





Forced: When Dol Guldur Beastmaster attacks, deal it 1 additional shadow card.


When Revealed: Reveal X additional cards from the encounter deck. X is the number of players in the game.

Shadow: Deal X shadow cards to this attacker. X is the number of players in the game.



Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.
"On a time they took a boat and went down to the Gladden Fields, where there were great beds of iris and flowering reeds."
–Gandalf, The Fellowship of the Ring



The Lady Galadriel of LĂłrien has asked you to investigate the area in the vicinity of Dol Guldar. While doing so, one of your allies was ambushed by Orcs, captured, and is now held in a dungeon cell...
Setup: Search the encounter deck for the 3 objective cards, reveal and place them in the staging area. Also, place the Nazgûl of Dol Guldur face up but out of play, alongside the quest deck. Then, shuffle the encounter deck, and attach 1 encounter to each objective card.
When Revealed: Randomly select 1 hero card (among all the heroes controlled by the players) and turn it facedown. The hero is now considered a "prisoner", cannot be used, cannot be damaged, and does not collect resources, until it is "rescued" (as instructed by card effects) later in this quest.
The players, as a group, cannot play more than 1 ally card each round.
Players cannot advance to the next stage of this quest unless they have at least 1 objective card.



Reveal 1 additional card from the encounter deck each quest phase. Do not make engagement checks during the encounter phase. (Each player may still optionally engage 1 enemy each encounter phase.)
After defeating the Troll, you are able to board the raft and embark upon a river voyage. As you depart, your enemies pursue, harassing the small vessel as you attempt to navigate the river...
As your enemies harass the raft, it is difficult to maintain balance and effectively fight them off.







Response: After Mablung enters play, choose an enemy to get +5 enagement cost until the end of the round. Then, you may engage that enemy, or return it to the staging area
"But still we will not sit idle and let Him do all as He would."
–The Two Towers






During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area.
Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.







The first player draws 1 additional card in the resource phase.
"Well, my dear fellow," said Bilbo, "now you've heard the news, can't you spare me a moment? I want your help in something urgent."
–The Fellowship of the Ring



Attach to a hero.
Attached hero gains +1
Action: Pay 1 resource from attached hero's pool to attach DĂșnedain Mark to another hero.






While The West Bank is the active location, attachment and event cards cost 1 additional matching resource to play from hand.

Shadow: If you do not control at least 1 hero with a Clue card attached, double this enemy's base for this attack.



Attach to a hero.
Attached hero gains +1
Action: Pay 1 resource from attached hero's pool to attach DĂșnedain Warning to another hero.



Attach to a hero.
Attached hero gains +1
Action: Pay 1 resource from attached hero's pool to attach DĂșnedain Quest to another hero.









Damage from undefended attacks against you must be dealt to Gollum. If Gollum is destroyed, or if the player guarding Gollum is eliminated, the players have lost the game.
Forced: At the end of each round, raise the threat of the player guarding Gollum by 3. Then, that player may choose a new player to guard Gollum.







Action: Exhaust Zigil Miner and name a number to discard the top 2 cards of your deck. If at least one of those cards has cost equal to the named number, choose a hero you control. For each card that matches the named number, add 1 resource to that hero's resource pool.



Immune to card effects.
Players cannot optionally engage enemies and no engagement checks are made.
Forced: After East-gate leaves play as an explored location, add First Hall to the staging area.


When Revealed: The last player deals damage equal to The Nameless Fear's to a hero he controls. This effect cannot be canceled.

Shadow: Deal damage equal to The Nameless Fear's to the defending character.








When Revealed: Reveal X additional cards from the encounter deck and add them to the staging area. X is the number of players in the game.

Shadow: attacking enemy gets +X . X is the number of players in the game.



While Turbulent Waters is the active location, players cannot optionally engage enemies.






Each player with a threat of 25 or higher cannot optionally engage Goblin Scout.



You have discovered the fate of the Dwarven colony, and seek to leave Moria. But exiting may not be as simple as entering...
Setup: Prepare the quest deck. Add The Nameless Fear to the staging area. Remove all copies of A Foe Beyond from the encounter deck. Then, shuffle 1 copy of A Foe Beyond per player back into the encounter deck.
As you leave the Seventh Level, the air grows thick and drums begin to roll from the deeps. A man-shape shadow, yet greater, masses at the end of the hall, and begins to head straight for you.
When Revealed: Reveal 1 encounter card per player, and add it to the staging area. Then, add A Presence in the Dark to your victory display.


Attach to a hero you control.
Attached hero collects 1 additional resource during the resource phase each round.






Regenerate 2. While there is another Tentacle enemy in play, The Watcher cannot be optionally engaged.
If The Watcher is in the staging area at the end of the combat phase, each player must deal 3 damage to 1 character he controls.



