Each objective-location, and each card guarding one, is immune to player card effects.
Forced: When progress would be placed on the main quest, if there are no objective-locations in play, discard an equal number of cards from the encounter deck instead. Then, put the topmost objective-location in the encounter discard pile into play.
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.
Forced: At the end of the encounter phase, if Mirkwood Patrol is in the staging area with an unguarded objective-location, attach that objective-location to Mirkwood Patrol, guarding it.
Shadow: The defender cannot ready this round.
Forced: After Ravenous Spider engages you, it makes an immediate attack.
Shadow: Attacking enemy makes an additional attack against you after this one.
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.
When Revealed: Until the end of the phase, each non-objective location in the staging area gets +1 (+2 instead if it has at least 1 progress token on it). If the number of non-objective locations in the staging area is less than the number of players, Vastness of Mirkwood gains surge.
After several days of traveling through Mirkwood, you awaken suddenly in the night to see dozens of hungry eyes glaring at you from the darkness.
Setup: Set the Spiders of Mirkwood and Dol Guldur Orcs encounter sets aside, out of play. The first player takes control of Haldan and adds Searching for a Way Out to the staging area. Each player adds 1 Forest Spider to the staging area. Shuffle the encounter deck.
There is a bitter fight not only to drive back the spiders but to avoid being separated in the pitch black. When the first light of dawn rises to reveal your surroundings, you see only endless trees and no sign of your path. You begin searching about for some type of landmark to point you in the right direction.
Each player's threat cannot be reduced by player card effect.
Forced: After an enemy engages a player, raise that player's threat by 1.
You've got a better idea of where you are, but you have unfortunately wandered too far north and into the territory of the giant spiders of Mirkwood.
When Revealed: Shuffle the Spiders of Mirkwood encounter set into the encounter deck. Then, reveal 1 encounter card per player.
You fight to keep the spiders at bay as you continue to search for landmarks or a better view of the forest to find your way out.
The first Spider enemy revealed each quest phase gains surge.
Forced: When a Spider enemy attacks and damages a character, that character cannot ready until the end of the round.
You've got a better idea of where you are, but you have unfortunately wandered too far south and into the territory of the Orcs of Dol Guldur.
When Revealed: Shuffle the Dol Guldur Orcs encounter set into the encounter deck. Then, reveal 1 encounter card per player.
You fight to keep the Orcs at bay as you continue to search for landmarks or a better view of the forest to find your way out.
The first Orc enemy revealed each quest phase gains surge.
Forced: When an Orc enemy attacks and damages a character, that character's controller chooses and discards 1 card from his hand.
As night falls some of your companions are carried off by unseen foes. You follow the sound of their cries in order to rescue them.
When Revealed: Each player chooses a hero he controls, discards each token and attachment from that hero, and places it in the staging area. Each player discards cards from the top of the encounter deck until an enemy is discarded and attaches that enemy to the hero he owns in the staging area, guarding it.
Each enemy guarding a hero cannot take non-combat damage. Each guarded hero is in play but under no player's control.
Forced: When an enemy guarding a hero is defeated, return that hero to its owner's control exhausted.
When the players advance from this stage, discard each guarded hero.
Exhaustion begins to take its toll as you stumble through the endless forest. Supplies grow sparse and you struggle to find anything that can help.
When Revealed: Each player discards cards from the top of the encounter deck until he discards a non-objective lcoation and adds it to the staging area. Each player places his hand of cards facedown under a different location in the staging area.
Each location gets +1 quest point for each facedown player card under it.
Forced: When a location with a facedown player card under it is explored, return each facedown player card under it to its owner's hand.
When the players advance from this stage, discard each facedown player card under a location.
Just when you think you've found the way out of the forest, you see an evil creature blocking your path. You dare not leave the trail after working so hard to find it, so you resolve to fight the beast and escape Mirkwood.
When Revealed: Remove Searching for a Way Out from the game. Search the remaining set-aside encounter set for the enemy with the most hit points and add it to the staging area. That enemy is the "nemesis" until it leaves play.
The nemesis gets +2 +2 +2 and is immune to player card effects.
Forced: At the end of the round, return the nemesis to the staging area and it makes an attack against the first player.
This stage cannot be defeated while the nemesis is in play. The nemesis cannot take damage unless there is at least 8 progress on this stage. If the players defeat the nemesis, they win the game.
You can see light ahead from what must be the forest's edge and it looks as if you will reach the other side, but then you hear the cry of enemies all around you. It seems that you will have to fight once more to escape from Mirkwood.
When Revealed: Remove Searching for a Way Out from the game. 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.
Forced: At the end of the round, raise each player's threat by 1 for each enemy engaged with him.
This stage cannot be defeated while a player is engaged with an enemy. When this stage is defeated, the players win the game.