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115 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)
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)
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.

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.

The Hills of Emyn Muil (x1)
1A-B (1)

Setup: Search the encounter deck for Amon Hen and Amon Lhaw, and add them to the staging area. Then shuffle the encounter deck.

Forced: If there are no location cards in the staging area, the first treachery card revealed during the quest phase gains surge. Players cannot defeat this stage until there are no Emyn Muil locations in play, and they have collected at least 20 victory points.

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

Setup: Search the encounter deck for Gollum, and add it to the staging area. Shuffle the encounter deck, then reveal 1 card per player from the encounter deck and add it to the staging area.

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

Setup: Search the encounter deck for Gollum. Choose a player to guard Gollum at the start of the game, and place Gollum in front of that player. Then shuffle the encounter deck. Reveal 1 card per player from the encounter deck, and add it to the staging area.

Khazad-dûm (x1)
1A-B (-)

Setup: Prepare the quest deck. Add The Nameless Fear to the staging area. Remove all copies of A Foe Beyond from the encounter deck. Then, shuffle 1 copy of A Foe Beyond per player back into the encounter deck.

When Revealed: Reveal 1 encounter card per player, and add it to the staging area. Then, add A Presence in the Dark to your victory display.

Khazad-dûm (x1)
1A-B (-)

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-dum aside, out of play. Shuffle the encounter deck.

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-dum is in their victory display.

Khazad-dûm (x1)
1A-B (-)

Setup: Search the encounter deck for Book of Mazarbul, and have the first player attach it to a hero of his choice. Shuffle the encounter deck.

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

The Redhorn Gate (x1)
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)
1A-B (20)

Setup: Put Arwen Undómiel into play under the control of the first player. Shuffle the encounter deck. Reveal 1 card from the encounter deck per player, and add them to the staging area.

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

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

When Revealed: Reveal cards from the encounter deck and add them to the staging area until there is at least X threat in the staging area. X is twice the number of players in the game.

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

Setup: The first player attaches Cave Torch to a hero of his choice.

When Revealed: Discard cards from the top of the encounter deck until you discard X locations, where X is one less than the number of players in the game (minimum 1). Add those locations to the staging area, and shuffle the other discarded cards back into the encounter deck. Each location gets +1 threat. If the players quest unsuccessfully, trigger all "Lost:" effects in play.

Foundations of Stone (x1)
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)
1A-B (15)

Battle.  
Setup: Add Celador to the staging area. Search the encounter deck for a copy of Ithilien Road and make it the active location. Each player must search the encounter deck for a copy of Southron Company and add it to the staging area. Shuffle the encounter deck.

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

Heirs of Númenor (x1)
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.

The Steward's Fear (x1)
1A-B (-)

Setup: Create the underworld deck. Remove Roots of Mindolluin from the encounter deck and set it aside, out of play. Shuffle all Villain cards and randomly set one aside, out of play, without looking at it. Remove the others from the game. Repeat this with all Plot cards.

When Revealed: Search the encounter deck for The Fourth Star and make it the active location. Shuffle the encounter deck. Forced: After the active location leaves play as an explored location, place 1 resource token on this quest. If there are 4 or more resource tokens on Conspiracy, advance to the next stage.

The Drúadan Forest (x1)
1A-B (11)

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

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

Encounter at Amon Dîn (x1)
1A-B (-)

Villagers 5.  
Setup: Set Ghulat aside, out of play. Put Lord Alcaron into play. Make Burning Farmhouse the active location. Add the Rescued Villagers and Dead Villagers objectives to the staging area. Then, shuffle the encounter deck and reveal 1 encounter card per player and add it to the staging area.

When progress would be placed on Savagery of the Orcs, move an equal number of villager tokens from this quest onto Rescued Villagers instead. If there are no villager tokens on Savagery of the Orcs, advance to the next stage.

Assault on Osgiliath (x1)
1A-B (-)

Setup: Each player chooses 1 enemy and 1 unique location and add them to the staging area. Shuffle the encounter deck.

