


While Cracked Pillar is in the staging area, it gains: "The first player may declare an attack against Cracked Pillar during the combat phase as if it was an enemy engaged with him. Use Cracked Pillar's as its
during this attack."
Travel: Remove 4 damage from Cracked Pillar to travel here.



While Goblin Tunnels is in the staging area, it gains:"Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card."

Shadow: Attacking enemy gets +1 (+3
instead if attacking enemy is a Goblin.)



Travel: Players must exhaust a Cave Torch to travel here.

Shadow: Cancel all combat damage dealt to attacking enemy.



While Branching Paths is in the staging area, each Dark location gets +1
Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.



While Collapsed Mine is in the staging area, no more than 4 progress can be placed on the quest each round.

Shadow: Raise your threat by 1 for each point of damage dealt by this attack.



Travel: Reveal the top card of the encounter deck to travel here.
Response: After Goblin Dungeon leaves play as an explored location, the first player searches the top 5 cards of his deck for an ally and puts it into play under his control. Shuffle the rest of the searched cards back into his deck.



Travel: Each player must raise his threat by 3 to travel here.
Forced: After First Hall leaves play as an explored location, add Bridge of Khazad-dûm to the staging area.



While Bridge of Khazad-dûm is the active location, players cannot play cards.



Travel: The first player must exhaust 1 character he controls to travel here.

Shadow: Defending player must choose and exhaust 1 character he controls.






While Branching Paths is in the staging area, each Dark location gets +1 .
Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.



Travel: Players must exhaust a Cave Torch to travel here.

Shadow: Cancel all combat damage dealt to attacking enemy.



Action: Raise each player's threat by 1 to place 1 progress token on Zigil Mineshaft.



X is the number of players in the game.

Shadow: attacking enemy gets +X . X is the number of players in the game.



When Revealed: Immediately travel to Dreadful Gap. If another location is currently active, return it to the staging area.
X is the number of characters in play.



When Revealed: Each player may choose and discard 1 card at random from his hand. If all players did not discard 1 card, Fouled Well gains Surge.






Lost: Return the top 2 Goblin enemies in the encounter discard pile to the staging area, if able.
"The wealth of Moria was not in gold and jewels, the toys of the Dwarves; nor in iron, their servant."
–Gandalf, The Fellowship of the Ring



Lost: Each player must choose and discard 1 card from his hand.
There hammer on the anvil smote,
There chisel clove, and graver wrote;
There forged was blade, and bount was hilt...
–The Fellowship of the Ring



Forced: Before placing progress tokens on Twisting Passage, the first player must make a locate test. If this test is failed, do not place any progress tokens on Twisting Passage and trigger all "Lost:" effects in play.



If Drowned Treasury is the active location at the end of the quest phase, each player must discard 1 character he controls.
Response: After Drowned Treasury leaves play as an explored location, each player may draw 2 cards or claim 1 objective in play.






While Dark Pit is the active location it gains:
Refresh Action: Exhaust X characters (maximum 3) you control to discard the top X cards of your deck. If all discarded cards have a higher combined printed cost than the remaining hit points of Durin's Bane, discard Durin's Bane from play.



While Second Hall is the active location, it gains:
Forced: After a character leaves play, reveal 1 card from the encounter deck and add it to the staging area.
Down the centre stalked a double line of towering pillars. They were carved like boles of mighty trees whose boughs upheld the roof with a branching tracery of stone.
–The Fellowship of the Ring



While Durin's Bane has no damage on it, progress tokens cannot be placed on Second Deep.



Response: After the players travel to Prison Cell, look at the captured card(s) underneath it and choose 1 to put into play at no cost. Place the other cards back underneath Prison Cell.
...goblins don't care who they catch, as long as it isa done smart and secret, and the prisoners are not able to defend themselves.
–The Hobbit



Travel: Each player raises his threat by 3 to travel here.

Shadow: Attacking enemy gets +1 (+2
instead if the defending player's threat is 20 or higher).



X is the number of captured cards underneath Tunnels of Mount Gram.

Shadow: Capture each attachment attached to the defending character underneath the attacking enemy.



While Daechanar is in play, progress cannot be placed on Altar of Midwinter.
Forced: At the end of the staging step, the first player must either reveal 1 additional card from the encounter deck, or reanimate the top card of his deck.



Forced: When Sinister Dungeon is explored, the first player reanimates a random card from his hand and deals Sinister Dungeon to it facedown as a shadow card.

