While Guarded Archway is in the staging area, each player engaged with City Guard cannot reduce his threat.
Travel: City Guard makes an attack against the first player.
While Crowded Market is the active location, City Guard gets +20 engagement cost.
Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add that enemy to the staging area.
X is 1 more than the number of resources on the main quest.
Travel: Raise each player's threat by X.
Shadow: Return attacking enemy to the staging area after this attack.
When Revealed: Attach to City Guard. (Counts as a Condition attachment with the text: "City Guard gets -10 engagement cost.Response: After you attack and damage City Guard, raise your threat by 1 and discard Extra Vigil.")
Shadow: If attacking enemy is City Guard, attach Extra Vigil to it.
When Revealed: Each player must choose: either City Guard makes an attack against you, or raise your threat by X, where X is 1 more than the number of allies you control.
Shadow: Attacking enemy gets +1 If this attack destroys a character, excess damage must be assigned among characters you control.
When Revealed: Place 1 resource on the main quest. Then, either progress cannot be placedon the current quest this phase, or raise each player's threat by X, where X is 1 more than the number of resources on the main quest.
Shadow: Attacking enemy gets +1 for each resource on the main quest.
Too many Easterlings have noted your presence in their city. Now you must throw them off your trail if you are to continue your pursuit of Ulchor unnoticed.
Each enemy in the staging area gets -10 engagement cost.
Response: After Cat and Mouse is defeated, each player may discard a non-unique enemy engaged with him.
If The Wainriders' stage has damage on it equal to or greater than its quest points, The Wainriders advances to the next stage in the circuit. Place any excess damage on that stage.
Forced: At the end of the quest phase, place X damage on The Wainriders' stage, where X is the total of each enemy in the staging area.
Forced: When the players defeat a quest stage with the race keyword, advance this card to the next quest stage in the circuit.
If The Challengers completes two circuits before the Wainriders, the players win the game. If The Wainriders completes two circuits before the challenges, the players lose the game.
X is 2 per player.Indestructible.
Immune to player card effects. Cannot leave the staging area.
While The Challengers is at the same stage as The Wainriders, Wainrider Champion is considered to be engaged with each player.
While The Challengers is ahead of the The Wainriders, Aggressive Racer gains surge.
Forced: After Aggressive Racer attacks and destroys a character, place 2 damage on The Wainriders' stage.
When Revealed: Either place 3 damage on The Wainriders' stage, or Chariot Driver makes an attack against the first player.
Shadow: If this attack destroys a character, return attacking enemy to the the staging area.
While The Challengers is ahead of The Wainriders, Veteran Wainrider gets +2 and cannot leave the staging area.
Shadow: Attacking enemy gets +2 if The Challengers is ahead of the Wainriders.
while Narrow Pass is the active location, it gains:"Response: When damage would be placed on Wainrider Champion remove an equal amount of damage from The Wainriders' stage instead."
Perhaps they were waiting to make some ambush in a narrow place?
–The Fellowship of the Ring
Crowded Track gets +1 for each character controlled by the first player.
Forced: After Crowded Track becomes the active location, each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. Shuffle the encounter deck.
While Ravine Ledge is in the staging area, each racing test requires 1 additional matching result.
Travel: The first player makes a racing test. To pass requires 1 TURN result. If the players pass the test, each player draws 1 card. If the players faill the test, each player discards 1 random card from his hand.
When Revealed: Wainrider Champion makes an attack against each engaged player. If no attacks were made, place damage on The Wainriders' stage equal to the Wainrider Champion's
Shadow: Attacking enemy gets +1 If this attacks destroys a character, place 2 damage on The Wainriders' stage.
The tunnels under the Ash Mountains are a vast, dark maze.
During the travel phase, the players must travel to a location, if able.
Forced: When the active location is explored, place 1 resource here.
Progress cannot be placed on this quest unless there are at least 3 resources here.
Within the tunnels of Torech Gorgor are a host of fell creatures.
Each enemy cannot take more than 4 damage each round.
While there is at least one enemy in the staging area, this stage cannot be chosen as the current quest.
As you draw closer to Mordor, the darkness around you seeps into your thought, and despair begins to take hold...
Forced: After a player players a card, he discards the top card of his deck.
Response: When this stage is defeated, each player shuffles the top 3 cards of his discard pile into his deck.
Forced: When Nameless Beast attacks you, discard the top card of your deck. Nameless Beast gets +X for this attack, where X is that card's cost.
