You've pursued the remnants of an Orc war party east from the borders of Bree–land and into the wilderness beyond. Their trail climbs out of the lowlands and into the Weather Hills.
Setup: Set Orc Ambush and Amon Forn aside, out of play. Create the Orc deck (see insert) and set it next to the quest deck. Make Exposed Ridge the active location. Add Hunting the Orcs and 1 Weather Hilltop to the staging area. Shuffle the encounter deck.
As you pursue the Orcs, the weather itself turns against you. Now you must contend with the elements while you hunt the enemy.
The first Weather treachery card revealed each round gains Surge.surge.
Forced: After the active location is explored, reveal the top card of the Orc deck and resolve it as if it was just revealed from the encounter deck (reveal the top 2 cards instead if there are 3 or more players in the game).
You have been captured and imprisoned by the goblins of Mount Gram.
Setup: Each player shuffles his starting hand into his deck. Each player prepares a separate captured deck (see insert). Each player adds 2 resources to his starting hero and sets his threat to that hero's threat cost. Set Southern Gate, Jailor Gornákh and the Angmar Orcs encounter set aside, out of play. Shuffle the encounter deck. Each player draws a new starting hand of 3 cards.
You have endured much during your imprisonment in Mount Gram at the hands of a cruel goblin known as Gornákh. But before you are taken north as prizes for "Lord Daechanar," Amarthiúl comes to your rescue. After he frees you, he slips off to find Iârion, whom you suspect is imprisoned nearby. Armed with only your wits and resolve, you must find the rest of your company.
When Revealed: Each player creates his own staging area and advances to a different stage 2A.
Alone and without your equipment, you steel yourself and being to search for your companions and belongings.
When Revealed: Search the encounter deck for 1 copy of Prison Cell, reveal it, and add it to your staging area. Then capture an additional 2 cards from the top of your captured deck underneath that copy of Prison Cell.
Any time players would place progress on this quest, resuce an equal number of captured cards at random from underneath it instead. (Progress is placed on the active location before triggering this effect.)
Forced: If there are no captured cards underneath Gornákh's Dungeons, join another player at the beginning of the travel phase. If you cannot join another player, all players advance to stage 3A together.
You have decided to explore the ruins of this ancient keep, but Thaurdir pursues you, and time is of the essence.
Setup: Make The Great Hall the active location. Set Thaurdir aside, out of play. Add the 3 Treachery of Rhudaur side quests to the staging area, quest side faceup. Search the encounter deck for 1 copy of Ancient Causeway, and add it to the staging area (2 copies instead if there are 3 or 4 players in the game). The first player gains control of Amarthiúl.
Time 5. Forced After the last time counter is removed from Secrets of Rhudaur, remove each Treachery of Rhudaur side quests from the game and immediately advance to stage_2.
During the quest phase, Secrets of Rhudaur cannot be chosen as the current quest.
If there are no Treachery of Rhudaur side quests in play, immediately advance to stage_2.
A final scream fills the dreadful halls of Carn Dûm, and you suspect the worst. As you enter the site of Daechanar's dark ritual, your fears come to life. Iârion stands before you, cracking his neck and gripping the blade at his side tightly, as though testing his muscles. Only it isn't him.
When Revealed: Add Daechanar to the staging area. Make Altar of Midwinter the active location, returning any previously active location to the staging area. Each player reanimates the top card of his deck.
Daechanar, in the body of your ally Iârion, laughs wickedly. Despair and frustration are the only thoughts that enter your mind. In the end, you were too late to stop this cruel fate. "Finally! Yes, this body will do nicely." the wraith wearing the guise of your friend muses. He draws his blade.
Reanimated Dead are Undead enemies with 2 , 2 , 2 and 2 hit points.
When Daechanar is defeated, advance to the next stage.
The imposter in Iârion's body collapses in agony, and a piercing shriek echoes the halls as the sorcerer exits Iârion. "Thank you," Iârion says with a pained smile before his eyes close for the last time. Before you can mourn your loss, the walls begin to shake and crack. The catacombs are collapsing!
When Revealed: If there are less than X locations in the staging area, search the encounter deck and discard pile and add locations to the staging area until there are X locations in staging area. X is the number of players in the game.
Reanimated Dead are Undead enemies with 2 , 2 , 2 and 2 hit points.
Progress that would be placed on this quest is instead placed on locations in the staging area, divided as you choose.
