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Trait Keyword Victory
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Player Encounter Quest
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Results: 601 - 650 of 773 Cards
The Dunland Trap Nightmare (x2)
4
5
6 
Enedwaith. Plains.

Whiles Plains of Dunland is in the staging area, each Dunland enemy gets -20 engagement cost and cannot be optionally engaged.

Travel: The first player engages the highestAttack enemy in the staging area to travel here.

Trouble in Tharbad Nightmare (x3)
20 2 4 3 4 1 
Orc.

When Revealed: Either reduce each player's threat elimination level by 2, or Orc Seeker engages the first player and makes an immediate attack.

Shadow: Reduce each player's threat elimination level by 2 (5 instead if undefended).

Celebrimbor's Secret Nightmare (x3)
15 3 3 2 3 1 
Orc. Snaga.

When Revealed: Trigger Little Snuffler's Scour effect.

Scour: The first player discards a random card from his hand and assigns X damage among locations in the staging area. X is the discarded card's cost.

The Weather Hills Nightmare (x3)
17 1 4 2 4
Orc.

Cannot be optionally engaged.

Forced: After Rearguard Ambusher engages you, exhaust each damaged character you control.

His broad flat face was swart, his eyes were like coals, and his tongue was red; he wielded a great spear.
–THe Fellowship of the Ring

The Weather Hills Nightmare (x1)
8

The weather makes the Orcs difficult to track. It requires all of your skill to read the signs in the rough terrain.

Each enemy gets +10 enagement cost and cannot be optionally engaged.

When Revealed: Reveal the top of card of the Orc deck (reveal the top 2 card instead if there are 3 or more players in the game).

The Wastes of Eriador Nightmare (x3)
5 

When Revealed: Attach to the current quest. (Counts as a Condition attachment with the text: "Attached quest gets +3 quest points. Each Warg enemy cannot be optionally engaged.")

Shadow: If it is Night deal attacking enemy 2 additional shadow cards

Escape from Mount Gram Nightmare (x3)
35 3 4 3 5 5 
Orc.

Forced: When Orc of Thaurdir attacks you, either discard the top 2 cards of your captured deck, or deal Orc of Thaurdir 2 additional shadow cards.

Shadow: For each damage dealt by this attack, discard the top card of your captured deck.

Across the Ettenmoors Nightmare (x2)
38 3 4 3 5 1 
Creature.

As an additional cost to travel to a safe location, one player must engaged Hoarwell River Serpent.

Forced: When you engage Hoarwell River Serpent, deal 1 damage to each damaged character you control.

Across the Ettenmoors Nightmare (x2)
14 2 3 3 3 5 
Creature. Insect.

While Giant Beetle is engaged with a player, it gains: "As an additional cost to travel to a safe location, Giant Beetle makes an immediate attack against the engaged player."

Damaged characters cannot be declared as attackers or defenders against Giant Beetle.

Across the Ettenmoors Nightmare (x2)
3
4
3 
Ettenmoors.

As an additional cost to travel to a safe location, each player must spend 1 resource.

Heroes cannot gain resources by card effects.

Shadow: If no progress was placed on a side quest this round, attacking enemy gets +4Attack

The Dread Realm Nightmare (x3)
4 
Sorcery.

Surge.

When Revealed: Attach to the main quest. (Counts as a Condition attachment with the text: "Daechanar gets +2 Defense

Shadow: If this attack destroys a character, resolve this card's 'when revealed' effect.

Raid on the Grey Havens Nightmare (x3)
16 3 2 3 3 1 
Corsair. Raider.

Durin the combat phase, Corsair Pillager makes 1 additional attack for each resource token on it.

Forced: After the players travel to an Aflame location, place 1 resource on Corsair Pillager for each damage on that location.

The Drowned Ruins Nightmare (x2)
2
3
1 
Underground. Grotto.

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.

The Drowned Ruins Nightmare (x2)
2
16
1 
Underground. Underwater.

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.

