Dark Minions Spoiler List

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MINION AGENTS

Anarin
minion
Scout/Diplomat Elf
[4/8; 2 character/kill MP; 7 mind; 3 direct influence; Home Site: Moria]
Unique. Agent. Agent only: may move to a Haven and may tap at a company's
new site to attack that company during opponent's movement/hazard phase.

Baduila
minion
Warrior/Scout/Ranger Man
[6/8; 3 character/kill MP; 8 mind; 2 direct influence; Home Site: Goblin-gate,
Mount Gundabad]
Unique. Agent. Agent only: If Baduila is discarded at target company's new
site, company must return to its site of origin.

Bill Ferny
minion
Warrior/Scout Man
[2/8; 1 character/kill MP; 3 mind; 1 direct influence; Home Site: Bree,
Cameth Brin]
Unique. Agent.

Dsakn
minion
Warrior/Ranger Man
[6/7; 2 character/kill MP; 5 mind; 1 direct influence; Home Site: Easterling
Camp, Variag Camp, Shrel-Kain]
Unique. Agent.

Deallus
minion
Warrior/Diplomat Man
[2/7; 1 character/kill MP; 3 mind; 1 direct influence; Home Site: Dunnish
Clan-hold, Bree, Cameth Brin]
Unique. Agent.

Drr
minion
Warrior/Diplomat Dwarf
[3/7; 1 character/kill MP; 4 mind; 2 direct influence; Home Site: Blue Mountain
Dwarf-hold]
Unique. Agent. +2 direct influence against Dwarves and Dwarf Factions.

Elerna
minion
Scout/Sage/Diplomat Man
[5/9; 3 character/kill MP; 8 mind; 3 direct influence; Home Site: Carn Dm,
Mount Gram]
Unique. Agent. Can use shadow-magic and spirit-magic. Agent only: may tap
for an extra strike.

Elwen
minion
Warrior/Diplomat Elf
[4/8; 2 character/kill MP; 5 mind; 2 direct influence; Home Site: Dol Amroth,
Minas Tirith]
Unique. Agent. +2 direct influence against Elves and Elf Factions. Agent
only: may move to a Haven

Eun
minion
Warrior/Scout Man
[4/8; 1 character/kill MP; 3 mind; 0 direct influence; Home Site: Vale of Erech,
Lond Galen]
Unique. Agent.

Firiel
minion
Sage/Diplomat Dnadan
[3/8; 2 character/kill MP; 6 mind; 3 direct influence; Home Site: Pelargir,
Vale of Erech]
Unique. Agent. Can use shadow-magic. +2 direct influence against Dnedain
and factions that can be played in Anfalas, Anrien, Belfalas, Lamedon,
and Lebennin.

Fori the Beardless
minion
Warrior/Scout Dwarf
[4/7; 1 character/kill MP; 4 mind; 1 direct influence; Home Site: Iron Hill
Dwarf-hold]
Unique. Agent. +2 direct influence against Dwarves and Dwarf Factions.

Gergeli
minion
Scout/Diplomat Man
[3/9; 2 character/kill MP; 5 mind; 2 direct influence; Home Site: Shrel-Kain,
Lake-town, Easterling Camp]
Unique. Agent.

Gisulf
minion
Warrior/Ranger Man
[5/7; 1 character/kill MP; 4 mind; 1 direct influence; Home Site: Woodmen-town,
Lake-town, Dale]
Unique. Agent.

Golodhros
minion
Warrior/Sage/Diplomat Dnadan
[5/9; 3 character/kill MP; 9 mind; 4 direct influence; Home Site: Minas Morgul,
Cirith Ungol, Barad-dr]
Unique. Agent. Can use spirit-magic. Agent only: may tap to make an influence
check on an ally, faction, or character.

The Grimburgoth
minion
Warrior/Ranger/Sage Man
[7/9; 3 character/kill MP; 8 mind; 2 direct influence; Home Site: Dol Guldur]
Unique. Agent. Can use sorcery. Agent only: may tap at a company's new site
to attack that company during its movement/hazard phase with +2 prowess.