Player card effects cannot place progress tokens on locations in the staging area. Forced: When an Osgiliath location leaves play as an explored location, the first player takes control of that location. If the players control all Osgiliath locations in play at the end of the round, they have won the game.

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

Setup: Add the Crossroads and Black Númenorean to the staging area. Put the Faramir and Lord Alcaron objective allies into play. Shuffle the encounter deck and reveal 1 card from the encounter deck per player and add it to the staging area.

At the beginning of the quest phase, each player takes 1 hidden card. At the beginning of the combat phase, each player must either turn each of his hidden cards faceup or take 1 hidden card.

The 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 (-)

Setup: Each player removes the top 20 cards of his deck and places them aside, as an out-of-play deck. The first player takes Mugash plus 1 Mugash's Guard for each other player in the game and randomly shuffles one facedown into each player's out-of-play deck. Place any remaining copies of Mugash's Guard aside, out of play.

When Revealed: Each player searches the encounter deck for a Mountain location and adds it to the staging area. Shuffle the encounter deck. Then, advance to stage 2.

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 Dunland Trap (x1)
1A-B (18)

Setup: Set Chief Turch and Munuv Dûv Ravine aside, out of play. Make Old South Road the active location. Each player searches the encounter deck for a Boar Clan enemy and puts it into play engaged with him. Shuffle the encounter deck.

Time 2. Forced: After the last time counter is removed from this stage, each player discards his hand and draws 2 cards. Place 2 time counters on this stage.

The Three Trials (x1)
1A-B (-)

Setup: Set aside all 3 Guardian enemies, all 3 Key objectives, all 3 Barrow locations, and Hallowed Circle.

When Revealed: The players advance to a stage 2A quest of their choice.

Trouble in Tharbad (x1)
1A-B (-)

Setup: Set Bellach and The Crossing at Tharbad aside, out of play. Search the encounter deck for 1 copy of Spy From Mordor per player, and add them to the staging area. Make The Empty Mug the active location. The first player takes control of Nalir, as an ally. Shuffle the encounter deck.

Time 4. Forced: After the last time counter is removed from this quest, reduce each player's threat elmination level by 10 for the remainder of the game. Then, place 4 time counters on this stage. Forced: After one or more progress is placed on this quest, cancell all progress and reduce each players threat by an equal amount. When all players have 0 threat, immediately proceed to stage 2.

The Nîn-in-Eilph (x1)
1A-B (0)

Setup: The first player takes control of Nalir. Set the Ancient Marsh-dweller 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.

When Revealed: Advance to a random stage 2A.

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

Time 3.  
Setup: Add Bellach, The Orcs' Search, and The Secret Chamber to the staging area. Attach Celebrimbor's Mould to The Secret Chamber. Each player adds a different Ost-in-Edhil location to the staging area. Shuffle the encounter deck.

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

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.

The Lost Realm (x1)
1A-B (30)

Setup: Put Iârion into play. Add 1 Orc War Party to the staging area. Each players adds 1 different location to the staging area. Shuffle the encounter deck.

Enemies do not make engagement checks. Forced: At the end of the refresh phase, raise each player's threat by 1 for each enemy in the staging area. The players cannot defeat this stage unless the first player controls Iârion. If the players defeat this stage, they win the game.

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

Setup: Set Orc Ambush and Amon Forn aside, out of play. Create the Orc deck (see insert) and set it next to the quest deck. Make Exposed Ridge the active location. Add Hunting the Orcs and 1 Weather Hilltop to the staging area. Shuffle the encounter deck.

The first Weather treachery card revealed each round gains surge. Forced: After the active location is explored, reveal the top card of the Orc deck and resolve it as if it was just revealed from the encounter deck (reveal the top 2 cards instead if there are 3 or more players in the game).

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

Setup: Put Iârion into play. Set Thaurdir aside, out of play. Add 1 copy of Fornost square to the staging area. Shuffle the encounter deck.

When Revealed: Each player must search the encounter deck for a Baleful Shade and put it into play engaged with him. Shuffle the encounter deck and reveal 1 encounter card per player. Forced: At the end of the refresh phase, each player discards the top card of his deck. If a player has no cards in his deck, he is eliminated from the game.

