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Trait Keyword Victory
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Player Encounter Quest
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Results: 51 - 100 of 100 Cards
The Lost Realm (x1)
Stage
2 A

The foul sorcery that drives the ghouls against you attacks your mind as well, and you fight to master your fear in the face of an unrelenting enemy. The question of who works the evil spell is answered by the appearance of a dark figure. The old man you had thought to be the Orcs' prisoner has revealed himself to be a powerful wraith. He must be stopped!

When Revealed: Add Thaurdir to the staging area. Then, reveal 1 encounter card per player.

2 B
13

Forced: After Thaurdir attacks and destroys a character, that character's controller must either discard the top 3 cards of his deck, or return Thaurdir to the staging area.

If a player has no cards in his deck, he is eliminated from the game. The players cannot defeat this stage while Thaurdir has any hit points remaining. If the players defeat this stage, they win the game.

The Wastes of Eriador (x1)
Stage
2 A

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.

2 B
15

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).

The Battle of Carn Dûm (x1)
Stage
1 A

Your company has made its way swiftly north, and finally the fortress of Carn D没m looms before you. Unsure if you have arrived in time, you can only hope beyond hope that I芒rion is still alive.

Setup: Add Thaurdir to the staging area, Captain side faceup. Add 1 copy of Carn D没m Garrison per player to the staging area. Search the encounter deck for 1 copy of Accursed Battlefield and make it the active location. Shuffle the encounter deck.

1 B
15

Thaurdir has mustered the defense of Carn D没m. There is no turning back now. "For I芒rion!" the Rangers begin to shout, unsheathing their swords.

Thaurdir cannot leave the staging area and cannot take damage. At the end of the round, if Thaurdir is Champion side faceup, flip him.

Do not discard unresolved shadow cards at the end of the combat phase.

Forced: If there are 3 shadow cards dealt to Thaurdir, flip him.

The Battle of Carn Dûm (x1)
Stage
2 A

A swirling dark cloud starts to gather above you, and a cold wind tenses your muscles. "I have a bad feeling about this..." you hear Amarthi煤l mutter. It seems Daechanar's ritual has begun. Sensing you have little time to spare, your company rushes to the gates of Carn D没m

When Revealed: Raise each player's threat by X, where X is the number of shadow cards in play. If Thaurdir is Captain side faceup, flip him.

2 B
15

Thaurdir cannot leave the staging area, is considered to be engaged with each player, and attacks each player in turn during the combat phase (deal and discard a new shadow card for each attack). At the end of the round, if Thaurdir is Captain side faceup, flip him.

While Midwinter鈥檚 Crux has 15 or more progress on it, Thaurdir loses indestructible. You cannot defeat this stage while Thaurdir is in play.

If Thaurdir is defeated, you win the game

Flight of the Stormcaller (x1)
Stage
2 A

As you travel along the western coast of Middle-earth, Corsairs continue to harry your fleet in an attempt to slow your progress.

When Revealed: Search the encounter deck and discard pile for 1 copy of Swift Raider and add it to the staging area. Shuffle the encounter deck.

2 B
12

Sailing.

No more than 8 progress can be placed here each round. If you are off-course (, , or ), no more than 4 progress can be placed here each round instead.

When you defeat this stage, if the Stormcaller is at stage 2, you have caught up to the Stormcaller and win the game. Otherwise, advance to the next stage.

Flight of the Stormcaller (x1)
Stage
2 C

The Stormcaller is the pride of the Corsair fleet, swift as the wind and nigh-unsinkable. It won鈥檛 be an easy quarry to chase.

2 D
12

If the players are off-course (, , or ), the Stormcaller gets +2 Threat.

No more than 4 damage may be placed on the Stormcaller each round.

Forced: At the end of the round, discard the top card of the encounter deck. The Stormcaller places progress on this stage equal to its Threat plus the Threat of the discarded card.

The Drowned Ruins (x1)
Stage
1 A

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 Sah铆r, and the last player takes control of Na'asiyah (objective-ally sides faceup).