Herion
minion
Warrior/Ranger Man
[5/7; 1 character/kill MP; 3 mind; 0 direct influence; Home Site: Lond Galen,
Dol Amroth]
Unique. Agent.

Ivic
minion
Warrior/Diplomat Man
[5/8; 2 character/kill MP; 6 mind; 2 direct influence; Home Site: Southron
Oasis, Variag Camp, Pelargir]
Unique. Agent.

Joma
minion
Warrior/Ranger Man
[3/7; 1 character/kill MP; 3 mind; 1 direct influence; Home Site: Lossadan Camp,
Bree]
Unique. Agent.

Leamon
minion
Warrior Man
[5/8; 1 character/kill MP; 3 mind; 0 direct influence; Home Site: Cameth Brin,
Dunnish Clan-hold]
Unique. Agent.

Nimloth
minion
Scout/Ranger Elf
[3/8; 1 character/kill MP; 4 mind; 1 direct influence; Home Site:Thranduil's
Halls, Sarn Goriwing]
Unique. Agent. +2 direct influence against Elves and Elf Factions. Agent
only: may move to a Haven.

m-buri-m
minion
Scout/Ranger Man
[2/9; 2 character/kill MP; 5 mind; 2 direct influence; Home Site: Dradan
Forest, Wose Passage-hold, Stone-circle]
Unique. Agent. +3 direct influence against Wose Factions.

Pn-ora-Pn
minion
Scout/Ranger/Diplomat Man
[1/9; 2 character/kill MP; 5 mind; 2 direct influence; Home Site: Dradan
Forest, Wose Passage-hold, Stone-circle]
Unique. Agent. +3 direct influence against Wose Factions.

Risha
minion
Warrior/Scout Man
[5/9; 2 character/kill MP; 5 mind; 1 direct influence; Home Site: Variag Camp,
Easterling Camp, Southron Oasis]
Unique. Agent.

Srion
minion
Warrior/Sage/Diplomat Dnadan
[5/7; 2 character/kill MP; 6 mind; 2 direct influence; Home Site: Minas Tirith,
Pelargir]
Unique. Agent. +2 direct influence against Dnedain and factions
that can be played in Anfalas, Anrien, Belfalas, Lamedon, and Lebennin.

Taladhan
minion
Scout/Ranger/Sage Man
[4/9; 2 character/kill MP; 6 mind; 1 direct influence; Home Site: Sarn Goriwing,
Dol Guldur]
Unique. Agent. Can use shadow-magic. Agent only: chooses defending characters;
for each successful strike, the company must discard one item (of defender's
choice), but the defending character is not harmed.

Woffung
minion
Warrior/Diplomat Man
[4/8; 1 character/kill MP; 4 mind; 1 direct influence; Home Site: Lake-town,
Dale, Shrel-Kain]
Unique. Agent.

Wormtongue
minion
Scout/Sage/Diplomat Man
[1/8; 2 character/kill MP; 5 mind; 2 direct influence; Home Site: Edoras,
Dunharrow, Isengard]
Unique. Agent. +4 direct influence against Riders of Rohan and any character
that has Edoras as a home site.

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NON-MINION AGENTS

Lobelia Sackville-Baggins
hazard
Scout Hobbit
[0/9; 1 kill MP; 3 mind; 1 direct influence; +2 corruption mod; Home Site:
Bag End, Bree]
Unique. Manifestation of Mistress Lobelia. Agent. +3 direct influence against
Hobbits and Hobbit Factions. May not move to any site other than Bree, Old
Forest, The White Towers, or a site in The Shire.

My Precious
hazard
Scout Hobbit
[2/9; -1 kill MP; 4 mind; 0 direct influence; +4 corruption mod; Home Site:
Mt. Doom, Shelob's Lair, Goblin-gate, Moria]
Unique. Manifestation of Gollum. Agent. May take an extra agent action (not
counting against the hazard limit) each time he normally takes an agent
action. If he attacks successfully against a company with a ring, he and
a ring (attacker's choice) are discarded. If My Precious attacks and fails
but is not defeated, the defender may tap a character in the target company
to play Gollum (My Precious is discarded). Any player whose character eliminates
My Precious receives -1 kill MPs.

