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Player Encounter Quest
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Results: 1 - 50 of 128 Cards
Core Set (x1)
Stage
1 A

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...

1 B
8

The nastiest things they saw were the cobwebs; dark dense cobwebs, with threads extradionairly thick, often stretched from tree to tree, or tangled in the lower branches on either side of them. There were none stretched across the path, but whether because some magic kept it clear, or for what other reasons they could not guess. - The Hobbit

Core Set (x1)
Stage
1 A

The Lady Galadriel of L贸rien 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 Nazg没l 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.

1 B
9

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)
Stage
1 A

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 L贸rien. As you leave the forest behind, you notice that you are being pursued, and thus quicken your pace...

1 B
8

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)
Stage
1 A

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.

1 B
9

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)
Stage
1 A

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–D鈥搈. 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.

1 B
8

The Dwarves abandonded Nibin–D鈥搈 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.

Revised Core Set (x1)
Stage
1 A

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...

1 B
8

The nastiest things they saw were the cobwebs; dark dense cobwebs, with threads extradionairly thick, often stretched from tree to tree, or tangled in the lower branches on either side of them. There were none stretched across the path, but whether because some magic kept it clear, or for what other reasons they could not guess. - The Hobbit

Revised Core Set (x1)
Stage
1 A

The Lady Galadriel of L贸rien 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 Nazg没l 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.

1 B
9

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)
Stage
1 A

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 L贸rien. As you leave the forest behind, you notice that you are being pursued, and thus quicken your pace...

1 B
8

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)
Stage
1 A

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

1 B
8

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.

Conflict at the Carrock (x1)
Stage
1 A

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.

1 B
7

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)
Stage
1 A

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.

1 B
8

The Eagle's wounds cannot be tended in the wilderness, so you attempt to bring the creature to Rhosgobel, where the wisdom of Radagast the Brown may be its only hope.

The Hills of Emyn Muil (x1)
Stage
1 A

The hunt for Gollum has led you to the south, and you are now approaching Rauros falls and the nearby hills of Emyn Muil...

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

1 B
1

You are certain that Gollum has fled into the area, and you must explore until you find the fresh trail.

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)
Stage
1 A

You have followed Gollum's trail for days, and are now closing in fast pursuit. In a last ditch effort to escape you, the creature has fled to The Dead Marshes.

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

1 B
12

'Yes, yes,' said Gollum. 'All dead, all rotten. Elves and Men and Orcs. The Dead Marshes. There was a great battle long ago, yes, so they told him when Smeagol was young, when I was young before teh Precious came. It was a great battle. Tall Men with long swords, and terrible Elves and Orcses shrieking. They fought on th eplain for days and months at the Black Gates. But the Marshes have grown since then, swallowed up the graves; always creeping, creeping.'
–The Two Towers.

Return to Mirkwood (x1)
Stage
1 A

Having captured Gollum, you must now escort him through Mirkwood Forest for interrogation at Thranduil's Palace.

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

1 B
12

Mirkwood is always a dangerous place, but it is even worse with Gollum. Between the outbursts, tantrums, and the flying provisions, you are not afforded a moment's peace

Khazad-dûm (x1)
Stage
1 A

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-d没m 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.

1 B
7

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-d没m 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)
Stage
1 A

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.

1 B
15

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

Khazad-dûm (x1)
Stage
1 A

You have discovered the fate of the Dwarven colony, and seek to leave Moria. But exiting may not be as simple as entering...

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.

1 B
-

As you leave the Seventh Level, the air grows thick and drums begin to roll from the deeps. A man-shape shadow, yet greater, masses at the end of the hall, and begins to head straight for you.

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.


The Redhorn Gate (x1)
Stage
1 A

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 Und贸miel into play under the control of the first player.

1 B
9

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

Road to Rivendell (x1)
Stage
1 A

Your party has braved the snows of the pass, but now must travel North along the Misty Mountains for league upon league as you escort Arwen to her father's house.

Setup: Put Arwen Und贸miel 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.

1 B
20

This is a wild and perilous country, and it is dangerous to follow the roads. The mountains rise up on the right, impassively watching your slow trek among the foothills.

The Watcher in the Water (x1)
Stage
1 A

Elrond has asked you to scout the Mines of Moria on your return to Lorien, hoping to discover if it is the source of increased Orc activity along the Misty Mountains.

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

1 B
13

Your approach is blocked by a dark lake that slumbers beneath the face of the cliff. You must search for a way around the water.

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

The Long Dark (x1)
Stage
1 A

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

Your party is scouting the Mines of Moria, searching for signs of Orcs. Dark tunnels and twisting passages spread out in all directions, a labyrinthine maze that you could wander in forever if you take the wrong path.

1 B
13

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)
Stage
1 A

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.

1 B
9

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.

Shadow and Flame (x1)
Stage
1 A

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.

1 B
9

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)
Stage
1 A

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 Alcaron鈥檚 Scroll. Make The Leaping Fish the active location and attach Alcaron's Scroll to a hero.

