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87 Results Found

Core Set (x1)
1A-B (8)

Setup: Search the encounter deck for 1 copy of the Forest Spider and 1 copy of the Old Forest Road, and add them to the staging area. Then, shuffle the encounter deck.

Core Set (x1)
3A-B (10)


Players cannot defeat this stage while Ungoliant's Spawn is in play. If players defeat this stage, they have won the game.

Core Set (x1)
1A-B (9)

Setup: Search the encounter deck for the 3 objective cards, reveal and place them in the staging area. Also, place the Nazgul of Dol Guldur face up but out of play, alongside the quest deck. Then, shuffle the encounter deck, and attach 1 encounter to each objective card.

When Revealed: Randomly select 1 hero card (among all the heroes controlled by the players) and turn it facedown. The hero is now considered a "prisoner", cannot be used, cannot be damaged, and does not collect resources, until it is "rescued" (as instructed by card effects) later in this quest. The players, as a group, cannot play more than 1 ally card each round. Players cannot advance to the next stage of this quest unless they have at least 1 objective card.

Core Set (x1)
3A-B (7)


Forced: At the beginning of each quest phase, each player places the top card of his deck, face down in front of him as if it just engaged him from the staging area. These cards are called "Orc Guard" and act as enemies with: 1 hit point, 1 Attack, and 1 Defense. Players cannot defeat this stage while Nazgul of Dol Guldur is in play. If this stage is defeated and Nazgul of Dol Guldur is not in play, the players have won the game.

Core Set (x1)
1A-B (8)

Setup: Each player reveals 1 card from the top of the encounter deck, and adds it to the staging area.

When Revealed: Search the encounter deck for 1 Hill Troll is one is not already in play, and place it in the staging area. Shuffle the encounter deck. Players cannot defeat this stage while any Hill Troll cards are in play.

The Hunt for Gollum (x1)
1A-B (8)

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

Forced: After the players quest successfully, the first player looks at the top 3 card fo the encounter deck. Reveal and add 1 of those cards to the staging area, and discard the other 2 cards.

The Hunt for Gollum (x1)
2A-B (10)


Forced: At the beginning of the quest phase, the first player looks at the top 2 cards of the encounter deck. Reveal and add 1 of those cards to the staging area, and discard the other.

The Hunt for Gollum (x1)
3A-B (8)


Any player who does not control a hero with at least 1 Clue objective attached cannot commit characters to this quest. If there are ever no heroes with Clue objectives attached in play, reset the quest deck to stage 2B. If the players defeat this stage, the players have once again found a true sign of Gollum's passing, and have won the game.

Conflict at the Carrock (x1)
1A-B (7)

Setup: Add The Carrock to the staging area. Remove 4 unique Troll cards and 4 copies of the 'Sacked!' card from the encounter deck and set them aside, out of play. Then shuffle 1 'Sacked!' card per player back into the encounter deck.

Forced: After placing the 7th progress token on Grimbeorn's Quest, The Carrock becomes the active location. Discard the previous active location from play.

A Journey To Rhosgobel (x1)
1A-B (8)

Setup: Search the encounter deck for Rhosgobel and Wilyador, and add them to the staging area with 2 damage tokens on Wilyador. Then, shuffle the encounter deck.

Return to Mirkwood (x1)
3A-B (7)


The player guarding Gollum cannot play cards from his hand.

Khazad-dûm (x1)
2A-B (7)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

Forced: If Heading Down is in the player's victory display at the end of any quest phase, shuffle Heading DOwn back into the quest deck.

Khazad-dûm (x1)
2A-B (9)

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

When Revealed: The first player chooses 1 of the following: • Each player discards 1 card from the top of the encounter deck. If the card is a treachery card, the discarding player is eliminated from the game. • Reveals the next quest card, putting Blocked by Shadow on the bottom of the quest deck. Players may bypass this quest card at the end of the combat phase. If the players defeat this stage, they escape and win the game.

The Redhorn Gate (x1)
1A-B (9)

Setup: Add Caradhras to the staging area. Remove all copies of Snowstorm from the encounter deck and set them aside, out of play. Put Arwen Undomiel into play under the control of the first player.

