If the current quest is a side quest, Rugged Country gets +2 .
Shadow: Attacking enemy gets +1 for each quest card in play.
X is the number of quest cards in play.
While there is only 1 quest card in play, Shrouded Hills gains Surge.
As the sun rose and passed noon they glimpsed far off in the east the grey–green lines of the Downs... –The Fellowship of the Ring
Forced: After the "when revealed" effect of a treachery card is canceled, raise each player's threat by 2.
Shadow: Attacking enemy gets +1 . If this attack destroys a character, the defending player raises his threat by 2.
Forced: When Ancient Causeway is explored, raise each player's threat by 2.
...on either side of it there were lines of large boulders and hewn stones that screened the travellers almost like a hedge. –The Fellowship of the Ring
While Eriador Wastes is in the staging area, no more than 5 progress can be placed on the current quest each round.
Travel: The first player engages a Warg enemy in the staging area and deals it a shadow card.
"...the long leagues of Eriador still lie before us." –Aragorn, The Fellowship of the Ring
Immune to player card effects.
Travel: The first player searches the encounter deck and discard pile for a Warg enemy, reveals it, and puts it into play engages with him. Shuffle the encounter deck.
The howling of the wolves was now all around them... –The Fellowship of the Ring
While it is Night, North Downs gets +2 .
Shadow: Attacking enemy gets +1 . If this attack destroys a character, remove all progress from the current quest.
Response: After the players travel to Prison Cell, look at the captured card(s) underneath it and choose 1 to put into play at no cost. Place the other cards back underneath Prison Cell.
...goblins don't care who they catch, as long as it isa done smart and secret, and the prisoners are not able to defend themselves.
–The Hobbit
Travel: Each player raises his threat by 3 to travel here.
Shadow: Attacking enemy gets +1 (+2 instead if the defending player's threat is 20 or higher).
X is the number of captured cards underneath Tunnels of Mount Gram.
Shadow: Capture each attachment attached to the defending character underneath the attacking enemy.
While Troll-fells is the active location, Weather cards gain doomed 1.
When Revealed: If Troll-fells is not revealed guarding a safe location, search the encounter deck and discard pile for a location with the safe keyword and attach it to Troll-fells, guarded. Shuffle the encounter deck.
While Barren Moorland is in the staging area, it gains:
Forced: When an ally enters play, you must either exhaust it or deal 1 damage to it.
Travel: Deal 1 damage to each exhausted character.
While Forbidden Descent is in the staging area, the first 2 progress that would be placed on a quest each round must be placed on Forbidden Descent, instead.
Forced: If Forbidden Descent leaves play from the staging area, raise each player’s threat by 2.
Action: Raise your threat by 1 to reduce the of Eerie Halls by 1 until the end of the phase. (Any player may trigger this action.)
Shadow: If the defending player does not control at least 1 Clue objective, the attacking enemy makes an additional attack after this one.
Any time the encounter deck runs out of cards, return the topmost Undead enemy in the encounter discard pile to the staging area before resetting the encounter deck.
Travel: Return the topmost Undead enemy in the encounter discard pile to the staging area.
"I am not sure that I like it: it has a – well, rather a barrow-wightish look."
–Merry, The Fellowship of the Ring
While Decrepit Remains is in the staging area, each location and quest in the staging area gets +2 quest points.
Shadow: For each point of damage dealt by this attack, remove 1 progress from each quest in play.
While Accursed Battlefield is the active location, each quest card in play gains the battle keyword.
Shadow: Attacking enemy gets +1 (+3 instead if the defending player's threat is higher than the attacking enemy's engagement cost).
While Mountains of Angmar is the active location, each shadow card with no shadow effect gains: "Shadow: Raise defending player's threat by 2."
Shadow: Raise defending player's threat by 2.
Forced: After an enemy attacks, heal 1 damage from it.
Travel: Deal each enemy in play 1 shadow card to travel here.
Shadow: If the attacking enemy is Thaurdir, heal 3 damage from him.
While Fortress Walls is the active location, for each resource spent by a player, raise that player's threat by 1.
Shadow: If your threat is 40 or higher, attacking enemy makes an additional attack against you after this one.
Forced: When Sinister Dungeon is explored, the first player reanimates a random card from his hand and deals Sinister Dungeon to it facedown as a shadow card.
Shadow: Discard the top 2 cards of the encounter deck. Resolve the "when revealed" effects of each Sorcery card discarded by this effect.
