Clear Sort View Lang
Set
Card Set Scenario Encounter
Type
Card Type Subtype Deck Type
Sphere Unique
Set Type Project

Cost
Resource Threat Engagement
Stats
Hit Points
Quest Points
Text
Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
Details
Artist Popularity Errata
Results: 99 Cards

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.

You are traveling through Mirkwood forest, carrying an urgent message from King Thanduil to the Lady Galadriel of Lorien. As you move along the dark trail, the spiders gather around you...


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

The trail winds into one of the darkest, most tangled parts of the forest...

You sense that foul, dark presence is hunting you, and you move quickly in an attempt to avoid its evil.

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

You attempt to follow a secret, hidden trail to avoid the enemy...


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

The Lady Galadriel of Lรณrien has asked you to investigate the area in the vicinity of Dol Guldar. While doing so, one of your allies was ambushed by Orcs, captured, and is now held in a dungeon cell...

Setup: Search the encounter deck for the 3 objective cards, reveal and place them in the staging area. Also, place the Nazgรปl 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)

Following a thread of sunlight, you discover a cavern opening leading out through the side of the hill. Stationed outside the cave–mouth, however, is a large group of Orcs.

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 and 1

Players cannot defeat this stage while Nazgรปl of Dol Guldur is in play. If this stage is defeated and Nazgรปl 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.

Emerging from Mirkwood Forest with an urgent message from Lady Galadriel, you must make your way south along the Anduin River in order to reach the forst of Lรณrien. As you leave the forest behind, you notice that you are being pursued, and thus quicken your pace...

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.

As you approach the location of a small raft stashed on the riverbank, a fearsome Hill Troll emerges from behind a grouping of rocks, and attacks!


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

Marauding Goblins have raided a woodman village on the eaves of Mirkwood forest. The Goblins killed the guards and took many of the villages captive. Those left behind beg you to rescue their loved ones.

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.

You swear an oath to the survivors that you will rescue the captured woodmen and bring justice to the Goblins who attacked them, then you enter Mirkwood forest to find their trail.


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.

The Goblins are aware of your pursuit and form a rearguard to confront you while the others retreat to their secret hideaway. You must defeat this troop before you can continue your chanse.

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)

You have pursued the Goblins that attacked a woodman village to the mountains of Mirkwood. The trail leads over a steep ridge where you discover the forgotten Dwarf home of Nibin–Dโ€“m. You light a torch and enter in.

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.

The Dwarves abandonded Nibin–Dโ€“m after an earthquake collapsed part of the mine, but it seems these Goblins have since adopted it as their home. The flickering light of your torch reveals a network of dark passages and you set about searching for signs of the enemy.

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)

You've made it across the chasm and resumed the chase. The Goblins rally around their chieftain outside the dungeons where the woodmen villagers are being held. You must defeat the big Goblin if you are to fulfill your oath and rescue the captives.

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!


Revised 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.

You are traveling through Mirkwood forest, carrying an urgent message from King Thanduil to the Lady Galadriel of Lorien. As you move along the dark trail, the spiders gather around you...


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

The trail winds into one of the darkest, most tangled parts of the forest...

You sense that foul, dark presence is hunting you, and you move quickly in an attempt to avoid its evil.

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

You attempt to follow a secret, hidden trail to avoid the enemy...


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

The Lady Galadriel of Lรณrien has asked you to investigate the area in the vicinity of Dol Guldar. While doing so, one of your allies was ambushed by Orcs, captured, and is now held in a dungeon cell...

Setup: Search the encounter deck for the 3 objective cards, reveal and place them in the staging area. Also, place the Nazgรปl 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.


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

Following a thread of sunlight, you discover a cavern opening leading out through the side of the hill. Stationed outside the cave–mouth, however, is a large group of Orcs.

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 and 1

Players cannot defeat this stage while Nazgรปl of Dol Guldur is in play. If this stage is defeated and Nazgรปl of Dol Guldur is not in play, the players have won the game.