Forced: At the end of the quest phase, if there are any locations in play, deal 1 damage to all characters in play. If there are no locations in play, the players have escaped Carn Dûm, and win the game.
Markings on Adûnaic suggest the existence of a grand shrine somewhere on the island. Perhaps there, you will find answers.
When Revealed: Add 2 copies of Lost Island from the top of the Uncharted deck to the staging area. Add Shrine to Morgoth to the staging area, Lost Island side faceup. Remove all progress from each Uncharted location in the staging area and shuffle them so that the players do not know which one is which.
You search for the shrine, unsure of its exact location...
Forced: After a location is explored, if it would be shuffled into the Uncharted deck, add it to the victory display instead.
The players cannot defeat this stage unless Shrine to Morgoth is in the victory display. When Shrine to Morgoth is added to the victory display, the players win the game.
A menacing ship leads the raiders, its charismatic captain bellowing orders to the Corsairs: ”Kill the defenders!” he shouts. ”Destroy their ships!”
When Revealed: Add Na’asiyah and Captain Sahír to the staging area, enemy side faceup. Each player reveals the top card of the encounter deck. Place resources on Na’asiyah and Captain Sahír equal to the amount of damage on the Dream-chaser. Add 1 resource to each other Raider enemy in play.
Any time players would place progress on this quest, remove an equal amount of damage from locations in play instead. (Progress is placed on the active location before triggering this effect.)
Each Raider enemy revealed by the encounter deck enters play with 1 resource on it.
If Captain Sahír is in the victory display and each location in play has no damage, the players win the game.
Sahír and Na'asiyah prove to be worthy adversaries, but before you can finish the fight, the entire ship starts to shudder and shake violently. The battle stops as both parties look about, startled. All of a sudden, tentacle arms burst forth from all around the Stormcaller, grabbing a hold of the deck and the masts, punching through the hull of the ship. Deadly, spiked arms lash about at friend and foe alike, and the entire ship creaks, slowly crushed by the arms of a giant sea–beast. The Corsairs lock eyes with you, and you nod in a silent truce.
When Revealed: Flip Captain Sahír and Na'asiyah to their objective sides, removing all tokens from them. Search the encounter deck, discard pile and all play areas for each encounter card from the Corsair Raiders encounter set and remove each of those cards from the game. Add The Thing in the Depths to the staging area. Shuffle the encounter discard pile and the set aside The Thing in the Depths encounter set into the encounter deck. Advance to stage 3.
With your fleet too far to assist, you must help the Corsairs defend the Stormcaller from destruction, or else you will surely join them in the bottom of the ocean.
When Revealed: Discard cards from the top of the encounter deck until X Tentacle enemies are discarded, where X is 1 more than the number of players in the game. Resolve the Grapple keyword on each of those enemies.
During the travel phase, the players may travel to a location in the staging area even if another location is currently active. If they do, return the currently active location to the staging area.
At the end of the round, if the total of any one Ship location is 9 or higher, the Stormcaller is destroyed, and the players lose the game.
When Thing in the Depths is destroyed, the players win the game.
In the sunken ruins of the temple, you find a grotto leading deep below the sea level. Much of the grotto is submerged underwater.
Setup: Set Shrine to Morgoth aside, out of play. Prepare the Grotto deck. Add the top 2 locations from the Grotto deck to the staging area, Grotto side faceup (the top 3 instead if there are 3 or more players in the game). The first player takes control of Captain Sahír, and the last player takes control of Na'asiyah (objective-ally sides faceup).
While an underwater location is the active location, players cannot play attachments or allies.
Forced: After a double-sided location is explored, add the top location from the Grotto deck to the staging area, Grotto side faceup.
You cannot advance unless there are at least 3 Underwater locations in the victory display.
The Corsair fleet seems to be attacking multiple key locations simultaneously. To stop the attack, you must defend Dol Amroth from the Corsair ships.
When Revealed: Search the encounter deck and discard pile for a Ship enemy and add it to the staging area (2 Ship enemies instead if there are 3 or 4 players in the game). Shuffle the encounter deck. For each unguarded objective in the staging area, attach a non-unique Ship enemy in the staging area to that objective, guarding it.
If your current heading is at the worst setting (Stormy), Raider Flagship gets -50 engagement cost.
You cannot advance while at least 1 objective is guarded by an encounter.
