Weathered Hilltop gets +1 for each resource token on it.
Forced: After a Weather treachery is revealed from the encounter deck, place 1 resource token here.
"There is little shelter or defence here..." –Aragorn, The Fellowship of the Ring
While Exposed Ridge is the active location, it gains:
Forced: At the end of the refresh phase, each player deals 1 damage to a character he controls.
Shadow: Attacking enemy gets +1 for each damaged character the defending player controls.
Forced: After the last time counter is removed from this quest cards, each player deals 4 damage to a hero he controls. Then, place 4 time counters on this quest card.
The weather is growing steadily worse, and black clouds loom on the horizon. You must find a safe place to shelter or be caught in the storm...
Cannot have attachments.
Forced: After a treachery card with the Sorcery trait is revealed from the encounter deck, Thaurdir makes an immediate attack against the first player.
Forced: After Thaurdir鈥檚 Damned engages you, discard the top 2 cards of your deck and assign X damage among characters you control. X is the combined printed cost of the discarded cards.
"I saw them; grim faces and evil..." –Frodo, The Two Towers
Forced: When Baleful Shade attacks, the defending player discards the top card of his deck. If the discarded card is an ally, Baleful Shade gets +2 for this attack.
Shadow: Exhaust a character you control.
Forced: After the last time counter is removed from Broken Battlements, each player discards the top 5 cards of his deck and places 1 time counter here.
Travel: Each player discard the top card of his deck.
"Men call it Deadman's Dike, and they fear to tread there." –Elrond, The Fellowship of the Ring
Fornost Square gets +1 for each resource token on it.
Forced: After the first player discards any number of cards from the top of his deck, place 1 resource token here.
"...the heirs of Valandil removed and dwelt at Fornost on the high North Downs, and that now too is desolate." –Elrond, The Fellowship of the Ring
While Deadmen鈥檚 Gate is the active location, it gains:
Forced: After a player triggers an 'Action' or 'Response' effect, he must discard the top card of his deck.
Shadow: Discard an attachment you control.
Forced: At the end of the refresh phase, each player discards the top X cards of his deck, where X is the number of Undead enemies engaged with him.
The more you struggle against the undead, the deeper you are drawn into the wraith–world. You must escape before madness or despair takes you...
Forced: After Angmar Marauder attacks and destroys an ally, return it to the staging area.
Shadow: Attacking enemy gets +1 for each ally the defending player controls.
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
You've lost your way in the vastness of Arnor. You must search around until you find your trail again.
When Revealed: Each player places all cards in his hand facedown underneath Lost in the Wilderness.
Forced: When Lost in the Wilderness is defeated, return each card underneath it to its owner's hand.
Forced: After the "when revealed" effect of a treachery card is canceled, raise each player's threat by 2.
Shadow: Attacking enemy gets +1 . If this attack destroys a character, the defending player raises his threat by 2.
Forced: When Ancient Causeway is explored, raise each player's threat by 2.
...on either side of it there were lines of large boulders and hewn stones that screened the travellers almost like a hedge. –The Fellowship of the Ring
Your enemies lurk somewhere in the decrepit ruins around you: a constant threat until you search them out...
Forced: At the end of the refresh phase, raise each player's threat by 2.
Response: After Search the Ruins is defeated, reduce each player's threat by 3.
Forced: At the end of the refresh phase, discard the top 3 cards of the encounter deck. Return the topmost Undead enemy in the encounter discard pile to the staging area.
The undead keep rising from the grave. For each one that you strike down, another takes its place. You must do something to stem the tide...
Cards in each player's discard pile cannot leave that player's discard pile by player card effect.
Forced: After this stage is defeated, each player shuffles the top 5 cards of his discard pile back into his deck.
You must uncover the source of this evil that sets its will against yours.
Forced: After an enemy is defeated, place 1 resource token here. Then, if there are at least X resource tokens here, flip Hunting the Orcs and place each resource token that was on it on Savage Counter-attack. X is 3 more than the number of players in the game.
It is Night. Progress cannot be placed quest cards. Encounter card effects cannot be canceled.
Forced: When it becomes Night, reveal an encounter card.
Forced: At the end of the round, flip this objective.
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 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.
Forced: After 1 or more captured cards are rescued, Jailor Gorn谩kh engages the player with the highest threat and makes an immediate attack.
"Come on now! We've talked enough. Let's go and have a look at the prisoner!"
–Shagrat, The Two Towers
Forced: When Cruel Torturer would damage an ally by an attack, capture that ally underneath Cruel Torturer instead.
"You'll get bed and breakfast all right: more than you can stomach"
–Ugl煤k, The Two Towers
Forced: When the last time counter is removed from this quest, discard its captured cards and remove this quest from the game. Then, raise each player's threat by 3 for each of his characters that was discarded by this effect.
