Minas Tirith has 30 hit points plus 10 for each player.
Forced: At the end of the round, deal 1 damage to Minas Tirith for each enemy in the staging area. Then, if Minas Tirith has no hit points remaining, the players lose the game.
Immune to player card effects. The first player gains control of Army of the Dead.
Setup: The first player takes control of Army of the Dead.
If Army of the Dead leaves play, remove it from the game.
"Now come! By the Black Stone I call you!"
–Aragorn, The Return of the King
Forced: At the beginning of the staging step, place 1 resource on this objective. Then, each player must choose: either reveal an encounter card, or assign X damage among characters he controls. X is the number of resources here.
...ships of great draught with many oars, and with black sails bellying in the breeze. –The Return of the King
Forced: At the beginning of the quest phase, remove 1 resource from The Corsair Fleet. Then, if there are no resources here, the first player takes control of Aragorn and adds The Corsair Fleet to the victory display.
"The oars were now wielded by free men, and manfully they laboured..."
–Legolas, The Return of the King
Attached hero gains the Ring-bearer trait and the sphere. You cannot lose control of the first player token.
Action: Exhaut The One Ring and raise your threat by 1 to choose an enemy. Until the end of the phase, that enemy gets -X where X is the attached hero's
Players do not raise their threat at the end of the refresh phase.
Forced: At the end of the round, each player raises his threat by 1 for each non- character he controls.
...blacker and darker than the vast shades amid which it stood, the cruel pinnacles and iron crown of the topmost tower of Barad–d–r.
–Return of the King
Setup: The first player claims The One Ring and attaches it to the Ring-bearer.
Attached hero does not count against the hero limit. The first player gains control of attached hero.
If The One Ring leaves play, the players lose the game.
Add Eye to each Fortitude test.
Forced: At the end of the round, flip The Eye of Sauron, then move it and each Nazgûl enemy in the staging area to The Black Gate Opens staging area. The first player may raise each player's threat by 3 to cancel this effect.
Each enemy in the staging area gets +1 and -10 engagement cost.
Forced: At the end of the round, flip The Eye of Sauron, the move it and each Nazgûl enemy in the staging area to the Mount Doom staging area. The first player may raise each player's threat by 3 to cancel this effect.
When Revealed: The first player takes control of Ranger of Ithilien exhausted and committed to the quest. Then, Ranger of Ithilien gains surge.
Shadow: Deal 2 damage to attacking enemy. The defending player may exhaust a character he controls to take control of Ranger of Ithilien.
If Lake-town has 50 or more damage on it, Lake-town has completely burned and the players have lost the game.
"It was not built on the shore, though there were a few huts and buildings there, but right out on the surface of the lake, protected from the swirl of the entering river by a pomonotory of rock which formed a calm bay."
—The Hobbit
Action: Exhaust a hero to claim this objective and attach it to that hero when it is free of encounters. (Counts as an attachment with the text: "If detached discard The Old Thrush.
Response: After attached hero exhausts to attack Smaug, discard X cards from hand to reduce Smaug's by X.")
Forced: After the players travel to The Stone of Erech, the first player gains control of Derufin.
Dusk. Derufin gets -1
Midnight. Derufin gets -2
If Derufin leaves play, the players lose the game.
Forced: At the end of the round, place 1 progress on Eventide.
If there are 4 or more progress on Eventide, add it to the victory display and put Dusk into play.
Forced: At the end of the round, place 1 progress on Dusk.
If there are 4 or more progress on Dusk, add it to the victory display and put Midnight into play.
Forced: At the end of the round, place 1 progress on Midnight. Then, raise each player's threat by the number of progress on Midnight.
Midnight. Action: Claim this objective and attach it to a hero you control. Counts as an Artifact attachment with the text: "When attached hero attacks and Oathbreaker that enemy loses the Spectral keyword until the end of the phase."
When Revealed: Choose a player. That player gains control of Tom Bombadil, ready and committed to the quest. At the end of the round, discard Tom Bombadil. Then Shuffle the encounter discard pile into the encounter deck. This effect cannot be canceled.
"Tom Bom, jolly Tom, Tom Bombadillo!"
–Tom Bombadil, The Fellowship of the Ring
Forced: At the beginning of the quest phase, place 1 progress token on Stalking the Ruins. Then, if there are at least 3 resources here, add or return Naurlhûg to the staging area.
Forced: When the players advance to a new quest stage, discard all tokens from Stalking the Ruins. Then, set Naurlhûg aside, out of play.
If unattached, the first player claims Sword of Belegost and attaches it to a hero he controls.
Attached hero gets +4
Response: Exhaust Sword of Belegost to cancel a shadow effect just triggered.
If unattached, the fist player claims Map of Ered Luin and attaches it to a hero he controls.