Shadow: Discard the top 2 cards of the encounter deck. Resolve the "when revealed" effects of each Sorcery card discarded by this effect.



Forced: At the end of the round, discard the top card of each player's deck. Each player must reanimate each ally discarded by this effect.
Travel: Deal 1 shadow card to each Undead enemy in play to travel here.
He could see nothing but the dim flame of the torches; but if the company halted, there seemed and endless whisper of voices all about him...
–The Return of the King



While Dark Halls is in the staging area, each Reanimated Dead gets +1 and +1
.

Shadow: If there is a copy of the defending character in your discard pile, reanimate it and deal it 1 shadow card.



Unholy Crypt gets +1 for each Reanimated Dead in play.

Shadow: if this attack destroys a character, reanimate that character and deal it 1 shadow card.


While Winding Caverns is the active location, each enemy gets +10 engagement cost.
When you travel from Winding Caverns to another location, you may travel to a location up to 3 locations away. (You must still pay that location's Travel cost in order to travel there.)

Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.



Shrine to Morgoth cannot have attachments and cannot enter the staging area.
Forced: At the beginning of the quest phase, flip Shrine to Morgoth to its Underwater side, without removing its progress tokens.
When Shrine to Morgoth is placed in the victory display, the players have escaped from the flooded grotto and win the game.



Shrine to Morgoth cannot have attachments and cannot enter the staging area.
Forced: If Shrine to Morgoth is the active location at the end of the quest phase, raise each player's threat by 5.
When Shrine to Morgoth is placed in the victory display, the players have escaped the flooded grotto and win the game.



While Undersea Grotto is the active location, reduce the cost of the first ally played by the players each round by 1.
Response: After you travel to Undersea Grotto you may flip it to its Underwater side.



Response: After you travel to Cursed Caverns, you may flip it to its Underwater side.
Response: After the players explore Cursed Caverns as the active location, each player may raise his threat by 2 to draw the bottom card of his deck.



While Water-logged Halls is the active location, each Undead enemy in play gets -1
Response: After you travel to Water-logged Halls, you may flip it to its Underwater side.



While Dark Abyss is the active location, characters cannot attack.
Forced: If Dark Abyss is the active location at the end of the quest phase, deal 1 damage to each character in play. Then, you may flip Dark Abyss to its Grotto side.



While Twisting Hollow is the active location, characters cannot ready from card effects.
Forced: If Twisting Hollow is the active location at the end of the quest phase, each player must discard 1 character. Then, you may flip Twisting Hollow to its Grotto side.



While Sunken Temple is the active location, treat each attachment as if its printed text box is blank (except for Traits).
Forced: If Sunken Temple is the active location at the end of the quest phase, discard 1 resource from each objective-ally an each hero's resource pool. Then, you may flip Sunken Temple to its Grotto side.



While Drowned Cave is the active location, Undead enemies cannot be engaged (return any engaged enemies to the staging area).
Forced: If Drowned Cave is the active location at the end of the quest phase, each player must discard the top 10 cards of his deck. Then, you may return Drowned Cave to the staging area.



Immune to player card effects.
Forced: After Spider Burrow becomes the active location, flip the Search objective to On Track and add Brood Mother to the staging area.
Forced: When Spider Burrow leaves play as an explored location, set Brood Mother aside, out of play (unless the players are at stage 3B).



X is the number of characters controlled by the first player.
Travel: Reveal the top card of the encounter deck to travel here.



Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Creature enemy is discarded. Add the discarded enemy to the staging area.
...a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell...
–The Hobbit



While On Track is in play, Cobwebbed Cavern gets +2

Shadow: Exhaust a character you control.



While On Track is in play, progress cannot be placed on locations in the staging area.

Shadow: Discard an attachment you control.



Immune to player card effects.
Fire-drake cannot take damage.
Response: After Dragon Hoard becomes the active location, the first player chooses a player to attach an Artifact attachment from his hand to Dragon Hoard. That attachment gains the guarded (location) keyword. If that attachment has the printed guarded keyword, do not resolve it when the attachment enters play.



While Iron Hills Mine is the active location, it gains:"Response: When Iron Hills Mine is explored, each player may return 1 card from his discard pile to his hand."
Travel: Each player discards the top 4 cards of his deck to travel here.