We Must Away, Ere Break of Day Nightmare (x2)

Forced: When this card is discarded from the top of the encounter deck as a result of a quest card effect, immediately stop making progress and end the quest phase.

When Revealed: Shuffle the encounter discard pile into the encounter deck. Reveal 1 additional encounter card.

Dungeons Deep and Caverns Dim Nightmare (x3)
4
3
Mountain.

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.

Dungeons Deep and Caverns Dim Nightmare (x3)

When Revealed: Discard 2 resources from Bilbo Baggins's resource pool, or Gollum makes an attack against Bilbo Baggins.

Riddle: The first player names a sphere, a cost, and a card type, shuffles his deck, and discards the top 3 cards. For each card that matches all three items, place 1 progress on stage 2.

Dungeons Deep and Caverns Dim Nightmare (x3)

When Revealed: Attach We Hates It! to Gollum. (Counts as a Condition attachment with the text: "If the players are on stage 3, Gollum gets +2 Attack.")

Riddle: The first player names a Trait, shuffles his deck, and discards the top card. For each card that has at least 1 matching Trait, place 1 progress on stage 2.

The Battle of Five Armies Nightmare (x4)
40 2 5 3 5
Goblin. Orc.

Cannot be optionally engaged.

Forced: At the end of the round, if Gundabad Elite is in the staging area, either remove 2 progress from the current quest, or Gundabad Elite makes an attack against the first player.

A Shadow of the Past Nightmare (x1)
40 5 6 4 8
Nazgûl.

Cannot have non-Morgul attachments.

Kham–l the Easterling gets -30 engagement cost while The One Ring is exhausted.

Forced: At the beginning of the refresh phase, the engaged player makes a Hide 2 test. If the engaged player fails the hide test, Kham–l the Easterling makes an immediate attack.

A Shadow of the Past Nightmare (x2)
25 3 3 4 6
Nazgûl.

Peril. Hide 2.

Cannot have non-Morgul attachments.

While Dark Horseman is engaged with you, characters you control get -1 Willpower during Hide tests.

“There's been a strange customer asking for Mr. Baggins of Bag End...”
–The Gaffer, The Fellowship of the Ring

Flight to the Ford Nightmare (x4)
30 3 5 4 6
Nazgûl

Cannot have non-Morgul attachments.

Forced: After Fell Rider attacks and destroys a character, reduce the Ring-bearer's life by 1.

Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if The One Ring is exhausted).

Flight to the Ford Nightmare (x1)
3
3
River.

Immune to player card effects.

Travel: Each player searches the encounter deck and discard pile for a Nazgûl enemy and puts it into play engaged with him. Shuffle the encounter deck.

Flight to the Ford Nightmare (x3)
X
5
Road.

X is 1 plus the number of Nazgûl enemies in play.

While Great East Road is in the staging area, each Nazgûl enemy gets -5 engagement cost.

Shadow: After this attack, attacking enemy engages the next player then makes an immediate attack.

The Ring Goes South Nightmare (x2)
44 4 4 3 5
Creature.

Cannot have attachments or be optionally engaged.

While Hunting Hawk is in the staging area it gains,"Forced: After a player plays an ally, he must either exhaust it, or place 1 damage on an active location."

Helm's Deep Nightmare (x4)
28 3 4 2 4
Dunland.

Forced: When Bloodied Berserker is dealt a shadow card with no effect, either place 2 progress on the active location, or Bloodied Berserker makes an additional attack against you.

Shadow: Attacking enemy gets +1 Attack

Journey to the Cross-roads Nightmare (x3)

When Revealed: Until the end of the round, each Harad enemy in the staging area gets +2 Threat -30 engagement cost, and cannot be optionally engaged.

Shadow: Attacking enemy gets +1 Attack If this attack destroys a character, return attacking enemy to the staging area.

Revised Core Set (x1)
Stage
3 A

Following a thread of sunlight, you discover a cavern opening leading out through the side of the hill. Stationed outside the cave–mouth, however, is a large group of Orcs.

