Immune to player card effects.
Forced: When the Gates of Isengard is explored, each player searches the encounter deck and discard pile for an enemy and puts it into play engaged with him. Shuffle the encounter deck.
Here through the black rock a long tunnel had been hewn, close at either end with mighty doors of iron. –The Two Towers
While Ring-wall of Isengard is in the staging area, it gains:"Forced: After any amount of damage is healed from a character, its owner discards 1 card from his hand."
Wizardry: Each player discards 1 random card from his hand.
While Underground Armoury is in the staging area, it gains:"Forced: After an enemy engages a player, deal it a shadow card."
Wizardry: Each player exhausts a character he controls.
The shafts ran down by many slopes and spiral stairs to caverns far under; there Saruman had treasuries, store–houses, armouries, smithies, and great furnaces. –The Two Towers
While Steaming Vent is in the staging area, it gains:"Forced: After a player commits characters to the quest, he deals 1 damage to a questing character he controls."
Wizardry: Assign X damage among characters in play. X is 1 more than the number of players in the game.
While Open Pit is in the staging area, it gains:"Forced: After a player draws any number of cards from a player card effect, he raises his threat by 2."
Wizardry: Each player raises his threat by 2.
When Revealed: Remove a hero from the quest and attach Saruman’s Voice to that hero. (Counts as a Condition attachment with the text:"Forced: When attached hero commits to a quest, is declared and attacker or defender, or triggers its ability, its controller must discard 1 card from his hand.")
The engaged player cannot reduce his threat.
Forced: After Groping Dead attacks and destroys a character, place 1 mire token on the active location.
Shadow: If this attack destroys a character, place 1 mire token on the active location.
The engaged player cannot reduce his threat.
Forced: After Dead Things attacks and destroys a character, the defending player raises his threat by 3.
Shadow: Raise your threat by 1 for each Undead enemy engaged with you.
The engaged player cannot reduce his threat.
Forced: After Candle-bearer attacks and destroys a character, it cannot take damage until the end of the round.
Shadow: Until the end of the round, attacking enemy cannot take damage.
Mire 2. Forced: When Haunted Mere is discarded by the Mire keyword, search the encounter deck and discard pile for an Undead enemy, reveal it, and add it to the staging area. Shuffle the encounter deck.
Travel: Exhaust Smeagol to travel here.
"They lie in all the pools, pale faces, deep deep under the dark water." -Frodo, The Two Towers
Mire 5. Forced: When Stagnant Pools is discarded by the Mire keyword, raise each player's threat by 5.
Stagnant Pools gets +1 for each mire token on it.
Travel: Exhaust Smeagol to travel here.
Mists curled and smoked from dark and noisome pools. The reek of them hung stifling in the still air. -The Two Towers
Mire 1. Forced: When Soft Mires is discarded by the Mire keyword, the first player reveals an encounter card.
Travel: Raise each player's threat by 1 to travel here.
The hobbits soon found that what had looked like one vast fen was really an endless network of pools, and soft mires... -The Two Towers
The Searching Eye functions like a player card.
Forced: After you draw this card, either exhaust each hero you control, or reveal an encounter card.
...that horrible growing sense of a hostile will that strove with great power to pierce all shadows of cloud, and earth, and flesh... -The Two Towers
Forced: At the end of the planning phase, place each Harad enemy in the staging area facedown underneath The Black Gate.
If there are at least X facedown cards underneath The Black Gate, the players lose the game. X is 3 more than the number of players.
Forced: After Man of Harad engages you, discard 1 random card from your hand.
Shadow: Discard 1 random card from your hand.
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.
While Henneth Ann–n is the active location, skip both the encounter phase and combat phase, and ignore the Forced effects on stage 1B and The Black Gate.
Forced: After Henneth Ann–n becomes the active location, return each engaged enemy to the staging area.
"This is the Window of the Sunset, Henneth Ann–n, fairest of all the falls of Ithilien..." -Faramir, The Two Towers
While Ithilien Woods is the active location, it gains:"Forced: After a player engages a Harad enemy, he readies a character he controls."
Travel: The first player reveals an encounter card to travel here.
Ithilien, the garden of Gondor now desolate kept still a dishevelled dryad loveliness. -The Two Towers
While Hills of Ithilien is the active location, it gains:"Forced: After a player engages a Harad enemy, deal 1 damage to that enemy."
Shadow: Discard a non-objective attachment you control.
Indestructible.Cannot have attachments.
Shelob gets +1 for each resource on her.
Forced: At the beginning of the quest phase, either place 1 resource on Shelob, or she makes an immediate attack against the first player.
Immune to player card effects.
Forced: After Morgul Vale is explored, search the encounter deck and discard pile for a Morgul Wraith and add it to the staging area. Shuffle the encounter deck. Then, the first player must either exhaust The One Ring or discard 1 random card from each player's hand.
Immune to player card effects.
Travel: Either exhaust Sméagol, or discard 1 random card from each player's hand.
Forced: After Sméagol's Secret Way is explored, each player either exhausts a character he controls, or discards 1 random card from his hand.
