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Trait Keyword Victory
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Player Encounter Quest
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Results: 50 Cards
The Two Towers (x4/x3)
2
4
Marsh.

Mire 1. Forced: When Soft Mires is discarded by the Mire keyword, the first player reveals an encounter card.

Travel: Raise each player's threat by 1 to travel here.

The hobbits soon found that what had looked like one vast fen was really an endless network of pools, and soft mires... -The Two Towers

The Two Towers (x4)
0
Gift.

Play only if you control the Ring-bearer.

Planning Action: Brace of Coneys to the victory display to (choose 2): heal up to 2 damage from a hero, add 2 resources to a hero's pool, draw 2 cards, or reduce a player's threat by 2.

“'Sméagol always helps,' he said. 'He has brought rabbits, nice rabbits.'”
—Gollum, The Two Towers

The Two Towers (x1)
2
2
Mountain.

Immune to player card effects.

Travel: Either exhaust Sméagol, or discard 1 random card from each player's hand.

Forced: After Sméagol's Secret Way is explored, each player either exhausts a character he controls, or discards 1 random card from his hand.

"...a stair, a narrow stair, O yes, very long and narrow. And then more stairs." -Gollum, The Two Towers

The Return of the King (x3)
2
2
Ship.

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

Victory 2
The Return of the King (x1)
1
1
Cirith Ungol.

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

Victory 2
The Return of the King (x1)
2
5
Mordor.

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

Victory 2
The Hills of Emyn Muil (x3)
2
2
Emyn Muil.

Travel: The first player must discard 1 event card from his hand to travel to this location.

Shadow: After this attack resolves, return attacking enemy to the staging area.

The Hills of Emyn Muil (x3)
2
2
Emyn Muil.

While The Outer Ridge is the active location, each location in the staging area gets +1 Threat.

Shadow: After this attack resolves, return attacking enemy to the staging area.

Khazad-dûm (x1)
3
3
Underground. Bridge.

While Bridge of Khazad-dûm is the active location, players cannot play cards.

Khazad-dûm (x2/x1)
33 4 6 4 7
Troll.

For each excess point of combat damage dealt by Cave-troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must damage another character you control.

Khazad-dûm (x1)
Stage
1 A

You have discovered the fate of the Dwarven colony, and seek to leave Moria. But exiting may not be as simple as entering...

Setup: Prepare the quest deck. Add The Nameless Fear to the staging area. Remove all copies of A Foe Beyond from the encounter deck. Then, shuffle 1 copy of A Foe Beyond per player back into the encounter deck.

1 B
-

As you leave the Seventh Level, the air grows thick and drums begin to roll from the deeps. A man-shape shadow, yet greater, masses at the end of the hall, and begins to head straight for you.

When Revealed: Reveal 1 encounter card per player, and add it to the staging area. Then, add A Presence in the Dark to your victory display.


Khazad-dûm (x1)
Stage
2 A

As the presence draws near, doubt and fear surround you like a vast shadow. You must find daylight, you must escape from the Black Pit...

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

2 B
1

This is a dangerous part of the Mines.

When Revealed: Reveal 1 encounter card per players, and add it to the staging area.

Players may bypass this quest at the end of the combat phase.


Khazad-dûm (x1)
Stage
2 A

As the presence draws near, doubt and fear surround you like a vast shadow. You must find daylight, you must escape from the Black Pit...

While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.

2 B
-

You pause momentarily to consider your options...

When Revealed: Shuffle all copies of A Foe Beyond from the encounter discard pile back into the encounter deck. Reveal the top 2 cards of the quest deck. Choose 1 to become the active quest (flipped to side 2B) and put the other on the bottom of the quest deck. Then, add Hasty Council to your victory display.


The Redhorn Gate (x1)
3
7
Mountain. Snow.

While Fanuidhol is the active loction, heroes must spend 1 resource from their resource pool to count their Willpower during the quest phase.


The Redhorn Gate (x1)
3
7
Mountain. Snow.

While Celebdil is the active location, remove 2 progress tokens from it at the end of each round.

Heirs of Númenor (x1)
2
7
Cair Andros. Battleground.

If The Approach has 7 or more damage, remove it from the game (do not collect its victory points).

Response: After The Approach leaves play as an explored location, remove stage 3 from the quest deck, if able.

Encounter at Amon Dîn (x1)
30 3 X 3 7
Orc. Uruk.

X is the number of damage tokens on Dead Villagers.

Forced: When Ghulat attacks, place 1 damage token on Dead Villagers.

While Ghulat is in play, the game cannot end.