The Wastes of Eriador (x1)
1A-B (20)

Setup: Set Pack Leader aside, out of play. Make Shrouded Hills the active location. Add the Time objective to the staging area with Daybreak faceup. The first player takes control of Amarthiúl. Shuffle the encounter deck. Reveal 1 card from the encounter deck per player.

While it is Day, each hero gets +1 Willpower. Forced: When it becomes Night, raise each player's threat by 1.

Escape from Mount Gram (x1)
1A-B (-)

Setup: Each player shuffles his starting hand into his deck. Each player prepares a separate captured deck (see insert). Each player adds 2 resources to his starting hero and sets his threat to that hero's threat cost. Set Southern Gate, Jailor Gornákh and the Angmar Orcs encounter set aside, out of play. Shuffle the encounter deck. Each player draws a new starting hand of 3 cards.

When Revealed: Each player creates his own staging area and advances to a different stage 2A.

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 Treachery of Rhudaur (x1)
1A-B (-)

Time 5.  
Setup: Make The Great Hall the active location. Set Thaurdir aside, out of play. Add the 3 Treachery of Rhudaur side quests to the staging area, quest side faceup. Search the encounter deck for 1 copy of Ancient Causeway, and add it to the staging area (2 copies instead if there are 3 or 4 players in the game). The first player gains control of Amarthiúl.

Forced: After the last time counter is removed from Secrets of Rhudaur, remove each Treachery of Rhudaur side quest from the game and immediately advance to stage 2. During the quest phase, Secrets of Rhudaur cannot be chosen as the current quest. If there are no Treachery of Rhudaur side quests in play, immediately advance to stage 2.

The Battle of Carn Dûm (x1)
1A-B (15)

Setup: Add Thaurdir to the staging area, Captain side faceup. Add 1 copy of Carn Dûm garrison per player to the staging area. Search the encounter deck for 1 copy of Accursed Battlefield and make it the active location. Shuffle the encounter deck.

Thaurdir cannot leave the staging area and cannot take damage. At the end of the round, if Thaurdir is Champion side faceup, flip him. Do not discard unresolved shadow cards at the end of the combat phase. Forced: If there are 3 shadow cards dealt to Thaurdir, flip him.

The Dread Realm (x1)
1A-B (18)

Setup: Set Daechanar and Altar of Midwinter aside, out of play. Each player reveals an encounter card from the top of the encounter deck. Each player reanimates the top card of his deck.

Reanimated Dead are Undead enemies with 2 Threat, 2 Attack, 2 Defense and 2 hit points. When the players advance to stage 2, all Sorcery cards attached to this stage are attached to stage 2B.

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)
1A-B (20)

Setup: Set Shrine to Morgoth aside, out of play. Prepare the Uncharted deck. Add 2 copies of Lost Island from the top of the Uncharted deck to the staging area (3 copies instead if there are 3 or 4 players in the game). The first player takes control of Calphon. Shuffle the encounter deck.

Progress cannot be placed on Explore the Island except by quest effects. Forced: After a location is explored, add progress to Explore the Island equal to that location’s printed quest points. Forced: When an Uncharted location becomes the active location, add 1 copy of Lost Island from the top of the Uncharted deck to the staging area.

The Grey Havens (x1)
1A-B (18)

Setup: Set Captain Sahír and Na'asiyah aside, out of play. Add The Havens Burn, The Dream-chaser, and 1 copy of Sahír’s Ravager to the staging area. Shuffle the encounter deck and discard cards from the top of the encounter deck until X locations with the Aflame keyword are discarded, where X is the number of players in the game. Add each discarded Aflame location to the staging area. Then, shuffle the encounter discard pile back into the encounter deck.

Forced: At the end of the combat phase, deal X damage to the Aflame location in play with the lowest Aflame value. X is the number of Corsair enemies in play.

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.

