Ancient Guardroom gets +1 for each resource on it.
Forced: After an event is played, place 1 resource here.
Travel: Assign X damage among characters in play, where X is Ancient Guardroom's
While Fouled Well is in the staging area, characters cannot be readied by player card effects.
Travel: Each player exhausts a character.
Travel: Remove 2 progress from the main quest.
Shadow: Remove 2 progress from the main quest.
While Lightless Passage is in the staging area, no more than 1 progress can be placed on each location in the staging area each round.
Travel: Each player discards 1 random card from his hand.
While Narrow Fissure is in the staging area, characters cannot be healed by player card effects.
Travel: Each player deals 1 damage to a hero he controls.
X is 1 more than the stage number of the main quest.
Immune to player card effects.
The players cannot travel here unless they are at stage 3B.
Travel: Each player discards 1 random card from his hand.
Immune to player card effects.
Travel: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (cost 2 or less instead if there are 2 or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.
X is 1 more than the stage number of the main quest.
Travel: Each player discards the top X cards of his deck.
Travel: Discard the top card of the encounter deck. Raise each player's threat by X, where X is that card's printed
Shadow: If this attack destroys a character, reveal the top card of the encounter deck.
While Lightless Grotto is in the staging area, non-unique enemies in the staging area cannot take damage.
Travel: The first player chooses an enemy in the staging area and engages it.
While Silent Caverns is in the staging area, each player's threat cannot be reduced by more than 1 each round.
Travel: Raise each player's threat by 2.
While Dreadful Gap is in the staging area, progress cannot be placed on other locations in the staging area.
Travel: The opposing team chooses a card in the encounter discard pile and shuffles it into the encounter deck.
While Forked Passage is in the staging area, raise each player's threat by 1 additional point during the refresh phase.
Travel: Raise each player's threat by 1.
While Lightless Grotto is in the staging area, non-unique enemies in the staging area cannot take damage.
Travel: The first player chooses an enemy in the staging area and engages it.
X is the number of Snow cards in the staging area.
Travel: Search the encounter deck and discard pile for 1 copy of Freezing Cold and reveal it to travel here. Shuffle the encounter deck.
Shadow: Defending character gets -1 Deal the attacking enemy 1 additional shadow card.
Forced: After a player looks at one or more cards in the encounter deck, shuffle the encounter deck.
Travel: Reveal the topmost Tentacle enemy in the encounter discard pile to travel here.
Travel: The first player must make a locate test to travel here. If this test is failed, return Eastern Mines to the staging area and trigger all "Lost:" effects in play.
Shadow: Defending player must choose and trigger 1 "Lost:" effect in play.
While Nest of Horrors is in the staging area, it gains:"Forced: When one or more cards are attached to a Nameless enemy from the top of a player's deck, attach an additional card from the top of that player's deck."
Travel: Each player at this stage discards the top card of the encounter deck to travel here. Reveal each Nameless enemy discarded by this effect.
Progress cannot be placed on Fiery Depths while it is in the staging area.
Travel: Each player must move 1 damage from Durin's Bane to a hero to travel here.
Out of it a fierce red light came, and now and again flames licked at the brink and curled about the bases of the columns. –The Fellowship of the Ring
While Dockside Street is in the staging area, enemies in the staging area cannot be damaged or optionally engaged.
Travel: Exhaust the hero with Alcaron's Scroll attached to travel here.
Travel: Reveal all facedown cards underneath Arched Tunnel, one at a time. Then, place the top card of the underworld deck facedown underneath Arched Tunnel, if able.
And each time that it passed the line of the Great Gate it went through an arched tunnel... –The Return of the King
Forced: When any amount of progress is placed on a location in the staging area, discard 1 villager token from that location.
Travel: The first player searches the encounter deck for an enemy, reveals it, and puts it into play engaged with him. Shuffle the encounter deck.
While Overrun Village is in the staging area, it gains:"Forced: After an enemy engages a player, discard 1 villager token from Overrun Village."
Travel: Place 1 damage token on Dead Villagers.
While Entwood is in the staging area, each Huorn enemy in the staging area gains: "Immune to player card effects."
Travel: The first player engages the highest engagement cost Huorn enemy in the staging area.
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 highest enemy in the staging area to travel here.
While Hithaeglir Woods is in the staging area, each Dunland enemy in the staging area cannot take damage.
Travel: Deal each Dunland enemy a shadow card to travel here.
While Sacred Forest is in the staging area, each Guardian enemy gains:"Forced: After any number of time counters are removed from this enemy, heal 2 damage on it for each time counter removed."
Travel: Remove each time counter from an enemy in play to travel here.
Forced: After any amount of damage is placed on Bones of Hollin, raise each player's threat by that amount.
