


When Revealed: Search the encounter deck and discard pile for 1 copy of Mountain Warg and add it to the staging area, if able. Shuffle the encounter deck.
Response: After Warg Lair leaves play as an explored location, each player draws 1 card.






Forced: After Warg-rider is dealt a shadow card with no effect, either return it to the staging area or place 1 progress on The Goblins' Assault.






Forced: After Warg of Carn D–m engages you, either remove 1 progress from the main quest, or exhaust a character you control.
Up from the dark plain below came the crying of fell voices, and the howling of many wolves
–The Fellowship of the Ring







Response: When Cavern Warg attacks you, exhaust Cave Torch to cancel the attack and return Cavern Warg to the staging area.

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






Cannot have attachments.
Forced: After Great Warg Chief enages you, discard cards from the encounter deck until a Warg enemy is discarded. Put that enemy into play engaged with you.






Forced: After Howling Warg attacks, place 1 damage on an active location.

Shadow: Attacking enemy gets +1 If this attack destroys a character, place 1 damage on an active location.






Response: When Cavern Warg attacks you, exhaust Cave Torch to cancel the attack and return Cavern Warg to the staging area.

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






When Revealed: Each Warg enemy gets +1 until the end of the phase.

Shadow: After this attack, attacking enemy engages the next player, then makes an immediate attack (deal a new shadow card for that attack).






While Blood-thirsty Warg is in the staging area, it gains:
Forced: When it becomes Night, Blood-thirsty Warg engages the first player and makes an immediate attack.
The wold snarled and sprang towards them with a great leap.
–The Fellowship of the Ring






Forced: After White Warg engages you, deal 1 damage to a character you control (2 damage instead if it is Night).

Shadow: If it is Night, attacking enemy makes an additional attack after this one.






Cannot have attachments.
Forced: After Great Warg Chief enages you, discard cards from the encounter deck until a Warg enemy is discarded. Put that enemy into play engaged with you.






Forced: After Howling Warg attacks, place 1 damage on an active location.

Shadow: Attacking enemy gets +1 If this attack destroys a character, place 1 damage on an active location.






Forced: After Battle Warg engages you, either remove 1 progress from the main quest or discard an attachment you control.

Shadow: Discard an attachment you control.





Forced: After Necromancer's Warg engages you, deal 1 damage to a character you control.

Shadow: If you are engaged with an Orc enemy and a Warg enemy, discard a character you control.





Forced: After Hunting Warg engages a player, it makes an immediate attack. If Hunting Warg is dealt a shadow card with no shadow effect for this attack, it gets +2 until the end of the phase.





When Revealed: Discard the top card of the encounter deck. If that card has the Warg trait, reveal it and add it to the staging area.

Shadow: Attacking enemy gets +1 (+2
instead if it has the the Warg trait).






When Revealed: Misty Mountain Warg makes an immediate attack against you. If it destroys a character, place 2 damage on each active location.

Shadow: If this attack destroys a character, place 1 damage on an active location.






If Mountain Warg is dealt a shadow card with no effect, return Mountain Warg to the staging area after it attacks.

Shadow: attacking enemy gets +1 (+2
instead if a Mountain is the active location.)






Allies cannot defend while Snow Warg is attacking.
Forced: After a character is declared as a defender against Snow Warg, deal 1 damage to the defending character, if able.






Uruk Warg-Rider gets +X while attacking a character with less
than Uruk Warg-rider's
X is the difference.

Shadow: Return attacking enemy to the staging area after this attack.






When Revealed: Attach to an Orc enemy and return that enemy to the staging area. Limit 1 per enemy. (Counts as a Mount attachment with the text: "Attached enemy gets +2 +2
+2
and +2 hit points.
Forced: When attached enemy leaves play, add Mordor Warg to the staging area."












When Revealed: Dungeon Warg makes an immediate attack against the player who controls the most allies.

Shadow: Attacking enemy gets +1






When Revealed: Either place a random enemy from the set aside Desert Creatures set into the encounter discard pile, or Desert Warg gains surge.

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






Forced: When Ravenous Warg attacks, the defending player must declare the character he controls with the most damage as the defender. (Even if exhausted.)

Shadow: Defending character gets -1 for each quest stage in play with no progress on it.






Forced: After Angmar Warg-rider engages you, either remove 2 progress from the main quest, or it makes an immediate attack.

Shadow: Exhaust a character you control.







Forced: At the beginning of the refresh phase, if Hunting Warg entered play this round, search the encounter deck and discard pile for 1 copy of Hunters from Mordor and add it to the staging area, if able. Shuffle the encounter deck.
"...where the warg howls, there also the orc prowls."
–Aragorn, The Fellowship of the Ring







Cannot be optionally engaged.
Forced: After the player guarding Gollum changes, Pursuing Warg-rider engages the player guarding Gollum and makes an immediate attack against that player.







Forced: After the engaged player discards any number of cards from his out-of-play deck, Guard Warg makes an immediate attack.

