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.
The dungeons of Dol Rhugar are full of prisoners with no hope of escape.
No more than 4 progress can be placed on the current quest each round.
Response: When this stage is defeated, the first player chooses a Castle side quest. Each player looks at his facedown cards under that quest and adds 1 to his hand.
You charge into the castle, not knowing what you will find within...
The faceup encounter card underneath this quest is not in play.
Forced: When this quest becomes the current quest, reveal the faceup encounter card under it. Then, flip this card ovewr and make it the current quest until the end of the phase.
When Revealed: Discard cards from the top of the encounter deck until X enemies are discarded, where X is the number of players. Add each enemy discarded this way to the staging area.
When this stage is defeated, shuffle each player card underneath it into its owner's deck. Then, each player draws 1 card.
You charge into the castle, not knowing what you will find within...
The faceup encounter card underneath this quest is not in play.
Forced: When this quest becomes the current quest, reveal the faceup encounter card under it. Then, flip this card ovewr and make it the current quest until the end of the phase.
When Revealed: Deal 1 damage to each character in play.
When this stage is defeated, shuffle each player card underneath it into its owner's deck. Then, each player draws 1 card.
You charge into the castle, not knowing what you will find within...
The faceup encounter card underneath this quest is not in play.
Forced: When this quest becomes the current quest, reveal the faceup encounter card under it. Then, flip this card ovewr and make it the current quest until the end of the phase.
When Revealed: Each player randomly discards 4 of his cards from under this quest. Then, each player discards each card he controls, or holds in his hand, that share a title with one of the cards he just discarded.
When this stage is defeated, shuffle each player card underneath it into its owner's deck. Then, each player draws 1 card.
You charge into the castle, not knowing what you will find within...
The faceup encounter card underneath this quest is not in play.
Forced: When this quest becomes the current quest, reveal the faceup encounter card under it. Then, flip this card ovewr and make it the current quest until the end of the phase.
When Revealed: Discard cards from the top of the encounter deck until X locations are discarded, where X is the number of players. Added each location discarded this way to the staging area.
When this stage is defeated, shuffle each player card underneath it into its owner's deck. Then, each player draws 1 card.
Each copy of Orc War Party cannot be engaged, cannot be dealt damage and gets +2
When Revealed: Return each engaged Orc War Party to the staging area.
Every step brings the Orcs closer to Bree–land. If you can't find some way to delay the enemy, the war party will reach the village before you can stop them.
Forced: At the end of the quest phase, if no progress was placed on Protect the Bree-landers, place 1 resource on it. Then, raise each players threat by the number of resources on Protect the Bree-landers.
The weather makes the Orcs difficult to track. It requires all of your skill to read the signs in the rough terrain.
Each enemy gets +10 enagement cost and cannot be optionally engaged.
When Revealed: Reveal the top of card of the Orc deck (reveal the top 2 card instead if there are 3 or more players in the game).
Battling the dead drains your spirit as well as your body.
When Revealed: Each player placed the top 8 cards fo his deck facedown under this quest.
Forced: When this quest is defeated, shuffle each card under this quest into its owner's deck.
When Revealed: If it is a Day, flip the Time objective to Nightfall, The Time objective cannot flip to Daybreak.
Response: After an enemy is defeated, place 1 resource token on Make a Stand. Then, if there are 2 resource tokens per player on Make a Stand, or if there are no enemies in play, add Make a Stand to the victory display.
Forced: At the end of the round, remove X progress from the main quest, where X is the number of Warg enemies in play.
Response: When this quest is defeated, discard a non-unique Warg enemy in the staging area.
Forced: After a card is captured by another card effect, capture a random cards from each player's hand underneath Raid Golfimbul's Vault.
Forced: When the captured cards underneath Golfimbul's Vault are rescued, put each rescued Item card into its owner's hand and discard the rest.
Caught in a dense fog, you suddenly find yourself separated from your companions.
Surge. Players cannot draw cards by card effects.
Forced: When this stage is defeated, each player draws 1 card.
When Revealed: Each player places the lowest-threat-cost hero he controls facedown underneath Rescue from the Trolls, out of play.
Response: After a Troll enemy is destroyed, place 3 progress on Rescue from the Trolls.
Forced: When Rescue from the Trolls is defeated, each player takes control of each of his heroes underneath it.
Orcs close in on all sides. If you do not hold them back, your forces will not survive long.
Forced: At the end of the combat phase, assign X damage among characters in play, where X is the total number of shadow cards dealt to enemies in the staging area.
Your task seems hopeless and your fate dire, but somehow you must inspire your companions to fight onward!
Shadow cards are immune to player card effects.
Response: After this quest is defeated, discard 1 shadow card from each enemy in play.
Your adversary Thaurdir will not let you interrupt his master's ritual. Only by fighting through his ranks of Orcs can you hope to do battle with the wraith himself.
Thaurdir gets +2 , +2 , and cannot take damage.
Daechanar is powerful in the art of necromancy. His army will not rest until you join them in death.
Time 5. Forced: When the last time counter is removed from this quest, reanimated each card in each player's discard pile. Then, remove The Witch-king's Gift from the game.
When this quest is defeated, place it in the encounter discard pile.