1 B
6

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 Attack instead of Willpower 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)
Stage
1 A

You've arrived in Ithilien with a sealed message for Faramir, only to learn that he has gone north to defend Cair Andros from massing enemy forces.

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

1 B
15

Battle. (Characters quest using Attack instead of Willpower.)

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

Faramir has left a company of rangers in Ithilien, tasked on ambushing Southrons as the march toward Cair Andros. Their captain, Celador, offers to lead you to Cair Andros after the approaching enemy is destroyed...

Heirs of Númenor (x1)
Stage
1 A

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.

1 B
9

Siege. (Characters quest using Defense instead of Willpower.)

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

The Steward's Fear (x1)
Stage
1 A

Even as foes mass from without, the Steward of Minas Tirith fears there are enemies within. You have been asked to investigate the possibility of a conspiracy within the White City...

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.

1 B
-

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.

You begin your investigation at The Fourth Star, a popular tavern...

The Drúadan Forest (x1)
Stage
1 A

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

The leader of the underworld cabal from Minas Tirith has fled with his remaining henchmen. You have followed his trail to The Dr煤adan Forest, hoping to bring the nameless villain to justice.

1 B
11

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

The Dr煤adan Forest is a wild and dangerous place. It is said that Woses, reclusive forest dwellers, still reside among the trees. You wonder if your quarry has considered the dangers of this course.

Encounter at Amon Dîn (x1)
Stage
1 A

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.

Emerging from the Druadan Forest with news of the conspirators' demise, you begin your journey to Minas Tirith. As you wake the following day, you see dark plumes of smoke rising across the lands of An贸rien.

1 B
-

Villagers 5.

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.

In a smoldering village near Amon D卯n, you find none other than a tired Lord Alcaron. Pleased to see you, he requests your assistance in protecting the village.

Assault on Osgiliath (x1)
Stage
1 A

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

You have returned to Minas Tirith just in time to join the army of Gondor as it marches to Osgiliath. An army of orcs and southrons have garrisoned the ancient city, but Lord Boromir means to retake it. Eager to strike a blow against Mordor, you will see the city retaken or die in the attempt...

1 B
-

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)
Stage
1 A

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

After the assault on Osgiliath, Lord Alcaron urges Boromi to pursue the retreating enemy. Boromir agrees and gives permission to Faramir and his rangers. Grateful for you valiant efforts in Gondor's defense, Faramir invites you to join the hunt...

1 B
11

At the beginning of the quest phase, each player takes 1 hidden card.

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

You've pursued the enemy all the way to the Crossroads when a wicked horn blares in the distance. Within minutes, a host of orcs swarms out of the trees from all sides, led by a foreboding robed figure...

The Voice of Isengard (x1)
Stage
1 A

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 Gr铆ma 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.

1 B
6

Time 5. Forced: After the last time counter is removed from this stage, discard Gr铆ma from play.

The players cannot advance unless the first player controls Gr铆ma.

The Voice of Isengard (x1)
Stage
1 A

Saruman has tasked you with a dangerous mission: journey up the Misty Mountains' southern peack in search of the Orc, Mugash, and capture him alive.

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鈥檚 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.

1 B
-

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.

Mugash and his Orcs have been raiding the surrounding coutryside from their hidden lair in Methedras, and carrying loot and captives back into the mountains. It's time to put an end to this menace...

The Voice of Isengard (x1)
Stage
1 A

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.

1 B
9

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 Dunland Trap (x1)
Stage
1 A

You are following the Old South Road from Isengard to Tharbad on an errand for Saruman when you are attacked by Wild Men of Dunland.

Setup: Set Chief Turch and Munuv Du虃v 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.

1 B
18

Already weary from a full day of travel, you struggle to hold off the ferocious Dunlending attack. You must rally your companions and drive back the enemy, or you will be defeated.

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)
Stage
1 A

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

At the edge of a cursed forest, the Boar Shaman explains that you must undertake three trials in order to recover the Antlered Crown, or face death. Each trial will test your worthiness. Guardian spirits watch over three sacred swords, protecting them from the undeserving.

1 B
-

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

Three ancient barrows mark the locations for the trials, each the resting place of a different guardian spirit. The Boar Clan waits at the forest's edge for any sign of your victory... or your death. Your only option is to press onward, heading towards the site of one of the three trials...

Trouble in Tharbad (x1)
Stage
1 A

Your meeting with Nalir is interrupted by a host of Orcs led by a man, Bellach. In the ensuing chaos, you manage to escape with the Dwarf but the Orcs pursue. Outnumbered, you must throw the Orcs off your trail if you hope to escape...

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.

1 B
-

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)
Stage
1 A

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.

You've entered the vast marshlands of the Nin–in–Eilph with Nalir in order to escape Bellach and his Orcs. Now, you must cross the swamp in order to reach Hollin on the other side.

1 B
0

When Revealed: Advance to a random stage 2A.