Travel: Place 2 damage on an Ost-in-Edhil location in play to travel here.
"...many Elves lived here in happier days, when Eregion was its name." –Gandalf, The Fellowship of the Ring
Dusty Labyrinth gets +1 for each damage on it.
Scour: Deal 2 damage to Dusty Labyrinth.
Travel: The first player must place a card from his hand facedown underneath The Orcs' Search to travel here.
Travel: Search the encounter deck, discard pile and victory display for Protect the Bree-landers, and reveal it.
Shadow: Attacking enemy gets +1 if this attack destroys a character, raise your threat by 3.
While Fornost Street is in the staging area, each other Fornost location gets +1
Travel: Return the topmost enemy in the encounter discard pile to the staging area.
Shadow: Each Undead enemy engaged with you gets +1 and +1 until the end of the phase.
While it is Night progress cannot be placed on Shrouded Wilderness.
Travel: Flip the Time objective from Daybreak to Nightfall.
Shadow: Attacking enemy gets +1 Then, if it is Night deal attacking enemy another shadow card.
While Snowy Badlands is in the staging area, each enemy in the staging area cannot take damage.
Travel: Each player deals 1 damage to an exhausted character he controls to travel here (2 damage instead if it is Night).
Immune to player card effects.
While Secret Antechamber is in the staging area, no more than 5 progress can be placed on the main quest each round.
Travel: Raise each player's threat by 3 to travel here.
While Stronghold Tower is in the staging area, shadow effects cannot be canceled.
Travel: Each player must deal 2 damage to a character he controls to travel here.
Progress cannot be placed on Inner Sanctum while it is in the staging area.
Travel: Discard the top 3 cards of the encounter deck. Resolve the 'when revealed' effects of each Sorcery card discarded by this effect.
While Open Waters is in the staging area, each Ship enemy gets -5 engagement cost and +1
Travel: One player must exhaust a Ship objective to travel here.
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While Overgrown Steps is in the staging area, it gains: "Each Uncharted location in the staging area gets +1
Travel: Raise each player's threat by 2 to travel here.
While Cliffside Inlet is in the staging area, the main quest gets +2 quest points.
Travel: Discard cards from the top of the encounter deck until a Ship enemy is discarded. Put that enemy into play in the Stormcaller's area.
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While Captain's Quarters is grappled, Raider characters are considered to have no resources.
Travel: Add 2 resources to Captain Sahír (even if he is out of play) and 1 resource to each other Raider card in play.
While War-torn Waters is in the staging area, it gains:"Forced: At the end of the quest phase, if War-torn Waters is not guarding an objective and there is an unguarded objective in the staging area, attach War-torn Waters to that objective, guarding it.
Travel: Deal 2 damage to each Ship objective to travel here.
While Umbar Bridge is in the staging area, cancel the first X progress that would be placed on the current quest each round, where X is the highest number of resources on a Raider enemy in play.
Travel: Reduce the engagement cost of each Corsair enemy to 0 until the end of the round.
Progress cannot be placed here.
Travel: Sack 1.
Forced: After Comfortable Light becomes the active location, discard it.
Out of the dark mass of the trees they could now see a light shining, a reddish comfortable–looking light... –The Hobbit
When Revealed: Choose a location in the staging area with a title other than Dark Passages and make it the active location. (If there was already an actice location, there are now 2 active locations.)
Travel: Raise each player's threat by X to travel here, where X is the number of Cave locations in the staging area.
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.
While Dark Colony is the active location, poisoned characters cannot ready.
Travel: A player at this stage must give 1 poison to a hero he controls to travel here.
Suddenly he saw, too, that there were spiders huge and horrible sitting in the branches above him, and ring or no ring he trembled with fear lest they should discover him.
–The Hobbit
Foced: After a player fails a burgle attempt, each player raises his threat by 2.
Travel: Exhaust Bilbo and spend 1 resource to travel here.
It was a red light steadily getting redder and redder. Also it was now undoubtedly hot in the tunnel. Wisps of vapour floated up and past him and he began to sweat.
–The Hobbit
Forced: At the end of the round, each player assigns X damage among heroes he controls. X is the number of quest stages with no progress on them.
Travel: The players (as a group) exhaust X characters. X is the number of quest stages with no progress on them.
While Green-Hill Country is in the staging area, add 1 to each Hide X value.
Travel: The first player makes a Hide 1 test.
Shadow: After this attack, attacking enemy engages the next player then makes an immediate attack.
While Stock Woods is in the staging area, players cannot commit more than 2 characters to a Hide test.
Travel: The first player makes a Hide 1 test.
Shadow: Attacking enemy gets +2 (+3 instead if you have failed a Hide test this round).