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Card Set Scenario Encounter
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Card Type Subtype Deck Type
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Resource Threat Engagement
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Trait Keyword Victory
Category
Player Encounter Quest
Region Archetype Age
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Results: 126 Cards

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

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

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


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

The Lady Galadriel of Lórien 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 Nazgûl 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.

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

When Revealed: Search the encounter deck for 1 Hill Troll is one is not already in play, and place it in the staging area. Shuffle the encounter deck.

Players cannot defeat this stage while any Hill Troll cards are in play.

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


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

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

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

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


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

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

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

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

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


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

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

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


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

The Lady Galadriel of Lórien 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 Nazgûl of Dol Guldur face up but out of play, alongside the quest deck. Then, shuffle the encounter deck, and attach 1 encounter to each objective card.

When Revealed: Randomly select 1 hero card (among all the heroes controlled by the players) and turn it facedown. The hero is now considered a "prisoner", cannot be used, cannot be damaged, and does not collect resources, until it is "rescued" (as instructed by card effects) later in this quest.

The players, as a group, cannot play more than 1 ally card each round.

Players cannot advance to the next stage of this quest unless they have at least 1 objective card.


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

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

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

When Revealed: Search the encounter deck for 1 Hill Troll is one is not already in play, and place it in the staging area. Shuffle the encounter deck.

Players cannot defeat this stage while any Hill Troll cards are in play.

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


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

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

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

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

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


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

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

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

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

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


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

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

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


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

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.

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)
1A-B (12)

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.


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

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.


Khazad-dûm (x1)
1A-B (7)

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

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

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

Player cannot advance to the next stage of the scenario unless Bridge of Khazad-dûm 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)
1A-B (15)

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.


Khazad-dûm (x1)
1A-B (-)

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.

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)
1A-B (9)

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

Setup: Add Caradhras to the staging area. Remove all copies of Snowstorm from the encounter deck and set them aside, out of play. Put Arwen Undómiel 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)

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 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.

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)
1A-B (13)

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.

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 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.

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.

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


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

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

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

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

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


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

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

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

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

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


Heirs of Númenor (x1)
1A-B (6)

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

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

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

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

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


Heirs of Númenor (x1)
1A-B (15)

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.

Battle. (Characters quest using instead of .)

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)
1A-B (9)

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

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

Siege. (Characters quest using instead of .)

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

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


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

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.

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)
1A-B (11)

Setup: Search the encounter deck for Drû-buri-Drû 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 Drúadan Forest, hoping to bring the nameless villain to justice.

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

The Drúadan 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)
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.

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 Anórien.

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 Dîn, 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)
1A-B (-)

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...

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.

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...

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)
1A-B (6)

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

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

Time 5.

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 (-)

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%27s 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.

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)
1A-B (9)

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

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

Time 4.

Forced: After the last time counter is removed from this stage, shuffle Mugash into the encounter deck and advance to stage 3.

The players cannot advance to stage 2 unless Mugash is attached to a hero.

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


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

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 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.

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)
1A-B (-)

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.

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)
1A-B (-)

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.

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.

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.

When Revealed: Advance to a random stage 2A.

No traveller has entered the Nîn–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)
1A-B (14)

Time 3.

Setup: Add Bellach, The Orcs%27 Search, and The Secret Chamber to the staging area. Attach Celebrimbor%27s 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...

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%27s Mould is attached to a hero.


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

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Setup: The first player takes control of Chief Turch. Set Raven Chief and Raven Chief%27s Camp aside, out of play. Reveal 1 copy of Dunland Battlefield and make it the active location. Reveal 1 copy of Raven War-camp and add it to the staging area. Create the Raven deck (see insert) and set it next to the quest deck. Each player chooses 1 different enemy from the Raven deck and adds it to the staging area. Shuffle the encounter deck and Raven deck.

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

Time 3.