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

Road to Rivendell (x1)
2A-B (7)


When Revealed: Search the encounter deck and discard pile for Goblin Gate and add it to the staging area, if able. Then, if there is no active location, Goblin Gate becomes the active location.

Foundations of Stone (x1)
4A-B (7)


When Revealed: Create your own staging area. Discard your hand. Reveal 2 cards from the encounter deck and add them to your staging area. Forced: After the 7th progress token is placed on The Shivering Bank, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.

Foundations of Stone (x1)
1A-B (9)

Setup: Place the Foundations of Stone encounter set aside, out of play. The first player attaches Cave Torch to a hero of his choice.

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

Shadow and Flame (x1)
1A-B (9)

Setup: Remove Dark Pit from the encounter deck and place it aside, out of play. Add Durin's Bane to the staging area. Shuffle the encounter deck.

When Revealed: Reduce each player's threat to 0. Reveal X cards from the encounter deck, where X is one less than the number of players in the game, and add them to the staging area.

Heirs of Númenor (x1)
1A-B (6)

Battle.  
Setup: Search the encounter deck for The Leaping Fish and Alcaron's Scroll. Make The Leaping Fish the active location and attach Alcaron's Scroll to a hero.

When Revealed: Each player must search the encounter deck for a copy of Harbor Thug and add it to the staging area. Shuffle the encounter deck.

Heirs of Númenor (x1)
2A-B (9)

Siege.   Archery X.  
X is the number of players in the game. After this stage is completed advance to stage 4A (bypassing stage 3).

Heirs of Númenor (x1)
1A-B (9)

Siege.  
Setup: Add The Approach, The Citadel, and The Banks to the staging area. Shuffle the encounter deck.

Players must deal damage from undefended attacks to the lowest Threat Battleground location in play. If there are no Battleground locations in play, immediate advance to the next stage.

Heirs of Númenor (x1)
2A-B (9)


Reveal 1 additional card from the encounter deck and add it to the staging area during the staging step each round.

Heirs of Númenor (x1)
3A-B (7)

Battle.  
Forced: After the players quest unsuccessfully, instead of raising threat each player must choose and discard 1 character he controls.

The Voice of Isengard (x1)
1A-B (6)

Time 5.  
Setup: Add The Islet to the staging area and attach Gríma to that location. Each player searches the encounter deck for 1 different Dunland enemy and adds it to the staging area. Shuffle the encounter deck.

Forced: After the last time counter is removed from this stage, discard Gríma from play. The players cannot advance unless the first player controls Gríma.

The Voice of Isengard (x1)
1A-B (9)

Time 4.  
Setup: Add Edge of Fangorn to the staging area and attach Mugash to that location. Shuffle the encounter deck. Reveal X additional encounter cards where X equals the number of players in the game minus 1.

Forced: After the last time counter is removed from this stage, shuffle Mugash into the encounter deck and advance to stage 3. The players cannot advance to stage 2 unless Mugash is attached to a hero.

The Antlered Crown (x1)
1A-B (10)

Time 3.  
Setup: The first player takes control of Chief Turch. Set Raven Chief and Raven Chief's Camp aside, out of play. Reveal 1 copy of Dunland Battlefield and make it the active location. Reveal 1 copy of Raven War-camp and add it to the staging area. Create the Raven deck (see insert) and set it next to the quest deck. Each player chooses 1 different enemy from the Raven deck and adds it to the staging area. Shuffle the encounter deck and Raven deck.

Forced: After the last time counter is removed from this stage, remove 1 time counter from each location in play. Place 3 time counters on this stage.

Across the Ettenmoors (x1)
1A-B (10)

Setup: Set aside each of the 3 Across the Enttenmoors side quests and each of the 4 locations with the safe keyword. Reveal 1 of those side quests at random and 1 of those safe locations at random, adding them to the staging area with the safe location guarded by the side quest. Search the encounter deck for 1 copy of Savage Trollspawn per player and add them to the staging area. Shuffle the remaining side quests and safe locations back into the encounter deck. The first player gains control of Amarthiúl.

