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Lord of the Rings LCG Unoffical Complete Card List and FAQ v7.21 (beta) Original document : Kirk Bauer (BGG : kirkbauer), Current Maintainer : Kelly B (BGG : happycatmachine) The Hunt for Gollum Conflict at the Carrock A Journey to Rhosgobel The Hills of Emyn Muil The Dead Marshes Return to Mirkwood The Redhorn Gate Road to Rivendell The Watcher in the Water The Long Dark Foundations of Stone Shadow and Flame Khazad-dum Heirs of Numenor The Steward’s Fear Over Hill and Under Hill On the Doorstep The Massing at Osgiliath The Battle of Lake-town Name/Set Details Notes (Core) 1.Aragorn (CORE) Hero, Leadership, Core x1, Unique, Threat: 12 Dúnedain. Noble. Ranger. HP: 5, Willpower: 2, Attack: 3, Defense: 2 Sentinel. Response: After Aragorn commits to a quest, spend 1 resource from his resource pool to ready him. As always, this Response is optional but if desired it must be triggered immediately after Aragorn is committed to a quest. This can't allow Aragorn to quest more than once in the same round. He is still committed to the quest until the end of the phase even if you ready him. (Core) 2.Théodred Hero, Leadership, Core x1, Unique, Threat: 8 Noble. Rohan. Warrior. HP: 4, Willpower: 1, Attack: 2, Defense: 1 Response: After Théodred commits to a quest, choose a hero committed to that quest. Add 1 resource to that hero's resource pool. Can add resource to himself or any other Hero owned by any player. Théodred can add resource to Aragorn (CORE 1) who can use the resource to ready himself if they both are committed to the quest by the same player. If Aragorn was already committed by another player he would not be able to immediately use this resource (official FAQ). Can only commit to a quest once per game turn, even if you have a way to ready him. (Core) 3.Glóin Hero, Leadership, Core x1, Unique, Threat: 9 Dwarf. Noble. HP: 4, Willpower: 2, Attack: 2, Defense: 1 Response: After Glóin suffers damage, add 1 resource to his resource pool for each point of damage he just suffered. (Core) 4.Gimli Hero, Tactics, Core x1, Unique, Threat: 11 Dwarf. Noble. Warrior. HP: 5, Willpower: 2, Attack: 2, Defense: 2 Gimli gets +1 Attack for each damage token on him. (Core) 5.Legolas Hero, Tactics, Core x1, Unique, Threat: 9 Noble. Silvan. Warrior. HP: 4, Willpower: 1, Attack: 3, Defense: 1 Ranged. Response: After Legolas participates in an attack that destroys an enemy, place 2 progress tokens on the current quest. If you have an active Location, progress tokens are placed there instead of the current Quest card (official FAQ v1.1). This benefit occurs any time Legolas is part of an attack that destroys an enemy, whether he attacks alone or with somebody else. (Core) 6.Thalin Hero, Tactics, Core x1, Unique, Threat: 9 Dwarf. Warrior. HP: 4, Willpower: 1, Attack: 2, Defense: 2 While Thalin is committed to a quest, deal 1 damage to each enemy as it is revealed by the encounter deck. The ability resolves before any keyword (including Doomed and Surge) or When Revealed effects on the enemy which are never triggered if the ability destroys the enemy (official FAQ). Thalin (or any other character) is only committed to the quest until the end of the quest phase. He remains exhausted through other phases but is no longer committed to the quest and thus deals no damage to enemies that come out to the staging area after the quest phase. (Core) 7.Éowyn Hero, Spirit, Core x1, Unique, Threat: 9 Noble. Rohan. HP: 3, Willpower: 4, Attack: 1, Defense: 1 Action: Discard 1 card from your hand to give Éowyn +1 Willpower until the end of the phase. This effect may be triggered by each player once each round. This Action can be used after new Encounter cards are revealed during the Quest phase, allowing you to increase her total Willpower based on what cards came out. If you have multiple Actions that require you to discard a card, each one requires you to discard a separate card. 1
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Page 1: Lotr Lcg Cards and Faqs 7.21b

Lord of the Rings LCG Unoffical Complete Card List and FAQ v7.21 (beta) Original document : Kirk Bauer (BGG : kirkbauer), Current Maintainer : Kelly B (BGG : happycatmachine)

The Hunt for Gollum – Conflict at the Carrock – A Journey to Rhosgobel – The Hills of Emyn Muil – The Dead Marshes – Return to Mirkwood The Redhorn Gate – Road to Rivendell – The Watcher in the Water – The Long Dark – Foundations of Stone – Shadow and Flame

Khazad-dum – Heirs of Numenor – The Steward’s Fear – Over Hill and Under Hill – On the Doorstep The Massing at Osgiliath – The Battle of Lake-town

Name/Set Details Notes (Core) 1.Aragorn (CORE)

Hero, Leadership, Core x1, Unique, Threat: 12 Dúnedain. Noble. Ranger. HP: 5, Willpower: 2, Attack: 3, Defense: 2 Sentinel. Response: After Aragorn commits to a quest, spend 1 resource from his resource pool to ready him.

As always, this Response is optional but if desired it must be triggered immediately after Aragorn is committed to a quest. This can't allow Aragorn to quest more than once in the same round. He is still committed to the quest until the end of the phase even if you ready him.

(Core) 2.Théodred

Hero, Leadership, Core x1, Unique, Threat: 8 Noble. Rohan. Warrior. HP: 4, Willpower: 1, Attack: 2, Defense: 1 Response: After Théodred commits to a quest, choose a hero committed to that quest. Add 1 resource to that hero's resource pool.

Can add resource to himself or any other Hero owned by any player. Théodred can add resource to Aragorn (CORE 1) who can use the resource to ready himself if they both are committed to the quest by the same player. If Aragorn was already committed by another player he would not be able to immediately use this resource (official FAQ). Can only commit to a quest once per game turn, even if you have a way to ready him.

(Core) 3.Glóin

Hero, Leadership, Core x1, Unique, Threat: 9 Dwarf. Noble. HP: 4, Willpower: 2, Attack: 2, Defense: 1 Response: After Glóin suffers damage, add 1 resource to his resource pool for each point of damage he just suffered.

(Core) 4.Gimli

Hero, Tactics, Core x1, Unique, Threat: 11 Dwarf. Noble. Warrior. HP: 5, Willpower: 2, Attack: 2, Defense: 2 Gimli gets +1 Attack for each damage token on him.

(Core) 5.Legolas

Hero, Tactics, Core x1, Unique, Threat: 9 Noble. Silvan. Warrior. HP: 4, Willpower: 1, Attack: 3, Defense: 1 Ranged. Response: After Legolas participates in an attack that destroys an enemy, place 2 progress tokens on the current quest.

If you have an active Location, progress tokens are placed there instead of the current Quest card (official FAQ v1.1). This benefit occurs any time Legolas is part of an attack that destroys an enemy, whether he attacks alone or with somebody else.

(Core) 6.Thalin

Hero, Tactics, Core x1, Unique, Threat: 9 Dwarf. Warrior. HP: 4, Willpower: 1, Attack: 2, Defense: 2 While Thalin is committed to a quest, deal 1 damage to each enemy as it is revealed by the encounter deck.

The ability resolves before any keyword (including Doomed and Surge) or When Revealed effects on the enemy which are never triggered if the ability destroys the enemy (official FAQ). Thalin (or any other character) is only committed to the quest until the end of the quest phase. He remains exhausted through other phases but is no longer committed to the quest and thus deals no damage to enemies that come out to the staging area after the quest phase.

(Core) 7.Éowyn

Hero, Spirit, Core x1, Unique, Threat: 9 Noble. Rohan. HP: 3, Willpower: 4, Attack: 1, Defense: 1 Action: Discard 1 card from your hand to give Éowyn +1 Willpower until the end of the phase. This effect may be triggered by each player once each round.

This Action can be used after new Encounter cards are revealed during the Quest phase, allowing you to increase her total Willpower based on what cards came out. If you have multiple Actions that require you to discard a card, each one requires you to discard a separate card.

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Name/Set Details Notes (Core) 8.Eleanor

Hero, Spirit, Core x1, Unique, Threat: 7 Gondor. Noble. HP: 3, Willpower: 1, Attack: 1, Defense: 2 Response: Exhaust Eleanor to cancel the "when revealed" effects of a treachery card just revealed by the encounter deck. Then, discard that card, and replace it with the next card from the encounter deck.

Eleanor's Response can be used during initial game Setup if necessary, but remember that When Revealed effects don't occur unless the setup text specifically says to "reveal" cards (official FAQ v1.1). Can't cancel other keywords (like Doomed or Surge), just When Revealed. Any When Revealed effects and keywords on the replacement card are still resolved because it is considered "Revealed" (errata, FAQ 1.2).

(Core) 9.Dúnhere

Hero, Spirit, Core x1, Unique, Threat: 8 Rohan. Warrior. HP: 4, Willpower: 1, Attack: 2, Defense: 1 Dúnhere can target enemies in the staging area when he attacks alone. When doing so, he gets +1 Attack.

This attack is done during the normal Attack portion of the Combat phase and you must exhaust Dúnhere as usual. In other words, all aspects of the attack are normal except the choice of enemy that can be attacked. Note that this does not cause the enemy to engage the player: the enemy that is attacked remains in the staging area. Does not allow Dúnhere to attack enemies that are immune to card effects. With the core set, there can only be one Dúnhere in play and he is the only character who can attack enemies in the staging area, so he will always be doing this alone. Other characters can still attack enemies you are engaged with as normal.

(Core) 10.Denethor

Hero, Lore, Core x1, Unique, Threat: 8 Gondor. Noble. Steward. HP: 3, Willpower: 1, Attack: 1, Defense: 3 Action: Exhaust Denethor to look at the top card of the encounter deck. You may move that card to the bottom of the deck.

(Core) 11.Glorfindel (CORE)

Hero, Lore, Core x1, Unique, Threat: 12 Noble. Noldor. Warrior. HP: 5, Willpower: 3, Attack: 3, Defense: 1 Action: Pay 1 resource from Glorfindel's pool to heal 1 damage on any character. (Limit once per round.)

Includes other players' characters.

(Core) 12.Beravor

Hero, Lore, Core x1, Unique, Threat: 10 Dúnedain. Ranger. HP: 4, Willpower: 2, Attack: 2, Defense: 2 Action: Exhaust Beravor to choose a player. That player draws 2 cards.

Should read: "Action: Exhaust Beravor to choose a player. That player draws 2 cards. Limit once per round."

(Core) 13.Guard of the Citadel

Ally, Leadership, Core x3, Cost: 2 HP: 2, Willpower: 1, Attack: 1, Defense: 0

(Core) 14.Faramir

Ally, Leadership, Core x2, Unique, Cost: 4 HP: 3, Willpower: 2, Attack: 1, Defense: 2 Action: Exhaust Faramir to choose a player. Each character controlled by that player gets +1 Willpower until end of the phase.

Note that if you choose to exhaust Faramir for the Action, he did not commit to the quest and cannot contribute his Willpower. Also remember that, assuming you haven't exhausted him to commit him to the quest, his Action can be performed after new Encounter cards are added to the staging area and before total willpower is calculated.

(Core) 15.Son of Arnor

Ally, Leadership, Core x2, Cost: 3 Dúnedain. HP: 2, Willpower: 0, Attack: 2, Defense: 0 Response: After Son of Arnor enters play, choose an enemy card in the staging area or currently engaged with another player. Engage that enemy.

Remember, Responses are optional, but if you chose to do this then the enemy remains engaged with you from this point forward.

(Core) 16.Snowbourn Scout

Ally, Leadership, Core x3, Cost: 1 Rohan. Scout. HP: 1, Willpower: 0, Attack: 0, Defense: 1 Response: After Snowbourn Scout enters play, choose a location. Place 1 progress token on that location.

This can include your current Location as well as any Locations in the staging area, not the Quest card.

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Name/Set Details Notes (Core) 17.Silverlode Archer

Ally, Leadership, Core x2, Cost: 3 Archer. Silvan. HP: 1, Willpower: 1, Attack: 2, Defense: 0 Ranged. Ranged.

(Core) 18.Longbeard Orc Slayer

Ally, Leadership, Core x2, Cost: 4 Dwarf. Warrior. HP: 3, Willpower: 0, Attack: 2, Defense: 1 Response: After Longbeard Orc Slayer enters play, deal 1 damage to each Orc enemy in play.

Instantly damages every Enemy with the Orc trait in play (in staging area or engaged with a player).

(Core) 19.Brok Ironfist

Ally, Leadership, Core x1, Unique, Cost: 6 Dwarf. Warrior. HP: 4, Willpower: 2, Attack: 2, Defense: 1 Response: After a Dwarf hero you control leaves play, put Brok Ironfist into play from your hand.

If you trigger the Response, you do not need to pay any resources when putting Brok into play from your hand, in fact you don't even need a Leadership Hero to use this Response. This Response is not triggered by a hero being taken prisoner. This is a bit unusual for an Ally in that the Response is triggered when the card is not yet in-play.

(Core) 20.Ever Vigilant

Event, Leadership, Core x2, Cost: 1 Action: Choose and ready 1 ally card.

An Ally belonging to any player may be selected.

(Core) 21.Common Cause

Event, Leadership, Core x2, Cost: 0 Action: Exhaust 1 hero you control to choose and ready a different hero.

Even though the cost is 0, you must still have a Leadership Hero under your control (alive and not captured) to play this card. Readied Hero can be controlled by any player.

(Core) 22.For Gondor!

Event, Leadership, Core x2, Cost: 2 Action: Until the end of the phase, all characters get +1 Attack. All Gondor characters also get +1 Defense until the end of the phase.

All characters (Heroes and Allies, belonging to all players) get +1 Attack until the end of the current phase only. Only characters with the Gondor trait get +1 Defense. More than one copy can be played during the same phase.

(Core) 23.Sneak Attack

Event, Leadership, Core x2, Cost: 1 Action: Put 1 ally card into play from your hand. At the end of the phase, if that ally is still in play, return it to your hand.

You only pay the 1 Leadership resource for this card, not the cost of the Ally you bring into play (resource type of the Ally doesn't matter). Any damage on the Ally is discarded when returned to your hand. Note the word Phase: the ally will only be in-play during a single phase (e.g. Quest or Attack are the most common phases in which to use this card).

(Core) 24.Valiant Sacrifice

Event, Leadership, Core x2, Cost: 1 Response: After an ally card leaves play, that card's controller draws 2 cards.

Multiple copies of Valiant Sacrifice can be triggered off of one ally leaving play, but each Valiant Sacrifice card played can only allow you to draw 2 cards one time. After Sneak Attack (CORE 23) causes a character to leave play and after Gandalf (CORE 73) leaves play this is triggered as well. Can take place before or after other Responses to the same event since you can always choose the order in which they are resolved (official FAQ).

(Core) 25.Grim Resolve

Event, Leadership, Core x1, Cost: 5 Action: Ready all character cards in play.

Characters include Heroes and Allies.

(Core) 26.Steward of Gondor

Attachment, Leadership, Core x2, Cost: 2 Gondor. Title. Attach to a hero. Attached hero gains the Gondor trait. Action: Exhaust Steward of Gondor to add 2 resources to attached hero's resource pool.

You only have to exhaust the Steward of Gondor, not the attached Hero. You can do this once every game round, effectively allowing the Hero to collect 3 resources per round instead of the usual 1. These can be gained and immediately spent in the same Phase 2 you played this card in if so desired.

(Core) 27.Celebrían's Stone

Attachment, Leadership, Core x1, Cost: 2 Artifact. Item. Attach to a hero. Restricted. Attached hero gains +2 Willpower. If attached hero is Aragorn, he also gains a Spirit resource icon.

Note that this does not grant an extra resource token, it means all resource tokens in Aragorn's (CORE 1) resource pool are now two types: Leadership and Spirit. Aragorn officially becomes both a "Leadership Hero" and a "Spirit Hero" for game purposes.

(Core) 28.Veteran Axehand

Ally, Tactics, Core x3, Cost: 2 Dwarf. Warrior. HP: 2, Willpower: 0, Attack: 2, Defense: 1

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Name/Set Details Notes (Core) 29.Gondorian Spearman

Ally, Tactics, Core x3, Cost: 2 Gondor. Warrior. HP: 1, Willpower: 0, Attack: 1, Defense: 1 Sentinel. Response: After Gondorian Spearman is declared as a defender, deal 1 damage to the attacking enemy.

If the damage kills the attacking Enemy, the Enemy will not attack and is simply discarded along with its shadow card.

(Core) 30.Horseback Archer

Ally, Tactics, Core x2, Cost: 3 Rohan. Archer. HP: 2, Willpower: 0, Attack: 2, Defense: 1 Ranged.

(Core) 31.Beorn

Ally, Tactics, Core x1, Unique, Cost: 6 Beorning. Warrior. HP: 6, Willpower: 1, Attack: 3, Defense: 3 Action: Beorn gains +5 Attack until the end of the phase. At the end of that phase in which you trigger this effect, shuffle Beorn back into your deck. (Limit once per round.)

Always shuffled back into the original owner's deck, even if put into play under control of another player. If Beorn is put into play via Sneak Attack (CORE 23) you can choose the order in which the end-of-phase events occur, which means he can go into either your hand or your discard pile. (official FAQ)

(Core) 32.Blade Mastery

Event, Tactics, Core x3, Cost: 1 Action: Choose a character. Until the end of the phase, that character gains +1 Attack and +1 Defense.

The chosen character can belong to any player, and this event could be played more than once on the same character with the effects stacking.

(Core) 33.Rain of Arrows

Event, Tactics, Core x2, Cost: 1 Action: Exhaust a character you control with the ranged keyword to choose a player. Deal 1 damage to each enemy engaged with that player.

You may choose yourself. The chosen character does not actually attack which means they don't get any benefits from the attack (e.g. Legolas will not get any bonus if used for this event card).

(Core) 34.Feint

Event, Tactics, Core x2, Cost: 1 Combat Action: Choose an enemy engaged with a player. That enemy cannot attack this phase.

Enemies attack one at a time, you must play this before the enemy begins its attack. The shadow card will later be discarded with no effect. No defender can be applied to this enemy since the enemy never attacks (official FAQ v1.1).

(Core) 35.Quick Strike

Event, Tactics, Core x2, Cost: 1 Action: Exhaust a character you control to immediately declare it as an attacker (and resolve this attack) against any eligible enemy target.

A Ranged character can attack Enemies engaged with other players, Dúnhere (CORE 9) can attack Enemies in the staging area. All other characters may only attack Enemies engaged with their controlling player. This can be done during any player action window, potentially outside of the Combat phase. This could allow the same player to attack the same enemy twice in the same turn. No other characters can join the attack (official FAQ v1.2).

(Core) 36.Thicket of Spears

Event, Tactics, Core x2, Cost: 3 You must use resources from 3 different heroes' pools to pay for this card. Action: Choose a player. That player's engaged enemies do not attack this phase.

(Core) 37.Swift Strike

Event, Tactics, Core x1, Cost: 2 Response: After a character is declared as a defender, deal 2 damage to the attacking enemy.

If the damage kills the attacking Enemy, the Enemy will not complete its attack and is simply discarded along with its shadow card. Multiple copies of this card may be played in response to a single character being declared as a defender.

(Core) 38.Stand Together

Event, Tactics, Core x1, Cost: 0 Action: Choose a player. That player may declare any number of his eligible characters as defenders against each enemy attacking him this phase.

Even though the cost is 0, you must still have a Tactics Hero under your control (alive and not captured) to play this card. Sentinel characters from other players may not join the defense since they can only defend against undefended attacks, and by definition this attack will be defended. Enemy's Attack strength is determined, Defense strength of all defenders are added together and subtracted from Attack strength, and all remaining Attack strength must be assigned as damage to a single defender. (official FAQ)

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Name/Set Details Notes (Core) 39.Blade of Gondolin

Attachment, Tactics, Core x2, Cost: 1 Item. Weapon. Attach to a hero. Restricted. Attached hero gets +1 Attack when attacking an Orc. Response: After attached hero attacks and destroys an enemy, place 1 progress token on the current quest.

If you have an active Location, progress tokens are placed there instead of the current Quest card (official FAQ v1.1). If Legolas completes a Quest card then this Response can place additional tokens on the next quest card, or vice-versa (if the quest only needs one progress token to be completed, you'd want to trigger this event first and then trigger Legolas's ability second (official FAQ v1.1).

(Core) 40.Citadel Plate

Attachment, Tactics, Core x2, Cost: 4 Item. Armor. Attach to hero. Restricted. Attached hero gets +4 Hit Points.

If the Citadel Plate is removed or lost for some reason, and the Hero's damage markers exceed his/her hit points, the Hero is killed.

(Core) 41.Dwarven Axe

Attachment, Tactics, Core x2, Cost: 2 Item. Weapon. Attach to a hero. Restricted. Attached hero gains +1 Attack. (+2 Attack instead if attached hero is a Dwarf.)

(Core) 42.Horn of Gondor

Attachment, Tactics, Core x1, Cost: 1 Item. Artifact. Attach to a hero. Restricted. Response: After a character leaves play, add 1 resource to attached hero's pool.

Occurs after any character belonging to any player leaves play, could happen multiple times in a single phase. After Sneak Attack (CORE 23) causes a character to leave play and after Gandalf (CORE 73) leaves play this is triggered as well. If the Hero with this attached dies, the attachment is gone and the Response doesn't trigger, which is OK because the Hero's resource pool is gone anyways.

(Core) 43.Wandering Took

Ally, Spirit, Core x2, Cost: 2 Hobbit. HP: 2, Willpower: 1, Attack: 1, Defense: 1 Action: Reduce your threat by 3 to give control of Wandering Took to another player. Raise that player's threat by 3.

Action: This does not exhaust Wandering Took, you simply give control to another player and he remains in whatever state he was in before. If he was the defender of an attack before you gave him to another player, that attack is now undefended. When Wandering Took is removed from play, he is returned to his original owner's discard pile. The Action is useless in a single-player game.

(Core) 44.Lórien Guide

Ally, Spirit, Core x3, Cost: 3 Silvan. Scout. HP: 2, Willpower: 1, Attack: 1, Defense: 0 Response: After Lórien Guide commits to a quest, place 1 progress token on the active location.

If this progress token causes the Location to be explored, it is immediately discarded and any progress tokens from later this phase would apply to the Quest card. If no active Location, no progress token is placed (i.e. can't be placed on Quest).

(Core) 45.Northern Tracker

Ally, Spirit, Core x2, Cost: 4 Dúnedain. Ranger. HP: 3, Willpower: 1, Attack: 2, Defense: 2 Response: After Northern Tracker commits to a quest, place 1 progress token on each location in the staging area.

This Response occurs immediately after committing to the quest, before additional Encounter cards are drawn. If any Locations have progress tokens equal to their quest value, they are immediately considered explored and removed (rulebook p15).

(Core) 46.The Galadhrim's Greeting

Event, Spirit, Core x2, Cost: 3 Action: Reduce one player's threat by 6, or reduce each player's threat by 2.

(Core) 47.Strength of Will

Event, Spirit, Core x2, Cost: 0 Response: After you travel to a location, exhaust a Spirit character to place 2 progress tokens on that location.

Even though the cost is 0, you must still have a Spirit Hero under your control (alive and not captured) to play this card. If this causes the Location to be completed it is immediately discarded from play. Any Travel or Forced keyword is resolved first (e.g. Tower Gate (CORE 107)) (official FAQ v1.1). Multiple copies of this card can be triggered by the same travel event.

(Core) 48.Hasty Stroke

Event, Spirit, Core x2, Cost: 1 Response: Cancel a shadow effect just triggered during combat.

(Core) 49.Will of the West

Event, Spirit, Core x2, Cost: 1 Action: Choose a player. Shuffle that player's discard pile back into his deck.

If you choose yourself, Will of the West is discarded after the shuffling is completed so it won't be included in the shuffling. Note that dead Heroes should not be shuffled back into the deck.

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Name/Set Details Notes (Core) 50.A Test of Will

Event, Spirit, Core x2, Cost: 1 Response: Cancel the "when revealed" effects of a card that was just revealed from the encounter deck.

Does not work for shadow effects.

(Core) 51.Stand and Fight

Event, Spirit, Core x3, Cost: X Action: Choose an ally with a printed cost of X in any player's discard pile. Put that ally into play under your control. (The chosen ally can belong to any sphere of influence.)

Does not include Neutral Allies (official FAQ 1.2, that item in the FAQ was accidentally removed from a later version of the FAQ and will be reintroduced.). When Ally is removed from play, it is returned to its original owner's discard pile. The cost of playing this Event is X Spirit resources; this allows you to put any non-Neutral Ally in-play with a cost up to X. The cost of this card is considered to be 0 until played as an action.

(Core) 52.A Light in the Dark

Event, Spirit, Core x2, Cost: 2 Action: Choose an enemy engaged with a player. Return that enemy to the staging area.

This enemy will once again contribute Threat during the next Quest Phase and may engage a player during the next Encounter Phase. (you probably want to play this card at the end of the Encounter Phase).

(Core) 53.Dwarven Tomb

Event, Spirit, Core x1, Cost: 1 Action: Return 1 Spirit card from your discard pile to your hand.

Heroes can never be placed into your hand, so the card selected can't be a Hero.

(Core) 54.Fortune or Fate

Event, Spirit, Core x1, Cost: 5 Action: Choose a hero in any player's discard pile. Put that card into play, under its owner's control.

Revived Hero no longer counts as dead for scoring purposes. Can't return a Hero from an eliminated player. You have an action window to play Fortune or Fate after the enemy attacks, and your hero would enter play unexhausted and able to take an action (e.g., attack the enemy).

(Core) 55.The Favor of the Lady

Attachment, Spirit, Core x2, Cost: 2 Condition. Attach to a hero. Attached hero gains +1 Willpower.

(Core) 56.Power in the Earth

Attachment, Spirit, Core x2, Cost: 1 Condition. Attach to a location. Attached location gets -1 Threat.

When the Location is explored, Power in the Earth returns to your discard pile.

(Core) 57.Unexpected Courage

Attachment, Spirit, Core x1, Cost: 2 Condition. Attach to a hero. Action: Exhaust Unexpected Courage to ready attached hero.

This means the Hero will be able to do at least 2 things each game round (Quest, Defend, Attack, and any other actions that require exhausting the hero). This can't be used to allow one player to attack the same enemy twice during your turn (official FAQ v1.1).

(Core) 58.Daughter of the Nimrodel

Ally, Lore, Core x3, Cost: 3 Silvan. HP: 1, Willpower: 1, Attack: 0, Defense: 0 Action: Exhaust Daughter of the Nimrodel to heal up to 2 damage on any 1 hero.

Note that after a character is dead it is too late to use this action, although during Combat phase you have an opportunity to heal before damage is applied which could save a character from death. For example, if an enemy has Attack 6, and your Hero has 3 Health and 3 Defense, you could heal before damage is applied but the character is already at full health and it will have no impact. But you can't heal after damage is dealt because the damage in this case would kill the character completely leaving no opportunity for healing.

(Core) 59.Erebor Hammersmith

Ally, Lore, Core x2, Cost: 2 Dwarf. Craftsman. HP: 3, Willpower: 1, Attack: 1, Defense: 1 Response: After you play Erebor Hammersmith, return the topmost attachment in any player's discard pile to his hand.

(Core) 60.Henemarth Riversong

Ally, Lore, Core x1, Unique, Cost: 1 Silvan. HP: 1, Willpower: 1, Attack: 1, Defense: 0 Action: Exhaust Henemarth Riversong to look at the top card of the encounter deck.

(Core) 61.Miner of the Iron Hills

Ally, Lore, Core x2, Cost: 2 Dwarf. HP: 2, Willpower: 1, Attack: 1, Defense: 2 Response: After Miner of the Iron Hills enters play, choose and discard 1 Condition attachment from play.

Remember, Responses are optional. Can detach something like Caught in a Web (CORE 80) because it doesn't stipulate that you must control the attachment being discarded.

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Name/Set Details Notes (Core) 62.Gléowine

Ally, Lore, Core x2, Unique, Cost: 2 Minstrel. Rohan. HP: 2, Willpower: 1, Attack: 0, Defense: 0 Action: Exhaust Gléowine to choose a player. That player draws 1 card.

(Core) 63.Lore of Imladris

Event, Lore, Core x3, Cost: 2 Action: Choose a character. Heal all damage from that character.

Note that after a character is dead it is too late to use this action, although during Combat phase you have an opportunity to heal before damage is applied which could save a character from death. For example, if an enemy has Attack 6, and your Hero has 3 Health and 3 Defense, you could heal before damage is applied but the character is already at full health and it will have no impact. But you can't heal after damage is dealt because the damage in this case would kill the character completely leaving no opportunity for healing.

(Core) 64.Lórien's Wealth

Event, Lore, Core x2, Cost: 3 Action: Choose a player. That player draws 3 cards.

(Core) 65.Radagast's Cunning

Event, Lore, Core x2, Cost: 1 Quest Action: Choose an enemy in the staging area. Until the end of the phase, that enemy does not contribute its Threat.

(Core) 66.Secret Paths

Event, Lore, Core x2, Cost: 1 Quest Action: Choose a location in the staging area. Until the end of the phase, that location does not contribute its Threat.

(Core) 67.Gandalf's Search

Event, Lore, Core x2, Cost: X Action: Look at the top X cards of any player's deck, add 1 of those cards to its owner's hand, and return the rest to the top of the deck in any order.

You choose how many resources to pay (so X would equal 1 if you paid 1, X would equal 3 if you paid 3). Now this number of resources that you paid (X) is the number of cards you look at from the top of any player's deck. The cost of this card is considered to be 0 until played as an action.

(Core) 68.Beorn's Hospitality

Event, Lore, Core x1, Cost: 5 Action: Choose a player. Heal all damage on each hero controlled by that player.

Note that after a Hero is dead it is out of play and will not heal.

(Core) 69.Forest Snare

Attachment, Lore, Core x2, Cost: 3 Item. Trap. Attach to an enemy engaged with a player. Attached enemy cannot attack.

Like all Attachments, this can only be played during the Planning phase. You still control this Attachment even though you played it on an Enemy which can impact a few things (e.g. if you are eliminated from the game the card is discarded, or if you are forced to discard an attachment that you control). As long as this remains attached, the enemy does not attack (it can't) or contribute any threat (it isn't in the staging area). Enemy still is dealt a Shadow card but it is later (end of Combat Phase) discarded with no effect. The shadow card is never resolved.

(Core) 70.Protector of Lórien

Attachment, Lore, Core x2, Cost: 1 Title. Attach to a hero. Action: Discard a card from your hand to give attached hero +1 Defense or +1 Willpower until the end of the phase.

Should read: "Action: Discard a card from your hand to give attached hero +1 [Defense] or +1 [Willpower] until the end of the phase. Limit 3 times per phase."

(Core) 71.Dark Knowledge

Attachment, Lore, Core x1, Cost: 1 Condition. Attach to a hero. Attached hero gets -1 Willpower. Response: Exhaust Dark Knowledge to look at 1 shadow card that was just dealt to an enemy attacking you.

Usable when the player who controls Dark Knowledge is being attacked. Allows you to look at one shadow card after it is dealt but before you assign the defender, potentially allowing you to alter your choice of defender and/or heal before the card is officially revealed.

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Name/Set Details Notes (Core) 72.Self Preservation

Attachment, Lore, Core x2, Cost: 3 Skill. Attach to a character. Action: Exhaust Self Preservation to heal 2 points of damage from attached character.

Note that after a character is dead it is too late to use this action, although during Combat phase you have an opportunity to heal before damage is applied which could save a character from death. For example, if an enemy has Attack 6, and your Hero has 3 Health and 3 Defense, you could heal before damage is applied but the character is already at full health and it will have no impact. But you can't heal after damage is dealt because the damage in this case would kill the character completely leaving no opportunity for healing.

(Core) 73.Gandalf (Core)

Ally, Neutral, Core x4, Unique, Cost: 5 Istari. HP: 4, Willpower: 4, Attack: 4, Defense: 4 At the end of the round, discard Gandalf from play. Response: After Gandalf enters play, (choose 1): draw 3 cards, deal 4 damage to 1 enemy in play, or reduce your threat by 5.

His "deal 4 damage" Response is not an attack and ignores the defensive strength of the Enemy and can be applied to any Enemy in-play (including an Enemy in the staging area). Gandalf may still attack normally during the Combat Phase if you choose to use this ability. Remember he is Unique so only one Gandalf can be played during each game phase (but at the end of the phase he will be gone allowing another one to be played).

(Core) 74.King Spider

Enemy, Spiders of Mirkwood, Core x2, Threat: 2 Creature. Spider HP: 2, Attack: 3, Defense: 1 When Revealed: Each player must choose and exhaust 1 character he controls. Shadow: Defending player must choose and exhaust 1 character he controls. (2 characters instead if this attack is undefended.)

Note that this is a forced exhaust and you would not get to simultaneously use any Action on the character that would also require him/her to be exhausted. In addition, the newly exhausted character is not committed to the quest and does not contribute Willpower.

(Core) 75.Hummerhorns

Enemy, Spiders of Mirkwood, Core x1, Threat: 1 Creature. Insect HP: 3, Attack: 2, Defense: 0 Forced: After Hummerhorns engages you, deal 5 damage to a single hero you control. Shadow: Deal 1 damage to each character the defending player controls. (2 damage instead if this attack is undefended.)

Forced: this damage ignores the Hero's Defense and occurs whether you engage Hummerhorns or it engages you (rulebook p16). But, typically, Hummerhorns will remain engaged with you until defeated so this will only happen one time. Shadow: This effect happens immediately, before any player Actions can be taken. If this kills the defending character, this attack is now undefended.

(Core) 76.Ungoliant's Spawn

Enemy, Spiders of Mirkwood, Core x1, Threat: 1 Creature. Spider. HP: 9, Attack: 5, Defense: 2 When Revealed: Each character currently committed to a quest gets -1 Willpower until the end of the phase. Shadow: Raise defending player's threat by 4. (Raise defending player's threat by 8 instead if this attack is undefended.)

(Core) 77.Great Forest Web

Location, Spiders of Mirkwood, Core x2 Threat: 2, Quest Points: 2 ForestTravel: Each player must exhaust 1 hero he controls to travel here.

(Core) 78.Mountains of Mirkwood

Location, Spiders of Mirkwood, Core x3 Threat: 2, Quest Points: 3 Forest. MountainTravel: Reveal the top card of the encounter deck and add it to the staging area to travel here. Response: After Mountains of Mirkwood leaves play as an explored location, each player may search the top 5 cards of his deck for 1 card and add it to his hand. Shuffle the rest of the searched cards back into their owners' decks.

Travel: if you reveal a Treachery card it is resolved but doesn't get placed into the staging area. Response: even triggers if the Mountains of Mirkwood never became the active location and instead was completed through the use of special effects adding progress tokens directly to it. Any effect preventing drawing cards from your deck would not impact this since you are not "drawing" cards.