Suddenly, all of the beacons and lights along the watch–tower are snuffed as fog rolls in from the west. "Pull up the sails!" you hear, but it is too late. The Corsair ships turn at once, and the Dream–chaser smashes into the rocks. You are plunged into the cold waters, struggling to stay afloat.
When Revealed: Each player assigns damage among non-Ship characters he controls equal to the total damage on each Ship objective he controls. Discard all Ship enemies, Ship objective and Ocean locations in play.
Your ships have shattered upon the rocks. You barely manage to make it to shore.
When Revealed: Shuffle the Corsair deck and Corsair discard pile into the second encounter deck. Search the encounter deck and discard piule for each copy of Battle-hardened and each copy of Watch Tower, shuffle them into the second encounter deck. Set the current encounter deck and discard pil aside, inactive. The second encounter deck becomes the active encounter deck. Advance to stage 3.
You chase Sahír through the streets, eventually cornering him in the broken monument atop a hill overlooking the city. He grins as you confront him. "You're not easy to kill," he scoffs, and unsheaths a long dark blade.
When Revealed: Add The Shattered Monument to the staging area. Put Captain Sahír into play, engaged with the first player. Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. Shuffle the encounter deck. Add 1 resource to each Raider enemy in play.
Sahír cackles, a crazed look in his eyes. "With the power of this sword, I will rule the seas from here to the Grey Havens!"
While any enemy has resources on it, Captain Sahír is indestructible.
Forced: When a hero or enemy is destroyed, add its resources to Captain Sahír.
If Captain Sahír is destroyed, the players have finally put an end to the Corsair's treacherous plot and win the game.
A tribe of Haradrim has rescued you, but their village is attacked by Orcs!
Setup: Set Uruk Chieftain aside, out of play. Each player adds 1 copy of Sauron's Enforcers to the staging area. Move each hero to the staging area. Each player takes control of an objective-hero and adds 2 resources to its resource pool. Remove each remaining objective-hero from the game. For the remainder of the game, heroes in the staging area are in play but under no player's control, immune to player card effects, and their text boxes are considered to be blank.
Damage from undefended attacks must be dealt to a hero in the staging area, if able.
The first card each player plays each phase does not require a resource match.
Forced: After placing progress from questing successfully, each player chooses a hero he owns in the staging area and, takes control of that hero, and exhausts it. Advance to stage 2A.
After seeing his village destroyed by Sauron's Orcs, Kahliel has decided to travel north with you to Gondor. But it is a long road, and you will need mounts to ride. So your Haradrim allies have led you into the great jungle of Harad in search of the might Mumakil.
Setup: Set each copy of Wild Mûmak and each Capture objective aside, out of play. Each player adds 1 different location to the staging area. Shuffle the encounter deck.
The jungle is full of danger. The Haradrim warn you to stay alert lest the hunters become the hunted.
Forced: After the active location leaves play as an explored location, shuffle 1 set aside Wild Mûmak into the encounter deck.
The players cannot advance unless the number of Wild Mûmak in play is equal to the number of players.
Emerging from your hunt in the great jungle of the south, you set out across the vast desert of Harad on your long journey north to Gondor.
Setup: Set Ford of Harnen and 1 copy of Uruk Warg-rider aside, out of play. Each player takes control of a Tamed Mumak. Remove each remaining Tamed Mumak from the game. Create the Orc's area with a second quest deck consisting of stage 1C, 2C, 3C, and 4C as well as Uruk Chieftain.
Riding atop the Oliphaunts that you captured in the jungle, you set an easy pace.
When Revealed: Each player searches the encounter deck for 1 different location and adds it to the staging area. Shuffle the encounter deck. Advance to stage 2A.
You have escaped the dungeons of Cirith Gurat with the rescued members of Kahliel's tribe, but it's still a long way to Gondor.
Setup: Set Poros Garrison and each of the following encounter sets aside, out of play: Mountains of Shadow, Desert Sands, Desert Creatures, Harad Soldiers, and Mordor Orcs. The first player adds The Black Serpent to the staging area and shuffles the encounter deck. Each other player reveals an encounter card.
By now the Orcs will be searching for their escaped prisoners, and The Black Serpent will be seeking revenge against the outlaws who ambushed his caravan. You cannot hope to outrun your enemies with the exhausted refugees in your care, so you consult with Kahliel to decide the safest way north.
Allies enter play exhausted.
Forced: At the end of the planning phase, advance to a random stage 2.
