








Forced: After Captain of Harad engages you, each Harad enemy gets +1 and -10 engagement cost until the end of the round.

Shadow: If this attack destroys a character, return attacking enemy to the staging area.









Captain Sahír engages the first player.
For each point of damage Captain Sahír would take, discard 1 resource from him and cancel that damage.
Forced: After Captain Sahír attacks, place 2 resource tokens on him (4 instead if his attack destroyed a character).






The first player gains control of Captain Sahír.
Captain Sahír gets +1 and +1
for each resource on him (max +6).
Action: Spend 1 resource from a hero you control to place 1 resource on Captain Sahír. (Limit once per round).
If Captain Sahír leaves play, the players lose.






Captain Sahír engages the first player.
For each point of damage Captain Sahír would take, discard 1 resource from him and cancel that damage.
For every 5 resources on Captain Sahír, he makes an additional attack against the engaged player each combat phase.






Forced: After Captain of Harad engages you, each Harad enemy gets +1 and -10 engagement cost until the end of the round.

Shadow: If this attack destroys a character, return attacking enemy to the staging area.






Immune to player card effects. Pillage 8.
Engaged player cannot attack the Dreadnaught.
Forced: At the end of the combat phase, if engaged player has no cards in their deck, that player is eliminated from the game.







Each enemy gets -20 engagement cost.

Shadow: If this attack destroys a character, attacking enemy cannot take damage this round.
"And some are large and evil: Black Uruks of Mordor." –Gandalf, The Fellowship of the Ring







Response: After Pelargir Ship Captain enters play, move 1 resource from the resource pool of a hero you control to another hero's resource pool.






Response: After you play Linhir Sea-captain from your hand, if you paid all of its resource cost from a single hero's resource pool, both that hero and Linhir Sea-captain do not exhaust to quest this round.






Toughness 2. Cannot have attachments.
Allies with fewer printed hit points than Uruk-hai Captain cannot defend against Uruk-hai Captain.

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






Cannot be optionally engaged.
If the active location is a Ship, ~Corsair ~Captain gets -30 engagement cost and gains: "Forced: When ~Corsair ~Captain engages you, it makes






Forced: After Orc Captain engages you, make a Fortitude test. If you fail this test, reveal the top card of the encounter deck.
Shadow: If this attack destroys a character, return attacking enemy to the staging area.







Response: After Pelargir Ship Captain enters play, move 1 resource from the resource pool of a hero you control to another hero's resource pool.






Forced: After Angmar Captain attacks and destroys an ally, discard the top card of the defending player's deck. If the discarded card is an ally, Angmar Captain makes an additional attack against the defending player.
In the twilight he saw a large black Orc... –The Two Towers






While you are engaged with Umbar Captain, characters you control cannot attack Ship enemies.
...the strength of the rebels in Umbar was a great peril to Gondor...
–The Return of the King







Response: After you play Linhir Sea-captain from your hand, if you paid all of its resource cost from a single hero's resource pool, both that hero and Linhir Sea-captain do not exhaust to quest this round.






While Southron Captain is in the staging area, each other Harad enemy gets +1
While Southron Captain is engaged with you, each other Harad enemy engaged with you gets +1






Forced: When Easterling Captain enters play, discard cards from the encounter deck until an Easterling treachery is discarded. Attach that treachery to Easterling Captain.
Forced: When Easterling Captain would take any amount of damage, discard an Easterling attachment from him. Then, cancel the damage.






Toughness 2. Cannot have attachments.
Allies with fewer printed hit points than Uruk-hai Captain cannot defend against Uruk-hai Captain.

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






Cannot be optionally engaged.
If the active location is a Ship Corsair Captain gets -30 engagement cost and gains:"Forced: When Corsair Captain engages you, it makes an immediate attack."






Forced: After Orc Captain engages you, make a Fortitude test. If you fail this test, reveal the top card of the encounter deck.
(|) (|)

Shadow: If this attack destroys a character, return attacking enemy to the staging area.












Dusk. Shadow Host Captain gets +1 and +1
Midnight. Shadow Host Captain gets +2 and +2






When Revealed: Put the topmost Orc enemy in the discard pile into p
Shadow: If this attack destroys a character, return attacking enemy to the staging area.






When Revealed: Put the topmost Orc enemy in the discard pile into play engaged with you.

Shadow: If this attack destroys a character, return attacking enemy to the staging area.