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


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

Rangers have sighted a large group of Orcs making its way towards Bree–land. The Dúnedain, Iârion, 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 Iârion 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.

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 Iârion. If the players defeat this stage, they win the game.


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

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.

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)
1A-B (11)

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 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)

Following the surprise attack on Fornost, you have agreed to help the Ranger, Amarthiúl, track the villains who captured his friend, Iârion.

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.

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 .

Forced: When it becomes Night, raise each player's threat by 1.


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

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 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.

You have endured much during your imprisonment in Mount Gram at the hands of a cruel goblin known as Gornákh. But before you are taken north as prizes for "Lord Daechanar," Amarthiúl comes to your rescue. After he frees you, he slips off to find Iârion, 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)
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.

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)
1A-B (-)

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 Amarthiúl.

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)
1A-B (15)

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

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 has mustered the defense of Carn Dûm. There is no turning back now. "For Iârion!" 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)
1A-B (18)

As you descend into the catacombs beneath Carn Dûm, you find yourself overcome with terror. Still, you press onward, knowing that Iârion'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.

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

Reanimated Dead are Undead enemies with 2 , 2 , 2 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)

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

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

Sailing.

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

When this stage is defeated, if you are on course (), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top state of the quest deck.



The Grey Havens (x1)
1A-B (20)

You arrive on the island's western beach, the edge of a dense jungle looming beyond. With no map to guide you and no idea of what to expect, you venture forward, deeper into the island...

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.

Corsairs are attacking the Grey Havens and burning the Elven fleet. You must defend the Havens from these fierce raiders and save as many ships as you can!

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)

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

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

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

Sailing.

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


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

Swinging across on ropes, your company boards the Stormcaller, and a fierce battle ensues!

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 (-)

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.

Sahír has led you to an uncharted isle, and has agreed to help you find a chest he claims the black key will open. First, you must find the Gate Key that opens the way to the grand temple on the eastern side of the island.

Exploration.

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)

In the sunken ruins of the temple, you find a grotto leading deep below the sea level. Much of the grotto is submerged underwater.

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)

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

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

Sailing.

Forced: When a Ship enemy engages you, if you are off-course (Cloudy, Rainy or Stormy), deal 2 damage to a Ship objective you control. If you are on-course (Sunny), deal 2 damage to that Ship enemy instead.

If your current heading is at the worst setting (Stormy), Raider Flagship gets -50 engagement cost.


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

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.

Deep in enemy waters, you must recover the artifact from the Stormcaller.

Sailing.

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

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)

At the end of a long sea–voyage, you have reached the port of Umbar but your ship was dashed upon the rocks. Though you completed the quest that brought you to Harad, it has left you stranded in enemy territory, far from help.

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.

Alarm bells ring from high watchtowers and the city guard shouts for you to lay down your arms and surrender. You must run or be captured!

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)

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

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

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

Forced: After an ally enters play, either exhaust it, or deal 1 damage to it.

Forced: At the end of the round, increase the temperature by 4.

If the temperature is 60 or higher, the players lose the game.


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

A tribe of Haradrim has rescued you, but their village is attacked by Orcs!

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)

After seeing his village destroyed by Sauron's Orcs, Kahliel has decided to travel north with you to Gondor. But it is a long road, and you will need mounts to ride. So your Haradrim allies have led you into the great jungle of Harad in search of the might Mumakil.

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

The jungle is full of danger. The Haradrim warn you to stay alert lest the hunters become the hunted.

Forced: After the active location leaves play as an explored location, shuffle 1 set aside Wild M–mak into the encounter deck.

The players cannot advance unless the number of Wild M–mak in play is equal to the number of players.


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

Emerging from your hunt in the great jungle of the south, you set out across the vast desert of Harad on your long journey north to Gondor.

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.

Riding atop the Oliphaunts that you captured in the jungle, you set an easy pace.

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)

Several members of your group were seized by spiders in the night and dragged away from camp. When the sun came up, you followed their trail to a large cavern entrance and entered in.