The Thing in the Depths (x1)
1A-B (4)

Setup: Build the encounter deck using only The Stormcaller and Corsair Raiders encounter sets, setting The Thing in the Depths and The Stormcaller Elite encounter sets aside, out of play (enemy side faceup). Search the encounter deck for Helm of the Stormcaller and 1 copy of Umbar Raider, and add them to the staging area. Shuffle the encounter deck.

Captain Sahír and Na’asiyah gain indestructible. Forced: At the end of the round, if Captain Sahír and Na’asiyah are not in play, add 1 resource to each of them. Progress cannot be placed on this stage unless Helm of the Stormcaller is in the victory display.

Temple of the Deceived (x1)
1A-B (-)

Exploration.  
Setup: Prepare the Island Map (see insert). Flip over the top-left and bottom-left locations of the Island Map (without resolving their Forced effects, if any), and choose one as the player's starting active location, using a resource token to represent which location is active. The first player takes control of Captain Sahír, and the last player takes control of Na'asiyah (objective-ally side faceup). Add Temple Guardian to the staging area and attach Gate Key to it, guarded. Shuffle the encounter deck.

For each progress that would be placed on Searching the Island, you may place it on a location in the staging area, instead.

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

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

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

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

Sailing.  
Setup: Shuffle the Coast of Umbar, Corsair Raiders, Stormy Weather, Umbar Fleet, and Voyage Across Belegaer encounter sets into one encounter deck and make it the active encounter deck. Set The City of Corsairs encounter set aside, as an inactive second encounter deck. Prepare the Corsair deck. Players prepare their fleet. Add the Stormcaller to the staging area. Add 1 copy of Southern Belfalas to the staging area (2 instead if there are 3 or 4 players in the game). Shuffle the encounter deck.

Progress cannot be placed on The Coast of Umbar if the players are off-course. If the Stormcaller is destroyed (or if this stage has 15 or more progress on it), advance to stage 2.

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

Setup: Add “Seize them!” to the staging area. Each player adds 1 different location to the staging area and puts 1 copy of Umbar Sentry into play engaged with him. Shuffle the encounter deck.

This stage cannot have more than 15 progress tokens on it. While at least 1 player is engaged with an enemy, the players cannot defeat this stage.

The Sands of Harad (x1)
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)
1A-B (0)

Setup: Set Uruk Chieftain aside, out of play. Each player adds 1 copy of Sauron’s Enforcers to the staging area. Move each hero to the staging area. Each player takes control of an objective-hero and adds 2 resources to its resource pool. Remove each remaining objective-hero from the game. For the remainder of the game, heroes in the staging area are in play but under no player’s control, immune to player card effects, and their text boxes are considered to be blank.

Damage from undefended attacks must be dealt to a hero in the staging area, if able. The first card each player plays each phase does not require a resource match. Forced: After placing progress from questing successfully, each player chooses a hero he owns in the staging area and, takes control of that hero, and exhausts it. Advance to stage 2A.

The Mûmakil (x1)
1A-B (12)

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

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

Race Across Harad (x1)
1A-B (0)

Setup: Set Ford of Harnen and 1 copy of Uruk Warg-rider aside, out of play. Each player takes control of a Tamed Mumak. Remove each remaining Tamed Mumak from the game. Create the Orc’s area with a second quest deck consisting of stage 1C, 2C, 3C, and 4C as well as Uruk Chieftain.

When Revealed: Each player searches the encounter deck for 1 different location and adds it to the staging area. Shuffle the encounter deck. Advance to stage 2A.

Beneath the Sands (x1)
1A-B (5)

Setup: Set Brood Mother aside, out of play. Add the Search objective to the staging area (Off Track face up).

When Revealed: Discard cards from the encounter deck until X locations are discarded, where X is the number of players. Add each location discarded by this effect to the staging 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 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 Crossings of Poros (x1)
1A-B (-)

Setup: Set Poros Garrison and each of the following encounter sets aside, out of play: Mountains of Shadow, Desert Sands, Desert Creatures, Harad Soldiers, and Mordor Orcs. The first player adds The Black Serpent to the staging area and shuffles the encounter deck. Each other player reveals an encounter card.