After several days of traveling through Mirkwood, you awaken suddenly in the night to see dozens of hungry eyes glaring at you from the darkness.
Setup: Set the Spiders of Mirkwood and Dol Guldur Orcs encounter sets aside, out of play. The first player takes control of Haldan and adds Searching for a Way Out to the staging area. Each player adds 1 Forest Spider to the staging area. Shuffle the encounter deck.
There is a bitter fight not only to drive back the spiders but to avoid being separated in the pitch black. When the first light of dawn rises to reveal your surroundings, you see only endless trees and no sign of your path. You begin searching about for some type of landmark to point you in the right direction.
Each player's threat cannot be reduced by player card effect.
Forced: After an enemy engages a player, raise that player's threat by 1.
You've got a better idea of where you are, but you have unfortunately wandered too far north and into the territory of the giant spiders of Mirkwood.
When Revealed: Shuffle the Spiders of Mirkwood encounter set into the encounter deck. Then, reveal 1 encounter card per player.
You fight to keep the spiders at bay as you continue to search for landmarks or a better view of the forest to find your way out.
The first Spider enemy revealed each quest phase gains surge.
Forced: When a Spider enemy attacks and damages a character, that character cannot ready until the end of the round.
You've got a better idea of where you are, but you have unfortunately wandered too far south and into the territory of the Orcs of Dol Guldur.
When Revealed: Shuffle the Dol Guldur Orcs encounter set into the encounter deck. Then, reveal 1 encounter card per player.
You fight to keep the Orcs at bay as you continue to search for landmarks or a better view of the forest to find your way out.
The first Orc enemy revealed each quest phase gains surge.
Forced: When an Orc enemy attacks and damages a character, that character's controller chooses and discards 1 card from his hand.
As night falls some of your companions are carried off by unseen foes. You follow the sound of their cries in order to rescue them.
When Revealed: Each player chooses a hero he controls, discards each token and attachment from that hero, and places it in the staging area. Each player discards cards from the top of the encounter deck until an enemy is discarded and attaches that enemy to the hero he owns in the staging area, guarding it.
Each enemy guarding a hero cannot take non-combat damage. Each guarded hero is in play but under no player's control.
Forced: When an enemy guarding a hero is defeated, return that hero to its owner's control exhausted.
When the players advance from this stage, discard each guarded hero.
Exhaustion begins to take its toll as you stumble through the endless forest. Supplies grow sparse and you struggle to find anything that can help.
When Revealed: Each player discards cards from the top of the encounter deck until he discards a non-objective lcoation and adds it to the staging area. Each player places his hand of cards facedown under a different location in the staging area.
Each location gets +1 quest point for each facedown player card under it.
Forced: When a location with a facedown player card under it is explored, return each facedown player card under it to its owner's hand.
When the players advance from this stage, discard each facedown player card under a location.
You have tracked the beast that attacked the village on the border of Brand's realm to the mines beneath the Iron Hills. The Dwarves there have been driven from the lower depths by a new terror, and the mines have become a haunt for evil creatures.
Setup: Build the Caves deck (see insert) and set it next to the quest deck. Set Fire-drake, Dragon Hoard, and the Dragon Might encounter sets aside, out of play. Shuffle the encounter deck. Each player discards cards from the top of the encounter deck until he discards an enemy or location and adds that card to the staging area.
Forced: At the beginning of the quest phase, discard cards from the top of the encounter deck until a location is discarded. Either add that location to the staging area, or raise each player's threat by X, where X is that location's printed
This stage cannot be defeated unless there are 3 locations with victory points in the victory display.
A bright flame splits the darkness, and your fears are confirmed: it was a dragon you tracked from the village. The fire–drake chased the Dwarves from their mines, and you must search out its lair somewhere in the lower depths.
When Revealed: Place Dragon Hoard on the bottom of the Caves deck. Add Fire-drake to the staging area and shuffle the Dragon Might encounter set into the encounter deck.
Fire-drake cannot leave the staging area or take damage.
Response: After placing progress here from questing successfully, remove 5 progress from this stage to look at the top 2 cards of the Caves deck. Put one on top of the Caves deck and put the other on the bottom.
After The Dragon Hoard becomes the active location, advance to stage 3A.
The cavern around you trembles as the dragon roars and spews fire from its mouth. For a moment, the terrifying form of the beast is lit by red–orange flame and it all becomes clear to you: the huge fire–drake must be responsible for the upheaval you've encountered in Wilderland. The Iron Hills and the realm of Dale will not be safe until the dragon is dead.