3 B
7

Forced: At the beginning of each quest phase, each player places the top card of his deck, face down in front of him as if it just engaged him from the staging area. These cards are called "Orc Guard" and act as enemies with: 1 hit point, 1 Attack and 1 Defense

Players cannot defeat this stage while Nazgûl of Dol Guldur is in play. If this stage is defeated and Nazgûl of Dol Guldur is not in play, the players have won the game.

Revised Core Set (x1)

You are playing Campaign Mode.

Setup: Put Mendor into play. Set each copy of Valor and Scarred aside, out of play.

Response: After a Hill Troll is defeated, each player attaches 1 set-side copy of Valor to a hero they control, if able.

Forced: After a character is destroyed by a Hill Troll, each player attaches 1 set-aside copy of Scarred to a hero they control. (Limit once per game.)

If Mendor leaves play, the players lose the game.

Resolution: Add each copy of Valor and Scarred in play to the Campaign Pool. Record the names of the heroes with Valor and/or Scarred attached in the notes section of the Campaign Log and attach them to those heroes when setting up each subsequent scenario in this campaign.

The hero with the most damage will be taken prisoner at the beginning of Escape from Dol Guldur (in case of a tie, randomly select among the heroes with the most damage.) Record the name of the “prisoner” in the notes section of the Campaign Log.

“Our pursuers were too persistent and their ambush too well planned to be mere coincidence,” says Mendor after finally reaching the shores of Lórien. “I fear a greater evil directs them from the shadows.”

Revised Core Set (x1)

You are playing Campaign Mode.

Setup: Put Mendor into play. Attached Appointed by Fate to a hero of the first player's choice.

Forced: When a hero would be randomly selected to be a “prisoner”, the “prisoner” from the Campaign Log is selected instead. Each card attached to that hero is turned facedown until that hero is “rescued.” Mendor is captured as well. Place Mendor facedown next to the prisoner (this does not cause him to leave play). Flip this card over.

Your guide, Mendor, has also been taken by the enemy!

Response: After the first objective is claimed, flip Mendor face-up and place 1 damage token on him.


Resolution: Determine one of the following:

1) If Mendor is still in play, add Mendor to the Campaign Pool.

If you do, put Mendor into play at the start of each scenario during your next campaign. Each player may include 1 copy of Mendor's Support in their deck during that campaign.

“It has been an honor to share such a perilous adventure with you, friends,” says Mendor. “If you ever need my aid again, I would be glad to journey with you once more.”

2) If Mendor is not in play, do not adjust the Campaign Pool for your next campaign.

Sadly, you bear Mendor's body back to Galadriel to prepare for his passing into the West.

The Dark of Mirkwood (x1)
Stage
3 A

The Goblins retreat down a dark tunnel, and you chase them into a large hall of many pillars. A wide chasm runs the width of the hall and the Goblins race across on a large plank. Their chieftain casts the plan into the depths of the chasm and disappeats, leaving you stranded on the other side.

When Revealed: Set Goblin Chieftain aside, out of play. Add Cracked Pillar to the staging area.

3 B
-

As you search for a way across, you see that one tall pillar near the edge of the chasm has cracked where it meets the ceiling. If you topple the pillar, it could serve to bridge the gap.

Forced: Reveal an additional encounter card during the quest phase.

Progress cannot be placed on Cracked Pillar while it is in the staging area.

After Cracked Pillar leaves play as an explored location, advance to stage 4A.

The Dark of Mirkwood (x1)
Stage
A

You are playing Campaign Mode.

Setup: Each player adds a copy of the “No Time to Waste!” boon to their hand after drawing their starting hand (including taking a mulligan). Add each copy of “No Time to Waste!” in a player's hand to the Campaign Pool. Shuffle the Shiny Distraction burden into the encounter deck and add it to the Campaign Pool.

That, of course, is the dangerous part about caves: you don't know how far they go back...
–The Hobbit

Stage
B

Resolution: Check the final threat of the player with the highest threat: If it is under 40, you have rescued a retired Ranger who shares his wisdom with you. Each player may add 1 copy of Ranger Sense to their deck and to the Campaign Pool. At the start of your next campaign, each player may also shuffle 1 copy of Ranger Sense into their deck and add it to the Campaign Pool.