1 B
15

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 City of Corsairs (x1)
Stage
1 A

Setup: Shuffle the Coast of Umbar , Corsair Raiders, Stormy Weather , Umbar Fleet, and Voyage Across Belegaer encounter sets into one encounter deck and make it the active encounter deck. Set The City of Corsairs encounter set aside, as an inactive second encounter deck. Prepare the Corsair deck. Players prepare their fleet. Add the Stormcaller to the staging area. Add 1 copy of Southern Belfalas to the staging area (2 instead if there are 3 or 4 players in the game). Shuffle the encounter deck.

1 B
15

Deep in enemy waters, you must recover the artifact from the Stormcaller.

Sailing.

Progress cannot be placed on The Coast of Umbar if the players are off-course (, , or ).

If the Stormcaller is destroyed (or if this stage has 15 or more progress on it), advance to stage 2.

The Sands of Harad (x1)
Stage
1 A

At the end of a long sea–voyage, you have reached the port of Umbar but your ship was dashed upon the rocks. Though you completed the quest that brought you to Harad, it has left you stranded in enemy territory, far from help.

Setup: Add "Seize them!" to the staging area. Each player adds 1 different location to the staging area and puts 1 copy of Umbar Sentry into play engaged with him. Shuffle the encounter deck.

1 B
15

Alarm bells ring from high watchtowers and the city guard shouts for you to lay down your arms and surrender. You must run or be captured!

This stage cannot have more than 15 progress tokens on it.

While at least 1 player is engaged with an enemy, the players cannot defeat this stage.

The Sands of Harad (x1)
Stage
2 A

The whole of Umbar is astir, and the Southrons chase you through the streets. If you cannot escape the city quickly, you are certain to be taken prisoner.

When Revealed: End the current phase. Shuffle the encounter discard pile into the encounter deck. Starting with the first player, each player discards cards from the top of the encounter deck until he discards an enemy, and puts that enemy into play engaged with him.

2 B
15

This stage cannot have more than 15 progress tokens on it.

Forced: At the beginning of the quest phase, if any player is not engaged with an enemy, discard cards from the top of the encounter deck until an enemy is discarded and add it to the staging area.

While at least 1 player is engaged with an enemy, the players cannot defeat this stage. If the players defeat this stage, they win the game.

The Sands of Harad (x1)
Stage
2 A

You trudge across the barren desert with the blazing sun overhead and deadly creatures underfoot, but nothing is more dangerous to you than your lack of water.

When Revealed: Increase the temperature by 2. Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.

2 B
14

If you cannot make it across the desert soon, you are certain to die of thrist...

Forced: At the end of the round, increase the temperature by 4. Then, each player assigns X damage among characters he controls, where X is the tens digit of the temperature.

If the temperature is 60 or higher, the players lose the game.

The Sands of Harad (x1)
Stage
4 A

The Orcs run rampant through the Haradrim boma. Amidst the chaos, you see an opportunity to escape but a large Uruk chieftain bars your way. You will have to defeat the chieftain in order to get past him.

When Revealed: Add Uruk Chieftain to the staging area. Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.

4 B
15

Uruk Chieftain cannot take non-combat damage.

Each non-unique Orc enemy gets -10 engagement cost.

Forced: After Uruk Chieftain engages a player, it makes an immediate attack.

The players cannot defeat this stage while Uruk Chieftain is in play. If the players defeat this stage, they win the game.

The Mûmakil (x1)
Stage
1 A

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 M没mak and each Capture objective aside, out of play. Each player adds 1 different location to the staging area. Shuffle the encounter deck.

1 B
12

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 M没mak into the encounter deck.

The players cannot advance unless the number of Wild M没mak in play is equal to the number of players.

Race Across Harad (x1)
Stage
2 A

During the night, you hear the howls of distant Wargs drawing nearer. The riders of Mordor are scouring the sandy plains for you and the remnant of Kahlie's tribe. You give the Mumak's reigns a hard shake and quicken the pace.

When Revealed: Choose the staging area or the Orc's area. Add the set aside Uruk Warg-rider to the chosen area.

2 B
15

Uruk Chieftain cannot take damage.

Forced: After characters are committed to quest, no more than 5 progress can be placed here this round (10 progress instead if each Tamed Mumak in play is committed to the quest).

Race Across Harad (x1)
Stage
2 C

The Wargs have caught the scent and they race north with the Orc riders on their backs.