Action: Exhaust Map of Ered Luin to choose a non-unique location. That location gets -2 until the end of the phase.
If unattached, the fist player claims Keys of Belegost and attaches it to a hero he controls.
Action: Exhaust Keys of Belegost to choose a hero. Add 1 resource to that hero's resource pool.
If unattached, the fist player claims Dwarven Torch and attaches it to a hero he controls.
Action: Exhaust Dwarven Torch to choose a non-unique enemy. That enemy gets -1 and -1 until the end of the phase.
If unattached, the fist player claims Blue Mountain Gem and attaches it to a hero he controls.
Action: Exhaust Blue Mountain Gem to choose a player. Reduce that player's threat by 1.
When Revealed: Choose a player. That player gains control of Tom Bombadil, ready and committed to the quest. At the end of the round, discard Tom Bombadil. Then shuffle the encounter discard pile into the encounter deck. This effect cannot be canceled.
"Tom Bom, Jolly Tom, Tom Bombadillo!" –Tom Bombadil, The Fellowship of the Ring
Forced: At the end of the round, deal 1 damage to Annúminas for each enemy at each stage.
If the city strength of Annúminas reaches 0, the city is overrun by the forces of Angmar and all teams lose the game.
While the players are at stage 3, Dol Guldur gains:"Forced: At the end of the round, after resolving the Forced effect on each stage 3 in play, reduce Dol Guldur's city strength by X, where X is the total siege value of each location explored and each enemy destroyed at each stage this round."
While you control Power of Lórien it gains:"Response: Add Power of Lórien to the victory display to cancel and discard an encounter card just revealed from the encounter deck."
"...do not think that only by singing amid the trees, nor even by the slender arrows of elven–bows, is this land of Lothlórien maintained and defended..."
–Galadriel, The Fellowship of the Ring
Immune to player card effects. Sentinel.
Each hero you control gets +1
Setup: Choose a hero you control. Until the end of the game, that hero gains the printed Traits of another hero you control.
The Eithiliant, or "The Rainbow Spearpoint,", is an extremely swift elvent schooner featuring a swan motif.
Immune to player card effects. Sentinel.
Each hero you control gets +2
Response: After Eithiliant flips, shuffle up to 6 cards from your discard pile into your deck. Place 6 progress on a location in any group.
Immune to player card effects. Sentinel.
Each hero you control gets +1
Forced: When you draw your starting hand, draw 5 additional cards, then shuffle 5 cards from your hand into your deck. You cannot take a mulligan.
Immune to player card effects. Sentinel.
Each hero you control gets +2
Response: After Pride of Lebennin flips, heal 2 damage from a character. Choose up to 2 cards from the encounter discard pile and add them to the victory display.
Immune to player card effects. Sentinel.
Your starting hand size is 8 cards.
Action: Play an event from your hand with a cost 3 or more, reducing its cost by 1.
An exquisite work of elven craftsmanship, the number Silent Mist bear the symbol of the Star of Eärendil on its foresail.
Immune to player card effects. Sentinel.
Response: After Silent Mist flips, choose up to 2 events from your discard pile and/or your collection and add them to your hand (following deckbuilding rules).
Action: Play an event from your hand with cost 3 or more, reducing its cost by 2.
Immune to player card effects. Sentinel.
Setup: Add 1 resource to each of your heroes' resource pools.
Action: Spend 2 resources to ready a character. (Limit once per round.)
The wealth of Gondor financed the construction of impressive ships which inspired all who sailed them.
Immune to player card effects. Sentinel.
Response: After Swan Ship of Dol Amroth flips, add 2 resources to a hero's resource pool. Ready a card.
Action: Spend 1 resource to ready a card. (Limit once per round.)
Immune to player card effects. Sentinel.
The first card you play each round does not require a resource match.
Action: Play an ally or attachment from your hand. (Limit once per round.)
Exceptionally agile for its size. Twilight's Call is adept at launching surprise attacks as daylight fades.
Immune to player card effects. Sentinel.
Each card you play does not require a resource match.
Response: After Twilight's Call flips, draw 3 cards.
Action: Play an ally or attachment from your hand.
Rise to Power contributes X to the staging area during the quest phase, where X is the number of resources on it.
Forced: At the end of the round, place 2 resources on Rise to Power.
When Revealed: Attach Assassination to the hero with the highest threat cost. (Counts as a Plot attachment with the text: "Each enemy gets +1 Attached hero cannot be healed. Damage from undefended attacks and A Knife in the Back must be assigned to attached hero. If attached hero leaves play, the players lose the game.")
Forced: After Captive Villager enters play, reveal the top card of the Orc deck and attach it to Captie Villager, guarding it.
While Captive Villager is free of encounters, the first player gains control of it and is considered to have +5 threat while making engagement checks.