and 5 Hideout locations. Randomly select 1 Suspect and 1 Hideout and set them aside out of play, facedown (without looking at them). Build the Investigation deck (see rules) and place it next to the quest deck. Make The Prancing Pony the active location and add 1 Ramshackle Manor to the staging area. Shuffle the encounter deck.

Someone has broken into The Prancing Pony, murdered a guest and made off with the victim's belongings. Barliman Butterbur begs you to find the killer before the trail grows cold.

No more than 4 progress can be placed on this stage each round.

Forced: At the beginning of the quest phase, each player must choose: either raise his threat by 2, or reveal an additional encounter card this phase.


The Wizard's Quest (x1)
3A-B (15)

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.

When Revealed: Shuffle the encounter discard pile into the encounter deck. Each player discards from the top of the encounter deck until he discards an enemy, adds that enemy to the staging area, and attached a hero he controls to it as a guarded objective (discard all tokens from the chosen hero).

If there is an unguarded hero in the staging area, return it to its owner's control, exhausted. This stage cannot be defeated while there is a guarded objective in play. If the players defeat this stage, they win the game.


The Woodland Realm (x1)
3A-B (15)

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.

When Revealed: The opposing team searches the encounter deck and discard pile for an enemy, adds it to the staging area, the places a resource on an enemy in play with cost 2 or higher. While this stage is in play, the enemy with a resource gets +2 +2 and is immune to player card effects.

This stage cannot be defeated while the enemy witha resource is in play. When this stage is defeated, the players win the game.


The Mines of Moria (x1)
3A-B (15)

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.

Each location in the staging area gets +1 and +3 quest points.

Forced: When the active location is explored, reveal the top card of the encounter deck.

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 (15)

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.

When Revealed: Each player chooses 1 card in his hand and shuffles the rest into his deck.


Escape from Khazad-dûm (x1)
3A-B (15)

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.

Durin's Bane engages the first player.

Durin's Bane cannot take more than X damage per round, where X is the number of progress tokens on this stage.

This stage cannot be defeated while Durin's Bane is in play. If the players defeat this stage, they win the game.


The Dark of Mirkwood (x1)
2A-B (12)

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.


Road to Rivendell Nightmare (x1)
2A-B (12)

When Revealed: Search the encounter deck, discard pile and victory display for Goblin Gate and add it to the staging area, if able. Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until X enemies have been discarded, where X is the number of players in the game. Reveal all enemies discarded by this effect.

When Revealed: The first player loses control of Arwen Undรณmiel and attaches her to Goblin Gate (she is now guarded by Goblin Gate). While she is guarded, the first player cannot gain control of Arwen Undรณmiel.

Goblin Gate gets +1 quest point for each enemy engaged with a player.

Progress cannot be placed on this stage unless the players control Arwen Undรณmiel.


The Nîn-in-Eilph Nightmare (x1)
2A-B (13)

As you trudge through endless swamp, you begin to wonder if you will ever reach the other side.

When Revealed: Raise each player's threat by 1.

Time 3.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.

Allies enter play exhausted.

Forced: When the players defeat this stage, advance to a random stage 3A.