Your companions grow weary from thirst. They need water to drink.
Characters cannot be readied by player card effects.
Response: When this stage is defeated, each player readies 1 hero he controls.
While Towering Dunes is in the staging area, progress cannot be placed on locations in the staging area not named Towering Dunes.
Forced: After Towering Dunes becomes the active location, reveal the top card of the encounter deck.
While Desert Oasis is the active location, it gains:"Response: When Desert Oasis is explored, heal 4 damage from among characters in play."
Forced: After Desert Oasis becomes the active location, each player exhausts a character he controls.
When Revealed: Each player either discards his hand, or assigns X damage among characters he controls. X is the number of cards in his hand.
Shadow: Either discard the highest cost attachment you control, or assign X damage among characters you control where X is the number of attachments you control.
When Revealed: Each player exhausts a character he controls and deals 1 damage to that character.
Shadow: Exhaust a character you control.
The Uruks of Mordor attack with a savagery that is difficult to match.
Each Orc enemy in the staging area gets -5 engagement cost.
Each Orc enemy engaged with a player gets +1
Cannot have player card attachments or be optionally engaged.
While the engaged player is engaged with another Orc enemy, Uruk Chieftain cannot take damage.
Forced: At the end of the encounter phase, Uruk Chieftain engages the player engaged with the most non-unique Orc enemies.
Each ally with less than Uruk of Mordor's cannot defend against Uruk of Mordor.
Shadow: Attacking enemy gets +1 (+2 instead if its is greater than the defending character's
Uruk Warg-Rider gets +X while attacking a character with less than Uruk Warg-rider's X is the difference.
Shadow: Return attacking enemy to the staging area after this attack.
When Revealed: Attach to an Orc enemy and return that enemy to the staging area. Limit 1 per enemy. (Counts as a Mount attachment with the text: "Attached enemy gets +2 +2 +2 and +2 hit points.
Forced: When attached enemy leaves play, add Mordor Warg to the staging area."
When Revealed: Each ally in play gets -1 -1 and -1 until the end of the round.
Shadow: If attacking enemy's is greater than the defending character's it makes an additional attack after this one.
Immune to player card effects.
Damage from undefended attacks against you must be assigned to Tamed Mûmak.
If Tamed Mûmak leaves play, the controlling player is eliminated.
Immune to player card effects.
The players cannot travel here unless there are at least 20 progress tokens on stage 4B.
Travel: Reveal 1 encounter card per player.
Stage 4B cannot be defeated while River Harnen is in play.
While the players are not at the same stage as the Orc's stage, Expanse of Harad gets +2
Forced: After Expanse of Harad becomes the active location, raise each player's threat by 2.
The wide plains opened grey before them.
–The Two Towers
X is the stage number of the main quest.
Forced: After Blistering Erg becomes the active location, each player assigns X damage among characters he controls.
It seemed a long way, and he grew hot and very hungry...
–The Return of the King
When Revealed: Add Harad Road to the Orc's area.
Shadow: If the players are not at the same stage as the Orcs, move attacking enemy to the Orc's area after this attack.
When Revealed: Add Uruk Pursuer to the Orc's area. If the players are not at the same stage as the Orcs, Uruk Pursuer gains surge.
Shadow: If the players are not at the same stage as the Orcs, put Uruk Pursuer into play engaged with you.
When Revealed: Discard cards from the top of the encounter deck until an Orc enemy is discarded. Add that enemy to the Orc's area.
Shadow: Attacking enemy gets +1 If this attack destroys a character, place 2 progress on the Orc's stage.
When Revealed: If the players are not at the same stage as the Orcs, add the total of each card in the Orc's area to the total in the staging area until the end of the phase. If the players are at the same stage as the Orcs, each enemy gets +1 until the end of the phase.
Shadow: Raise your threat by 1.
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.
During the night, you hear the howls of distant Wargs drawing nearer. The riders of Mordor are scouring the sandy plains for you and the remnant of Kahlie's tribe. You give the Mumak's reigns a hard shake and quicken the pace.
When Revealed: Choose the staging area or the Orc's area. Add the set aside Uruk Warg-rider to the chosen area.
Uruk Chieftain cannot take damage.
Forced: After characters are committed to quest, no more than 5 progress can be placed here this round (10 progress instead if each Tamed Mumak in play is committed to the quest).
The hounds of Mordor have caught your scent and they close in on you from the south. Even riding on the tall Mumakil you are not safe from the barbed arrows of the Warg–riders. Your only hope is to reach the River Harnen before you are cut off.
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an Orc enemy is discarded. Add that enemy to the Orc's area.
Uruk Chieftain cannot take damage.
Reveal an additional encounter card during the quest phase if Uruk Chieftain is at stage 2D.
Forced: After characters are committed to quest, no more than 5 progress can be placed here this round (10 progress instead if each Tamed Mumak in play is committed to the quest).
You can see the river on the horizon. Your pursuers won't dare to cross the water where it's deep, but the large Mumakil can manage easily. If only you can reach the river in time...
When Revealed: Add River Harnen to the staging area. Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an Orc enemy is discarded. Add that enemy to the Orc's area.
Forced: After characters are committed to quest, no more than 5 progress can be placed here this round (10 progress instead if each Tamed Mumak in play is committed to the quest).
Forced: After an enemy attacks and destroys a character, place 1 progress on the Orc's stage.
If you defeat this stage, you have escaped the Orcs and win the game.
The Orcs that attacked Kahliel's village patrol the desert in search of survivors.
Uruk Chieftain cannot leave the Orc's area.
Forced: At the end of the quest phase, discard the top card of the encounter deck. Place X progress on this stage, where X is the discarded card's plus the total in the Orc's area.
The Wargs have caught the scent and they race north with the Orc riders on their backs.
When Revealed: If the players have already defeated stage 2B, discard cards from the top of the encounter deck until an Orc enemy is discarded. Add that enemy to the Orc's area.
While the players are at stage 3B, Uruk Chieftain cannot leave the Orc's area.
Forced: At the end of the quest phase, return Uruk Chieftain to the Orc's area and discard the top card of the encounter deck. Place X progress on this stage, where X is the discarded card's plus the total in the Orc's area.
If you are at stage 2B when this stage is defeated, you lose the game.
The Orcs and their mounts move with great speed across the sandy waste. They can smell their prey on the air as they narrow the distance between them.
When Revealed: If the players have already defeated stage 3B, discard cards from the top of the encounter deck until an Orc enemy is discarded. Add that enemy to the Orc's area.
While the players are at stage 4B, Uruk Chieftain cannot leave the Orc's area and each enemy at this stage gets +1
Forced: At the end of the quest phase, return Uruk Chieftain to the Orc's area and discard the top card of the encounter deck. Place X progress on this stage, where X is the total of the discarded card plus the total in the Orc's area.
If you are at stage 3B when this stage is defeated, you lose the game.
The Harnen cuts a line across the horizon and the Wargs race to reach its shore ahead of their prey. Their Orc riders urge them on with shouts and savage kicks. If they let their quarry cross the river, they will not be able to pursue, so they set a frenzied pace and tear across the sand.
Uruk Chieftain cannot take damage while River Harnen is in the staging area.
Forced: At the end of the quest phase, discard the top card of the encounter deck. Place X progress on this stage, where X is the discarded card's plus the total of each engaged enemy.
If the Orcs defeat this stage, the Orcs have caught you and you lose the game.