While Dark Door is in the staging area, progress cannot be placed on locations in the staging area.
Travel: The first player reveals an encounter
...before him stood a stony door closed fast...
-The Return of the King
While Trysting Place is in the staging area, each enemy in the staging area cannot take damage.
Travel: The first player searches the encounter deck and discard pile for an Oathbreaker enemy and puts it into play engaged with him. Shuffl
While Deadly ~Road is in the staging area, it gains: "Forced: After a 'when revealed' effect is canceled, raise each player's threat by 1."
Travel: Spend 1 Fellowship res
"I was held to the road only by the will of Aragorn."
-Gimli, The Return of the King
Haunted Path gets +1 Threat for each player with a threat of 35 or higher.
Travel: Raise each player's threat
Shadow: Either raise your your threat by 2, or return attacking enemy to the staging area after this attack.
X is the number of resources on The ~Corsair Fleet.
The players cannot travel here unless there are at least 3 Ship locations in the victory display.
Travel: Each player searches the encounter deck and discard pile for a Corsair enemy and adds it to the staging area. One of those enemies must be ~Corsa
While Umbar War Galley is the active location, each Corsair enemy gets -10 engagement cost.
Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the encounter deck until a Corsair enemy is discarded. Add the discarded enemy
"The Corsairs are upon us! It is the last stroke of doom!"
-Men of Gondor, The Return of the King
While Corsair Dromon is the active location, each Corsair enemy gains Archery 1.
Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Corsair enemy is discarded. Add the discarded enemy
While Port of Pelargir is in the staging area, no more than 1 damage can be healed from each
Shadow: If this attack damages a character, that character cannot ready until the end of the round.
Forced: At the end of the round, place a damage token here. Then, if there are 4 damage tokens here, discard Pelargir Quays and assign 4 damage amon
"...this attack will draw off much of the help that we looked to have from Lebennin and Belfalas..."
-Beregond, The Return of the King
Immune to player card effects.
X is the number of resources on Grond.
Forced: At the beginning of the quest phase, place 1 resource on Grond. Then, deal X damage to Minas Tirith.
Travel: The Witch-king makes an immediate attack against each p
Immune to player card effects.
While Gate of Gondor is the active location, each enemy in play gets -30 engagement cost.
Forced: When Gate of Gondor is explored, return each engaged enemy
...it was the key, the weakest point in all that high and impenetrable wall. -The Return of the King
While City Wall is the active location, damage that would be placed on Minas Tirith must be placed here first.
Forced: When City Walls has damage equal to its quest points, discard it. Then, each player ra
For the main wall of the City was of great height and marvellous thickness... -The Return of the King
While at least 1 enemy is in the staging area, progress cannot be placed on locations
Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if it has the Harad trait).
Forced: When a player plays an event that would cancel the effects of a treachery card just revealed from the encounter deck, cancel the effects of that event. Then, discar
...as the trenches were made each was filled with fire, though how it was kindled or fed, by art or devilry, none could see. -The Return of the King
While Siege Tower is in the staging area, it gains Archery 3.
Forced: After Siege Tower becomes the active location, shuffle the encounter discard pile into the encounter deck and discard cards from the top until an enemy is discarded. Add the discarded enemy
Immune to player card effect.
The players cannot travel here unless there is at least 18 progress on stage 2B.
Travel: Add Shagrat to the staging
"That's what I'm going to do," said Shagrat in angry tones. "Put him up in the top chamber."
-The Return of the King
Echoing Passage gets +1 Threat for each enemy in the staging area.
While Echoing Passage is the active location, each e
Many doors and openings could be seen on this side and that; but it was empty save for two or three more bodies sprawling on the floor.
-The Return of the King
While Bloodied Courtyard is the active location, it gains: "Forced: After an enemy enters the staging area, deal 1 damage to it."
Travel: Raise each player's threat
At once he saw that up here the fighting has been fiercest. All the court was choked with dead orcs or their severed and scattered heads and limbs. The place stank of death.
-The Return of the King
While Winding Stairs is the active location, each enemy in the staging area gets +10 engagement cost.
Travel: Each player must exhaust a character he con
The stairs were high and steep and winding.
-The Return of the King
Forced: After the players travel to Torch-lit Hall, discard cards from the top of the encounter deck until an enemy is discarded. If there is a copy of that enemy in the staging area, discard that copy as well. If there is not, add the just discarded enemy
It was dimly lit with torches flaring in brackets on the walls, but its distant end was lost in gloom.