Contested Depths gets +1 for each location in the victory display.
Forced: After the players travel to Contested Depths, either raise each player's threat by 1 for each location in the victory display, or discard Contested Depths and replace it with the top card of the Caves deck.



When faced with the option to travel, the players must travel to Deep Chasm if there is no active location.
The chasm was long and dark, and filled with the noise of wind and rushing water and echoing stone.
–The Fellowship of the Ring



While Dark Tunnel is in the staging area, progress cannot be placed on Dark locations in the staging area.
The tunnel seemed to have no end. All he knew was that it was going down pretty steadily...
–The Hobbit



Response: When you travel to Forked Passage (before resolving the deep keyword), raise each player's threat by 2 to look at the top 2 cards of the Caves deck. Put 1 on top of the Caves deck and put the other on the bottom. Then, add Forked Passage to the victory display.



Response: After Lost Armory becomes the active location, each player may search his deck for a Weapon or Armor attachment, add it to his hand, and shuffle his deck. Limit once per game for the group.
Behind him where the walls were nearest could dimly be seen coats of mail, helms and axes, swords and spears hanging...
–The Hobbit



Response: After Ancient Treasury becomes the active location, each player may (choose one): reduce his threat by 3, draw 2 cards, or add 1 resource to a hero's resource pool. Limit once per game for the group.
...there in rows stood great jars and vessels filled with a wealth that could not be guessed.
–The Hobbit



Forced: After Frightful Den becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players. Add each enemy discarded this way to the staging area.



Forced: After the players commit characters to the quest, discard cards from the encounter deck until a treachery is discarded. Resolve the `when revealed' effect on that treachery.
He did not go much further, but sat down on the cold floor and gave himself up to complete miserableness...
–The Hobbit



Forced: After Crumbling Cavern becomes the active location, each player assigns X damage among characters he controls, where X is the number of characters he controls.
...he was slipping – beginning to fall down, down, goodness knows where to.
–The Hobbit



X is the number of characters controlled by the player who controls the most characters.
Forced: After an ally enters player, exhaust it.
...without warning he trotted splash into water! Ugh! it was icy cold. That pulled him up sharp and short.
–The Hobbit



Immune to player card effects.
Forced: After The First Forge becomes the active location, exhaust the hero with Wormsbane attached. That hero cannot ready while The First Forge is the active location.
Response: After the First Forge is explored, flip Wormsbane to its Reforged side and attach it to any hero.



Forced: When Dagnir's Hoard is explored, Dagnir returns to the staging area and makes an immediate attack against each player in turn order.
Response: After Dagnir's Hoard is explored, each player may search his deck for an Item attachment, add it to his hand, and shuffle his deck.



Response: When Throat of the Mountain is explored, search the quest deck for a quest card and make it the current main quest. Then, flip it over. Shuffle the rest of the quest deck.
At the end of the hall the floor vanished and fell to an unknown depth.
–The Fellowship of the Ring



Dagnir gets -10 engagement cost.

Shadow: If attacking enemy is Dagnir, the defending player must assign X damage among characters he controls, where X is 1 more than the number of quest cards in the victory display.



When faced with the option to travel, the players must travel to Narrow Stair.

Shadow: Until the end of the round, defending character cannot be readied by player card effects.



Deep. While there are 3 or more quest cards in the victory display, Desecrated Ruins gets +2 .

Shadow: Attacking enemy gets +1 . If this attack destroys a character, each player discards a random card from his hand.



Forced: When Temple of Sauron leaves play, place 1 damage token on Tribute to Mordor.

Shadow: Attacking enemy gets +1 for each quest stage in the victory display.



X is 1 more than the number of quest stages in the victory display.
Forced: When Hall of Horrors leaves play, each player deals X damage to a character he controls.
...they had worshipped Sauron in the Dark Years.
–The Return of the King



When Revealed: Discard cards from the top of the encounter deck until an enemy is discarded. Add that enemy to the staging area.

Shadow: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.