Revised 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.

Emerging from Mirkwood Forest with an urgent message from Lady Galadriel, you must make your way south along the Anduin River in order to reach the forst of Lรณrien. As you leave the forest behind, you notice that you are being pursued, and thus quicken your pace...

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.

As you approach the location of a small raft stashed on the riverbank, a fearsome Hill Troll emerges from behind a grouping of rocks, and attacks!


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.

Gandalf has requested your assistance in the search for the elusive creature known as Gollum. Your search begins in the Anduin Valley between Mirkwood Forest and the Misty Mountains

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.

You make your way along the banks of the Anduin River, a likely place for Gollum to find food.


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

The wood was full of the rumor of him, dreadful tales even among beasts and birds. The Woodmen said that there was some new terror abroad, a ghost that drank blood. –The Fellowship of the Ring

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.

Rumors have led you to the eaves of Mirkwood Forest, where the Woodmen whisper of a new terror in the night...


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

"But at the western edge of Mirkwood the trail turned away. It wandered off southwards and passed out of the Wood–elves' ken, and was lost." –Gandalf, The Fellowship of the Ring

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.

While searching for Gollum in the Anduin valley, you recieve word that a group of Trolls have come to the Carrock.

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

As this area is under the watch of the Beornings, you seek out their leader, Grimbeorn the Old, and discover he has already set out in a rage. You follow, hoping to find him before he confronts the Trolls.


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.

After a fierce conflict with a group of Trolls, you come across a fallen Eagle, grievously wounded and on the verge of death.


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

Having thwarted Gollum's escape attempt, you tighten his rope and push on through Mirkwood, to Thranduil's palace.

The player guarding Gollum cannot play cards from his hand.


Khazad-dûm (x1)
1A-B (7)

Setup: Search the encounter deck for East-gate and Cave Torch. Put East-gate into play as the active location, and have the first player attach Cave Torch to a hero of his choice. Set First Hall and Bridge of Khazad-dรปm aside, out of play. Shuffle the encounter deck.

You have been sent by the White Council to Moria, to deliver a message to Balin and his Dwarven colony. No one has heard from him in a while.

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

Player cannot advance to the next stage of the scenario unless Bridge of Khazad-dรปm is in their victory display.

The doors of the East–gate hang crooked on their henges. The darkness inside the doorway is still and impenetrable, shutting out the last beams of a sinking sun.


Khazad-dûm (x1)
2A-B (7)

As the presence draws near, doubt and fear surround you like a vast shadow. You must find daylight, you must escape from the Black Pit...

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

Perhaps if you climbed this pile of rocks, there would be a way out...

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.

Players may bypass this quest card at the end of the combat phase.



Khazad-dûm (x1)
2A-B (9)

As the presence draws near, doubt and fear surround you like a vast shadow. You must find daylight, you must escape from the Black Pit...

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:

  • โ€ข 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.
  • โ€ข 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)

Celeborn has bid you to visit her father in Rivendell. Your journey takes you though the Redhorn Gate...

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 Undรณmiel 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)

Heavy rain drives you to seek shelter among the caves of the mountains. They are dry, and the fire you start seeps into your bones and restores your spirit. Your eyes are heavy when teh soft clatter of falling pebbles reaches your ears. Perhaps you are not alone.

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)
1A-B (9)

Your journey has led to a decrepit portion of the mines, untouched by Dwarven pick for many a year. The air grows thick with moisture, and the walls almost appear to be weeping.

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

A low rumble sounds from below. There are a variety of underground waterways in Moria, but they should not be disturbed.

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


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

The river has deposited you at...

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 Below the Mines, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.


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

As you reach the eastern realm of Darrowdelf the craftsmanship of the Dwarves is proudly displayed. But the sound of drums sound in the deep, and it appears that these halls are infested with Orcs.

