While Shrine to Morgoth is the active location, players cannot draw cards or search their decks.
Forced: After Shrine to Morgoth is flipped over while active, exhaust each ally in play with printed cost 2 or less. Then, each player must search the encounter deck and discard pile for an Undead enemy and put it into play engaged with him. Shuffle the encounter deck.
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.
While Cursed Temple is the active location, characters with less than 2 do not ready during the refresh phase.
It was not long before he had bewitched the King and was master of his counsel... -The Return of the King
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.
Forced: After Drowned Graves is flipped to this side while active, discard the top X cards of the encounter deck. Each player adds an Undead enemy discarded from this effect to the staging area. X is 2 more than the number of players in the game.
...their years lessened as their fear of death grew, and their joy departed. -The Return of the King
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.
While Flooded Ruins is the active location, it contributes its to the staging area.
Númenor was thrown down and swallowed in the sea... -The Return of the King
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.
While Lush Jungle is in the staging area, characters get -1 and lose ranged.
Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.
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.
Each Undead enemy gets +1 and +1
Forced: After Desecrated Grounds is flipped over while active, deal 1 damage to each exhausted character.
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.
Each Undead enemy gains "immune to player card effects."
Forced: After Forsaken City is flipped over while active, each engaged Undead enemy makes an immediate attack.
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.
While Overgrown Steps is in the staging area, it gains: "Each Uncharted location in the staging area gets +1
Travel: Raise each player's threat by 2 to travel here.
Aflame 10. Immune to player card effects.
Forced: After the first player plays an ally from his hand, deal 1 damage to the N relenya.
While Burning Tower is in the staging area, damage cannot be healed.
Forced: After damage is placed on Burning Tower, choose X characters, where X is the amount of damage on Burning Tower. Deal 1 damage to each chosen character.
When Revealed: If your heading is off-course (Cloudy, Rainy, or Stormy), make Sharp Jetties the active location, returning any currently active location to the staging area.
Forced: When any amount of progress is placed on Sharp Jetties, either remove an equal amount of progress from the current quest, or deal an equal amount of damage to each Ship objective.
While Cliffside Inlet is in the staging area, the main quest gets +2 quest points.
Travel: Discard cards from the top of the encounter deck until a Ship enemy is discarded. Put that enemy into play in the Stormcaller's area.
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While Captain's Quarters is grappled, Raider characters are considered to have no resources.
Travel: Add 2 resources to Captain Sahír (even if he is out of play) and 1 resource to each other Raider card in play.
While Aft Cabin is in the staging area, each enemy grappled with each Deck location adds 3 instead of 2
Forced: After an enemy is detached from Aft Cabin, that enemy gets +3 until the end of the round.
Forced: When Desecrated Ruins is flipped over while active, remove all resources from each hero and objective-ally.
Tar–Palantir attempted to ammend the evil: but it was too late, and there was rebellion and strife in Númenor
–The Return of the King
Uncharted. Cannot have player card attachments.
Forced: After Edge of the Temple becomes the active location, flip it over.
Action: Remove 8 progress from Edge of the Temple to look at its facedown side.
While Temple Foothills is the active location, the players, as a group, cannot play more than 1 card each round.
Cannot have player card attachments.
Forced: After Edge of the Temple becomes the active location, flip it over.
Action: Remove 8 progress from Edge of the Temple to look at its facedown side.
Forced: When Cursed Temple is flipped over while active, discard 3 cards at random from each player's hand.
While Cursed Temple is the active location, each player cannot draw cards by card effects.
Cannot have player card attachments.
Forced: After Edge of the Temple becomes the active location, flip it over.
Action: Remove 8 progress from Edge of the Temple to look at its facedown side.
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.
While City Under Siege is in the staging area, it gains archery 2, and damage from the archery keyword must be applied to Ship objectives.
Shadow: If attacking enemy is guarding an objective, return it to the staging area after this attack.
Sea-wall gets +2 and +2 quest points for each objective guarded by an encounter card.
Shadow: Attacking enemy gets +1 for each objective guarded by an encounter card.
While War-torn Waters is in the staging area, it gains:"Forced: At the end of the quest phase, if War-torn Waters is not guarding an objective and there is an unguarded objective in the staging area, attach War-torn Waters to that objective, guarding it.
Travel: Deal 2 damage to each Ship objective to travel here.