When Revealed: Search the encounter deck and discard pile for a Dragon treachery and attach it to Fire-drake, if able. Shuffle the encounter deck.
Ignore the Deep keyword.
Forced: After a player declares X attackers against Fire-drake, he must remove X progress tokens from the main quest or cancel the attack.
This stage cannot be defeated while Fire-drake is in play. If Fire-drake is defeated, the players win the game.
At last you have cornered the injured Dragon. But with nowhere left to run, it attacks you with desperate fury. The men of Dale will make songs of this battle, if you survive to tell the story...
When Revealed: Add Cold-Drake to the staging area. It makes an immediate attack against each player in turn order. (Deal and resolve a shadow card for each attack.)
Cold-Drake cannot take more than X damage each round, where X is the number of Dragon Signs in the victory display.
Forced: At the beginning of the quest phase, return Cold-Drake to the staging area. It makes an immediate attack against each player in turn order.
This stage cannot be defeated while Cold-Drake is in play. When Cold-Drake is defeated, the players win the game.
The Goblin, Urdug, has agreed to show you a secret entrance to Mount Gundabad, but only if you help him recover some things he lost in Rhovanion.
Setup: The first player takes control of Urdug, objective side face-up. Set each other objective and objective-ally aside, out of play. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.
You have agreed to help the Goblin in return for his assistance, but you keep a wary eye on him all the same.
Progress cannot be placed on locations in the staging area.
Forced: When the active location is explored, if the first player controls Urdug, advance to a random stage 2A.
Mount Gundabad rises before you, and the Dragon, Dagnir, waits within.
Setup: Add Dagnir to the staging area and set The First Forge aside, out of play. Create the Caves deck and the quest deck (see insert). Attach Wormsbane to a hero, Broken side face-up. Shuffle the encounter deck and discard cards from the top until X locations have been discarded, where X is 1 less than the number of players in the game. Add those locations to the staging area.
It doesn't take you long to discover Urdug's secret entrance, and with a turn from Durin's Key the way into Mount Gundabad lies open before you. You must find Durin's Forge, repair Wormsbane, and use it to kill Dagnir.
Forced: At the end of the planning phase, the first player looks at the top 2 cards of the quest deck and chooses 1 to place on the bottom of the quest deck. Then, add The Side Door to the victory display and advance to the top stage 2A of the quest deck.
The interior of Gundabad is dark and vast. Only by exploring the mines can you find your way.
When Revealed: Return Dagnir to the staging area.
If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.
Dagnir gets -5 engagement cost for each character the first player controls.
Response: After a player resolve an attack against Dagnir, if Dagnir has no hit points remaining, that player may discard a Reforged Wormsbane he controls to add Dagnir to the victory display. Then, the players win the game.
At the end of the combat phase, if there are 4 or fewer quests in the victory display, the players must bypass this stage.
Dagnir is dead. In a move long–planned, Urdug has returned with an army of Goblins to lay claim to Gundabad and the Dragon's Wealth.
Setup: Add The Goblins' Assault, The Heroes' Defense, and Urdug to the staging area. Shuffle the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players in the game. Add those enemies to the staging area.
Goblins swarm up the mountain slopes and you fight to keep them back.
Forced: At the end of the round, place 1 progress on The Goblins' Assault for each enemy in the staging area. Then, if there is X or more progress on The Goblins' Assault, advance. X is equal to 2, plus 2 per player.
A new force of Goblins has scaled the cliff above the gate and attacks you from the rear.
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is number of players in the game. Add those enemies to the staging area.
Hammered now on two fronts, you struggle to hold the gate.
Forced: After an enemy attacks, place 1 progress on The Goblins' Assault.
Forced: At the end of the round, if there is X or more progress on The Goblins' Assault, advance. X is equal to 4, plus 4 per player.
Urdug commits the last of his reserves to the attack. Weary as you are from fighting so long, you reel at this fresh assault.
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players in the game. Add those enemies to the staging area.
Your saga through Rhovanion has reached its final test. If you fail, the Goblins of Gundabad will reestablish themseleves as a threat to the North and all your achievements will be for naught. The fate of Wilderland is in your hands.
Forced: At the end of the round, place 1 progress on the Goblins' Assault for each enemy in play. Then, if there is X or more progress on The Goblins' Assault, the players lose the game. X is equal to 8, plus 8 per player.