When Revealed: If the players have already defeated stage 2B, discard cards from the top of the encounter deck until an Orc enemy is discarded. Add that enemy to the Orc's area.

2 D
15

While the players are at stage 3B, Uruk Chieftain cannot leave the Orc's area.

Forced: At the end of the quest phase, return Uruk Chieftain to the Orc's area and discard the top card of the encounter deck. Place X progress on this stage, where X is the discarded card'sThreat plus the total Threat in the Orc's area.

If you are at stage 2B when this stage is defeated, you lose the game.

The Dungeons of Cirith Gurat (x1)
Stage
2 A

You've rescued Kahliel's son and several others from their dungeon cells, but you're not free yet: an entire garrison of Orcs occupies the fortress above you. One false move could bring them all down on top of you, so you quietly make your way towards the secret exit, hoping to avoid a fight.

When Revealed: Shuffle the encounter discard pile into the encounter deck. Each player discards cards from the encounter deck until an enemy is discarded and adds that enemy to the staging area.

2 B
15

Each enemy in the staging area cannot take damage and gets +X engagement cost, where X is the number of progress tokens here.

Forced: At the end of the round, reveal an encounter card. Then, place 1 resource here if no enemies were engaged this round.

The players cannot defeat this stage unless there are at least 2 resources here.

The Crossings of Poros (x1)
Stage
3 A

Orcs and Southrons are not the only things to fear in the wild; the wastes of Harondor are home to many deadly creatures.

When Revealed: Set each other stage 3A aside, out of play. Shuffle the encounter discard pile and the Desert Creatures encounter set into the encounter deck. Then, each player reveals an encounter card.

3 B
15

Venomous animals strike at you when you stumble too close. Weary as you are from your long journey, it is difficult to see them before it's too late.

Enemies in the staging area cannot take damage.

Forced: After an enemy engages a player, deal 1 damage to a hero that player controls.

The Crossings of Poros (x1)
Stage
3 A

Driven by his desire for revenge, The Black Serpent has ordered his soldiers to scour all Harondor for your company.

When Revealed: Set each other stage 3A aside, out of play. Shuffle the discard pile and the Harad Soldiers encounter set into the encounter deck. Then, each player reveals an encounter card.

3 B
15

Slowed by the refugees in your care and hounded by the Serpent's outriders, you struggle to make progress towards Gondor.

Each enemy in the staging area gets -10 engagement cost.

Forced: After an enemy engages a player, remove 1 progress from this stage.

The Crossings of Poros (x1)
Stage
3 A

The Orcs of Cirith Gurat sent their swiftest Warg–riders to track you down after you escaped from their dungeons.

When Revealed: Set each other stage 3A aside, out of play. Shuffle the encounter discard pile and the Mordor Orcs encounter set into the encounter deck. Then, each player reveals an encounter card.

3 B
15

Orc Patrols gets +2 quest points for each enemy in the staging area.

Forced: After an enemy engages a player, raise that player's threat by 1.

The Ghost of Framsburg (x1)
Stage
2 A

Night deepends outside and a sense of dread grows with each passing hour you spend inside the haunted keep. You fear that if you don't find Fram's sword and escape quickly, you will lose yourself to the darkness.

When Revealed: Shuffle the encounter discard pile into the encounter deck. Then, each player reveals an encounter card.

2 B
12

Forced: At the beginning of the quest phase, the first player must choose: either raise each player's threat by 2, or discard cards from the top of the encounter deck until a location is discarded and add that location to the staging area.

This stage cannot be defeated unless the players control at least 2 Loot objectives.

A Shadow in the East (x1)
Stage
2 A

You have reached the crossing, but some of your enemies anticipated this course of action and raced here ahead of you. They fight to delay your escape while their comrades close in from behind.

When Revealed: Add Warriors of the East to the staging area. 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. Add each enemy discarded this way to the staging area.

2 B
15

You must fight your way past the Easterlings to cross into Dorwinion.

Each enemy in the staging area gets -10 enagement cost.

While at least one player is engaged with an enemy, no more than 5 progress can be placed here each round.

When this stage is defeated, the players win the game.

A Shadow in the East (x1)
Stage
2 A

All about you are the cruel trappings of Mordor: evidence of torture and death callously strewn about the cavern floor. You search among the bones and debris for fresh signs of those you seek.

