






Shadow: Wolf Rider attacks the defending player. That player may declare 1 character as a defender. Deal Wolf Rider its own Shadow card. After combat, return Wolf Rider to the top of the encounter deck.









Forced: After Eastern Crows is defeated, shuffle it back into the encounter deck.

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







Shadow: Attacking enemy makes an additional attack immediately after this one. (Deal a new shadow card for that attack.)







Shadow: Wolf Rider attacks the defending player. That player may declare 1 character as a defender. Deal Wolf Rider its own Shadow card. After combat, return Wolf Rider to the top of the encounter deck.









Forced: After Eastern Crows is defeated, shuffle it back into the encounter deck.

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


When Revealed: Each player must choose: either exhaust each damaged character you control, or deal 2 damage to the hero you control with the most damage on it.

Shadow: Exhaust each damaged character you control.














When Revealed: Reveal 1 card from the encounter deck and add it to the staging area.










When Revealed: Heal 5 damage from Durin's Bane, if able. The first player may remove 1 questing hero he controls from the quest to cancel this effect.
The fire in it seemed to die, but the darkness grew.
–The Fellowship of the Ring








When Revealed: Deal 1 damage to each Battleground location in play, if able.

Shadow: Deal 2 damage to The Citadel if it is in play. Otherwise, attacking enemy gets +2 .













When Revealed: Each player must pay 1 resource for each attachment he controls or discard all attachments he controls.

Shadow: Discard an attachment from the defending character.


When Revealed: Raise each player's threat by the number of damage tokens on Dead Villagers.

Shadow: Defending player raises his threat by 1 for each damage token on Dead Villagers.









When Revealed: Place 1 progress token on To the Tower.

Shadow: Attacking enemy gets +1 for each progress token on To the Tower.


When Revealed: Attach to the current quest. Counts as a Condition attachment with the text:
Forced: After a player draws an number of cards, raise his threat by 1.
"They hate us, and they are glad; for our doom seems certain to them." –Gamling, The Two Towers









X is the number of resource tokens on this card.
Forced: After a player draws any number of cards, place 1 resource token here.


When Revealed: Attach to the active location. Counts as a Condition attachment with the text:
Limit 1 per location. Forced: After attached location is explored, each player searches the encounter deck and discard pile for a Dunland enemy and puts it into play engaged with him. Shuffle the encounter deck.



While Tharbad Hideout is the active location, time counters cannot be removed from the current quest.
Forced: At the beginning of the quest phase, place 1 progress on Tharbad Hideout.


When Revealed: Remove 1 time counter from the current quest.

Shadow: Attacking enemy makes an additional attack after this one.



Scour: Return this location to the staging area and place 2 damage here.

Shadow: Excess damage from this attack must be placed on the active location, if able.








Forced: After the last time counter is removed from this quest cards, each player deals 4 damage to a hero he controls. Then, place 4 time counters on this quest card.
The weather is growing steadily worse, and black clouds loom on the horizon. You must find a safe place to shelter or be caught in the storm...


Forced: At the end of the refresh phase, each player discards the top X cards of his deck, where X is the number of Undead enemies engaged with him.
The more you struggle against the undead, the deeper you are drawn into the wraith–world. You must escape before madness or despair takes you...


Characters cannot be healed.
Response: After Make Camp is defeated, each player heals up to 3 damage from a hero he controls.
Your companions are exhausted from tireless effort, but you must find a safe place to make camp before you can tend to their needs.


Your enemies lurk somewhere in the decrepit ruins around you: a constant threat until you search them out...
Forced: At the end of the refresh phase, raise each player's threat by 2.
Response: After Search the Ruins is defeated, reduce each player's threat by 3.


Forced: At the end of the refresh phase, discard the top 3 cards of the encounter deck. Return the topmost Undead enemy in the encounter discard pile to the staging area.
The undead keep rising from the grave. For each one that you strike down, another takes its place. You must do something to stem the tide...


When Revealed: Attach to the current quest. Counts as a Condition attachment with the text:
When a player plays a card, increase its cost by 1 if there is a card that has the same title in its owner's discard pile.
"Earth, air and water all seem accursed. But so our path is laid." –Frodo, The Two Towers


Cards in each player's discard pile cannot leave that player's discard pile by player card effect.
Forced: After this stage is defeated, each player shuffles the top 5 cards of his discard pile back into his deck.
You must uncover the source of this evil that sets its will against yours.


Forced: After Mysterious Omens becomes the current quest, each player discards 1 random card from their hand.
Forced: When Mysterious Omens is defeated, remove it from the Campaign Pool. Then, each player may choose 1 of the following boons and attach it to a hero they control: Cunning, Hardy, Resolute, Ruthless, or Stalwart.


When Revealed: Each player must either raise their threat by 3 or exhaust a hero they control.

Shadow: Attacking enemy either gets +3 or +3
until the end of the phase.