Forced: At the beginning of the quest phase, if there are no encounter side quests in play, discard cards from the top of the encounter deck until a side quest is discarded, reveal it, and add it to the staging area. Forced: When a side quest is defeated, place progress tokens on Into the Etternmoors equal to that side quest's quest points.

The Grey Havens (x1)
1A-B (8)

Sailing.  
Setup: Prepare the Corsair deck. Players prepare their fleet. Shuffle each stage 2 card in the quest deck so that their order is random, leaving stage 3 on the bottom. Search the encounter deck for 1 copy of Rolling Seas and 1 copy of Scouting Ship, and add them to the staging area. Shuffle the encounter deck.

While you are on-course, each Ship objective gets +2 Willpower. When this stage is defeated, if you are on course (Sunny), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top state of the quest deck.

The Grey Havens (x1)
2A-B (6)

Sailing.  
When Revealed: Search the encounter deck and discard pile for 1 copy of Fog Bank and add it to the staging area. Shuffle the encounter deck.

While you are off-course (Cloudy, Rainy, or Stormy), each non-Ship ally gets –2 Willpower. When this stage is defeated, if you are on-course (Sunny), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.

The Grey Havens (x1)
3A-B (10)

Sailing.  
When Revealed: Search the encounter deck or discard pile for the Ship enemy with the highest Threat and add it to the staging area (the 2 Ship enemies with the highest Threat instead if there are 3 or more players in the game). Shuffle the encounter deck.

You cannot place progress on Corsair Pursuit unless you are on-course (Sunny). If there are no Ship enemies in play, you have defeated your pursuers, and win the game. If this stage has 10 or more progress on it, you have lost your pursuers, and win the game.

Flight of the Stormcaller (x1)
1A-B (8)

Sailing.  
Setup: Prepare the Corsair deck. Players prepare their fleet. Prepare the Stormcaller’s area with a second quest deck consisting of only stages 2C, 3C, and 4C, as well as the Stormcaller (see insert). Search the encounter deck for 1 copy of Rolling Seas, and add it to the staging area (2 copies instead if there are 3 or more players in the game). Shuffle the encounter deck.

Forced: At the end of the quest phase, if you are off-course (Cloudy, Rainy, or Stormy), move 2 progress from Swift Departure to the Stormcaller's quest stage.

A Storm on Cobas Haven (x1)
1A-B (10)

Sailing.  
Setup: Prepare the Corsair deck. Players prepare their fleet. Set each copy of Dol Amroth Warship aside, out of play. Search the encounter deck for Raider Flagship and 1 copy of Scouting Ship, and add them to the staging area. Search the encounter deck for a Dol Amroth objective of your choice and add it to the staging area. Then, shuffle the encounter deck and resolve the Guarded keyword on that objective.

Forced: When a Ship enemy engages you, if you are off-course (Cloudy, Rainy or Stormy), deal 2 damage to a Ship objective you control. If you are on-course (Sunny), deal 2 damage to that Ship enemy instead. If your current heading is at the worst setting (Stormy), Raider Flagship gets -50 engagement cost.

The Sands of Harad (x1)
1A-B (8)

Setup: Each player searches the encounter deck for a copy of Burnt Sands and adds it to the staging area. Shuffle the encounter deck. Place the heat tracker next to the quest deck and set the temperature to 10.

Forced: After an ally enters play, either exhaust it, or deal 1 damage to it. Forced: At the end of the round, increase the temperature by 4. If the temperature is 60 or higher, the players lose the game.

The Sands of Harad (x1)
3A-B (10)

When Revealed: Each player searches the encounter deck and discard pile for an Orc enemy and adds it to the staging area. Shuffle the encounter deck. Attach each hero in the staging area to a different Orc enemy in the staging area. Each hero attached to an enemy is guarded by that enemy. Guarded heroes are under no player’s control, immune to player card effects, and their text boxes are considered to be blank.

While an enemy is guarding a hero it gets +1 Threat, +1 Attack, +1 Defense and is immune to player card effects. Forced: When the enemy guarding a hero is defeated, that hero’s owner takes control of that hero and exhausts it. This stage cannot be defeated while an enemy is guarding a hero.

The Mûmakil (x1)
2A-B (8)

When Revealed: Starting with the first player, each player attaches 1 random set-aside Capture objective to a Wild Mûmak in play.