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SITES

The Gem-deeps
site
Under-deeps
[Ruins & Lairs; opponent draws: 3, you draw: 2]
Adjacent Sites: Glittering Caves (0), The Pkel-deeps (9), The Under-gates (6)
Playable: Items (minor, major, gold ring)
Automatic-attacks (2): (1st) Undead - 3 strikes with 9 prowess
(2nd) Opponent may play as an automatic-attack one non-unique hazard creature
from his hand normally keyed to a Shadow-hold
Special: Any Undead creature or Pkel-creature may also be played at this site.

Haudh-in-Gwanr
site
Harondor
[Ruins & Lairs; site path Wi, Fr, Co, Wi; opponent draws: 2, you draw: 2]
Nearest Haven: Edhellond
Playable: Items (minor, major)
Automatic-attacks: Undead - 1 strike with 10 prowess; each character wounded
must make a corruption check

Hermit's Hill
site
Wold & Foothills
[Ruins & Lairs; site path Wi, opponent draws: 1, you draw: 1]
Nearest Haven: Lrien
Playable: Items (minor)
Automatic-attacks: Men - 3 strike with 6 prowess
Special: During the site phase, a company may discard two minor items they bear
to make any one major item (including a hoard item) playable here that turn.

The Iron-deeps
site
Under-deeps
[Dark-hold; opponent draws: 4, you draw: 1]
Adjacent Sites: Carn Dm (0), The Under-leas (6), The Under-vaults (7)
Playable: Items (minor, major, greater)
Automatic-attacks (2): (1st) Trolls - 3 strikes with 9 prowess
(2nd) Opponent may play as an automatic-attack one non-unique hazard creature
from his hand normally keyed to Ruins & Lairs
Special: If the Witch-king of Angmar is in play as a permanent-event, it must be
used as an additional automatic-attack (discard after use-ignore result of
defeat).

The Pkel-deeps
site
Under-deeps
[Ruins & Lairs; opponent draws: 3, you draw: 2]
Adjacent Sites: Dunharrow (0), The Gem-deeps (9), The Sulfur-deeps (9)
Playable: Items (minor, major, gold ring)
Automatic-attacks (2): (1st) Pkel-men - 2 strikes with 11 prowess
(2nd) Opponent may play as an automatic-attack one non-unique hazard creature
from his hand normally keyed to Shadow-holds
Special: Any Undead creature or Pkel-creature may also be played at this site.

The Sulfur-deeps
site
Under-deeps
[Dark-hold; opponent draws: 4, you draw: 1]
Adjacent Sites: Dol Guldur (0), The Under-courts (5), The Pkel-deeps (9),
The Under-gates (5), The Under-galleries (8)
Playable: Items (minor, major, greater)
Automatic-attacks (2): (1st) Trolls - 2 strikes with 9 prowess
(2nd) Opponent may play as an automatic-attack one non-unique hazard creature
from his hand normally keyed to Shadow-holds
Special: If Khaml the Easterling or Adnaphel is in play as a permanent-event,
one must be used as an additional automatic-attack (attacker's choice, discard
after use-ignore result of defeat).

The Under-courts
site
Under-deeps
[Dark-hold; opponent draws: 4, you draw: 1]
Adjacent Sites: Barad-dr (0), The Sulfur-deeps (5), The Under-galleries (4)
Playable: Items (minor, major, greater)
Automatic-attacks (2): (1st) Trolls - 3 strikes with 10 prowess
(2nd) Opponent may play as an automatic-attack one non-unique hazard creature
from his hand normally keyed to Shadow-holds
Special: If any Nazgl permanent-event is in play, one must be used as an
additional automatic-attack (attacker's choice, discard after use-ignore result
of defeat).