(Core) 79.Eyes of the Forest

Treachery, Spiders of Mirkwood, Core x1 When Revealed: Each player discards all event cards in his hand.

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Name/Set Details Notes (Core) 80.Caught in the Web

Treachery, Spiders of Mirkwood, Core x2 When Revealed: The player with the highest threat level attaches this card to one of his heroes. (Counts as a Condition attachment with the text: "Attached hero does not ready during the refresh phase unless you pay 2 resources from that hero's pool.")

A second Caught in the Web would require you to pay 4 resources to ready (official FAQ v1.1). Only hinders the ready during the refresh phase which normally happens for free; any other event that would cause the Hero to ready (un-exhaust) is not affected. The Hero's attachments, if applicable, still ready normally.You do not control this Attachment because you didn't play it. This means you can't remove it with a card that allows you to remove an Attachment you control (official FAQ).

(Core) 81.Wolf Rider

Enemy, Wilderlands, Core x1, Threat: 1 Goblin. Orc. HP: 2, Attack: 2, Defense: 0Surge. Surge. Shadow: Wolf Rider attacks the defending player. That player may declare 1 character as a defender. Deal Wolf Rider its own Shadow card. After combat, return Wolf Rider to the top of the encounter deck.

Shadow: once revealed, Wolf Rider ceases to be a shadow card and immediately attacks the player with its own new shadow card. Wolf Rider remains engaged with the player until the end of the combat phase when shadow cards are discarded from play. This means you have an opportunity to attack Wolf Rider before he retreats (official FAQ v1.1).

(Core) 82.Hill Troll

Enemy, Wilderlands, Core x2, Threat: 1 Troll HP: 9, Attack: 6, Defense: 3 Excess combat damage dealt by Hill Troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) must be assigned as an increase to your threat.

If the attack is undefended, all damage must be applied to a single Hero like any other undefended attack, and then any excess causes increased threat.

(Core) 83.Goblin Sniper

Enemy, Wilderlands, Core x2, Threat: 2 Goblin. Orc. HP: 2, Attack: 2, Defense: 0 During the encounter phase, players cannot optionally engage Goblin Sniper if there are other enemies in the staging area. Forced: If Goblin Sniper is in the staging area at the end of the combat phase, each player deals 1 point of damage to 1 character he controls.

If the only Enemies in the staging area are two Goblin Snipers, you can't choose to engage either of them (official FAQ v1.1).

(Core) 84.Marsh Adder

Enemy, Wilderlands, Core x1, Threat: 3 Creature. HP: 7, Attack: 4, Defense: 1 Forced: Each time Marsh Adder attacks you, raise your threat by 1.

The player who is attacked raises their threat, even if another player uses a Sentinel character to defend.

(Core) 85.Wargs

Enemy, Wilderlands, Core x2, Threat: 2 Creature HP: 3, Attack: 3, Defense: 1 Forced: If Wargs is dealt a shadow card with no effect, return Wargs to the staging area after it attacks. Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if this attack is undefended.)

(Core) 86.Despair

Treachery, Wilderlands, Core x2 When Revealed: Remove 4 progress tokens from the current quest card. (If there are fewer than 4 progress tokens on the quest, remove all progress tokens from that quest.) Shadow: Defending character does not count its Defense.

Always remove progress tokens from the current Quest card, never the active Location (official FAQ). If there aren't enough tokens on the current Quest, remove all that you can.

(Core) 87.The Brown Lands

Location, Wilderlands, Core x2 Threat: 5, Quest Points: 1 WastelandForced: After the players travel to The Brown Lands, place 1 progress token on it.

Yes, the Forced event automatically completes the Location, but you have to travel here to trigger it, and you can normally only travel to one Location per turn so it isn't completely trivial.

(Core) 88.The East Bight

Location, Wilderlands, Core x2 Threat: 1, Quest Points: 6 WastelandWhen faced with the option to travel, the players must travel to The East Bight if there is no active location.

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Name/Set Details Notes (Core) 89.Dol Guldur Orcs

Enemy, Dol Guldur Orcs, Core x3, Threat: 2 Dol Guldur Orc HP: 3, Attack: 2, Defense: 0 When Revealed: The first player chooses 1 character currently committed to a quest. Deal 2 damage to that character. Shadow: Attacking Enemy gets +1 Attack. (+3 Attack instead if this attack is undefended.)

When Revealed: if this occurs outside of the Quest phase then no characters are committed to a quest and the effect is ignored. If this effect kills a character then it no longer contributes its Willpower to the quest. Chosen character can belong to any player.

(Core) 90.Chieftan Ufthak

Enemy, Dol Guldur Orcs, Core x1, Threat: 2 Dol Guldur Orc. HP: 6, Attack: 3, Defense: 3 Chieftan Ufthak gets +2 Attack for each resource token on him. Forced: After Chieftan Ufthak attacks, place 1 resource token on him.

The effect resolves after Chieftan Ufthak finishes his attack and damage has been determined, which means his second attack is at Attack 5 (official FAQ v1.1)

(Core) 91.Dol Guldur Beastmaster

Enemy, Dol Guldur Orcs, Core x2, Threat: 2 Dol Guldur Orc HP: 5, Attack: 3, Defense: 1 Forced: After Dol Guldur Beastmaster attacks, deal it 1 additional shadow card.

Should read "Forced: When Dol Guldur Beastmaster attacks…". The effect resolves immediately after you choose Dol Guldur Beastmaster as an attacker, which means he normally has two shadow cards unless he is prevented from attacking through card effects (official FAQ).

(Core) 92.Driven by Shadow

Treachery, Dol Guldur Orcs, Core x1 When Revealed: Each enemy and each location currently in the staging area gets +1 Threat until the end of the phase. If there are no cards in the staging area, Driven by Shadow gains surge. Shadow: Choose and discard 1 attachment from the defending character. (If this attack is undefended, discard all attachments you control.)

When Revealed: only cards in the staging area at the moment this is revealed are impacted. Shadow: Can discard Caught in a Web (CORE 80) on the defending character, but can't discard Caught in a Web if the attack is undefended because you don't control that attachment (official FAQ).

(Core) 93.The Necromancer's Reach

Treachery, Dol Guldur Orcs, Core x3 When Revealed: Deal 1 damage to each exhausted character.

Includes characters controlled by all players, and any characters that are killed would no longer contribute Willpower to the quest. When Revealed has no effect when dealt as a shadow card.

(Core) 94.Necromancer's Pass

Location, Dol Guldur Orcs, Core x2 Threat: 3, Quest Points: 2 Stronghold, Dol GuldurTravel: The first player must discard 2 cards from his hand at random to travel here.

If the first player can't discard 2 cards, you can't go here (rulebook p23).

(Core) 95.Enchanted Stream

Location, Dol Guldur Orcs, Core x2 Threat: 2, Quest Points: 2 ForestWhile Enchanted Stream is the active location, players cannot draw cards.

You can't draw your normal card in Phase 1 nor can you draw any other cards from events that instruct you to "draw" cards.

(Core) 96.Forest Spider

Enemy, Passage Through Mirkwood, Core x4, Threat: 2 Creature. Spider. HP: 4, Attack: 2, Defense: 1 Forced: After Forest Spider engages a player, it gets +1 Attack until the end of the round. Shadow: Defending player must choose and discard 1 attachment he controls.

Forced: This only applies when Forest Spider first engages the player (or when you first engage the Forest Spider), on future game rounds it has normal Attack. Shadow: This effect applies even if you do not defend the attack (you are still the defending player).

(Core) 97.East Bight Patrol

Enemy, Passage Through Mirkwood, Core x1, Threat: 3 Creature. HP: 2, Attack: 1, Defense: 0 Shadow: Attacking enemy gets +1 Attack. (If this attack is undefended, also raise your threat by 3.)

(Core) 98.Black Forest Bats

Enemy, Passage Through Mirkwood, Core x1, Threat: 1 Creature. HP: 2, Attack: 1, Defense: 0 When Revealed: Each player must choose 1 character currently committed to a quest, and remove that character from the quest. (The chosen character does not ready.)

When Revealed: characters remain exhausted but do not contribute their Willpower to the quest. If this occurs outside of the Quest phase then no characters are committed to a quest and the effect is ignored.

(Core) 99.Old Forest Road

Location, Passage Through Mirkwood, Core x2 Threat: 1, Quest Points: 3 ForestResponse: After you travel to Old Forest Road, the first player may choose and ready 1 character he controls.

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Name/Set Details Notes (Core) 100.Forest Gate

Location, Passage Through Mirkwood, Core x2 Threat: 2, Quest Points: 4 ForestResponse: After you travel to Forest Gate, the first player may draw 2 cards.

(Core) 101.Dungeon Jailor

Enemy, Escape from Dol Guldur, Core x2, Threat: 1 Dol Guldur Orc HP: 5, Attack: 2, Defense: 3 Forced: If Dungeon Jailor is in the staging area after the players have just quested unsuccessfully, shuffle 1 unclaimed objective card from the staging area back into the encounter deck.

If a guarded Objective is chosen, the attached Location/Enemy remains in the staging area but the Objective is removed. When the Objective is later revealed, the Guarded keyword should be executed again. Be warned: the re-shuffled Objective card could come out as a shadow card and then get discarded and it won't be available again until you re-shuffle the entire encounter deck.

(Core) 102.Nazgûl of Dol Guldur

Enemy, Escape from Dol Guldur, Core x1, Threat: 5 Nazgûl. HP: 9, Attack: 4, Defense: 3 Forced: When the prisoner is "rescued," move Nazgûl of Dol Guldur into the staging area. Forced: After a shadow effect dealt to Nazgûl of Dol Guldur resolves, the engaged player must choose and discard 1 character he controls.

No attachments can be played on Nazgûl of Dol Guldur. (official FAQ errata) The Forced event only occurs if the shadow card has something to resolve on it (i.e. a Shadow keyword at the bottom). If you use a card effect to cancel the shadow effect, the event is never triggered and the Forced event never occurs (official FAQ v1.1).

(Core) 103.Cavern Guardian

Enemy, Escape from Dol Guldur, Core x2, Threat: 2 Undead. HP: 2, Attack: 2, Defense: 1Doomed 1 Doomed 1. Shadow: Choose and discard 1 attachment you control. Discarded objective cards are returned to the staging area. (If this attack is undefended, discard all attachments you control.)

(Core) 104.Under the Shadow

Treachery, Escape from Dol Guldur, Core x2 When Revealed: Until the end of the phase, raise the total Threat in the staging area by X, where X is the number of players in the game. Shadow: Defending player raises his threat by the number of enemies with which he is engaged.

(Core) 105.Iron Shackles

Treachery, Escape from Dol Guldur, Core x1 When Revealed: Attach Iron Shackles to the top of the first player's deck. (Counts as a Condition attachment with the text: "The next time a player would draw 1 or more cards from attached deck, discard Iron Shackles instead.") Shadow: Resolve the "When Revealed" effect of Iron Shackles.

Shadow: this is still a shadow effect which means cards that cancel When Revealed won't work when this is dealt as a shadow card.

(Core) 106.Endless Caverns

Location, Escape from Dol Guldur, Core x2 Threat: 1, Quest Points: 3 Dungeon.Doomed 1. Surge.

(Core) 107.Tower Gate

Location, Escape from Dol Guldur, Core x2 Threat: 2, Quest Points: 1 Dungeon.After travelling to Tower Gate, each player places the top card of his deck, face down in front of him, as if it just engaged him from the staging area. These cards are called "Orc Guard", and act as enemies with: 1 hit point, 1 Attack, and 1 Defense.

The card you used from your deck is discarded when defeated. These enemies do not have the Orc trait (Official FAQ).

(Core) 108.Gandalf's Map

Objective, Core x1 Item. Guarded. Restricted Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Gandalf's Map to a hero you control. (Counts as an attachment. If detached, return Gandalf's Map to the staging area.) Attached hero cannot attack or defend.

The Guarded keyword does not trigger if an objective is returned back to the staging area when detached.

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Name/Set Details Notes (Core) 109.Dungeon Torch

Objective, Core x1 Item. Guarded. Restricted Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Dungeon Torch to a hero you control. (Counts as an attachment. If detached, return Dungeon Torch to the staging area.) Forced: At the end of each round, raise attached hero's controller's threat by 2.

Forced causes the affected player's threat to increase by a total of 3 at the end of each round (the normal 1 plus an extra 2) (official FAQ v1.1).

(Core) 110.Shadow Key

Objective, Core x1 Item. Guarded. Restricted Action: Raise your threat by 2 to claim this objective when it is free of encounters. When claimed, attach Shadow Key to a hero you control. (Counts as an attachment. If detached, return Shadow Key to the staging area.) Forced: At the end of each round, attached hero suffers 1 damage.

You gain control of any Objective cards you claim (official FAQ).Attachments can't be detached unless a card effect instructs you to. The only exception is if you were to place a third Restricted attachment to a character, one of the existing attachments would need to be detached.Can be claimed once unguarded at the next available Action window. The Guarded keyword does not trigger if returned back to the staging area when detached.

(Core) 111.Misty Mountain Goblins

Enemy, Journey Along the Anduin, Core x3, Threat: 2 Goblin. Orc. HP: 3, Attack: 2, Defense: 1 Forced: After Misty Mountain Goblins attacks, remove 1 progress token from the current quest.

Always remove progress tokens from the current Quest card, whether or not there is an active Location (official FAQ). If there aren't enough tokens on the current Quest, remove all that you can. The forced effect happens immediately after combat damage is determined and before any player Actions.

(Core) 112.Massing at Night

Treachery, Journey Along the Anduin, Core x1 When Revealed: Reveal X additional cards from the encounter deck. X is the number of players in the game. Shadow: Deal X shadow cards to this attacker. X is the number of players in the game.

(Core) 113.Banks of the Anduin

Location, Journey Along the Anduin, Core x2 Threat: 1, Quest Points: 3 MarshlandForced: If Banks of the Anduin leaves play, return it to the top of the encounter deck instead of placing it in the discard pile.

Forced event does not occur if this is dealt as a shadow card (official FAQ v1.1).

(Core) 114.Gladden Fields

Location, Journey Along the Anduin, Core x3 Threat: 3, Quest Points: 3 MarshlandForced: While Gladden Fields is the active location, each player must raise his threat by an additional point during the refresh phase.

(Core) 115.Eastern Crows

Enemy, Sauron's Reach, Core x3, Threat: 1 Creature. HP: 1, Attack: 1, Defense: 0Surge. Forced: After Eastern Crows is defeated, shuffle it back into the encounter deck. Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if defending player's threat is 35 or higher.)

Surge keyword does not trigger if Enemy is destroyed upon arrival (e.g. Thalin).Forced event does not occur if this is dealt as a shadow card (official FAQ v1.1). Discard pile is not shuffled back into the encounter deck, only Eastern Crows is shuffled back in.

(Core) 116.Evil Storm

Treachery, Sauron's Reach, Core x3 When Revealed: Deal 1 damage to each character controlled by each player with a threat of 35 or higher.

(Core) 117.Pursued by Shadow

Treachery, Sauron's Reach, Core x2 When Revealed: Each player raises his threat by 1 for each character he controls that is not currently committed to a quest. Shadow: Defending player chooses and returns 1 exhausted ally he controls to its owner's hand. If he controls no exhausted allies, raise his threat by 3.

(Core) 118.Treacherous Fog

Treachery, Sauron's Reach, Core x2 When Revealed: Each location in the staging area gets +1 Threat until the end of the phase. Then, each player with a threat of 35 or higher chooses and discards 1 card from his hand.

Only applies to cards on the table the moment it is revealed, any Encounter cards drawn after this card do not have their Threat increased.If revealed outside of the Quest Phase, the increased Threat has no impact but each player with a threat of 35 or higher would still need to discard a card.

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Name/Set Details Notes (Core) 119.Flies and Spiders

Quest, Core x1, Quest Points: 8 Side A: Setup: Search the encounter deck for 1 copy of the Forest Spider and 1 copy of the Old Forest Road, and add them to the staging area. Then, shuffle the encounter deck. Side B: none.

(Core) 120.A Fork in the Road

Quest, Core x1, Quest Points: 2 Side A: none. Side B: Forced: When you defeat this stage, proceed to one of the 2 "A Chosen Path" stages, at random.

(Core) 121.A Chosen Path - "Don't Leave the Path!"

Quest, Core x1, Quest Points: 0 Side A: none. Side B: When Revealed: Each player must search the encounter deck and discard pile for 1 Spider card of his choice, and add it to the staging area. The players must find and defeat Ungoliant's Spawn to win this game.

Cards must have Spider trait. It is in your best interest to make Ungoliant's Spawn (CORE 76) one of the spiders you search for. Even if you have previously defeated Ungoliant's Spawn, you must bring him out and defeat him again in order to win. You still do the Quest phase and you still gain threat or gain progress tokens even though they are not needed to complete the quest. Any Surge, Doomed, and Guarded keywords on the cards are triggered, but not When Revealed (official FAQ v1.1). As soon as you defeat Ungoliant's Spawn, you win, even if you have an incomplete active location.

(Core) 122.A Chosen Path - Beorn's Path

Quest, Core x1, Quest Points: 10 Side A: none. Side B: Players cannot defeat this stage when Ungoliant's Spawn is in play. If players defeat this stage, they have won the game.

Game is won immediately when progress tokens >= 10 and Ungoliant's Spawn (CORE 76) is not in-play (even if it has not yet appeared or had previously been defeated).

(Core) 123.The Necromancer's Tower

Quest, Core x1, Quest Points: 9 Side A: Setup: Search the encounter deck for the 3 objective cards, and place them in the staging area. Also, place the Nazgûl of Dol Guldur face up but out of play, alongside the quest deck. Then, shuffle the encounter deck and attach 1 encounter to each objective card. Side B: When Revealed: Randomly select 1 hero card (among all the heroes controlled by the players) and turn it facedown. That hero is now considered a "prisoner," cannot be used, cannot be damaged, and does not collect resources, until it is "rescued" (as instructed by card effects) later in this quest. The players, as a group, cannot play more than 1 ally card each round. Players cannot advance to the next stage of this quest unless they have at least 1 objective card.

Setup: any When Revealed, Surge and Doomed keywords do trigger (official FAQ v1.2 section 1.19). A total of 1 card is dealt to each Guarded Objective. When Revealed: if the player whose Hero is captured loses their other Heroes, they are eliminated from the game (FAQ 1.3). "cannot play more than 1 ally card" means all players collectively can't put more than 1 Ally card into play during Phase 2 (Planning Phase). Cards like Sneak Attack (CORE 23) and Stand and Fight (CORE 51) can still put Allies into play during any action window because they circumvent this restriction (official FAQ v1.1).

(Core) 124.Through the Caverns

Quest, Core x1, Quest Points: 15 Side A: none. Side B: Response: After placing any number of progress tokens on this card, flip the "prisoner" hero card face up, and place 1 damage token on it. This hero has now been "rescued," and may now be used by its controller. The players, as a group, cannot play more than 1 ally card each round. Players cannot advance to the next stage of this quest unless they have rescued the prisoner and have all 3 "Escape from Dol Guldur" objective cards.

"cannot play more than 1 ally card" means all players collectively can't put more than 1 Ally card into play during Phase 2 (Planning Phase). Cards like Sneak Attack (CORE 23) and Stand and Fight (CORE 51) can still put Allies into play during any action window because they circumvent this restriction (official FAQ v1.1). Response: You can choose to trigger this response any time you have placed 1 or more progress tokens on the card. Triggering this response does force you to move Nazgûl of Dol Guldur to the staging area, so in some cases you may want to delay the rescue of the prisoner.

(Core) 125.Out of the Dungeons

Quest, Core x1, Quest Points: 7 Side A: none. Side B: Forced: At the beginning of each quest phase, each player places the top card of his deck, face down in front of him, as if it just engaged him from the staging area. These cards are called "Orc Guard," and act as enemies with: 1 hit point, 1 Attack, and 1 Defense. Players cannot defeat this stage while Nazgûl of Dol Guldur is in play. If it is defeated and Nazgûl of Dol Guldur is not in play, the players have won the game.

The card you used from your deck is discarded when defeated. These enemies do not have the Orc trait (official FAQ). Can't be returned to the staging area: discard instead (official FAQ 1.2).

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Name/Set Details Notes (Core) 126.To the River…

Quest, Core x1, Quest Points: 8 Side A: Setup: Each player reveals 1 card from the top of the encounter deck, and adds it to the staging area. Side B: When Revealed: Search the encounter deck for 1 Hill Troll (if one is not already in play), and place it in the staging area. Shuffle the encounter deck. Players cannot defeat this stage while any Hill Troll cards are in play.

Setup: Treachery cards are resolved and still count even though they are not added to the staging area. When Revealed effects still occur and the Surge, and Doomed keywords are still resolved (official FAQ).

(Core) 127.Anduin Passage

Quest, Core x1, Quest Points: 16 Side A: none. Side B: Reveal 1 additional card from the encounter deck each quest phase. Do not make engagement checks during the encounter phase. (Each player may still optionally engage 1 enemy each encounter phase.)

There is no action window between each card revealed.

(Core) 128.Ambush on the Shore

Quest, Core x1, Quest Points: 0 Side A: none. Side B: When Revealed: Reveal 2 encounter cards per player and add them to the staging area. Skip the staging step of the quest phase for the remainder of the game. Once there are no enemies in play, the players have won the game.

You no longer add any cards to the staging area, but the remainder of the Quest Phase still occurs: in other words, you still need to quest and you still need to add up your Willpower and compare against Threat and adjust your threat dials appropriately. Engagement checks occur again as they normally would.

(THfG) 1.Bilbo Baggins (HfG)

Hero, Lore, THfG x1, Unique, Threat: 9 Hobbit. HP: 2, Willpower: 1, Attack: 1, Defense: 2 The first player draws 1 additional card in the resource phase.

Note that so far this is the only Hero whose threat level is greater than the sum of its attributes.

(THfG) 2.Dúnedain Mark

Attachment, Leadership, THfG x3, Cost: 1 Signal. Attach to a hero. Attached hero gains +1 Attack. Action: Pay 1 resource from attached hero's pool to attach Dúnedain Mark to another hero.

(THfG) 3.Campfire Tales

Event, Leadership, THfG x3, Cost: 1 Action: Each player draws 1 card.

(THfG) 4.Winged Guardian

Ally, Tactics, THfG x3, Cost: 2 Creature. Eagle. HP: 1, Willpower: 0, Attack: 0, Defense: 4 Sentinel. Winged Guardian cannot have restricted attachments. Forced: After an attack in which Winged Guardian defends resolves, pay 1 Tactics resource or discard Winged Guardian from play.

If two Winged Guardians are defending together using Stand Together (CORE 38), if one leaves play using Horn of Gordor (CORE 42), it is possible to generate the resource required for the other Winged Guardian to remain in-play. The forced effect happens immediately after determining combat damage, before any player actions.

(THfG) 5.The Eagles are Coming!

Event, Tactics, THfG x3, Cost: 0 Eagle.Action: Search the top 5 cards of your deck for any number of Eagle cards and add them to your hand. Shuffle the other cards back into your deck.

Even though the cost is 0, you still must have a Tactics hero under your control (alive and not captured) to play this card.

(THfG) 6.Westfold Horse-Breaker

Ally, Spirit, THfG x3, Cost: 2 Rohan. HP: 1, Willpower: 1, Attack: 0, Defense: 1 Action: Discard Westfold Horse-Breaker to choose and ready a hero.

Like all actions, the card must be in-play in order use the effect (can't be triggered from your hand). Chosen hero can be controlled by any player and this works even if they have Caught in a Web attached.

(THfG) 7.Mustering the Rohirrim

Event, Spirit, THfG x3, Cost: 1 Action: Search the top 10 cards of your deck for any 1 Rohan ally card and add it to your hand. Then, shuffle the other cards back into your deck.

(THfG) 8.Rivendell Minstrel

Ally, Lore, THfG x3, Cost: 3 Noldor. HP: 1, Willpower: 2, Attack: 0, Defense: 0 Response: After you play Rivendell Minstrel from your hand, search your deck for 1 Song card and add it to your hand. Shuffle your deck.

Note that this card is not a Minstrel (the name of a card does not change the specific traits that it has).

(THfG) 9.Strider's Path

Event, Lore, THfG x3, Cost: 1 Response: After a location is revealed from the encounter deck, immediately travel to that location without resolving its Travel effect. If another location is currently active, return it to the staging area.

Only ignores any Travel keyword, not a Forced keyword on the Location card. You may still be able to travel to yet another location during the Travel Phase later. A location returned to the staging area keeps its progress tokens.

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Name/Set Details Notes (THfG) 10.Song of Kings

Attachment, Neutral, THfG x3, Cost: 1 Song. Attach to a hero.Attached hero gains a Leadership resource icon.

Note that this does not grant an extra resource token, it means all resource tokens in the Hero's resource pool are now two types: the Hero's original sphere and Leadership. The Hero officially becomes a "Leadership Hero" for game purposes.

(THfG) 11.The Hunt Begins

Quest, THfG x1, Quest Points: 8 Side A: Setup: Reveal 1 card per player from the encounter deck, and add it to the staging area. Side B: Forced: After the players quest successfully, the first player looks at the top 3 cards of the encounter deck. Reveal and add 1 of those cards to the staging area, and discard the other 2 cards.

Setup: be sure to apply any When Revealed effect and Surge, Doomed, and Guarded keywords. Forced: This is in addition to the Staging Phase and be sure to apply any When Revealed, Surge, Doomed, and Guarded keywords. If the players complete this card during the Quest Phase, the Forced effect would still occur (official FAQ 1.2).

(THfG) 12.A New Terror Abroad

Quest, THfG x1, Quest Points: 10 Side A: none. Side B: Forced: At the beginning of the quest phase, the first player looks at the top 2 cards of the encounter deck. Reveal and add 1 of those cards to the staging area, and discard the other.

Forced: This additional encounter card is drawn before players commit to the quest. Be sure to apply any When Revealed, Surge, Doomed, and Guarded keywords. This happens at the beginning of each quest phase in addition to the regular encounter cards you draw each turn.

(THfG) 13.On the Trail

Quest, THfG x1, Quest Points: 8 Side A: none. Side B: Any player who does not control a hero with at least 1 Clue objective attached cannot commit characters to this quest. If there are ever no heroes with Clue objectives attached in play, reset the quest deck to stage 2B. If the players defeat this stage, the players have once again found a true sign of Gollum's passing, and won the game.

If you just successfully quested on card 2B then you may have a chance to claim a Clue before this card takes effect. When you reset the quest deck, remove any progress tokens from current quest card and return the 2B card to the top of the quest card pile. Nothing else changes.

(THfG) 14.Signs of Gollum

Objective, THfG x4 Clue Guarded. Response: After the players quest successfully, the players may claim Signs of Gollum if it has no attached encounters. When claimed, attach Signs of Gollum to any hero committed to the quest. (Counts as a Condition attachment with: "Forced: After attached hero is damaged or leaves play, return this card to the top of the encounter deck.")

(THfG) 15.The Old Ford

Location, The Hunt for Gollum, THfG x2 Threat: X, Quest Points: 2 RiverlandX is the number of ally cards in play. Shadow: Discard from play all allies with a printed cost lower than the number of Riverland locations in play.

Shadow: this card does not count as a Riverland card when being used as a shadow card and therefore it does not contribute to its own count of Riverland cards in play.

(THfG) 16.The Eaves of Mirkwood

Location, The Hunt for Gollum, THfG x3 Threat: 2, Quest Points: 2 ForestWhile The Eaves of Mirkwood is the active location, encounter card effects cannot be canceled.

(THfG) 17.River Ninglor

Location, The Hunt for Gollum, THfG x2 Threat: 2, Quest Points: 4 RiverlandWhile River Ninglor is the active location, remove 1 progress token from it and from the current quest at the end of each round. Shadow: Remove 1 progress token from the current quest. (2 progress tokens instead if this attack is undefended.)

(THfG) 18.The East Bank

Location, The Hunt for Gollum, THfG x2 Threat: 3, Quest Points: 3 RiverlandWhile The East Bank is the active location, ally cards cost 1 additional matching resource to play from hand. Shadow: If you do not control at least 1 hero with a Clue card attached, return this enemy to the staging area after its attack resolves.

For Neutral allies, the cost is one additional resource of the type you are already paying. This doesn't change the cost of Event cards that put allies into play.

(THfG) 19.The West Bank

Location, The Hunt for Gollum, THfG x2 Threat: 3, Quest Points: 3 RiverlandWhile The West Bank is the active location, attachment and event cards cost 1 additional matching resource to play from hand. Shadow: If you do not control at least 1 hero with a Clue card attached, double this enemy's base Attack for this attack.

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Name/Set Details Notes (THfG) 20.Goblintown Scavengers

Enemy, The Hunt for Gollum, THfG x2, Threat: 1 Goblin. Orc. HP: 3, Attack: 1, Defense: 0 When Revealed: Discard the top card of each player's deck. Until the end of the phase, increase Goblintown Scavenger's Threat by the total printed cost of all cards discarded in this way.

(THfG) 21.Hunters from Mordor

Enemy, The Hunt for Gollum, THfG x5, Threat: 2 Mordor. HP: 6, Attack: 2, Defense: 2 Hunters from Mordor get +2 Attack and +2 Threat for each Clue card in play. Shadow: Deal 1 damage to each hero with a Clue card attached. (3 damage instead if this attack is undefended).

If all Clue cards are lost as a result then return to earlier quest stage. Ouch.

(THfG) 22.False Lead

Treachery, The Hunt for Gollum, THfG x2 When Revealed: The first player chooses and shuffles a card with the printed Clue trait back into the encounter deck. If there are no Clue cards in play, False Lead gains surge.

(THfG) 23.Flooding

Treachery, The Hunt for Gollum, THfG x2 Disaster. Doomed 1. Surge. When Revealed: Remove all progress tokens from all Riverland locations. Shadow: Resolve the "when revealed" effect of this card.

(THfG) 24.Old Wives' Tales

Treachery, The Hunt for Gollum, THfG x3 Gossip. When Revealed: Discard 1 resource from each hero's resource pool, if able. Exhaust any hero that could not discard a resource from its pool.

(CatC) 25.Frodo Baggins

Hero, Spirit, CatC x1, Unique, Threat: 7 Hobbit. HP: 2, Willpower: 2, Attack: 1, Defense: 2 Response: After Frodo Baggins is damaged, cancel the damage and instead raise your threat by the amount of damage he would have been dealt. (Limit once per phase.)

Response: Frodo is still damaged (and in fact can take more damage than his 2 Health), but you get to cancel that damage. So if he had Signs of Gollum (SoM 13), for example, he would still lose that card. Remember that responses are always optional.

(CatC) 26.Dúnedain Warning

Attachment, Leadership, CatC x3, Cost: 1 Signal. Attach to a hero. Attached hero gains +1 Defense. Action: Pay 1 resource from attached hero's pool to attach Dúnedain Warning to another hero.

(CatC) 27.Second Breakfast

Event, Leadership, CatC x3, Cost: 1 Action: Each player returns the topmost attachment card from his discard pile to his hand.

This does not say "draw" so any limitations on drawing cards do not apply.

(CatC) 28.Beorning Beekeeper

Ally, Tactics, CatC x3, Cost: 4 Beorning. HP: 3, Willpower: 1, Attack: 2, Defense: 1 Action: Discard Beorning Beekeeper from play to deal 1 damage to each enemy in the staging area.

(CatC) 29.Born Aloft

Attachment, Tactics, CatC x3, Cost: 0 Condition. Attach to an ally. Action: Discard Born Aloft from play to return attached ally to its owner's hand.

Even though the cost is 0, you must still have a Tactics Hero under your control (alive and not captured) to play this card.

(CatC) 30.Éomund

Ally, Spirit, CatC x3, Cost: 3 Rohan. HP: 2, Willpower: 2, Attack: 1, Defense: 1 Response: After Éomund leaves play, ready all Rohan characters in play.

Éomund has to be in-play before he can leave play. You also can't voluntarily have him leave play: he needs to die or some other card effect needs to cause him to leave play.

(CatC) 31.Nor am I a Stranger

Attachment, Spirit, CatC x3, Cost: 1 Title. Attach to a character. Attached character gains the Rohan trait.

(CatC) 32.Longbeard Map-Maker

Ally, Lore, CatC x3, Cost: 3 Dwarf. HP: 3, Willpower: 1, Attack: 1, Defense: 1 Action: Spend 1 Lore Resource to give Longbeard Map-Maker +1 Willpower until the end of the phase.

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Name/Set Details Notes (CatC) 33.A Burning Brand

Attachment, Lore, CatC x3, Cost: 2 Item. Attach to Lore character. While attached character is defending, cancel any shadow effects on cards dealt to the attacking enemy.

Only applied if the character defends the attack, not if a Hero takes damage due to an undefended attack.

(CatC) 34.Song of Wisdom

Attachment, Neutral, CatC x3, Cost: 1 Song. Attach to a hero. Attached hero gains a Lore resource icon.

Note that this does not grant an extra resource token, it means all resource tokens in the Hero's resource pool are now two types: the Hero's original sphere and Lore. The Hero officially becomes a "Lore Hero" for game purposes.

(CatC) 35.Grimbeorn's Quest

Quest, CatC x1, Quest Points: 7 Side A: Setup: Add The Carrock to the staging area. Remove 4 unique Troll cards and 4 copies of the "Sacked!" card from the encounter deck and set them aside, out of play. Then shuffle 1 "Sacked!" card per player back into the encounter deck. Side B: Forced: After placing the 7th progress token on Grimbeorn's Quest, The Carrock becomes the active location. Discard the previous active location from play.

From the rules insert: In this scenario, players may encounter an "ally objective" card, Grimbeorn the Old. If Grimbeorn is revealed from the encounter deck during the quest phase, he enters the staging area as an objective. If the players claim Grimbeorn the Old (as instructed by his card text), he becomes an ally under the control of the first player. The first player may then use Grimbeorn in the same manner he would use any ally he controls. If Grimbeorn the Old leaves play for any reason, the card is placed in the encounter discard pile.

(CatC) 36.Against the Trolls

Quest, CatC x1, Quest Points: 1 Side A: none. Side B: When Revealed: Place the unique Troll cards previously set aside into the staging area. Players cannot defeat this stage if there are any Troll enemies in play.

You win the game when you complete this card (official FAQ 1.2).

(CatC) 37.Grimbeorn the Old

Objective - Ally, CatC x1 Ally. HP: 10, Willpower: 2, Attack: 4, Defense: 3Grimbeorn the Old does not exhaust to defend against Troll enemies. If Grimbeorn the Old has 8 or more resource tokens on him, he joins the first player as an ally. Action: Spend 1 Leadership resource to place that resource on Grimbeorn the Old.

Grimbeorn needs to be ready to defend, he only doesn't exhaust to do so. If Grimbeorn the Old comes up as a shadow card, you will need to discard him with no effect and wait until he cycles through again (or use Bee Pastures (SoM 45)).