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.

A crack like lightning sounds before you, and a creature of shadow and flame blocks your way. It is an ancient demon of Morgoth, and its presence explains the massing in Moria.

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)

The White Council has sent you by ship to Gondor to help fight the threat of Mordor. Upon arrival in the port city of Pelargir, you are greeted by Lord Alcaron who takes you to The Leaping Fish where you can speak privately.

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

Inside the tavern, Lord Alcaron looks nervously toward the door as he hands you a scroll bearing the seal of Gondor. He asks that you deliver it to Faramir in Ithilen, but the brigands who just entered look intent on taking it from you

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

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)

The Southron army was larger and better prepared than the rangers anticipated, and now your dwindling company is painfully overmatched. Your only option is a disciplined withdrawl to Cair Andros, before being overwhelmed by the enemy reinforcements hurrying up the road to join the fight.

Siege. (Characters quest using instead of .)

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)

The island fortress of Cair Andros, which guards Gondor's northernmost causeways over the river Anduin, is under siege! Battering rams rumble up the eastern causeway and rafts filled with Orcs float across the river toward the lightly defended northern banks.

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

Siege. (Characters quest using instead of .)

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

The assault is relentless, and the defenders grow weary. The tide is slowly but surely turning against you...


Heirs of Númenor (x1)
2A-B (9)

As smoke and rending cries fill the air, rafts of Orcs beach their crafts all along the northern banks. You must reach the shore and drive them back into the river before a solid foothold can be established.

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.

With a crashing boom the eastern gate shatters. A ram has broken through, and the pressing host of Orcs pour into the courtyard beyond. Engage them in hand–to–hand combat and secure the gate!

Battle. (Characters quest using instead of .)

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)

Riding north to the Gap of Rohan, you come upon a battle at the Fords of Isen. A Small number of Rohirrim have taken a defensive position, on the islet in the river's center where a large force of wild Dunlending assails them. You must move swifty lest the river run red with blood of Rohan...

Setup: Add The Islet to the staging area and attach Grรญma 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.

Time 5.

Forced: After the last time counter is removed from this stage, discard Grรญma from play.

The players cannot advance unless the first player controls Grรญma.


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

You've captured the Orc captain, Mugash, in the mountains above Isengard. But as you make your way down Methedras, your captive escaped and flees east into Fangorn.

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.

Time 4.

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.

You pursue Mugash into the ancient forest to find that the trees themselves seems to be attacking him. Without thinking, your at the tree branches to rescue your captive. That is when you first sense your own peril...


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

>

Setup: The first player takes control of Chief Turch. Set Raven Chief and Raven Chief%27s 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.

On your return journey to Isengard, you find war in Dunland. The Raven Clan has refused the Boar's claim to The Antlered Crown, and chief Turch asks you to join his Clan as they march to battle. Seeing an opportunity to earn Saruman the friendship of a unified Dunland, you agree to join forces and fight...

Time 3.

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 Amarthiรบl.

You have escaped from the prisons of Mount Gram, but you are not safe yet.

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 Ettenmoors equal to that side quest's quest points.


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

The Dream-chaser and her fleet depart from the Grey Havens, in search of the island from Calphon's dreams. Only a week out from the coast, the black sails of Corsair can be seen in pursuit!

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.

Sailing.

While you are on-course (), each Ship objective gets +2 .

When this stage is defeated, if you are on course (), 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)

After days of aimless travel at sea, a dark mist settles along the ocean's surface, obscuring your visibility and frightening your shipsโ€™ crew. "Wait," Calphon says, "this happened in my dream, too... I think if we find a way through this mist, we shall be one step closer to the island."

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.

Sailing.

While you are off-course (, , or ), each non-Ship ally gets โ€“2 .

When this stage is defeated, if you are on-course (), 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)

Calphon insists you are very close to finding the island, but Corsairs still shadow your fleet. You must either fight them or outpace them before you can reach the island and weigh anchor.