Allies enter play exhausted. Forced: At the end of the planning phase, advance to a random stage 2.

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)
1A-B (-)

Setup: Set the Spiders of Mirkwood and Dol Guldur Orcs encounter sets aside, out of play. The first player takes control of Haldan and adds Searching for a Way Out to the staging area. Each player adds 1 Forest Spider to the staging area. Shuffle the encounter deck.

Each player’s threat cannot be reduced by player card effect. Forced: After an enemy engages a player, raise that player’s threat by 1.

The Wilds of Rhovanion (x1)
1A-B (0)

Setup: Build the Caves deck (see insert) and set it next to the quest deck. Set Fire-drake, Dragon Hoard, and the Dragon Might encounter sets aside, out of play. Shuffle the encounter deck. Each player discards cards from the top of the encounter deck until he discards an enemy or location and adds that card to the staging area.

Forced: At the beginning of the quest phase, discard cards from the top of the encounter deck until a location is discarded. Either add that location to the staging area, or raise each player's threat by X, where X is that location's printed Threat. This stage cannot be defeated unless there are 3 locations with victory points in the victory display.

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.

Roam Across Rhovanion (x1)
1A-B (-)

Setup: The first player takes control of Urdug, objective side face-up. Set each other objective and objective-ally aside, out of play. 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.

Progress cannot be placed on locations in the staging area. Forced: When the active location is explored, if the first player controls Urdug, advance to a random stage 2A.

Fire in the Night (x1)
1A-B (50)

Setup: Search the encounter deck for all 8 encounter side quests, shuffle them together, and place them facedown next to the quest deck. This is the side quest deck. The first player adds Dagnir to the staging area and shuffles the encounter deck. Each other player reveals an encounter card.

Forced: At the end of the planning phase, reveal the top card of the side quest deck and add it to the staging area. Dagnir makes an attack against Hrogar’s Hill. Do not deal a shadow card for this attack. The first player may declare a defender for this attack. Excess damage must be dealt to Hrogar's Hill. This stage cannot be defeated while Dagnir has hit points remaining. If Dagnir has no hit points remaining, the players win the game. If this stage has damage equal to its quest points, the players lose the game.

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.

Mount Gundabad (x1)
1A-B (-)

Setup: Add Dagnir to the staging area and set The First Forge aside, out of play. Create the Caves deck and the quest deck (see insert). Attach Wormsbane to a hero, Broken side face-up. Shuffle the encounter deck and discard cards from the top until X locations have been discarded, where X is 1 less than the number of players in the game. Add those locations to the staging area.

Forced: At the end of the planning phase, the first player looks at the top 2 cards of the quest deck and chooses 1 to place on the bottom of the quest deck. Then, add The Side Door to the victory display and advance to the top stage 2A of the quest deck.

The Fate of Wilderland (x1)
1A-B (-)

Setup: Add The Goblins' Assault, The Heroes' Defense, and Urdug to the staging area. Shuffle the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players in the game. Add those enemies to the staging area.

Forced: At the end of the round, place 1 progress on The Goblins' Assault for each enemy in the staging area. Then, if there is X or more progress on The Goblins' Assault, advance. X is equal to 2, plus 2 per player.

A Shadow in the East (x1)
1A-B (5)

Setup: Set Warriors of the East aside, out of play. Add Easterling Pursuit and 1 copy of River Running to the staging area. Each player adds 1 different Easterling enemy to the staging area. Shuffle the encounter deck.

This stage gets +5 quest points per player. Add +1 Threat to the total threat in the staging area for each resource token on Easterling Pursuit.

A Shadow in the East (x1)
1A-B (5)

Setup: Set each plot objective and each Cultist enemy aside, out of play. Each player searches the encounter deck for a different location and adds it to the staging area. One of those locations must be Side Street. Shuffle the encounter deck.

Forced: After the active location leaves play as an explored location, place 1 resource here. This stage cannot be defeated unless there are at least 2 resources here.