You have rescued the captives and fulfilled your oath. What Goblins remain flee in terror of your wrath, and your return journey is untroubled. The villagers who survived thank you endlessly for returning them to their village. They invited you to stay and live among them in honor, but your allegiance is to other lords and many journeys still await you. After a good night's rest, you depart in the morning.

Angmar Awakened Campaign Expansion (x1)

You are playing campaign mode.

The company exchanged anxious glances. "If Amarthiúl is right and the Wraith was after Iârion in particular; these ruins might hold the answer to this mystery."

Resolution: For each Clue a player controls, that player may add the book with the same name to the Campaign Pool and their deck.

"Look!" the hero holding the tome shouted, pointing to the tree. "I recognize this name: Daechanar. That is the same name as the one who commands Thaurdir – the 'lord of Angmar' mentioned in the Goblin dungeons!"
One of the companions shook her head, pondering what they had learned. "It cannot be the same person. It's been over a century. The Dúnedain are long–lived, but they are not immortal. The Daechanar in this family tree should be long dead by now..."
"We should continue to Rivendell," one of the heroes declared at last. "Even Thaurdir cannot pursue us there, and we can consult Elrond about these matters. If there is anyone who will understand what we are dealing with, it is he."

Dream-chaser Campaign Expansion (x1)

You are playing Campaign Mode.

Setup: The first player takes control of Calphon and attaches Spyglass and Black Key (boon) to him. Shuffle Graxar into the encounter deck. Each player may choose one copy of Galdor's Counsel and add it to their hand. For this game, X is plus 1 for each of those copies.

Forced: After stage 2B is revealed, remove Calphon and each attachment on him from the game, ignoring his "leaves pla" ability.

Resolution: If Gaxar is in the victory display, choose either Parrying Cutlass or Throwing Axe, add it to the Campaign Pool, and record which hero you attach it to.

Add the copies of Galdor's Counsel chosen during setup to the Campaign Pool.

Gain the following:

• 1 XP for each surviving player.

• 1 XP if 2 or fewer cards are underneath The Havens Burn (2 XP instead if no cards are underneath it).

• 1 XP for each Elven Wave-runner in the victory display.

• 1 XP if Na'asiyah is in the victory display.

• 1 XP if no enemies are in play.

• 1 XP if each surviving player's threat is 40 or less.

• -1 XP if Ominous Fate is in the victory display.

Calaerion's expertise proved invaluable in the pursuit of the swift Stormcaller. Anticipation builds as the horoes perpare to confront Captain Sahír on the deck of his flagship to avenage the death of Calphon.

Ered Mithrin Campaign Expansion (x1)

You are playing campaign mode.

Setup: Any player gains control of Melanwar. The first player may search the encounter deck for a copy of Twilight Hall and add it to the staging area. If they do, the players look at 3 random undiscovered treasures and attach 1 of them to Twilight Hall as a guarded objective. When free of encounters, the players claim the treasure and attach it to any character.

To wander off the trail in either direction was to risk becoming lost forever, and it was a long way to the other side of the forest.

Resolution: At the edge of the forest, Melanwar pledged his friendship to the heroes, moved by their altruism and their willingness to trust a stranger. If the heroes choose to invite him to join their quest, add Melanwar to the campaign pool (any player may add him to their deck). Otherwise, mark in the campaign log that “Melanwar has given you guidance on traversing Wilderland” (you can more safely navigate the mountains).

The players discover each treasure they control.

Discard cards from the encounter deck until X cards from either the Spiders of Mirkwood or Dol Guldur Orcs encounter set have been discarded and add those cards to the campaign pool. X is equal to the number of players in the game.

“This is where we part ways,” said Haladan. “The river will carry you north to Lake-town and then to Dale, but my home lies back west.”