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

Inside the cavern entrance you find a large maze of tunnels criss–crossed with all manner of prints. It is impossible to discern which are the tracks you seek, so you begin to search all around.

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)

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

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

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

If a Harad objective is not attached, the first player claims it and attaches it to a hero he controls.

This stage cannot be defeated unless each Harad objective in play is attached to a hero.


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

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

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

Each enemy and location in the staging area that is guarding an objective is immune to player card effects.

Forced: After any number of characters are rescued, reveal an encounter card.

This stage cannot be defeated while a guarded objective is in play.


The Crossings of Poros (x1)
1A-B (-)

You have escaped the dungeons of Cirith Gurat with the rescued members of Kahliel's tribe, but it's still a long way to Gondor.

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.

By now the Orcs will be searching for their escaped prisoners, and The Black Serpent will be seeking revenge against the outlaws who ambushed his caravan. You cannot hope to outrun your enemies with the exhausted refugees in your care, so you consult with Kahliel to decide the safest way north.

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.

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

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


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

After several days of traveling through Mirkwood, you awaken suddenly in the night to see dozens of hungry eyes glaring at you from the darkness.

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.

There is a bitter fight not only to drive back the spiders but to avoid being separated in the pitch black. When the first light of dawn rises to reveal your surroundings, you see only endless trees and no sign of your path. You begin searching about for some type of landmark to point you in the right direction.

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)

You have tracked the beast that attacked the village on the border of Brand's realm to the mines beneath the Iron Hills. The Dwarves there have been driven from the lower depths by a new terror, and the mines have become a haunt for evil creatures.

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

This stage cannot be defeated unless there are 3 locations with victory points in the victory display.


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

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

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

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

Forced: After the active location is explored, look at the top 3 cards of the encounter deck. Reveal 1 of those cards and discard the rest.

The players cannot defeat this stage unless at least 1 Dragon Sign is in the victory display.


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

The Goblin, Urdug, has agreed to show you a secret entrance to Mount Gundabad, but only if you help him recover some things he lost in Rhovanion.

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.

You have agreed to help the Goblin in return for his assistance, but you keep a wary eye on him all the same.

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)

The Woodmen of Hrogar's Hill have agreed to help you in your quest, but shortly after they welcome you to their town it is attacked by the very Dragon you seek: Dagnir has come to take vengeance on Wilderland!

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)

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

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

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

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


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

Mount Gundabad rises before you, and the Dragon, Dagnir, waits within.

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.

It doesn't take you long to discover Urdug's secret entrance, and with a turn from Durin's Key the way into Mount Gundabad lies open before you. You must find Durin's Forge, repair Wormsbane, and use it to kill Dagnir.

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 (-)

Dagnir is dead. In a move long–planned, Urdug has returned with an army of Goblins to lay claim to Gundabad and the Dragon's Wealth.

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.

Goblins swarm up the mountain slopes and you fight to keep them back.

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)

You are traveling south along the River Running on your way to Dorwinion when you are attacked by Easterling raiders in the night. The raiders set fire to your boat, trapping you on the east side of the river, and you are forced to flee south on foot.

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.

Your only hope is to reach the safety of Dorwinion by the Crossing of Araw before your Easterling pursuers overtake you.

This stage gets +5 quest points per player.

Add +1 to the total threat in the staging area for each resource token on Easterling Pursuit.


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

A shadow hangs over the capital of Dorwinion. Fear grips the heart of the city on the Sea of Rh–n. People have been disappearing, and it is rumored that a cult of Sauron worshippers are responsible.

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.

The people you came to help beg you to uncover the truth of these rumors and rescue their lost loved ones if you can.

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 (-)

Your search for the missing Dorwinions has led you up the mountains of Rh–n. There you discover the remains of an ancient temple built to honor Sauron during the dark years of Middle–earth.

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.