Forced: At the end of the round, discard the top card of each player's deck. Each player must reanimate each ally discarded by this effect.
Travel: Deal 1 shadow card to each Undead enemy in play to travel here.
He could see nothing but the dim flame of the torches; but if the company halted, there seemed and endless whisper of voices all about him...
–The Return of the King
While Dark Halls is in the staging area, each Reanimated Dead gets +1 and +1 .
Shadow: If there is a copy of the defending character in your discard pile, reanimate it and deal it 1 shadow card.
Unholy Crypt gets +1 for each Reanimated Dead in play.
Shadow: if this attack destroys a character, reanimate that character and deal it 1 shadow card.
While you are off-course (, , or ), Starlit Sea gains:
Travel: Raise each player's threat by 3.
Shadow: Attacking enemy gets +1 (+2 instead if you are off-course).
While Lush Jungle is in the staging area, characters get -1 and lose ranged.
Forced: After Lush Jungle is flipped over while active, return it to the staging area unless each player exhausts each ready hero he controls.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
Forced: After Forbidden Coast is flipped over while active, each player may draw a card. Then, each player chooses a card from his hand and places it on the bottom of his deck.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
Response: After Steep Plateau is explored, peek at the facedown side of an Uncharted location in the staging area.
Shadow: Discard the bottom card of the defending player's deck. If that card's printed cost is 2 or less, attacking enemy gets +2 .
Shadow: Attacking enemy gets +1 for each damage token on the active location.
Burning Piers gets +1 for each damage on it.
Forced: When Burning Piers is placed underneath The Havens Burn, deal 3 damage to the Dream-chaser.
Shadow: Add Burning Piers to the staging area.
Travel: Search the encounter deck and discard pile for a Corsair enemy and add it to the staging area. Shuffle the encounter deck.
Forced: When White Ship is placed underneath The Havens Burn, place 1 resource on each Raider enemy in play.
Travel: Each player must assign damage among characters he controls equal to the amount of damage on Elven Caravel.
Forced: When Elven Caravel is placed underneath The Havens Burn, deal 1 damage to each character in play.
While Calm Waters is the active location, look at 2 additional cards from the top of the encounter deck during each Sailing test.
Shadow: Attacking enemy gets +1 (+3 instead if attacking enemy is a Ship Enemy).
Travel: Shift your heading off-course to travel here.
Shadow: If this attack deals damage to a Ship objective, shift your heading off-course.
The winds of wrath came driving him, and blindly in the foam he fled...
–The Fellowship of the Ring
While Rough Waters is in the staging area, cancel the first symbol found during each Sailing test.
Shadow: If you are off course (, , or ), attacking enemy gets +2 Attack.
While your heading is at the worst setting (), when faced with the option to travel, the players must travel to Waterspout, if able.
Forced: After traveling to Waterspout, deal 4 damage to each Ship objective.
While Flooded Ruins is the active location, it contributes its to the staging area.
Númenor was thrown down and swallowed in the sea... -The Return of the King
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
Forced: After Drowned Graves is flipped to this side while active, discard the top X cards of the encounter deck. Each player adds an Undead enemy discarded from this effect to the staging area. X is 2 more than the number of players in the game.
...their years lessened as their fear of death grew, and their joy departed. -The Return of the King
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
While Cursed Temple is the active location, characters with less than 2 do not ready during the refresh phase.
It was not long before he had bewitched the King and was master of his counsel... -The Return of the King
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
Travel: Move 2 progress from the main quest to the Stormcaller's quest stage.
Response: After Hidden Cove becomes the active location, heal 4 damage from each Ship objective.
When Revealed: Add Vast Coastland to the Stormcaller’s area.
Shadow: Attacking enemy gets +2 if you are at the same stage as the Stormcaller.
Forced: After you travel to Forecastle Deck, search the encounter deck and discard pile for an enemy and reveal it. Shuffle the encounter deck.
Shadow: Attacking enemy gets +1 (+2 instead if defending character has no resources on it or in its resource pool).
While Weather Deck is in the staging area, each other Deck location in play gains:
Travel: Each player must exhaust a character he controls to travel here.
Shadow: Exhaust a character you control.
While Cargo Hold is the active location, each enemy gets +1
Shadow: Until the end of the phase, attacking enemy gets +2
Travel: Add 1 resource to each Raider card in play to travel here.
Shadow: Attacking enemy gets +2
While Quarter Deck is the active location, deal each enemy an additional shadow card at the beginning of the combat phase.
Shadow: Discard an attachment you control.