A Shadow in the East (x1)
1A-B (-)

Setup: Shuffle each of the stage 2 quest cards together and place them facedown under this stage. Create The Power of Mordor deck (see insert) and set it next to the quest deck. Add Thane Ulchor and Tribute to Mordor to the staging area. Shuffle the encounter deck.

Skip the quest phase. Forced: At the end of the planning phase, place 1 resource token here. Then, if there are 2 resource tokens here, add this stage to the victory display and advance to the topmost stage 2A.

Wrath and Ruin (x1)
1A-B (4)

Setup: Add Thane Ulchor and Gate of Dorwinion to the staging area. Each player adds a different location to the staging area. Make a copy of Makeshift Fortification the active location. Shuffle the enocounter deck.

The stage gets +4 quest points per player. Progess cannot be placed on locations in the staging area by player card effects. Forced: When a location is explored, the first player takes control of it. The stage cannot be defeated unless there are more locations under the players' control than in the staging area at the end of the round.

The Hobbit: Over Hill and Under Hill (x1)
1A-B (0)

Setup: Shuffle the Over the Misty Mountains Grim and Western Lands encounter sets into one encounter deck and make it the active encounter deck. Then, shuffle the The Great Goblin and Misty Mountain Goblins encounter sets into a second encounter deck and set it aside, inactive.

When Revealed: Each player may search his deck for 1 treasure card and add it to his hand, then shuffle his deck. Advance to stage 2A.

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)
1A-B (14)

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

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

The 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)
1A-B (-)

Setup: Search the encounter deck for Smaug the Golden, Smaug the Magnificent, The Lonely Mountain, and A Bare Patch. Set Smaug the Magnificent and A Bare Patch aside, out of play. Add Smaug the Golden and The Lonely Mountain to the staging area. Shuffle the five Erebor treasure cards and stack them facedown under The Lonely Mountain.

Skip the Quest phase. Forced: At the end of the round, advance to stage 2.

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

Setup: Search the encounter deck for Bolg and add it to the staging area. Then, shuffle the encounter deck and reveal 1 encounter card per player.

When Revealed: Put stage 2, stage 3 and stage 4 into play at the same time. Then remove this stage from play.

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

Setup: Set Buckleberry Ferry aside, out of play. Add 1 Black Rider to the staging area and make Bag End the active location. Shuffle the encounter deck.

When a player fails a Hide test, each Nazgûl enemy in the staging area engages that player. (Trigger Forced effects after resolving this effect.) The player cannot advance unless Bag End is in the victory display.

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)
1A-B (15)

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

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

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

Setup: Set Lust for the Ring, Redhorn Pass, Doors of Durin and Watcher in the Water aside, out of play. Shuffle the encounter deck.

Forced: At the end of the planning phase, each player places the top card of his deck faceup in front of him, in player order, until there are a total of 4 faceup cards between the players. The first player chooses 1 faceup card to be played for 0 cost, 1 to add to its owner's hand, 1 to discard, and 1 to shuffle into its owner's deck. Then, either shuffle Lust for the Ring into the encounter deck, or raise each player's threat by 5. Advance to stage 2.

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

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

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

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

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

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

The Treason of Saruman (x1)
1A-B (X)

Setup: Make Estemnet the active location. Add Uglúk and To Isengard! to the staging area. Each player chooses 1 non-Fellowship hero he controls to be a Captive and places it faceup underneath to Isengard! (If playing campaign mode, choose each "captive" from the Campaign Log instead). Set the pursuit value to 10.

X is the Pursuit value. Uglúk cannot leave the staging area or take damage. Forced: At the end of the combat phase, increase the pursuit value by 1 for each enemy in the staging area.

The Treason of Saruman (x1)
1A-B (-)

Setup: Set The Defense of Helm's Deep and 1 copy of Deeping Wall aside, out of play. Each player sets 1 copy of Soldier of Isengard aside, out of play. Then, the players must choose: either each player shuffles 1 copy of Poisoned Counsels into his deck, or advance to stage 2A (bypassing stage 1B).