While Narrow Opening is the active location, each player cannot play more than 1 card each round.
Forced: When Narrow Opening leaves play, each player discards 1 random card from his hand.
"I got stuck in the door, which was only open a crack, and I lost lots of buttons..."
–Bilbo, The Hobbit



When Revealed: Make Crumbling Passage the active location, returning any previously active location to the staging area.
Forced: When Crumbling Passage leaves play, deal 1 damage to each exhausted character.
...at that moment a stone hurtling from above smote heavily on his helm, and he fell with a crash and knew no more.
–The Hobbit



X is 1 more than the number of quest cards in play.
Forced: When Fiery Chasm is explored, discard the top X cards of your deck.
...its floor and walls on either side were cloven by a great fissure, out of which the red glare came, now leaping up, now dying down into darkness...
–The Return of the King



When Revealed: Each player places the top 3 cards of his deck facedown under Hideous Deeps.
Forced: When Hideous Deeps is explored as the active location, shuffle each facedown card under it into its owner's deck.



While Orc Passage is in the staging area, encounter card effects cannot be canceled.
Forced: When Orc Passage is explored, search the encounter deck and discard pile for a copy of Torech Gorgor Patrol and add it to the staging area.



While Great Hall is the active location, it gains:"Forced: Put 1 progress on Smaug the Golden at the end of each round."
Burgle: The first player shuffles his deck and reveals the top card. He may discard 3 cards from his hand that match the revealed card's type.



Immune to player card effects.
Response: When The Great Bridge is explored, discard a hero from play to deal X damage to The Balrog. X is that hero's threat cost. Then, The Balrog loses all keywords for the remainder of the game. Any player may trigger this response.



Immune to player card effects.
The player cannot advance to the next stage.
Travel: Each player searches the encounter deck and discard pile for a different enemy and adds it to the staging area to travel here. One of those enemies must be Orc-chieftain, if able.



Whiles Mines of Moria is in the staging area, progress must be placed on Mines of Moria before it can be placed on the current quest.

Shadow: Defending player discards a non-objective attachment he controls (2 non-objective attachments instead if his threat is 35 or higher).



Many-pillared Hall gets +1 for each Many-pillared Hall in play.

Shadow: Attacking enemy gets +1 (+2
instead if the defending player's threat is 35 or higher).



Forced: After Darkened Stairway is explored, discard the top card of the encounter deck. If the discarded card is a location, add it to the staging area.
Frodo caught glimpses of stairs and arches and of other passages and tunnels, sloping up, or running steeply down, or opening blankly dakr on either side. –The Fellowship of the Ring



While Ancient Guardroom is the active location, each enemy in play gets -1
Travel: Discard the top card of the encounter deck to travel here. Each player raises his threat by X, where X is the discarded card's



Forced: When The Spider's Lair is explored, remove 1 resource from Shelob.
Forced: After The Spider's Lair becomes the active location, Shelob makes an attack against the first player.
There agelong she had dwelt, an evil thing in spider–form, even such as once of old had lived in the Land of the Elves in the West that is now under the Sea... -The Two Towers



While The Under-way is in the staging area, each Orc enemy gets -5 engagement cost and gains:"Forced: After this enemy engages a player, deal it a shadow card."

Shadow: Deal the attacking enemy 2 additional shadow cards.



While Deep Dark Passage is in the staging area, it gains:"Forced: When any amount of progress would be placed on a location in the staging area, reduce that amount by 1."
Travel: Exhaust Sméagol to travel here.
Not since the lightless passages of Moria had Frodo or Sam known such darkness, and if possible here it was deeper and denser. -The Two Towers



While Den of Night is in the staging area, it gains:"Forced: After a `When Revealed' effect is canceled, place 1 resource on Shelob."
Travel: Place 1 resource on Shelob to travel here.
Here was some opening in the rock far wider than any they had yet passed; and out of it came a reek so foul, and a sense of lurking malice so intense, that Frodo reeled. -The Two Towers



When Revealed: Make Blocked Tunnel the active location, returning any previous active location to the staging area.
Action: Exhaust a character with a Weapon attachment to place 3 progress on Blocked Tunnel. (Any player may trigger this effect.)
Across the width and height of the tunnel a vast web was spun, orderly as the web of some huge spider... -The Two Towers



While Dark Door is in the staging area, progress cannot be placed on locations in the staging area.
Travel: The first player reveals an encounter card to travel here.
...before him stood a stony door closed fast...
–The Return of the King



While Trysting Place is in the staging area, each enemy in the staging area cannot take damage.
Travel: The first player searches the encounter deck and discard pile for an Oathbreaker enemy and puts it into play engaged with him. Shuffle the encounter deck.






Haunted Path gets +1 for each player with a threat of 35 or higher.
Travel: Raise each player's threat by 1 to travel here.

