Travel: Each player must exhaust 1 hero he controls to travel here.
As he drew nearer, he saw that it was made with spider–webs one behind and over and tangled with another.
–The Hobbit
Travel: Reveal the top card of the encounter deck and add it to the staging area to travel here.
Response: After Mountains of Mirkwood leaves play as an explored location, each player may search the top 5 cards of his deck for 1 card and add it to his hand. Shuffle the rest of the searched cards back into their owners' decks.
Forced: After the players travel to The Brown Lands, place 1 progress token on it.
They had come to the Brown Lands that lay, vast and desolate, between Southern Mirkwood and the hills of the Emyn Muil. What pestilence or war or evil deed of the Enemy had so blasted all that region even Aragorn could not tell.
–The Fellowship of the Ring
When faced with the option to travel, the players must travel to The East Bight if there is no active location.
"...to the east the lands are waste, and full of Sauron's creatures..."
–Haldir, The Fellowship of the Ring
Travel: The first player must discard 2 cards from his hand at random to travel here.
"It is clad in a forest of dark fir, where the trees strive one against another and their branches rot and wither. In the midst upon a stony height stands Dol Guldur, where long the hidden Enemy had his dwelling."
–Haldir, The Fellowship of the Ring
While Enchanted Stream is the active location, players cannot draw cards.
"There is one stream, I know, black and strong which crosses the path. That you should neither drink of, nor bathe in; for I have heard that it carries enchantment and a great drowsiness and forgetfulness."
–Beorn, The Hobbit
Response: After you travel to Old Forest Road the first player may choose and ready 1 character he controls.
...Beorn had warned them that that way was now often used by the goblins, while the forest–road itself, he had heard, was overgrown and disused on the eastern end and led to impassable marshes where the path had long been lost.
–The Hobbit
Response: After you travel to Forest Gate the first player may draw 2 cards.
The path itself was narrow and wound in and out among the trunks. Soon the light in the gate was like a little bright hole far behind, and the quiet was so deep that their feet seemed to thump along while the trees leaned over them and listened.
–The Hobbit
Forced: After travelling to Tower Gate each player places the top card of his deck, face down in front of him, as if it just engaged him from the staging area. These cards are called 'Orc Guard', and act as enemies with: 1 hit point, 1 and 1
"I myself dared to pass the doors of the Necromancer in Dol Guldur, and secretly explored his ways."
–Gandalf, The Fellowship of the Ring
Forced: If Banks of the Anduin leaves play, return it to the top of the encounter deck instead of placing it in the discard pile.
Here and there through openings Frodo could catch sudden glimpses of rolling mounds, and far beyond them hills in the sunset, and away on the edge of sight a dark line, where marches the southernmost ranks of the Misty Mountains.
–The Fellowship of the Ring
Forced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.
"On a time they took a boat and went down to the Gladden Fields, where there were great beds of iris and flowering reeds."
–Gandalf, The Fellowship of the Ring
While The Eaves of Mirkwood is the active location, encounter card effects cannot be canceled.
By the afternoon they had reached the eaves of Mirkwood, and were resting almost beneath the great overhanging boughs of its outer trees.
–The Hobbit
X is the number of locations in the staging area.
Travel: Each player must discard 1 random card from his hand to travel here.
Response: After you travel to Forest Gate the first player draws 2 cards.
Soon the light in the gate was like a little bright hole far behind, and the quiet was so deep that their feet seemed to thump along while the trees leaned over them and listened.
–The Hobbit
Quest Action: Search the encounter deck and discard pile for a Spider enemy and put it into play engaged with you to discard Spider Den. (Any player may trigger this effect.)
Travel: Reveal the top card of the encounter deck to travel here.
Response: When Goblin Trail leaves play as an explored location, place 6 progress on the current quest.
Response: After the players travel to Abandoned Camp, the first player discards the top card of their deck, If that card is any ally, put it into play under their control.
Travel: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.
While Goblin Tunnels is in the staging area, it gains:"Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card."
Shadow: Attacking enemy gets +1 (+3 instead if attacking enemy is a Goblin.)
Travel: Players must exhaust a Cave Torch to travel here.
Shadow: Cancel all combat damage dealt to attacking enemy.
While Branching Paths is in the staging area, each Dark location gets +1
Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.
While Collapsed Mine is in the staging area, no more than 4 progress can be placed on the quest each round.
Shadow: Raise your threat by 1 for each point of damage dealt by this attack.
Travel: Reveal the top card of the encounter deck to travel here.
Response: After Goblin Dungeon leaves play as an explored location, the first player searches the top 5 cards of his deck for an ally and puts it into play under his control. Shuffle the rest of the searched cards back into his deck.
While Crumbling Stairs is in the staging area, progress cannot be placed on it.
Forced: When Crumbling Stairs leaves play as an explored location, discard the top card of the encounter deck. If the discarded card is a location, put it into play as the active location.
Setup: Shuffle Abandoned Ruin into the Caves deck, if able. Otherwise, remove it from the game.
Response: After Abandoned Ruin becomes the active location, look at 3 random undiscovered treasures and attach 1 of them to Abandoned Ruin as a guarded objective. When that treasure is free of encounters, the players claim it and attach it to an eligible character. Limit once per game for the group.
While Green Hill Country is the active location, characters get +1 while committed to Hide tests.