-The Return of the King
Immune to player card effects. The players cannot travel here.
The Black Gate gets +1 Threat for each resource on it.
Forced: At the beginning of the quest phase, place 1 resource here and raise each player's threat by 1.
The great doors of the Black Gate swung back wide. Out of it streamed a great host as swiftly as swirling waters when a sluice is lifted.
-The Return of the King
Immune to player card effects.
X is the number of characters controlled by the player with the most characters.
While Towers of the Teeth is the active location, players cannot play allies.
...now near loomed the great rampart of Cirith Gorgor, and the Black Gate amidmost, and the Two Towers of the Teeth tall and dark upon either side.
-The Return of the King
While Beleaguered Hills is the active location, reduce the total Threat in the staging area by X, where X is the total Threat of each engaged enemy.
Forced: After Beleaguered Hills becomes the active location, each player engages a non-unique enemy in the staging area.
The onslaught of Mordor broke like a wave on the beleaguered hills...
-The Return of the King
While Waste of Dagorlad is the active location, treat the printed text box of each ally as if it were blank (except for Traits).
So desolate were those places and so deep the horror that lay on them that some of the host were unmanned.
-The Return of the King
Forced: When Slopes of Cirith Gorgor leaves play. the first player shuffles the encounter discard pile into the encounter deck and discards cards from the top until an enemy is discarded. Then, he puts that enemy into p
...they knew that all the hills and rocks about the Morannon were filled with hidden foes...
-The Return of the King
Forced: After Reeking Moat becomes the active location, choose a non-unique, non-Nazgûl enemy in the staging area and place it facedown under Reeking Moat.
Forced: When Reeking Moat leaves play, put each enemy under it into play engaged w
...towards Mordor lay like a moat a great mire of reeking mud and foul-smelling pools.
-The Return of the King
While Wall of Morannon is the active location, each enemy and location in the staging area is immune to player card effects.
Forced: After Wall of Morannon becomes of the active location, return each engaged enemy to the staging area.
...behind the Morannon were the tunnels and deep armouries that the servants of Mordor had made for the defence of the Black Gate...
-The Return of the King
Immune to player card effects. X is the tens digit of the first player's threat dial.
The players cannot travel here unless there is at least 20 progress on stage 3B.
Travel: Each player makes a Fortitude test. If a player fails this test, raise his threat by 9.
He raised his eyes with difficulty to the dark slopes of Mount Doom towering above him...
-The Return of the King
While Orc-hold is in the staging area, progress cannot be placed on other locations in the staging area.
Forced: After Orc-hold becomes the active location, shuffle the encounter discard pile into the encounter deck. Discard cards from the top until an Orc enemy is discarded. Put that enemy into play engaged with the first player.
(|)
Mordor Road gets +1 Threat for each controlled by the player who controls the most allies.
Forced: After Mordor Road becomes the active location, each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area.
(|)
They climbed on to the causeway and trudged along, down the hard cruel road that led to the Dark Tower itself.
-The Return of the King
If a player has failed a Fortitude test this round, Plain of Gorgoroth gets +2 Threat.
Travel: The first player makes a Fortitude test to travel here. If he fails this test, raise each player's threat by 4.
There smokes trailed on the ground and lurked in hollows, and fumes leaked from fissures in the earth.
-The Return of the King
While Brake of Thorns is in the staging area, add (|) to each Fortitude test.
Forced: After Brake of Thorns becomes the active location, each player assigns X damage among characters he controls, where X is the tens digit of his threat dial.
(|)
They had a struggle to get out of the thicket. The thorns and briars were as tough as wire and clinging as claws.
-The Return of the King
While Old Water-course is the active location, it gains: "Response: When Old Water-course is explored, reduce each player's threat by 5."
Travel: Each player must exhaust a hero he con
Clambering a few steps up he found a tiny stream of dark water that came out from the hill-side and filled a little bare pool...
-The Return of the King
Immune to player card effects.
X is twice the stage number of the main quest.
Forced: After the players travel here, flip The Two Watchers to its enemy side and move it to the staging area.
They were like great figures seated upon thrones. Each had three joined bodies, and three heads facing outward, and inward, and across the gateway.
-The Return of the King
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.)