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

Sailing.

You cannot place progress on Corsair Pursuit unless you are on-course ().

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)

Corsairs led by the treacherous Captain Sahรญr have stolen the black key you recovered in the ruins of Nรบmenor. You must get it back!

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.

The Stormcaller has a considerable lead on your fleet, but with good fortune and skilled sailing, perhaps you can catch up to it.

Sailing.

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


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

Corsairs are attacking Dol Amroth to cover Sahรญr's escape to Umbar!

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.

Sailing.

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)

You have escaped from Umbar and thrown off your pursuers by fleeing into the desert, but many barren miles lie between you and the other side. To turn back is to walk into the arms of the Haradrim, so you set out on a dangerous desert crossing.

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.

As the sun climbs into the sky, you can feel the rising heat begin to take its toll on you...

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)

Orcs have seized your friends and are now dragging them away as captives.

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 +1 +1 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)

You've tracked the Mโ€“makil through miles of dense jungle and battled with the creatures that dwell therein, but now comes the hard part: you must actually capture the Oliphaunts alive.

When Revealed: Starting with the first player, each player attaches 1 random set-aside Capture objective to a Wild Mโ€“mak 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)

The Orcs that attacked Kahliel's village patrol the desert in search of survivors.

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 plus the total in the Orc's area.


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

The Black Serpent's caravan has taken shelter in a dilapidated desert fortress on their way to Mordor. Their wagons are loaded with tribute for the Dark Lord. Your plan is to seize the wagons and use the caravan to infiltrate Cirith Gurat.

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.

In order for your plan to work, you must capture several important tokens from the Serpent's Camp.

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)

Your initial attack was a success, but the enemy has been alerted to your presence and the whole camp is astir. The fighting soon spills into every corner of the crossroads fort.

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)

Your plan is working. You've nearly succeeded in capturing the Southron caravan, but The Black Serpent himself holds the last token you need to infiltrate Cirith Gurat. He will not surrender it willingly...

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.

Posing as The Black Serpent's men, you have infiltrated the Orc stronghold of Cirith Gurat in order to rescue the prisoners there.

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)

One of the captives stumbles for exhaustion, and the noise alerts the guards.

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.

Horns echo through the dungeon, and the Orcs come running with weapons drawn. You will have to fight past them to escape.

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)

You ask Kahliel which way you should take and he says: "My people are weary. Climbing the rocky hills of the Ephel Dรบath will be too difficult for them. We will journey to Gondor across the desert."

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.

You set out across the desert of Harondor, but it isn't long before the heat begins to take its toll.

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)

You ask Kahliel which way you should take and he says: "The desert offers us no place to hide, and I fear my people cannot endure another desert crossing. We will take the rocky path through the hills to Gondor."

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.

As you travel along the edge of Mordor a feeling of unease sets in and you fear that you are being watched.

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.

While traveling north through the Vales of Anduin on your way to Dale, you are alarmed by the number of dangerous creatures that you encounter.

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)

Just when you think you've found the way out of the forest, you see an evil creature blocking your path. You dare not leave the trail after working so hard to find it, so you resolve to fight the beast and escape Mirkwood.

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 +2 +2 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)

You have journeyed to the Withered Heath in search of a giant Dragon. There you discover tracks that lead you to the cold heights of the Grey Mountains.

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.

The Grey Mountains are a cold and untamed wilderness where nothing friendly dwells, and the weather is as real a danger to you as Dragons.

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)

The injured drake retreats among the rising slopes of Ered Mithrin and you chase afterit, carefully searching each potential hiding place.

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)

The search for the legendary sword of Fram has led you to the long–forgotten city of Framsburg. There is an evil air inside the keep, and you wonder what dangers wait for you in the darkness within.

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.

A curse lays on the keep and foul creatures prowl through the night, but you will not be deterred from your search.