Forced: At the beginning of the quest phase, if there is no active location, reveal an additional encounter card this phase. This stage cannot be defeated while there are any Capture objectives in play. If the players defeat this stage, they win the game.

Race Across Harad (x1)
1C-D (10)


Uruk Chieftain cannot leave the Orc's area. Forced: At the end of the quest phase, discard the top card of the encounter deck. Place X progress on this stage, where X is the discarded card's Threat plus the total Threat in the Orc's area.

The Black Serpent (x1)
1A-B (6)

Setup: Set each Harad objective aside, out of play. Add The Black Serpent to the staging area. Shuffle the encounter deck. The first player randomly selects 1 set aside Harad objective, reveals it, and adds it to the staging area.

If a Harad objective is not attached, the first player claims it and attaches it to a hero he controls. This stage cannot be defeated unless each Harad objective in play is attached to a hero.

The Black Serpent (x1)
2A-B (6)

When Revealed: Shuffle the encounter discard pile into the encounter deck. The first player randomly selects 1 set aside Harad objective, reveals it, and adds it to the staging area.

If a Harad objective is not attached, the first player claims it and attaches it to a hero he controls. The Black Serpent is considered to be engaged with each player who controls a Harad objective. This stage cannot be defeated unless each Harad objective in play is attached to a hero.

The Black Serpent (x1)
3A-B (6)

When Revealed: Randomly select 1 set aside Harad objective and attach it to The Black Serpent. Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.

If a Harad objective is not attached, the first player claims it and attaches it to a hero he controls. While there are at least 6 progress tokens on this stage, the Black Serpent loses the text: "Cannot leave the staging area or take damage." This stage cannot be defeated unless each Harad objective in play is attached to a hero. If the players defeat this stage, they win the game.

The Dungeons of Cirith Gurat (x1)
1A-B (10)

Setup: Set Uruk Chieftain aside, out of play. Add The Captives of Cirith Gurat and 1 copy of Dungeon Cell to the staging area. Attach Abaan to Dungeon Cell. Each player searches the encounter deck for a different Orc enemy and adds it to the staging area. Shuffle the encounter deck. Starting with the first player, each player discards cards from the top of his deck until an ally that is not in play is discarded and attaches that ally to an unattached enemy in the staging area.

Each enemy and location in the staging area that is guarding an objective is immune to player card effects. Forced: After any number of characters are rescued, reveal an encounter card. This stage cannot be defeated while a guarded objective is in play.

The Dungeons of Cirith Gurat (x1)
3A-B (10)

When Revealed: The first player adds Uruk Chieftain to the staging area. Each player chooses a hero he controls, discards all tokens and attachments from it, and attaches it to an unattached enemy in the staging area as a captive. Then, the players make a standard series of engagement checks against each enemy in the staging area. Reduce the engagement cost of each enemy not guarding an objective to 0 during these engagement checks.

Forced: At the beginning of the quest phase, discard cards from the encounter deck until an enemy is discarded and add that enemy to the staging area. The players cannot defeat this stage while a guarded objective is in play. If the players defeat this stage, they win the game.

The Crossings of Poros (x1)
2A-B (10)

When Revealed: Shuffle the Desert Sands encounter set into the encounter deck. Remove the Mountains of Shadow encounter set and the other stage 2A from the game.

Forced: After a player plays an ally, he must either exhaust that ally or deal 1 damage to it.

The Crossings of Poros (x1)
2A-B (10)

When Revealed: Shuffle the Mountains of Shadow encounter set into the encounter deck. Remove the Desert Sands encounter set and the other stage 2A from the game.

Forced: After a player plays an ally, he must exhaust that ally or raise his threat by 1. Forced: When this stage is defeated, advance to a random stage 3.

The Wilds of Rhovanion (x1)
1A-B (10)

Forced: After placing progress here from questing successfully, place 1 resource here. Forced: At the beginning of the encounter phase, remove 1 resource from this stage. Then, add the top card of the Evil Creatures deck to the staging area. This stage cannot be defeated while an enemy from the Evil Creatures deck in play.

