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 controls to travel here.
The stairs were high and steep and winding.
–The Return of the King
Immune to player card effects. The players cannot travel here.
The Black Gate gets +1 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
While Beleaguered Hills is the active location, reduce the total in the staging area by X, where X is the total 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
When Revealed: Each player must choose: either raise your threat by 1 for each character you control, or discard the highest cost ally you control.
Shadow: Discard a non-objective attachment you control.
When Revealed: Each player assigns X damage among characters he controls, where X is the number of resources on The Black Gate.
Shadow: Shadow: Attacking enemy gets +1 for each resource on The Black Gate.
When Revealed: Each player deals 1 damage to a questing character he controls. Until the end of the phase, each damaged character gets -1 and cannot be healed.
Shadow: Choose a non-unique enemy in the staging area. Engage it and deal it a shadow card.
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
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
Mordor Road gets +1 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
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 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
When Revealed: Each player makes a Fortitude test. If you fail this test, deal 1 damage to each character you control. Until the end of the round, treat the printed text box of each damaged character as if it were blank (except for Traits).
(|) (|)
Shadow: If you failed a Fortitude test this round, this attack is considered undefended.
When Revealed: Each player must choose: either discard your hand (with at least 3 cards in it), or reveal and encounter card.
Shadow: Attacking enemy makes an additional attack after this one.
When Revealed: Each player must choose: either discard a questing character you control, or raise your threat by 1 for each questing character you control.
Shadow: Attacking enemy gets +1 If this attack destroys a character, reveal the top card of the encounter deck.
When Revealed: Each player exhausts a character he controls. If The Eye of Sauron is in the staging area, characters cannot be readied by player card effects this round.
Shadow: If The Eye of Sauron is in the staging area, attacking enemy gets +2 and returns to the staging area after this attack.
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.
If the players have crossed the Anduin, Pelennor Fields gains:
When faced with the option to travel, the players must either travel to Pelennor Fields or raise each player's threat by 3.
Immune to player card effects.
When Revealed: Smaug the Mighty makes an immediate attack against each player (deal and resolve a shodow card for each attack).
When Revealed: Each player must choose and discard 1 ally he controls if able. Deal 2 damage to Lake-Town for each player that cannot.
Shadow: If this attack destroys a character, Smaug engages the next player and makes an immediate attack against that player.
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.
When Revealed: Starting with the first player, each player must search the encounter deck and discard pile for an Undead enemy, reveal it, and add it to the staging area. Shuffle the encounter deck.
Midnight. This effect cannot be canceled.
Shadow: Attacking enemy gets +1 Attack (Dusk. +2 Attack instead. Midnight. +3 Attack instead).
When Revealed: The first player must choose: skip the next travel phase, or each player must pass his hand to the player on his left (discard your hand instead if you are the only player in the game).
Midnight. Groping Horror gains surge.
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.
When Revealed: Each player removes a character he controls from the quest and deals 2 damage to that character (3 damage instead if that character is an ally).
Shadow: Attacking enemy gets +1 (+2 instead if the defending character is an ally.)
When Revealed: At the end of the phase, raise each player's threat by X where X is the number of enemies in the staging area.
Shadow: Return attacking enemy to the staging area after this attack.
Cannot have attachments.
Lurker of the Depths cannot be engaged or take more than 4 damage each round.
While Lurker of the Depths is in the staging area, it is considered to be engaged with each player.
When Revealed: Orc of Ered Luin makes an immediate attack against each player that controls at least 1 Loot objective (in turn order).
Shadow: After this attack, attacking enemy engages the next player, then makes an immediate attack.
When Revealed: Each player assigns X damage among characters he controls. X is 1 more than the Discover value on the active location.
Shadow: Assign X damage among characters you control. X is the number of attachments you control. You may discard the highest cost attachment you control to cancel this effect.
Immune to player card effects.
Travel: Each player searches the encounter deck and discard pile for a Wight enemy and puts it into play engaged with him. Shuffle the encounter deck.
It was shapeless and yet significant: like a landmark, or a guarding finger, or more like a warning.
–The Fellowship of the Ring
X is 1 plus the number of facedown cards under this location.
Forced: After Ancient Barrow enters play, each player places an ally he controls facedown under this location. When Ancient Barrow leaves play as an explored location, return each ally under this location to its owner's hand.
While Stone Ring is in the staging area, each Wight enemy engaged with a player gets +1 and +1 and applies the first sentence of its game text to each player at this stage as if it were engaged with him.
Stone rings grinned out of the ground like broken teeth in the moonlight. –The Fellowship of the Ring
Immune to player card effects.
While Staddle Hiding Hole is in the victory display, each player not engaged with a Suspect cannot declare attackers against that Suspect.
Travel: Search the encounter deck and discard pile for a Greenway Footpad, reveal it, and add it to the staging area. Shuffle the encounter deck.
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
When a player card effect reduces a player's threat by any amount, reduce that amount to 1.
Travel: Raise each player's threat by 1 to travel here.
In one of the windows he caught a glimpse of a sallow face with sly, slanting eyes; but it vanished at once.
–The Fellowship of the Ring
Forced: After a player places any amount of progress on a location in the staging area, he raises his threat by 1.
Travel: Each player spends 1 resource to travel here.
...the whole of Bree was buzzing with excitement.
–THe Fellowship of the Ring
Forced: When triggering the Investigate keyword on Old Warehouse, the first player must choose: either look at 2 additional card, or reduce each player's threat by 3.
Travel: Reveal the top card of the encounter deck to travel here.
Response: After triggering the Investigate keyword on Village Stable, if the looked at card is a Suspect or a Hideout add Village Stable to the victory display to add that card to the staging area.
Travel: Each player discards 1 random card from his hand to travel here.
When Revealed: Either raise each player's threat by 2 or Greenway Footpad makes an immediate attack against the first player.
Shadow: Attacking enemy gets +1 (+2 instead if your threat is 35 or higher).
When Revealed: Either raise each player's threat by 2, or shuffle Rising Body Count into the Investigation deck.
Shadow: If this attack destroys a character, either raise your threat by 2, or shuffle Rising Body Count into the Investigation deck.
When Revealed: Raise each player's threat by X, where X is 1 more than the Investigate value of the active location.
Shadow: Attacking enemy gets +X where X is the Investigate value of the active location.
X is 1 more than the number of enemies in play.
Travel: Each player engages an enemy in the staging area to travel here.
"...the Men of Westernesse were diminished, and their city of of Annúminas beside lake Evendim fell into ruin..."
–Elrond, The Fellowship of the Ring
While Arnor Battlefield is in the staging area, each non-unique enemy gets -5 engagement cost.
Travel: Each player deals 1 damage to a hero he controls to travel here.
A smoke as of fire and battle arose, and again the sun went down in a burning red that faded into a grey mist...
–The Fellowship of the Ring