Your investigation has found that the rumors are true: a cult of Sauron worshippers has taken root in Dorwinion, and they are plotting to overthrow the peaceful country.
When Revealed: Add 1 random set aside Plot objective to the staging area. Reveal 1 encounter card per player.
You must find the leader of the cult in order to put an end to this evil plot.
Forced: After the active location leaves play as an explored location, reveal the top card of the encounter deck. Then, place 1 resource here.
This stage cannot be defeated unless there are at least X resources here, where X is 3 more than the number of players.
You have discovered the cult's secret meeting place in the catacombs below the city.
When Revealed: Add 1 random set-aside Cultist enemy to the staging area. Shuffle the encounter discard pile into the encounter deck and discard cards until X enemies are discarded, where X is one less than the number of players. Add each enemy discarded this way to the staging area.
Inside the catacombs you see evidence of evil deeds done in Sauron's name, and the leader of the cult at the center of it. You must defeat this agent of Mordor in order order to put an end to these atrocities.
The Cultist cannot take more than X damage each round, where X is the printed quest points of the active location.
When the Cultist enemy is defeated, the players win the game.
Your search for the missing Dorwinions has led you up the mountains of Rh–n. There you discover the remains of an ancient temple built to honor Sauron during the dark years of Middle–earth.
Setup: Shuffle each of the stage 2 quest cards together and place them facedown under this stage. Create The Power of Mordor deck (see insert) and set it next to the quest deck. Add Thane Ulchor and Tribute to Mordor to the staging area. Shuffle the encounter deck.
The journey to reach this place has been difficult and you take a moment to prepare yourself before entering the dark temple.
Skip the quest phase.
Forced: At the end of the planning phase, place 1 resource token here. Then, if there are 2 resource tokens here, add this stage to the victory display and advance to the topmost stage 2A.
At the center of a large temple room is a hideous state of Sauron seated upon an iron throne. It is a terrible reminder of the darkness that awaits Middle–earth should you fail in your vigilance.
When Revealed: Reveal 1 encounter card per player.
This stage gets +4 quest points per player.
Forced: At the beginning of the quest phase, each player discards 1 card from his hand. Until the end of the round, no more than X progress can be placed on this stage. X is the total cost of each card discarded by this effect.
While there are 4 quest stages in the victory display, progress cannot be placed here.
The Wainriders have challenged you to a chariot race. Win, and you earn your freedom. Lose, and the Wainriders will sell you as prisoners to Mordor.
Setup: Build the circuit (see insert). Place The Wainriders and The Challengers objective cards at this stage. The first player adds Wainrider Champion to the staging area. Each other player adds 1 different location to the staging area. Shuffle the encounter deck.
Race. This stage gets +4 quest points per player.
Forced: When this stage is defeated, make a racing test. To pass requires 1 STRAIGHT result, plus an additional STRAIGHT result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, each player discards 1 random card from his hand.
The Wainriders have created a track that winds around their camp. The first part of the track is an open field that the racers sprint across to gain position before the track narrows.
Race. This stage gets +4 quest points per player.
Forced: When this stage is defeated, make a racing test. To pass requires 1 STRAIGHT result, plus an additional STRAIGHT result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, deal 1 damage to each character.
At the far end of the Wainrider's track is a sharp turn along the side of a ravine. The racers have to pull hard on their reins to keep their horses from charging over the edge.
Race. This stage gets +4 quest points per player.
Forced: When this stage is defeated, make a racing test. To pass requires 1 TURN result, plus an additional TURN result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, each player discards an ally he controls.
After navigating a dangerous turn, the Wainrider's track wanders through difficult terrain at the far edge of their camp.
Race. This stage gets +4 quest points per player.
Forced: When this stage is defeated, make a racing test. To pass requires 1 STRAIGHT result, plus an additional STRAIGHT result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, reveal the top card of the encounter deck (top 2 cards instead if there are 3 or more players).
Before returning to the camp. the Wainrider's track climbs a steep hill that rises above the plains surrounding it.
Race. This stage gets +4 quest points per player.
Forced: When this stage is defeated, make a racing test. To pass requires 1 STRAIGHT result, plus an additional STRAIGHT result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, place 2 damage per player on The Wainriders' stage.