Setup: Set Woodmen Village and The Old Ford aside, out of play. Create the Evil Creatures deck (see insert) and place it next to the quest deck. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.

The Wilds of Rhovanion (x1)
4A-B (8)

When Revealed: Remove Searching for a Way Out from the game. Search the remaining set-aside encounter set for the enemy with the most hit points and add it to the staging area. That enemy is the “nemesis” until it leaves play.

The nemesis gets +2 Threat, +2 Attack, +2 Defense and is immune to player card effects. Forced: At the end of the round, return the nemesis to the staging area and it makes an attack against the first player. This stage cannot be defeated while the nemesis is in play. The nemesis cannot take damage unless there is at least 8 progress on this stage. If the players defeat the nemesis, they win the game.

The Withered Heath (x1)
1A-B (6)

Setup: Set Cold-Drake and all four copies of Dragon Sign aside, out of play. Create the Caves deck (see insert) and set it next to the quest deck. Shuffle 2 set aside Dragon Sign objectives into the Caves deck. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.

Forced: After the active location is explored, look at the top 3 cards of the encounter deck. Reveal 1 of those cards and discard the rest. The players cannot defeat this stage unless at least 1 Dragon Sign is in the victory display.

The Withered Heath (x1)
3A-B (9)

When Revealed: Shuffle 2 set-aside Dragon Sign objectives into the Caves deck. Set Cold-Drake aside, out of play. (Do not remove damage tokens from it.) Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.

Forced: After the active location is explored, look at the top 3 cards of the encounter deck. Reveal 1 of those cards and discard the rest. Forced: At the end of the round, remove 3 damage tokens from the set-aside Cold-Drake. The players cannot defeat this stage unless at least 3 Dragon Signs are in the victory display.

The Ghost of Framsburg (x1)
1A-B (6)

Setup: Set The Cursed Tomb aside, out of play. Each player searches the encounter deck for a different location and adds it to the staging area. Shuffle the encounter deck.

This stage cannot be defeated unless the players control at least 1 Loot objective.

The Ghost of Framsburg (x1)
3A-B (6)

When Revealed: The first player adds The Cursed Tomb to the staging area. Each other player searches the encounter deck and discard pile for a non-unique Undead enemy and adds it to the staging area. Shuffle the encounter deck.

Fram's Shade is immune to player card effects. While The Cursed Tomb is in the victory display, Fram's Shade gains victory 6. This stage cannot be defeated unless Fram's Shadw is in the victory display. When player defeat this stage, they win the game.

Mount Gundabad (x1)
2A-E (7)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

Forced: After characters are committed to the quest, Dagnir makes an immediate attack against each player with 6 or more characters. Forced: When this stage is defeated, deal 5 damage to Dagnir. This damage is not limited by Dagnir's text, and does not count toward her X value. At the end of the combat phase, the players may bypass this stage.

Mount Gundabad (x1)
2A-G (6)

When Revealed: Return Dagnir to the staging area. If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.

Forced: After characters are committed to the quest, each player must deal 2 damage to a questing character he controls. Forced: When this stage is defeated, discard a non-unique enemy from play. At the end of the combat phase, the players may bypass this stage.

A Shadow in the East (x1)
2A-B (8)

When Revealed: Reveal 1 encounter card per player.

Forced: At the beginning of the quest phase, each player deals 1 damage to a hero he controls and exhausts that hero. That hero cannot ready or be healed until the refresh phase. While there are 4 quest stages in the victory display, progress cannot be placed here.

The Hobbit: Over Hill and Under Hill (x1)
1A-B (7)

Setup: Remove and shuffle the 7 Sack cards into a Sack deck and set it aside face down. Remove the 3 Troll enemies and the Troll Cave from the encounter deck and set them aside out of play. Then, shuffle the encounter deck. Each player reveals 1 card from the top of the encounter deck and adds it to the staging area.

The Hobbit: Over Hill and Under Hill (x1)
2A-B (9)

Setup: Search the encounter deck for Gollum and Bilbo's Magic Ring. Place Gollum and Bilbo Baggins in the riddle area and attach Bilbo's Magic Ring to Bilbo Baggins. Then, shuffle the encounter deck.