When Revealed: Reveal 1 encounter card per player.

2 B
12

Forced: At the beginning of the quest phase, discard X cards from the top of the encounter deck, where X is 1 more than the number of quest stages in the victory display. Add 2 to the total Threat in the staging area for each different card type discarded this way.

While there are 4 quest stages in the victory display, progress cannot be place here.

Wrath and Ruin (x1)
Stage
2 A

After hours of hard fighting, you have gained the upper hand, but the battle will not be won until Ulchor and his army are driven out of the city.

When Revealed: Each player returns the highestThreat location he controls to the staging area. Shuffle the encounter discard pile into the encounter deck. Starting with the first player, each player discards cards from the top of the encounter deck until he discards an enemy and puts that enemy into play engaged with him.

2 B
12

Progress cannot be placed on locations in the staging area by player card effects.

The players cannot travel to Gate of Dorwinion unless there are more locations under the players control than in the staging area.

Forced: When a location is explored, the first player takes control of it.

At the end of the round, if the players control Gate of Dorwinion, they win the game.

The City of Ulfast (x1)
Stage
3 A

You've learned that Ulchor seeks an audience with the King of Ulfast, but your attempts to blend in with the locals have backfired: the city guard has been alerted to your presence!

When Revealed: Each player must choose: either raise your threat by 5, or City Guard makes an immediate attack against you.

3 B
15

You must escape the notice of the city guard if you hope to reach Ulchor.

City Guard cannot have more than 15 damage, and it gets -5 engagement cost for each resource here.

Forced: At the end of the round, place 1 resource here.

The Land of Sorrow (x1)
Stage
1 A

You've decided to risk everything to rescue Ulchor's captives from slavery.

Setup: Add each Camp location to the staging area. Attach a random Captive objective-ally to each Camp location as a guarded objective. Place 1 random Warden enemy faceup (but not in play) under each Camp location. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is 1 less than the number of players. Add each location discarded this way to the staging area.

1 B
15

Each Camp location is immune to player card effects, and player cannot travel there while a Warden enemy is in play.

Forced: At the end of the round, raise each player's threat by 1 for each Camp location in the staging area.

This stage cannot be defeated unless players control all 3 Captive objective-allies.

The Fortress of Nurn (x1)
Stage
2 A

You have reached the great hall inside Dol Rhugar. There you find Ulchor, Thane of Nurn, waiting for you. "You arrogant fools!" he says, rising to his full height. "You have pursued me all this way only to die here where my power is at its strongest!"

When Revealed: Reveal the top card of The Power of Mordor deck. Shuffle the encounter discard pile into the encounter deck. Thane Ulchor makes an immediate attack against each player in turn order.

2 B
12

Ulchor strikes at you with undeniable power, but you hold your ground. You will either see him finally brought low, or die valiantly in the attempt.

Encounter card effects cannot be canceled.

The number of damage tokens on Than Ulchor cannot exceed the number of progress tokens here.

When Thane Ulchor is defeated, the players win the game.

The Hobbit: Over Hill and Under Hill (x1)
Stage
1 A

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.

1 B
14

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.

The Hobbit: On the Doorstep (x1)
Stage
3 A

Bilbo was horrified, now that he noticed them for the first time dangling in the shadows, to see a dwarvish foot sticking out from the bottoms of some of the bundles, or here and there the tip of a nose, or a bit of beard or of a hood. –The Hobbit

When Revealed: Remove all resources from each hero's resource pool. Then, make each character you control (except Bilbo Baggins) unconscious.

3 B
11

Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious character).

Do not pass the first player token. When this stage is complete, do not advance to stage 4 until the end of the quest phase. (Combine staging areas if necessary.)

Action: Spend 2 resources to ready an unconscious character you control.

The Black Riders (x1)
Stage
2 A

As Frodo watched he saw something dark pass across the lighter space between two trees, and then halt. It looked like the black shade of a horse led by a smaller black shadow. The black shadow stood close to the point where they had left the path, and it swayed from side to side. Frodo thought he heard the sound of snuffling. The shadow bent to the ground, and then began to crawl towards him. -The Fellowship of the Ring

2 B
14

When Revealed: The first player searches the encounter deck and discard pile for a Black Rider, reveals it (cannot be canceled), and adds it to the staging area. Shuffle the encounter deck.