Shadow: Attacking enemy gets +X where X is the cost of the top card of your discard pile.
Cannot have attachments.
Forced: After Mordor Cave Troll attacks and destroys a character, discard the top card of your deck for each point of excess damage dealt by this attack.
Forced: After Ash Mountain Werewolf attacks you, discard the top card of your deck (top 2 cards instead if this attack destroyed a character).
Shadow: If this attack destroys a character, discard the top 2 cards of your deck.
Forced: After Spawn of Shelob engages you, either discard the top card of your deck, or Spawn of Shelob gets +2 until the end of the round.
Shadow: Exhaust a character you control.
X is 1 more than the number of quest cards in play.
While Torech Gorgor Patrol is in the staging area, no more than 5 progress can be placed on the main quest each round.
Forced: After Torech Gorgor Patrol engages a player, it makes an attack.
X is 1 more than the number of quest cards in play.
Forced: When Fiery Chasm is explored, discard the top X cards of your deck.
...its floor and walls on either side were cloven by a great fissure, out of which the red glare came, now leaping up, now dying down into darkness...
–The Return of the King
When Revealed: Each player places the top 3 cards of his deck facedown under Hideous Deeps.
Forced: When Hideous Deeps is explored as the active location, shuffle each facedown card under it into its owner's deck.
While Orc Passage is in the staging area, encounter card effects cannot be canceled.
Forced: When Orc Passage is explored, search the encounter deck and discard pile for a copy of Torech Gorgor Patrol and add it to the staging area.
When Revealed: Each player discards the top card of his deck. Until the end of the phase, add the total cost of each card discarded this way to the in the staging area.
Shadow: Discard an attachment you control. If this attack destroys a character, discard another attachment you control.
When Revealed: Each player discard 1 card from the top of his deck for each character he controls.
Shadow: Either discard the top 2 cards of your deck, or return attacking enemy to the staging area after this attack.
When Revealed: Each player assigns X damage among character he controls, where X is 1 more than the number of quest cards in play. Exhaust each character damaged by this effect.
Shadow: Attacking enemy makes an additional attack against you after this one.
Forced: After The Barracks becomes the active location, add the enemy under it to the staging area. That enemy cannot take damage this round.
Forced: When The Baracks is explored, the first player gains control of the objective ally it was guarding.
Forced: After Slave Quarters becomes the active location, the enemy under it engages the first player and makes an immediate attack.
Forced: When Slave Quarters is explored, the first player gains control of the objective ally it was guarding.
Forced: After The Storehouse becomes the active location, add the enemy under it to the staging area. That enemy gets +3 and -30 engagement cost until the end of the round.
Forced: When The Storehouse is explored, the first player gains control of the objective ally it was guarding.
Immune to player card effects.
Response: After Edrahil quests successfully, choose a player to draw 1 card.
If Edrahil leaves play, the players lose the game.
Immune to player card effects.
Response: After Arador is declared as a defender, ready him. (Limit once per round.)
If Arador leaves play, the players lose the game.
Immune to player card effects.
Response: After Farin is declared as an attacker against an enemy, deal 1 damage to an enemy engaged with a player.
If Farin leaves play, the players lose the game.
When Revealed: Assign X damage among characters in play. X is the current archery total.
Shadow: Defending character cannot ready this round.
While the number of Camp locations in the staging area is less than the number of players, Nurn Slavers gains surge.
Shadow: Attacking enemy gets +1 for each Camp location in the victory display.
While Working Fields is in the staging area, characters cannot be healed.
Travel: Each player deals 1 damage to a character he controls.
Neither he nor Frodo knew anything of the great slave–worked fields away south in this wide realm...
–The Return of the King
While Watch Tower is in the staging area, it gains archery X.
X is 1 more than the number of Captive objective allies the players control.
Travel: Reveal the top card of the encounter deck.
When Revealed: Each player deals 1 damage to a character he controls. Then, each player must choose: either deal 1 damage to each damaged character you control, or raise your threat by 1 for each damaged character you control.
Shadow: Attacking enemy gets +2 until the end of the phase.
Immune to player card effects.
X is 1 more than the number of Castle side quests in the victory display.
Forced: After Thane Ulchor attacks, reveal the top card of the encounter deck.
Forced: After Soldier of Nurn attacks, place 1 card from your hand facedown under a Castle side quest.
Shadow: Attacking enemy gets +1 If this attack destroys a character, place 1 card from your hand facedown under a Castle side quest.