Several of your captured companions are being sent to the executioner's block. If you make it in time, you might be able to save them before they are slain!
Forced: After Coldfell Giant engages you, deal 1 damage to 3 different characters you control.
Shadow: If the defending character has at least 1 damage token on it, attacking enemy makes an additional attack after this one.
While Barren Moorland is in the staging area, it gains:
Forced: When an ally enters play, you must either exhaust it or deal 1 damage to it.
Travel: Deal 1 damage to each exhausted character.
Forced: At the end of the quest phase, if no progress was placed on Lie Low this round, each enemy gets -20 engagement cost until the end of the round.
Response: After this stage is defeated, choose an enemy in the staging area and shuffle it into the encounter deck.
Trolls and Giants have been pursuing you since your arrival in these moors. Your company must cover their tracks so the vile creatures do not follow.
Forced: After 1 or more resources are spent from a hero's resource pool, deal 1 damage to that hero.
Response: After this stage is defeated, heal 1 damage from each hero.
What little rations you managed to recover after your imprisonment have run dry. If the Trolls or the cold doesn't kill you, starvation surely will. There must be some food to find in these barren hills.
The cost to play each player card is increased by 1.
Forced: When this stage is defeated, search the encounter deck and discard pile for a Troll enemy and put it into play engaged with the player with the highest threat. Each player may play a card from his hand, at no cost.
You risk drawing the attention of nearby Trolls by venturing into their lair. Perhaps inside you can find supplies to help you get back to Rivendell...
Indestructible. Cannot have attachments.
Forced: After a treachery card with the Sorcery trait is revealed from the encounter deck, Thaurdir heals 3 damage and makes an immediate attack against the first player.
Forced: When Traitorous Wight engages a player, remove 2 progress from each quest card in play.
Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.
While Forbidden Descent is in the staging area, the first 2 progress that would be placed on a quest each round must be placed on Forbidden Descent, instead.
Forced: If Forbidden Descent leaves play from the staging area, raise each player鈥檚 threat by 2.
While Quiet the Spirits is the current quest, each Undead enemy that enters play immediately engages the player with the highest threat. Enemies that engage a player from this effect contribute their to the total in the staging area until the end of the phase.
Forced: After an enemy is destroyed, place 2 progress on Quiet the Spirits.
When this quest is defeated, flip it over.
You search through the ashes of the keep's destroyed rooms. If you are diligent, you may be able to find a clue as to I芒rion's ancestry.
While Sift through the Debris is the current quest, each location in the staging area gets +1
Forced: After a location is explored, place 2 progress on Sift through the Debris.
When this quest is defeated, flip it over.
Indestructible. Cannot have attachments.
Each other enemy gets +10 engagement cost.
Forced: After Thaurdir is flipped or a treachery with the Sorcery trait is revealed, deal 1 shadow card to each enemy in play.
Indestructible. Cannot have attachments.
Each other enemy gets -10 engagement cost.
Forced: After Thaurdir is flipped or a treachery with the Sorcery trait is revealed, Thaurdir heals 3 damage and makes an immediate attack against the first player.
Forced: After an event card is played, deal 1 shadow card to Werewolf of Angmar.
Forced: If there are 3 shadow cards dealt to Werewolf of Angmar and it is in the staging area, it engages the first player and makes an immediate attack (do not deal it a shadow card for this attack).
Forced: After an enemy attacks, heal 1 damage from it.
Travel: Deal each enemy in play 1 shadow card to travel here.
Shadow: If the attacking enemy is Thaurdir, heal 3 damage from him.
With reckless abandon, your company makes a mad dash for the gates!
Forced: When at least 1 progress is placed on Furious Charge, each character gets -2 until the end of the round. If Thaurdir is Captain side faceup, flip him.
Response: After Furious Charge is defeated, add 10 progress to the main quest.
Cannot have attachments.
Daechanar gets +1 for each Sorcery card in play, and gains indestructible while at least 1 Sorcery card is in play.
Forced: When Daechanar is damaged, if there is at least 1 Sorcery card in play, cancel all damage just dealt and remove a Sorcery card from the game.
While Daechanar is in play, progress cannot be placed on Altar of Midwinter.
Forced: At the end of the staging step, the first player must either reveal 1 additional card from the encounter deck, or reanimate the top card of his deck.
Forced: After Dwimmerlaik attacks and destroys a character, the defending player reanimates that character and deals it 1 shadow card.
Shadow: If this attacks destroys a character, reanimate that character and deal it 1 shadow card.
Forced: When you resolve shadow cards dealt to Witch of Angmar, if they have the Sorcery trait, resolve their "when revealed" effects. (Resolve any shadow effects first.)