The Three Trials (x1)
4
6
Barrow. Forest. Hills.

Forced: When a Guardian enemy attacks, deal it 1 additional shadow card.

They heard of the Great Barrows, and the green mounds, and the stone–rings upon the hills and in the hollows among the hills. –The Fellowship of the Ring

The Three Trials (x1)
2
10
Barrow. Forest. Hills.

Forced: After a Guardian enemy attacks, raise each player's threat by X, where X is that enemy's Threat.

Stone rings grinned out of the ground like broken teeth in the moonlight. –The Fellowship of the Ring

Escape from Mount Gram (x1)
3
8
Mountain.

Immune to player card effects.

White Southern Gate is the active location, each Orc enemy gets +2 Attack.

Forced: When Southern Gate becomes the active location, each player with less than 35 threat must raise his threat to 35.

The Drowned Ruins (x3)
5
12
Underground. Underwater.

While Dark Abyss is the active location, characters cannot attack.

Forced: If Dark Abyss is the active location at the end of the quest phase, deal 1 damage to each character in play. Then, you may flip Dark Abyss to its Grotto side.

The Drowned Ruins (x3)
4
14
Underground. Underwater.

While Twisting Hollow is the active location, characters cannot ready from card effects.

Forced: If Twisting Hollow is the active location at the end of the quest phase, each player must discard 1 character. Then, you may flip Twisting Hollow to its Grotto side.

The Drowned Ruins (x2)
3
10
Ruins. Underground. Underwater.

While Sunken Temple is the active location, treat each attachment as if its printed text box is blank (except for Traits).

Forced: If Sunken Temple is the active location at the end of the quest phase, discard 1 resource from each objective-ally an each hero's resource pool. Then, you may flip Sunken Temple to its Grotto side.

The Ghost of Framsburg (x2)
2
2
Ruins. Dark.

Immune to player card effects.

Forced: After Forgotten Crypt becomes the active location, discard cards from the top of the encounter deck until an Undead enemy is discarded and add it to the staging area. Then, attach a Loot objective in the encounter discard pile to that enemy as a guarded objective.

The Fate of Wilderland (x3)
2
5
Mountain. Fortification.

While Dwarven Watchtower is the active location, each hero gets +1 Defense

Response: After Dwarven Watchtower is explored, the first player chooses: either place 1 resource on The Heroes' Defense, or remove 1 progress from The Goblins' Assault.

A Shadow in the East (x2)
2
5
City.

Immune to player card effects.

Forced: When Seedy Travern is explored, reveal each facedown card under it.

Travel: Look at the top 5 cards of the encounter deck. Put one of those cards facedown under Seedy Tavern and shuffle the rest back into the encounter deck.

The Hobbit: Over Hill and Under Hill (x1)
2
4
Cave. Trollshaws.

Immune to player card effects.

Players cannot travel to Troll Cave unless Bilbo Baggins has the Troll Key attached and the first player spends 5 resources. (2 resources instead if Bilbo Baggins has the Troll Purse attached.)

The Land of Shadow (x4)
0
1 
Gift.

Play only if you control the Ring-bearer.

Planning Action: Brace of Coneys to the victory display to (choose 2): heal up to 2 damage from a hero, add 2 resources to a hero's pool, draw 2 cards, or reduce a player's threat by 2.

“'Sméagol always helps,' he said. 'He has brought rabbits, nice rabbits.'”
—Gollum, The Two Towers

The Land of Shadow (x4/x3)
2
4
Marsh.

Mire 1. Forced: When Soft Mires is discarded by the Mire keyword, the first player reveals an encounter card.

Travel: Raise each player's threat by 1 to travel here.

The hobbits soon found that what had looked like one vast fen was really an endless network of pools, and soft mires... -The Two Towers

The Land of Shadow (x1)
2
2
Mountain.

Immune to player card effects.

Travel: Either exhaust Sméagol, or discard 1 random card from each player's hand.

Forced: After Sméagol's Secret Way is explored, each player either exhausts a character he controls, or discards 1 random card from his hand.

"...a stair, a narrow stair, O yes, very long and narrow. And then more stairs." -Gollum, The Two Towers

The Flame of the West (x3)
2
2
Ship.

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 to the staging area.

The Mountain of Fire (x1)
1
1
Cirith Ungol.

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 area to travel here.

"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

The Mountain of Fire (x1)
2
5
Mordor.

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 controls to travel here.

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

The Battle of Lake-town (x1)
2
2
Lake-town. Pier.

Each location in play gains Burn 1.

