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.
Forced: When Umbar Sentry attacks, either remove 1 progress token from the main quest, or it gets +2 for this attack.
Umbar remained at war with Gondor for many lives of men...
–The Return of the King
Response: After the player travel here, choose a non-unique enemy engaged with a player and place it faceup under this location. While an enemy is under this location, that enemy is considered to be out of play.
Forced: After Narrow Alleyway leaves play, put each enemy under it into play, engaged with the first player.
While Street of Umbar is the active location, each enemy gets -1 engagement cost for each progress token on the main quest.
Shadow: Discard an attachment you control.
While Umbar Square is the active location, it gains:"Response: After an enemy is defeated, place 1 progress on the main quest, bypassing the active location."
Travel: Reveal the top card of the encounter deck to travel here.
The loss of Umbar was grievous to Gondor...
–The Return of the King
X is the number of engaged enemies.
Travel: Assign X damage among characters in play to travel here.
Often those on who suspicion fell had fled to Umbar and there joined the rebels...
–The Return of the King
While Haradrim Estate is in the staging area, progress cannot be placed here.
Travel: Search the encounter deck and discard pile for a Harad enemy and put it into play engaged with the first player. Then, place 1 progress on the main quest, bypassing the active location. Shuffle the encounter deck.
When Revealed: Either remove all progress from the main quest, or assign X damage among characters in play. X is the number of progress tokens on the main quest.
Shadow: Attacking enemy makes an additional attack against you after this one.
At the end of a long sea–voyage, you have reached the port of Umbar but your ship was dashed upon the rocks. Though you completed the quest that brought you to Harad, it has left you stranded in enemy territory, far from help.
Setup: Add "Seize them!" to the staging area. Each player adds 1 different location to the staging area and puts 1 copy of Umbar Sentry into play engaged with him. Shuffle the encounter deck.
Alarm bells ring from high watchtowers and the city guard shouts for you to lay down your arms and surrender. You must run or be captured!
This stage cannot have more than 15 progress tokens on it.
While at least 1 player is engaged with an enemy, the players cannot defeat this stage.
The whole of Umbar is astir, and the Southrons chase you through the streets. If you cannot escape the city quickly, you are certain to be taken prisoner.
When Revealed: End the current phase. Shuffle the encounter discard pile into the encounter deck. Starting with the first player, each player discards cards from the top of the encounter deck until he discards an enemy, and puts that enemy into play engaged with him.
This stage cannot have more than 15 progress tokens on it.
Forced: At the beginning of the quest phase, if any player is not engaged with an enemy, discard cards from the top of the encounter deck until an enemy is discarded and add it to the staging area.
While at least 1 player is engaged with an enemy, the players cannot defeat this stage. If the players defeat this stage, they win the game.