Shadow: Either raise your your threat by 2, or return attacking enemy to the staging area after this attack.



Immune to player card effects.
Forced: When Naurlhûg’s Lair is explored, add the Loot objective from underneath Stalking the Ruins to the staging area faceup.
Travel: Place X resources on Stalking the Ruins where X is the number of players.



While Abandoned Mine is in the staging area, progress cannot be placed on locations in the staging area not named Abandoned Mine.
Forced: When resolving the Discover keyword on Abandoned Mine, look at X additional cards where X is the number of players in the game.



While Darkened Tunnel is in the staging area, it gains:
Forced: After a 'when revealed' effect is canceled, discard the top card of the encounter deck. If the discarded card has the Hazard trait, resolve its staging as if it was just revealed from the encounter deck.
Travel: Place 1 resource on Stalking the Ruins.






X is 1 more than the stage number of the main quest.
Immune to player card effects.
The players cannot travel here unless they are at stage 3B.
Travel: Each player discards 1 random card from his hand.


Many-pillared Hall gets +1 for each copy of Many-pillared Hall in the staging area.

Shadow: Discard an attachment from the defending character.


While Darkened Stairway is in the staging area, it gains:"Forced: After a 'when revealed' effect is canceled, reveal the top card of the encounter deck."
Travel: Discard the top card of the encounter deck. If that card is a treachery, resolve its 'when revealed' effect.


While Spider Burrow is in the staging area, each Spider enemy gets +1
Forced: When Spider Burrow is explored, the opposing team searches the encounter deck and discard pile for a Spider enemy with cost 1 or less and adds it to the staging area. Shuffle the encounter deck.


Ancient Guardroom gets +1 for each resource on it.
Forced: After an event is played, place 1 resource here.
Travel: Assign X damage among characters in play, where X is Ancient Guardroom's


While Fouled Well is in the staging area, characters cannot be readied by player card effects.
Travel: Each player exhausts a character.


While Abandoned Mines is in the staging area, progress cannot be placed here.

Shadow: If attacking enemy was engaged this round, it cannot take damage this phase.


Travel: Remove 2 progress from the main quest.

Shadow: Remove 2 progress from the main quest.


While Lightless Passage is in the staging area, no more than 1 progress can be placed on each location in the staging area each round.
Travel: Each player discards 1 random card from his hand.


Quest Action: Raise each player's threat by 1 to reduce the total of Zigil Mineshaft by 1 until the end of the phase. The first player may trigger this effect.


While Stairs of N in is in the staging area, the first treachery revealed each round gains surge and its 'when revealed' effects cannot be canceled.
Forced: When Stairs of N in is explored, raise each player's threat by 4.


While Dwarven Forge is the active location, it gains:"Response: After Dwarven Forge is explored, each player draws 1 card."


While Narrow Fissure is in the staging area, characters cannot be healed by player card effects.
Travel: Each player deals 1 damage to a hero he controls.


When Revealed: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.


While Goblin Tunnels is in the staging area, each Goblin enemy gets +1
Forced: When Goblin Tunnels is explored, the opposing team searches the encounter deck and discard pile for a Goblin enemy with cost 1 or less and adds it to the staging area. Shuffle the encounter deck.



X is 1 more than the stage number of the main quest.
Immune to player card effects.
The players cannot travel here unless they are at stage 3B.
Travel: Each player discards 1 random card from his hand.


Many-pillared Hall gets +1 for each copy of Many-pillared Hall in the staging area.

Shadow: Discard an attachment from the defending character.



Immune to player card effects.
Travel: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (cost 2 or less instead if there are 2 or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.


While Nest of Vermin is in the staging area, each Creature enemy gets +1
Forced: When Nest of Vermin is explored, the opposing team searches the encounter deck and discard pile for a Creature enemy with cost 1 or less and adds it to the staging area. Shuffle the encounter deck.


X is 1 more than the stage number of the main quest.
Travel: Each player discards the top X cards of his deck.


When Revealed: Discard the top card of the encounter deck. If that card is a location, add it to the staging area.


While Frightful Den is in the staging area, each Troll enemy gets -10 engagement cost.
Forced: When Frightful Den is explored, the opposing team searches the encounter deck and discard pile for a Troll enemy with cost 1 or less and adds it to the staging area. Shuffle the encounter deck.


When faced with the option to travel, the player must choose Bottomless Chasm, if able.