When Revealed: Each player chooses 1 ally in his hand that matches the sphere of a hero he controls and puts it into play under his control. Skip the quest phase and combat phase. Forced: At the end of the round, advance to stage 2A.

The Treason of Saruman (x1)
1A-B (-)

Setup: Set Gates of Isengard, Orthanc, Saruman, and Saruman's Staff aside, out of play. Add each copy of Ent of Fangorn to the staging area. Shuffle the encounter deck.

Players cannot draw cards or gain resources. Do not commit to the quest or reveal encounter cards during the quest phase. Forced: At the end of the round, place 1 resource here. Then, the players may advance to stage 2. If the players advance, the first player shuffle the encounter discard pile into the encounter deck and reveals 1 encounter card for each resource here. Then, remove each Ent objective in the staging area from 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)
1A-B (20)

Setup: Add The Black Gate and The Cross-roads to the staging area. Shuffle the Harad encounter set and place it facedown under The Cross-roads. Each player, except for the first player, searches the encounter deck for a different non-unique location and adds it to the staging area. Shuffle the encounter deck.

Forced: At the beginning of the quest phase, reveal the top facedown card from under The Cross-roads and add it to the staging area. The players cannot defeat this stage while The Cross-roads is in play. When The Cross-roads is explored, the players win the game.

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

Setup: Set Cleft of Cirith Ungol, Shelob and The Great Spider encounter set aside, out of play. Put Sméagol into play under the first player's control. Make Morgul Vale the active location. Add Sméagol's Secret Way to the staging area. Shuffle the encounter deck.

Progress cannot be placed on Underground locations. Response: After Sméagol's Secret Way is explored, discard 3 random cards from each player's hand to discard each Nazgûl enemy in the staging area. Forced: At the end of the quest phase, if Sméagol's Secret Way is in the victory display, advance to stage 2A.

The Flame of the West (x1)
1A-B (-)

Setup: Set The Stone of Erech and Army of the Dead aside, out of play. Each player attaches a copy of Overcome by Fear to his threat dial. Remove each unattached copy of Overcome by Fear from the game.

When Revealed: Each player may add 1 resource to the resource pool of each hero he controls. Each player who does so must raise his threat by 3. Forced: At the end of the planning phase, discard all cards in each player’s hand and advance to stage 2A.

The Flame of the West (x1)
1A-B (20)

Setup: Add The Corsair Fleet (Corsair side faceup) and Great Corsair Ship to the staging area. Each player searches the encounter deck for a Ship location and adds it to the staging area. Shuffle the encounter deck.

Each Ship location in the staging area is immune to player card effects. The players cannot defeat this stage while Great Corsair Ship is in play. When this stage is defeated, the players win the game.

The Flame of the West (x1)
1A-B (2)

Setup: Set Minas Tirith, Grond, The Witch-king, and each copy of Wraith of Wings aside, out of play. Search the encounter deck for a copy of Pelennor Field and make it the active location. Shuffle the encounter deck. The players may attach Esquire of Rohan and Esquire of Gondor to different heroes.

Skip the quest phase and combat phase. Forced: At the end of the planning phase, place 1 progress here.

The Mountain of Fire (x1)
1A-B (0)

Setup: Set Shagrat aside, out of play. Add The Two Wachers (location side faceup) and Topmost Chamber to the staging area. The first player loses control of the Ring-bearer and place it faceup under Topmost Chamber as a guarded objective. Then, the first player attaches Last of the Company to a hero he controls and attaches The One Ring to that hero.

Each non-unique location gets -1 Threat and cannot leave the staging area. While The Two Watchers is in the staging area (enemy side faceup), it is considered to be engaged with each player. The stage cannot be defeated while The Two Watchers is in play.

The Mountain of Fire (x1)
1A-B (0)

Dire.  
Setup: Add The Black Gate and The Mouth of Sauron to the staging area. Set Gwaihir aside, out of play. Shuffle the encounter deck.

When Revealed: In player order, each player places the top card of his deck faceup in front of him until their are a total of 4 faceup player cards between the players. Place the top 4 cards of the encounter deck faceup. Starting with the highest cost player card, pair each player card with the highest threat encounter card remaining until their are 4 pairs. For each pair, the first player must choose: either discard both cards in the pair, or reveal the encounter card to play the player card at no cost.