The final sprint of the Wainrider's track is another sharp turn at the bottom of the last climb. The drivers push themseleves to take the turn as fast as they can in order to finish ahead of the competition.
Race. This stage gets +4 quest points per player.
Forced: When this stage is defeated, make a racing test. To pass requires 1 TURN result, plus an additional TURN result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, this stage is not defeated and all progress here is discarded.
"Dawn take you all, and be stone to you!" said a voice that sounded like William's but it wasn't. For just at that moment the light came over the hill, and there was a mighty twitter in the branches. William never spoke for he stood turned to stone as he stooped; and Bert and Tom were stuck like rocks as they looked at him. –The Hobbit
When Revealed: Remove all Troll enemies and Sack cards from the game. If Troll Cave is in the victory display, the players have discovered the treasure cards Sting, Glamdring, and Orcrist.
The players have won the game.
Setup: Shuffle the Over the Misty Mountains Grim and Western Lands encounter sets into one encounter deck and make it the active encounter deck. Then, shuffle the The Great Goblin and Misty Mountain Goblins encounter sets into a second encounter deck and set it aside, inactive.
After a refreshing stay in the House of Elrond, Bilbo and his companions resumed their quest for the Lonely Mountain. But to reach Erebor, they first had to climb the high pass over the Misty Mountains.
When Revealed: Each player may search his deck for 1 treasure card and add it to his hand, then shuffle his deck. Advance to stage 2A.
After killing the Great Goblin, Bilbo's companions fought to win their escape from the goblins. By the time they realized that Bilbo had been lost in the darkness, it was too late to turn back and search for him.
Setup: Add Lake in the Cavern to the staging area. Create a riddle area with stage 2A and follow the setup instructions on that card.
Players cannot advance to stage 3A unless both 1B and 2B are complete.
Forced: Reveal 1 additional encounter card per player during the staging step.
During the confusion, bilbo stumbled won a tunnel and into Gollum's cave. There the Hobbit had to outwit the creature Gollum in a dangerous riddle contest to discover the way out.
Setup: Search the encounter deck for Gollum and Bilbo's Magic Ring. Place Gollum and Bilbo Baggins in the riddle area and attach Bilbo's Magic Ring to Bilbo Baggins. Then, shuffle the encounter deck.
Players cannot advance to stage 3A unless both 1B and 2B are complete.
Progress tokens cannot be added to, or removed from, this quest except by answering riddles.
Cards in the riddle area are immune to player card effects and cannot leave the riddle area except by quest effects.
The nights were the worst. It then became pitch–dark – not what you call pitch–dark, but really pitch, so black that you really could see nothing. Bilbo tried flapping his hand in front of his nose but he could not see it at all. Well, perhaps it is not true to say they could see nothing: they could see eyes. –The Hobbit
When Revealed: Reveal stage 3 and create a separate staging area for the first player using that stage. If there are no other players in the game, discard this stage and each card in the staging area. All other players advance to stage 4.
... the cries of the others got steadily further and fainter, and though after a while it seemed to him they changed to yells and cries for help in the far distance, all noise at last died right away, and he was left alone in complete silence and darkness. –The Hobbit
Setup: Search the encounter deck for Smaug the Golden, Smaug the Magnificent, The Lonely Mountain and A Bare Patch. Set Smaug the Magnificent and A Bare Patch aside, out of play. Add Smaug the Golden and The Lonely Mountain to the staging area. Shuffle the five Erebor treasure cards and stack them facedown under The Lonely Mountain.
Skip the Quest phase.
Forced: At the end of the round, advance to stage 2.
So one day, although autumn was now getting far on, and winds were cold, and leaves were falling fast, three large boats left Lake–town, laden with rowers, dwarves, Mr. Baggins, and many provisions. –The Hobbit
There he lay, a vast red–golden dragon, fast asleep; thrumming came from his jaws and nostrils, and wisps of smoke, but his fires were low in slumber. Beneath him, under all his limbs and his huge coiled tail, and about him on all sides stretching away across the unseen floors, lay countless piles of precious things, gold wrought and unwrought, gems and jewels, and silver red–stained in the ruddy light. –The Hobbit
Forced: After questing successfully, place 1 progress on Smaug the Golden. Then, he first player makes a burgle attempt. If successful, the first player takes the top card from under The Lonely Mountain into his hand. Then, the players may advance to stage 3.
Forced: After the first player makes an unsuccessful burgle attempt, Smaug the Golden attacks the first player.