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


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

You've found Fram's Tomb in the catacombs below the keep, but it is guarded by the ghastly shade of Fram himself. You must defeat him in order to win his blade, but you're not sure you can face the terror of his cold gaze.

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)

The interior of Gundabad is dark and vast. Only by exploring the mines can you find your way.

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)

The interior of Gundabad is dark and vast. Only by exploring the mines can you find your way.

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)

Rows of iron–barred cells line both sides of a dark dungeon built beneath the old temple. You shudder to think what horrible fate befell the captives that were held here in years past as you continue to search for the missing Dorwinions.

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 City of Ulfast (x1)
2A-B (10)

So far your search has revealed nothing of Ulchor's whereabouts, so you attempt to blend in with the city populace in order to learn what you can. It is a risky but necessary decision.

When Revealed: Each player must choose: either raise your threat by 5, or reveal an encounter card.

City Guard cannot have more than 10 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)
2A-B (10)

You've freed Ulchor's slaves, but his lieutenants are advancing with a garrison to recapture them. You must lead the prisoners in a desperate fight to win their freedom.

When Revealed: The first player returns each Warden enemy in the victory display to the staging area. Each other player discards cards from the top of the encounter deck until he discards an enemy and adds that enemy to the staging area.

This stage gets +10 quest points per player.

Forced: After a player commits characters to the quest, if he is not engaged with a Warden enemy he must reveal an encounter card.

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


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

The wizard Gandalf has chosen Bilbo Baggins to join Thorin and company on their quest to the Lonley Mountain.

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.

At first they had passed through hobbit–lands, a wild respectable country inhabited by decent folk, with good roads, an inn or two, and now and then, a dwarf or a farmer ambling by on business. Then they came to lands where people spoke strangely, and sang songs Bilbo had never heard before. – The Hobbit.


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

During the confusion, bilbo stumbled won a tunnel and into Gollum's cave. There the Hobbit had to outwit the creature Gollum in a dangerous riddle contest to discover the way out.

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)

"Stick to the forest–track, keep your spirits up, hope for the best, and with a tremendous slice of luck you may come out one day and see the Long Marshes lying below you, and beyond them, high in the East, the Lonely Mountain where dear old Smaug lives."
–Gandalf, The Hobbit

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)

He issued from the Gate, the waters rose in fierce whistling steam and up he soared blazing into the air and settled on the mountain–top in a spout of green and scarlet flame –The Hobbit

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.

To hunt the whole mountain till he had caught the thief and had torn and trampled him was his one thought –The Hobbit


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

Bard and some of the nimblest of men and elves climbed to the height of the Eastern shoulder to gain a view of the North. Soon they could see the lands before the Mountain's feet black with a hurrying multitude. –The Hobbit

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)

As soon as the host of their enemies was dense in the valley, they sent against it a shower of arrows, and each flickered as it fled as if with stinging fire. Behind the arrows a thousand of their spearmen leapt down and charged. The yells were deafening. The rocks were stained black with goblin blood. –The Hobbit

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)

On all this Bilbo looked with misery. He had taken his stand on Ravenhill among the Elves – partly because there was more chance of escape from that point, and partly (with the more Tookish part of his mind) because if he was going to be in a last desperate stand, he preferred on the whole to defend the Elvenking. –The Hobbit

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)

Frodo and his companions arrive at Bree to find the shadow of the Black Riders already on the crossroads town. Unsure of who to trust, they decide to lodge at The Prancing Pony. There they meet a friend of Gandalf named Strider who offers to lead them to Rivendell, but their movements are also tracked by less savory folk.

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.