Players cannot advance to stage 3A unless both 1B and 2B are complete. Progress tokens cannot be added to, or removed from, this quest except by answering riddles. Cards in the riddle area are immune to player card effects and cannot leave the riddle area except by quest effects.

The Hobbit: On the Doorstep (x1)
1A-B (9)

Setup: Each player may shuffle 1 copy Bilbo's Magic Ring into his deck. Search the encounter deck for The Spider's Glade and set it aside, out of play. Then, shuffle the encounter deck and reveal 1 encounter card per player.

Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious character).

The Hobbit: On the Doorstep (x1)
4A-B (7)

When Revealed: Remove all progress from Smaug the Golden and set him aside, out of play. Then, add Smaug the Magnificent to the staging area.

Forced: After placing the 7th progress token on this stage, remove all damage from Smaug the Magnificent and set him aside, out of play. Then, add Smaug the Golden to the staging area and reset the quest deck to stage 2B.

The Hobbit: On the Doorstep (x1)
2A-B (8)


Players cannot advance from this stage unless stage 3 and stage 4 are complete. Forced: If there is no progress on this stage at the end of the round, each player must discard 1 random card from his hand.

The Hobbit: On the Doorstep (x1)
3A-B (8)

Battle.  
Players cannot advance from this stage unless stage 2 and stage 4 are complete. Forced: If there is no progress on this stage at the end of the round, the first player adds the topmost enemy in the discard pile to the staging area, if able.

The Hobbit: On the Doorstep (x1)
4A-B (8)

Siege.  
Players cannot advance from this stage unless stage 2 and stage 3 are complete. Forced: If there is no progress on this stage at the end of the round, each player must discard all resources from each hero's resource pool.

The Black Riders (x1)
1A-B (8)

Setup: Set all copies of Ringwraith, The Witch-king, Midgewater, and Weathertop aside, out of play. Add The Prancing Pony and Bill Ferny to the staging area. Shuffle the encounter deck.

The player cannot advance while The Prancy Pony is in play.

The Black Riders (x1)
2A-B (6)


When Revealed: Add Midgewater to the staging area. Each player places 1 progress on the current quest. Forced: At the end of the round, eithe remove X progress from the current quest or shuffle 1 out of play Ringwraith into the encounter deck. X is the number of players in the game. The players cannot advance while Midgewater is in play.

The Road Darkens (x1)
2A-B (8)

When Revealed: Make Redhorn Pass the active location. The first player reveals cards from the encounter deck until there is at least X Threat in the staging area. X is twice the number of players in the game.

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)
2A-B (9)

When Revealed: Add Chamber of Mazarbul to the staging area.

If there are no enemies in the staging area at the beginning of the quest phase, the first player reveals an additional encounter card during the staging step. The players cannot advance unless there are X resource tokens on this stage. X is the number of players times 3. Forced: After an enemy is defeated, place 1 resource token on this stage.

The Treason of Saruman (x1)
2A-B (8)

Defense.  
When Revealed: Add the Defense of Helm's Deep and each set aside copy of Soldier of Isengard to the staging area. Make Deeping Wall the active location. Shuffle the encounter deck. Then, each player reveals 1 encounter card.

Forced: At the end of the combat phase, if the number of enemies in the staging area is less than the number of players in the game, the first player reveals an encounter card. Forced: At the end of the round place 1 progress here for each enemy in the staging area (bypassing the active location).

The Treason of Saruman (x1)
3A-B (8)

Defense.  
When Revealed: Search the encounter deck, discard pile, and victory display for Helm's Gate and add it to the staging area. Shuffle the encounter deck. Make Helm's Gate the active location, returning any previous active location to the staging area.

Forced: After resolving the quest, if the encounter deck did not place at least 1 progress on this stage as the result of questing, the first player reveals 1 encounter card.

The Treason of Saruman (x1)
4A-B (8)

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

Forced: After a character is destroyed, place 1 progress on this stage (bypassing any active location). If this stage is defeated, the players lose the game.

The Land of Shadow (x1)
1A-B (6)

Setup: Put Gollum into play engaged with the first player. Each player searches the encounter deck for 1 location, reveals it, and adds it to the staging area. Shuffle the encounter deck.