One of the heroes clasped hands with the Woodman and said, “Thank you for your help. You are a brave man, Haldan. I wish you safe travel on your return journey.”

The Fellowship of the Ring (x1)
Stage
1 A

The ring Frodo Baggins inherited from his uncle Bilbo is indeed The One Ring. After conferring with the wizard Gandalf, Frodo decides to leave the Shire and take the ring to Rivendell.

Setup: Set Buckleberry Ferry aside, out of play. Add 1 Black Rider to the staging area and make Bag End the active location. Shuffle the encounter deck.

1 B
1

When a player fails a Hide test, each Nazgûl enemy in the staging area engages that player. (Trigger Forced effects after resolving this effect.)

The player cannot advance unless Bag End is in the victory display.

Frodo's friend insist on joining him in his adventure, but danger finds them sooner than anticipated when Black Riders appear in the Shire.

The Fellowship of the Ring (x1)
Stage
2 A

As Frodo watched he saw something dark pass across the lighter space between two trees, and then halt. It looked like the black shade of a horse led by a smaller black shadow. The black shadow stood close to the point where they had left the path, and it swayed from side to side. Frodo thought he heard the sound of snuffling. The shadow bent to the ground, and then began to crawl towards him. -The Fellowship of the Ring

2 B
14

When Revealed: The first player searches the encounter deck and discard pile for a Black Rider, reveals it (cannot be canceled), and adds it to the staging area. Shuffle the encounter deck.

When a player makes a Hide test, add 1 to the total Threat for each ally that player controls.

When a player fails a Hide test, each Nazgûl enemy in the staging area engages that player. (Trigger Forced effects after resolving this effect.)

The Fellowship of the Ring (x1)
Stage
3 A

When Revealed: Add Buckleberry Ferry to the staging area.

3 B
-

When Revealed: The first player searches the encounter deck and discard pile for a Black Rider, reveals it (cannot be canceled), and adds it to the staging area. Shuffle the encounter deck.

When a player fails a Hide test, each Nazgûl enemy in the staging area engages that player. (Trigger Forced effects after resolving this effect.)

Response: After a player makes a successful Hide test, place X progress on a non-unique location in play. X is twice the number of players in the game.

The Fellowship of the Ring (x1)
Stage
2 A

...black horses leaped down the hill in pursuit, and from the Riders came a terrible cry, such as Frodo had heard filling the woods with horror in the Eastfarthing far away. It was answered; and to the dismay of Frodo and his friends out from the trees and rocks away on the left four other Riders came flying. Two rode towards Frodo: two galloping madly towards the Ford to cut off his escape.
–The Fellowship of the Ring

2 B
15

When Revealed: Add Ford of Bruinen and The Witch-king to the staging area.

While at least 1 Nazgûl enemy is in play, Race to Rivendell gets +15 quest points.

Forced: At the end of the round, reduce the Ring-bearer's life by 1.

If the players defeat this stage, they have won the game.

The Fellowship of the Ring (x1)
Stage
1 A

Trapped inside the Mines of Moria, the Company of the Ring must find their way through many twisting passages to reach the eastern door. But with every step they take into the Mines, there is a growing sense of dread...

Setup: Set The Balrog, The Great Bridge, and Chamber of Mazarbul aside out of play. Add Doom Doom Doom to the staging area and place 10 damage tokens on it. Each player adds 1 different location to the staging area.

1 B
14

Forced: After a player optionally engages an enemy, remove 1 damage from Doom Doom Doom.

There were not only many roads to choose from, there were also in many places holes and pitfalls, and dark wells beside the path in which their passing feet echoed. –The Fellowship of the Ring

The Fellowship of the Ring (x1)
Stage
2 A

Then there came an echoing blast: a great horn was blown in the hall, and answering horns and harsh cries were heard further off. There was a hurrying sound of many feet. –The Fellowship of the Ring

When Revealed: Add Chamber of Mazarbul to the staging area.

2 B
9

If there are no enemies in the staging area at the beginning of the quest phase, the first player reveals an additional encounter card during the staging step.