The journey to reach this place has been difficult and you take a moment to prepare yourself before entering the dark temple.

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)

Thane Ulchor has returned to Dorwinion at night with an army of Easterlings. His agents within the city slew the guards and opened the gate to let them in. You wake to find battle already raging in the streets.

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 City of Ulfast (x1)
1A-B (5)

After his defeat in Dorwinion. Ulchor fled east with the remnants of his army. You have pursued him to the City of Ulfast on the southern shore of the Sea of Rh–n. Determined to bring the villain to justice, you sneak into the city at night and begin searching for him.

Setup: Add City Guard to the staging area. Each player adds a different location to the staging area. Shuffle the encounter deck.

Ulfast is a city of Easterlings, and they do not take kindly to intruders. You must take care to avoid the city guard as you search about.

City Guard cannot have more than 5 damage, and it gets -5 engagement cost for each resource here.

Forced: At the end of the round, place 1 resource here.


Challenge of the Wainriders (x1)
1A-B (0)

The Wainriders have challenged you to a chariot race. Win, and you earn your freedom. Lose, and the Wainriders will sell you as prisoners to Mordor.

Setup: Build the circuit (see insert). Place The Wainriders and The Challengers objective cards at this stage. The first player adds Wainrider Champion to the staging area. Each other player adds 1 different location to the staging area. Shuffle the encounter deck.

Race. This stage gets +4 quest points per player.

Forced: When this stage is defeated, make a racing test. To pass requires 1 STRAIGHT result, plus an additional STRAIGHT result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, each player discards 1 random card from his hand.


Under the Ash Mountains (x1)
1A-B (25)

The tunnels of Torech Gorgor run beneath the Ash Mountains into Mordor.

Setup: Each player with more than 40 cards in his deck discards cards from the top of his deck until he has 40 cards left. The first player adds a copy of Torech Gorgor Patrol to the staging area. Each other player adds 1 different location to the staging area. Shuffle the encounter deck and discard cards from the top until a side quest is discarded. Reveal that side quest. Shuffle the encounter discard pile into the encounter deck.

The dark passage offers you a way into Mordor, but only if you can navigate the intersecting maze of tunnels before running out of provisions.

Event cards cannot shuffle cards from a player's discard pile into his deck.

Forced: At the end of the round, each player discards X cards from the top of his deck, where X is 1 more than the number of quest cards in play. If a player has no cards left in his deck, he is eliminated from the game.


The Land of Sorrow (x1)
1A-B (15)

You've decided to risk everything to rescue Ulchor's captives from slavery.

Setup: Add each Camp location to the staging area. Attach a random Captive objective-ally to each Camp location as a guarded objective. Place 1 random Warden enemy faceup (but not in play) under each Camp location. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is 1 less than the number of players. Add each location discarded this way to the staging area.

Each Camp location is immune to player card effects, and player cannot travel there while a Warden enemy is in play.

Forced: At the end of the round, raise each player's threat by 1 for each Camp location in the staging area.

This stage cannot be defeated unless players control all 3 Captive objective-allies.


The Fortress of Nurn (x1)
1A-B (3)

Your quest to defeat Thane Ulchor has brought you to his stronghold in Mordor.

Setup: Player decks cannot exceed 50 cards. Create the Power of Mordor deck (see insert) and set it next to the quest deck. Each player puts 1 copy of Ulchor's Guard into play engaged with him. Add Thane Ulchor and all 4 copies of the Storm the Castle side quest to the staging area. Place the top card of the Power of Mordor deck faceup under each side quest in play. Each player places 8 cards from top of his deck under the quest deck and each side quest in play.

You lead an army of rescued slaves in a surprise attack on Ulchor's fortress.

Thane Ulchor cannot leave the staging area.

While there are at least 3 progress tokens on this stage, it cannot be chosen as the current quest stage during the quest phase.

This stage cannot be defeated unless it is the end of the round and there are 3 Castle side quests in the victory display.