(CatC) 38.Louis

Enemy, Conflict at the Carrock, CatC x1, Threat: 2 Troll. HP: 10, Attack: 4, Defense: 2 While Louis is engaged with a player, all Troll enemies gain, "Forced: After this enemy attacks, the defending player must raise his threat by 3."Response: After defeating Louis, you may choose and discard 1 "Sacked!" card from play.

Place in discard pile when defeated. The forced effect happens immediately after combat damage is determined and before any player actions.

(CatC) 39.Morris

Enemy, Conflict at the Carrock, CatC x1, Threat: 2 Troll. HP: 10, Attack: 4, Defense: 2 While Morris is engaged with a player, all Troll enemies get +1 Attack. Response: After defeating Morris, you may choose and discard 1 "Sacked!" card from play.

(CatC) 40.Stuart

Enemy, Conflict at the Carrock, CatC x1, Threat: 2 Troll. HP: 10, Attack: 4, Defense: 2 While Stuart is engaged with a player, all Troll enemies get +1 Defense. Response: After defeating Stuart, you may choose and discard 1 "Sacked!" card from play.

(CatC) 41.Rupert

Enemy, Conflict at the Carrock, CatC x1, Threat: 2 Troll. HP: 10, Attack: 4, Defense: 2 Forced: After Rupert attacks, shuffle all copies of the "Sacked!" card from the discard pile back into the encounter deck. Response: After defeating Rupert, you may choose and discard 1 "Sacked!" card from play.

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Name/Set Details Notes (CatC) 42.Muck Adder

Enemy, Conflict at the Carrock, CatC x4, Threat: 1 Creature HP: 4, Attack: 2, Defense: 0 Forced: If Muck Adder damages a character, discard that character from play. Shadow: Defending character gets -1 Defense for the duration of this attack.

(CatC) 43.The Carrock

Location, Conflict at the Carrock, CatC x1 Threat: 2, Quest Points: 6 Riverland.Immune to player card effects. Players cannot travel to The Carrock except through quest card effects. While The Carrock is the active location, Troll enemies get +1 Attack and +1 Defense.

(CatC) 44.River Langflood

Location, Conflict at the Carrock, CatC x4 Threat: 2, Quest Points: 3 RiverlandWhile it is in the staging area, River Langflood gets +1 Threat for each Troll enemy in play.

(CatC) 45.Bee Pastures

Location, Conflict at the Carrock, CatC x3 Threat: 1, Quest Points: 2 WilderlandsResponse: After you travel to Bee Pastures, search the encounter deck and discard pile for Grimbeorn the Old and add him to the staging area. Then shuffle the encounter deck.

(CatC) 46.Oak-Wood Grove

Location, Conflict at the Carrock, CatC x3 Threat: 2, Quest Points: 1 WilderlandsWhile Oak-wood Grove is the active location, resource tokens from any sphere may be spent as Leadership resource tokens.

(CatC) 47.A Frightened Beast

Treachery, Conflict at the Carrock, CatC x3 When Revealed: Each player raises his threat by the total Threat of all cards in the staging area. Any player may choose to discard from play 1 Creature ally card he controls to cancel this effect.

(CatC) 48.Sacked!

Treachery, Conflict at the Carrock, CatC x5 When Revealed: Attach to a hero with no "Sacked!" cards attached controlled by the first player. (Cannot be canceled). Counts as a Condition attachment with the text: "Attached hero cannot attack, defend, commit to a quest, trigger its effect, or collect resources." Shadow: If attacking enemy is a Troll, resolve this card's "when revealed" effect.

Condition: Hero does ready though. If already committed to a quest when card is attached, the Hero is still committed to that quest for this turn. Can't gain resources in any way (official FAQ 1.2). Shadow: still counts as a shadow effect even though you are following the When Revealed effect.

(CatC) 49.Roasted Slowly

Treachery, Conflict at the Carrock, CatC x2 When Revealed: Destroy all heroes with the card "Sacked!" attached. Then, shuffle Roasted Slowly back into the encounter deck. Shadow: If attacking enemy is a Troll, remove 2 damage tokens from it.

(AJtR) 50.Prince Imrahil

Hero, Leadership, AJtR x1, Unique, Threat: 11 Gondor. Noble. HP: 4, Willpower: 2, Attack: 3, Defense: 2 Response: After a character leaves play, ready Prince Imrahil. (Limit once per round.)

(AJtR) 51.Dúnedain Quest

Attachment, Leadership, AJtR x3, Cost: 2 Signal. Attach to a hero. Attached hero gains +1 Willpower. Action: Pay 1 resource from attached hero's pool to attach Dúnedain Quest to another hero.

(AJtR) 52.Parting Gifts

Event, Leadership, AJtR x3, Cost: 0 Action: Move any number of resource tokens from a Leadership hero's resource pool to any other hero's resource pool.

Even though the cost is 0, you must still have a Leadership Hero under your control (alive and not captured) to play this card. The resources, once moved, become the sphere(s) of the destination Hero. Can't move to an Ally with a resource pool.

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Name/Set Details Notes (AJtR) 53.Landroval

Ally, Tactics, AJtR x3, Unique, Cost: 5 Creature. Eagle. HP: 4, Willpower: 1, Attack: 3, Defense: 1 Sentinel. Landroval cannot have restricted attachments. Response: After a hero card is destroyed, return Landroval to his owner's hand to put that hero back into play, with 1 damage token on it. (Limit once per game.)

Limit is once per game, per player.

(AJtR) 54.To the Eyrie

Event, Tactics, AJtR x3, Cost: 2 Response: After an ally is destroyed, exhaust 1 Eagle character to move that ally from the discard pile to its owner's hand.

Destroyed means discarded into your own discard pile due to damage tokens equal or exceeding HP.

(AJtR) 55.Escort from Edoras

Ally, Spirit, AJtR x3, Cost: 2 Rohan. HP: 1, Willpower: 2, Attack: 0, Defense: 0 While committed to a quest, Escort from Edoras gets +2 Willpower. Forced: After resolving a quest to which Escort from Edoras was committed, discard Escort from Edoras from play.

The forced effect occurs immediately after the last step of the quest phase, before any possible player actions.

(AJtR) 56.Ancient Mathom

Attachment, Spirit, AJtR x3, Cost: 1 Mathom. Attach to a location. Response: After attached location is explored, the first player draws 3 cards.

(AJtR) 57.Haldir of Lórien

Ally, Lore, AJtR x3, Cost: 4 Silvan. HP: 3, Willpower: 2, Attack: 2, Defense: 2 Ranged. Sentinel.

(AJtR) 58.Infighting

Event, Lore, AJtR x3, Cost: 1 Action: Move any number of damage from one enemy to another.

This includes enemies in the staging area as well as enemies engaged with players.

(AJtR) 59.Radagast

Ally, Neutral, AJtR x3, Unique, Cost: 5 Istari. HP: 3, Willpower: 2, Attack: 1, Defense: 1 Radagast collects 1 resource each resource phase. These resources can be used to pay for Creature cards played from your hand. Action: Spend X resources from Radagast's pool to heal X wounds on any 1 Creature.

You can pay all or part of the required resources for a Creature card from any sphere with Radagast. You don't need a hero with a matching resource symbol if the resources are coming only from Radagast's pool (official from Nate). NOTE: Radagast does not get discarded at the end of the phase like Gandalf (CORE 73). Radagast can be used to heal enemy creatures.

(AJtR) 60.The Wounded Eagle

Quest, AJtR x1, Quest Points: 8 Side A: Setup: Search the encounter deck for Rhosgobel and Wilyador, and add them to the staging area with 2 damage tokens on Wilyador. Then, shuffle the encounter deck. Side B: none.

(AJtR) 61.Radagast's Request

Quest, AJtR x1, Quest Points: 12 Side A: none. Side B: Response: After the quest phase begins, the first player may place X damage tokens on Wilyador to look at the top 3 cards of the encounter deck. Reveal and add 1 of these cards to the staging area, and discard the other 2. X is the number of players in the game. Forced: After a card effect heals Wilyador, remove that card from the game.

Removed cards are to be set aside (not in the discard pile) and ignored for the rest of the game (can't be brought back into play). Applies to all cards, for example if you used Radagast's or Glorfindel's ability to heal Wilyador, they would be removed from the game (of course you could play another copy of Radagast, just not the same physical card).

(AJtR) 62.Return to Rhosgobel

Quest, AJtR x1, Quest Points: 0 Side A: none. Side B: When Revealed: Heal 5 wounds from Wilyador for each Athelas objective card the players control. If Wilyador is completely healed when this effect resolves, Wilyador survives and the players have won the game. Otherwise, the players have lost the game.

Each Athelas objective card counts as a separate event and therefore Wilyador (SoM 64) can be healed by more than 5 wounds (official FAQ 1.2).

(AJtR) 63.Athelas

Objective, AJtR x4 Item. Artifact. Guarded. Guarded. Action: Exhaust a hero to claim this objective if it has no encounters attached. Then, attach Athelas to that hero.

If Athelas is attached to active location and exploring location also completes quest then there is no opportunity (action window) to get it if then activating 3B.

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Name/Set Details Notes (AJtR) 64.Wilyador

Objective - Ally, AJtR x1 Creature. Eagle. HP: 20, Willpower: 1, Attack: 1, Defense: 1No attachments. The first player gains control of Wilyador, as an ally.Forced: At the end of each round, Wilyador suffers 2 damage.Wilyador cannot be healed of more than 5 wounds by a single effect. If Wilyador leaves play, the players have lost the game.

(AJtR) 65.Rhosgobel

Location, A Journey to Rhosgobel, AJtR x1 Threat: X, Quest Points: 4 Forest.While Rhosgobel is in the staging area, Wilyador cannot be healed. Travel: Players must complete stage one of this quest before they can travel to Rhosgobel. Victory: 4

Consensus is that a player can place progress tokens on Rhosgobel and explore it through card effects.

(AJtR) 66.Forest Grove

Location, A Journey to Rhosgobel, AJtR x4 Threat: 2, Quest Points: 3 ForestResponse: After the players explore Forest Grove, search the encounter deck and discard pile for 1 Athelas objective, and add it to the staging area. Then, shuffle the encounter deck.

(AJtR) 67.Exhaustion

Treachery, A Journey to Rhosgobel, AJtR x4 When Revealed: Deal 2 damage to each exhausted character. Shadow: Deal 1 damage to each exhausted character.

(AJtR) 68.Swarming Insects

Treachery, A Journey to Rhosgobel, AJtR x4 When Revealed: Deal 1 damage to each character without any attachments. Shadow: If a character (including Wilyador) has more damage than each other character, deal 3 additional damage to that character.

On Shadow: One single character has to have more damage than each other character for this to take effect.

(AJtR) 69.Festering Wounds

Treachery, A Journey to Rhosgobel, AJtR x2 When Revealed: Deal 2 damage to each wounded character. Shadow: Deal 1 damage to each wounded character. (2 damage instead if this attack is undefended.)

(AJtR) 70.Mirkwood Flock

Enemy, A Journey to Rhosgobel, AJtR x4, Threat: 1 Creature HP: 3, Attack: 2, Defense: 1 Only Eagle characters or characters with ranged can attack or defend against Mirkwood Flock. Shadow: If this attack is undefended, the damage must be placed on Wilyador.

(AJtR) 71.Black Forest Bats

Enemy, A Journey to Rhosgobel, AJtR x5, Threat: 1 Creature HP: 2, Attack: 1, Defense: 0 Only Eagle characters or characters with ranged can attack or defend against Black Forest Bats. Shadow: f this attack is undefended, the damage must be placed on Wilyador.

(THoEM) 72.Brand son of Bain

Hero, Tactics, THoEM x1, Unique, Threat: 10 Dale. HP: 3 Willpower: 2, Willpower: 2, Attack: 3, Defense: 2 Ranged. Response: After Brand son of Bain attacks and defeats an enemy engaged with another player, choose and ready one of that player's characters.

The Response can be used if Brand son of Bain joins an attack that another character declares (official FAQ 1.2).

(THoEM) 73.Keen-eyed Took

Ally, Leadership, THoEM x3, Cost: 2 Hobbit. HP: 2, Willpower: 1, Attack: 0, Defense: 0 Response: After Keen-eyed Took enters play, reveal the top card of each player's deck. Action: Return Keen-eyed Took to your hand to discard the top card of each player's deck.

(THoEM) 74.Rear Guard

Event, Leadership, THoEM x3, Cost: 1 Quest Action: Discard a Leadership ally to give each hero committed to this quest +1 Willpower until the end of the phase.

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Name/Set Details Notes (THoEM) 75.Descendant of Thorondor

Ally, Tactics, THoEM x3, Cost: 4 Creature. Eagle. HP: 2, Willpower: 1, Attack: 2, Defense: 1 Descendant of Thorondor cannot have restricted attachments.Response: After Descendant of Thorondor enters or leaves play, deal 2 damage to any 1 enemy in the staging area.

Remember you can choose to use the Response up to two times: once when this card enters play and once when it leaves play.

(THoEM) 76.Meneldor's Flight

Event, Tactics, THoEM x3, Cost: 0 Action: Choose an Eagle ally. Return that character to its owner's hand.

Even though the cost is 0, you must still have a Tactics Hero under your control (alive and not captured) to play this card. This can not be used on characters such as Vassal of the Windlord (SoM 98) or Winged Guardian (SoM 4) because their forced effect always occurs before you can use this action.

(THoEM) 77.The Riddermark's Finest

Ally, Spirit, THoEM x3, Cost: 2 Creature. Rohan. HP: 2, Willpower: 1, Attack: 1, Defense: 0 Action: Exhaust and discard The Riddermark's Finest to place 2 progress tokens on any location.

Action: This can be done any time you can take an action. He must be ready in order to exhaust and discard him.

(THoEM) 78.Ride to Ruin

Event, Spirit, THoEM x3, Cost: 1 Action: Discard a Rohan ally to choose a location. Place 3 progress tokens on that location.

You can't use a discard ability, if present, on the card discarded in addition to the ability Ride to Ruin gives you. You can't place progress tokens on a Quest card with this ability.

(THoEM) 79.Gildor Inglorion

Ally, Lore, THoEM x3, Cost: 5 Noldor. HP: 3, Willpower: 3, Attack: 2, Defense: 3 Action: Exhaust Gildor Inglorion to look at the top 3 cards of your deck. Switch one of those cards with a card from your hand. Then, return the 3 cards to the top of your deck, in any order.

(THoEM) 80.Gildor's Counsel

Event, Lore, THoEM x3, Cost: 3 Play during the Quest phase, before characters are committed to the Quest. Action: Reveal 1 less card from the encounter deck this phase. (To a minimum of 1.)

(THoEM) 81.Song of Travel

Attachment, Neutral, THoEM x3, Cost: 1 Song. Attach to a hero. Attached hero gains a Spirit resource icon.

Note that this does not grant an extra resource token, it means all resource tokens in the Hero's resource pool are now two types: the Hero's original sphere and Spirit. The Hero officially becomes a "Spirit Hero" for game purposes.

(THoEM) 82.The Hills of Emyn Muil

Quest, THoEM x1, Quest Points: 1 Side A: Setup: Search the encounter deck for Amon Hen and Amon Lhaw, and add them to the staging area. Then shuffle the encounter deck. Side B: Forced: If there are no location cards in the staging area, the first treachery card revealed during the quest phase gains surge. Players cannot defeat this stage unless there are no Emyn Muil locations in play, and the have collected at least 20 victory points.

If a card that gains Surge already has Surge then the Surge happens twice.

(THoEM) 83.Amon Hen

Location, The Hills of Emyn Muil, THoEM x1 Threat: X, Quest Points: 5 Emyn Muil.X is double the number of players in the game. While Amon Hen is the active location, players cannot play events. Victory: 5

(THoEM) 84.Amon Lhaw

Location, The Hills of Emyn Muil, THoEM x1 Threat: X, Quest Points: 5 Emyn Muil.X is double the number of players in the game. While Amon Lhaw is the active location, treat all attachments as if their printed text boxes were blank. Victory: 5

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Name/Set Details Notes (THoEM) 85.The East Wall of Rohan

Location, The Hills of Emyn Muil, THoEM x2 Threat: 4, Quest Points: 2 Emyn Muil.While The East Wall of Rohan is the active location, non-Rohan characters cost 2 additional matching resources to play. Victory: 3

(THoEM) 86.The North Stair

Location, The Hills of Emyn Muil, THoEM x2 Threat: 2, Quest Points: 4 Emyn Muil.Forced: After traveling to the North Stair, move the top card of the encounter discard pile to the staging area. Resolve any "when revealed" effects on that card. Victory: 3

(THoEM) 87.Rauros Falls

Location, The Hills of Emyn Muil, THoEM x2 Threat: 2, Quest Points: 4 Emyn Muil.While Rauros Falls is the active location, all characters must commit to the current quest during the quest phase. Shadow: After this attack resolves, return attacking enemy to the staging area. Victory: 3

(THoEM) 88.The Shores of Nen Hithoel

Location, The Hills of Emyn Muil, THoEM x3 Threat: 2, Quest Points: 2 Emyn Muil.Travel: The first player must discard 1 event card from his hand to travel to this location. Shadow: After this attack resolves, return attacking enemy to the staging area. Victory: 2

(THoEM) 89.The Outer Ridge

Location, The Hills of Emyn Muil, THoEM x3 Threat: 2, Quest Points: 2 Emyn Muil.While The Outer Ridge is the active location, each location in the staging area gets +1 Threat. Shadow: After this attack resolves, return attacking enemy to the staging area. Victory: 2

(THoEM) 90.The Highlands

Location, The Hills of Emyn Muil, THoEM x4 Threat: 1, Quest Points: 1 Emyn Muil.Travel: In order to travel to The Highlands, the players must reveal the top card of the encounter deck, and add it to the staging area. Victory: 1

(THoEM) 91.Impassable Chasm

Treachery, The Hills of Emyn Muil, THoEM x4 Hazard. When Revealed: If there is an active location, remove all progress tokens from that location and return it to the staging area. If no location is moved by this effect, this card gains surge.

(THoEM) 92.Rockslide

Treachery, The Hills of Emyn Muil, THoEM x3 Hazard. When Revealed: Deal 2 damage to each character committed to this quest. Shadow: Remove defending character from combat. This attack is considered undefended.

(THoEM) 93.Slick Footing

Treachery, The Hills of Emyn Muil, THoEM x3 Hazard. When Revealed: Remove 1 progress token from each location in play. Then, discard the top card of each player's deck for each progress token removed by this effect.

(THoEM) 94.Orc Horse Thieves

Enemy, The Hills of Emyn Muil, THoEM x3, Threat: 3 Mordor. Orc. HP: 6, Attack: 1, Defense: 2 Doomed 2. Orc Horse Thieves get +1 Attack for each location in the staging area.

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Name/Set Details Notes (TDM) 95.Boromir

Hero, Tactics, TDM x1, Unique, Threat: 11 Gondor. Noble. Warrior. HP: 5 Willpower: 1, Willpower: 1, Attack: 3, Defense: 2 Action: Raise your threat by 1 to ready Boromir. Action: Discard Boromir to deal 2 damage to each enemy engaged with a single player.

Your threat only increases by 1 when you ready him outside of the normal stage when you refresh characters. Boromir's ability deals direct damage, not an attack. This allows the damage to apply to creatures that might otherwise be unattackable.

(TDM) 96.Dúnedain Watcher

Ally, Leadership, TDM x3, Cost: 3 Hobbit. HP: 2, Willpower: 1, Attack: 1, Defense: 1 Response: Discard Dúnedain Watcher from play to cancel the shadow effects of a card just triggered.

(TDM) 97.Dúnedain Cache

Attachment, Leadership, TDM x3, Cost: 2 Item. Attach to a hero. Attached hero gains ranged. Action: Pay 1 resource from attached hero's pool to attach Dúnedain Cache to another hero.

(TDM) 98.Vassal of the Windlord

Ally, Tactics, TDM x3, Cost: 1 Creature. Eagle. HP: 1, Willpower: 0, Attack: 3, Defense: 0 Ranged. Vassal of the Windlord cannot have restricted attachments. Forced: After an attack in which Vassal of the Windlord attacked resolves, discard Vassal of the Windlord from play.

The forced effect occurs immediately after determining combat damage and before any possible player actions.

(TDM) 99.Song of Mocking

Attachment, Tactics, TDM x3, Cost: 1 Song. Attach to a hero. Action: Exhaust Song of Mocking to choose another hero. Until the end of the phase, attached hero takes all damage assigned to the chosen hero.

(TDM) 100.Elfhelm

Ally, Spirit, TDM x3, Cost: 4 Rohan. Warrior. HP: 3, Willpower: 1, Attack: 2, Defense: 2 While Elfhelm is ready, he gains:"Response: After your threat is raised as the result of questing unsuccessfully, or by an encounter or quest card effect, reduce your threat by 1."

Can reduce the treat as a result of the threat gained from Gollum (SoM 107) since it is an encounter card.

(TDM) 101.We Do Not Sleep

Event, Spirit, TDM x3, Cost: 5 Action: Until the end of the phase, Rohan characters do not exhaust to commit to quests.

(TDM) 102.Silvan Tracker

Ally, Lore, TDM x3, Cost: 3 Silvan. HP: 3, Willpower: 1, Attack: 1, Defense: 1 Response: After a Silvan character readies during the refresh phase, heal 1 damage from that character.

(TDM) 103.Fast Hitch

Attachment, Lore, TDM x3, Cost: 1 Skill. Attach to a Hobbit character. Action: Exhaust Fast Hitch to ready attached character.

(TDM) 104.Song of Battle

Attachment, Neutral, TDM x3, Cost: 1 Song. Attach to a hero. Attached hero gains a Tactics resource icon.

Note that this does not grant an extra resource token, it means all resource tokens in the Hero's resource pool are now two types: the Hero's original sphere and Tactics. The Hero officially becomes a "Tactics Hero" for game purposes.

(TDM) 105.Into the Marshes

Quest, TDM x1, Quest Points: 12 Side A: Setup: Search the encounter deck for Gollum, and add it to the staging area. Shuffle the encounter deck, then reveal 1 card per player from the encounter deck and add it to the staging area. Side B: none.

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Name/Set Details Notes (TDM) 106.The Capture

Quest, TDM x1, Quest Points: 3 Side A: none. Side B: Forced: After this stage is defeated, the first player chooses a player. That player must pass an Escape test, dealing 1 card from the encounter deck for each resource token on Gollum, to capture him. If Gollum is not captured at this time, reset the quest deck to stage 1B. If this final Escape test is passed, the players have captured Gollum and won the game.

If Gollum (SoM 107) is not in-play when you defeat this stage, you must still take and fail the escape test and then reset the quest deck to stage 1B (official from Nate). You do the final escape test on this card before you do the regular escape test mentioned on Gollum (SoM 107).

(TDM) 107.Gollum

Objective, TDM x1 Gollum. If Gollum ever has 8 or more resource tokens on him, shuffle him back into the encounter deck. Forced: At the end of the quest phase, the party must make an escape test, dealing 1 card per player from the encounter deck. If this test is failed, place 2 resource tokens on Gollum.

An escape test is performed at the end of every quest phase as long as Gollum is in the staging area. If Gollum is dealt as a shadow card you'll need to cycle through the entire encounter deck to get to him again.

(TDM) 108.A Wisp of Pale Sheen

Treachery, The Dead Marshes, TDM x3 Escape. When Revealed: Place 2 resource tokens on Gollum. Any player may exhaust a Lore hero to reduce this effect to 1 resource token.

(TDM) 109.Nightfall

Treachery, The Dead Marshes, TDM x3 Escape. When Revealed: The first player makes an escape test, dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and raise each player's threat by 2. Escape: 2

(TDM) 110.Through the Mist

Treachery, The Dead Marshes, TDM x3 Escape. When Revealed: The first player makes an escape test counting Attack instead of Willpower, dealing 2 cards from the encounter deck. If this test is failed, place 1 resource token on Gollum and raise each player's threat by 1. Escape: 3

(TDM) 111.The Lights of the Dead

Treachery, The Dead Marshes, TDM x4 Escape. When Revealed: Each player must make an escape test, dealing 2 cards from the encounter deck for each test. Each player that fails this test places 1 resource token on Gollum, and raises his threat by 1. Escape: 5

(TDM) 112.Giant Marsh Worm

Enemy, The Dead Marshes, TDM x4, Threat: 1 Creature HP: 6, Attack: 3, Defense: 2 Forced: Remove 2 damage from Giant Marsh Worm at the end of each round. Escape: 2

(TDM) 113.Impassable Bog

Location, The Dead Marshes, TDM x4 Threat: 1, Quest Points: 12 Dead MarshesWhen Revealed: Place 1 resource token on Gollum for each location card in the staging area. Victory: 7

The card is not considered to be in the staging area while the When Revealed effect is being resolved, it is placed afterwards.The active location is not in the staging area.

(TDM) 114.The Heart of the Marshes

Location, The Dead Marshes, TDM x4 Threat: 3, Quest Points: 4 Dead MarshesWhile The Heart of the Marshes is the active location, all cards dealt from the encounter deck for escape tests get +1 Escape. (Cards receive this bonus even if they do not have a printed escape value.) Escape: 1

(TDM) 115.Fens and Mires

Location, The Dead Marshes, TDM x4 Threat: 2, Quest Points: 2 Dead MarshesForced: After the players travel to this location, place 1 resource token on Gollum. Escape: 2

(RtM) 116.Dáin Ironfoot

Hero, Leadership, RtM x1, Unique, Threat: 11 Dwarf. HP: 5, Willpower: 1, Attack: 2, Defense: 3 While Dáin Ironfoot is ready, Dwarf characters get +1 Attack and +1 Willpower.

If he exhausts himself to attack or quest, the bonus would be lost unless some other effect could be used to ready him,H691 such as Unexpected courage.

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Name/Set Details Notes (RtM) 117.Dúnedain Signal

Attachment, Leadership, RtM x3, Cost: 1 Signal. Attach to a hero. Attached hero gains sentinel. Action: Pay 1 resource from attached hero's pool to attach Dúnedain's Signal to another hero.

(RtM) 118.Dawn Take You All

Event, Leadership, RtM x3, Cost: 2 Play after shadow cards have been dealt, before any attacks have resolved. Combat Action: Each player may choose and discard 1 facedown shadow card from an enemy with which he is engaged.

The discarded shadow card is removed and never checked for effects. This means that Wargs (CORE 85) does trigger his Forced event.

(RtM) 119.Eagles of the Misty Mountains

Ally, Tactics, RtM x3, Cost: 4 Creature. Eagle. HP: 4, Willpower: 2, Attack: 2, Defense: 2 Eagles of the Misty Mountains cannot have restricted attachments. Eagles of the Misty Mountains gets +1 Attack and +1 Defense for each facedown attachment it has. Response: After another Eagle character leaves play, you may attach that card facedown to Eagles of the Misty Mountains.

(RtM) 120.Support of the Eagles

Attachment, Tactics, RtM x3, Cost: 3 Boon. Attach to a Tactics hero.Action: Exhaust Support of the Eagles to choose an Eagle ally. Until the end of the phase, attached hero adds that ally's Attack or Defense (choose 1) to its own.

Action: Chosen hero does not need to be ready nor is it exhausted.

(RtM) 121.West Road Traveller

Ally, Spirit, RtM x3, Cost: 2 Rohan. HP: 1, Willpower: 2, Attack: 0, Defense: 0 Response: After you play West Road Traveller from your hand, switch the active location with any other location in the staging area.

Response: this is optional like all responses. The switch may only occur if there is an active location and at least one location in the staging area.

(RtM) 122.Astonishing Speed

Event, Spirit, RtM x3, Cost: 3 Action: Until the end of the phase, all Rohan characters get +2 Willpower.

(RtM) 123.Mirkwood Runner

Ally, Lore, RtM x3, Cost: 3 Silvan. Scout. HP: 2, Willpower: 1, Attack: 2, Defense: 0 While Mirkwood Runner is attacking alone, the defending enemy does not count its Defense.

(RtM) 124.Rumour from the Earth

Event, Lore, RtM x3, Cost: 0 Action: Look at the top card of the encounter deck. Then, you may pay 1 Lore resource to return Rumour from the Earth to your hand.

Even though the cost is 0, you must still have a Lore Hero under your control (alive and not captured) to play this card.

(RtM) 125.Shadow of the Past

Event, Neutral, RtM x3, Cost: 2 Action: Move the top card of the encounter discard pile to the top of the encounter deck.

(RtM) 126.Through the Forest

Quest, RtM x1, Quest Points: 12 Side A: Setup: Search the encounter deck for Gollum. Choose a player to guard Gollum at the start of the game, and place Gollum in front of that player. Then shuffle the encounter deck. Reveal 1 card per player from the encounter deck, and add it to the staging area. Side B: none.

(RtM) 127.Escape Attempt

Quest, RtM x1, Quest Points: 3 Side A: none. Side B: The player guarding Gollum cannot commit characters to this quest (unless he is the only player remaining in the game). If the players quest unsuccessfully, Gollum escapes and the players have lost the game.

(RtM) 128.To the Elvin King's Halls

Quest, RtM x1, Quest Points: 7 Side A: none. Side B: The player guarding Gollum cannot play cards from his hand.

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Name/Set Details Notes (RtM) 129.Ambush

Quest, RtM x1, Quest Points: 2 Side A: none. Side B: Forced: At the beginning of the combat phase, all enemies in play engage the player guarding Gollum. Players cannot defeat this stage if there are any enemies in play. If players defeat this stage, they have won the game.

(RtM) 130.Gollum

Objective - Ally, RtM x1 Creature. HP: 5, Willpower: -, Attack: -, Defense: -Damage from undefended attacks against you must be dealt to Gollum. If Gollum is destroyed, or if the player guarding Gollum is eliminated, the players have lost the game. Forced: At the end of each round, raise the threat of the player guarding Gollum by 3. Then, than player may choose a new player to guard Gollum.

Gollum cannot be used to attack, defend, or commit to a quest. Otherwise, Gollum is considered an ally character under the control of the player guarding him. Card effects that affect allies do affect him, and any attachment that can be played on an ally can be played on Gollum. Forced: threat is raised by an additional 3 on top of the usual 1.

(RtM) 131.The Spiders' Ring

Location, Return to Mirkwood, RtM x4 Threat: 3, Quest Points: 2 Forest.While The Spider's Ring is the active location, the player guarding Gollum cannot change. Shadow: If this attack is undefended, return any current active location to the staging area. The Spider's Ring becomes the active location.

From the FAQ: Cannot overrides anything else (i.e. Wasted Provisions)

(RtM) 132.Dry Watercourse

Location, Return to Mirkwood, RtM x3 Threat: 2, Quest Points: 2 Forest.While Dry Watercourse is the active location, all treachery card effects that target the player guarding Gollum also target each other player.

(RtM) 133.Woodman's Glade

Location, Return to Mirkwood, RtM x3 Threat: 2, Quest Points: 2 Forest.Travel: The player guarding Gollum must exhaust a hero he controls to travel to Woodman's Glade. Response: After exploring Woodman's Glade, reduce the threat of each player not guarding Gollum by 2.

(RtM) 134.Wood Elf Path

Location, Return to Mirkwood, RtM x3 Threat: 1, Quest Points: 3 Forest.Response: After the players travel to Wood Elf Path, the player guarding Gollum may choose a new player to guard him.

(RtM) 135.Gollum's Anguish

Treachery, Return to Mirkwood, RtM x2 Tantrum. When Revealed: Raise the threat of the player guarding Gollum by 8. That player must choose a new player to guard Gollum, if able. Shadow: Raise the threat of the player guarding Gollum by 4.

(RtM) 136.Gollum's Bite

Treachery, Return to Mirkwood, RtM x2 Tantrum. When Revealed: Deal 4 damage to a hero controlled by the player guarding Gollum. That player must choose a new player to guard Gollum, if able. Shadow: Deal 2 damage to a hero controlled by the player guarding Gollum.

(RtM) 137.Wasted Provisions

Treachery, Return to Mirkwood, RtM x3 Tantrum. When Revealed: Discard the top 10 cards from the deck of the player guarding Gollum. That player must choose a new player to guard Gollum, if able. Shadow: Discard the top 5 cards from the deck of the player guarding Gollum.

(RtM) 138.Mirkwood Bats

Enemy, Return to Mirkwood, RtM x4, Threat: 1 Creature. HP: 1, Attack: 1, Defense: 1 Surge. Forced: After Mirkwood Bats engages a player, deal 1 damage to each character controlled by the player guarding Gollum.

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Name/Set Details Notes (RtM) 139.Attercop, Attercop

Enemy, Return to Mirkwood, RtM x3, Threat: 2 Creature. Spider. HP: 6, Attack: 8, Defense: 4 Forced: At the beginning of the encounter phase, Attercop, Attercop automatically engages the player guarding Gollum, regardless of his threat. Shadow: Attercop, Attercop will remain engaged with the same player even if Gollum later moves to a different player until the beginning of the next encounter phase.

(KD) 1.Dwalin

Hero, Spirit, KD x1, Unique, Threat: 9 Dwarf. HP: 4, Willpower: 1, Attack: 2, Defense: 2 Response: After Dwalin attacks and destroys an Orc enemy, lower your threat by 2.

(KD) 2.Bifur

Hero, Lore, KD x1, Unique, Threat: 7 Dwarf. HP: 3, Willpower: 2, Attack: 1, Defense: 2 Action: Pay 1 resource from a hero's resource pool to add 1 resource to Bifur's resource pool. Any player may trigger this ability. (Limit once per round.)

(KD) 3.Narvi's Belt

Attachment, Leadership, KD x3, Cost: 2 Item. Attach to a Dwarf hero. Action: Exhaust Narvi's Belt to give attached hero a resource icon of your choice until the end of the phase.

Note that this does not grant an extra resource token, it means all resource tokens in the Hero's resource pool are temporarily two types: the Hero's original sphere and the new one you choose. The Hero also temporarily becomes a "X Hero" for game purposes, where X is the sphere you chose.

(KD) 4.Durin's Song

Event, Leadership, KD x3, Cost: 1 Action: Choose a Dwarf hero. That hero gets +2 Willpower, +2 Attack, and +2 Defense until the end of the round.

(KD) 5.Ever Onward

Event, Leadership, KD x3, Cost: 3 Response: After players quest unsuccessfully, choose a player. That player does not raise his threat.

(KD) 6.Veteran of Nanduhirion

Ally, Tactics, KD x3, Cost: 4 Dwarf. Warrior. HP: 3, Willpower: 0, Attack: 3, Defense: 2 Veteran of Nanduhirion enters play with 1 damage on it.

(KD) 7.Dwarrowdelf Axe

Attachment, Tactics, KD x3, Cost: 1 Item. Weapon. Attach to a Dwarf character. Restricted. Attached character gets +1 Attack. Response: After attached character attacks, deal 1 damage to the defending enemy.

Jury is out whether this point of damage is assigned as soon as character is declared as attacker or later.

(KD) 8.Khazâd! Khazâd!

Event, Tactics, KD x3, Cost: 0 Action: Choose a Dwarf character. Until the end of the phase, that character gets +3 Attack.