In dark and loneliness they are strongest; they will not openly attack a house where there are lights and many people – not until they are desperate, not while all the long leagues of Eriador still lie before us. But their power is in terror, and already some in Bree are in their clutch. They will drive these wretches to some evil work: Ferny, and some of the strangers, and, maybe, the gatekeeper too.
โ€“Strider, The Fellowship of the Ring


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

His plan, as far as they could understand it without knowing the country, was to go towards Archet at first, but to bear right and pass it on the east, and then to steer as straight as he could over the wild lands to Weathertop Hill. In that way they would, if all went well, cut off a great loop of the Road, which further on bent southwards to avoid the Midgewater Marshes. But, of course, they would have to pass through the marshes themselves, and Strider's description of them was not encouraging. -The Fellowship of the Ring

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)

The Council decides The One Ring must be cast into Mount Doom. Frodo is appointed eight companions to help him compete this quest and the Company of the Ring sets out from Rivendell into Hollin on their way to Mordor...

When Revealed: Make Redhorn Pass the active location. The first player reveals cards from the encounter deck until there is at least X 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.

"Hollin is no longer wholesome for us: it is being watched." –Aragorn, The Fellowship of the Ring


The Road Darkens (x1)
2A-B (9)

Then there came an echoing blast: a great horn was blown in the hall, and answering horns and harsh cries were heard further off. There was a hurrying sound of many feet. –The Fellowship of the Ring

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)

At the behest of Gandalf, Aragorn and his companions ride to Helm's Deep with the men of Rohan and their King. As the sun goes down, the valley below the Deeping Wall fills with the approaching army of Isengard...

When Revealed: Add the 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)

Against the Deeping Wall the hosts of Isengard roared like a sea. Orcs and hillmen swarmed about its feet from end to end. –The Two Towers

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.

Hundreds of long ladders were lifted up. Many were cast down in ruin, but many more replaced them... –The Two Towers


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

Then there was a crash and a flash of flame and smoke. The waters of the Deeping–stream poured out hissing and foaming: they were choked no longer, a gaping hole was blasted in the wall. A host of dark shapes poured in. –The Two Towers

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.

Over the wall and under the wall the last assault came sweeping like a dark wave upon a hill of sand. –The Two Towers


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

Frodo and Sam left the Fellowship above the falls of Rauros and crossed the great river to climb the Emyn Muil upon the Eastern shore. After days of wandering through that maze of rocky crags, they have finally reached the edge of the Dead Marshes only to discover that Gollum is following them.

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 Smรฉagol.

Forced: After a player declares any number of attackers against Gollum discard the top card of the encounter deck. Gollum gets +X for this attack, where X is the discarded cardโ€™s

Things would have gone ill with Sam, if he had been alone. But Frodo sprang up, and drew Sting from its sheath. โ€”The Two Towers


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

"Got him!" hissed Gollum in his ear. "At last, my precious, we've got him, yet, the nassty hobbit. We takes this one. She'll get the other. O yes, Selob will get him, not Smรฉagol: he promised; he won't hurt Master at all. But he's got you, you nassty filthy little sneak!" He spat on Sam's neck. –The Two Towers

When Revealed: Add Cleft of Cirith Ungol to the staging area. Flip Smรฉagol 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.


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

There are reports of increased Orc activity around Ithilien, and you have been sent to investigate. You enter Osgiliath and cross the river. On the outskirts of the city, you see a horde that surpassses all expectations coming down the Morgul Road.

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 Scout cards back into the encounter deck.

As the van of the army enters the city, some of the horde's outriders are aware of your presence, and head in your direction. Drawing back, your make a hasty retreat towards the river.

Players cannot travel to West Bank locations.


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

"...every vessel in the town was filled with water, every warrior was armed... before the roar of Smaug's terrible approach grew loud, and the lake rippled red as fire beneath the awful beating of his wings." – The Hobbit

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)

The Lord of Lamedon has asked you to assist him in discovering the whereabouts of his lost son, Derufin. He hasn't been seen for days, and his father fears he may be in grave peril. Your search has led you to the Blackroot Vale, where the people live in dread of the Dead Men of Dunharrow.

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.


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, Naurlhรปg, Naurlhรปgโ€™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).