Shadow: Attacking enemy gets +1 (+2 instead if you have failed a Hide test this round)
While Stock Road is in the staging area, add 2 to the total of the discarded cards when a player resolves a Hide test.
Travel: The first player must make a Hide 1 test to travel here.
Forced: After a player fails a Hide test, shuffle a Nazgûl enemy from the discard pile into the encounter deck, if able.
Shadow: Attacking enemy gets +1 (+2 instead if the defending player failed a Hide test this round).
While Chetwood is in the staging area, Spy enemies get +1 and +1 .
Shadow: Defending player discards 1 random card from his hand.
On the third day out from Bree they came out of the Chetwood. –The Fellowship of the Ring
Response: After the players travel here, place 1 non-unique enemy in play facedown under this location. While an enemy is under this location, it is out of play.
Forced: After this location leaves play, return each enemy under it to the staging area face-up.
Immune to player card effects.
X is the number of players in the game.
Travel: The first player must reveal the top card of the burden deck and resolve that card as if it were just revealed from the encounter deck to travel here.
Immune to player card effects.
Response: After Ford of Bruinen leaves play as an explored location, all engaged enemies are discarded.
Travel: The first player must reveal the top card of the encounter deck to travel here.
While The Troll's Camp is the active location, each hero gets +1 +1 and +1
"We are forgetting our family history! These must be the very three that were caught by Gandalf, quarrelling over the right way to cook thirteen dwarves and one hobbit."
–Frodo, The Fellowship of the Ring
While Ettenmoors is the active location, do not deal Nazgûl enemies a shadow card during the combat phase.
Forced: After any amount of progress is placed on Ettenmoors reduce the Ring-bearer's life by 1.
Before long Frodo was obliged to dismount and stuggle along on foot. –The Fellowship of the Ring
Action: Place the top card of the burden deck on top of the encounter deck to place 4 progress on The Old Road. (Use this action only if you are playing campaign mode.)
"The Road is watched, be we should have to cross it, if we tried to take cover in the thickets away to the south."
–Aragorn, The Fellowship of the Ring
While Tree-crowned hill is the active location, each enemy gets -1
Forced: When Tree-crowned hill is explored, the players, as a group, exhaust X characters in play. X is the number of damage here.
For their defense in the night the Company climbed to the top of the small hill... –The Fellowship of the Ring
While Hills of Hollin is the active location, each enemy in the staging area gets +5 engagement cost.
Forced: When Hills of Hollin is explored, each player raises his threat by 1 for each damage here.
For their defense in the night the Company climbed to the top of the small hill... –The Fellowship of the Ring
While Hills of Hollin is the active location, it gains:"Forced: After an enemy is added to the staging area, it gets -5 engagement cost until the end of the round."
Forced: When Redhorn Foothills is explored, each player must discard X cards from his hand at random. X is the number of damage here.
Forced: When Eregion is explored, the players, as a group, must discard X allies from play. X is the number of damage here.
Shadow: Defending player discards a non-objective attachment he controls.
Whiles Mines of Moria is in the staging area, progress must be placed on Mines of Moria before it can be placed on the current quest.
Shadow: Defending player discards a non-objective attachment he controls (2 non-objective attachments instead if his threat is 35 or higher).
Many-pillared Hall gets +1 for each Many-pillared Hall in play.
Shadow: Attacking enemy gets +1 (+2 instead if the defending player's threat is 35 or higher).
Forced: After Darkened Stairway is explored, discard the top card of the encounter deck. If the discarded card is a location, add it to the staging area.
Frodo caught glimpses of stairs and arches and of other passages and tunnels, sloping up, or running steeply down, or opening blankly dakr on either side. –The Fellowship of the Ring
While Ancient Guardroom is the active location, each enemy in play gets -1 .
Travel: Discard the top card of the encounter deck to travel here. Each player raises his threat by X, where X is the discarded card's .
While River Anduin is in the staging area it gains: "Forced: At the end of the travel phase, each player at this stage raises his threat by 1. Then, River Anduin moves to the staging area to the left, if able."
"Anduin flows faster than I thought." –Aragorn, The Fellowship of the Ring
While Wooded Shoreline is in the staging area, it gains archery 2.
Travel: Search the encounter deck and discard pile for an enemy and add it to the staging area to travel here. Shuffle the encounter deck.
Travel: A player at this staging area must engage an enemy in any staging area to travel here.
Shadow: Attacking enemy gets +1 (+2 instead if the defending character has fewer printed hit points than the attacking enemy).
Pathless Country gets +4 quest points while in the staging area.
Shadow: After this attack, the attacking enemy engages the next player then makes an immediate attack.
While the Wold is the active location, it gains:"Response: After The Wold is explored, each player draws 1 card."
Travel: Increase the pursuit value by 1.
Ahead and eastward they saw the windy uplands of the Wold of Rohan that they had already glimpsed many days ago from the Great River. –The Two Towers
While Eastemnet is the active location, it gains:"Response: After Eastemnet is explored, add 1 resource to each hero's resource pool."
Travel: Increase the pursuit value by 1.
...the Horse–lords had formerly kept many herds and studs in the Eastemnet, this easterly region of their realm... –The Two Towers
X is the number of locations in the staging area.
Shadow: Attacking enemy gets +1 If this attack destroys a character, increase the pursuit value by 1.
...the green plains of the Rohirrim stretched away before them to the edge of sight. –The Two Towers