While Fen of Reeds is in the staging area, it gains:
Forced: After the players advance to a quest stage, each player must exhaust a character he controls.
Shadow: Attacking enemy gets +1 for each time counter on the quest.
Response: After Hidden Eyot leaves play as an explored location, place 2 time counters on the current quest.
Travel: Each player must exhaust a character he controls to travel here.
While Sinking Bog is in the staging area, each character gets -1 -1 and -1 for each Item attached to it. This ability does not stack with other copies of Sinking Bog.
Shadow: Defending character gets -1 for this attack for each attachment attached to it.
While Exposed Ridge is the active location, it gains:
Forced: At the end of the refresh phase, each player deals 1 damage to a character he controls.
Shadow: Attacking enemy gets +1 for each damaged character the defending player controls.
While Sheltered Valley is the active location, it gains:
Response: When Sheltered Valley is explored, heal all damage from 1 character.
Travel: Remove 1 resource token from the
UNRECOGNIZED TYPE: triat-search
objective.When Revealed: Each player must either discard 1 card from the top of his deck for each questing character he controls, or remove each character he controls from the quest.
The mist was flowing past him now in shreds and tatters. –The Fellowship of the Ring
Cannot have attachments.
Cannot be optionally engaged.
Forced: After Pack Leader engages you, exhaust a character you control for each Warg enemy engaged with you.
Forced: After White Warg engages you, deal 1 damage to a character you control (2 damage instead if it is Night).
Shadow: If it is Night, attacking enemy makes an additional attack after this one.
When Revealed: Each player must exhaust a character he controls. Attach Haunting Fog to the current quest. (Counts as a Condition attachment with the text: "Attached quest gets +6 quest points."
Fog still hung in veils upon the crumbling rock-wall...
–The Fellowship of the Ring
With reckless abandon, your company makes a mad dash for the gates!
Forced: When at least 1 progress is placed on Furious Charge, each character gets -2 until the end of the round. If Thaurdir is Captain side faceup, flip him.
Response: After Furious Charge is defeated, add 10 progress to the main quest.
Forced: After Dwimmerlaik attacks and destroys a character, the defending player reanimates that character and deals it 1 shadow card.
Shadow: If this attacks destroys a character, reanimate that character and deal it 1 shadow card.
Forced: When Wraith of Carn Dûm leaves play, attach it to a character in play. Counts as a Sorcery attachment with the text:
Attached character has -1 , -1 , and -1 If the attached character leaves play, return Wraith of Carn Dûm to the staging area as an enemy.
When Revealed: Either each player must exhaust a character he controls, or each Lost Island in the staging area gets +1 until the end of the phase.
Shadow: Discard the bottom card of your deck. If that card's printed cost is 2 or less, exhaust a character you control.
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.
When Revealed: If you are off-course, deal 1 damage to each character in play. If your heading is at the worst setting (), this effect cannot be canceled.
Shadow: Either shift your heading off-course or treat this attack as undefended.
Captain Sahír engages the first player.
For each point of damage Captain Sahír would take, discard 1 resource from him and cancel that damage.
Forced: After Captain Sahír attacks, place 2 resource tokens on him (4 instead if his attack destroyed a character).
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.
When Revealed: Exhaust each character with 1 or less
Shadow: If the defending character has 0 discard it. Otherwise, the defending character gets -2 for this attack.
Grapple ( lowest printed Threat ).
Forced: At the end of the combat phase, if Thrashing Arm is engaged with you, deal 3 damage to a character you control.
Grapple ( highest printed Threat ).
Forced: When Grasping Arm attacks, the engaged player must exhaust a character he controls.
Shadow: If this attack is undefended, resolve Grasping Arm's Grapple keyword.
While Temple Halls is the active location, each character gets -1 and -1
Forced: When Temple Halls is flipped over while active, put Temple Guardian into play from the victory display, engaged with the player with the highest threat.
Uncharted. Immune to player card effects.
Travel: Exhaust the Gate Key to travel here.
Forced: After Temple of the Deceived becomes the active location, flip it over.
While Jungle Path is the active location, the locations immediately above and below it are not considered to be in the staging area.
Forced: When Jungle Path is flipped over while active, each player must exhaust a character with at least 2
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 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.
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.
When Revealed: Each player must remove a character from the quest. If the active location is Underwater deal 2 damage to each character removed from the quest by this effect.
Shadow: Discard an attachment you control.
Forced: After an enemy attacks and destroys a character, remove X progress from the main quest, X is the attacking enemy's
At the end of the round, if the main quest has been in play the entire round and there are no progress tokens on it, the players lose the game.
When Revealed: Each player must choose: either raise your threat by 1 for each character you control, or discard a character you control.
Shadow: Attacking enemy gets +1 If this attack destroys a character, raise each player's threat by 1.
When Revealed: Each player exhausts a character he controls. Until the end of the combat phase, exhausted characters cannot ready.
Shadow: Until the end of the round, defending character cannot ready.
While Desert Oasis is the active location, it gains:"Response: When Desert Oasis is explored, heal 4 damage from among characters in play."
Forced: After Desert Oasis becomes the active location, each player exhausts a character he controls.
When Revealed: Each player exhausts a character he controls and deals 1 damage to that character.
Shadow: Exhaust a character you control.
Some of your companions have been poisoned! They need a remedy to counteract the venom.
Treat the printed text box of each damaged character as if it were blank (except for Traits).
Response: When this is defeated, heal 1 damage from each character in play.
Forced: After Giant Scorpion damages a character, that character cannot ready until the end of the round.
Shadow: If this attack deals damage, the defending character cannot ready until the end of the round.
Uruk Warg-Rider gets +X while attacking a character with less than Uruk Warg-rider's X is the difference.
Shadow: Return attacking enemy to the staging area after this attack.
Response: After a character defends an attack against the attached enemy, if the defending character has more remaining hit points than the attached enemy, add Noose of Vines and attached enemy to the victory display.
Cannot be optionally engaged.
Forced: After Harad Tiger attacks and destroys a character, return it to the staging area.
Shadow: Attacking enemy makes an additional attack against you after this one.
Forced: After Giant Centipede damages a character, treat that character's text box as if it were blank until the end of the round (except for Traits).
Shadow: Treat the defending character's text box as blank until the end of the round.
While a character is attached to an encounter card, it is considered to be a guarded objective with a blank text box.
Forced: When a character is attached to an encounter card, discard each token and attachment on that character.
Forced: When an objective is free of encounters, it is 'rescued' and that character's owner takes control of it, exhausted.
X is the number of characters controlled by the player with the most characters.
Quest Action: Exhaust a character to reduce Hills of Wilderland by 1 until the end of the phase. Only the first player can trigger this effect.
When Revealed: Each player removes a character he controls from the quest and discards the top card of the encounter deck. If the discarded card's printed is greater than the removed character's discard that character.
Shadow: Attacking enemy gets +2 and +2 if it is guarding a card.
Cannot have non-objective attachments.
Forced: After Stone-troll attacks and destroys a character you control, discard 1 card from your hand for each excess point of damage dealt.
Shadow: Discard an attachment you control.
Forced: After Giant Spider attacks and damages a character, that character cannot ready until the end of the round.
Shadow: Defending character cannot ready until the end of the round.
Cannot have player card attachments.
Forced: After Snow-troll attacks and destroys a character, return it to the staging area.
Shadow: Attacking enemy makes an additional attack against you after this one.
When Revealed: Exhaust a character. Until the end of the round, characters cannot be readied by player card effect.
Shadow: Exhaust a character you control.