Even though the cost is 0, you must still have a Tactics Hero under your control (alive and not captured) to play this card.

(KD) 9.Zigil Miner

Ally, Spirit, KD x3, Cost: 2 Dwarf. HP: 1, Willpower: 1, Attack: 1, Defense: 1 Action: Exhaust Zigil Miner and name a number to discard the top 2 cards of your deck. If at least one of those cards has a cost equal to the named number, choose a hero you control. That hero adds resources to his resource pool equal to the named number.

Should read: "Action: Exhaust Zigil Miner and name a number to discard the top 2 cards of your deck. If at least one of those cards has cost equal to the named number, choose a hero you control. For each card that matches the named number, add 1 resource to that hero’s resource pool." Action: Cards with a cost of X have a cost of 0 for this purpose.

(KD) 10.Untroubled by Darkness

Event, Spirit, KD x3, Cost: 2 Action: Each Dwarf character gets +1 Willpower until the end of the phase. (+2 Willpower instead if the active location is an Underground or Dark location.)

(KD) 11.Erebor Record Keeper

Ally, Lore, KD x3, Cost: 1 Dwarf. HP: 1, Willpower: 1, Attack: 0, Defense: 0 Erebor Record Keeper cannot attack or defend.Action: Exhaust Erebor Record Keeper and pay 1 Lore resource to choose and ready a Dwarf character.

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Name/Set Details Notes (KD) 12.Ancestral Knowledge

Event, Lore, KD x3, Cost: 1 Action: Exhaust a Dwarf character to place 2 progress tokens on the active location. (4 progress tokens instead if it is an Underground or Mountain location.)

These progress tokens may never be placed on a Quest card.

(KD) 13.Boots from Erebor

Attachment, Neutral, KD x3, Cost: 0 Item. Attach to a Dwarf or Hobbit character. Limit 1 Boots from Erebor per character. Attached character gets +1 hit point.

(KD) 14.Patrol Leader

Enemy, Into the Pit, KD x2, Threat: 3 Goblin. Orc. HP: 4, Attack: 4, Defense: 3 Forced: Before Patrol Leader is dealt damage, discard the top card of the encounter deck. If the discarded card is an enemy, cancel that damage. Shadow: Cancel all damage dealt to this enemy.

Each time he would be dealt damage, check the top card of the encounter deck. Remember in a normal attack the damage from all attackers is applied all at once, but sometimes damage might occur separately from the main battle (e.g. Dwarrowdelf Axe (D 7)). General consensus on Infighting is divided.

(KD) 15.Signs of Conflict

Treachery, Into the Pit, KD x5 Doomed 2. Surge. Shadow: Defending player raises his threat by 2.

(KD) 16.East-gate

Location, Into the Pit, KD x1 Threat: 7, Quest Points: 7 Gate.Immune to card effects. Players cannot optionally engage enemies and no engagement checks are made. Forced: After East-gate leaves play as an explored location, add First Hall to the staging area. Victory: 1

The only way to place progress tokens on it is by questing, and once East-gate is the active location it remains the active location until it is fully explored (even cards like Dreadful Gap (D 52) or Strider's Path (SOM 9) would not be able to move it to the staging area). No regular engagement checks are made, but card effects could still cause enemies to engage players.

(KD) 17.First Hall

Location, Into the Pit, KD x1 Threat: 2, Quest Points: 2 Underground.Travel: Each player must raise his threat by 3 to travel here. Forced: After First Hall leaves play as an explored location, add Bridge of Khazad-dûm to the staging area. Victory: 1

(KD) 18.Bridge of Khazad-dûm

Location, Into the Pit, KD x1 Threat: 3, Quest Points: 3 Underground. Bridge.While Bridge of Khazad-dûm is the active location, players cannot play cards. Victory: 2

(KD) 19.Stairs of Náin

Location, Into the Pit, KD x2 Threat: 2, Quest Points: 4 UndergroundTravel: The first player must exhaust 1 character he controls to travel here. Shadow: Defending player must choose and exhaust 1 character he controls.

(KD) 20.Cave-troll

Enemy, The Seventh Level, KD x2, Threat: 4 Troll HP: 7, Attack: 6, Defense: 4 For each excess point of combat damage dealt by Cave-troll (damage that is dealt beyond the remaining hit points of the character damaged by its attack) you must damage another character you control.

If a second character runs out of remaining hit points, continue applying to a third character, etc.

(KD) 21.Orc Horn Blower

Enemy, The Seventh Level, KD x1, Threat: 2 Orc. Summoner. HP: 3, Attack: 1, Defense: 1 Surge. When Revealed: Reveal 1 card from the encounter deck and add it to the staging area.

(KD) 22.Hidden Threat

Treachery, The Seventh Level, KD x2 When Revealed: Each player must raise his threat by 1 for each enemy in the staging area. Then, the last player discards an attachment he controls.

The last player is the player sitting directly to the right of the first player. If there is only one player, that player is both the first and last player.

(KD) 23.Upper Hall

Location, The Seventh Level, KD x3 Threat: 3, Quest Points: 4 UndergroundDoomed 2

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Name/Set Details Notes (KD) 24.Book of Mazarbul

Objective, KD x1 Item. Artifact. Action: Exhaust a hero to claim this objective. Then, attach Book of Marzarbul to that hero. (If detached, return Book of Mazarbul to the staging area.) Attached hero cannot attack and does not exhaust to commit to a quest.

If detached from a Hero, either through a card effect or due to the hero it is attached to leaving play, then it returns to the staging area, and can be claimed by any player who triggers its action. A hero can also exhaust to claim Book of Mazarbul even if it is attached to another hero. If this card is removed from the game, it should be set aside and ignored for the rest of the game (not placed in the discard pile). Attached hero must be ready to commit to a quest, but doesn't exhaust when doing so.

(KD) 25.The Nameless Fear

Enemy, Flight from Moria, KD x1, Threat: X Flame. Shadow. HP: X, Attack: X, Defense: X Immune to player card effects. The Nameless Fear cannot engage or be engaged. X is the number of victory points in the victory point display.

Cannot be selected as the target of any card effect and ignores the effect of any player card that would directly interact with it even if the card doesn't directly target The Nameless Fear. The value "X" is a constant variable that is immediately recalculated whenever victory points are added or removed from the players' victory display.

(KD) 26.New Devilry

Treachery, Flight from Moria, KD x3 When Revealed: If the players are not on stage 1, shuffle the current quest card into the quest deck, then reveal a new quest card. Otherwise, New Devilry gains surge. Shadow: If this attack is undefended, raise your threat by The Nameless Fear's Threat.

(KD) 27.Shadow of Fear

Treachery, Flight from Moria, KD x3 When Revealed: The first player attaches Shadow of Fear to one of his heroes. (Counts as a Condition attachment with the text: "Limit 1 per hero. Attached hero cannot exhaust or ready and its text box is treated as if it were blank. Action: Pay 3 resources from attached hero's pool to discard this card.")

(KD) 28.A Foe Beyond

Treachery, Flight from Moria, KD x4 When Revealed: The last player deals damage equal to The Nameless Fear's Attack to a hero he controls. This effect cannot be canceled.Shadow: Deal damage equal to The Nameless Fear's Attack to the defending character.

(KD) 29.Abandoned Tools

Objective, KD x1 Tools. Guarded. Restricted. Guarded. Restricted. Action: Exhaust a hero to claim this objective if it has no encounters attached. Then, attach Abandoned Tools to that hero. (If detached, return Abandoned Tools to the staging area.)

(KD) 30.Chieftain of the Pit

Enemy, Plundering Goblins, KD x1, Threat: 2 Goblin. Orc. HP: 4, Attack: 5, Defense: 2 When Revealed: Chieftain of the Pit gets +3 Attack until the end of the round. Shadow: Attacking enemy attacks again after this attack. Deal it another shadow card for the next attack.

(KD) 31.Goblin Spearman

Enemy, Plundering Goblins, KD x5, Threat: 2 Goblin. Orc. HP: 2, Attack: 2, Defense: 2 Goblin Spearman gets +2 Attack if its attack is undefended. Shadow: Add Goblin Spearman to the staging area.

(KD) 32.Goblin Archer

Enemy, Plundering Goblins, KD x2, Threat: 2 Goblin. Orc. HP: 1, Attack: 1, Defense: 3 Players cannot optionally engage Goblin Archer.Characters with ranged are eligible to attack Goblin Archer while it is in the staging area. Forced: After an enemy is revealed from the encounter deck, the first player must deal 1 damage to 1 character he controls.

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Name/Set Details Notes (KD) 33.Undisturbed Bones

Treachery, Plundering Goblins, KD x3 When Revealed: Each player must deal X damage to 1 ally he controls. X is the number of allies he controls. Shadow: If the defending character is an ally, discard it from play.

(KD) 34.Plundered Armoury

Location, Plundering Goblins, KD x2 Threat: 3, Quest Points: 2 UndergroundWhile Plundered Armoury is in the staging area, enemies get +1 Attack. Response: After Plundered Armoury leaves play as an explored location, each player may attach a Weapon or Armour attachment from his hand to 1 character he controls.

(KD) 35.Goblin Follower

Enemy, Twists and Turns, KD x4, Threat: 1 Goblin. Orc. HP: 4, Attack: 3, Defense: 2 When Revealed: Goblin Follower engages the last player. Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if attacking the last player.)

Goblin Follower doesn't immediately attack, instead he attacks during the regular combat phase. Goblin Follower remains engaged with that player until destroyed or some other effect causes a disengagement. Solo: the player is both the first and last player.

(KD) 36.Branching Paths

Location, Twists and Turns, KD x3 Threat: 1, Quest Points: 3 Underground. Dark.While Branching Paths is in the staging area, each Dark location gets +1 Threat. Forced: After Branching Paths leaves play as an explored location, look at the top 3 cards of the encounter deck. Players must choose 1 of those to reveal and add to the staging area, moving the other 2 to the bottom of the deck.

+1 Threat applies to Branching Paths as well.If Goblin Patrol (KD 65) is in play, and the revealed encounter card is an Enemy, it would discarded.

(KD) 37.Lightless Passage

Location, Twists and Turns, KD x2 Threat: 4, Quest Points: 4 Underground. Dark.Travel: Players must exhaust a Cave Torch to travel here. Shadow: Cancel all combat damage dealt to attacking enemy.

When you determine combat damage to the enemy later during combat, you cancel that damage instead of applying it.

(KD) 38.Zigil Mineshaft

Location, Twists and Turns, KD x3 Threat: 5, Quest Points: 5 Underground. Dark.Action: Raise each player's threat by 1 to place 1 progress token on Zigil Mineshaft.

Actions on encounter cards can be triggered by any player, following normal restrictions on triggering abilities.

(KD) 39.Many Roads

Treachery, Twists and Turns, KD x1 Surge. When Revealed: Shuffle all locations in the encounter discard pile back into the encounter deck.

(KD) 40.Burning Low

Treachery, Twists and Turns, KD x3 When Revealed: Each enemy and location currently in the staging area gets +1 Threat until the end of the phase. (+3 Threat instead if it is a Dark location.) Players may exhaust a Cave Torch to cancel this effect. Shadow: Attacking enemy gets +2 Attack.

(KD) 41.Cave Torch

Objective, KD x1 Light. Attach to a hero. Restricted. Action: Exhaust Cave Torch to place up to 3 progress tokens on a Dark location. Forced: After Cave Torch exhausts, discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.

If this card would leave play, either through a card effect or the Hero it is attached to leaving play, then it is removed from the game (set aside and ignored for the rest of the game, not placed in the discard pile). With timing conflicts (Branching Paths) general consensus is that Cave Torch's effect goes first, then the location's progress token effect. There does not need to be an active Dark location to use Cave Torch's forced effect, it can be used on locations in the staging area.

(KD) 42.Great Cave-troll

Enemy, Deeps of Moria, KD x2, Threat: 2 Troll HP: 10, Attack: 7, Defense: 3 Immune to ranged damage. No attachments can be played on Great Cave-troll.

A character making a ranged attack will not damage this enemy, however a character with the ranged keyword making a normal attack can damage him normally.

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Name/Set Details Notes (KD) 43.Orc Drummer

Enemy, Deeps of Moria, KD x1, Threat: 1 Orc. Summoner. HP: 1, Attack: 1, Defense: 3 While Orc Drummer is in the staging area, each enemy gets +X Threat. X is the number of players in the game.

(KD) 44.Stray Goblin

Enemy, Deeps of Moria, KD x3, Threat: X Goblin. Orc. HP: 2, Attack: X, Defense: X X is the number of players in the game. Shadow: Attacking enemy gets +X Attack. X is the number of players in the game.

(KD) 45.Chance Encounter

Treachery, Deeps of Moria, KD x3 When Revealed: Put the top enemy in the encounter discard pile into play, engaged with the first player. If this effect put no enemies into play, Chance Encounter gains surge. Shadow: Attacking enemy gets +1 Attack. (+3 Attack instead if engaged with the first player.)

Enemies are not 'revealed' with this treachery so no 'when revealed' effects come into play (including Thalin's ability). It does engage the player so if there are any forced effects on engagement then these are triggered.

(KD) 46.Massing in the Deep

Treachery, Deeps of Moria, KD x2 Doomed 1. When Revealed: Reveal X additional cards from the encounter deck and add them to the staging area. X is the number of players in the game. Shadow: Attacking enemy gets +X Attack. X is the number of players in the game.

(KD) 47.The Mountain's Roots

Location, Deeps of Moria, KD x3 Threat: X, Quest Points: X UndergroundX is the number of players in the game. Shadow: Attacking enemy gets +X Attack. X is the number of players in the game.

(KD) 48.Cave In

Treachery, Hazards of the Pit, KD x3 Hazard When Revealed: Remove all progress tokens from the current quest card and active location. If Cave In removed no progress tokens, it gains surge.

(KD) 49.Crumbling Ruin

Treachery, Hazards of the Pit, KD x2 Hazard When Revealed: Each player must exhaust a character and discard the top card of his deck, if able. If the printed cost of the discarded card is equal to or higher than the remaining hit points of the exhausted character, discard the exhausted character.

Official Response (Nate) Since the two effects are linked by "and" rather than "then," there is no dependency relationship between them. If you can exhaust and not discard, you exhaust; if you can discard and not exhaust, you discard. In either case, no character is discarded: first because a card with higher cost than hit points was not discarded from the deck, second because there was no character to discard in the first place.

(KD) 50.Dark and Dreadful

Treachery, Hazards of the Pit, KD x2 When Revealed: Deal 1 damage to each exhausted character. (2 damage instead if the active location is a Dark location.) Shadow: Deal 1 damage to the defending character. (Attacking enemy gets +2 Attack instead if this attack is undefended.)

(KD) 51.Sudden Pitfall

Treachery, Hazards of the Pit, KD x1 When Revealed: The first player must discard 1 questing character he controls, if able. This effect cannot be canceled. Shadow: Discard the defending character from play.

(KD) 52.Dreadful Gap

Location, Hazards of the Pit, KD x1 Threat: 2, Quest Points: X Underground. Hazard.When Revealed: Immediately travel to Dreadful Gap. If another location is currently active, return it to the staging area. X is the number of characters in play.

(KD) 53.Fouled Well

Location, Hazards of the Pit, KD x3 Threat: 3, Quest Points: 5 Underground. Dark. Hazard.When Revealed: Each player may choose and discard 1 card at random from his hand. If all players did not discard 1 card, Fouled Well gains surge.

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Name/Set Details Notes (KD) 54.Black Uruks

Enemy, Misty Mountains, KD x4, Threat: 2 Uruk. Orc. HP: 2, Attack: 3, Defense: 3 When Revealed: The first player must choose and discard an attachment from a questing character, if able. Shadow: If this attack is undefended, deal 2 additional shadow cards to attacking enemy.

(KD) 55.Mountain Warg

Enemy, Misty Mountains, KD x3, Threat: 2 Creature HP: 4, Attack: 4, Defense: 2 If Mountain Warg is dealt a shadow card with no effect, return Mountain Warg to the staging area after it attacks. Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if a Mountain is the active location.)

If Mountain Warg is dealt a shadow card with an effect, but that effect is canceled for whatever reason, he was still dealt a shadow card with an effect and would not return to the staging area after it attacks.

(KD) 56.Bitter Wind

Treachery, Misty Mountains, KD x3 When Revealed: The first player must discard 3 resources from each hero he controls. Shadow: Defending player must discard 2 resources from each hero he controls.

If a Hero doesn't have enough resources to discard, you must discard as many as you can from that Hero.

(KD) 57.Knees of the Mountain

Location, Misty Mountains, KD x1 Threat: 2, Quest Points: 3 Mountain.While Knees of the Mountain is in the staging area, it gains: "Forced: After an enemy engages a player, it gets +1 Attack until the end of the round.

(KD) 58.Turbulent Waters

Location, Misty Mountains, KD x2 Threat: 3, Quest Points: 2 MountainWhile Turbulent Waters is the active location, players cannot optionally engage enemies.

(KD) 59.Warg Lair

Location, Misty Mountains, KD x2 Threat: 1, Quest Points: 3 MountainWhen Revealed: Search the encounter deck and discard pile for 1 copy of Mountain Warg and add it to the staging area, if able. Shuffle the encounter deck. Response: After Warg Lair leaves play as an explored location, each player draws 1 card.

(KD) 60.Goblin Scout

Enemy, Goblins of the Deep, KD x3, Threat: 3 Goblin. Orc. Scout. HP: 2, Attack: 1, Defense: 0 Each player with a threat of 25 or higher cannot optionally engage Goblin Scout.

(KD) 61.Goblin Swordsman

Enemy, Goblins of the Deep, KD x5, Threat: 1 Goblin. Orc. HP: 2, Attack: 3, Defense: 1 Goblin Swordsman gets +2 Attack if its attack is undefended. Shadow: Add Goblin Swordsman to the staging area.

(KD) 62.Watchful Eyes

Treachery, Goblins of the Deep, KD x3 When Revealed: The first player attaches Watchful Eyes to one of his heroes. (Counts as a Condition attachment with the text: "Limit 1 per hero. Forced: If attached hero is exhausted at the end of the combat phase, reveal 1 card from the encounter deck and add it to the staging area.")

(KD) 63.Goblin Tunnels

Location, Goblins of the Deep, KD x2 Threat: 2, Quest Points: 7 Underground. Dark.While Goblin Tunnels is in the staging area, it gains: "Forced: After a Goblin is revealed from the encounter deck, remove a progress token from the current quest card." Shadow: Attacking enemy gets +1 Attack. (+3 Attack instead if attacking enemy is a Goblin.)

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Name/Set Details Notes (KD) 64.Entering The Mines

Quest, KD x1, Quest Points: 7 Side A: Setup: Search the encounter deck for East-gate and Cave Torch. Put East-gate into play as the active location, and have the first player attach Cave Torch to a hero of his choice. Set First Hall and Bridge of Khazad-dûm aside, out of play. Shuffle the encounter deck. Side B: When Revealed: Reveal 1 encounter card per player, and add it to the staging area. Players cannot advance to the next stage of the scenario unless Bridge of Khazad-dûm is in their victory display.

(KD) 65.Goblin Patrol

Quest, KD x1, Quest Points: 11 Side A: none. Side B: When Revealed: Each player must search the encounter deck and discard pile for 1 enemy of his choice, and add it to the staging area. One choice must be Patrol Leader, if able. Forced: After an enemy is revealed from the encounter deck, discard it instead of adding it to the staging area. If there are no enemies in play, immediately advance to the next stage of the scenario. (Players can also advance by placing 11 progress tokens on Goblin Patrol.)

Forced: does not apply to enemies that are dealt as shadow cards.

(KD) 66.A Way Up

Quest, KD x1, Quest Points: 12 Side A: none. Side B: Heroes do not collect resources during the resource phase. If the players defeat this stage, they win the game.

(KD) 67.Search for the Chamber

Quest, KD x1, Quest Points: 15 Side A: Setup: Search the encounter deck for Book of Mazarbul, and have the first player attach it to a hero of his choice. Shuffle the encounter deck. Side B: When Revealed: Reveal 1 encounter card per player, add it to the staging area.

(KD) 68.The Fate of Balin

Quest, KD x1, Quest Points: 17 Side A: none. Side B: When Revealed: Remove Book of Mazarbul from the game. Forced: At the end of the staging step, reveal the top X cards of the encounter deck, adding all enemies to the staging area. Discard the other revealed cards without resolving them. X is the number of players. If the players defeat this stage, they win the game.

(KD) 69.A Presence in the Dark

Quest, KD x1, Quest Points: - Side A: Setup: Prepare the quest deck. Add The Nameless Fear to the staging area. Remove all copies of A Foe Beyond from the encounter deck. Then, shuffle 1 copy of A Foe Beyond per player back into the encounter deck. Side B: When Revealed: Reveal 1 encounter card per player, and add it to the staging area. Then, add A Presence in the Dark to your victory display.

When preparing the quest deck, shuffle all stage 2 quest cards with side 2A face-up and place them beneath stage 1. Players will progress through stage 2 quest cards until they have won the game.

(KD) 70.Search f or an Exit: Heading Down

Quest, KD x1, Quest Points: 5 Side A: While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step. Side B: Forced: If Heading Up is in the player's victory display at the end of any quest phase, shuffle Heading Up back into the quest deck. Players may bypass this quest card at the end of the combat phase.

The only time you immediately flip this to side 2B is through card effects, e.g. Hasty Council (D 74). If you choose to bypass this quest card, remove all progress tokens and move it to the bottom of the quest deck with side 2B face-down.

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Name/Set Details Notes (KD) 71.Search f or an Exit: Heading Up

Quest, KD x1, Quest Points: 7 Side A: While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step. Side B: Forced: If Heading Down is in the player's victory display at the end of any quest phase, shuffle Heading Down back into the quest deck. Players may bypass this quest card at the end of the combat phase.

(KD) 72. Search for an Exit: A Wrong Turn

Quest, KD x1, Quest Points: 7 Side A: While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step. Side B: Forced: If Heading Down is in the player's victory display at the end of any quest phase, shuffle Heading Down back into the quest deck. Players may bypass this quest card at the end of the combat phase.

The only time you immediately flip this to side 2B is through card effects, e.g. Hasty Council (D 74). If you choose to bypass this quest card, remove all progress tokens and move it to the bottom of the quest deck with side 2B face-down.

(KD) 73.Search for an Exit: Narrow Paths

Quest, KD x1, Quest Points: 3 Quest, Flight from Moria 2, Khazad-dûm x1, Quest Points: 3, VP 1 Side A: While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step. Side B: When Revealed: Each player chooses 1 questing character he controls. Each questing character not chosen does not count its Willpower until the end of the turn. Forced: After placing 1st progress token on Narrow Paths, search the encounter deck and discard pile for Abandoned Tools and add it to the staging area, if able. Players may bypass this quest card at the end of the combat phase.

The only time you immediately flip this to side 2B is through card effects, e.g. Hasty Council (D 74). If you choose to bypass this quest card, remove all progress tokens and move it to the bottom of the quest deck with side 2B face-down.

(KD) 74.Search for an Exit: Hasty Council

Quest, KD x1, Quest Points: - Side A: While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step. Side B: When Revealed: Shuffle all copies of A Foe Beyond from the encounter discard pile back into the encounter deck. Reveal the top 2 cards of the quest deck. Choose 1 to become the active quest (flipped to side 2B) and put the other on the bottom of the quest deck. Then, add Hasty Council to your victory display.

The only time you immediately flip this to side 2B is through card effects, e.g. Hasty Council (D 74). If you choose to bypass this quest card, remove all progress tokens and move it to the bottom of the quest deck with side 2B face-down. The Reveal clause in this doesn't mean you activate the When Revealed effects of both quest cards should they have them. (General consensus at BGG, no official answer yet from FFG Feb 2013)

(KD) 75.Search for an Exit: Blocked by Shadow

Quest, KD x1, Quest Points: 9 Side A: While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step. Side B: When Revealed: The first player chooses 1 of the following: * Each player discards 1 card from the top of the encounter deck. If the card is a treachery card, the discarding player is eliminated from the game. * Reveals the next quest card, putting Blocked by Shadow on the bottom of the quest deck. Players may bypass this quest card at the end of the combat phase. If the players defeat this stage, they escape and win the game.

The only time you immediately flip this to side 2B is through card effects, e.g. Hasty Council (D 74). If you choose to bypass this quest card, remove all progress tokens and move it to the bottom of the quest deck with side 2B face-down.

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Name/Set Details Notes (KD) 76.Search for an Exit: Escape from Darkness

Quest, KD x1, Quest Points: 4 Side A: While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step. Side B: Abandoned Tools gains: "Refresh Action: Exhaust attached hero to put a progress token on Escape from Darkness." Players may bypass this quest card at the end of the combat phase. Progress tokens cannot be placed on Escape from Darkness except by Abandoned Tools. If the players defeat this stage, they escape and win the game.

The only time you immediately flip this to side 2B is through card effects, e.g. Hasty Council (D 74). If you choose to bypass this quest card, remove all progress tokens and move it to the bottom of the quest deck with side 2B face-down. The addition to Abandoned Tools does NOT allow you to bypass an active location to put progress tokens directly on Escape from Darkness (official ruling from Nate).

(TRG) 1.Elrohir

Hero, Leadership, TRG x1, Unique, Threat: 10 Noldor. Noble. Ranger. HP: 4, Willpower: 2, Attack: 2, Defense: 1 When Elladan is in play, Elrohir gets +2 Defense. Response: After Elrohir is declared as a defender, pay 1 resource from his resource pool to ready him.

(TRG) 2.Taking Initiative

Event, Leadership, TRG x3, Cost: 0 Action: Discard the top card of your deck. If the discarded card's printed cost is equal to or higher than the number of characters you control, draw 2 cards and deal 2 damage to any enemy.

Even though the cost is 0, you still must have a Leadership hero under your control (alive and not captured) to play this card.

(TRG) 3.Timely Aid

Event, Leadership, TRG x3, Cost: 4 Secrecy 3 Action: Reveal the top 5 cards of your deck and put 1 revealed ally into play, if able. Shuffle all other revealed cards back into your deck.

(TRG) 4.Unseen Strike

Event, Tactics, TRG x3, Cost: 0 Action: Choose a character you control. Until the end of the phase, that character gets +3 Attack while attacking an enemy with a higher engagement cost than your threat.

Even though the cost is 0, you still must have a Tactics hero under your control (alive and not captured) to play this card.

(TRG) 5.Keeping Count

Attachment, Tactics, TRG x3, Cost: 0 Attach to a hero. Limit 1 per hero. Attached hero gets +1 Attack for each resource token on another copy of Keeping Count that is above the current number of resource tokens on this card. Forced: After attached hero attacks and destroys an enemy, place 1 resource token on this card.

Even though the cost is 0, you still must have a Tactics hero under your control (alive and not captured) to play this card.

(TRG) 6.Bofur

Ally, Spirit, TRG x3, Unique, Cost: 3 Dwarf. HP: 3, Willpower: 2, Attack: 1, Defense: 1 Quest Action: Spend 1 Spirit resource to put Bofur into play from your hand, exhausted and committed to a guest. If you quest successfully this phase and Bofur is still in play, return him to your hand.

If you quest unsuccessfully, Bofur remains in-play for the cost of only 1 resource. If he is returned to your hand, any "ally leaves play" triggers apply.

(TRG) 7.Renewed Friendship

Event, Spirit, TRG x3, Cost: 0 Response: After another player plays an attachment on a hero you control, you may (choose 1): ready 1 of that player's heroes, have that player draw 1 card, or lower that player's threat by 2.

Even though the cost is 0, you still must have a Spirit hero under your control (alive and not captured) to play this card.

(TRG) 8.Ravenhill Scout

Ally, Lore, TRG x3, Cost: 3 Dale. Scout. HP: 3, Willpower: 0, Attack: 1, Defense: 1 Action: Exhaust Ravenhill Scout to move up to 2 progress tokens from 1 location to another location.

(TRG) 9.Needful to Know

Event, Lore, TRG x3, Cost: 2 Secrecy 2. Action: Raise your threat by 1 to look at the top card of the encounter deck. Then, reduce your threat by X, where X is the threat of that card.

If revealed card's threat is X then X is 0.

(TRG) 10.Good Meal

Attachment, Neutral, TRG x3, Cost: 0 Attach to a Hobbit hero. Action: Discard Good Meal to lower the cost of the next event you play this round that matches attached hero's sphere by 2.

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Name/Set Details Notes (TRG) 11.Up The Pass

Quest, TRG x1, Quest Points: 9 Side A: Setup: Add Caradhras to the staging area. Remove all copies of Snowstorm from the encounter deck and set them aside, out of play. Put Arwen Undómiel into play under the control of the first player. Side B: When Revealed: Reveal 1 card from the encounter deck per player, and add it to the staging area.

(TRG) 12.Snowdrifts

Quest, TRG x1, Quest Points: 11 Side A: none Side B: When Revealed: Shuffle 1 more copy of Snowstorm into the encounter deck than the number of players in the game. Forced: After placing the 11th progress token on Snowdrifts, discard any active location. Caradhras becomes the active location.

You don't travel to Caradhras (D 15), it just becomes your active location. After reaching 11 tokens on this card, any remaining unplaced progress tokens will then be placed on Caradhras (D 15). If Caradhras is in your victory display you'll need to move the card from your victory display to the active location.

(TRG) 13.The Mountains' Peaks

Quest, TRG x1, Quest Points: 13 Side A: none. Side B: When Revealed: Shuffle all copies of Snowstorm in the encounter discard pile back into the encounter deck. Characters are discarded from play if their Willpower is ever 0. Players cannot defeat this stage unless they have 5 victory points. If the players defeat this stage, they have won the game.

(TRG) 14.Arwen Undómiel

Objective - Ally, TRG x1 Noldor. Noble. Ally. HP: 2, Willpower: 2, Attack: 0, Defense: 1The first player gains control of Arwen Undómiel, as an ally. Response: After Arwen Undómiel exhausts, choose a hero. Add 1 resource to the hero's resource pool. If Arwen Undómiel leaves play, the players are defeated.

(TRG) 15.Caradhras

Location, The Redhorn Gate, TRG x1 Threat: 3, Quest Points: 9 Mountain. Snow.While Caradhras is the active location, questing characters get -1 Willpower. Players cannot travel to Caradhras except by quest card effects. Victory: 3

(TRG) 16.Fanuidhol

Location, The Redhorn Gate, TRG x1 Threat: 3, Quest Points: 7 Mountain. Snow.While Fanuidhol is the active location, heroes must spend 1 resource pool to count their Willpower during the quest phase. Victory: 2

(TRG) 17.Celebdil

Location, The Redhorn Gate, TRG x1 Threat: 3, Quest Points: 7 Mountain. Snow.While Celebdil is the active location, remove 2 progress tokens from it at the end of each round. Victory: 2

(TRG) 18.The Dimrill Stair

Location, The Redhorn Gate, TRG x1 Threat: 2, Quest Points: 3 Stair.Travel: Reshuffle all locations in the discard pile and victory display back into the encounter deck. If you reshuffled at least two locations, reduce each player's threat by 11 and discard all copies of Freezing Cold from play. Victory: 1

(TRG) 19.Rocky Crags

Location, The Redhorn Gate, TRG x3 Threat: 4, Quest Points: 2 MountainTravel: Each player must deal 2 damage to 1 character he controls to travel here. Shadow: Attacking enemy gets +1 Attack for each progress token on the active location.

(TRG) 20.Fell Voices

Treachery, The Redhorn Gate, TRG x2 When Revealed: Return the top 2 Snow cards in the encounter discard pile to the top of the encounter deck. If this effect returned less than 2 Snow treachery cards, Fell Voices gains surge.

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Name/Set Details Notes (TRG) 21.Fallen Stones

Treachery, The Redhorn Gate, TRG x2 When Revealed: The first player (choose 1): removes all progress tokens from play, or reveals 2 cards from the encounter deck and adds them to the staging area. Shadow: Attacking enemy gets +1 Attack for each progress token on the active location.

(TRG) 22.Snowstorm

Treachery, The Redhorn Gate, TRG x5 Snow When Revealed: Each questing character gets -1 Willpower until the end of the phase. Shadow: Until the end of the phase, characters defending this attack get -1 Willpower and are discarded if their Willpower is 0.

(TRG) 23.Freezing Cold

Treachery, The Redhorn Gate, TRG x3 Snow When Revealed: The first player attaches this card to a hero he controls. Counts as a Condition attachment with the text: "Attached hero gets -2 Willpower and cannot commit to a quest. If attached hero has more that 1 copy of Freezing Cold attached, discard attached hero from play."

(TRG) 24.Avalanche!

Treachery, The Redhorn Gate, TRG x1 Snow. When Revealed: Exhaust each ready character and if it is the quest phase commit them to the quest.

(TRG) 25.Mountain Goblin

Enemy, The Redhorn Gate, TRG x3, Threat: 1 Goblin. Orc. HP: 3, Attack: 2, Defense: 2 Mountain Goblin gets +1 Attack for each Mountain location in the staging area. Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if the active location is a Mountain.)

(TRG) 26.Mountain Troll

Enemy, The Redhorn Gate, TRG x2, Threat: 2 Troll HP: 7, Attack: 5, Defense: 5 Mountain Troll gets +1 Attack for each Mountain location in the staging area. Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if the active location is a Mountain.)

(TRG) 27.Snow Warg

Enemy, The Redhorn Gate, TRG x3, Threat: 3 Creature HP: 4, Attack: 3, Defense: 1 Allies cannot defend while Snow Warg is attacking. Forced: When Snow Warg attacks, deal 1 damage to the defending character, if able.

(RtR) 28.Elladan

Hero, Tactics, RtR x1, Unique, Threat: 10 Noldor. Noble. Ranger. HP: 4, Willpower: 2, Attack: 1, Defense: 2 While Elrohir is in play, Elladan gets +2 Attack. Response: After Elladan is declared as an attacker, pay 1 resource from his resource pool to ready him.

(RtR) 29.Dúnedain Wanderer

Ally, Leadership, RtR x3, Cost: 5 Dúnedain. Ranger. HP: 2, Willpower: 1, Attack: 2, Defense: 2 Ranged. Sentinel. Secrecy 3

(RtR) 30.Lure of Moria

Event, Leadership, RtR x3, Cost: 3 Action: Ready all Dwarf characters.

(RtR) 31.Rivendell Blade

Attachment, Tactics, RtR x3, Cost: 1 Item. Weapon. Attach to a Noldor or Silvan character. Restricted. When attached character attacks an enemy, that enemy gets -2 Defense until the end of the phase.

(RtR) 32.Hail of Stones

Event, Tactics, RtR x3, Cost: 1 Action: Exhaust X characters to deal X damage to an enemy in the staging area.

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Name/Set Details Notes (RtR) 33.Rider of the Mark

Ally, Spirit, RtR x3, Cost: 3 Rohan. HP: 2, Willpower: 2, Attack: 1, Defense: 1 Action: Spend 1 Spirit resource to give control of Rider of the Mark to another player. (Limit once per round.) Response: After Rider of the Mark changes control, discard a shadow card dealt to an enemy you are engaged with.