Fire leaped from thatched roofs and wooden beam-ends as he hurtled down and past and round again, though all had been drenched with water before he came.—The Hobbit

The Battle of Lake-town (x1)
2
2
Lake-town. Pier.

Burn 2.

Smaug cannot be damaged.

Once more water was flung by a hundred hands wherever a spark appeared.—The Hobbit

The Battle of Lake-town (x1)
2
2
Lake-town. Pier.

Burn 1.

'When Revealed' effects cannot be canceled.

"Look!" said one. "The lights again! Last night the watchmen saw them start and fade from midnight until dawn. Something is happening up there."—The Hobbit

The Battle of Lake-town (x4)
2
2
Lake-town.

Burn 1.

Travel: If there is 1 active location exhaust a hero to travel here. (There are now 2 active locations.)

Shadow: Add this location to the staging area.

The Old Forest (x4)
2
4
Forest.

While Deep Gulley is in the staging area, it gains :"Forced: After a player optionally engages an enemy, that player raises his threat by X, where X is the engaged enemy'sAttack

Each time they clambered out, the trees seemed deeper and darker... –The Fellowship of the Ring

The Old Forest (x2/x1)
2
5
Forest.

While Oppressive Forest is in the staging area, each player cannot play more than 1 card each round.

Shadow: If there are no locations in the staging area, add this location to the staging area.

Murder at the Prancing Pony (x1)
2
2
Bree.

Forced: When the Prancing Pony is explored, the first player must choose: either look at the top 2 cards of the Investigation deck, or each player draws 2 cards.

...the old inn of Bree, The Prancing Pony, that has been kept by the family of Butterbur from time beyond record.
–The Fellowship of the Ring

Conflict at the Carrock Nightmare (x1)
34 4 4 2 10 9 
Troll.

Forced: After Louis attacks, the defending player must raise his threat by 3.

While Louis is in the victory display, each Troll enemy gains,"Forced: After this enemy attacks, the defending player must raise his threat by 1."

Conflict at the Carrock Nightmare (x1)
34 3 4 2 10 7 
Troll.

Immune to player events.

While Morris is in the victory display, each Troll enemy gets +1 Attack and gains "Immune to player events.".

Conflict at the Carrock Nightmare (x1)
34 2 5 3 10 6 
Troll.

Rupert'sDefense cannot be reduced.

While Rupert is in the victory display, theDefense of each Troll enemy cannot be reduced.

Conflict at the Carrock Nightmare (x1)
34 2 4 4 10 3 
Troll.

Cannot have player attachments.

While Stuart is in the victory display, each Troll enemy gets +1 Defense and gains "Cannot have player attachments."

The Hills of Emyn Muil Nightmare (x2)
5
5
7 
Emyn Muil.

While Sarn Gebir Rapids is the active location, the "when revealed" effects of Hazard cards cannot be canceled.

"What a horrible place! Just let me get out of this boat, and I'll never wet my toes in a puddle again, let alone a river!"
–Sam Gamgee, The Fellowship of the Ring

The Drowned Ruins Nightmare (x2)
6
8
5 
Underground. Underwater.

While Jagged Cavern is the active location, the first treachery card revealed each round gains doomed 1 and surge.

Forced: If Jagged Cavern is the active location at the end of the quest phase, each player must discard each card in his or her hand. Then, you may flip Jagged Cavern to its Grotto side.

The Drowned Ruins Nightmare (x2)
2
16
1 
Underground. Underwater.

While Submerged Crawlway is the active location, deal each engaged enemy 1 additional shadow card at the beginning of the combat phase.

Forced: If Submerged Crawlway is the active location at the end of the quest phase, each player must search the encounter deck and discard pile for an enemy and add it to the staging area. Then, you may flip Submerged Crawlway to its Grotto side.

Helm's Deep Nightmare (x2)
2
2
Helm's Deep.

Immune to player card effects.

The players cannot travel here unless they are at stage 4B.

While Glittering Caves is the active location, it gains: "Skip the combat phase.Forced: At the end of the round, add Glittering Caves to the victory display and raise each player's threat by 2."

The Passage of the Marshes Nightmare (x3)
5
6
Marsh.

Mire 2.

Forced: When Festering Mire is discarded by the Mire keyword, each player discards his hand.

Travel: Each player discard 1 random card from his hand to travel here.

The Passage of the Marshes Nightmare (x2)
2
3
Marsh.

Mire 2.

Forced: When Great Reed Thicket is discarded by the Mire keyword, either flip Sméagol to Gollum or Gollum makes an immediate attack.

Travel: Exhaust Sméagol to travel here.