Shadow: Deal 1 damage to the defending character.






Forced: After Great Warg attacks and destroys a character, remove all progress from the current quest.

Shadow: Defending player discards 1 attachment he controls.






Forced: When Frenzied Warg-Rider attacks, remove 1 progress from each quest stage.

Shadow: Deal 1 damage to the defending character (2 damage instead if the current quest has no progress on it).






Forced: If Wargs is dealt a shadow card with no effect, return Wargs to the staging area after it attacks.

Shadow: attacking enemy gets +1 (+2
instead if this attack is undefended.)






Forced: If Wargs is dealt a shadow card with no effect, return Wargs to the staging area after it attacks.

Shadow: attacking enemy gets +1 (+2
instead if this attack is undefended.)



Immune to player card effects.
Travel: The first player searches the encounter deck and discard pile for a Warg enemy, reveals it, and puts it into play engages with him. Shuffle the encounter deck.
The howling of the wolves was now all around them... –The Fellowship of the Ring






Forced: After Wild Wargs engages you, discard the top card of the encounter deck. If that card is a Goblin enemy, put it into play engaged with you.
“Where the Warg howls, there the Orc prowls.”






Forced: If Pack of Wargs is dealt a shadow card with no effect, Pack of Wargs makes an additional attack after this one. (Do not deal it a shadow card.)

Shadow: Return attacking enemy to the staging area after this attack.





Forced: After Wild Wargs is dealt a shadow card with no shadow effect, return it to the staging area.

Shadow: Return attacking enemy to the staging area after this attack.





Cannot have non-objective player card attachments or take non-combat damage.
Forced: After Pack of Wargs is dealt a shadow card with no shadow effect, it makes an additional attack after this one. Do not deal it a shadow card for this attack.






Forced: If Wild Wargs is dealt a shadow card with a riddle, it gets +2.
Riddle: The first player names a card type, shuffles his deck, and discards the top 2 cards. For each of those cards that matches, place 1 progress token on stage 2.


While The Wargs' Glade is in the staging area, the first Warg enemy revealed each round gains surge.
Forced: When The Wargs' Glade is explored, the opposing team searches the encounter deck and discard pile for a non-unique Warg enemy and adds it to the staging area. Shuffle the encounter deck.





Forced: After a character takes damage from an attack made by a Creature enemy, remove 1 progress from the current quest.
Riddle: The first player names a sphere, shuffles his deck, and discards the top card. For each of those cards that matches, place 1 progress token on stage 2.



When Revealed: Either deal 1 shadow card to each enemy in the staging area, or search the encounter deck and discard pile for a side quest and add it to the staging area. Shuffle the encounter deck if it is searched.

Shadow: Deal 1 shadow card to each enemy engaged with you that has not attacked this phase.






Cannot have attachments.
Cannot be optionally engaged.
Forced: After Pack Leader engages you, exhaust a character you control for each Warg enemy engaged with you.







While it is Night Pack Hunters gets -30 engagement cost.
Forced: When you engage Pack Hunters, search the top 5 cards of the encounter deck for a Warg enemy, and put it into play engaged with you (top 10 cards instead if it is Night). Shuffle the encounter deck.



Suddenly Aragorn leapt to his feet, "How the wind howls!" he cried. "It is howling with wolf–voices. The Wargs have come west of the Mountains!" –The Fellowship of the Ring
When Revealed: Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. One of those enemies must be Great Warg Chief, if able. Shuffle the encounter deck.
During the travel phase, the players must travel to a location, if able.
Forced: After an enemy engages a player, place 1 damage on the active location, if able.
The Fellowship is being hunted by Wargs!






Hound of Sauron gets -5 engagement cost for each enemy in the staging area.

Shadow: Attacking enemy gets +1 (+2
instead if it was engaged with round).





Wargs have pursued you into the wastelands! They hound your every step, slowing your progress by day and attacking you when the sun has set.
When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until X Warg enemies are discarded. X is the number of players in the game. Add each discarded enemy to the staging area.
Each night, another member of your company is caught at the edge of the firelight and dragged away. The sounds of snarling and screaming echo into the darkness.
Forced: When it becomes Day, each player draws 1 card.
Forced: When it becomes Night, discard 1 non-objective ally from play (discard 2 non-objective allies instead if there are 3 or more players in the game).



You cannot go on like this. You must do something to discourage the Wargs from pursuing you further.
When Revealed: Flip the Time objective to Nightfall. Add Pack Leader to the staging area. Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until X Warg enemies are discarded. X is 1 less than the number of players in the game. Add each discarded enemy to the staging area.
If you can defeat the alpha mail, that will scatter the pack...
Pack Leader cannot take damage unless there are at least 5 progress tokens on this stage.
Forced: When it becomes Day, discard all progress from this stage.
The players cannot defeat this stage while Pack Leader is in play. If Pack Leader is destroyed, the players win the game.