"...a stair, a narrow stair, O yes, very long and narrow. And then more stairs." -Gollum, The Two Towers
Forced: When The Spider's Lair is explored, remove 1 resource from Shelob.
Forced: After The Spider's Lair becomes the active location, Shelob makes an attack against the first player.
There agelong she had dwelt, an evil thing in spider–form, even such as once of old had lived in the Land of the Elves in the West that is now under the Sea... -The Two Towers
While The Under-way is in the staging area, each Orc enemy gets -5 engagement cost and gains:"Forced: After this enemy engages a player, deal it a shadow card."
Shadow: Deal the attacking enemy 2 additional shadow cards.
While Deep Dark Passage is in the staging area, it gains:"Forced: When any amount of progress would be placed on a location in the staging area, reduce that amount by 1."
Travel: Exhaust Sméagol to travel here.
Not since the lightless passages of Moria had Frodo or Sam known such darkness, and if possible here it was deeper and denser. -The Two Towers
While Den of Night is in the staging area, it gains:"Forced: After a `When Revealed' effect is canceled, place 1 resource on Shelob."
Travel: Place 1 resource on Shelob to travel here.
Here was some opening in the rock far wider than any they had yet passed; and out of it came a reek so foul, and a sense of lurking malice so intense, that Frodo reeled. -The Two Towers
Setup: Attach to the Ring-bearer.
Forced: At the end of the planning phase, either raise each player's threat by 1, or exhaust the Ring-bearer.
"It's heavy on me, Sam lad, very heavy. I wonder how far I can carry it?"
-Frodo Baggins, The Two Towers
Forced: After Uruk-hai Fighter attacks and destroys a character, return it to the staging area.
Shadow: Discard a non-objective attachment you control.
Cannot have attachments or take more than 3 damage each round.
Forced: After Oliphaunt engages you, exhaust each ally you control.
Shadow: Attacking enemy gets +3
Forced: After Haradrim Soldier engages you, it makes an immediate attack.
Shadow: Attacking enemy makes an additional attack against you after this one.
Archery X. X is the number of players in the game.
Forced: After Haradrim Archer engages you, assign X damage among characters you control.
Shadow: Deal 1 damage to the defending character.
Setup: Attach to your threat dial. Limit 1 per threat dial.
Your threat cannot be reduced.
Forced: At the end of the round, raise your threat by 1. Then you may spend 1 Fellowship resource to detach Overcome by ~Fear and set it aside, out of play.
Immune to player card effects.
Forced: After The Stone of Erech becomes the active location, each player searches the encounter deck and discard pile for an Oathbreaker enemy and adds it to the staging area. Shuffle the encounter deck.
Travel: Remove 5 progress from sta
While Deadly ~Road is in the staging area, it gains: "Forced: After a 'when revealed' effect is canceled, raise each player's threat by 1."
Travel: Spend 1 Fellowship res
"I was held to the road only by the will of Aragorn."
-Gimli, The Return of the King
Forced: After Dead Man of Dunharrow engages you, either attach a set aside Overcome by Fear to your threat dial, or ra
Shadow: Attacking enemy gets +1 Attack.
Forced: When Shadow Host engages you, either attach a set aside Overcome by Fear to your threat dial, or it makes
"In that gloom the Shadow Host seemed to grow stronger and more terrible to look upon."
-Legolas, The Return of the King
Forced: At the end of the round, place a damage token here. Then, if there are 4 damage tokens here, discard Pelargir Quays and assign 4 damage amon
"...this attack will draw off much of the help that we looked to have from Lebennin and Belfalas..."
-Beregond, The Return of the King
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
Cannot have attachments.
Forced: When Umbar Pirate Crew engages you, exhaust a c
Shadow: If the active location is a Ship, return attacking enemy to the staging area after this attack.
Forced: When Haradrim Pirate engages you, deal 1 damage to a character you control (2 damage instead if the active
Shadow: Defending character gets -1 Defense for each damage on it.
Minas Tirith has 30 hit points plus 10 for each player.
Forced: At the end of the round, deal 1 damage to Minas Tirith for each enemy in the staging area. Then, if Minas Tirith has no hit points remaining, the p
Immune to player card effects.
X is the number of resources on Grond.
Forced: At the beginning of the quest phase, place 1 resource on Grond. Then, deal X damage to Minas Tirith.
Travel: The Witch-king makes an immediate attack against each p
Immune to player card effects.
While Gate of Gondor is the active location, each enemy in play gets -30 engagement cost.
Forced: When Gate of Gondor is explored, return each engaged enemy
...it was the key, the weakest point in all that high and impenetrable wall. -The Return of the King
While City Wall is the active location, damage that would be placed on Minas Tirith must be placed here first.
Forced: When City Walls has damage equal to its quest points, discard it. Then, each player ra
For the main wall of the City was of great height and marvellous thickness... -The Return of the King
Forced: When a player plays an event that would cancel the effects of a treachery card just revealed from the encounter deck, cancel the effects of that event. Then, discar
...as the trenches were made each was filled with fire, though how it was kindled or fed, by art or devilry, none could see. -The Return of the King
While Siege Tower is in the staging area, it gains Archery 3.
Forced: After Siege Tower becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add the discarded enemy