Engaged player cannot attack Ship enemies.
...the strength of the rebels in Umbar was a great peril to Gondor...
–The Return of the King







Each Harad enemy in the staging area gains archery 1.
Each engaged Harad enemy gets +1

Shadow: Attacking enemy gets +1 (+3
instead if it has the Harad trait).




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.


Resource Action: Exhaust a Noble hero you control to add 2 resources to that hero's resource pool.
...in these days men are slow to believe that a captain can be wise and learned in the scrolls of lore and song, as he is, and yet man of hardihood and swift judgement in the field.
–Beregond, The Return of the King


Quest Action: Until the end of the phase, each Noble hero gets +1 Willpower and does not exhaust to



Resource Action: Exhaust a Noble hero you control to add 2 resources to that hero's resource pool.
...in these days men are slow to believe that a captain can be wise and learned in the scrolls of lore and song, as he is, and yet man of hardihood and swift judgement in the field.
–Beregond, The Return of the King



Quest Action: Until the end of the phase, each Noble hero gets +1 and does not exhaust to commit to the quest.


Campaign Mode only.
Immune to player card effects. Cannot be engaged.
The Thing in the Depths gets +3 hit points per player.
Forced: When a Creature enemy is destroyed, deal 2 damage to The Thing in the Depths.

Resolution: The player may add Come Together to the Campaign Pool.
Gain the following:
• 1 XP for each surviving player.
• 1 XP if Captain Sahír has 5 or more resources.
• 1 XP if Na'asiyah has 5 or more resources.
• 1 XP if Sea Serpent (Enraged side) is in play (2 XP instead if it is in the victory display).
• 1 XP if each hero has no damage on it.
• 1 XP if each surviving player's threat is 40 or less (2 XP instead if their threat is 30 or less).
• -1 XP if Ominous Fate is in the victory display.



A swirling dark cloud starts to gather above you, and a cold wind tenses your muscles. "I have a bad feeling about this..." you hear Amarthiúl mutter. It seems Daechanar's ritual has begun. Sensing you have little time to spare, your company rushes to the gates of Carn Dûm
When Revealed: Raise each player's threat by X, where X is the number of shadow cards in play. If Thaurdir is Captain side faceup, flip him.
Thaurdir cannot leave the staging area, is considered to be engaged with each player, and attacks each player in turn during the combat phase (deal and discard a new shadow card for each attack). At the end of the round, if Thaurdir is Captain side faceup, flip him.
While Midwinter’s Crux has 15 or more progress on it, Thaurdir loses indestructible. You cannot defeat this stage while Thaurdir is in play.
If Thaurdir is defeated, you win the game



A menacing ship leads the raiders, its charismatic captain bellowing orders to the Corsairs: ”Kill the defenders!” he shouts. ”Destroy their ships!”
When Revealed: Add Na’asiyah and Captain Sahír to the staging area, enemy side faceup. Each player reveals the top card of the encounter deck. Place resources on Na’asiyah and Captain Sahír equal to the amount of damage on the Dream-chaser. Add 1 resource to each other Raider enemy in play.
Any time players would place progress on this quest, remove an equal amount of damage from locations in play instead. (Progress is placed on the active location before triggering this effect.)
Each Raider enemy revealed by the encounter deck enters play with 1 resource on it.
If Captain Sahír is in the victory display and each location in play has no damage, the players win the game.



You chase Sahír through the streets, eventually cornering him in the broken monument atop a hill overlooking the city. He grins as you confront him. "You're not easy to kill," he scoffs, and unsheaths a long dark blade.
When Revealed: Add The Shattered Monument to the staging area. Put Captain Sahír into play, engaged with the first player. Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. Shuffle the encounter deck. Add 1 resource to each Raider enemy in play.
Sahír cackles, a crazed look in his eyes. "With the power of this sword, I will rule the seas from here to the Grey Havens!"
While any enemy has resources on it, Captain Sahír is indestructible.
Forced: When a hero or enemy is destroyed, add its resources to Captain Sahír.
If Captain Sahír is destroyed, the players have finally put an end to the Corsair's treacherous plot and win the game.



A menacing ship leads the raiders, its charismatic captain bellowing orders to the Corsairs: "Kill the defenders!" he shouts. "Destroy their ships!"
When Revealed: Add Na'asiyah and Captain Sahír to the staging area, enemy side faceup. Each player reveals the top card of the encounter deck. Place resources on Na'asiyah and Captain Sahír equal to the amount of damage on the Dream-chaser. Add 1 resource to each other Raider enemy in play.
Resources on Na'asiyah are considered to be on Captain Sahír, as well (and can be removed as if they were on him).
Each Raider enemy revealed by the encounter deck enters play with 1 resource on it.
If both Captain Sahír and Na'asiyah are in the victory display, the players win the game.


