Alone in a hostile land, cut off from help, you struggle to find your bearings...
Each player cannot have more than 5 cards in his hand. (If you have more than 5, immediately choose and discard cards from hand until you have only 5.)
Response: When this stage is defeated, each player draws a card.
When Revealed: Each player must choose: either raise your threat by 1 for each character you control, or discard a character you control.
Shadow: Attacking enemy gets +1 If this attack destroys a character, raise each player's threat by 1.
When Revealed: Each player exhausts a character he controls. Until the end of the combat phase, exhausted characters cannot ready.
Shadow: Until the end of the round, defending character cannot ready.
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.
While a character is attached to an encounter card, it is considered to be a guarded objective with a blank text box.
Forced: When a character is attached to an encounter card, discard each token and attachment on that character.
Forced: When an objective is free of encounters, it is 'rescued' and that character's owner takes control of it, exhausted.
While Abaan is free of encounters, the first player gains control of Abaan.
Response: After Abaan exhausts, choose a Harad character to get +1 +1 and +1 until the end of the round.
If Abaan leaves play, the players lose the game.
Forced: After Jailer of Cirith Gurat engages you, attach an ally you control to it.
Shadow: If attacking enemy's is greater than defending ally's attach defending ally to attacking enemy. Then, cancel this attack.
While Prison Guard is guarding an objective, it gets +2
While Prison Guard is not guarding an objective, it gains:"Forced: After Prison Guard attacks and damages an ally, attach that ally to Prison Guard."
When Revealed: Dungeon Warg makes an immediate attack against the player who controls the most allies.
Shadow: Attacking enemy gets +1
While Gate of Iron is in the staging area, progress cannot be placed on locations in the staging area.
Travel: Discard the top card of the encounter deck. Then, the first player must discard a card from his hand with cost greater than the discarded card's or raise each player's threat by 3.
Dungeon Cell gets +X where X is the printed of the attached objective.
While Dungeon Cell is in the staging area, it gains:"Forced: After an ally is destroyed, attach it to Dungeon Cell if there is no objective attached to Dungeon Cell."
While Uruk Guardroom is in the staging area, increase the cost to play each ally by 1.
Travel: Shuffle the encounter discard pile into the encounter deck and discard cards until an Orc enemy is discarded. Add that enemy to the staging area.
While Mines of Cirith Gurat is in the staging area, it gains:"Forced: When a player card would reduce a player's threat by any amount, reduce that amount to 1."
Travel: Each player discards the top 3 cards of his deck and raises his threat by 1 for each ally he discards this way.
When Revealed: The first player discards cards from the top of his deck until he discards an ally. Attach that ally to Torture Room and discard each other copy of that ally from play.
While Torture Room is guarding an objective, it gains:"Forced: At the end of the round, raise each player's threat by 1."
When Revealed: The first player attaches an ally he controls to an unattached enemy or location in the staging area. If he cannot, Taken Prisoner gains doomed 2.
Shadow: Attacking enemy gets +1 If this attack destroys an ally, reveal the top card of the encounter deck.
When Revealed: Each player raises his threat by 1 for each guarded objective he owns. If any player does not own a guarded objective, Tormented by Orcs gains surge.
Shadow: Until the end of the phase, attacking enemy gets +1 (+2 instead if it is guarding an objective).
Orcs spring from a secret passage and pull your friends inside!
When Revealed: Each player loses control of an ally he controls and attaches it to this stage. If no allies are attached to this stage, discard it and reveal an additional encounter card.
Forced: When this stage is defeated, each player reduces his threat by X, where X is the cost of the ally he controls that was attached to this stage.
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.
You've rescued Kahliel's son and several others from their dungeon cells, but you're not free yet: an entire garrison of Orcs occupies the fortress above you. One false move could bring them all down on top of you, so you quietly make your way towards the secret exit, hoping to avoid a fight.
When Revealed: Shuffle the encounter discard pile into the encounter deck. Each player discards cards from the encounter deck until an enemy is discarded and adds that enemy to the staging area.
Each enemy in the staging area cannot take damage and gets +X engagement cost, where X is the number of progress tokens here.
Forced: At the end of the round, reveal an encounter card. Then, place 1 resource here if no enemies were engaged this round.
The players cannot defeat this stage unless there are at least 2 resources here.
One of the captives stumbles for exhaustion, and the noise alerts the guards.
When Revealed: The first player adds Uruk Chieftain to the staging area. Each player chooses a hero he controls, discards all tokens and attachments from it, and attaches it to an unattached enemy in the staging area as a captive. Then, the players make a standard series of engagement checks against each enemy in the staging area. Reduce the engagement cost of each enemy not guarding an objective to 0 during these engagement checks.
Horns echo through the dungeon, and the Orcs come running with weapons drawn. You will have to fight past them to escape.
Forced: At the beginning of the quest phase, discard cards from the encounter deck until an enemy is discarded and add that enemy to the staging area.
The players cannot defeat this stage while a guarded objective is in play. If the players defeat this stage, they win the game.