The receiving player discards a shadow card. There is no action window for Rider of the Mark to be used after a shadow card is revealed during combat. Step 3 of Resolving Enemy Attacks (when shadow cards are revealed) must be completely resolved before the players can take actions. To take advantage of the Rider of the Mark's ability, you need to trigger it before a shadow card is revealed. Cheers, Caleb

(RtR) 34.Song of Eärendil

Attachment, Spirit, RtR x3, Cost: 1 Song. Attach to a Spirit hero. Response: After Song of Eärendil enters play, draw 1 card. Response: After another player raises his threat, raise your threat by 1 to reduce that player's threat by 1.

(RtR) 35.Bombur

Ally, Lore, RtR x3, Unique, Cost: 3 Dwarf. HP: 3, Willpower: 0, Attack: 0, Defense: 1 Action: Exhaust Bombur to choose a location. That location gets -1 Threat until the end of the phase. (That location does not contribute its Threat instead if it is an Underground location.)

(RtR) 36.Out of the Wild

Event, Lore, RtR x3, Cost: 3 Secrecy 2 Action: Search the top 5 cards of the encounter deck for any 1 non-objective card worth no victory points and add it to your victory display. Shuffle the encounter deck.

(RtR) 37.The End Comes

Event, Neutral, RtR x3, Cost: 0 Response: After a Dwarf character leaves play, shuffle the encounter discard pile back into the encounter deck.

(RtR) 38.Along the Misty Mountains

Quest, RtR x1, Quest Points: 20 Side A: Setup: Put Arwen Undómiel into play under the control of the first player. Shuffle the encounter deck. Reveal 1 card from the encounter deck per player, and add them to the staging area. Side B: none.

(RtR) 39.Orc Outpost

Quest, RtR x1, Quest Points: 7 Side A: none. Side B: When Revealed: Search the encounter deck and discard pile for Goblin Gate and add it to the staging area, if able. Then, if there is no active location, Goblin Gate becomes the active location.

(RtR) 40.Approaching Rivendell

Quest, RtR x1, Quest Points: 13 Side A: none. Side B: When Revealed: Reveal 1 card from the encounter deck per player, and add it to the staging area. Characters cannot be healed. If the players defeat this stage, they have won the game.

(RtR) 41.Arwen Undómiel

Objective - Ally, RtR x1 Noldor. Noble. Ally. HP: 2, Willpower: 2, Attack: 0, Defense: 1The first player gains control of Arwen Undómiel, as an ally. Response: After Arwen Undómiel exhausts, choose a hero. Add 1 resource to the hero's resource pool. If Arwen Undómiel leaves play, the players are defeated.

(RtR) 42.Ruined Road

Location, Road to Rivendell, RtR x2 Threat: 1, Quest Points: 5 RoadResponse: After you travel to Ruined Road, the first player places 2 progress tokens on it or readies 1 hero he controls. Shadow: Return attacking enemy to the staging area after it attacks.

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Name/Set Details Notes (RtR) 43.Goblin Gate

Location, Road to Rivendell, RtR x1 Threat: 5, Quest Points: 4 Gate.While Goblin Gate is the active location, the first enemy revealed from the encounter deck each round gains ambush. If that enemy engages a player, it makes an immediate attack (deal and resolve a shadow card).

(RtR) 44.Pathless Country

Location, Road to Rivendell, RtR x3 Threat: 3, Quest Points: 5 HillsForced: After at least 1 progress token is placed on Pathless Country, remove 1 progress token from it. Shadow: Deal 1 damage to each ally in play.

(RtR) 45.Barren Hills

Location, Road to Rivendell, RtR x2 Threat: 2, Quest Points: 4 HillsWhile Barren Hills is the active location, ignore ambush. Shadow: Return attacking enemy to the staging area after it attacks.

(RtR) 46.Sleeping Sentry

Treachery, Road to Rivendell, RtR x2 When Revealed: Deal 1 damage to each exhausted character. Then, exhaust all ready characters. Shadow: Defending player must discard all exhausted characters he controls.

(RtR) 47.Followed by Night

Treachery, Road to Rivendell, RtR x3 When Revealed: The first player (choose 1): deals 1 damage to all allies in play and Followed by Night gains surge, or all enemies engaged with players make an immediate attack, if able. Shadow: Return attacking enemy to the staging area after it attacks.

(RtR) 48.Orc Ambush

Treachery, Road to Rivendell, RtR x2 Surge When Revealed: All Orc enemies in the staging area engage the first player. If there are no Orc enemies in the staging area, return all Orc enemies in the encounter discard pile to the staging area, if able.

(RtR) 49.Goblin Taskmaster

Enemy, Road to Rivendell, RtR x4, Threat: 2 Goblin. Orc. HP: 4, Attack: 2, Defense: 2 Ambush (After this enemy enters play, each player makes an engagement check against it.) Forced: After Goblin Taskmaster engages a player, that player deals 2 damage to 1 character he controls.

(RtR) 50.Orc Raiders

Enemy, Road to Rivendell, RtR x3, Threat: 1 Orc HP: 3, Attack: 3, Defense: 1 Ambush (After this enemy enters play, each player makes an engagement check against it.) Forced: After Orc Raiders engages a player, that player discards 2 attachments he controls, if able.

(RtR) 51.Crebain

Enemy, Road to Rivendell, RtR x3, Threat: 2 Creature HP: 3, Attack: 0, Defense: 0 While Crebain is in the staging area, encounter card effects cannot be canceled. Shadow: Return attacking enemy to the staging area after it attacks.

(RtR) 52.Wild Bear

Enemy, Road to Rivendell, RtR x3, Threat: 0 Creature HP: 5, Attack: 2, Defense: 3 Ambush (After this enemy enters play, each player makes an engagement check against it.) Forced: After Wild Bear engages a player, it makes an immediate attack.

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Name/Set Details Notes (TwitW) 53.Aragorn (WitW)

Hero, Lore, TwitW x1, Unique, Threat: 12 Dúnedain. Ranger. HP: 5, Willpower: 2, Attack: 3, Defense: 2 Sentinel. Refresh Action: Reduce your threat to your starting threat level. (Limit once per game.)

(TwitW) 54.Grave Cairn

Event, Leadership, TwitW x3, Cost: 1 Response: After a character leaves play, add its Defense to another character's Defense until the end of the round.

(TwitW) 55.Sword that was Broken

Attachment, Leadership, TwitW x3, Cost: 3 Artifact. Attach to a hero. Attached hero gains a Leadership resource icon. If attached hero is Aragorn, each character you control gets +1 Willpower.

(TwitW) 56.Watcher of the Bruinen

Ally, Tactics, TwitW x3, Cost: 2 Noldor. Warrior. HP: 2, Willpower: 0, Attack: 1, Defense: 2 Sentinel Watcher of the Bruinen does not exhaust to defend. Forced: After Watcher of the Bruinen defends, either discard it from play or discard 1 card from your hand.

(TwitW) 57.Rivendell Bow

Attachment, Tactics, TwitW x3, Cost: 1 Item. Weapon. Attach to a Noldor or Silvan character, or to Aragorn. Limit 1 per character. Attached character gains ranged. If attached character has a printed ranged keyword, it gets +1 Attack during a ranged attack.

In a certain strict interpretation of the above card text, if Rivendell Bow is attached to an appropriate character, who got the ranged ability already by another attachment (for example by Dunedain Cache), it does NOT grant the +1 Attack, because the ranged keyword is not printed on the character. (BGG)

(TwitW) 58.Arwen Undómiel

Ally, Spirit, TwitW x3, Unique, Cost: 2 Noldor. Noble. HP: 2, Willpower: 2, Attack: 0, Defense: 1 Response: After Arwen Undómiel exhausts, choose a character. That character gains sentinel and gets +1 Defense until the end of the round.

(TwitW) 59.Elrond's Counsel

Event, Spirit, TwitW x3, Cost: 0 Action: If you control a unique Noldor character, give another character +1 Willpower until the end of the phase and lower your threat by 3.

Even though the cost is 0, you still must have a Spirit hero under your control (alive and not captured) to play this card.

(TwitW) 60.Short Cut

Event, Lore, TwitW x3, Cost: 1 Response: After a location enters play, exhaust a Hobbit character to shuffle that location back into the encounter deck. Then, reveal 1 card from the encounter deck and add it to the staging area.

(TwitW) 61.Legacy of Durin

Attachment, Lore, TwitW x3, Cost: 1 Condition. Attach to a Dwarf hero.Response: After you play a Dwarf character from your hand, draw 1 card.

(TwitW) 62.Resourceful

Attachment, Neutral, TwitW x3, Cost: 4 Secrecy 3 Attach to a hero you control. Attached hero collects 1 additional resource during the resource phase each round.

(TwitW) 63.To the West-door

Quest, TwitW x1, Quest Points: 13 Side A: Setup: Remove The Watcher and Doors of Durin from the encounter deck and set them aside, out of play. Side B: When Revealed: Reveal cards from the top of the encounter deck and add them to the staging area until there is at least X Threat in the staging area. X is twice the number of players in the game.

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Name/Set Details Notes (TwitW) 64.The Seething Lake

Quest, TwitW x1, Quest Points: 5 Side A: none. Side B: When Revealed: Add The Watcher to the staging area. Doors of Durin becomes the active location, moving any previous active location to the staging area. Shuffle all Tentacle cards in the encounter discard pile back into the encounter deck. If the players have at least 3 victory points and defeat this stage, they have won the game.

(TwitW) 65.Doors of Durin

Location, The Watcher in the Water, TwitW x1 Threat: 2, Quest Points: - Gate.Progress tokens that would be placed on the Doors of Durin are instead placed on the current quest card. Action: Each player may discard any number of cards from his hand. Then, discard the top card of the encounter deck. If the first letter of the encounter card's title matches that of one of the discarded player cards, add Doors of Durin to your victory display. (Limit once per round.) Victory: 3

(TwitW) 66.Sair Falls

Location, The Watcher in the Water, TwitW x1 Threat: 2, Quest Points: 4 Gate.Travel: The first player must exhaust 2 characters to travel here. Shadow: Remove 1 progress token from the current quest.

(TwitW) 67.Perilous Swamp

Location, The Watcher in the Water, TwitW x2 Threat: 4, Quest Points: 2 SwampNo more than 1 progress token can be placed on Perilous Swamp each round. Shadow: Remove 1 progress token from the current quest.

(TwitW) 68.Makeshift Passage

Location, The Watcher in the Water, TwitW x2 Threat: 1, Quest Points: 5 SwampForced: After you travel to Makeshift Passage, place 2 progress tokens on the current quest card, bypassing any active location.

(TwitW) 69.Stagnant Creek

Location, The Watcher in the Water, TwitW x3 Threat: 3, Quest Points: 3 SwampWhen Revealed: Discard the top card of the encounter deck. If the discarded card is a Tentacle enemy, add that card to the staging area and raise each player's threat by 5.

(TwitW) 70.Ill Purpose

Treachery, The Watcher in the Water, TwitW x1 When Revealed: All enemies in the staging area engage the player with the highest threat. Then, each player raises his threat by the total Threat of all cards in the staging area. Shadow: Attacking enemy gets +1 Attack. (+3 Attack instead of it is a Tentacle.)

(TwitW) 71.Disturbed Waters

Treachery, The Watcher in the Water, TwitW x3 Doomed 5

(TwitW) 72.The Watcher

Enemy, The Watcher in the Water, TwitW x1, Threat: 4 Creature. Tentacle. HP: 9, Attack: 5, Defense: 7 Regenerate 2. While there is another Tentacle enemy in play, The Watcher cannot be optionally engaged. If The Watcher is in the staging area at the end of the combat phase, each player must deal 3 damage to 1 character he controls. Victory: 3

(TwitW) 73.Grasping Tentacle

Enemy, The Watcher in the Water, TwitW x4, Threat: 2 Tentacle HP: 3, Attack: 3, Defense: 0 Forced: When Grasping Tentacle is attacked, discard the top card of the encounter deck. If that card has a shadow effect or is a Tentacle enemy, attach this card to an attacking character as a Tentacle attachment with the text: "Attached character's Attack and Defense are reduced to 0."

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Name/Set Details Notes (TwitW) 75.Striking Tentacle

Enemy, The Watcher in the Water, TwitW x4, Threat: 2 Tentacle HP: 3, Attack: 4, Defense: 1 Forced: When Striking Tentacle attacks, discard the top card of the encounter deck. If that card has a shadow effect or is a Tentacle enemy, this attack is considered undefended.

(TwitW) 75.Thrashing Tentacle

Enemy, The Watcher in the Water, TwitW x4, Threat: 2 Tentacle HP: 3, Attack: 3, Defense: 0 Forced: When Thrashing Tentacle is attacked, discard the top card of the encounter deck. If that card has a shadow effect or is a Tentacle enemy, deal the damage from the attack to 1 character an attacking player controls (ignoring defense).

(TwitW) 76.Wrapped

Treachery, The Watcher in the Water, TwitW x4 Tentacle When Revealed: The first player attaches Wrapped! to a hero he controls. (Counts as a Tentacle attachment with the text: "Limit 1 per hero. Attached hero cannot exhaust or ready. At the end of the round, discard attached hero from play. Combat Action: Exhaust a hero you control without a Tentacle attachment to discard Wrapped!.")

(TLD) 76.Hama

Hero, Tactics, TLD x1, Unique, Threat: 9 Rohan. Warrior. HP: 4, Willpower: 1, Attack: 3, Defense: 1 Response: After Hama is declared as an attacker, return a [Tactics] event from your discard pile to your hand. Then, choose and discard 1 card from your hand.

The card you wish to retrieve must already be in the discard pile. So cards like Quick Strike or Hands Upon the Bow played on Hama are not eligible. (FFG)

(TLD) 77.Erestor

Ally, Leadership, TLD x3, Unique, Cost: 4 Noldor. HP: 3, Willpower: 2, Attack: 0, Defense: 1 Action: Choose and discard 1 card from your hand to draw 1 card. (Limit once per round.)

(TLD) 78.Fresh Tracks

Event, Leadership, TLD x3, Cost: 1 Response: After an enemy is added to the staging area, deal 1 damage to that enemy. Players ignore that enemy while making engagement checks this round.

Questioned on BGG if this negates Ambush. Only answer was a Yes. No official answer yet.

(TLD) 79.Erebor Battle Master

Ally, Tactics, TLD x3, Cost: 3 Dwarf. Warrior. HP: 2, Willpower: 0, Attack: 1, Defense: 1 Erebor Battle Master gets +1 [Attack] for each other Dwarf character you control.

(TLD) 80.Ring Mail

Attachment, Tactics, TLD x3, Cost: 2 Item. Armor. Attach to a Dwarf or Hobbit character. Restricted. Attached character gets +1 hit point and +1 [Defense].

(TLD) 81.Out of Sight

Event, Spirit, TLD x3, Cost: 5 Secrecy 3 Action: Enemies engaged with you cannot attack this phase.

(TLD) 82.Ever My Heart Rises

Attachment, Spirit, TLD x3, Cost: 0 Condition Attach to a Dwarf character. Response: After you travel to a Mountain or Underground location, ready attached character and reduce your threat by 1.

(TLD) 83.Warden of Healing

Ally, Lore, TLD x3, Cost: 2 Gondor Healer HP: 1, Willpower: 1, Attack: 0, Defense: 1 Action: Exhaust Warden of Healing to heal 1 damage on up to 2 different characters. Then, you may pay 2 [Lore] resources to ready Warden of Healing.

(TLD) 84.Word of Command

Event, Lore, TLD x3, Cost: 1 Action: Exhaust an Istari character to search your deck for 1 card and add it to your hand. Shuffle your deck.

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Name/Set Details Notes (TLD) 85.Love of Tales

Attachment, Lore, TLD x3, Cost: 0 Condition. Attach to a [Lore] hero. Limit 1 per hero. Response: After a Song card is played, add 1 resource to attached hero's resource pool.

(TLD) 86.Journey in the Black Pit

Quest, TLD x1, Quest Points: 13 Side A: Setup: The first player attaches Cave Torch to a hero of his choice. Side B: When Revealed: Discard cards from the top of the encounter decks until you discard X locations, where X is one less than the number of players in the game (minimum of 1). Add those locations to the staging area, and shuffle the other discarded cards back into the encounter deck. Each location gets +1 [Threat]. If the players quest unsuccessfully, trigger all "Lost:" effects in play.

(TLD) 87.Continuing Eastward

Quest, TLD x1, Quest Points: 17 Side B: When Revealed: The first player makes a locate test. If this test is failed, reveal cards from the encounter deck equal to the number of players in the game and add them to the staging area. Then, trigger all "Lost:" effects in play If the players quest unsuccessfully, trigger all "Lost:" effects in play. If the players defeat this stage, they have won the game.

(TLD) 88.Durin's Greaves

Objective, TLD x1 Artifact. Armour. When Revealed: The first player attaches Durin's Greaves to a hero of his choice as an attachment. Attached hero gains +1 [Defense]

(TLD) 89.Abandoned Mine

Location, The Long Dark, TLD x3 Threat: 3, Quest Points: 3 Underground. Dark.Lost: Return the top 2 Goblin enemies in the encounter discard pile to the staging area, if able. (PASS)

(TLD) 90.Dwarven Forge

Location, The Long Dark, TLD x2 Threat: 2, Quest Points: 4 Underground. DarkLost: Each player must choose and discard 1 card from his hand. (PASS )

(TLD) 91.Silent Caverns

Location, The Long Dark, TLD x2 Threat: 1, Quest Points: 3 UndergroundLost: Exhaust all characters. (PASS)

(TLD) 92.Twisting Passage

Location, The Long Dark, TLD x2 Threat: 3, Quest Points: 5 Underground. Dark.Forced: Before placing progress tokens on Twisting Passage, the first player must make a locate test. If this test is failed, do not place any progress tokens on Twisting Passage and trigger all "Lost:" effects in play. (PASS)

(TLD) 93.Fatigue

Treachery, The Long Dark, TLD x2 When Revealed: Each player must exhaust 1 character he controls, if able. Then, if any player controls no unexhausted characters, Fatigue gains surge. Shadow: The defending player must exhaust 1 character he controls, if able.

(TLD) 94.Foul Air

Treachery, The Long Dark, TLD x4 When Revealed: The first player makes a locate test. If this test is failed, deal 2 damage to all characters and trigger all "Lost:" effects in play. (PASS)

(TLD) 95.Gathering Ground

Treachery, The Long Dark, TLD x1 When Revealed: Attach this card to a location in the staging area with the highest combined threat and remaining quest points. (Counts as a Condition attachment with the text: "Each enemy revealed from the encounter deck gains surge.") (PASS)

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Name/Set Details Notes (TLD) 96.Vast and Intricate

Treachery, The Long Dark, TLD x2 When Revealed: The first player makes a locate test. If this test is failed, raise each player's threat by 7, remove all progress tokens from play, and trigger all "Lost:" effects in play.

(TLD) 97.Cave Spider

Enemy, The Long Dark, TLD x3, Threat: 3 Spider. Creature HP: 4, Attack: 2, Defense: 1 When Revealed: The first player draws 1 card. Then, that player must choose and discard 4 cards from his hand, if able. Forced: After Cave Spider engages a player, that player must choose and discard 1 card from his hand, if able.

(TLD) 98.Goblin Sneak

Enemy, The Long Dark, TLD x4, Threat: 2 Goblin. Orc. HP: 2, Attack: 1, Defense: 1 Forced: After Goblin Sneak engages a player, discard the top card of the encounter deck. If it is a treachery card, Goblin Sneak engages the next player, if able. Shadow: Add Goblin Sneak to the staging area.

(TLD) 99.Goblin Warlord

Enemy, The Long Dark, TLD x1, Threat: 4 Goblin. Orc. HP: 5, Attack: 3, Defense: 3 Lost: Each player must choose and discard 1 ally he controls from play, if able. Shadow: Trigger all "Lost:" effects in play.

(TLD) 100.Rock Adder

Enemy, The Long Dark, TLD x3, Threat: 1 Creature HP: 3, Attack: 3, Defense: 0 Rock Adder cannot be attacked unless it has dealt at least 1 damage this round. Shadow: If this attack is undefended, the defending player must discard 1 character he controls from play.

(FoS) 101.Glorfindel (FoS)

Hero, Spirit, FoS x1, Threat: 5 Noldor. Noble. Warrior. HP: 5, Willpower: 3, Attack: 3, Defense: 1 Forced: After Glorfindel exhausts to commit to a quest, raise your threat by 1.

(FoS) 102.Longbeard Elder

Ally, Leadership, FoS x3, Cost: 3 Dwarf. HP: 2, Willpower: 2, Attack: 1, Defense: 1 Response: After Longbeard Elder commits to a quest, look at the top card of the encounter deck. If that card is a location, place 1 progress token on the current quest. Otherwise Longbeard Elder gets -1 [Willpower] until the end of the phase.

(FoS) 103.Path of Need

Attachment, Leadership, FoS x3, Cost: 4 Condition. Limit 1 per deck. Attach to a location. Heroes do not exhaust to attack, defend, or commit to a quest while attached location is the active location.

(FoS) 104.Trollshaw Scout

Ally, Tactics, FoS x3, Cost: 2 Noldor. Scout. HP: 2, Willpower: 0, Attack: 2, Defense: 1 Ranged Ranged. Trollshaw Scout does not exhaust to attack. Forced: After Trollshaw Scout attacks, either discard it from play or discard 1 card from your hand.

(FoS) 105.Heavy Stroke

Event, Tactics, FoS x3, Cost: 1 Response: After a Dwarf deals X damage to an enemy during combat, deal and additional X damage to that enemy. (Limit once per phase.)

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Name/Set Details Notes (FoS) 106.Imladris Stargazer

Ally, Spirit, FoS x3, Cost: 2 Noldor. HP: 1, Willpower: 0, Attack: 0, Defense: 1 Action: Exhaust Imladris Stargazer to choose a player. That player looks at the top 5 cards of his deck and then returns them to the top of his deck in any order.

(FoS) 107.Light of Valinor

Attachment, Spirit, FoS x3, Cost: 0 Condition. Attach to a Noldor or Silvan hero. Attached hero does not exhaust to commit to a quest.

(FoS) 108.Daeron's Runes

Event, Lore, FoS x3, Cost: 0 Action: Draw 2 cards. Then, discard 1 card from your hand.

(FoS) 109.Healing Herbs

Attachment, Lore, FoS x3, Cost: 0 Attach to a [Lore] hero. Action: Discard Healing Herbs and exhaust attached hero to heal all damage on 1 character.

(FoS) 110.Asfaloth

Attachment, Lore, FoS x3, Cost: 2 Mount. Attach to a Noldor or Silvan hero. Action: Exhaust Asfaloth to place 1 progress token on any location. (2 tokens instead if attached hero is Glorfindel.

(FoS) 111.The Dripping Walls

Quest, FoS x1, Quest Points: 9 Side A: Setup: Place the Foundations of Stone encounter set aside, out of play. The first player attaches Cave Torch to a hero of his choice. Side B: When Revealed: Reveal 1 card from the encounter deck per player and add it to the staging area.

(FoS) 112.The Water's Edge

Quest, FoS x1, Quest Points: 12 Side B: Forced: After a player commits characters to the quest, he must discard the top 2 cards of his deck.

(FoS) 113.Washed Away

Quest, FoS x1, Quest Points: 0 Side B: When Revealed: Discard all Item, Armor, Weapon, Light cards and all encounter deck cards from play. Shuffle all enemy and treachery cards in the counter discard pile together with the Foundations of Stone encounter set. This deck becomes the new encounter deck. Remove all other encounter deck cards from the game. Then, starting with the first player, each player draws a random stage 4 quest card. Remove all other stage 4 quest cards from the game.

(FoS) 114.Below the Mines/Sheltered Rocks

Quest, FoS x1, Quest Points: 11 Side B: When Revealed: Create your own staging area. Reveal 2 cards from the encounter deck and add them to your staging area. Forced: After the 11th progress token is placed on the Sheltered Rocks, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.

(FoS) 115.Below the Mines/The Endless Caves

Quest, FoS x1, Quest Points: 17 Side B: When Revealed: Create your own staging area. Discard all resources from your heroes. Forced: After the 17th progress token is placed on The Endless Caves, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.

(FoS) 116.Below the Mines/The Shivering Bank

Quest, FoS x1, Quest Points: 7 Side B: When Revealed: Create your own staging area. Discard your hand. Reveal 2 cars from the encounter deck and add them to your staging area. Forced: After the 7th progress token is placed on The Shivering Bank, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.

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Name/Set Details Notes (FoS) 117.Below the Mines/Old One Lair

Quest, FoS x1, Quest Points: 5 Side B: When Revealed: Create your own staging area. Reveal 4 cards from the encounter deck and add them to the staging area. Forced: After the 5th progress token is placed on One One Lair, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.

(FoS) 118.Out of Dthe Depths

Quest, FoS x1, Quest Points: 11 Side B: When Revealed: Reveal 1 card from the encounter deck per player, and add it to the staging area. Each player cannot commit more allies to the quest than the number of heroes he is also committing to the quest. If players defeat this stage, they have won the game.

(FoS) 119.Durin's Axe

Objective, FoS x1 Weapon. Artifact. Surge. Restricted. Attached hero gets +3 [Attack]. If attached hero is a Dwarf, it gets +1 [Willpower]. Action: Exhaust a hero to claim this objective. Then, attach Durin's Axe to that hero as an attachment.

(FoS) 120.Durin's Helm

Objective, FoS x1 Armor. Artifact. Surge. Attached hero gets +1 [Defense]. If attached hero is a Dwarf,it gets +2 hit points. Action: Exhaust a hero to claim this objective. Then, attach Durin's Helm to that hero as an attachment.

(FoS) 121.Drowned Treasury

Location, Foundations of Stone, FoS x3 Threat: 2, Quest Points: 3 Underground. Underwater.If Drowned Treasury is the active location at the end of the quest phase, each player must discard 1 character he controls. Response: After Drowned Treasury leaves play as an explored location, each player may draw 2 cards or claim 1 objective in play.

(FoS) 122.Mithril Lode

Location, Foundations of Stone, FoS x1 Threat: 2, Quest Points: 5 Underground.Doomed 1. While Mithril Lode is the active location, it gains: "Refresh Action: Exhaust a character you control to place X progress tokens on the current quest card, bypassing any active location. X is the exhausted character's [Willpower]. (Limit once per round.)"

(FoS) 123.Deep Deep Dark

Treachery, Foundations of Stone, FoS x4 Doomed 1. Surge. When Revealed: Attach 1 card from the top of the first player's deck to each Nameless enemy in play, if able. Shadow: If attacking enemy is Nameless, the defending player must discard his hand.

(FoS) 124.Lost and Alone

Treachery, Foundations of Stone, FoS x2 When Revealed: Each player chooses and shuffles a hero he controls into his deck. When he draws that hero, he puts it into play. Shadow: If attacking enemy is Nameless, the defending player must discard his hand.

(FoS) 125.Nameless Thing

Enemy, Foundations of Stone, FoS x5, Threat: 3 Nameless HP: X , Attack: X, Defense: 3 Forced: After Nameless Thing engages a player, attach the top 2 cards of that player's deck to it. X is the printed cost of all attached cards on this card. If there are no cards attached, X is 3. Victory: 1

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Name/Set Details Notes (FoS) 126.Elder Nameless Thing

Enemy, Foundations of Stone, FoS x3, Threat: 4 Nameless HP: X, Attack: X, Defense: 4 Forced: After Elder Nameless Thing engages a player, attach the top 3 cards of that player's deck to it. X is the printed cost of all attached cards on this card. If there are no cards attached, X is 4. Victory: 3

(FoS) 127.Moria Bats

Enemy, Foundations of Stone, FoS x4, Threat: 1 Creature HP: 1, Attack: 1, Defense: 2 Only characters with ranged can attack or defend against Moria Bats. While Moria Bats is engaged with a player, it gets +1 [Attack] for each other enemy engaged with that player.

(SaF) 128.Elrond

Hero, Lore, SaF x1, Unique, Threat: 13 Noldor. Noble. HP: 4, Willpower: 3, Attack: 2, Defense: 3 You may spend resources from Elrond's resource pool to pay for [Spirit], [Leadership], and [Tactics] allies. Response: After a character is healed by another card effect, heal 1 damage on it.

(SaF) 129.We Are Not Idle

Event, Leadership, SaF x3, Cost: 0 Action: Exhaust X Dwarf characters to add X resources to a hero's resource pool and draw 1 card.

(SaF) 130.Hardy Leadership

Attachment, Leadership, SaF x3, Cost: 2 Unique. Attach to a [Leadership] hero. Each Dwarf character gets +1 hit point.

(SaF) 131.Hands Upon the Bow

Event, Tactics, SaF x3, Cost: 1 Action: Exhaust a character you control with ranged to immediately declare it as an attacker (and resolve its attack) against an enemy in the staging area. It gets +1 [Attack] during this attack.

Does not allow attacking of enemies that are Immune to Player Card effects. (Ruling was for Dunhere but the same principle applies here).

(SaF) 132.O Elbereth! Gilthonial!

Event, Spirit, SaF x3, Cost: 4 Secrecy 4 Response: After an enemy attacks you, put that enemy on the bottom of the encounter deck. If your threat is lower than that enemy's engagement cost, set your threat equal to the engagement cost of that enemy.

Take damage from the attack before putting it to the bottom of the encounter deck (BGG)

(SaF) 133.Miruvor

Attachment, Spirit, SaF x3, Cost: 1 Item. Attach to a hero. Action: Discard Miruvor to (choose two): ready attached hero, add 1 resource to attached hero's resource pool, attached hero gets +1 [Willpower] until the end of the round, or put Miruvor on the top of your deck.

(SaF) 134.Master of the Forge

Ally, Lore, SaF x3, Cost: 2 Noldor. Craftsman HP: 1, Willpower: 0, Attack: 0, Defense: 1 Action: Exhaust Master of the Forge to search the top 5 cards of your deck for any 1 attachment and add it to your hand. Shuffle the other cards back into your deck.

(SaF) 135.Peace, and Thought

Event, Lore, SaF x3, Cost: 1 Refresh Action: Exhaust 2 heroes to draw 5 cards.

(SaF) 136.Risk Some Light

Event, Lore, SaF x3, Cost: 3 Secrecy 3 Action: Look at the top 3 cards of the encounter deck. You may select 1 card and move it to the bottom of the encounter deck. Return any unselected cards to the top of the encounter deck, in any order.

(SaF) 137.Vilya

Attachment, Neutral, SaF x3, Cost: 2 Ring. Artifact Attach to Elrond. He gains a [Spirit] resource icon. Action: Exhaust Elrond and Vilya to reveal the top card of your deck. You can immediately play or put into play the revealed card for no cost, if able. Otherwise, move the revealed card to the bottom of your deck.

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Name/Set Details Notes (SaF) 138.Nearing the Gate

Quest, SaF x1, Quest Points: 9 Side A: Setup: Remove Dark Pit from the encounter deck and place it aside, out of play. Add Durin's Bane to the staging area. Shuffle the encounter deck. Side B: When Revealed: Reduce each player's threat to 0. Reveal X cards from the encounter deck, where X is one less than the number of players in the game, and add them to the staging area.

(SaF) 139.The Rear Guard

Quest, SaF x1, Quest Points: 16 Side B: Forced: If at least 1 hero committed to the quest this round, place 4 progress tokens on The Rear Guard (bypassing any active location) at the end of the quest phase. If Durin's Bane has 0 hit points, advance to the next stage of the scenario immediately.

(SaF) 140.Last Lord of Moria

Quest, SaF x1, Quest Points: 1 Side B: When Revealed: Durin's Bane makes an immediate attack on the first player. Add Dark Pit to the staging area. Players cannot win the game while Durin's Bane is in play. If Durin's Bane leaves play by the effect on Dark Pit, the players have won the game.

(SaF) 141.Dark Pit

Location, Shadow and Flame, SaF x1 Threat: 0, Quest Points: 11 Underground. Dark.While Dark Pit is the active location it gains: "Refresh Action: Exhaust X characters (maximum 3) you control to discard the top X cards of your deck. If all discarded cards have a higher combined printed cost than the remaining hit points of Durin's Bane, discard Durin's Bane from play."

(SaF) 142.Second Hall

Location, Shadow and Flame, SaF x1 Threat: , Quest Points: While Second Hall is the active location, it gains: "Forced: after a character leaves play, reveal 1 card from the encounter deck and add it to the staging area."

(SaF) 143.Second Deep

Location, Shadow and Flame, SaF x3 Threat: 3, Quest Points: 3 UndergroundWhile Durin's Bane has no damage on it, progress tokens cannot be placed on Second Deep.

(SaF) 144.Fires in the Deep

Treachery, Shadow and Flame, SaF x2 When Revealed: Each player must discard 1 ally he controls, if able. If Fires in the Deep discarded no allies, it gains surge. Shadow: The defending player discards 1 ally he controls, if able.

(SaF) 145.Counter-Spell

Treachery, Shadow and Flame, SaF x3 Shadow When Revealed: Attach Counter-spell to Durin's Bane. (Counts as a Condition attachment with the text: "Forced: When a player plays an event, discard the top card of the encounter deck. If that card is a treachery card, cancel the effects of the event, discard the event player's hand, and discard Counter-spell from play.")

(SaF) 146.Inner Flame

Treachery, Shadow and Flame, SaF x3 When Revealed: Durin's Bane gets +3 [Attack] until the end of the round. The first player may remove 1 questing hero he controls from the quest to cancel this effect. Shadow: If attacking enemy is Durin's Bane, it gets +3 [Attack].

(SaF) 147.Inner Shadow

Treachery, Shadow and Flame, SaF x3 Surge. When Revealed: Heal 5 damage from Durin's Bane, if able. The first player may remove 1 questing hero he controls from the quest to cancel this effect.

(SaF) 148.Whip Lash

Treachery, Shadow and Flame, SaF x2 When Revealed: Each player must discard 1 attachment he controls, if able. Shadow: If attacking enemy is Durin's Bane, the defending player discards all attachments he controls.

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Name/Set Details Notes (SaF) 149.Leaping Flame

Treachery, Shadow and Flame, SaF x3 When Revealed: Durin's Bane makes an immediate attack against the first player (deal and resolve a shadow card). Shadow: If attacking enemy is Durin's Bane, it gets +3 [Attack].

(SaF) 150.Durin's Bane

Enemy, Shadow and Flame, SaF x1, Threat: 4 Balrog. Flame. Shadow. HP: 27, Attack: 6, Defense: 3Regenerate 3. Indestructible. Players cannot play attachments on Durin's Bane. Durin's Bane cannot leave the staging area, is considered to be engaged with each player whose threat is 1 or greater, and attacks each of those players in turn during the combat phase (deal and discard a new shadow card each attack).

(SaF) 151.Ranging Goblin

Enemy, Shadow and Flame, SaF x3, Threat: 2 Goblin. Orc. HP: 2, Attack: 1, Defense: 1 When Revealed: Each player must deal 1 damage to a hero he controls. Forced: After a character leaves play, shuffle Ranging Goblin and the top card in the encounter discard pile back into the encounter deck.