No traveller has entered the N卯n–in–Eilph for an age and there is no path through the shifting marshland. You must find your own way across the treacherous bog.

Celebrimbor's Secret (x1)
Stage
1 A

Time 3.

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

You have finally reached the ruins of Ost–in–Edhil, but Bellach and his Orcs have arrived before you. They appear to be searching for the hidden chamber. If you want to reach it first, you will have to move quickly and carefully...

1 B
14

Time 3.

Forced: After the last time counter is removed from this stage, trigger each Scour effect currently in play. Place 3 time counters on this stage.

Bellach is immune to player card effects and cannot be engaged.

The players cannot advance unless Celebrimbor鈥檚 Mould is attached to a hero.

The Antlered Crown (x1)
Stage
1 A
>

Setup: The first player takes control of Chief Turch. Set Raven Chief and Raven Chief鈥檚 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.

1 B
10

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.

The Lost Realm (x1)
Stage
1 A

Rangers have sighted a large group of Orcs making its way towards Bree–land. The D煤nedain, I芒rion, has asked you to help him intercept the war party before it can reach the quiet village. The Orcs are a day ahead of you and moving fast, but there is hope you can catch them with the Ranger's tracking skill...

Setup: Put I芒rion into play. Add 1 Orc War Party to the staging area. Each player adds 1 different location to the staging area. Shuffle the encounter deck.

1 B
30

You must move swiftly to prevent the Orcs from reaching Bree–land!

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 I芒rion. If the players defeat this stage, they win the game.

The Lost Realm (x1)
Stage
1 A

You've pursued the remnants of an Orc war party east from the borders of Bree–land and into the wilderness beyond. Their trail climbs out of the lowlands and into the Weather Hills.

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.

1 B
-

As you pursue the Orcs, the weather itself turns against you. Now you must contend with the elements while you hunt the enemy.

The first Weather treachery card revealed each round gains Surge.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)
Stage
1 A

You've brought the prisoners you rescued from the Weather Hills to Fornost. The Rangers gathered there are shocked to hear what you discovered at Amon Forn. Before their Chieftain can decide what to do, an unnatural fog covers the ruins in darkness, and the spectres of dead warriors emerge from the mists to attack you!

Setup: Put I芒rion into play. Set Thaurdir aside, out of play. Add 1 copy of Fornost Square to the staging area. Shuffle the encounter deck.

1 B
11

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)
Stage
1 A

Following the surprise attack on Fornost, you have agreed to help the Ranger, Amarthi煤l, track the villains who captured his friend, I芒rion.

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 Amarthi煤l. Shuffle the encounter deck. Reveal 1 card from the encounter deck per player.

1 B
20

Your enemies' tracks lead you across the North Downs towards Angmar. In the barren lands between you and that dread realm, the nights are black and bitter cold, but it is the howling of Wargs that gives you chills.

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)
Stage
1 A

You have been captured and imprisoned by the goblins of Mount Gram.

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 Gorn谩kh and the Angmar Orcs encounter set aside, out of play. Shuffle the encounter deck. Each player draws a new starting hand of 3 cards.

1 B
-

You have endured much during your imprisonment in Mount Gram at the hands of a cruel goblin known as Gorn谩kh. But before you are taken north as prizes for "Lord Daechanar," Amarthi煤l comes to your rescue. After he frees you, he slips off to find I芒rion, whom you suspect is imprisoned nearby. Armed with only your wits and resolve, you must find the rest of your company.

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

Across the Ettenmoors (x1)
Stage
1 A

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 Amarthi煤l.

1 B
10

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 Treachery of Rhudaur (x1)
Stage
1 A

You have decided to explore the ruins of this ancient keep, but Thaurdir pursues you, and time is of the essence.

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 Amarthi煤l.

1 B
-

Time 5. Forced After the last time counter is removed from Secrets of Rhudaur, remove each Treachery of Rhudaur side quests 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)
Stage
1 A

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

Setup: Add Thaurdir to the staging area, Captain side faceup. Add 1 copy of Carn D没m 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.

1 B
15

Thaurdir has mustered the defense of Carn D没m. There is no turning back now. "For I芒rion!" the Rangers begin to shout, unsheathing their swords.

Thaurdir cannot leave the staging area and cannot take damage. At the end of the round, if Thaurdir is Champion side faceup, flip him.

Do not discard unresolved shadow cards at the end of the combat phase.

Forced: If there are 3 shadow cards dealt to Thaurdir, flip him.

The Dread Realm (x1)
Stage
1 A

As you descend into the catacombs beneath Carn D没m, you find yourself overcome with terror. Still, you press onward, knowing that I芒rion's fate–and perhaps the fate of the north–lies in your hand.

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.

1 B
18

Daechanar's powers of sorcery and necromancy are strongest here, in the capital of the Witch–realm where the lord of the Nazg没l once resided.

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)
Stage
1 A

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.

1 B
8

Sailing.

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

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.