Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck and assigns X damage among characters he controls, where X is that card's
Forced: After the players travel here, advance to the next stage A, if able.
Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area.
Forced: After the players travel here, advance to the next stage C, if able.
Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck. Add each location discarded this way to the staging area.
Forced: After the players travel here, advance to the next stage A, if able.
Travel: Shuffle the encounter discard pile into the encounter deck. Each player discards the top card of the encounter deck and raises his threat by X, where X is that card's
Forced: After the players travel here, advance to the next stage C, if able.
Twilight Hall gets +2 for each resource on it.
Forced: After a Forest location is explored, place 1 resource here.
Travel: Raise each player's threat by 1 for each resource here. If there are no resources on Twilight Hall, the players cannot travel here.
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.
While Dark Black Woods is in the staging area, no more than 1 progress can be placed on each Forest location in the staging area each round.
Travel: Each player discards the top card of the encounter deck. Add each enemy discarded this way to the staging area.
When Revealed: Each player must choose: either raise your threat by 1 for each ally you control, or reveal an encounter card.
Shadow: Attacking enemy gets +1 If this attack destroys a character, discard an ally you control.
When Revealed: Each player discards each resource from each of his hero's resource pools and raises his threat by 1 for each resource he discarded this way. If no resources were discarded this way, Swarm of Bats gains surge.
Shadow: Attacking enemy gets +1 (+2 instead if the defending character has an attachment).
Cannot have non-Dragon attachments.
X is 1 more than the number of players.
Forced: After the active location is explored, Fire-drake returns to the staging area and makes an immediate attack against each player in turn order.
While Iron Hills Mine is the active location, it gains:"Response: When Iron Hills Mine is explored, each player may return 1 card from his discard pile to his hand."
Travel: Each player discards the top 4 cards of his deck to travel here.
Contested Depths gets +1 for each location in the victory display.
Forced: After the players travel to Contested Depths, either raise each player's threat by 1 for each location in the victory display, or discard Contested Depths and replace it with the top card of the Caves deck.
Response: When you travel to Forked Passage (before resolving the deep keyword), raise each player's threat by 2 to look at the top 2 cards of the Caves deck. Put 1 on top of the Caves deck and put the other on the bottom. Then, add Forked Passage to the victory display.
When Revealed: Each player must choose: either raise your threat by 1 for each questing character you control, or discard a questing character you control.
Shadow: If this attack is undefended, discard an ally you control.
Response: After Lost Armory becomes the active location, each player may search his deck for a Weapon or Armor attachment, add it to his hand, and shuffle his deck. Limit once per game for the group.
Behind him where the walls were nearest could dimly be seen coats of mail, helms and axes, swords and spears hanging...
–The Hobbit
Response: After Ancient Treasury becomes the active location, each player may (choose one): reduce his threat by 3, draw 2 cards, or add 1 resource to a hero's resource pool. Limit once per game for the group.
...there in rows stood great jars and vessels filled with a wealth that could not be guessed.
–The Hobbit
Forced: After Crumbling Cavern becomes the active location, each player assigns X damage among characters he controls, where X is the number of characters he controls.
...he was slipping – beginning to fall down, down, goodness knows where to.
–The Hobbit
Cave Entrance gets +1 for each Dragon Sign in the victory display.
Travel: Raise each player's threat by 1.
That, of course, is the dangerous part about caves: you don't know how far they go back, sometimes, or where a passage behind may lead to, or what is waiting for you inside.
–The Hobbit
When Revealed: The first player must choose: either Wilderland Bear makes an immediate attack against him, or each player discards 1 random card from his hand.
While Deep Ravine is in the staging area, no more than 1 progress can be placed on locations in the staging area each round.
Travel: The first player must either exhaust Urdug, or raise each player's threat by 2 to travel here.
When Revealed: Starting with the first player, each player chooses an enemy in the staging area and engages it. Then, if any player did not engage an enemy this way, discard cards from the encounter deck until a Creature enemy is discarded and add it to the staging area.
Hrogar's Hill was built to defend against Goblins and forest creatures; no one ever imagined a Dragon attack. You hurry to organize a proper defense.
Characters do not count their when defending against Dagnir.
Response: When Fortify the is defeated, each player chooses: either draw 3 cards, or each hero he controls gains 1 resource.
The men of Hrogar's Hill are strong and brave, but Dagnir's mere presence weakens the resolve of even the mightiest warrior. The Woodmen need strong leadership to hold together.
Allies cannot be declared as attackers against Dagnir.
Response: When Rally the Woodmen is defeated, each player searches the top 5 cards of his deck for an ally, puts it into play and shuffles his deck.
The enraged Dagnir batters the gate to Hrogar's Hill and mighty doors of oak crack and split. You call for sturdy beams to brace the gate while you lean desperately against the doors.
Each player's threat cannot be reduced.
Response: When Hold the Door is defeated, reduce each player's threat by 5.
Goblins stream across the draw–bridge toward Hrogar's Gate. They cannot be allowed into the town!