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

After a refreshing stay in the House of Elrond, Bilbo and his companions resumed their quest for the Lonely Mountain. But to reach Erebor, they first had to climb the high pass over the Misty Mountains.

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)

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

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

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


The Hobbit: Over Hill and Under Hill (x1)
1A-B (14)

After killing the Great Goblin, Bilbo's companions fought to win their escape from the goblins. By the time they realized that Bilbo had been lost in the darkness, it was too late to turn back and search for him.

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)

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

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

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


The Hobbit: On the Doorstep (x1)
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.

So one day, although autumn was now getting far on, and winds were cold, and leaves were falling fast, three large boats left Lake–town, laden with rowers, dwarves, Mr. Baggins, and many provisions. –The Hobbit


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

"Dread has come upon you all! Alas! It has come more swiftly than I guessed. The Goblins are upon you! Bolg of the North is coming. O Dain! whose father you slew in Moria. Beehold! the bats are above his army like a sea of locusts. They ride upon wolves and Wargs are in their train!" – Gandalf, The Hobbit

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.

Ever since the fall of the Great Goblin of the Misty Mountains the hatred of their race for the dwarves had been rekindled to fury. Messengers had passed to and from between all their cities, colonies and strongholds; for they resolved now to win the dominion of the north. –The Hobbit


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

The ring Frodo Baggins inherited from his uncle Bilbo is indeed The One Ring. After conferring with the wizard Gandalf, Frodo decides to leave the Shire and take the ring to Rivendell.

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.

Frodo's friend insist on joining him in his adventure, but danger finds them sooner than anticipated when Black Riders appear in the Shire.


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

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

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

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

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


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

Frodo has been gravely injured in the attack on Weathertop and will perish if his companions cannot bring him to Rivendell in time. Strider leads the Hobbits towards the hidden valley, anxiously listening for the sound of Black Riders...

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 (-)

In the House of Elrond, the evil wound that Frodo received on Weathertop is healed and he is reunited with his uncle Bilbo. The One Ring cannot remain hidden in Rivendell for long, so Lord Elrond summons a council to decide what should be done to protect the Free Peoples of Middle–earth.

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)

Trapped inside the Mines of Moria, the Company of the Ring must find their way through many twisting passages to reach the eastern door. But with every step they take into the Mines, there is a growing sense of dread...

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.

There were not only many roads to choose from, there were also in many places holes and pitfalls, and dark wells beside the path in which their passing feet echoed. –The Fellowship of the Ring


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

Having barely escaped from Moria, the Company of the Ring flees into the forest of Lórien where they are welcomed by the Elves of the Golden Wood and supplied with boats and other gifts by their Lord and Lady, Celeborn and Galadriel. Then, after a brief rest, they set out upon the River Anduin.

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 and cannot be engaged. Skip the encounter phase.

The players cannot advance while The Argonath is in play.

So the Company went on their long way, down the wide hurrying waters, borne ever southwards. Bare woods stalked along either bank, and they could not see any glimpse of the lands behind. –The Fellowship of the Ring


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

The Orcs that attached the Fellowship at Amon Hen captured several members of the Company and are carrying them to Isengard. Aragorn and his companions decide to chase the Uruk–hai in an effort to rescue their friends...

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.

"With hope or without hope we will follow the trail of our enemies. And woe to them, if we prove the swifter!" –Aragorn, The Two Towers


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

The pursuit of the Uruk–hai has brought the Heir of Elendil to Rohan just as Saruman declares war on that land. Aragorn and his companions travel to Edoras to aid King Théoden, but their arrival is met with suspicion...

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.

"Hail, Théoden son of Thengel! I have returned. For behold! the storm comes, and now all friends should gather together..." –Gandalf, The Two Towers


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

Saruman's army has been defeated at Helm's Deep, but the Wizard's fortress is beyond Rohan's power to capture. However, the Ents of Fangorn have also suffered great injury because of Saruman and his Orcs. They have the strength to break Isengard, but only if they can be roused to attack.