While Walls of Umbar is in the staging area, it gains:"Forced: After a player commits an ally to a Sailing test, raise his or her threat by 1.
*Forced: After Walls of Umbar is discarded from the encounter deck during a Sailing test, raise each player's threat by 1 for each ally he or she committed to that test.
While Umbar Bridge is in the staging area, cancel the first X progress that would be placed on the current quest each round, where X is the highest number of resources on a Raider enemy in play.
Travel: Reduce the engagement cost of each Corsair enemy to 0 until the end of the round.
Forced: At the beginning of the refresh phase, place the top card of the encounter discard pile on the bottom of the encounter deck and raise each player's threat bu that card's
I don't know what river is way, a rushing red one, swollen with the rains of the last few days... –The Hobbit
Forced: After placing 1 or more progress tokens on Wicked Hilltops, each player must discard an ally he controls without an attached Sack card.
Shadow: Attacking enemy gets +2 (+3 instead if attacking enemy is a Troll.)
Progress cannot be placed here.
Travel: Sack 1.
Forced: After Comfortable Light becomes the active location, discard it.
Out of the dark mass of the trees they could now see a light shining, a reddish comfortable–looking light... –The Hobbit
While Narrow Ledge is the active location, each player cannot commit more than 3 characters to the quest.
Shadow: Shuffle all copies of Galloping Boulders from the encounter discard pile into the encounter deck.
When Revealed: Choose a location in the staging area with a title other than Dark Passages and make it the active location. (If there was already an actice location, there are now 2 active locations.)
Travel: Raise each player's threat by X to travel here, where X is the number of Cave locations in the staging area.
No more than 4 progress can be placed on the current quest each round.
Creature enemies get +1
Goblin enemies get +1
It was still ajar, but a goblin had pushed it nearly to. Bilbo struggled but he could not move it. –The Hobbit
Travel: Deal 3 damage to each ready character. The first player may spend up to 3 resources to reduce the damage dealt to each character by 1 for each resource spent.
Riddle: The first player names a card title, shuffles his deck, and discards the top 5 cards. For each card that matches, place 1 progress on stage 2.
While Dark Colony is the active location, poisoned characters cannot ready.
Travel: A player at this stage must give 1 poison to a hero he controls to travel here.
Suddenly he saw, too, that there were spiders huge and horrible sitting in the branches above him, and ring or no ring he trembled with fear lest they should discover him.
–The Hobbit
X is the number of poison in play.
Forced: When this location is explored, make 1 hero unconscious.
Shadow: Attacking enemy gets +1 for each poisoned character you control.
While Patch of Midnight is the active location, treat the text box of each poisoned character as if it were blank (except for Traits).
Shadow: Raise your threat by 1 for each poisoned character you control.
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
Foced: At the end of the planning phase, each player who played at least 1 ally this phase must raise his threat by 1.
Shadow: Attacking enemy gets +2 If this attack destroys a character, raise each player's threat by 3.
Foced: When the Front Gate is explored, each Dragon enemy in play makes an attack against the first player. (Deal and resolve a shadow card for this attack.)
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 cost.
Forced: At the end of the round, each player assigns X damage among heroes he controls. X is the number of quest stages with no progress on them.
Travel: The players (as a group) exhaust X characters. X is the number of quest stages with no progress on them.
Forced: At the end of the round, raise each player's threat by 1 for each quest stage with no progress on it.
Shadow: Until the end of the phase, attacking enemy gets +1 for each quest stage with no progress on it.
Eastfarthing gets +2 for each resource token on it.
Forced: After a player fails a Hide test, place 1 resource token here.
After a while they plunged into a deeply cloven track between tall trees that rustled their dry leaves in the night. –The Fellowship of the Ring
While Green-Hill Country is in the staging area, add 1 to each Hide X value.
Travel: The first player makes a Hide 1 test.
Shadow: After this attack, attacking enemy engages the next player then makes an immediate attack.
While Stock Woods is in the staging area, players cannot commit more than 2 characters to a Hide test.
Travel: The first player makes a Hide 1 test.
Shadow: Attacking enemy gets +2 (+3 instead if you have failed a Hide test this round).
Immune to player card effects.
The Witch-king cannot be damaged.
Forced: After Weathertop becomes the active location, exhaust The One Ring. The One Ring cannot ready while Weathertop is the active location.