You have entered the dark, half–sunken ruins of Belegost in search of powerful artifacts and ancient treasure.

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.

Inside the Dwarven city, you can feel an evil presence stalking you...


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

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

As you explore the partially flooded ruins of Belegost, you feel something wet and leathery brush past your leg. The sound of thrashing water echoes from somewhere in the darkness ahead of you, when suddenly a horde of slimy, black tentacles strike at you!

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 Aulรซ's Children is attached to a hero, advance to stage 3C. Otherwise, advance to stage 3A.

Some hideous creature of a forgotten age attacks your party. You must defeat it if you hope to leave Belegost alive.


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

The keys you discovered unlock a passage that leads deeper into the mines of Belegost. As you descend further into the Dwarven city, you marvel at the enormity of its size and the complexity of its design.

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.

You must carefully explore the ruins to ensure you don't miss anything.

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 Aulโ€ฐ'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.

Your journey into Belegost has captured the attention of the many foul creatures that now dwell there. Evil creatures that lay hidden for countless years now stir in the darkness around you. You need a light to ward them off.

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)

Your exploration of Belegost has brought you down to the very roots of the Ered Luin mountain range. Here, in the utter black, a patchwork of tunnels and pitfalls create an impassable labyrith. You need a map to find your way...

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)

The book you recovered explains how the Dwarves kept their treasure in secret vaults: each one marked by a stone guardian. As you explore the mines, you find what looks like a doorway blocked by the statue of a Dwarf sentry. One of the guard's eyes is a glittering gem, but the other socket is empty. Perhaps if you can find the missing gem you could open the hidden passageway...

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.


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

Concerned about the growing darkness in southern Mirkwood, Radagast sent an Eagle to spy on Dol Guldur. When the Eagle returned with an evil wound, the Wizard sent word to the White Council and asked for heroes to investigate.

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.

You are on your way to Rhosgobel in answer to Radagast's summons, but the deepening shadows of Mirkwood threaten to envelope you before you even reach the Wizard's sanctuary.

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)

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.

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)

You are traveling through Mirkwood forest in search of The Elvenking's hidden halls, when you hear a desperate cry for help from a dark path of woods.

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.

The cries are those of an Elf who has been captured within a spider den. You must rescue him!

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.


The Mines of Moria (x1)
3A-B (10)

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.

Enemies cannot take damage while Chamber of Mazarbul is in the staging area.

When Revealed: The opposing team searches the encounter deck and discard pile for an enemy and adds it to the staging area.

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


Escape from Khazad-dûm (x1)
1A-B (10)

You entered Moria with the hope of finding Mithril, but you have become lost underground instead. Below the ancient mansions of the Dwarves, untold dangers lurk in the darkness.

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

Surrounded by utter black and running low on supplies, you must find your way out of Khazad–dโ€“m before it's too late.

Forced: When Dark Pit is explored, flip it over and set Durin's Bane aside, out of play. Each player searches the top 5 cards of his deck for a card, adds it to his hand, and shuffles his deck.

This stage cannot be defeated while Dark Pit is in play.


Escape from Khazad-dûm (x1)
2A-B (10)

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: The opposing team searchs the encounter deck and discard pile for an enemy with cost 2 or less, adds it to the staging area, and places a resources on it. Shuffle the encounter deck.

The enemy with a resource on it is immune to player card effects, and progress cannot be placed on this stage while that enemy is in play.


Escape from Khazad-dûm (x1)
3A-B (10)

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.

No more than 5 progress can be placed here each round. Forced: At the beginning of the quest phase, Durin's Bane makes an attack against the first player. Any undefended or excess damage dealt by this attack must be placed here. If this stage has damage on it equal to or greater than its quest points, the players lose the game. If this stage is defeated the players win the game.

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 Amarthiรบl.

You have escaped from the prisons of Mount Gram, but you are not safe yet.

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.