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78 Results Found

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


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)


Forced: After a card effect heals Wilyador, remove that card from the game.

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

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)

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.

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


Forced: After playing the 11th progress token on Snowdrifts, discard any active location. Caradhras becomes the active location.

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


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)


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

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

Setup: Remove The Watcher and Doors of Durin from the encounter deck and set them aside, out of play.

When Revealed: Reveal cards from the encounter deck and add them to the staging area until there is at least X threat 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.

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 threat. If the players quest unsuccessfully, trigger all "Lost:" effects in play.

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


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)


Forced: After the 11th progress token is placed on Sheltered Rocks, 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)


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

Heirs of Númenor (x1)
2A-B (13)

Battle.  
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)

When Revealed: Each player searches the encounter deck and discard pile for 1 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)

Battle.  
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.

If the players complete this stage with Celador in the staging area, advance to stage 3A (bypassing stage 2).

Heirs of Númenor (x1)
3A-B (12)


Enemies do not make engagement checks and cannot be optionally engaged.

Heirs of Númenor (x1)
4A-B (15)


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

Heirs of Númenor (x1)
5A-B (15)

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

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

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 Drû-buri-Drû and set him aside, out of play. Shuffle the encounter deck.

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

The Drúadan Forest (x1)
3A-B (14)

Siege.  
When Revealed: Add Drû-buri-Drû to the staging area.

Characters use their Willpower instead of Attack 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.

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 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.

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.

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.

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)

Time 2.  
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)

Time 3.  
If the players defeat this stage, they win the game.

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

Time 4.  
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.

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.

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.

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.

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

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

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's Mould. Then, attach Celebrimbor's Mould to Bellach.

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.

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

Time 3.  
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.

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)

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 Lost Realm (x1)
2A-B (13)

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)

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.

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)

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 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)

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)

Sailing.  
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 (Cloudy, Rainy, or Stormy), 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)


Forced: At the end of the round, discard the top card of the encounter deck. the Stormcaller places progress on this stage equal to its Threat plus the Threat of the discarded card.

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

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

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

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

Sailing.  
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.

Progress cannot be placed on The Coast of Umbar if the players are off-course. 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)

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.

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)

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)

When Revealed: Increase the temperature by 2. Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.

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)

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)

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

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

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

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)

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 Threat plus the total Threat 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)

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)

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.

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)

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.

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)

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)

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)

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.

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)

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 Threat 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)

When Revealed: Each player returns the highest Threat 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 Hobbit: Over Hill and Under Hill (x1)
1A-B (14)

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

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

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


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

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

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

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

The 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)

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

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.

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

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.

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)

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

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

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

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)

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

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

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

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 Threat and +3 Defense 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.

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


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.

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


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)

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 Attack instead of Willpower 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)

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.

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)

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)

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 Attack, +2 Defense, 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.

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 Undómiel 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 Undómiel. 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 Undómiel.

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

Time 3.  
When Revealed: Raise each player's threat by 1.

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.