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)

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

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

The players cannot advance unless the first player controls Sméagol.

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

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


The Land of Shadow (x1)
1A-B (20)

"These cursed Southrons come now marching up the ancient roads to swell the hosts of the Dark Tower. Yea, up the very roads that craft of Gondor made." -Mablung, The Two Towers

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 road may pass, but they shall not!"
—Mablung, The Two Towers


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

Sméagol has led Frodo and Sam to the Morgul Vale, where he promises to show them a secret way over the Mountains of Shadow and into the land of Mordor, but Sam fears that Gollum may be leading them into a trap...

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 (-)

"I must take new counsel for myself and my kindred. We must ride our own road, and no longer in secret. For me the time of stealth has passed. I will ride by the swiftest way, and I will take the Paths of the Dead." –Aragorn, The Return of the King

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.

"This is an evil door," said Halbarad, "and my death lies beyond it. I will dare to pass nonetheless..." –The Return of the King

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)

"There at Pelargir lay the main fleet of Umbar, fifty great ships and smaller vessels beyond count. Many of those that we pursued had reached the havens before us..."
–Gimli, The Return of the King

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.

"But the Haradrim, being now driven to the brink, turned at bay, and they were fierce in despair; and they laughed when the looked on us, for they were a great army still." –Gimli, The Return of the King

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)

"Here will the hammer–stroke fall hardest. And for that reason Mithrandir came hither in such haste. For if we fall, who shall stand?
–Beregond, The Return of the King

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.

...companies came and were hailed and cheered and passed through the Gate, men of the Outlands marching to defend the City of Gondor in a dark hour.
–The Return of the King

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)

Frodo has been captured by the Orcs of Cirith Ungol and imprisoned at the top of their tower, but Sam is determined to rescue his master.

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.

He could see no obstacle, but something too strong for his will to overcome barred the way. –The Return of the King

Each non-unique location gets -1 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)

Aragorn has led the Men of the West to the very Gate of Mordor in a perilous gamble to keep the Eye of Sauron focused on him. After challenging the Dark Lord to come forth and face judgement, the Black Gate opens and an embassy from Barad–d–r rides out led by The Mouth of Sauron.

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)

Against all odds, the Ring–bearer has found his way into The Black Land of Modor, but a dangerous journey still lies before him and The Eye of Sauron yet searches for the spies who escaped from Cirith Ungol.

Setup: Add Mount Doom and The Tower of Barad-d–r 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.

Fordo and Sam gazed out in mingled loathing and wonder on this hateful land. Between them and the smoking mountain, and about it north and south, all seemed ruinous and dead, a desert burned and choked.
–The Return of the King

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.


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

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

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

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

Players cannot travel to West Bank locations.


The Battle of Lake-town (x1)
1A-B (14)

"Then warning trumpets were suddenly sounded, and echoed along the rocky shores. The cheering stopped and the joy was quickly turned to dread. So it was that the dragon did not find them quite unprepared." – The Hobbit

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)

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

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

When Revealed: Reveal 1 encounter card per player, adding them to the staging area.

Players cannot defeat this stage while Tarlang's Next is in play.


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

After being pursued through the Shire by mysterious riders in black, Frodo and his friends decide that the safest way for them to continue their journey to Rivendell is to travel through the Old Forest.

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.

"You have left the Shire, and are now outside, and on the edge of the Old Forest." –Merry, The Fellowship of the Ring


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).

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

The player cannot advance unless they control at least 1 Loot objective.

Forced: At the beginning of the travel phase, if there are no locations in play, return the topmost location in the encounter discard pile to the staging area.

Forced: When this stage is defeated, if Keys of Belegost is attached to a hero, advace to stage 2C. Otherwise, advance to Stage 2A.

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


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.