(SaF) 152.Firey Sword

Treachery, Shadow and Flame, SaF x2 Weapon. Flame. When Revealed: Attach Fiery Sword to Durin's Bane as a Weapon attachment with the text: "Attached enemy gets +3 [Attack]."

(SaF) 153.Many Thonged Whip

Treachery, Shadow and Flame, SaF x2 Weapon. Flame. When Revealed: Attach Many Thonged Whip to Durin's Bane as a Weapon attachment with the text: "Forced: When Durin's Bane attacks, the defending player must discard 1 card at random from his hand."

(HoN) 1.Beregond

Hero, Tactics, HoN x1, Unique, Threat: 10 Gondor. Warrior. HP: 4, Willpower: 0, Attack: 1, Defense: 4 Sentinel. Sentinel. Lower the cost to play Weapon and Armor attachments on Beregond by 2.

(HoN) 2.Boromir

Hero, Leadership, HoN x1, Unique, Threat: 11 Gondor. Warrior. Noble. HP: 5, Willpower: 1, Attack: 3, Defense: 2 While Boromir has at least 1 resource in his resource pool, Gondor allies get +1 Attack.

(HoN) 3.Errand-rider

Ally, Leadership, HoN x3, Cost: 1 Gondor. HP: 2, Willpower: 0, Attack: 0, Defense: 0 Action: Exhaust Errand-rider to move 1 resource from the resource pool of a hero you control to another hero's resource pool.

(HoN) 4.Citadel Custodian

Ally, Leadership, HoN x3, Cost: 5 Gondor. HP: 3, Willpower: 1, Attack: 0, Defense: 1 Lower the cost to play Citadel Custodian by 1 for each Gondor ally in play.

(HoN) 5.Mutual Accord

Event, Leadership, HoN x3, Cost: 0 Action: Until the end of the phase, each Gondor card in play gains the Rohan trait, and each Rohan card in play gains the Gondor trait.

(HoN) 6.Wealth of Gondor

Event, Leadership, HoN x3, Cost: 0 Action: Choose a Gondor hero. Add 1 resource to that hero's resource pool.

(HoN) 7.Defender of Rammas

Ally, Tactics, HoN x3, Cost: 2 Gondor. Warrior. HP: 1, Willpower: 0, Attack: 1, Defense: 4

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Name/Set Details Notes (HoN) 8.Behind Strong Walls

Event, Tactics, HoN x3, Cost: 1 Action: Ready a defending Gondor character. That character gets +1 Defense until the end of the phase.

(HoN) 9.Spear of the Citadel

Attachment, Tactics, HoN x3, Cost: 2 Attach to a Tactics character. Restricted. Limit 1 per character. Response: After attached character is declared as a defender, deal 1 damage to the attacking enemy.

(HoN) 10.Damrod

Ally, Spirit, HoN x3, Cost: 4 Gondor. Ranger. HP: 2, Willpower: 1, Attack: 2, Defense: 2 Action: Discard Damrod from play to lower your threat by 1 for enemy in the staging area.

(HoN) 11.Light the Beacons

Event, Spirit, HoN x3, Cost: 5 Action: All characters get +2 Defense and do not exhaust to defend until the end of the round.

(HoN) 12.A Watchful Place

Event, Spirit, HoN x3, Cost: 1 Response: After a location leaves play as an explored location, return it to the top of the encounter deck.

(HoN) 13.Blood of Númenor

Attachment, Spirit, HoN x3, Cost: 0 Attach to a Gondor of Dunedain hero. Action: Spend 1 resource from attached hero's resource pool to give attached hero +1 Defense for each resource in its resource pool until the end of the phase. (Limit once per phase)

(HoN) 14.Hunter of Lamedon

Ally, Lore, HoN x3, Cost: 2 Gondor. Outlands. HP: 1, Willpower: 1, Attack: 1, Defense: 1 Response: After you play Hunter of Lamedon from your hand, reveal the top card of your deck. If it is an Outlands card, add it to your hand. Otherwise discard it.

(HoN) 15.Ithilien Tracker

Ally, Lore, HoN x3, Cost: 2 Gondor. Ranger. HP: 3, Willpower: 0, Attack: 1, Defense: 0 Action: Exhaust Ithilien Tracker to lower the Threat of the next enemy added to the staging area to 0 until the end of the phase.

(HoN) 16.Master of Lore

Ally, Lore, HoN x3, Cost: 3 Gondor. HP: 1, Willpower: 1, Attack: 0, Defense: 1 Action: Exhaust Master of Lore to name a card type. Lower the cost for you to play [Lore] cards of that type by 1 until the end of the phase (to a minimum of 1).

(HoN) 17.Ranger Spikes

Attachment, Lore, HoN x3, Cost: 2 Trap. Play Ranger Spikes into the staging area unattached. If unattached, attach Ranger Spikes to the next elegible enemy that enters the staging area. Players do not make engagement checks against attached enemy. Attached enemy gets -2 [Threat].

General consensus at BGG is that Ranger Spikes can nullify Ambush.

(HoN) 18.Envoy of Pelargir

Ally, Neutral, HoN x3, Cost: 2 Gondor. HP: 1, Willpower: 1, Attack: 1, Defense: 0 Response: After Envy of Pelargir enters play, add 1 resource to a Gondor or Noble hero's resource pool.

(HoN) 19.Alcron's Scroll

Objective, HoN x1, Unique Scroll. If unattached, return Alacron's Scroll to the staging area and it gains "Action: Exhaust a hero to attach Alcaron's Scroll to that hero." Forced: When the hero with Alcaron's Scroll attached is damaged by an enemy attack, attach Alcaron's Scroll to that enemy.

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Name/Set Details Notes (HoN) 20.Harbor Thug

Enemy, Peril in Pelargir, HoN x5, Threat: 2 Thug. HP: 3, Attack: 3, Defense: 1 Forced: When the player whose hero has Alcaron's Scroll attached raises his threat, Harbor Thug engages that player. Shadow: Any damage dealt by this attack is dealt to the hero with Alcaron's Scroll attached, if able.

(HoN) 21.The Leaping Fish

Location, Peril in Pelargir, HoN x1 Threat: 2, Quest Points: 6 City.If Alcaron's Scroll is attached to a hero, The Leaping Fish gains: "Forced: At the beginning of the quest phase discard X cards from the top of the encounter decki where X is the number of players in the game. Add each enemy discarded by this effect to the staging area. Victory: 3

(HoN) 22.Pelargir Docks

Location, Peril in Pelargir, HoN x2 Threat: 4, Quest Points: 3 City.While Pelargir Docks is the active location, enemies get +1 Attack and +1 Defense.

(HoN) 23.Harbor Storehouse

Location, Peril in Pelargir, HoN x2 Threat: 1, Quest Points: 4 City.Forced: Each time a location is discarded from the top of the encounter deck, raise each player's threat by 1. Shadow: Deal attacking enemy an additional shadow card for each Thug enemy in play.

(HoN) 24.Collateral Damage

Treachery, Peril in Pelargir, HoN x4 When Revealed: Discard 2 cards from the top of the encounter deck. Discard an additional 2 cards for each copy of Collateral Damage in the discard pile. Then, raise each player's threat by 2 for each location discarded by this effect. Shadow: Any damage dealt by this attack is dealt to the hero with Alcaron's Scroll attached, if able.

(HoN) 25.Celador

Objective - Ally, HoN x1, Unique Gondor. Ranger. HP: 3, Willpower: 2, Attack: 2, Defense: 2While Celador is in the staging area, he is committed to the current quest. Forced: After players quest unsuccessfully or a character leaves play, deal 1 damage to Celador. If Celador leaves play, remove him from the game.

(HoN) 26.Ithilien Guardian

Objective - Ally, HoN x2 Gondor. Ranger. HP: 2, Willpower: 2, Attack: 2, Defense: 1While Ithilien Guardian is in the staging area, he is committed to the current quest. When Revealed: Add Ithilien Guardian to the staging area and Ithilien Guardian gains surge.

(HoN) 27.Southron Company

Enemy, Into Ithilien, HoN x4, Threat: 1 Harad. HP: 5, Attack: 3, Defense: 1 Southron Company gets +2 Threat and +2 Attack while the current quest card has the battle or siege keyword. Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the current quest card has a keyword).

(HoN) 28.Ithilien Road

Location, Into Ithilien, HoN x2 Threat: 4, Quest Points: 4 Forest. Road.While Ithilien Road is the active location, the engagement cost of the each enemy in the staging area is 0. Shadow: Return attacking enemy to the staging area after it attacks.

(HoN) 29.Blocking Wargs

Treachery, Into Ithilien, HoN x4 Surge. Surge. When Revealed: Deal 1 damage to each character committed to the quest. (If the current quest has the battle or siege keyword, shuffle this card back into the encounter deck.) Shadow: Deal 1 damage to the defending character.

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Name/Set Details Notes (HoN) 30.Orc Scramblers

Enemy, The Siege of Cair Andros, HoN x3, Threat: 1 Orc. Besieger. HP: 2, Attack: 2, Defense: 1Surge. Surge. When Revealed: Deal 1 damage to each Battleground location in play, if able. Shadow: Deal 2 damage to the Citadel if it is in play. Otherwise, attacking enemy gets +2 Attack.

(HoN) 31.Battering Ram

Enemy, The Siege of Cair Andros, HoN x3, Threat: 2 Besieger. HP: 5, Attack: 7, Defense: 3Doomed 2. Doomed 2. When Revealed: If the active location is a Battleground, deal 3 damage to it. Shadow: Deal 2 damage to The Approach if it is in play. Otherwise, attacking enemy gets +2 Attack.

(HoN) 32.Siege Raft

Enemy, The Siege of Cair Andros, HoN x2, Threat: 3 Besieger. HP: 6, Attack: 4, Defense: 1 When Revealed: Deal 2 damage to the lowest Threat Battleground location in play, if able. Shadow: Deal 2 damage to The Banks fi it is in play. Otherwise, attacking creature gets +2 Attack.

(HoN) 33.The Citadel

Location, The Siege of Cair Andros, HoN x1 Threat: 3, Quest Points: 11 Cair Andros. Battleground.If The Citadel has 11 or more dadmage, remove it from the game (do not collect its victory points). Response: After The Citadel leaves play as an explored location, remove stage 4 from the quest deck, if able. Victory: 3

(HoN) 34.The Approach

Location, The Siege of Cair Andros, HoN x1 Threat: 2, Quest Points: 7 Cair Andros. Battleground.If The Approach has 7 or more damage, remove it from the game (do not collect its victory points). Response: After The Approach leaves play as an explored location, remove stage 3 from the quest deck, if able. Victory: 2

(HoN) 35.The Banks

Location, The Siege of Cair Andros, HoN x1 Threat: 1, Quest Points: 3 Cair Andros. Battleground.If The Banks has 3 or more damage, remove it from the game (do not collect its victory points). Response: After The Banks leaves play as an explored lcoation, remove stage 2 from the quest deck, if able. Victory: 1

(HoN) 36.Orc Assault

Treachery, The Siege of Cair Andros, HoN x2 When Revealed: Each character gets -2 Attack and -2 Defense until the end of the round. Shadow: Deal 2 damage to all Battleground locations in play.

(HoN) 37.Pickpocket

Enemy, Streets of Gondor, HoN x3, Threat: 3 Brigand. HP: 2, Attack: 1, Defense: 0 Forced: When Pickpocket attacks, the defending player discards 1 resource from one of his heroes' resource pools and 1 card at random from his hand. Shadow: Defending player discards 1 of his attachments (Discard all of his attachments instead if undefended).

(HoN) 38.City Street

Location, Streets of Gondor, HoN x3 Threat: 2, Quest Points: 2 City.Surge. While City Street is in the staging area, players cannot travel to a locatin that does not have the title City Street. Shadow: Attacking enemy gets +2 Attac k.

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Name/Set Details Notes (HoN) 39.Market Square

Location, Streets of Gondor, HoN x2 Threat: 3, Quest Points: 1 City.Immune to player card effects. Travel: Each player must spend 1 resource from one of his heroes' resource pools to travel here. Shadow: Defending player discards all resources in his heroes' resource pools.

(HoN) 40.Lost in the City

Treachery, Streets of Gondor, HoN x1 When Revealed: Each player must search the encounter deck and discard pile for 1 City location and add it to the staging area, if able. Shuffle the encounter deck. This effect cannot be canceled. Shadow: Defending player discards his hand.

(HoN) 41.Local Trouble

Treachery, Streets of Gondor, HoN x2 When Revealed: Attach this car to the hero with the highest threat cost witout a copy of Local Trouble attached. (Counts as a Condition attachment with the text: "When attached hero exhausts, readies, or triggers an ability, raise its controller's threat by 1.")

(HoN) 42.Zealous Traitor

Enemy, Brigands, HoN x3, Threat: 2 Brigand. HP: 2, Attack: 3, Defense: 2 Forced: When Zealous Traitor engages a player, that player must deal 1 damage to each ally he controls. (2 damage instead if Zealous Traitor was not optionally engaged.)

(HoN) 43.Lossarnach Bandit

Enemy, Brigands, HoN x2, Threat: 3 Brigand. HP: 3, Attack: 3, Defense: 3 Forced: When Lossarnach Bandit engages a player, that player discards 1 resource from each of his heroe's resources pools. (2 resources instead if Lossarnach Bandit was not optionally engaged.)

(HoN) 44.Umbar Assassin

Enemy, Brigands, HoN x1, Threat: 4 Brigand. HP: 5, Attack: 5, Defense: 1 Archery 2. Forced: When Umbar Assassin engages a player, that player must deal 3 damage to a hero he controls. (Discard that hero instead if Umbar Assassin was not optionally engaged.)

(HoN) 45.Lurking in Shadows

Treachery, Brigands, HoN x When Revealed: Return all Brigand enemies engaged with players to the staging area. If this effect returned no Brigand enemies to the staging area, Lurking in Shadows gains surge. Shadow: Return attacking enemy to the staging area after it attacks.

(HoN) 46.Overgrown Trail

Location, Brooding Forest, HoN x3 Threat: 4, Quest Points: 6 Forest.Action: Exhaust a Ranger character to place 3 progress tokens on Overgrown Trail. Shadow: Shadow: Remove X progress tokens from the current quest, where X is the attacking enemy's [Threat].

(HoN) 47.Secluded Glade

Location, Brooding Forest, HoN x3 Threat: 3, Quest Points: 3Immune to player card effects. Shadow: Remove X progress tokens from the current quest, where X is the attacking enemy's [Threat].

(HoN) 48.Lost Companion

Treachery, Creatures of the Forest, HoN x When Revealed: Each player removes 1 character he controls from the quest, if able. Then, if any player has no characters committed to the quest, remove all characters from the quest.

(HoN) 49.Morgul Spider

Enemy, Creatures of the Forest, HoN x3, Threat: 3 Creature. Spider. HP: 5, Attack: 4, Defense: 1 When Revealed: Until the end of the round, Morgul Spider gets +1 [Attack] for each character not currently committed to a quest.

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Name/Set Details Notes (HoN) 50.Forest Bat

Enemy, Creatures of the Forest, HoN x3, Threat: 1 Creature. HP: 1, Attack: 1, Defense: 1 When Revealed: The first player deals 2 damage to a questing hero and removes that hero from the quest. Shadow: Defending player raises his threat by X where X is the attacking enemy's [Threat]

(HoN) 51.Watcher in the Wood

Treachery, Creatures of the Forest, HoN x2 When Revealed: Raise each player's threat by the number of questing characters. (If the current quest has the battle or siege keyword, Watcher in the Wood gains surge.) Shadow: Each player raises his threat by the number of enemies engaged with him.

(HoN) 52.Southron Mercenaries

Enemy, Southrons, HoN x3, Threat: 2 Harad. HP: 4, Attack: 3, Defense: 2Archery X. Archery X. X is the number of players in the game. Shadow: Attacking enemy gets +1 [Attack]. (+3 [Attack] instead if it has the Harad trait.) Shadow: Attacking enemy gets +1 [Attack]. (+3 [Attack] instead if it has the Harad trait.)

(HoN) 53.Haradrim Elite

Enemy, Southrons, HoN x2, Threat: 3 Harad. HP: 3, Attack: 4, Defense: 3 Forced: When Haradrim Elite enters play, it makes an immediate attack from the staging area against the first player. Shadow: This enemy attacks again after this attack resolves. (Deal a new shadow card for that attack.)

(HoN) 54.Mumak

Enemy, Southrons, HoN x1, Threat: 4 Harad. Creature. HP: 12, Attack: 7, Defense: 3 No attachments can be attached to Mumak. Mumak cannot take more than 3 damage each round.

(HoN) 55.Southron Support

Treachery, Southrons, HoN x2 Doomed 3. When Revealed: Each player must search the encounter deck and discard pile for 1 Harad enemy and add it to the staging area, if able. Shuffle the encounter deck.

(HoN) 56.Lieutenant of Moror

Enemy, Mordor Elite, HoN x1, Threat: 2 Mordor. HP: 5, Attack: 5, Defense: 2 Allies cannot defend against Lieutenant of Mordor. When Revealed: Resolve the "when revealed" effect on the topmost treachery card in the encounter discard pile, if able. This effect cannot be canceled. Victory: 3

(HoN) 57.Orc Arbalesters

Enemy, Mordor Elite, HoN x3, Threat: 2 Mordor. Orc. HP: 5, Attack: 1, Defense: 2Archery X. X is the number of different resource icons ([Leadership], [Tactics], [Spirit], or [Lore]) on heroes in play. Shadow: Attacking enemy gets +2 [Attack].

(HoN) 58.Orc Vanguard

Enemy, Mordor Elite, HoN x2, Threat: 2 Mordor. Orc. HP: 5, Attack: 8, Defense: 3 While Orc Vanguard is in the staging area, resources cannot be spent from the resource pools of heroes who have a [Leadership], [Spirit], or [Lore] resource icon. Shadow: Deal the attacking enemy two additional shadow cards.

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Name/Set Details Notes (HoN) 59.Orc War Camp

Location, Mordor Elite, HoN x2 Threat: 5, Quest Points: 2 Mordor.If an Orc enemy is in play, progress tokens cannot be placed on Orc War Camp while it is in the staging area. Shadow: Attacking enemy gets +1 [Attack] for each shadow card dealt to it.

(HoN) 60.The Master's Malice

Treachery, Mordor Elite, HoN x2 When Revealed: Each player chooses 1 sphere of influence ([Leadership], [Tactics], [Spirit], or [Lore]). Each character a player controls that does not belong to his chosen sphere takes 3 damage.

(HoN) 61.The Power of Mordor

Treachery, Mordor Elite, HoN x1 When Revealed: Each player chooses 1 sphere of influence ([Leadership], [Tactics], [Spirit], or [Lore]). Each character a player controls that does not belong to his chosen sphere takes 3 damage.

(HoN) 62.Orc Rabble

Enemy, Ravaging Orcs, HoN x3, Threat: 2 Mordor. Orc. HP: 3, Attack: 1, Defense: 1 Forced: When Orc Rabble is dealt a shadow card, it gets +2 [Attack] until the end of the phase. Shadow: Deal the attacking enemy an additional shadow card for each player in the game.

(HoN) 63.Orc Arsonist

Enemy, Ravaging Orcs, HoN x3, Threat: 3 Mordor. Orc. HP: 3, Attack: 3, Defense: 2 Forced: When Orc Arsonist engages a player, deal 1 shadow card to each enemy engaged with that player. Shadow: Attacking enemy gets +1 [Attack]. Deal it another shadow card.

(HoN) 64.Scourge of Mordor

Treachery, Ravaging Orcs, HoN x2 When Revealed: Each player discards the top card of his deck. Until the end of the phase, raise the total [Threat] in the staging area by X, where X is the total cost of all cards discarded by this effect. Shadow: Attacking enemy gets +1 [Attack]. Deal it another shadow card.

(HoN) 65.The Leaping Fish

Quest, HoN x1, Quest Points: 6 Side A: Setup: Search the encounter deck for The Leaping Fish and Alcaron's Scroll. Make The Leaping Fish the active location and attach Alcaron's Scroll to a hero. Side B: Battle. (Characters use their [Attack] and [Will] when questing) When Revealed: Each player must search the encounter deck for a copy of Harbor Thug and add it to the staging area. Shuffle the encounter deck.

(HoN) 66.Fighting in the Streets

Quest, HoN x1, Quest Points: 13 Side B: Battle. (Characters use their [Attack] and [Will] when questing) The players cannot advance to the next stage unless Alcaron's Scroll is attached to a hero. When Revealed: Attach Alcaron's Scroll to the highest engagement cost enemy in play, if able. Otherwise, Add Alcaron's Scroll to the staging area.

(HoN) 67.Escape to the Quays

Quest, HoN x1, Quest Points: 15 Side A:When Revealed: Each player searches the encounter deck and discard pile for 1 enemy and adds it to the staging area. Side B: Enemies cannot be optionally engaged. Forced: The first enemy revealed from the encounter deck each round makes an immediate attack against the player who controls Alcaron's Scroll from the staging area. The players cannot defeat this stage unless Alcaron's Scroll is attached to a hero. If the players defeat this stage, they have won the game.

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Name/Set Details Notes (HoN) 68.Abush in Ithilien

Quest, HoN x1, Quest Points: 15 Side A: Setup: Add Celador to the staging area. Search the encounter deck for a copy of Ithilien Road and make it the active location. Each player must search the encounter deck for a copy of Southron Company and add it to the staging area. Shuffle the encounter deck. Side B: Battle. (Characters use [Attack] instead of [Willpower] when questing.) If the players complete this stage with Celador in the staging area, advance to stage 3A (bypassing stage 2).

(HoN) 69.Sourthron Counter-Attack

Quest, HoN x1, Quest Points: 9 Side B: Siege. (Characters use [Defense] instead of [Willpower] when questing.) Archery X. X is the number of players in the game. After this stage is completed, advance to stage 4A (bypassing stage 3).

(HoN) 70.The Hidden Way

Quest, HoN x1, Quest Points: 12 Side B: When Revealed: The first player takes control of all Ranger objectives in the staging area. Enemies do not makie engagement checks and cannot be optionally engaged.

(HoN) 71.Approaching Cair Andros

Quest, HoN x1, Quest Points: 15 Side B: If any player's threat is 37 or higher, Approaching Cair Andros gains siege. Forced: At the end of each round, raise each player's threat by 2. If players defeat this stage, they have won the game.

(HoN) 72.The Defense

Quest, HoN x1, Quest Points: 9 Side A: Setup: Add The Approach, The Citadel, and The Banks to the staging area. Shuffle the encounter deck. Side B: Siege. (Characters quest using [Defense] instead of [Willpower].) Players must deal damage from undefended attacks to the lowest [Threat] Battleground location in play. If there are no Battleground locations in play, immediately advance to the next stage.

(HoN) 73.Reinforcing the Banks

Quest, HoN x1, Quest Points: 9 Side B: Reveal 1 additional card from the encounter deck and add it to the staging area during the staging step each round.

(HoN) 74.Breakthrough at the Approach

Quest, HoN x1, Quest Points: 7 Side B: Battle. (Characters quest using [Attack] instead of [Willpower].) Forced: After the players quest unsuccessfully, instead of raising threat, each player must choose and discard 1 character he controls.

(HoN) 75.Breakthrough at the Citadel

Quest, HoN x1, Quest Points: 5 Side B: Siege. (Characters use [Defense] instead of [Willpower] when questing.) Breakthrough at the Citadel adds 5 [Threat] to the staging area.

(HoN) 76.The Last Battle

Quest, HoN x1, Quest Points: 15 Side B: Siege. (Characters quest using [Defense] instead of [Willpower]. When Revealed: Reveal 1 card per player from the encoutner deck and add it to the staging area. If the players have collected 4 or more victory points, The Last Battle gains battle and loses siege. If the players defeat this tage, they have won the game.

(tSF) 1.Hirluin the Fair

Hero, Leadership, tSF x1, UniqueThreat: Outlands. HP: 4, Willpower: 1, Attack: 1, Defense: 1 Ranged. You may use resources from Hirluin the Fair's resource pool to pay for Outlands ally cards of any sphere.

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Name/Set Details Notes (tSF) 2.Warrior of Lossarnach

Ally, Leadership, tSF x3, Cost: 2 Outlands. HP: 1, Willpower: 1, Attack: 1, Defense: 1 Each Outlands character you control gets +1 [Defense]

(tSF) 3.Gaining Strength

Event, Leadership, tSF x3, Cost: 0 Action: Discard 2 resources from your hero's resource pool to add 3 resources to that hero's resource pool.

(tSF) 4.Knights of the Swan

Ally, Tactics, tSF x3, Cost: 1 Outlands. HP: 1, Willpower: 0, Attack: 0, Defense: 0 Each Outlands character you control gets +1 [Attack]

(tSF) 5.Gondorian Shield

Attachment, Tactics, tSF x3, Cost: 1 Armor. Item. Attach to a hero. Restricted. Limit 1 per hero. Attached hero gains +1 [Defense]. (+2 [Defense] instead if attached hero has the Gondor trait.)

(tSF) 6.Ethir Swordsman

Ally, Spirit, tSF x3, Cost: 2 Outlands. HP: 1, Willpower: 1, Attack: 1, Defense: 1 Each Outlands character you control gets +1 [Willpower]

(tSF) 7.Ring of Barahir

Attachment, Spirit, tSF x3, Cost: 1 Artifact. Item. Ring. Attach to a hero. Attached hero gets +1 hit points for each Artifact attachment attached to it. If attached hero is Aragorn, he also gains a [Lore] resource icon.

(tSF) 8.Anfalas Herdsman

Ally, Lore, tSF x3, Cost: 1 Outlands. HP: 1, Willpower: 0, Attack: 0, Defense: 0 Each Outlands character you control gets +1 hit point.

(tSF) 9.Mithrandir's Advice

Event, Lore, tSF x3, Cost: 1 Action: Draw 1 card for each hero you control with a printed [Lore] resource icon.

(tSF) 10.A Good Harvest

Event, Neutral, tSF x3, Cost: 0 Action: Name a sphere. Until the end of the phase, you can spend resources of any sphere when paying for cards that belong to the named sphere.

(tSF) 11.Conspiracy

Quest, tSF x1, Quest Points: - Side A: Setup: Create the underworld deck. Remove Roots of the Mindolluin from the encounter decks and set it aside, out of play. Shuffle all Villain cards and randomly set one aside, out of play, without looking at it. Remove the others from the game. Repeat this with all Plot cards. Side B: When Revealed: Search the encounter deck for The Fourth Star and make it the active location. Shuffle the encounter deck. Forced: After the active location leaves play as an explored location, place 1 resource token on this quest. If there are 4 or more resource tokens on Conspiracy, advance to the next stage.

(tSF) 12.The Grand Design

Quest, tSF x1, Quest Points: - Side A: When Revealed: Reveal the set aside Plot card and add it to the staging area. Side B: When Revealed: Make Roots of the Mindolluin the active location, returning any other active locations to the staging area. Forced: After the active location leaves play as an explored location place 1 resource token on this quest. If there are 4 or more resource tokens on The Grand Design, advance to the next stage.

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Name/Set Details Notes (tSF) 13.The Confrontation

Quest, tSF x1, Quest Points: 15 Side A: When Revealed: Reveal the set aside Villain card and add it to the staging area. Side B: When Revealed: Shuffle the underworld deck into the encounter deck. The players cannot defeat this stage while a Villain is in play. If this stage is defeated, the players have won the game.

(tSF) 14.Underworld Dissident

Enemy, The Steward's Fear, tSF x5, Threat: 3 Brigand. HP: 2, Attack: 2, Defense: 2 Underworld Dissident gets +1 [Attack] for each Underworld location in play. Shadow: If this attack is undefended, remove 1 token from the current quest.

(tSF) 15.Daughter of Beruthiel

Enemy, The Steward's Fear, tSF x1, Threat: 3 Gondor. Villain. HP: 5, Attack: 5, Defense: 3 Daugher of Beruthield cannot be optionall engaged. Forced: After Daughter of Beruthiel attacks, return her to the staging area. The engaged player may raise his threat by 4 to prevent this effect.

(tSF) 16.The Hand of Castamir

Enemy, The Steward's Fear, tSF x1, Threat: 3 Gondor. Villain. HP: 6, Attack: 4, Defense: 3 Forced: After the Hand of Castamir attacks, reveal the top card of the encounter deck, resolve its effects, and discard it. Forced: After a treachery card is revealed from the encounter deck, The Hand of Castamir makes an immediate attack against the first player.

(tSF) 17.Telemnar's Bane

Enemy, The Steward's Fear, tSF x1, Threat: 3 Gondor. Villain. HP: 7, Attack: 3, Defense: 2 Forced: When Telemnar's Bane attacks, discard the top 3 cards of each player's deck. Forced: After a player plays an event card, Telemnar's Bane makes an immediate attack against the first player.

(tSF) 18.Sewers

Location, The Steward's Fear, tSF x3 Threat: 3, Quest Points: 3 Underworld. City.Underworld 1. When Revealed: Place the top card of the underworld deck facedown underneath the active location, if able.

(tSF) 19.Roots of Mindolluin

Location, The Steward's Fear, tSF x1 Threat: 2, Quest Points: 5 Underworld.Underworld 1. Each location in the staging area gets +2 Quest points.

(tSF) 20.Storehouse

Location, The Steward's Fear, tSF x2 Threat: 2, Quest Points: 2 Underworld. City.Underworld 1. Shadow: Attacking enemy gets +1 [Attack]. (+2 [Attack] instead if undefended.)

(tSF) 21.Houses of the Dead

Location, The Steward's Fear, tSF x1 Threat: 4, Quest Points: 4 Underworld. City.Underworld 2. Forced: After Houses of the Dead becomes the active location, exhaust all characters.

(tSF) 22.The Fourth Star

Location, The Steward's Fear, tSF x1 Threat: 3, Quest Points: 5 City.Underworld X. X is the number of players in the game. Response: When The Fourth Star leaves play as an explored location, each player may draw 1 card.

(tSF) 23.Unwelcome Discovery

Treachery, The Steward's Fear, tSF x2 Surge. When Revealed: Reveal 1 card from the underworld deck and add it to the staging area. If it is a Clue card, discard it instead.

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Name/Set Details Notes (tSF) 24.A Knife in the Back

Treachery, The Steward's Fear, tSF x3 When Revealed: Random select 1 ally controlledc by the first player, if able. The first player deals X damage to one of his heroes, where X is that ally's [Attack]. Then discard that ally. If no ally is discarded by this effect, A Knife in the Back gains surge.

(tSF) 25.False Lead

Treachery, The Steward's Fear, tSF x2 When Revealed: End the quest phase without resolving the quest. Shadow: If this attack destroys a character, remove all tokens from the current quest.

(tSF) 26.A Scrap of History

Objective, tSF x1 Clue. Action: Exhaust a hero to claim this objective, add it to the victory display, and place 1 resource token on the current quest. Victory: 1

(tSF) 27.Secret Map

Objective, tSF x1 Clue. Action:P Exhaust a hero to claim this objective and attach it to that hero. Action: If attached to a hero, add Secret Map to the victory display to place 3 progress tokens on the active location. Victory: 1

(tSF) 28.A Prisoner

Objective, tSF x1 Clue. Action: Exhaust a hero to claim this objective, add it to the victory display, and place 2 resource tokens on the current quest. Victory: 1

(tSF) 29.Unholy Alliance

Objective, tSF x1 Plot. Reveal 1 additional card from the encounter deck and add it to the staging area during the staging step each round. If a hero is destroyed by an enemy attack, the players have lost the game.

(tSF) 30.Up in Flames

Objective, tSF x1 Plot. Forced: At the end of the round, place 1 resource token on Up in Flames and discard the top X cards of each player's deck. X is the number of resource tokens on Up in Flames. If any player has no carrds in his deck, the players have lost the game.

(tSF) 31.Poisoned Counsels

Objective, tSF x1 Plot. At the end of each round, raise each player's threat by 2.

(TMaO) 1.The Witch-king

Enemy, The Massing at Osgiliath, TMaO x1, Threat: 6 Nazgûl. Captain. HP: 11, Attack: 6, Defense: 6 Players cannot play attachments on The Witch-king. While The Witchin-king is in the staging area, each character gets -1 Willpower. Forced: After The Witch-king attacks, he returns to the staging area unless the defending player raises his threat by 3.

You can use Feint (CORE 34) to prevent him from attacking and thus prevent him from returning to the staging area. The forced effect happens immediately after determining combat damage and before any player actions.

(TMaO) 2.Snaga Scouts

Enemy, The Massing at Osgiliath, TMaO x4, Threat: 1 Orc. Scout. HP: 2, Attack: 1, Defense: 0 Forced: At the beginning of the encounter phase, all copies of Snaga Scouts engage the player with the lowest threat. (The first player chooses in case of a tie.)

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Name/Set Details Notes (TMaO) 3.Wolves from Mordor

Enemy, The Massing at Osgiliath, TMaO x4, Threat: 1 Creature. Scout. HP: 4, Attack: 3, Defense: 1 Forced: After Wolves from Mordor attack and destroy a character, shuffle Wolves from Mordor into the encounter deck. Shadow: Deal 2 damage to the defending character.

(TMaO) 4.Wainriders

Enemy, The Massing at Osgiliath, TMaO x4, Threat: 2 Easterling. Scout. HP: 4, Attack: 3, Defense: 1 Each damage dealt by Wainriders raises the defending player's threat by 1.

If Frodo (SoM 25) is damaged, the defending player's threat is still raised by 1 and then if you decide to cancel Frodo's damage you will raise the threat an additional amount equal to the damage being cancelled.

(TMaO) 5.Wainrider Captain

Enemy, The Massing at Osgiliath, TMaO x3, Threat: 2 Easterling. Captain. HP: 4, Attack: 3, Defense: 3 When Revealed: Move the top Scout enemy from the encounter discard pile to the staging area. (Top 2 Scout enemies instead if the players have crossed the Anduin.) Shadow: If this attack is undefended, attacking enemy gets +2 Attack if it is a Scout.

Players have crossed the Anduin when they have reached Stage 4 of the quest.

(TMaO) 6.Uruk Vanguard

Enemy, The Massing at Osgiliath, TMaO x3, Threat: 2 Uruk. Orc. HP: 8, Attack: 2, Defense: 1 If the players have crossed the Anduin, Uruk Vanguard gets +3 Attack. Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if players have crossed the Anduin). Shadow: Attacking enemy gets +1 Attack. (+2 Attack instead if players have crossed the Anduin).

Players have crossed the Anduin when they have reached Stage 4 of the quest.

(TMaO) 7.Captured Tower

Location, The Massing at Osgiliath, TMaO x3 Threat: 1, Quest Points: 2 West Bank.If the players have crossed the Anduin, Captured Watchtower gets +3 Threat. Shadow: Remove all defending characters from combat. This attack is considered undefended.