Rout the Goblins gets +5 quest points for each Goblin enemy in play.
When Revealed: Each player searches the encounter deck and discard pile for a different Goblin enemy and puts it into play engaged with him. Shuffle the encounter deck.
Immune to player card effects. X is 1 more than the number of side quests in the victory display.
Cannot leave the staging are or take more than X damage from non-quest effects each round.
While at least 3 side quests are in the victory display, Dagnir is considered to be engaged with each player.
X is 1 more than the number of side quests in the victory display.
Travel: Each player assigns X damage among characters he controls.
When Revealed: Each player assigns X damage among characters he controls, where X is 1 more than the number of side quests in the victory display.
Shadow: Attacking enemy gets +1 for each side quest in the victory display.
Immune to player card effects.
The players cannot travel to The Cursed Tomb unless they control 3 Loot objectives.
Forced: After the player travel to The Cursed Tomb, search the encounter deck and discard pile for Fram's Shade and add it to the staging area. Shuffle the encounter deck. Fram's Shade makes an immediate attack against each player in turn order.
X is the tens digit of the first player's threat.
Forced: After resolving the Discover keyword on Hidden Staircase, reduce each player's threat by X is no Hazard cards were revealed by it.
While Moonlit Passage is in the staging area, each player's threat cannot be reduced by more than 1 via player card effects each round.
Shadow: Raise your threat by 1.
When Revealed: Each player chooses and exhausts a character he controls. Until the end of the round, character cannot be readied by player card effects.
Forced: When Dagnir's Hoard is explored, Dagnir returns to the staging area and makes an immediate attack against each player in turn order.
Response: After Dagnir's Hoard is explored, each player may search his deck for an Item attachment, add it to his hand, and shuffle his deck.
Indestructible. Immune to player card effects. X is 1 more than the number of quest cards in the victory display.
Cannot take more than X damage each round.
While there are 5 or more quest cards in the victory display, Dagnir cannot leave the staging area and is considered to be engaged with each player.
When Revealed: Each player assigns X damage among allies he controls, where X is 1 more than the number of quest cards in the victory display.
Shadow: Attacking enemy gets +1 (+3 instead if there are 3 or more quests in the victory display).
Urdug gets +2 for each other enemy in play and cannot be dealt damage unless he had resolved an attack this phase.
Forced: After players quest unsuccessfully, place 1 progress here for each player in the game.
While there are X or more resources on The Heroes' Defense, Urdug is considered to be engaged with each player, X is five times the number of players.
Response: After an enemy is destroyed, place 1 resource here.
When Revealed: Place 1 resource on Easterling Pursuit. Then, raise each player's threat by 1 for each resource on Easterling Pursuit.
Shadow: Attacking enemy gets +1 If this attack destroys a character, place 1 resource on Easterling Pursuit.
When Revealed: Each copy of Rolling Plains gets +2 until the end of the phase.
Travel: Raise each player's threat by 2.
The falling stream vanished into a deep growth of cresses and water–plants, and they could hear it tinkling away in green tunnels, down long gentle slopes...
–The Two Towers
When Revealed: Each player exhausts a character he controls and deals 1 damage to it.
Shadow: Either exhaust a character you control, or return attacking enemy to the staging area after this attack.
The lonely plains appear to stretch endlessly in each direction, and you tire just from looking at them.
Each player cannot ready more than 6 characters he controls during the refresh phase.
Response: When this stage is defeated, each player may ready a hero he controls.
Immune to player card effects.
Cannot be optionally engaged.
Forced: After Priest of Sauron attacks and destroys an ally, raise each player's threat by 2.
Add +1 to the total in the staging area for each resource here.
Forced: When the active location is explored, discard the top X cards of each player's deck, when X is that location's Then, place 1 resource here for each event discarded this way.
Sauron Worship enters play with 1 damage token on it.
Each player's threat elimination level is reduced by 1 for each damage token here.
Forced: At the end of the round, place 1 damage token here.
While Hillside Manor is in the staging area, each player's threat cannot be reduced by more than 1 each round by player card effects.
Travel: Each player discards 1 random card from his hand.
The wine of Dorwinion brings deep and pleasant dreams.
–The Hobbit
When Revealed: Each player discards all ally cards from his hand. If no cards are discarded this way, Disappearances gains doomed 2.
Shadow: Discard an attachment you control.
When Revealed: Either raise each player's threat by X, where X is the active location's or Messenger from Mordor makes an immediate attack against the first player.
Shadow: Attacking enemy gets +1
The shadow of Mordor is on the servants of the Enemy, and they inspire fear in your companions. Only a stout heart can stand against them.
Forced: After an enemy engages a player, that player raises his threat by 1.
Response: When Shadow of Fear is defeated, reduce each player's threat by 3.
City Forum gets +1 for each resource here.
While City Forum is in the staging area, it gains:"Forced: After a location is explored, place 1 resource here."
Travel: Each player raises his threat by 1 for each resource here.