The players cannot advance unless the first player controls Sméagol. Forced: After a player declares any number of attackers against Gollum, discard the top card of the encounter deck. Gollum gets +X Defense for this attack, where X is the discarded card’s Threat.

The Land of Shadow (x1)
3A-B (8)

When Revealed: Add Cleft of Cirith Ungol to the staging area. Flip Sméagol to Gollum and heal all damage from Shelob. Each player places 1 resource on Shelob.

If Gollum is defeated, add him to the victory display. (Do not flip him over.) While Shelob has at least 1 resource on her, she gains: "Forced: When Shelob is dealt any amount of damage, cancel that damage and discard 1 resource from Shelob instead." The players cannot defeat this stage unless both Shelob and Gollum are in the victory display. If the players defeat this stage, they win the game.

Two-Player Limited Edition Starter (x1)
1A-B (9)

Setup: Search the encounter deck for 1 copy of The Eaves of Mirkwood and Goblin Troop. Add The Eaves of Mirkwood to the staging area and set Goblin Troop aside, out of play. Shuffle of the encounter deck.

Two-Player Limited Edition Starter (x1)
3A-B (6)

When Revealed: The first player adds the set-aside Goblin Troop to the staging area. Each other player searches the encounter deck and discard pile for a Goblin enemy and adds it to the staging area.

This stage cannot be defeated while Goblin Troop is in play. When this stage is defeated, the heroes discover the trail to the Goblins' secret lair and the players win the game.

Two-Player Limited Edition Starter (x1)
1A-B (8)

Setup: Search the encounter deck for Goblin Chieftain, Cracked Pillar, and Cave Torch. Set Goblin Chieftain and Cracked Pillar aside, out of play. The first player attached Cave Torch to one of his heroes. Shuffle the encounter deck.

When Revealed: Each player searches the encounter deck for a different location and adds it to the staging area. Shuffle the encounter deck.

Two-Player Limited Edition Starter (x1)
4A-B (8)

When Revealed: Add Goblin Chieftain to the staging area.

While there are at least 8 progress tokens on this stage, Goblin Chieftain loses the text: "Cannot take damage." This stage cannot be defeated while Goblin Chieftain is in play. When this stage is defeated, the heroes rescue the captives, fulfilling their oaths, and the players win the game!

The Massing at Osgiliath (x1)
1A-B (7)

Setup: Search the encounter deck for 12 Scout cards, and add 3 per player (one of each title), to the staging area. Remove The Witch-king from the encounter deck and set him aside, out of play. Shuffle any unused Scoutcards back into the encounter deck.

Players cannot travel to West Bank locations.

The Battle of Lake-town (x1)
2A-B (10)


Smaug cannot have more than 12 damage on him. When the players quest successfully, any number of progress tokens that would be placed on this quest may instead be discarded to remove the same amount of damage from Lake-town.

The Stone of Erech (x1)
2A-B (8)

When Revealed: Add The Stone of Erech to the staging area and attach Derufin to it.

Forced: At the beginning of each round, the players must choose: each player skips the next planning phase, or heroes do not collect resources during the resource phase this round.

The Stone of Erech (x1)
1A-B (6)

Setup: Make Tarlang's Next the active location. Set Derufin, The Lord of the Dead, The Stone of Erech, and the 3 Night objectives aside, out of play. Shuffle the encounter deck. Place Eventide into play, next to the current quest.

When Revealed: Reveal 1 encounter card per player, adding them to the staging area. Players cannot defeat this stage while Tarlang's Next is in play.

Fog on the Barrow-downs (x4)
4A-B (9)

When Revealed: End your quest phase (do not resolve the quest). Discard cards from the encounter deck until a Wight enemy is discarded. Add the discarded Wight enemy to the staging area. Discard all but X allies you control where X is the number of enemies engaged with you.

Forced: When a location is revealed at this stage, cancel its effects and discard it. Then, raise your threat by that card's Threat (including modifiers). Forced: After this stage is defeated, advance to stage 3B at the beginning of the travel phase (combining staging areas with stage 3B) and place 1 progress on a Great Barrow at that stage.