After rescuing the hobbits from Old Man Willow, Tom Bombadil has invited Frodo and his friends to stay the night in his house. There they are greeted warmly by his wife, Goldberry, the River–daughter.

Skip the quest phase.

Forced: At the end of the round, place 1 progress on this stage.

"Let us shit out the night!" she said. "For you are still afraid, perhaps, of mist and tree–shadows and deep water, and untame things. Fear nothing! For tonight you are under the roof of Tom Bombadil."
–The Fellowship of the Ring


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

You have arrived in Bree to find the village abuzz over a recent crime.

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.

Someone has broken into The Prancing Pony, murdered a guest and made off with the victim's belongings. Barliman Butterbur begs you to find the killer before the trail grows cold.

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 (-)

An army from Angmar marches on the Dúnedain capital of Annúminas. You rush to prepare the defenses as best you can before the Orcs reach the city.

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.

Many hands hurry to reinforce the gate with heavy timbers and large stones while the enemy draws steadily nearer.

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 (-)

An army from Angmar marches on the Dúnedain city of Annúminas. You ring the alarm bells and hurry to gather what strength you can.

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.

You race along the shores of Lake Nenuial to gather the Dúnedain inside the walls. "To arms!" you shout. "Everyone into the city! Angmar approaches!"

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 (-)

An army from Angmar marches on the Dúnedain city of Annúminas. Your friends need time to prepare the defense, so you ride out to meet the enemy.

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 D–m. Shuffle the encounter deck.

It's up to you to harry the Orcs and slow their approach to the city.

Forced: At the beginning of the round (before the resource phase), place 1 resource here. Then, if there are 4 resources here, advance to stage2.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 (-)

The Dark Lord of Mordor has declared war across Middle–earth. His Nazgûl lead the Morgul host against Minas Tirith in the south, while Easterlings lay siege to Erebor in the north. And in a move long–prepared, the armies of Dol Guldur cross the Anduin to assault Lórien...

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)

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

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

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

Forced: When Rhosgobel is explored, flip it over and add Rider of Mirkwood to the staging area.

This stage cannot be defeated while Rhosgobel is in play.


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

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

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

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

Forced: When Spider Den is explored, flip it over and put Mendor into play under the first player's control, ready.

This stage cannot be defeated unless the first player controls Mendor.


The Mines of Moria (x1)
1A-B (5)

It has been years since there was news of Balin's expedition to Moria, but in recent months there have been rumors of growing darkness there. You traveled to the Mines to investigate these tidings. Upon reaching the Doors of Durin, you are surprised to find a foul–smelling pool at its feet, and a fell creature blocking your way.

Setup: Each player adds 1 resource to each of his heroes' resource pools. Add The Watcher to the staging area.

While this stage has at least 5 progress on it, The Watcher is considered to be engaged with each player and attacks each player in turn order during the combat phase. (Deal and resolve a shadow card for each attack.)

Forced: When The Watcher is defeated, flip it over and add Chamber of Mazarbul to the staging area.

This stage cannot be defeated while The Watcher is in play.


The Mines of Moria Preorder Promotion (x1)
1A-B (5)

It has been years since there was news of Balin's expedition to Moria, but in recent months there have been rumors of growing darkness there. You traveled to the Mines to investigate these tidings. Upon reaching the Doors of Durin, you are surprised to find a foul–smelling pool at its feet, and a fell creature blocking your way.

Setup: Each player adds 1 resource to each of his heroes' resource pools. Add The Watcher to the staging area.

While this stage has at least 5 progress on it, The Watcher is considered to be engaged with each player and attacks each player in turn order during the combat phase. (Deal and resolve a shadow card for each attack.)

Forced: When The Watcher is defeated, flip it over and add Chamber of Mazarbul to the staging area.

This stage cannot be defeated while The Watcher is in play.


Escape from Khazad-dûm (x1)
1A-B (10)

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

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

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

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

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


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.

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.