The Under-galleries
site
Under-deeps
[Dark-hold; opponent draws: 4, you draw: 1]
Adjacent Sites: Any site in dun (0), The Under-courts (4), The Sulfur-deeps (8)
Playable: Items (minor, major, greater)
Automatic-attacks (2): (1st) Trolls - 4 strikes with 9 prowess
(2nd) Opponent may play as an automatic-attack one non-unique hazard creature
from his hand normally keyed to Shadow-holds
Special: Stolen Knowledge. When Under-galleries would be placed in your discard
pile, place it in your marshalling points pile instead for 3 marshalling
points-this card is considered stored.

The Under-gates
site
Under-deeps
[Shadow-hold opponent draws: 3, you draw: 1]
Adjacent Sites: Moria (0), The Gem-deeps (6), The Sulfur-deeps (5),
The Under-grottos (8), The Under-leas (6)
Playable: Items (minor, major, greater, gold ring)
Automatic-attacks (2): (1st) Balrog - 2 strikes with 16 prowess
(2nd) Opponent may play as an automatic-attack one non-unique hazard creature
from his hand normally keyed to Ruins & Lairs
Special: If Balrog of Moria is in play or if it or Durin's Bane has been
defeated, the first automatic attack is canceled.

The Under-grottos
site
Under-deeps
[Ruins & Lairs; opponent draws: 3, you draw: 1]
Adjacent Sites: Goblin-gate (0), The Under-leas (8), The Under-gates (8)
Playable: Items (minor, major, gold ring)
Automatic-attacks (2): (1st) Orcs - 4 strikes with 7 prowess
(2nd) Opponent may play as an automatic-attack one non-unique hazard creature
from his hand normally keyed to a Shadow-hold
Special: When a gold ring is tested in a company at this site, the result
of the roll is modified by +2.

The Under-leas
site
Under-deeps
[Shadow-hold; opponent draws: 4, you draw: 1]
Adjacent Sites: Mount Gundabad (0), The Iron-deeps (6), The Under-grottos (8),
The Under-gates (6), The Under-vaults (7)
Playable: Items (minor, major, greater)
Automatic-attacks (2): (1st) Orcs - 5 strikes with 7 prowess
(2nd) Opponent may play as an automatic-attack one non-unique hazard creature
from his hand normally keyed to Ruins & Lairs
Special: If the Witch-king of Angmar is in play as a permanent-event, it must be
used as an additional automatic-attack (discard after use-ignore result of
defeat).

The Under-vaults
site
Under-deeps
[Ruins & Lairs; opponent draws: 3, you draw: 2]
Adjacent Sites: Mount Gram (0), The Iron-deeps (7), The Under-leas (7)
Playable: Items (minor, major, gold ring)
Automatic-attacks (2): (1st) Undead - 3 strikes with 8 prowess
(2nd) Opponent may play as an automatic-attack one non-unique hazard creature
from his hand normally keyed to Shadow-holds
Special: Any Undead creature may also be played at this site.

Urlurtsu Nurn
site
Nurn
[Dark-hold; site path Wi, Fr, Co, Wi, Sh, Da; opponent draws: 5, you draw: 3]
Nearest Haven: Edhellond
Playable: Information, Items (minor, major)
Automatic-attacks: Orcs - 4 strikes with 7 prowess

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HAZARD EVENTS

An Article Missing
hazard
Short-event
Tap a scout agent at target company's new site. Agent may attack (not counting
against hazard limit) with a +4 modification to his prowess during the movement/
hazard phase. Attacker chooses defending characters. A successful strike doesn't
wound the defending character; instead the company must discard one item
(defender's choice).

Angmar Arises
hazard
Permanent-event
Any creature that can be keyed to a Shadow-land may be keyed to Forochel,
Arthedain, Angmar, Gundabad, or Rhudaur. Any creature that can be keyed to a
Dark-domain may be keyed to Angmar or Gundabad. Discard this card when a
creature keyed to one of these regions (not to the region symbol) is defeated.

An Unexpected Outpost
hazard
Short-event
Bring one hazard from your sideboard or discard pile into your play deck
and shuffle. If Doors of Night is in play, you may do this twice.

Aware of their Ways
hazard
Short-event
Opponent reveals four cards at random from his discard pile. You may choose
a non-unique one and remove it from play. Opponent discards the other three.

