Campaign Mode only.
Archery X. X is the number of players in the game.
Immune to player card effects. Cannot be optionally engaged.
Temple Guardian gets -50 engagement cost while Cursed Temple is the active location.
If unattached, return Gate Key to the staging and it gains:"Action: Exhaust a hero to claim Gate Key and attach it to that hero."
Action: Exhaust Gate Key and attached hero and spend 3 resources for attached hero's resource pool to look at the facedown side of a Temple of the Deceived location.
Campaign Mode only.
If unattached, return Gate Key to the staging and it gains:"Action: Exhaust a hero to claim Gate Key and attach it to that hero."
Action: Exhaust Gate Key and attached hero to look at the facedown side of a Temple of the Deceived location or secret.
Immune to player card effects.
If you are on-course (āļø), Dol Amroth Warship gets +2 +2 and +2
Forced: When Dol Amroth Warship is destroyed, set it aside, out of play.
Immune to player card effects. Sentinel.
The Dream-chaser can always be committed to Sailing tests (even if you are not the first player), and counts as 2 characters when committed to a Sailing test.
If the Dream-chaser is destroyed, the players lose the game.
Immune to player card effects. Sentinel.
Raise your starting threat by 3.
Draw 1 additional card during the resource phase.
If the Dawn Start is destroyed, its controller is eliminated from the game.
Immune to player card effects. Sentinel.
Draw 1 additional card during the resource phase.
If the Dawn Start is destroyed, its controller is eliminated from the game.
Immune to player card effects. Sentinel.
Response: After you play a card with an odd printed cost, add 1 resource to a hero's resource pool. (Limit once per round.)
If the Duskbringer is destroyed, its controller is eliminated from the game.
Immune to player card effects. Ranged.
Action: Discard the top 2 cards of any deck to deal 1 damage to an engaged non-unique enemy. (Limit once per round.)
If the GlĆ³rinaith is destroyed, its controller is eliminated from the game.
Immune to player card effects. Sentinel.
Reduce the cost of the first ally you play each round by 1.
If the NƔrelenya is destroyed, its controller is eliminated from the game.
Campaign Mode only.
Immune to player card effects. Sentinel.
Reduce the cost of the first ally you play each round by 1.
If the NƔrelenya is destroyed, its controller is eliminated from the game.
Immune to player card effects. Sentinel. Ranged.
Reduce your starting threat by 3.
Each hero you control gets +1
If the Silver Wing is destroyed, its controller is eliminated from the game.
Campaign Mode only.
Immune to player card effects. Sentinel. Ranged.
Reduce your starting threat by 6. Each hero you control gets +1
If the Silver Wing is destroyed, its controller is eliminated from the game.
Surge. Ominous Fate cannot be canceled.
When Revealed: Each player must either reveal an encounter card, raise their threat by X, or deal X damage divided among characters they control. X is the campaign card's part number. The players may add Ominous Fate to the victory display.
Shadow: Reveal an encounter card.
Archery 1. Boarding 2. Immune to player card effects. Thunderstruck gets +2 hit points per player and cannot take more than 4 damage each round.
Shadow: Either add Thundertruck to the staging area or deal 2 damage to the defending character.
For each resource on Crowley, he gets +1 , +1 , +1 , and +1 hit point. If Crowley has 3 or more resources on him, he gains victory 3.
Forced: When Crowley engages you, place 1 resource on him. At the end of the combat phase, return him to the staging area.
Immune to player card effects. Revenant gets +2 and +2 for each resource on the campaign card.
Forced: When 3 or more damage would be placed on Revenant, place 2 damage instead.
Forced: After Revenant is destroyed, shuffle it into the encounter deck. Place 1 resource on the campaign card.
Immune to player card effects. No more than 1 character can attack Graxar each round.
Graxar gets +1 for each damage on him and +1 for each resource on him.
Forced: When Graxar is dealt a shadow card, place 1 resource on him.
When Black Key leaves play, remove it from the game.
Attached enemy gets +1 +1 +1 and gainst immune to player card effects.
Forced: At the end of the quest phase, if Captain SahĆr is in play, place 1 resource on him for each player in the game.
When Black Key leaves play, remove it from the game.
Attached enemy gets +1 +1 +1 and gains immune to player card effects.
When Calaerion leaves play, remove him from the game.
Action: Spend 3 resources and exhaust Calaerion to ready the Dream-chaser and give it +1 +1 and +1 until the end of the phase.
When Calaerion leaves play, remove him from the game.
Response: After a card is discarded from the encounter deck, shuffle it into that deck. (Limit once per round.)
Action: Spend 2 resources and exhaust Calaerion to ready another ally and give it +1 +1 and +1 until the end of the round.