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 Sahír is in play, place 1 resource on him for each player in the game.


You are playing Campaign Mode.
Setup: Attach Black Key (boon) to Captain Sahír. Shuffle Revenant into the encounter deck. Shuffle Starla and both Recurring Nightmares together and place one facedown under each Temple of the Deceived location, as secrets. For each character in play, its controller may deal 1 damage to it to reduce their threat by 1. One player may raise their threat by 4 to attach Spyglass to a hero.
Travel Action: Flip over a secret at your location. If it is a Recurring Nightmare, it engages you. If it is Starla, you gain control of her (ready).
A member of your party has disappeared. Can you find her?

Resolution: If Starla is under a player's control, add her to the Campaign Pool. For each Recurring Nightmare that is not a secret, add it to the Campaign Pool and choose a player. For the remainder of the campaign, that player shuffles that Recurring Nightmare into their deck after they draw their starting hand.
Gain the following:
• 1 XP for each surviving player.
• 1 XP for each resource on this card (to a maximum of 3 XP).
• 1 XP for each faceup Temple Halls.
• 1 XP if 4 or fewer Uncharted locations are faceup.
• 1 XP if Temple Guardian is in the victory display.
• 1 XP if each surviving player's threat is 40 or less.
• -1 XP if Ominous Fate is in the victory display.


You are playing Campaign Mode.
Setup: Attach Black Key (boon) to Captain Sahír. Shuffle Revenant into the encounter deck. Each player may choose one copy of Command and add it to their hand. For this game, X is plus 1 for each of those copies.
One player may choose one copy of Círdan's Blessing and add it to their hand. For each character in play, its controller may deal 1 damage to it to reduce their threat by 1.

Resolution: Add each copy of Command and Círdan's Blessing chosen during setup to the Campaign Pool.
Gain the following:
• 1 XP for each surviving player.
• 1 XP for each resource on this card (to a maximum of 3 XP).
• 1 XP if Na'asiyah has 5 or more resources.
• 1 XP if no enemies are in play.
• 1 XP if 5 or more Underwater locations are in the victory display.
• 2 XP if Shrine to Morgoth (Grotto side) is in the victory display.
• 1 XP if each surviving player's threat is 40 or less.
• -1 XP if Ominous Fate is in the victory display.
"I knew we shouldn't have trusted him!" one of the heroes exclaims. "That fleabag is rotten to the core!"
"Don't worry," another replies. "We're not through with him. Captain Sahír's fate is entwined with our destiny."


Immune to player card effects. The Black Sword enters play with 3 resources on it.
Captain Sahír gets +2 and gains indestructible.
Forced: After Captain Sahír attacks for the first time each round, he makes an attack against each other player (in turn order).
Captain Sahír gains indestructible.
Forced: After Captain Sahír attacks for the first time each round, he makes an attack against each other player (in turn order).



X is the number of resources on The ~Corsair Fleet.
The players cannot travel here unless there are at least 3 Ship locations in the victory display.
Travel: Each player searches the encounter deck and discard pile for a Corsair enemy and adds it to the staging area. One of those enemies must be ~Corsa



...at east the city was besieged, enclosed in a ring of foes. The Rammas was broken, and all the Pelennor was abandoned to the Enemy. -The Return of the King
When Revealed: Each player takes control of each ally he owns in the staging area and exhausts it. The first player adds Minas Tirith, Grond, and The Witch-king (Captain side faceup) to the staging area. Each other player searches the encounter deck and discard pile for a different enemy and adds it to the staging area. Shuffl
The White ~City Besieged gets +4 quest points for each player in the game.
The players cannot travel to Pelennor locations.
Forced: When an enemy is destroyed, place progress on this stage equal to that enemy's total Threat (progress must be placed on the ac






Immune to player card effects.
Cannot be optionally engaged or take damage.
Forced: At the beginning of the quest phase, discard cards from the encounter deck until an enemy is discarded. Add the discarded enemy












Forced: When Lord Alcaron attacks, place 1 progress token on To the Tower.
Forced: When Lord Alcaron is dealt a shadow card with no shadow effect, he makes an additional attack after this one (deal and resolve another shadow card).






Cannot have attachments.
Reduce any amount of damage dealt to Nazgûl of Minas Morgul to 1.
"Come not between the Nazgûl and his prey!"
–The Witch King, The Return of the King