Shadow: Attacking enemy gets +2 until the end of the phase.


Travel: Discard the top card of the encounter deck. Raise each player's threat by X, where X is that card's printed

Shadow: If this attack destroys a character, reveal the top card of the encounter deck.


While Lightless Grotto is in the staging area, non-unique enemies in the staging area cannot take damage.
Travel: The first player chooses an enemy in the staging area and engages it.


Branching Paths gets +1 for each location in the staging area. (Limit +3

Shadow: Attacking enemy gets +1


While Silent Caverns is in the staging area, each player's threat cannot be reduced by more than 1 each round.
Travel: Raise each player's threat by 2.


When Revealed: The opposing team chooses an ally, discards all tokens from it, and places it faceup as a guarded objective. When Goblin Dungeon is explored, return that ally to its owner's control exhausted.


While Dreadful Gap is in the staging area, progress cannot be placed on other locations in the staging area.
Travel: The opposing team chooses a card in the encounter discard pile and shuffles it into the encounter deck.


While The Great Bridge is in the staging area, no more than 1 character can be declared as an attacker against each enemy.
Forced: When The Great Bridge is explored, reveal 1 encounter card per player.


While Forked Passage is in the staging area, raise each player's threat by 1 additional point during the refresh phase.
Travel: Raise each player's threat by 1.


While Mitril Lode is the active location, it gains:"Response: When Mithril Lode is explored, each player adds 1 resource to the resource pool of a hero he controls.


While Lightless Grotto is in the staging area, non-unique enemies in the staging area cannot take damage.
Travel: The first player chooses an enemy in the staging area and engages it.



While Cracked Pillar is in the staging area, it gains: "The first player may declare an attack against Cracked Pillar during the combat phase as if it was an enemy engaged with him. Use Cracked Pillar's as its
during this attack."
Travel: Remove 4 damage from Cracked Pillar to travel here.



While Goblin Tunnels is in the staging area, it gains:"Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card."

Shadow: Attacking enemy gets +1 (+3
instead if attacking enemy is a Goblin.)



Travel: Players must exhaust a Cave Torch to travel here.

Shadow: Cancel all combat damage dealt to attacking enemy.



While Branching Paths is in the staging area, each Dark location gets +1
Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.



While Collapsed Mine is in the staging area, no more than 4 progress can be placed on the quest each round.

Shadow: Raise your threat by 1 for each point of damage dealt by this attack.



Travel: Reveal the top card of the encounter deck to travel here.
Response: After Goblin Dungeon leaves play as an explored location, the first player searches the top 5 cards of his deck for an ally and puts it into play under his control. Shuffle the rest of the searched cards back into his deck.



While Crumbling Stairs is in the staging area, progress cannot be placed on it.
Forced: When Crumbling Stairs leaves play as an explored location, discard the top card of the encounter deck. If the discarded card is a location, put it into play as the active location.



X is the number of Dark locations in play.
When Revealed: Remove all progress from each Dark location in play.

Shadow: Attacking enemy gets +1 for each Dark location in play.



Each Dark location in play gets +2 quest points.
While Cave Torch is ready, progress cannot be placed on Narrow Fissure.
There were fissures and chasms in the walls...
–The Fellowship of the Ring



Immune to player card effects.
Each Goblin enemy with at least 1 resource on it is immune to player events.
Forced: When a Goblin enemy engages a player, add 2 resources to that enemy.
"Now, I fear, we must say farewell to Balin son of Fundin."
–Gandalf, The Fellowship of the Ring



Forced: When a Goblin enemy enters play, add 1 resource to that enemy if Deep-Mines is in the staging area.

Shadow: Attacking enemy gets +1 Then, if attacking enemy is a Goblin deal it another shadow card.



Each Goblin in play gets +1 for each resource on it. This ability does not stack with other copies of Western Hall
Away beyond the shadows at the western end of the hall there came cries and horn–calls.
–The Fellowship of the Ring



As an additional cost to bypass a quest card, each player must raise his threat by 2.

Shadow: If the defending character is a hero, discard all resources in its resource pool. Deal attacking enemy another shadow card for each resource discarded in this way.



Travel: The first player must make a locate test to travel here. If this test is failed, return Eastern Mines to the staging area and trigger all "Lost:" effects in play.

Shadow: Defending player must choose and trigger 1 "Lost:" effect in play.