Players have crossed the Anduin when they have reached Stage 4 of the quest. Shadow: The attack is undefended which means the damage must be applied to any Hero, possibly the same Hero that was meant to defend against the attack in the first place. The would-be defenders remain exhausted.

(TMaO) 8.Emyn Arnen Overlook

Location, The Massing at Osgiliath, TMaO x1 Threat: 2, Quest Points: 5 West Bank.The first Scout enemy revealed from the encounter deck each round gains surge and doomed 2.

The effect applies to every Scout enemy revealed while this Location is in-play.

(TMaO) 9.Morgulduin

Location, The Massing at Osgiliath, TMaO x2 Threat: 1, Quest Points: 3 East Bank. Polluted.While Morgulduin is the active location, it gains: "Forced: When a character commits to a quest, deal 1 damage to that character." Shadow: If the players have not yet crossed the Anduin, return any current active location to the staging area. Morgulduin becomes the active location.

Players have crossed the Anduin when they have reached Stage 4 of the quest.

(TMaO) 10.Pelennor Fields

Location, The Massing at Osgiliath, TMaO x2 Threat: 1, Quest Points: 7 West Bank.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." Victory: 1

Players have crossed the Anduin when they have reached Stage 4 of the quest. If two copies are in-play and you don't travel to either, each players' threat increases by 6. If two copies are in-play and you travel to one of them, each players' threat still raises by 3 because you didn't travel to the other one (official answer from Nate).

(TMaO) 11.Ruins of Osgiliath

Location, The Massing at Osgiliath, TMaO x3 Threat: 1, Quest Points: 7 East Bank.If the players have crossed the Anduin, Ruins of Osgiliath gets +3 Threat. Victory: 1

Players have crossed the Anduin when they have reached Stage 4 of the quest.

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Name/Set Details Notes (TMaO) 12.Cut Off

Treachery, The Massing at Osgiliath, TMaO x4 Doomed 1. Doomed 1. When Revealed: Each player must discard all ally cards from his hand, if able. Shadow: Defending player must discard 1 ally card from his hand or attacking enemy gets +3 Attack. (2 allies instead if this attack is undefended.

(TMaO) 13.Dark Pursuit

Treachery, The Massing at Osgiliath, TMaO x2 When Revealed: Raise the total Threat of the staging area by 1 for each Scout enemy in play. If there are no Scout enemies in play, Dark Pursuit gains surge.

(TMaO) 14.Massing at Osgiliath

Treachery, The Massing at Osgiliath, TMaO x3 Surge. Surge. When Revealed: Until the end of the phase, each card revealed by the encounter deck gains doomed 1. (Doomed 3 instead if the players have crossed the Anduin.)

Players have crossed the Anduin when they have reached Stage 4 of the quest.

(TMaO) 15.Ranger of Ithilien

Objective - Ally, TMaO x2 Gondor. Range. Ally. HP: 2, Willpower: 2, Attack: 2, Defense: 1Surge. When Revealed: The first player takes control of Ranger of Ithilien, exhausted and committed to the quest. Then, Ranger of Ithilien gains surge.

(TMaO) 16.Beyond Expectations

Quest, TMaO x1, Quest Points: 7 Side A: Setup: Search the encounter deck for 12 Scout cards, and add 3 per player (one of each title), to the staging area. Remove The Witch-king from the encounter deck and set him aside, out of play. Shuffle any unused Scoutcards back into the encounter deck. Side B: Players cannot travel to West Bank locations.

(TMaO) 17.Through the Ruins

Quest, TMaO x1, Quest Points: 5 Side A: none. Side B: Players cannot travel to West Bank locations. Each player cannot play or put into play more than 1 card from his hand each round.

(TMaO) 18.Anduin Crossing

Quest, TMaO x1, Quest Points: 1 Side A: none. Side B: Progress tokens from card effects cannot be placed on this quest card or the active location. Players cannot travel to East Bank or West Bank locations. In order to commit characters to the quest, a player must first choose a hero or 1 Ranger of Ithilien card he controls. Discard each chosen card from play.

(TMaO) 19.Race to Mias Tirith

Quest, TMaO x1, Quest Points: 15 Side A: none. Side B: When Revealed: Add The Witch-king to the staging area. Players have now crossed the Anduin. Players cannot travel to East Bank locations. If the players defeat this stage, they have won the game.

(TBoLt) 1.Terror from the Mountain

Quest, TBoLt x1, Quest Points: Side A: Setup: Shuffle all copies of Smaug into a spearate Smaug deck. Search the enounter deck for Lake-town and add it to the staging area. Shuffle the encounter deck. Then, reveal 1 card from the encounter deck per player, and add it to the staging area. Side B: Smaug cannot have more than 6 damage on him. When revealed: Deal 1 damage to Lake-town for each player in the game.

(TBoLt) 2.Fire and Water

Quest, TBoLt x1, Quest Points: Side B: Smaug cannot have more than 12 damage on him. When the players quest successfully, any number of progress tokens that would be placed on this quest may instead be discarded to remove the same amount of damage from Lake-town.

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Name/Set Details Notes (TBoLt) 3.The Dragon's Wrath

Quest, TBoLt x1, Quest Points: Side B: Forced: During the quest phase, reveal 1 additional card from the encounter deck. Refresh Action: Reset the quest deck to stage 2B. The players must defeat Smaug to defeat this stage. When Smaug is defeated, compare the number of damage tokens on Lake-town with the number of victory points in the victory display. If the players have more victory points, they have won the game. Otherwise, Lake-town has burned and the player's have lost.

The refresh action is optional. It gives the characters a chance to return to Lake-town so that they may heal some damage however Smaug also has a chance to heal since he can't have more than 12 damage. You still have to re-complete 2B before again proceeding to 3.

(TBoLt) 4.Smaug the Mighty

Enemy, The Battle of Lake-town, TBoLt x3, Threat: 7 Dragon HP: 20, Attack: 5, Defense: 9 Immune to player card effects. When Revealed: Smaug the Mighty makes an immediate attack against each player (deal and resolve a shadow card for each attack.)

(TBoLt) 5.Smaug the Terrible

Enemy, The Battle of Lake-town, TBoLt x3, Threat: 6 Dragon HP: 20, Attack: 7, Defense: 7 Immune to player card effects. When revealed: Resolve all burn damage from locations in play.

(TBoLt) 6.Smaug the Magnificent

Enemy, The Battle of Lake-town, TBoLt x3, Threat: 5 Dragon HP: 20, Attack: 8, Defense: 8 Immune to player card effects. Excess damage from attacks by Smaug the Magnificent must be assigned to Lake-town. When revealed: Move 3 damage from Smaug the Magnificent to Lake-town.

(TBoLt) 7.Lake-town

Objective, TBoLt x1 City. If Lake-town has 50 or more damage on it, Lake-town has completely burned and the players have lost the game.

(TBoLt) 8.The Old Thrush

Objective, TBoLt x1 Creature. Guarded. Action: Exhaust a hero to claim this objective and attach it to that hero when it is free from encounters. [Counts as an attachment with the text: "If detached, discard The Old Thrush. Response: After attached hero exhausts to attack Smaug, discard X cards from hand to reduce Smaug's [Defense] by X."

(TBoLt) 9.Close to the Flame

Treachery, The Battle of Lake-town, TBoLt x3 When revealed: Deal 1 damage to each character in play. Shadow: Deal 1 damage to each character in play. Any player may discard a hero to cancel this effect.

(TBoLt) 10.Scorching Blast

Treachery, The Battle of Lake-town, TBoLt x3 When revealed: Resolve all burn damage from all locations in play. Shadow: Resolve this card's "When revealed" effect. Any player may discard a hero to cancel this effect.

(TBoLt) 11.Town-Baiting

Treachery, The Battle of Lake-town, TBoLt x3 When revealed: Smaug makes an attack against Lake-town. The last player may declare a defender against this attack. Excess damage from this attack must be placed on Lake-town. This effect cannot be canceled.

(TBoLt) 12.Dire Magnificence

Treachery, The Battle of Lake-town, TBoLt x3 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.

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Name/Set Details Notes (TBoLt) 13.Catching Fire

Treachery, The Battle of Lake-town, TBoLt x3 When revealed: Choose and shuffle 1 Pier location from the victory display back into the encounter deck. If no location was shuffled back into the encounter deck by this effect, Catching Fire gains Surge. Shadow: Defending player gets -2 [Defense]

(TBoLt) 14.Reckless in His Rage

Treachery, The Battle of Lake-town, TBoLt x2 When Revealed: If Smaug is in play, he gets +2 Threat, +2 Attack, -2 Defense and gains the text: "Allies cannot be declared as defenders." This effect lasts until the end of the round. Shadow: If this attack destroys a character, resolve all burn damage on locations in play.

(TBoLt) 15.West Pier

Location, The Battle of Lake-town, TBoLt x1 Threat: 2, Quest Points: 2 Lake-town. Pier.Each location in play gains Burn 1. Victory: 2

(TBoLt) 16.The Master's Manor

Location, The Battle of Lake-town, TBoLt x1 Threat: 4, Quest Points: 8 Lake-town.Burn 3. When Revealed: Move all damage from Smaug to Lake-town. Shadow: If this attack destroys a character, defending player discards his hand. Victory: 8

(TBoLt) 17.South Pier

Location, The Battle of Lake-town, TBoLt x Threat: 1, Quest Points: 4 Lake-town. Pier.Burn 2. When faced with the option to travel, players cannot travel to other locations. Victory: 4

(TBoLt) 18.North Pier

Location, The Battle of Lake-town, TBoLt x1 Threat: 2, Quest Points: 2 Lake-town. Pier.Burn 2. Smaug cannot be damaged. Victory: 2

(TBoLt) 19.Merchant's District

Location, The Battle of Lake-town, TBoLt x4 Threat: 4, Quest Points: 3 Lake-town.Burn 1. Travel Action: Deal 2 damage per player to Lake-town to add this location to the victory display. Shadow: Deal 1 damage on Lake-town. (4 damage instead if undefended). Victory: 3

(TBoLt) 20.East Pier

Location, The Battle of Lake-town, TBoLt x1 Threat: 2, Quest Points: 2 Lake-town. Pier.Burn 1. "When revealed" effects cannot be cancelled. Victory: 2

(TBoLt) 21.Great House

Location, The Battle of Lake-town, TBoLt x1 Threat: 6, Quest Points: 6 Lake-town.Burn 3. When Revealed: Resolve all burn damage from all locations in play. Victory: 6

Great House's burn damage doesn't take effect during its when revealed effect.

(TBoLt) 22.Great Bridge

Location, The Battle of Lake-town, TBoLt x1 Threat: 3, Quest Points: 4 Lake-town.Burn 2. When revealed: Discard X cards from each player's deck. X is the amount of damage on Lake-town. (If no cards are discarded by this effect, Great Bridge gains surge.) Victory: 4

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Name/Set Details Notes (TBoLt) 23.Fisherman's Dock

Location, The Battle of Lake-town, TBoLt x4 Threat: 2, Quest Points: 2 Lake-town.Burn 1. Travel: If there is 1 active location, exhaust a hero to travel here. (there are now 2 active locations.) Shadow: Add this location to the staging area. Victory: 2

(TBoLt) 24.Esgaroth Wharf

Location, The Battle of Lake-town, TBoLt x4 Threat: 3, Quest Points: 4 Lake-townBurn 1. All locations are immune to player card effects. Shadow: Attacking enemy gets +2 Attack. Then it makes an additional attack after this one. Victory: 4

(OHaUH) 1.Bilbo Baggins (OH)

Hero, Baggins, OHaUH x1, Unique, Threat: 0 Hobbit. HP: 3, Willpower: 1, Attack: 1, Defense: 1 The first player gains control of Bilbo Baggins. Bilbo Baggins cannot gain resources from player card effects. If Bilbo leaves play, the players have lost the game

If the first player's threat reaches 50 then both players have lost the game due to Bilbo having to be discarded.

(OHaUH) 2.Thorin Oakenshield

Hero, Leadership, OHaUH x1, Unique, Threat: 12 Dwarf. Noble. Warrior HP: 5, Willpower: 3, Attack: 3, Defense: 1 If you control at least 5 Dwarf characters, add 1 additional resource to Thorin Oakenshield's pool when you collect resources during the resource phase.

(OHaUH) 3.Nori

Hero, Spirit, OHaUH x1, Unique, Threat: 9 Dwarf. HP: 4, Willpower: 2, Attack: 1, Defense: 2 Response: After a Dwarf ally enters play under your control, reduce your threat by 1.

(OHaUH) 4.Ori

Hero, Lore, OHaUH x1, Unique, Threat: 8 Dwarf. HP: 3, Willpower: 2, Attack: 2, Defense: 1 If you control at least 5 Dwarf characters, draw 1 additional card at the beginning of the resource phase.

(OHaUH) 5.Beorn

Hero, Tactics, OHaUH x1, Unique, Threat: 12 Beorning. Warrior. HP: 10, Willpower: 0, Attack: 5, Defense: 1 Sentinel. Cannot have attachments. Immune to player card effects. Beorn does not exhaust to defend.

(OHaUH) 6.Fili

Ally, Leadership, OHaUH x3, Unique, Cost: 3 Dwarf. HP: 2, Willpower: 1, Attack: 1, Defense: 1 Response: After you play Fili from your hand during the planning phase, search your deck for Kili and put him into play under your control. Then, shuffle your deck.

(OHaUH) 7.Kili

Ally, Spirit, OHaUH x3, Unique, Cost: 3 Dwarf. HP: 2, Willpower: 1, Attack: 1, Defense: 1 Response: After you play Kili from your hand during the planning phase, search your deck for Fili and put him into play under your control. Then, shuffle your deck.

(OHaUH) 8.Bofur

Ally, Tactics, OHaUH x3, Unique, Cost: 3 Dwarf. HP: 3, Willpower: 2, Attack: 2, Defense: 0 Action: Exhaust Bofur to search the top 5 cards of your deck for 1 Weapon attachment. Add that card to your hand and shuffle the other cards back into your deck.

(OHaUH) 9.Dori

Ally, Lore, OHaUH x3, Unique, Cost: 3 Dwarf HP: 3, Willpower: 1, Attack: 2, Defense: 1 Response: After a hero is assigned any amount of damage, exhaust Dori to place that damage on Dori instead.

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Name/Set Details Notes (OHaUH) 10.Gandalf

Ally, Neutral, OHaUH x3, Unique, Cost: 5 Istari. HP: 4, Willpower: 4, Attack: 4, Defense: 4 Gandalf does not exhaust to commit to a quest. Forced: At the end of the refresh phase, discard Gandalf from play. You may raise your threat by 2 to cancel this effect.

(OHaUH) 11.Cram

Attachment, Leadership, OHaUH x3, Cost: 0 Item. Attach to a hero. Action: Discard Cram to ready attached hero.

(OHaUH) 12.Spare Hood and Cloak

Attachment, Spirit, OHaUH x3, Cost: 0 Item. Action: Exhaust Spare Hood and Cloak and exhaust attached character to ready another character. Then, attach Spare Hood and Cloak to that character.

General consensus is that you can use this on already 'ready' characters though debate is open.

(OHaUH) 13.Thror's Map

Attachment, Lore, OHaUH x3, Cost: 1 Artifact. Item. Attach to a hero. Action: Exhaust Thror's Map to choose a location in the staging area. Make that location the active location. (If there is another active location, return it to the staging area.)

Does not need an active location already. No travel effects trigger on the location because you didn't 'Travel' there.

(OHaUH) 14.A Very Good Tale

Event, Leadership, OHaUH x3, Cost: 0 Action: Exhaust 2 allies you control to shuffle your deck and discard the top 5 cards. Put up to 2 allies discarded by this effect into play under your control. The total cost of the allies put into play cannot exceed the total cost of the allies exhausted to pay for this effect.

(OHaUH) 15.Foe-hammer

Event, Tactics, OHaUH x3, Cost: 0 Response: After a hero you control attacks and destroys an enemy, exhaust a Weapon card attached to that hero to draw 3 cards.

(OHaUH) 16.Goblin-cleaver

Event, Tactics, OHaUH x3, Cost: 0 Combat Action: Exhaust a Weapon card attached to a hero you control to choose an enemy engaged with you. Deal 2 damage to that enemy. (Deal 3 damage instead if the enemy is an Orc.)

(OHaUH) 17.Late Adventurer

Event, Spirit, OHaUH x3, Cost: 0 Quest Action: Exhaust a character you control that is not committed to the quest to commit that character to the quest.

(OHaUH) 18.Expecting Mischief

Event, Lore, OHaUH x3, Cost: 1 Play during the quest phase, before the staging step. Action: Deal 2 damage to the first enemy revealed from the encounter deck this phase.

Surge should still apply, as the card is worded differently than Thalin. Note that there is no endless loop potential, as it is only "the first enemy" revealed from the encounter deck the first time it shows up. (Nate)

(OHaUH) 19.Burglar Baggins

Event, Baggins, OHaUH x3, Cost: 1 Action: Bilbo Baggins gets +2 [Willpower], +2 [Attack], and +2 [Defense] until the end of the phase. (You may spend a [Baggins] resource from Bilbo Baggins' resource pool to play this card even if you do not control Bilbo Baggins.)

(OHaUH) 20.Sting

Treasure, Unique, OHaUH x1 Artifact. Item. Weapon. Attach to Bilbo Baggins. Restricted. Bilbo Baggins gets +1 [Willpower], +1 [Attack], and +1 [Defense]. Response: After Bilbo Baggins exhausts to defend, discard the top card of the encounter deck. Deal damage to the attacking enemy equal to the discarded card's [Threat].

Cards other than the attachment card type are only considered attachments after they are attached to something. Therefore, you cannot use Master of the Forge to search for Treasure. Nor can you use Erebor Hammersmith to return a Treasure card from you discard pile to your hand because each of those abilities targets the attachment card type not the Treasure card type. (FFG)

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Name/Set Details Notes (OHaUH) 21.Orcrist

Treasure, Unique, OHaUH x1 Artifact. Item. Weapon. Attach to a hero. Restricted. Attached character gets +2 [Attack]. Response: After attached hero destroys an Orc enemy, add 1 resource to that hero's resource pool.

Cards other than the attachment card type are only considered attachments after they are attached to something. Therefore, you cannot use Master of the Forge to search for Treasure. Nor can you use Erebor Hammersmith to return a Treasure card from you discard pile to your hand because each of those abilities targets the attachment card type not the Treasure card type. (FFG)

(OHaUH) 22.Glamdring

Treasure, Unique, OHaUH x1 Artifact. Item. Weapon. Attach to a hero or Gandalf. Restricted. Attached character gets +2 [Attack]. Response: After attached character destroys an Orc enemy, draw 1 card.

Cards other than the attachment card type are only considered attachments after they are attached to something. Therefore, you cannot use Master of the Forge to search for Treasure. Nor can you use Erebor Hammersmith to return a Treasure card from you discard pile to your hand because each of those abilities targets the attachment card type not the Treasure card type. (FFG)

(OHaUH) 23.An Unexpected Party

Quest, OHaUH x1, Quest Points: 7 Side A: Setup: Remove and shuffle the 7 Sack cards into a Sack deck and set it aside face down. Remove the 3 Troll enemies and the Troll Cave from the encounter deck and set them aside out of play. Then, shuffle the encounter deck and set them aside out of play. Then, shuffle the encounter deck. Each player reveals 1 card from the top of the counter deck and adds it to the staging area.

(OHaUH) 24.Roast Mutton

Quest, OHaUH x1, Quest Points: 1 Side A: When Revealed: Addthe set-aside Troll enemies and the Troll Cave to the staging area. Shuffle the encounter discard pile back into the encounter deck. Side B: Forced: If there are no Troll enemies left in play, or if there are no cards left in the encounter deck, advance to the next stage. Any time players would place progress is placed on this quest, discard an equal numberf of cards from the encounter deck instead. (Progress is placed on the active location before triggering this effect.)

If, in a two player game there is only one card left in the encounter deck then you proceed to the next stage.

(OHaUH) 25.Dawn Take You All

Quest, OHaUH x1, Quest Points: 0 Side B: When Revealed: Remove all Troll enemies and Sack cards from the game. If Troll Cave is in the victory display, the players have discovered the treasure cards Sting, Glamdring, and Orcrist. The players have won the game

(OHaUH) 26.A Short Rest

Quest, OHaUH x1, Quest Points: 0 Side A: Setup: Shuffle the Over the Misty Mountains Grim and Western Lands encounter sets into one encounter deck and make it the active encounter deck. Then, shuffle the The Great Goblin and Misty Mountain Goblins encounter sets into a second encounter deck and set it aside, inactive. Side B: When Revealed: Each player may search his deck for 1 treasure card and add it to his hand, then shuffle his deck. Advance to stage 2A.

(OHaUH) 27.The Mountain Pass

Quest, OHaUH x1, Quest Points: 16 Side B: When Revealed: Search the encounter deck for 1 copy of Stone-giant and add it to the staging area. Then, shuffle the encounter deck. Reveal 1 card per player from the encounter deck and add it to the staging area.

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Name/Set Details Notes (OHaUH) 28.Down, Down to Goblin Town

Quest, OHaUH x1, Quest Points: 20 Side A: When Revealed: Shuffle all encounter cards back into the encounter deck and set it aside, inactive. The second encounter deck becomes the active encounter deck. Search the encounter deck for The Great Goblin and add it to the staging area. Then, shuffle the encounter deck. Side B: Players cannot defeat this stage unless The Great Goblin is in the victory display. When Revealed: Reveal 3 encounter cards per player, Bilbo Baggins may spend X resources to reduce the total number of encounter cards revealed by X. (To a minimum of 1.) If the players defeat this stage, they have won the game.

(OHaUH) 29.Out of the Frying Pan

Quest, OHaUH x1, Quest Points: 14 Side A: Setup: Add Lake in the Cavern to the staging area. Create a riddle area with stage 2A and follow the setup instructions on that card. Players cannot advance to stage 3A unless both 1B and 2B are complete. Side B: Forced: Reveal 1 additional encounter card per player during the staging step.

Interpretations of rules regarding Bilbo defending lost Riddles differ. Do I reveal an additional encounter card if I advance to stage 3A in the middle of the staging step? The official rule when determining the number of encounter cards to reveal during the quest phase is: add up the number of players and any other modifiers, such as the Forced effect on stage 1B, and that is the number of encounter cards the player will reveal that phase. If a player is eliminated from the game or the players advance to the next stage, that number does not change.

(OHaUH) 30.Riddles in the Dark

Quest, OHaUH x1, Quest Points: 9 Side A: Setup: Search the encounter deck for Gollum and Bilbo's Magic Ring. Place Gollum and Bilbo Baggins in the riddle area and attach Bilbo's Magic Ring to Bilbo Baggins. Then, shuffle the encounter deck. Side B: Players cannot advance to stage 3A unless both 1B and 2B are complete. Progress tokens cannot be added to, or removed from, this quest except by answering riddles. Cards in the riddle area are immune to player card effects and cannot leave the riddle area except by quest effects.

(OHaUH) 31.Into the Fire

Quest, OHaUH x1, Quest Points: 16 Side B: When Revealed: The first player gains control of Bilbo Baggins. Reveal 1 encounter card per player and add it to the staging area. Gollum engages the first player. Damage from undefended attacks made by Gollum must be placed on Bilbo Baggins. All riddle effects are ignored. Treachery cards gain surge. If players defeat this stage, they have won the game.

Yes, you can kill Gollum. I know, it's harsh, but you can do it..

(OHaUH) 32.William

Enemy, We Must Away, Ere Break of Day, OHaUH x1, Threat: 3 Troll. HP: 12, Attack: 5, Defense: 2 Troll enemies not engaged with a player cannot take damage. Forced: After William engages a player, sack 2. Forced: Return William to the staging area at the end of the combat phase. The engaged player may raise his threat by 1 to cancel this effect. Victory: 5

The effect is removed instantly as soon as this enemy dies. Even if you optionally engage it its 'when engages a player' effect still takes place. So even if you optionally engage a troll you still get the sack card.

(OHaUH) 33.Bert

Enemy, We Must Away, Ere Break of Day, OHaUH x1, Threat: 3 Troll. HP: 10, Attack: 5, Defense: 2 Players cannot play attachments on Troll enemies. Forced: After Bert engages a player, sack 1. Forced: Return Bert to the staging area at the end of the combat phase. The engaged player may raise his threat by 1 to cancel this effect. Victory: 3

The effect is removed instantly as soon as this enemy dies. Even if you optionally engage it its 'when engages a player' effect still takes place. So even if you optionally engage a troll you still get the sack card.

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Name/Set Details Notes (OHaUH) 34.Tom

Enemy, We Must Away, Ere Break of Day, OHaUH x1, Threat: 3 Troll. HP: 11, Attack: 5, Defense: 2 Troll enemies can only be attacked by one character at a time. Forced: After Tom engages a player, sack 1. Forced: Return Tom to the staging area at the end of the combat phase. The engaged player may raise his threat by 1 to cancel this effect. Victory: 4

The effect is removed instantly as soon as this enemy dies. Even if you optionally engage it its 'when engages a player' effect still takes place. So even if you optionally engage a troll you still get the sack card.

(OHaUH) 35.A Suspicious Crow

Enemy, Western Lands, OHaUH x3, Threat: 1 Creature HP: 1, Attack: 1, Defense: 1 When Revealed: Reveal the top card of the encounter discard pile and add it to the staging area, if able. Shadow: If this attack deals at least 1 damage, shuffle this card back into the encounter deck.

(OHaUH) 36.Troll Camp

Location, We Must Away, Ere Break of Day, OHaUH x3 Threat: 3, Quest Points: 3 Forest. Trollshaws.While Troll Camp is in the staging area, Troll enemies get +1 [Threat] for each player in the game. While Troll Camp is in play, Bilbo Baggins gains: "Action: Exhaust Bilbo Baggins and spend 1 [Baggins] resource to remove 1 sack card from a character. Bilbo Baggins may trigger this effect even with a Sack card attached to him."

(OHaUH) 37.Troll Cave

Location, We Must Away, Ere Break of Day, OHaUH x1 Threat: 2, Quest Points: 4 Cave. Trollshaws.Immune to player card effects. Players cannot travel to Troll Cave unless Bilbo Baggins has the Troll Key attached and the first player spends 5 [Baggins] resources. (2 [Baggins] resources instead if Bilbo Baggins has the Troll Purse attached.) Victory: 2

(OHaUH) 38.Hobbit-lands

Location, We Must Away, Ere Break of Day, OHaUH x2 Threat: 1, Quest Points: 1 Western LandsResponse: After placing 1 or more progress tokens on Hobbit-lands, the first player draws 1 card. Shadow: Defending player must put the top card of the encounter deck discard pile on top of the encounter deck.

(OHaUH) 39.Dreary Hills

Location, Western Lands, OHaUH x2 Threat: 3, Quest Points: 2 Western LandsForced: After placing 1 or more progress tokens on Dreary Hills, each player must discard 1 card at random from his hand. Response: After Dreary Hills leaves play as an explored location, Bilbo Baggins gains one resource.

(OHaUH) 40.Lone Lands

Location, Western Lands, OHaUH x2 Threat: 2, Quest Points: 3 Western LandsForced: After placing 1 or more progress tokens on Lone-Lands, each player removes 1 resource token from one of his hero's resource pools, if able. Response: After Lone-Lands leaves play as an explored location, Bilbo Baggins gains 1 resource.

(OHaUH) 41.Cave Entrance

Location, Western Lands, OHaUH x2 Threat: 1, Quest Points: 3 Western LandsWhile Cave Entrance is in the staging area, it gains "Forced: At the end of the round, place the top X cards of the encounter discard pile on the bottom of the encounter deck. X is the number of players in the game."

(OHaUH) 42.Troll Purse

Objective, OHaUH x1 Item. If Troll Purse is discarded, resolve its "When Revealed" effect, if able. When Revealed: Attach to a Troll enemy. Response: After attached Troll enemy is destroyed, the first player may spend 1 [Baggins] resource to claim this objective and attach it to Bilbo Baggins.

Now FAQ'd in FAQ v 1.4. This card is not discarded. If it would be discarded put it in the staging area. If there are any trolls in the staging area, attach it to a troll.

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Name/Set Details Notes (OHaUH) 43.Troll Key

Objective, OHaUH x1 Item. If Troll Key is discarded, resolve its "When Revealed" effect if able. When Revealed: Attach to a Troll enemy. Response: After attached Troll enemy takes damage as the result of an attack, the first player may exhaust Bilbo Baggins to claim this objective and attach it to him.

Now FAQ'd in FAQ v 1.4. This card is not discarded. If it would be discarded put it in the staging area. If there are any trolls in the staging area, attach it to a troll.

(OHaUH) 44.A Smelly Sack

Objective, OHaUH x1 Sack. When Sacked: Attach to the character (excluding Gandalf) with the highest printed cost without a Sack attached. Attached character cannot ready, attack, defend, commit to quests, or trigger effects. If this Sack is removed, shuffle it into the sack deck.

Sack cards do not affect attachments. Hero is still committed to quest if already done so.

(OHaUH) 45.A Strong Sack

Objective, OHaUH x1 Sack. When Sacked: Attach to the character (excluding Gandalf) with the highest printed [Attack] without a Sack attached. Attached character cannot ready, attack, defend, commit to quests, or trigger effects. If this Sack is removed, shuffle it into the sack deck.

Sack cards do not affect attachments. Hero is still committed to quest if already done so.

(OHaUH) 46.A Tough Sack

Objective, OHaUH x1 Sack. When Sacked: Attach to the character (excluding Gandalf) with the highest printed [Defense] without a Sack attached. Attached character cannot ready, attack, defend, commit to quests, or trigger effects. If this Sack is removed, shuffle it into the sack deck.

Sack cards do not affect attachments.

(OHaUH) 47.A Large Sack

Objective, OHaUH x1 Sack. When Sacked: Attach to the character (excluding Gandalf) with the highest printed hit points without a Sack attached. Attached character cannot ready, attack, defend, commit to quests, or trigger effects. If this Sack is removed, shuffle it into the sack deck.

Sack cards do not affect attachments. Hero is still committed to quest if already done so.

(OHaUH) 48.A Deep Sack

Objective, OHaUH x1 Sack. When Sacked: Attach to the character (excluding Gandalf) with the highest printed [Willpower] without a Sack attached. Attached character cannot ready, attack, defend, commit to quests, or trigger effects. If this Sack is removed, shuffle it into the sack deck.

Sack cards do not affect attachments. Hero is still committed to quest if already done so.

(OHaUH) 49.A Foul Sack

Objective, OHaUH x1 Sack. When Sacked: Attach to the character (excluding Gandalf) with the most attachments without a Sack attached. Attached character cannot ready, attack, defend, commit to quests, or trigger effects. If this Sack is removed, shuffle it into the sack deck.

Sack cards do not affect attachments. Hero is still committed to quest if already done so.

(OHaUH) 50. A Worn Sack

Objective, OHaUH x1 Sack. When Sacked: Attach to the character (excluding Gandalf) with the most resources without a Sack attached. Attached character cannot ready, attack, defend, commit to quests, or trigger effects. If this Sack is removed, shuffle it into the sack deck.

Sack cards do not affect attachments.

(OHaUH) 51.Lots or None At All

Treachery, We Must Away, Ere Break of Day, OHaUH x3 When Revealed: If there is a Troll enemy in the staging area, Sack 1. If there are no Troll enemies in the staging area, this card gains Doomed 2. Shadow: If the attacking enemy is a Troll, Sack 1. (The first player may spend 1 [Baggins] resource to cancel this effect.)

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Name/Set Details Notes (OHaUH) 52.A Nice Pickle

Treachery, We Must Away, Ere Break of Day, OHaUH x2 Doomed 1. When Revealed: Place the top X cards of the encounter discard pile on the bottom of the encounter deck. X is equal to twice the number of players in the game. Shadow: Shuffle this card into the encounter deck.

Sack cards do not affect attachments. Hero is still committed to quest if already done so.

(OHaUH) 53.Roast Em or Boil Em!

Treachery, We Must Away, Ere Break of Day, OHaUH x3 When Revealed: Deal 1 damage to each ally. (2 damage instead if there is a Troll enemy in the staging area.) Shadow: Search the encounter deck for Troll Camp and add it to the staging area. Then, shuffle the encounter deck.

(OHaUH) 54.Hungry Troll

Treachery, We Must Away, Ere Break of Day, OHaUH x3 When Revealed: The first player chooses a Troll enemy in the staging area and engages that enemy. If there are no Troll enemies in the staging area, this card gains Surge. Shadow: Deal 4 damage to each character with a Sack card attached. (The first player may spend 2 [Baggins] resources to cancel this effect.)

(OHaUH) 55.No Campfire

Treachery, Western Lands, OHaUH x2 Doomed 1. When Revealed: Each player must choose one: increase his threat by 4, or reveal an additional encounter card from the encounter deck and add it to the staging area. Shadow: The defending player raises his threat by 2.

(OHaUH) 56.Wind Whipped Rain

Treachery, Western Lands, OHaUH x2 When Revealed: Discard all non-treasure, non-objective attachments in play. Shadow: The defending character gets -1 [Defense]

(OHaUH) 57.More Like A Grocer

Treachery, Western Lands, OHaUH x1 When Revealed: Discard all [Baggins] resources. Shadow: Resolve this card's "When Revealed" effect.

(OHaUH) 58.Goblin Axeman

Enemy, Misty Mountain Goblins, OHaUH x3, Threat: 2 Goblin. Orc. HP: 2, Attack: 1, Defense: 2 Goblin Axeman gets +1 Attack for each Cave location in play. Shadow: Defending character gets -1 Defense

Shadow: If no character defends than no defense reduction takes place.

(OHaUH) 59.Goblin Miners

Enemy, Misty Mountain Goblins, OHaUH x3, Threat: 2 Gobin, Orc HP: 2, Attack: 2, Defense: 0 Goblin Miners gets +1 Defense for each Cave location in play. Shadow: Attacking enemy gets +1 Attack

Shadow: If no character defends than no defense reduction takes place.

(OHaUH) 60.Goblin Runners

Enemy, Misty Mountain Goblins, OHaUH x3, Threat: 1 Goblin. Orc. HP: 2, Attack: 3, Defense: 1 Surge Shadow: Attacking enemy makes an additional attack immediately after this one. (Deal a new shadow card for that attack.)

(OHaUH) 61.Goblin Driver

Enemy, Misty Mountain Goblins, OHaUH x3, Threat: 3 Goblin. Orc. HP: 3, Attack: 2, Defense: 2 When revealed: The first player exhausts 1 character he controls. Shadow: Defending player exhausts 1 character he controls.

(OHaUH) 62.Goblin Bent-Swords

Enemy, The Great Goblin, OHaUH x4, Threat: 2 Gobin, Orc HP: 3, Attack: 3, Defense: 2 If The Great Goblin is in the victory display, this card gains Surge. Shadow: Attacking enemy gets +1 [Attack]. (+2 Attack instead if The Great Goblin is in the victory display.