Response: After a Dwarf deals X damage to an enemy during combat, deal an additional X damage to that enemy. (Limit once per phase.)
"Beside them Gimli stood with his stout legs apart, wielding his dwarf–axe." –The Fellowship of the Ring












Play Ranger Spikes into the staging area unattached.
If unattached, attach Ranger Spikes to the next eligible enemy that enters the staging area.
Players do not make engagement checks against attached enemy. Attached enemy gets -2 .


If unattached, return Alcaron's Scroll to the staging area and it gains:
Action: Exhaust a hero to attach Alcaron's Scroll to that hero.
Forced: When the hero with Alcaron's Scroll attached is damaged by an enemy attack, attach Alcaron's Scroll to that enemy.


When Revealed: Discard 2 cards from the top of the encounter deck. Discard an additional 2 cards for each copy of Collateral Damage in the discard pile. Then, raise each player's threat by 2 for each location discarded by this effect.

Shadow: Any damage dealt by this attack is dealt to the hero with Alcaronâs Scroll attached, if able.






Forced: When Zealous Traitor engages a player, that player must deal 1 damage to each ally he controls. (2 damage instead if Zealous Traitor was not optionally engaged.)






Forced: When Umbar Assassin engages a player, that player must deal 3 damage to a hero he controls. (Discard that hero instead if Umbar Assassin was not optionally engaged.)


Action: Name a sphere. Until the end of the phase, you can spend resources of any sphere when paying for cards that belong to the named sphere.
The townlands were rich, with wide tilth and many orchards, and homesteads there were with oast and garner, fold and byre, and many rills rippling through the green from the highlands down to the Anduin. –The Return of the King






Daughter of BerĂșthiel cannot be optionally engaged.
Forced: After Daughter of BerĂșthiel attacks, return her to the staging area. The engaged player may raise his threat by 4 to prevent this effect.







Attach to a Noble hero.
Planning Action: Exhaust Palantir and attached hero to name a card type and look at the top 3 cards of the encounter deck. For each of those cards that matches the named type, draw a card. For each of those cards that does not match the named type, raise your threat by 2.



Play Poisoned Stakes into the staging area unattached.
If unattached, attach Poisoned Stakes to the next eligble enemy that enters the staging area.
At the end of each round, deal 2 damage to attached enemy.



Set aside Lord Alcaron, Nazgûl of Minas Morgul, and The White Bridge. Add To the Tower, Murzag and 1 copy of Morgul Vale to the staging area.
Lord Alcaron and Faramir have been captured by forces from Minas Morgul. You pursue their captors eastward into the dreaded vale.
Murzag cannot leave play unless destroyed. If Murzag is defeated, advance to the next stage.
You are betrayed! Lord Alcaron has revealed himself as in league with the Enemy. A large Uruk, Murzag, has been left in charge of finishing you off while Faramir is rushed ahead to the Dead City.






Forced: When Morgul Tracker is optionally engaged, place 1 progress token on To the Tower.

Shadow: Attacking enemy gets +1 . If undefended, place 1 progress token on To the Tower as well.






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).


When Revealed: The first player either places 3 progress tokens on To the Tower or reveals X additional cards from the encounter deck and adds them to the staging area. X is the number of players in the game.
The air above was heavy with fog, and a reek lay on the land about them.
–The Two Towers






When Revealed: Either reveal an additional encounter card, or remove 1 time counter from the current quest.

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





You've captured the Orc captain, Mugash, in the mountains above Isengard. But as you make your way down Methedras, your captive escaped and flees east into Fangorn.
Setup: Add Edge of Fangorn to the staging area and attach Mugash to that location. Shuffle the encounter deck. Reveal X additional encounter cards where X equals the number of players in the game minus 1.
Forced: After the last time counter is removed from this stage, shuffle Mugash into the encounter deck and advance to stage 3.
The players cannot advance to stage 2 unless Mugash is attached to a hero.
You pursue Mugash into the ancient forest to find that the trees themselves seems to be attacking him. Without thinking, your at the tree branches to rescue your captive. That is when you first sense your own peril...


If unattached, the first player must claim Key of the Boar and attach it to a hero he controls.
If Key of the Boar is discarded, add it to the staging area.

Shadow: Shuffle Key of the Boar back into the encounter deck.


If unattached, the first player must claim Key of the Wolf and attach it to a hero he controls.
If Key of the Wolf is discarded, add it to the staging area.

Shadow: Shuffle Key of the Wolf back into the encounter deck.


If unattached, the first player must claim Key of the Raven and attach it to a hero he controls.
If Key of the Raven is discarded, add it to the staging area.

Shadow: Shuffle Key of the Raven back into the encounter deck.