For each point of progress that is placed on Bottomless Chasm, the players must choose and discard 1 card from a player's hand, if able

Shadow: If this attack destroys a character, the defending player discards all cards in his hand.



While Nest of Horrors is in the staging area, it gains:"Forced: When one or more cards are attached to a Nameless enemy from the top of a player's deck, attach an additional card from the top of that player's deck."
Travel: Each player at this stage discards the top card of the encounter deck to travel here. Reveal each Nameless enemy discarded by this effect.



While Shivering River is in the staging area, it contributes its to the total
in each other player's staging area.

Shadow: Attacking enemy gets +1 (+3
instead if there is more than one player at this staging area.)



Progress cannot be placed on Fiery Depths while it is in the staging area.
Travel: Each player must move 1 damage from Durin's Bane to a hero to travel here.
Out of it a fierce red light came, and now and again flames licked at the brink and curled about the bases of the columns. –The Fellowship of the Ring



While Crumbling Stairs is in the staging area, event cards cost 1 additional matching resource to play from hand.

Shadow: If this attack destroys a character, the defending player must discard all event cards in his hand.



While Prison Cell is the active location, it gains:
Planning Action: Rescue a random card from underneath Prison Cell. Then, raise each player's threat by X, where X is that card's printed cost. (Limit once per round).



X is twice the number of cards captured underneath Torture Chamber.
Forced: At the end of the combat phase, if Torture Chamber is in the staging area, deal 1 damage to each exhausted character.



Progress cannot be placed on Inner Sanctum while it is in the staging area.
Travel: Discard the top 3 cards of the encounter deck. Resolve the 'when revealed' effects of each Sorcery card discarded by this effect.



While Cursed Halls is in the staging area, Sorcery attachments are immune to player card effects.

Shadow: Until the end of the phase, attacking enemy gets +1 and +1
for each Reanimated Dead engaged with you.



While Overgrown Passage is the active location, heroes cannot gain resources.
Response: After you travel to Overgrown Passage, you may flip it to its Underwater side.



Forced: When faced with the option to travel, if you do not choose to travel to a location name Sharp Precipice, you must raise each player's threat by 3.
Forced: After you travel to Sharp Precipice, flip it to its Underwater side.



While Jagged Cavern is the active location, the first treachery card revealed each round gains doomed 1 and surge.
Forced: If Jagged Cavern is the active location at the end of the quest phase, each player must discard each card in his or her hand. Then, you may flip Jagged Cavern to its Grotto side.



While Submerged Crawlway is the active location, deal each engaged enemy 1 additional shadow card at the beginning of the combat phase.
Forced: If Submerged Crawlway is the active location at the end of the quest phase, each player must search the encounter deck and discard pile for an enemy and add it to the staging area. Then, you may flip Submerged Crawlway to its Grotto side.



If Flooded Caverns is in the staging area and the active location is Underwater add that location's to the
of Flooded Caverns.
Forced: If Flooed Caverns is the active location at the end of the quest phase, return an Underwater location from the victory display to the bottom of the Grotto deck, Grotto side faceup. Then, return Flooded Caverns to the staging area.



Foced: After a player fails a burgle attempt, each player raises his threat by 2.
Travel: Exhaust Bilbo and spend 1
resource to travel here.
It was a red light steadily getting redder and redder. Also it was now undoubtedly hot in the tunnel. Wisps of vapour floated up and past him and he began to sweat.
–The Hobbit



X is 1 more than the number of damaged characters.
Forced: After a player commits characters to the quest, he deals 1 damage to a character he controls.
Out of it a fierce red light came, and now and again flames licked at the brink... –The Fellowship of the Ring



While Darkened Mine is in the staging area, progress cannot be placed on locations in the staging area.

Shadow: Discard 1 random card from your hand.



Forced: When Foul-smelling Cave is explored, place 1 resource on Shelob, if able.

Shadow: Attacking enemy gets +1 (+2
instead if attacking enemy is Shelob).



While Torech Ungol is in the staging area, Shelob gets +1 and +1
Travel: Exhaust Sméagol to travel here.
There agelong she had dwelt, and evil thing in spider–form, even such as once of old had lived in the Land of the Elves in the West that is now under the Sea...
–The Two Towers



Immune to player card effects.
While Cobwebbed Tunnel is in the staging area, each Underground location in the staging area gets +1 and +5 quest points.
Travel: The first player reveals an encounter card to travel here.