The Ruins of Belegost (x1)
1A-B (6)

Setup: Add Stalking the Ruins and 1 copy of Abandoned Mine per player to the staging area. Set Lurker of the Depths, Naurlhûg, Naurlhûg's Lair, and Sword of Belegost aside, out of play. Randomly select 1 of the 5 remaining Loot objectives and place it facedown underneath Stalking the Ruins (without looking). Shuffle the others into the encounter deck (without looking at them).

The player cannot advance unless they control at least 1 Loot objective. Forced: At the beginning of the travel phase, if there are no locations in play, return the topmost location in the encounter discard pile to the staging area. Forced: When this stage is defeated, if Keys of Belegost is attached to a hero, advace to stage 2C. Otherwise, advance to Stage 2A.

The Ruins of Belegost (x1)
2A-B (9)

When Revealed: Add Lurker of the Depths to the staging area.

The players cannot advance unless they control at least 2 Loot objectives and Lurker of the Depths is in the victory display. Forced: When this stage is defeated, if Book of Aulë's Children is attached to a hero, advance to stage 3C. Otherwise, advance to stage 3A.

The Ruins of Belegost (x1)
2C-D (9)

When Revealed: Shuffle Lurker of the Depths and the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until a location is discarded. Add the discarded location to the staging area.

The player cannot advance unless they control at least 2 Loot objectives and there are at least 3 resources here. Forced: After the active location is explored, place 1 resource here. Forced: When this stage is defeated, if Book of Aulë's Children is attached to a hero, advance to stage 3E. Otherwise, advance to stage 3C.

The Ruins of Belegost (x1)
3A-B (6)

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

The first Hazard card revealed each round gains surge. During the travel phase, the players must travel to a location, if able. Forced: When this stage is defeated, if Dwarven Torch is attached to a hero, advance to stage 4A. Otherwise advance to stage 3C.

The Ruins of Belegost (x1)
3C-D (6)

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

The Discover value on the active location is increased by 1. During the travel phase, the players must travel to a location, if able. Forced: When this stage is defeated, if Map of Ered Luin is attached to a hero advance to stage 4A. Otherwise, advance to stage 3E.

The Ruins of Belegost (x1)
3E-F (6)

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

During the travel phase, the players must travel to a location, if able. Forced: After resolving the Discover keyword, if no Hazard card was revealed by that effect, reveal the top card of the encounter deck. Forced: When this stage is defeated, if Blue Mountain Gem is attached to a hero advance to stage 4A. Otherwise, advance to stage 3A.

The Wizard's Quest (x1)
1A-B (10)

Setup: Add Rhosgobel to the staging area. The opposing team searches the encounter deck for one different 0 cost enemy or 0 cost location per player and adds them to the staging area. Shuffle the encounter deck.

Forced: When Rhosgobel is explored, flip it over and add Rider of Mirkwood to the staging area. This stage cannot be defeated while Rhosgobel is in play.

The Wizard's Quest (x1)
3A-B (10)

Rider of Mirkwood's engagement cost is considered to be 0. The number of damage tokens on Rider of Mirkwood cannot exceed the number of progress tokens on this stage. Players cannot defeat this stage while Rider of Mirkwood is in play. If the players defeat this stage, they win the game.

The Woodland Realm (x1)
1A-B (10)

Setup: Add Spider Den to the staging area. The opposing team searches the encounter deck for one different 0 cost enemy or 0 cost location per player and adds it to the staging area. Shuffle the encounter deck.

Forced: When Spider Den is explored, flip it over and put Mendor into play under the first player's control, ready. This stage cannot be defeated unless the first player controls Mendor.

Across the Ettenmoors Nightmare (x1)
1A-B (10)

Setup: Set aside each side quest and each location with the safe keyword. Reveal 1 of those side quests and 1 of those safe locations at random, adding them to the staging area with the safe location guarded by the side quest. Shuffle the remaining side quests and safe location into the encounter deck. Discard cards from the top of the encounter deck until X enemies are discarded, where X is the number of players in the game. Add the discarded enemies to the staging area. The first player gains control of Amarthiúl.

Forced: At the beginning of the quest phase, if there are no encounter side quests in play, discard cards from the top of the encounter deck until a side quest is discarded, reveal it, and add it to the staging area.