The Mountain of Fire (x1)
1A-B (4)

Dire.  
Setup: Add Mount Doom and The Tower of Barad-dûr to the staging area. Make Brake of Thorns the active location. Each player searches the encounter deck for a different location and adds it to the staging area. Shuffle the encounter deck.

Dire. This stage gets +4 quest points for each player. The first treachery revealed each quest phase is immune to player card effects and gains surge.

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)
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.

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)
1A-B (14)

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

Smaug cannot have more than 6 damage on him. When Revealed: Deal 1 damage to Lake-town for each player in the game.

The Stone of Erech (x1)
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.

The Old Forest (x1)
1A-B (0)

Setup: Set Old Man Willow and Withywindle aside, out of play. Each player searches the encounter deck and adds 1 different location to the staging area. Shuffle the encounter deck.

When Revealed: Each player draws 1 card. Advance to a random stage 2A.

Fog on the Barrow-downs (x1)
1A-B (1)

Setup: Set each copy of Great Barrow, Standing Stones, and Hollow Circle aside, out of play. Shuffle the encounter deck.

Skip the quest phase. Forced: At the end of the round, place 1 progress on this 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.

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

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

No more than 4 progress can be placed on this stage each round. Forced: At the beginning of the quest phase, each player must choose: either raise his threat by 2, or reveal an additional encounter card this phase.

The Siege of Annúminas (x1)
1A-B (-)

Setup: Set Lieutenant of Angmar, Battering Ram, Enemy Camp, Siege Tunnel, each copy of Host Angmar, and each copy of Dúnedain of Annúminas aside, out of play. Each player searches the encounter deck for a different location and adds it to the staging area. One of those locations must be Gate of Annúminas. Shuffle the encounter deck.

Forced: At the beginning of the round (before the resource phase), place 1 resource here. Then, if there are 4 resources here, advance to stage 2. Response: At the end of the round, remove 10 progress from this stage to increase the city strength of Annúminas by 10.

The Siege of Annúminas (x1)
1C-D (-)

Setup: Set Lieutenant of Angmar, Battering Ram, Enemy Camp, Siege Tunnel, each copy of Host of Angmar, and each copy of Dúnedain of Annúminas aside, out of play. Shuffle the encounter deck. Each player discards cards from the top of the encounter deck until he discards an enemy or location. Add each enemy and location discarded in this way to the staging area.

Forced: At the beginning of the round (before the resource phase), place 1 resource here. Then, if there are 4 resources here, advance to stage 2. Response: At the end of the round, remove 10 progress from this stage. Then, the first player at each stage takes control of a set aside Dúnedain of Annúminas.

The Siege of Annúminas (x1)
1E-F (-)

Setup: Set Lieutenant of Angmar, Battering Ram, Enemy Camp, Siege Tunnel, each copy of Host of Angmar, and each copy of Dúnedain of Annúminas aside, out of play. Each player searches the encounter deck for a different enemy and adds it to the staging area. One of these enemies must be Vanguard of Carn Dûm. Shuffle the encounter deck.

Forced: At the beginning of the round (before the resource phase), place 1 resource here. Then, if there are 4 resources here, advance to stage 2. Response: At the end of the round, remove 10 progress from this stage, then the players at each other stage reveal 1 fewer encounter card during their next quest phase (to a minimum of 0).

Attack on Dol Guldur (x1)
1A-B (-)

Setup: Set Host of Lórien and all 4 Lieutenant enemies aside, out of play. Add Power of Lórien and 1 copy of Dol Guldur Marauder per player to the staging area. Shuffle the encounter deck.

Forced: At the end of the round, place 1 resource here and move all progress from this stage to Power of Lórien. If there are 3 resources here, advance to stage 2A. Response: At the end of the round, raise each player's threat by 1 to choose a stage. Each player at that stage draws 1 card and adds 1 resource to a hero's resource pool.

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 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.