The players cannot advance unless there are X resource tokens on this stage. X is the number of players times 3.

Forced: After an enemy is defeated, place 1 resource token on this stage.

The Fellowship of the Ring (x1)

You are playing in Campaign Mode.

Setup: Starting with the first player, each player chooses 1 of the following boon cards: Phial of Galadriel, Three Golden Hairs, Lórien Rope, or Leaf-wrapped Lembas, and attaches it to a hero he controls. The chosen boon cards have been earned by the players. Shuffle Followed by Night and Ill Fate into the encounter deck.

"But this I will say to you: your Quest stands upon the edge of a knife. Stray but a little and it will fail, to the ruin of all." –Galadriel, The Fellowship of the Ring

Resolution: If Fallen into Evil is attached to a hero, add that hero to the list of Fallen Heroes in the Campaign Log.

The first player chooses either Followed by Night or Ill Fate to be added to the campaign pool. The chosen burden card has been earned by the players.

Each player chooses 1 hero he controls (other than the Ring-bearer or Aragorn) to be taken captive. Record the name of each "captive" in the Notes section of the Campaign Log.

I would have guided Frodo to Mordor and gone with him to the end; but if I seek him now in the wilderness, I must abandon the captives to torment and death. My heart speaks clearly at last: the fate of the Bearer is in my hands no longer. The Company has played its part. Yet we that remain cannot forsake our companions while we have strength left. Come! We will go now. Leave all that can be spared behind! We will press on by day and dark! –Aragorn, The Two Towers

The Fellowship of the Ring (x1)
Stage
4 A

"Now, Sam," said Frodo, "don't hinder me! The others will be coming back at any minute. If they catch me here, I shall have to argue and explain, and I shall never have the heart of the chance to get off. But I must go at once. It's the only way." –The Fellowship of the Ring

When Revealed: Add Parth Galen to the staging area. If it is your quest phase, end the phase (do not resolve the quest).

4 B
16

During the quest phase, reveal 1 additional encounter card for each player in the game.

Response: After an enemy is revealed at this stage, raise your threat by X to engage that enemy. X is that enemy'sThreat Each player (at any stage) may trigger this ability once per round.

When this stage is defeated, the players win the game.

The Two Towers (x1)

You are playing campaign mode.

Setup: Remove Gildor Inglorion and Mr. Underhill from the Campaign Pool. Remove each burden with the following burden set icons from the encounter deck:

A Shadow of the Past, Flight to the Ford, The Ring Goes South

They followed their enemies now by the clear light of day. It seemed that the Orcs had pressed on with all possible speed. –The Two Towers

Resolution: If the pursuit value is 25 or lower, the players must choose: either each player earns one of the Skill boons (Intimidation, Hands of a Healer Forewarned, or Leader of Men) and attached it to a hero he controls, or one player ears the boon Beyond All Hope and chooses a hero from the list of fallen heroes. That player takes control of the chosen hero (removing it from the list of fallen heroes) and attaches Beyond All Hope to it. If a player controls more than 3 non- heroes, he must remove heroes from the Campaign Log until he controls only 3 heroes. Changing heroes as a result of earning Beyond All Hope does not incur a +1 threat penalty. Add the earned cards to the Campaign Pool.

Then when they had laid their fallen comrades in a mound and had sung their praises, the Riders made a great fire and scattered the ashes of their enemies. So ended the raid, and no news of it came ever back either to Mordor or Isengard; but the smoke of the burning rose hight ot heaven and was seen by many watchful eyes. –The Two Towers

The Two Towers (x1)
Stage
3 A

Suddenly another voice spoke, low and melodious, its very sound an enchantment. Those who listened unwarily to that voice could seldom report the words that they heard... –The Two Towers

When Revealed: Each player draws 6 cards. Each player with more than 6 cards in his hand discards cards from his hand until he has only 6. Attach Saruman's Staff to Saruman.

3 B
15

While Orthanc is the active location, Saruman is considered to be engaged with the first player.