When a player makes a Hide test, add 1 to the total Threat for each ally that player controls.

When a player fails a Hide test, each Nazg没l enemy in the staging area engages that player. (Trigger Forced effects after resolving this effect.)

The Black Riders (x1)
Stage
1 A

Frodo has been gravely injured in the attack on Weathertop and will perish if his companions cannot bring him to Rivendell in time. Strider leads the Hobbits towards the hidden valley, anxiously listening for the sound of Black Riders...

Setup: Shuffle each burden card from the Flight to the Ford burden set into a Burden deck. Attach An Evil Wound to the Ring-bearer. Set Ford of Bruinen and The Witch-king aside, out of play. Add The Last Bridge and 1 Fell Rider per player to the staging area. Set the Ring-bearer's life at 15. Shuffle the encounter deck.

1 B
15

The players cannot advance unless The Last Bridge is in the victory display.

Forced: At the end of the round, reduce the Ring-bearer's life by 1.

The Black Riders (x1)
Stage
2 A

...black horses leaped down the hill in pursuit, and from the Riders came a terrible cry, such as Frodo had heard filling the woods with horror in the Eastfarthing far away. It was answered; and to the dismay of Frodo and his friends out from the trees and rocks away on the left four other Riders came flying. Two rode towards Frodo: two galloping madly towards the Ford to cut off his escape. 鈥揟he Fellowship of the Ring

2 B
15

When Revealed: Add Ford of Bruinen and The Witch-king to the staging area.

While at least 1 Nazg没l enemy is in play, Race to Rivendell gets +15 quest points.

If the players defeat this stage, they have won the game.

The Road Darkens (x1)
Stage
3 A

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.

3 B
12

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!

The Road Darkens (x1)
Stage
1 A

Trapped inside the Mines of Moria, the Company of the Ring must find their way through many twisting passages to reach the eastern door. But with every step they take into the Mines, there is a growing sense of dread...

Setup: Set The Balrog, The Great Bridge, and Chamber of Mazarbul aside out of play. Add Doom Doom Doom to the staging area and place 10 damage tokens on it. Each player adds 1 different location to the staging area.

1 B
14

Forced: After a player optionally engages an enemy, remove 1 damage from Doom Doom Doom.

There were not only many roads to choose from, there were also in many places holes and pitfalls, and dark wells beside the path in which their passing feet echoed. –The Fellowship of the Ring

The Road Darkens (x1)
Stage
3 A

The outer door could only be reached by a slender bridge of stone, without kerb or rail, that spanned the chasm with one curving spring of fifty feet. –The Fellowship of the Ring

When Revealed: Add The Great Bridge to the staging area. Each player reveals 1 encounter card and removes 1 damage token from Doom, Doom, Doom.

3 B
15

"Now for the last race!" said Gandalf. "If the sun is shining outside we may still escape. After me!" –The Fellowship of the Ring

No more than 5 progress can be placed on this stage each round.

The players cannot defeat this stage while The Great Bridge is in play. If the players defeat this stage, they win the game.

The Road Darkens (x1)
Stage
1 A

Having barely escaped from Moria, the Company of the Ring flees into the forest of L贸rien where they are welcomed by the Elves of the Golden Wood and supplied with boats and other gifts by their Lord and Lady, Celeborn and Galadriel. Then, after a brief rest, they set out upon the River Anduin.

Setup: Set Frodo's Choice, Seat of Seeing, and Parth Galen aside, out of play. Add The Argonath and Sarn Gebir to the staging area.

1 B
12

Enemies get +2Defense and cannot be engaged. Skip the encounter phase.

The players cannot advance while The Argonath is in play.

So the Company went on their long way, down the wide hurrying waters, borne ever southwards. Bare woods stalked along either bank, and they could not see any glimpse of the lands behind. –The Fellowship of the Ring

The Treason of Saruman (x1)
Stage
3 A

Suddenly another voice spoke, low and melodious, its very sound an enchantment. Those who listened unwarily to that voice could seldom report the words that they heard... –The Two Towers

When Revealed: Each player draws 6 cards. Each player with more than 6 cards in his hand discards cards from his hand until he has only 6. Attach Saruman's Staff to Saruman.