Immune to player card effects. X is the number of players in the game.
Forced: After Sea Serpent attacks and destroys an ally, the defending player deals X damage divided among characters they control.
Forced: After Sea Serpent is destroyed, flip it over and put it into play in the staging area.
Immune to player card effects. X is twice the number of players in the game.
Forced: After Sea Serpent attacks and destroys an ally, the defending player deals X damage divided among characters they control.
Forced: At the end of the round, Sea Serpent makes an attack against the first player.
X is the number of players in the game.
When Recurring Nightmare leaves play, shuffle it into any player's deck.
Forced: When Recurring Nightmare enters your hand, add it to the staging area.
Surge. Ranged. When Gavin leaves play (other than by his ability), remove him from the game.
Planning Action: Shuffle Gaving and 1 random set-aside Send for Help into the encounter deck.
When Revealed: Put Gavin into play under any player's control commited to the quest. Add 1 resource to Lanwyn's resource pool, if able.
āø
Immune to player card effects. The Black Sword enters play with 3 resources on it.
Captain SahĆr gets +2 and gains indestructible.
Forced: After Captain SahĆr attacks for the first time each round, he makes an attack against each other player (in turn order).
Captain SahĆr gains indestructible.
Forced: After Captain SahĆr attacks for the first time each round, he makes an attack against each other player (in turn order).
Each player's threat cannot be reduced by more than 1 each round.
Forced: After a player draws any number of cards, that player raises their threat by that number.
Resolution: Gain 1 XP.
Each player's threat cannot be reduced.
Forced: After a player draws any number of cards, that player raises their threat by that number.
Forced: After a character is healed or readied by a player card effect, its controller raises their threat by 1.
Resolution: Gain 2 XP.
When Revealed: Set aside the topmost non-unique, non-objective, non-burden encounter card in the encounter discard pile. During quest resolution, add a copy of that card to the campaign pool, if able. Remove A Growing Threat from the game.
Setup: Add The Threat to Wilderland to the staging area with X resources on it. X is the campaign cardās part number.
Forced: At the beginning of the quest phase, remove a resource from The Threat to Wilderland. Then, either raise each playerās threat by 2 or all encounter cards are immune to player card effects until the end of the phase.
Setup: Shuffle Abandoned Ruin into the Caves deck, if able. Otherwise, remove it from the game.
Response: After Abandoned Ruin becomes the active location, look at 3 random undiscovered treasures and attach 1 of them to Abandoned Ruin as a guarded objective. When that treasure is free of encounters, the players claim it and attach it to an eligible character. Limit once per game for the group.
Setup: Shuffle Misplaced Trust into your deck. (Do this after drawing your starting hand.)
Forced: After you draw this card, attach it to a hero you control. (Counts as a Condition attachment with the text: āAttached character cannot have player card attachments and is immune to player card effects.ā)
If unattached, the first player claims Ashen Brazier and attaches it to a hero they control.
Action: Exhaust Ashen Brazier to look at a facedown shadow card.
When Revealed: Choose a player that is engaged with a unique enemy, if able. Gundabad Hunter makes an immediate attack against that player.
Shadow: If attacking enemy is unique, it makes an additional attack after this one.
Gundabad Stalker cannot be optionally engaged except by a player who is engaged with a unique enemy.
Shadow: If attacking enemy is unique, return it to the staging area after this attack.
While Woody End is the active location, reduce each Hide X value by 1.
At the south end of the greensward there was an opening. There the green floor ran on into the wood, and formed a wide space like a hall, roofed by the boughs of trees.
–The Fellowship of the Ring
When Revealed: Immediately travel to Stock-brook. If another location is currently active, return it to the staging area.
"Why, this is the Stock–brook!" said Pippin. "If we are going to try and get back on to our course, we must cross at once and bear right." –The Fellowship of the Ring
Immune to player card effects.
While there is at least 1 other location in play, players cannot travel here.
Travel: The first player must make a Hide 3 test to travel here.
After Bucklebury Ferry leaves play as an explored location, the players win the game.
While Green Hill Country is the active location, characters get +1 while committed to Hide tests.
Shadow: Attacking enemy gets +1 (+2 instead if you have failed a Hide test this round)
While Stock Road is in the staging area, add 2 to the total of the discarded cards when a player resolves a Hide test.
Travel: The first player must make a Hide 1 test to travel here.
Forced: After a player fails a Hide test, shuffle a Nazgƻl enemy from the discard pile into the encounter deck, if able.
Shadow: Attacking enemy gets +1 (+2 instead if the defending player failed a Hide test this round).
While Evil Crow is engaged with a player, that player adds 1 to the Hide value for each Hide test he makes.
Shadow: If you have failed a Hide test this round, this attack is considered undefended