Forced: When Orthanc is explored, cancel any progress placed on the quest this phase and return Orthanc to the staging area.

If a player has 0 cards in his hand, he is eliminated from the game. If the players defeat this stage, they win the game.

The Two Towers (x1)

You are playing campaign mode.

Setup: Each player must choose: either add 1 resource to each of his heroes' pools, or shuffle 1 copy of Brace of Coneys into his deck. Remove each burden with the following burden set icons from the encounter deck and each player's deck: Helm's Deep, The Road to Isengard

So they passed into the northern marches of that land that Men once called Ithilien, a fair country of climbing woods and swift–falling streams. -The Two Towers

Resolution: Each player who chose to shuffle a copy of Brace of Coneys into his deck during setup has earned that boon. Add each earned copy to the campaign pool. Record the name and quantity of each enemy underneath The Black Gate in the notes section of the campaign log.

"Here is the last parting of our ways," said Faramir.
"If you take my counsel, you will not turn eastward yet. Go straight on, for thus you will have the cover of the woodland for many miles." –The Two Towers

The Two Towers (x1)
Stage
1 A

Sméagol has led Frodo and Sam to the Morgul Vale, where he promises to show them a secret way over the Mountains of Shadow and into the land of Mordor, but Sam fears that Gollum may be leading them into a trap...

Setup: Set Cleft of Cirith Ungol, Shelob and The Great Spider encounter set aside, out of play. Put Sméagol into play under the first player's control. Make Morgul Vale the active location. Add Sméagol's Secret Way to the staging area. Shuffle the encounter deck.

1 B
-

Progress cannot be placed on Underground locations.

Response: After Sméagol's Secret Way is explored, discard 3 random cards from each player's hand to discard each Nazgûl enemy in the staging area.

Forced: At the end of the quest phase, if Sméagol's Secret Way is in the victory display, advance to stage 2A.

The Return of the King (x1)
Stage
5 A

And now the fighting waxed furious on the fields of the Pelennor; and the din of arms rose upon high, with the crying of men and the neighing of horses.

-The Return of the King

When Revealed: The first player adds The Witch-king to the staging area (Sorcerer side faceup). Then, he searches the encounter deck and discard pile for a Fell Beast and attaches it to The Witch-king, if able. Shuffle the encounter deck. Each other player revea

5 B
20

The Witch-king and shadow cards deal to The Witch-king are immune to player card effects.

Forced: When an enemy attacks and destroys a character, deal 1 damage to Minas Tirith.

This stage cannot be defeated unless Aragorn is in play and The Witch-king is in the victory display. If the players defeat this stag

Core Set (x1)
Stage
3 A

Following a thread of sunlight, you discover a cavern opening leading out through the side of the hill. Stationed outside the cave–mouth, however, is a large group of Orcs.

3 B
7

Forced: At the beginning of each quest phase, each player places the top card of his deck, face down in front of him as if it just engaged him from the staging area. These cards are called "Orc Guard" and act as enemies with: 1 hit point, 1 Attack and 1 Defense

Players cannot defeat this stage while Nazgûl of Dol Guldur is in play. If this stage is defeated and Nazgûl of Dol Guldur is not in play, the players have won the game.

Two-Player Limited Edition Starter (x1)
Stage
3 A

The Goblins retreat down a dark tunnel, and you chase them into a large hall of many pillars. A wide chasm runs the width of the hall and the Goblins race across on a large plank. Their chieftain casts the plan into the depths of the chasm and disappeats, leaving you stranded on the other side.

When Revealed: Set Goblin Chieftain aside, out of play. Add Cracked Pillar to the staging area.

3 B
-

As you search for a way across, you see that one tall pillar near the edge of the chasm has cracked where it meets the ceiling. If you topple the pillar, it could serve to bridge the gap.

Forced: Reveal an additional encounter card during the quest phase.

Progress cannot be placed on Cracked Pillar while it is in the staging area.

After Cracked Pillar leaves play as an explored location, advance to stage 4A.