3 B
15

While Orthanc is the active location, Saruman is considered to be engaged with the first player.

Forced: When Orthanc is explored, cancel any progress placed on the quest this phase and return Orthanc to the staging area.

If a player has 0 cards in his hand, he is eliminated from the game. If the players defeat this stage, they win the game.

The Land of Shadow (x1)
Stage
2 A

The Hobbits soon found that what had looked like one vast fen was really an endless network of pools, and soft mires, and winding half–strangled watercourses. Among these a cunning eye and foot could thread a wandering path. -The Two Towers

When Revealed: If the number of locations in the staging area is less than the number of players in the game, discard cards from the encounter deck until a location is discarded. Add the discarded location to the staging area.

2 B
12

Progress cannot be placed on locations in the staging area.

The players cannot advance unless the first player controls Sm茅agol and there are at least 4 locations in the victory display.

Forced: At the end of the staging step, if the number of locations in the staging area is less than the number of players in the game, reveal the top card of the encounter deck.

The Mountain of Fire (x1)
Stage
3 A

"It's the gate. There's some devilry there. But I got through, and I'm going to get out. It can't be more dangerous than before. Now for it!"
–Sam Gamgee, The Return of the King

When Revealed: Add Last of the Company to the victory display. Attach The One Ring to the Ring-bearer and exhaust the Ring-bearer. The first player moves The Two Watchers from the victory display to the staging area (location side faceup). Each other player reveals an encounter card.

3 B
12

The players cannot travel to The Two Watchers unless there is at least 12 progress on this stage.

While The Two Watchers is in the staging area (enenmy side faceup), it gets +3 Threat and +3 Defense and is considered to be engaged with each player.

The stage cannot be defeated while The Two Watchers is in play. If this stage is defeated, the players win the game.

The Massing at Osgiliath (x1)
Stage
4 A

You made it across the Anduin and are leaving Osgiliath when a fell shriek splits the air. You begin the race across the Pelennor Fields to the safety of Minas Tirith, but a new enemy follows behind.

4 B
15

When Revealed: Add The Witch-king to the staging area.

Players have now crossed the Anduin. Players cannot travel to East Bank locations.

If the players defeat this stage, they have won the game.

The Battle of Lake-town (x1)
Stage
1 A

"Then warning trumpets were suddenly sounded, and echoed along the rocky shores. The cheering stopped and the joy was quickly turned to dread. So it was that the dragon did not find them quite unprepared." – The Hobbit

Setup: Shuffle all copies of Smaug into a separate Smaug Deck. Search the encounter deck for Lake-Town and add it to the staging area. Shuffle the encounter deck. Then reveal 1 card from the encounter deck per player, and add it to the staging area.

1 B
14

Smaug cannot have more than 6 damage on him.

When Revealed: Deal 1 damage to Lake-Town for each player in the game.

The Stone of Erech (x1)
Stage
3 A

When Revealed: Starting with the first player, each player searches the encounter deck and discard pile for 1 Oathbreaker enemy, reveals it, and adds it to the staging area. Add the Lord of the Dead to the staging area.

Shuffle the encounter deck.

3 B
14

Midnight. Battle (Characters use theirAttack instead of Willpower when questing.)

Players cannot place progress on this stage unless they control Derufin.

If the players defeat this stage, they have escaped the Blackroot Vale with Derufin and won the game.

Fog on the Barrow-downs (x1)
Stage
2 A

When Revealed: Add Hollow Circle to the staging area. Each player reveals 1 encounter card.

2 B
14

Forced: At the end of the refresh phase, raise each player's threat by 1.

The players cannot defeat this stage unless Hollow Circle is in the victory display.

Murder at the Prancing Pony (x1)
Stage
1 A

You have arrived in Bree to find the village abuzz over a recent crime.

Setup: Search the encounter deck for the 5 Suspect enemies and 5 Hideout locations. Randomly select 1 Suspect and 1 Hideout and set them aside out of play, facedown (without looking at them). Build the Investigation deck (see rules) and place it next to the quest deck. Make The Prancing Pony the active location and add 1 Ramshackle Manor to the staging area. Shuffle the encounter deck.