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Name/Set Details Notes (OHaUH) 63.The Great Goblin

Enemy, The Great Goblin, OHaUH x1, Threat: 3 Gobin. Orc. HP: 8, Attack: 5, Defense: 2 Forced: After The Great Goblin attacks, discard X cards from the encounter deck where X is the number of players in the game. Add each Goblin enemy discarded by this effect to the staging area. Victory: 3

(OHaUH) 64.Stone Giant

Enemy, Over the Misty Mountains Grim, OHaUH x3, Threat: 4 Giant HP: 9, Attack: 6, Defense: 3 While at least one Stone-Giant is in the staging area, the Galloping Boulders card gains surge. Forced: After Stone-Giant engages a player, that player chooses and discards 1 ally he controls.

(OHaUH) 65.The Goblins Caves

Location, Misty Mountain Goblins, OHaUH x3 Threat: 3, Quest Points: 3 CaveWhile The Goblins' Caves is the active location, Goblin enemies get +1 [Threat]. Shadow: Defending player raises his threat by X. X is the number of Goblin enemies engaged with him.

(OHaUH) 66.Front Porch

Location, The Great Goblin, OHaUH x2 Threat: 4, Quest Points: 4 CaveWhile Front Porch is the active location, players cannot attack Goblin enemies. Action: The first player may spend 2 [Baggins] resources to treat Front Porch's printed text box as if it were blank until the end of the round.

(OHaUH) 67.Great Cavern Room

Location, The Great Goblin, OHaUH x3 Threat: 2, Quest Points: 3 CaveWhile Great Cavern Room is the active location, it gains "Forced: After a player engages a goblin enemy, he must deal 1 damage to a character he controls." Forced: When faced with the option to travel, if The Great Goblin is in the victory display the players must travel to the Great Cavern Room if able.

(OHaUH) 68.Overhanging Rock

Location, Over the Misty Mountains Grim, OHaUH x2 Threat: 2, Quest Points: 3 MountainWhile Overhanging Rock is the active location, it gains: "Action: spend 1 [Baggins] resource to look at the top 2 cards of your deck. Add 1 of those to your hand and discard the other."

(OHaUH) 69.The High Pass

Location, Over the Misty Mountains Grim, OHaUH x1 Threat: X, Quest Points: 5 Mountain.X is the number of players in the game. Forced: At the end of the round, remove X progress tokens from the current quest.

(OHaUH) 70.Grip, Grab! Pinch, Nab!

Treachery, Misty Mountain Goblins, OHaUH x3 When Revealed: Starting with the first player, each player must choose 1 Goblin enemy from the discard pile and add it to the staging area. Shadow: Defending player deals damage among characters he controls equal to the number of Goblin enemies engaged with him.

(OHaUH) 71.Chaos in the Cavern

Treachery, The Great Goblin, OHaUH x2 When revealed: All engaged enemies return to the staging area. Then, each Goblin enemy gets +1 [Threat] until the end of the phase. Shadow: Attacking enemy is returned to the staging area after the attack resolves.

(OHaUH) 72.Galloping Boulders

Treachery, Over the Misty Mountains Grim, OHaUH x4 When revealed: The first player chooses a questing character. That characters takes 3 damage and is removed from the quest. Shadow: Put this card on top of the encounter deck.

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Name/Set Details Notes (OHaUH) 73.Guffawing of Giants

Treachery, Over the Misty Mountains Grim, OHaUH x2 When Revealed: The first player chooses 1 Stone-giant in the staging area. At the end of the quest phase, that Stone-giant engages the player with the highest threat. If there are no Stone-giant cards in the staging area, search the encounter deck for 1 Stone-giant and add it to the staging area.

(OHaUH) 74.Gollum

Enemy, Dungeons Deep and Caverns Dim, OHaUH x1, Threat: 0 Gollum. HP: 5, Attack: 2, Defense: 3 Forced: After the first player answers a riddle and fails to find at least 1 match, gollum attacks Bilbo Baggins. (Do not deal a shadow card for this attack).

(OHaUH) 75.Great Gray Wolf

Enemy, Dungeons Deep and Caverns Dim, OHaUH x1, Threat: 4 Creature. HP: 5, Attack: 5, Defense: 2 Forced: If Great Grey wolf is dealt a shadow card with a riddle, return all Creature enemies to the staging area at the end of the combat phase. Riddle: The first player names a card type, sphere and cost, shuffles his deck, then discards the top 3 cards. For each of those cards that matches all three items, place 1 progress token on stage 2.

(OHaUH) 76.Wild Wargs

Enemy, Dungeons Deep and Caverns Dim, OHaUH x4, Threat: 3 Creature HP: 3, Attack: 3, Defense: 2 Forced: If Wild Wargs is dealt a shadow card with a riddle, it gets +2 [Attack]. Riddle: The first player names a card type, shuffles his deck, and discards the top 2 cards. For each of those cards that matches, place 1 progress token on stage 2.

(OHaUH) 77.The Wargs' Glade

Location, Dungeons Deep and Caverns Dim, OHaUH x3 Threat: 2, Quest Points: 4 ForestForced: After a character takes damage from an attack made by a Creature enemy, remove 1 progress token from the current quest. Riddle: The first player names a sphere, shuffles his deck, and discards the top card. For each of those cards that matches, place 1 progress token on stage 2.

(OHaUH) 78.Lake in the Cavern

Location, Dungeons Deep and Caverns Dim, OHaUH x1 Threat: X, Quest Points: 0 Cave.X is twice the number of players in the game. Players cannot travel here. Immune to player card effects. Forced: After players advance to stage 3, remove Lake in the Cavern from the game.

(OHaUH) 79.Bilbo's Magic Ring

Objective, OHaUH x1 Artifact. Ring. Attach to Bilbo Baggins. Action: When answering a riddle, spend 1 [Baggins] resource to discard an additional player card from the top of your deck. Action: Exhaust Bilbo's Magic Ring and raise each player's threat by 2 to add 1 [Baggins] resource to Bilgo Baggins' resource pool.

(OHaUH) 80.Come Down Little Bird

Treachery, Dungeons Deep and Caverns Dim, OHaUH x2 When revealed: Starting with the first player, each player must search the encounter deck and encounter discard pile for 1 Creature enemy and put it into play engaged with him. Then shuffle the encounter deck. Riddle: The first player names a card type and cost, shuffles his deck, then discards teh top 3 cards. For each of those cards that matches both items, place 1 progress on stage 2.

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Name/Set Details Notes (OHaUH) 81.It Likes Riddles

Treachery, Dungeons Deep and Caverns Dim, OHaUH x3 When Revealed: The first player must choose to answer the riddle on this card. If he finds at least 1 match, discard cards from the encounter deck until another card with a riddle is discarded. Then, answer that riddle. Riddle: The first player names a cost, shuffles his deck, then discards the top 2 cards. For each of those cards that matches, place 1 progress token on stage 2.

(OHaUH) 82.Hiding in the Trees

Treachery, Dungeons Deep and Caverns Dim, OHaUH x2 When Revealed: Characters get -1 [Willpower] and cannot attack until the end of the round. Riddle: The first player names a card type and sphere, shuffles his deck, then discards the top 3 cards. For each of those cards that matches both items, place 1 progress token on stage 2.

(OHaUH) 83.What's In My Pocket

Treachery, Dungeons Deep and Caverns Dim, OHaUH x2 When Revealed: The first player must choose to answer the riddle on this card. This effect cannot be canceled. Riddle: The first player names a sphere and cost, shuffles his deck, then discards the top 2 cards. For each of those cards that matches both items, place 1 progress token on stage 2.

(OHaUH) 84.Not Fair! Not Fair!

Treachery, Dungeons Deep and Caverns Dim, OHaUH x1 When Revealed: The first player names a card type and then discards the top 3 cards of the encounter deck. For each of those cards that does not match the named type, remove 1 progress token from stage 2. This effect cannot be canceled.

(OtD) 1.Bilbo Baggins (OtD)

Hero, , OtD x1, Threat: 0 Hobbit. Burglar. HP: 3, Willpower: 1, Attack: 1, Defense: 1 Bilbo Baggins does not count against the hero limit and cannot gain resources from non-treasure cards. The first player gains control of Bilbo Baggins. Action: Spend one [Baggins] resource to search your deck for a treasure card and add it to your hand. If Bilbo Baggins leaves play, the players have lost the game.

(OtD) 2.Balin

Hero, Leadership, OtD x1, Threat: 9 Dwarf. HP: 4, Willpower: 2, Attack: 1, Defense: 2 Response: Play 1 resource from Balin's resource pool to cancel a shadow effect just triggered during an attack. Then, deal the attacking enemy another shadow card. (Limit once per attack.)

(OtD) 3.Bard the Bowman

Hero, Tactics, OtD x1, Threat: 11 Esgaroth. Warrior HP: 4, Willpower: 2, Attack: 3, Defense: 2 When Bard the Bowman makes a ranged attack, the enemy he attacks gets -2 [Defense] until the end of the phase.

(OtD) 4.Oin

Hero, Spirit, OtD x1, Threat: 8 Dwarf. HP: 4, Willpower: 2, Attack: 1, Defense: 1 While you control at least 5 Dwarf characters, Oin gets +1 [Attack] and gains the [Tactics] resource icon.

(OtD) 5.Bombur (OtD)

Hero, Lore, OtD x1, Threat: 8 Dwarf. HP: 5, Willpower: 0, Attack: 1, Defense: 2 When counting the number of Dwarf characters you control, Bombur counts as two.

Bombur counts as two dwarves when you are counting them but doesn't count as two dwarves for We Are Not Idle, i.e. Exhaust X characters (or even X Dwarf characters) and Bombur won't count as two. [Official response]

(OtD) 6.Gloin

Ally, Leadership, OtD x3, Unique, Cost: 3 Dwarf. HP: 3, Willpower: 2, Attack: 1, Defense: 1 While you control at least 5 Dwarf characters, Gloin gains: "Response: After you play Glin from your hand, choose a hero. Add 2 resources to that hero's resource pool."

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Name/Set Details Notes (OtD) 7.Bifur

Ally, Lore, OtD x3, Unique, Cost: 3 Dwarf. HP: 3, Willpower: 1, Attack: 2, Defense: 1 While you control at least 5 Dwarf characters, Bifur gains: "Response: After you play Bifur from your hand, draw 2 cards."

(OtD) 8.Dwalin

Ally, Spirit, OtD x3, Unique, Cost: 3 Dwarf. HP: 3, Willpower: 1, Attack: 1, Defense: 2 While you control at least 5 Dwarf characters, lower the cost to play Dwalin by 2.

(OtD) 9.Straight Shot

Event, Tactics, OtD x3, Cost: 0 Action: Exhaust a Weapon attachment to choos a non-unique enemy with 0 [Defense]. Discard the chosen enemy.

(OtD) 10.Desperate Alliance

Event, Spirit, OtD x3, Cost: 0 Action: Choose a hero you control. Until the end of the phase, give control of that hero and all resouces in that hero's resource pool to another player. (Limit 1 per phase)

(OtD) 11.Ravens of the Mountain

Event, Lore, OtD x3, Cost: 1 Action: Exhaust a hero you control to shuffle the encounter decks and reveal its top card. Place progress tokens on the current quest equal to the revealed card's [Threat]. Then put that card back on top of the encounter deck.

(OtD) 12.Take Me! O My Kinsfolk!

Event, Leadership, OtD x3, Cost: 1 Action: If you control at least 1 Dwarf hero, put a Dwarf ally from your discard pile into play under your control. Put that ally on the bottom of your deck at the end of a phase.

(OtD) 13.The Lucky Number

Event, Baggins, OtD x3, Cost: 1 Action: Choose a character in play (other than Bilbo Baggins). Add Bilbo Baggins' total [Willpower], [Attack], and [Defense] to that character's [Willpower], [Attack], and [Defense] respectively until the end of the phase.

(OtD) 14.Great Yew Bow

Attachment, Neutral, OtD x3, Cost: 2 Item. Weapon. Attach to a hero with the printed Ranged keyword. Restricted. Combat Action: Choose an enemy in the staging area. Exhaust Great Yew Bow and attached hero to make a ranged attack against that enemy. Declare attached hero as the attacker. No other attackers can be declared for this attack.

(OtD) 15.Black Arrow

Attachment, Tactics, OtD x3, Cost: 0 Artifact. Item. Limit 1 per deck. Attach to a hero with Ranged. Response: After attached hero declares an attack, add Black Arrow to the victory display to give attached hero +5 [Attack] for this attack.

(OtD) 16.Thror's Key

Attachment, Spirit, OtD x3, Cost: 1 Artifact. Item. Response: After a location is added to the staging area, attach Thror's Key to that location. While attached to a location, Thror's Key gains: "Trreat attached location's printed text box as blank, except for traits."

(OtD) 17.Expert Treasure-hunter

Attachment, Lore, OtD x3, Cost: 0 Skill. Attach to a hero. Response: After attached hero quests successfully, name a card type and discard the top card of your deck. If the discarded card is the named type, take it into your hand.

(OtD) 18.King Under the Mountain

Attachment, Leadership, OtD x3, Cost: 2 Title. Attach to a Dwarf hero. Action: Exhaust King Under the Mountain to look at the top 2 cards of your deck. Add 1 to your hand and discard the other.

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Name/Set Details Notes (OtD) 19.Bilbo's Magic Ring

Treasure, Unique, OtD x1 Artifact. Item. Ring. Attach to Bilbo Baggins. Action: Exhaust Bilbo's Magic Ring and raise your threat by 1 to gain 1 [Baggins] resource. (Limit once per round.) Response: After Bilbo Baggins exhausts to defend an attack, exhaust Bilbo's Magic Ring and raise your threat by 3 to cancel all damage from this attack.

(OtD) 20.The Arkenstone

Treasure, Unique, OtD x1 Artifact. Erebor. Item. Attach to a hero. Action: Exhaust The Arkenstone and raise your threat by X to lower by the X the cost of the next ally you play this phase that matches the attached hero's sphere.

(OtD) 21.Mithril Shirt

Treasure, Unique, OtD x1 Artifact. Erebor. Item. Attach to Bilbo Baggins. Attached hero gets +1 [Defense] and +1 hit point.

(OtD) 22.Thror's Battle Axe

Treasure, Unique, OtD x1 Artifact. Erebor. Item. Attach to a hero. Restricted. Attached hero gets +2 [Attack]. Response: After attached hero attacks and destroys an enemy, deal 1 damage to another engaged with you.

(OtD) 23.Thror's Hunting Bow

Treasure, Unique, OtD x1 Artifact. Erebor. Item. Attach to a hero. Restricted. Attached hero gains Ranged. When making a ranged attack, attached hero gets +2 [Attack]

(OtD) 24.Thror's Golden Cup

Treasure, Unique, OtD x1 Artifact. Erebor. Item. Attach to a hero. Action: Add Thror's Golden Cup to the victory display to draw 3 cards.

(OtD) 25.The Spider's Glade

Location, Flies and Spiders, OtD x1 Threat: 1, Quest Points: 9 Forest.Immune to player card effects. Travel: Exhaust Bilbo Baggins to travel here. Forced: At the start of each quest phase, search the encounter deck for 1 Spider enemy and add it to the staging area. (2 Spider enemies instead if 3 or more players are at this tage.) Shuffle the encounter deck.

(OtD) 26.Giant Web

Location, Flies and Spiders, OtD x3 Threat: 3, Quest Points: 3 Forest.While Giant Web is the active location, each character gets -1 [Willpower], -1 [Attack], and -1 [Defense] for each poison it has. Response: After Giant Web leaves play as an explored location, ready an unconscious character.

(OtD) 27.Forest Stream

Location, Flies and Spiders, OtD x2 Threat: 2, Quest Points: 4 Forest. River.While Forest Stream is the active location, poisoned characters cannot quest. Response: After Forest Stream leaves play as an explored location, discard 4 poison.

(OtD) 28.Old Tomnoddy

Enemy, Flies and Spiders, OtD x3, Threat: 3 Creature. Spider. HP: 4, Attack: 5, Defense: 2 Venom. Forced: At the end of each round, each player must give a hero he controls 1 poison.

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Name/Set Details Notes (OtD) 29.Crazy Cob

Enemy, Flies and Spiders, OtD x3, Threat: 2 Creature. Spider. HP: 2, Attack: 3, Defense: 2 Venom. When Revealed: This enemy attacks the character with the most poison attached. Shadow: Defending character gets 1 poison.

General consensus is that he attacks from the staging area and does not engage with this special attack. And if no players are poisoned then it is player's choice.

(OtD) 30.Lazy Lob

Enemy, Flies and Spiders, OtD x3, Threat: 3 Creature. Spider. HP: 3, Attack: 3, Defense: 0 Venom. When Revealed: Each character committed to the quest gets 1 poison. Shadow: If defending character is poisoned, make that character unconscious.

(OtD) 31.Fat Spider

Enemy, Flies and Spiders, OtD x4, Threat: 2 Creature. Spider. HP: 6, Attack: 1, Defense: 1 Venom. This enemy gets +3 [Attack] while engaged with a player who controls at least 1 poisoned character. Shadow: Defending character gets 1 poison. (Give 2 poison to a character you control if undefended.)

(OtD) 32.Wicked Spider

Enemy, Flies and Spiders, OtD x5, Threat: 1 Creature. Spider. HP: 3, Attack: 4, Defense: 1 Venom. Forced: When this enemy attacks, defending player must attach 1 poison to a character he controls. Shadow: Defending character gets 2 poison.

(OtD) 33.Caught in Webs

Treachery, Flies and Spiders, OtD x2 When Revealed: Choose a hero to be removed from the quest and make that hero unconscious. If no hero was removed from the quest by this effect, this card gains surge.

(OtD) 34.Poisoned by Spiders

Treachery, Flies and Spiders, OtD x2 When Revealed: Each character takes damage equal to the number of poison it has. If no characters were damaged by this effect, this card gains surge.

(OtD) 35.Hidden Path

Location, Wilderland, OtD x3 Threat: 3, Quest Points: 1 Forest. Mountain.While Hidden Path is the active location, locations in the staging area get -1 [Threat]. Travel: Spend 2 [Baggins] resources to travel here.

(OtD) 36.Dark Bats

Enemy, Wilderland, OtD x3, Threat: 2 Creature. HP: 1, Attack: 2, Defense: 0 Forced: After Dark Bats damages a character, attach it to that character. (While attached, counts as a Condition attachment with the text: "Attached character gets -1 [Willpower], -1 [Attack], and -1 [Defense].") Shadow: Attach this card to the defending character.

(OtD) 37.Fighting Among Friends

Treachery, Wilderland, OtD x2 When Revealed: The first player names a sphere. Then, all non-[Baggins] characters who do not belong to the named sphere are removed from the quest. Shadow: Attacking enemy gets +1 [Attack]. (+2 [Attack] instead if undefended.)

Neutral characters will always get hit by this if it isn't otherwise cancelled.

(OtD) 38.Weighed Down

Treachery, Wilderland, OtD x2 When Revealed: Until the end of the round, exhausted characters get -1 [Willpower], -1 [Attack], and -1 [Defense]. Shadow: If the defending character is destroyed by this attack, its controller must raise his threat by 5.

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Name/Set Details Notes (OtD) 39.A Bare Patch

Objective, OtD x1 Information. While attached, Smaug the Magnificent gets -3 [Defense]. Response: After the players quest successfully, the first player makes a burgle attempt. If successful, attach A Bare Patch to Smaug the Magnificent.

(OtD) 40.Smaug the Golden

Enemy, The Lonely Mountain, OtD x1, Threat: X Dragon. HP: 20, Attack: 6, Defense: 9 Indestructible. Immune to player card effects. Cannot be engaged. X is the number of non-Burglar characters committed to the quest. Forced: After the 6th progress token is placed here, the players advance to stage 4A.

(OtD) 41.Smaug the Magnificent

Enemy, The Lonely Mountain, OtD x1, Threat: 6 Dragon. HP: 20, Attack: 8, Defense: 8 Indestructible. Immune to player card effects. Cannot leave the staging area (except by quest effect) but is considereed to be engaged with the first player. Forced: If Smaug the Magnificent is deat a shadow card with a burgle effect, he makes an additional attack immediately after this one.

Official: Smaug does get a shadow card for every attack. Since he did wipe out an entire dwarf army when he conquered Erebor, it seems fitting that Smaug be capable of doing this in the game as well. Also, because Smaug is pretty much the only enemy in the scenario (aside from a few small birds), it is important that he be able to attack more than just one time each round. If it's any comfort, we play-tested that scenario extensively and even did a mathematical analysis of how often Smaug will attack on average. While he's capable of making more than 3 attacks in a single combat phase, it's not that likely. Of course there's no accounting for luck. I have made a note to include some additional information about shadow cards in the next FAQ.

(OtD) 42.Croaking Crows

Enemy, The Lonely Mountain, OtD x3, Threat: 1 Creature. HP: 2, Attack: 1, Defense: 1Surge. Surge. Forced: When a location is revealed from the encounter deck, put 1 progress on Smaug the Golden. Burgle: The first player shuffles his deck and reveals the top card. He may discard 1 card from his hand that matches the revealed card's sphere and type.

(OtD) 43.The Lonely Mountain

Location, The Lonely Mountain, OtD x1 Threat: , Quest Points: 4 Mountain.While at least 1 carde is stacked underneath, The Lonley Mountain is immune to player card effects, cannot leave the staging area, and gets -2 [Threat] for each card stacked under it. Action: While making a burgle attaempt, the first player may spend 2 [Baggins] resrouces to take the revealed card into hand and reveal the next card of his deck. Victory: 10

(OtD) 44.Great Hall

Location, The Lonely Mountain, OtD x3 Threat: 4, Quest Points: 4 Underground.While Great Hall is the active location, it gains: "Forced: Put 1 progress token on Smaug the Golden at the end of each round." Burgle: The first player shuffles his deck and reveals the top card. He may discard 3 cards from his hand that match the revealed card's type.

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Name/Set Details Notes (OtD) 45.Secret Entrance

Location, The Lonely Mountain, OtD x2 Threat: 1, Quest Points: 1 Mountain.While Secret Entrance is the active location, The Lonely Mountain's [Threat] is reduced by half (round up). Travel: The first player must exhaust a hero and name a card type to travel here. Then, reveal the top card of the encounter deck. If the revealed card is not the named type, return Secret Entrance to the staging area. (The players cannot travel again this round.)

(OtD) 46.Desolation of Smaug

Location, The Lonely Mountain, OtD x3 Threat: 3, Quest Points: 3 Wasteland.While Desolation of Smaug is the active location, the first treachery card revealed each round gains surge. Burgle: The first player shuffles his deck and reveals the top card. He may discard 2 cards from his hand that match the revealed card's cost.

(OtD) 47.Western Slopes

Location, The Lonely Mountain, OtD x3 Threat: 2, Quest Points: 5 Mountain.Response: When Western Slopes leaves play as an explored location (choose one): the first player draws 2 cards, or removes 1 progress token from Smaug the Golden. Burgle: The first player shuffles his decks and reveals the top card. He may discard 2 cards from his hand that match the revealed card's sphere.

(OtD) 48.Pretending to Sleep

Treachery, The Lonely Mountain, OtD x3 Surge. When Revealed: Put 1 progress token on Smaug the Golden. Then spend X [Baggins] resources or advance to stage 4A. X is the number of progress tokens on Smaug the Golden. Burgle: The first player shuffles his decks and reveales the top card. He may discard 2 cards from his hand that match the revealed card's type.

(OtD) 49.Known to an Ounce

Treachery, The Lonely Mountain, OtD x2 When Revealed: Each player discards 2 random cards from hand. Until the end of the phase, each Dragon enemy in play gets +1 [Threat] for each event discarded by this effect. Burgle: The first player shuffles his deck and reveals the top card. He may discard 1 card from his hand that matches the revealed card's sphere and cost.

(OtD) 50.Belching Fire

Treachery, The Lonely Mountain, OtD x4 When Revealed: Each Dragon enemy in the staging area makes an immediate attack against the player with the highest total [Willpower] committed to the quest. (Do not deal a shadow card for this attack.) Burgle: The first player shuffles his deck and reveals the top card. He may discard 1 card from his hand that matches the revealed card's type and cost.

(OtD) 51.Dragon-Spell

Treachery, The Lonely Mountain, OtD x2 When Revealed: Attach to the hero with the most resources without Dragon-Spell attached. (Counts as a Condition attachment with the text: "Attached hero gets -1 [Willpower] for each resource in its resource pool. Forced: When attached hero spends resources, attached hero takes X damage. X is equal to the number of resources spent")

(OtD) 52.Misty Mountain Eagle

Objective - Ally, OtD x1 Creature. Eagle. HP: 2, Willpower: 3, Attack: 3, Defense: 3Action: The first player may spend 2 [Baggins] resources to (choose one): take control of Misty Mountain Eagle, or discard this ally to discard a non-unique enemy in the staging area.

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Name/Set Details Notes (OtD) 53.Bolg

Enemy, The Battle of the Five Armies, OtD x1, Threat: X Goblin. Orc. HP: 8, Attack: 6, Defense: 3 X is the number of players in the game. Immune to player card effects. Cannot leave the staging area. The first Goblin revealed each round gains surge.

(OtD) 54.Bodyguard of Bolg

Enemy, The Battle of the Five Armies, OtD x4, Threat: 2 Goblin. Orc. HP: 5, Attack: 4, Defense: 2 Bolg cannot take damage. Forced: When this enemy attacks, deal it an additional shadow card for each quest stage in play with no progress tokens on it.

(OtD) 55.Gundabad Wolf Rider

Enemy, The Battle of the Five Armies, OtD x3, Threat: 1 Goblin. Orc. HP: 3, Attack: 3, Defense: 0 Forced: When this enemy attacks, remove 1 progress from the current quest. Shadow: Attacking enemy gets +1 [Attack] for each quest stage in play with no progress on it.

(OtD) 56.Gundabad Climber

Enemy, The Battle of the Five Armies, OtD x4, Threat: 1 Goblin. Orc. HP: 2, Attack: 2, Defense: 2 When Revealed: Remove 1 progress from every quest stage in play. (2 progress instead if 3 or more players in the game.)

(OtD) 57.Vanguard of Bolg

Enemy, The Battle of the Five Armies, OtD x3, Threat: 1 Goblin. Orc. HP: 4, Attack: 1, Defense: 1 This enemy gets +1 [Threat], +1 [Attack], and +1 [Defense] for each quest stage in play with no progress on it. Shadow: If this attack destroys a character, remove all progress from the current quest.

(OtD) 58.Gundabad Archer

Enemy, The Battle of the Five Armies, OtD x2, Threat: 2 Goblin. Orc. HP: 3, Attack: 2, Defense: 1 When Revealed: Each player must deal 2 damage to a character he controls. Shadow: Deal 1 damage to defending character for each quest stage in play with no progress on it.

(OtD) 59.Ravenous Worgs

Enemy, The Battle of the Five Armies, OtD x3, Threat: 2 Creature. HP: 3, Attack: 3, Defense: 1 Forced: When Ravenous Wargs attacks, the defending player must declare the character he controls with the most damage as the defender. (Even if exhausted.) Shadow: Defending character gets -1 [Defense] for each quest stage in play with no progress on it.

(OtD) 60.Northern Slopes

Location, The Battle of the Five Armies, OtD x3 Threat: 3, Quest Points: 3 Mountain.While Northern Slopes is in the staging area, each Goblin enemy gets +1 [Attack] and +1 [Defense]. While Northern Slopes is the active location, it gains: "Forced: When a character leaves play, remove 1 progress from the current quest if able."

(OtD) 61.Ruins of Dale

Location, The Battle of the Five Armies, OtD x1 Threat: 2, Quest Points: 2 Ruins. Valley.Immune to player card effects. Forced: Remove 2 progress from stage 3B at the end of each round, if able. Travel: Spend 3 [Baggins] resources to travel here. (1 [Baggins] instead if stage 3B is the current quest.) Victory: 3

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Name/Set Details Notes (OtD) 62.Ravenhill

Location, The Battle of the Five Armies, OtD x1 Threat: 2, Quest Points: 2Immune to player card effects. Forced: Remove 2 progress from stage 4B at the end of each round, if able. Travel: Spend 3 [Baggins] resources to travel here. (1 [Baggins] instead if stage 4B is the current quest.) Victory: 3

(OtD) 63.The Front Gate

Location, The Battle of the Five Armies, OtD x1 Threat: 2, Quest Points: 2Immune to player card effects. Forced: Remove 2 progress from stage 2B at the end of each round, if able. Travel: Spend 3 [Baggins] resources to travel here. (1 [Baggins] instead if stage 2B is the current quest.) Victory: 3

(OtD) 64.Hatred Rekindled

Treachery, The Battle of the Five Armies, OtD x2 When Revealed: Each enemy engaged with a player makes an immediate attack. Do not deal shadow cards for attacks made by this effect. If no attacks were made by this effect, this card gains surge. Shadow: Attacking enemy makes an additional attack immediately after this one.

(OtD) 65.Goblins are Upon You!

Treachery, The Battle of the Five Armies, OtD x2 When Revealed: Each player must serarch the encounter deck and discard pile for a Goblin enemy and put it into play, engaged with him. Then, shuffle the encounter deck. (This effect cannot be canceled.) Shadow: Attacking enemy gets +1 [Attack] for each Goblin enemy engaged with you.

(OtD) 66.Heedless of Order

Treachery, The Battle of the Five Armies, OtD x2 Surge. When Revealed: Choose a different quest to be the current quest until the end of the round, if able. If the current quest did not change as a result of this effect, this card gains Doomed 3.

(OtD) 67.Into Mirkwood

Quest, OtD x1, Quest Points: 9 Side A: Setup: Each player may shuffle 1 copy Bilbo's Magic Ring into his deck. Search the encounter deck for The Spider's Glade and set it aside, out of play. Then, shuffle the encounter deck and reveal 1 encounter card per player. Side B: Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters).

Official: Triggering the ability of an attachment on a hero is not the same as the hero triggering the ability. There aren't any rules to say you cannot play attachments on unconscious characters or trigger the abilities of those attachments, so you can use Asafaloth, Self Preservation, etc.

(OtD) 68.Lost in the Dark

Quest, OtD x1, Quest Points: - Side B: When Revealed: Reveal stage 3 and create a separate staging area for the first player using that stage. Then, all other players advance to stage 4.

In solo play, official answer: in a solo game you will discard all the enemies and locations in the staging area when you advance from stage 2 to stage 3.

(OtD) 69.Captured by Spiders

Quest, OtD x1, Quest Points: 11 Side A: When Revealed: Remove all resources from each hero's resource pool. Then, make each character you control (except Bilbo Baggins) unconscious. Side B: Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters). Do not pass the first player token. When this stage is complete, do not advance to stage 4 until the end of the quest phase. (Combine staging areas if necessary.) Action: Spend 2 [Baggins] resources to ready an unconscious character you control.

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Name/Set Details Notes (OtD) 70.Battle with the Spiders

Quest, OtD x1, Quest Points: 3 Side A: When Revealed: Add The Spider's Glade to the Staging area. Side B: Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters). Progress cannot be placed on this stage while The Spider's Glade is in play Action: Spend 2 [Baggins] resources to ready an unconscious character you control. If the players defeat this stage, they have won the game and discovered the treasure card Bilbo's Magic Ring.

(OtD) 71.A Warm Welcome

Quest, OtD x1, Quest Points: - Side A: Setup: Search the encounter deck for Smaug the Golden, Smaug the Magnificent, The Lonely Mountain, and A Bare Patch. Set Smaug the Magnificent and A Bare Patch aside, out of play. Add Smaug the Golden and The Lonely Mountain to the staging area. Shuggle the five Erebor treasure cards and stack them facedown under The Lonely Mountain. Side B: Skip the Quest pahse. Forced: At the end of round, advance to stage 2.

(OtD) 72.The Burglar's Turn

Quest, OtD x1, Quest Points: - Side B: Forced: After questing successfully, place 1 progress on Smaug the Golden. Then, the first player makes a burgle attempt. If successful, the first player takes the top treasure card from under The Lonely Mountain into his hand. Then, the players may advance to stage 3. Forced: After the first player makes an unsuccesful burgle attempt, Smaug the Golden attacks the first player.

Official: When you quest successfully at stage 2B of The Lonely Mountain and trigger the Forced effect to place 1 progress on Smaug, there is a period break before the first player makes a burgle attempt. If the 6th progress is placed on Smaug after resolving the first line of that Forced effect, then the players will be redirected to stage 4A by Smaug's Forced effect and no burgle attempt can be made.

(OtD) 73.Inside Information

Quest, OtD x1, Quest Points: 20 Side A: When Revealed: Set Smaug the Golden aside, out of play. Add Smaug the Magnificent and A Bare Patch to the staging area. Side B: Players cannot defeat this stage while Smaug the Magnificent is in play. Forced: If the total number of progress on this stage is greater than the total remaining hit points on Smaug the Magnificent, remove Smaug the Magnificent from play. If the players defeat this stage, they have won the game and discovered any treasure successfully burgled from The Lonely Mountain.

(OtD) 74.Thieves! Fire! Murder!

Quest, OtD x1, Quest Points: 7 Side A: When Revealed: Remove all progress from Smaug the Golden and set him aside, out of play. Then, add Smaug the Magnificent to the staging area. Side B: After placing the 7th progress token on this stage, remove all damage from Smaug the Magnificent and set him aside, out of play. Then add Smaug the Golden to the staging area and reset the quest deck to stage 2B.

(OtD) 75.The Gathering of Clouds

Quest, OtD x1, Quest Points: - Side A: Setup: Search the encounter deck for Bolg and add it to the staging area. Then shuffle the encounter deck and reveal 1 encounter card per player. Side B: When Revealed: Put stage 2, stage 3, and stage 4 into play at the same time. Then, remove this stage from play.

(OtD) 76.The Eastern Spur

Quest, OtD x1, Quest Points: 8 Side B: Forced: If there is no progress on this stage at the end of the round, each player must discard 1 random card from his hand.

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Name/Set Details Notes (OtD) 77.Battle in the Dale

Quest, OtD x1, Quest Points: 8 Side B: Players cannot advance from this stage unless stage 2 and stage 4 are complete. Battle. (Characters use [Attack] instead of [Willpower] when questing here.) Forced: If there is no progress on this stage at the end of the round, the first player adds the topmost enemy in the discard pile to the staging area, if able.

(OtD) 78.The Defense of Ravenhill

Quest, OtD x1, Quest Points: 8 Side B: Players cannot advance from this stage unless stage 2 and stage 3 are complete. Siege. (Characters use [Defense] instead of [Willpower] when questing. Forced: If there is no progress on this stage at the end of the round, each player must discard all resources from each hero's resource pool.

(OtD) 79.The Clouds Burst

Quest, OtD x1, Quest Points: - Side B: When Revealed: Each player must search the encounter deck and discard pile for a copy of Bodyguard of Bolg and add it to the staging area, if able. Shuffle the encounter deck. Progress cannot be placed on this stage. While Bolg is in the staging area, it is considered to be engaged with the first player. If Bolg is destroyed, the players win the game.

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