1 B
12

Someone has broken into The Prancing Pony, murdered a guest and made off with the victim's belongings. Barliman Butterbur begs you to find the killer before the trail grows cold.

No more than 4 progress can be placed on this stage each round.

Forced: At the beginning of the quest phase, each player must choose: either raise his threat by 2, or reveal an additional encounter card this phase.

The Wizard's Quest (x1)
Stage
3 A

The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

3 B
15

When Revealed: Shuffle the encounter discard pile into the encounter deck. Each player discards from the top of the encounter deck until he discards an enemy, adds that enemy to the staging area, and attached a hero he controls to it as a guarded objective (discard all tokens from the chosen hero).

If there is an unguarded hero in the staging area, return it to its owner's control, exhausted. This stage cannot be defeated while there is a guarded objective in play. If the players defeat this stage, they win the game.

The Woodland Realm (x1)
Stage
3 A

Dawn comes and and pale streaks of light penetrate the dark forest, giving Mendor the light he needs to navigate. The Elf leads you with renewed confidence, but danger still lies between you and the safety of Thranduil's halls.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 or less if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. It's 'when revealed' effects cannot be canceled.

3 B
15

When Revealed: The opposing team searches the encounter deck and discard pile for an enemy, adds it to the staging area, the places a resource on an enemy in play with cost 2 or higher. While this stage is in play, the enemy with a resource gets +2 Attack +2 Defense and is immune to player card effects.

This stage cannot be defeated while the enemy witha resource is in play. When this stage is defeated, the players win the game.

The Mines of Moria (x1)
Stage
3 A

Your journey through Moria has been marked by all manner of terrible hazards, but you've discovered no sign of Balin's company. You hope that you might find some record of the Dwarven colony in the Chamber of Mazarbul.

When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (cost 3 or less instead if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.

3 B
15

Each location in the staging area gets +1 Threat and +3 quest points.

Forced: When the active location is explored, reveal the top card of the encounter deck.

This stage cannot be defeated while Chamber of Mazarbul is in play. When this stage is defeated, the players win the game.

Escape from Khazad-dûm (x1)
Stage
2 A

The Mines of Moria are vast beyond your imagination. Though you feel that you are making progress, one wrong turn could mean disaster.

When Revealed: 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 two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. It's 'when revealed' effects cannot be canceled.

2 B
15

When Revealed: Each player chooses 1 card in his hand and shuffles the rest into his deck.

Escape from Khazad-dûm (x1)
Stage
3 A

Your spirits rise as you are drawing near to the East Gate of Moria. But then a huge, dark shape rises in front of you and bursts into flames: a Balrog! Durin's Bane blocks your escape.

When Revealed: Add the set-aside Durin's Bane to the staging area. It cannot take damage this round. If there is more than 1 player, it makes an immediate attack against the first player.

3 B
15

Durin's Bane engages the first player.

Durin's Bane cannot take more than X damage per round, where X is the number of progress tokens on this stage.

This stage cannot be defeated while Durin's Bane is in play. If the players defeat this stage, they win the game.

Road to Rivendell Nightmare (x1)
Stage
2 A

When Revealed: Search the encounter deck, discard pile and victory display for Goblin Gate and add it to the staging area, if able. Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until X enemies have been discarded, where X is the number of players in the game. Reveal all enemies discarded by this effect.

2 B
12

When Revealed: The first player loses control of Arwen Und贸miel and attaches her to Goblin Gate (she is now guarded by Goblin Gate). While she is guarded, the first player cannot gain control of Arwen Und贸miel.

Goblin Gate gets +1 quest point for each enemy engaged with a player.

Progress cannot be placed on this stage unless the players control Arwen Und贸miel.

The Nîn-in-Eilph Nightmare (x1)
Stage
2 A

As you trudge through endless swamp, you begin to wonder if you will ever reach the other side.

When Revealed: Raise each player's threat by 1.

2 B
13

Time 3.Forced: After the last time counter is removed from this stage, advance to a different stage 2A at random. Return this stage to the quest deck.

Allies enter play exhausted.

Forced: When the players defeat this stage, advance to a random stage 3A.