The Black Enemy's Wrath
hazard
Long-event
Each Under-deep site, Dark-hold, and Shadow-hold has an additional
automatic-attack (cannot be canceled): Lava Flows - 1 strike against each
character with 6 prowess (weapons do not modify prowess against these strikes).
The penalty for an untapped character not tapping against one of these strikes
is -5. Cannot be duplicated.

Bring Our Curses Home
hazard
Permanent-event
[3 CP]
Corruption. Playable on a non-Wizard character whose company is facing a hazard
creature attack. Discard this card if no character is eliminated by the attack.
If any character is eliminated, place creature's card with this card-creature is
considered off to the side. Target character's company faces an attack from
creature at the start of each movement/hazard phase if creature is playable.
Discard associated creature's card if this card is discarded. Discard this card
if associated creature is defeated.

Chance of Being Lost
hazard
Short-event
Playable on a moving company using region movement. Make a roll (draw a #)
modified by -2 for each ranger in the company. If the result is greater than 6,
you may replace company's new site card with a different site from your location
deck that is located in the same region or an adjacent region as the company's
new site.

Cunning Foes
hazard
Short-event
Tap a warrior agent at target company's new site. Agent attacks (not counting
against hazard limit) with a +3 modification to his prowess during the movement/
hazard phase. Attacker chooses defending characters.

Doubled Vigilance
hazard
Permanent-event
Playable on a Shadow-hold (or on a Ruins & Lairs or Border-hold if Doors of
Night is in play). If the company chooses to enter the site, it must make a roll
(draw a #) and subtract its company size. If the result is greater than 6, the
company may enter the site as normal. Otherwise, the company must face an attack
to be resolved before any automatic-attacks: Orcs - 4 strikes at 9 prowess.
Discard when the site card is discarded or returned to its location deck.

Drums
hazard
Long-event
For each company at or moving to an Under-deep site, the hazard limit is
increased by one and the prowess of all attacks is increased by one. All
automatic-attacks at sites in the following regions have their number of strikes
and prowess increased by one (by two if Doors of Night is in play): Angmar, Gap
of Isen, Gorgoroth, Gundabad, High Pass, Redhorn Gate, Rohan, Southern Mirkwood,
and dun. Cannot be duplicated.

Earth-tremors
hazard
Long-event
Any company moving to or from an Under-deep sites faces an attack (cannot be
canceled): Rock Fall - 1 strike with 7 prowess against each character (weapons
do not modify prowess against these strikes). In addition, cancels the effects
of Into Dark Tunnels, Old Road, Great Road, and Bridge. Cannot be duplicated.

Endless Whispers
hazard
Permanent-event
Dark Enchantment. Playable on a non-Wizard character wounded by an Undead attack
this turn; does not count against the hazard limit. Target character can never
become untapped while bearing this card. Any effect that would move him to an
untapped state makes him tapped instead. Cannot be duplicated on a given
character. During the organization phase, a sage in target character's company
may tap to attempt to remove this card. Make a roll (or draw a #): if the result
is greater than 7, discard this card.

Exhalation of Decay
hazard
Short-event
Playable on an Undead hazard creature in your discard pile. If target Undead
can attack, bring it into play as a creature that attacks immediately (not
counting against the hazard limit). The attack's prowess is modified by -1.

Eyes of the Shadow
hazard
Permanent-event
Environment. May only be played if Gates of Morning is not in play. The hazard
limit is increased by two for each moving company with a size of less than four
that also contains a Wizard or a non-ranger character with a mind of 6 or more.
Cannot be duplicated. Discard when any play deck is exhausted.

Faces of the Dead
hazard
Short-event
Playable on a non-Wizard character moving with at least two Wildernesses in his
site path if you discard any Undead hazard creature from your hand (show
opponent). Target character makes a roll (draws a #) and adds his mind. If the
result is less than 13, that character splits off from his company, forms a new
company consisting of just himself (and faces no movement/hazard phase this
turn), and immediately returns to his original company's site of origin.

Flies and Spiders
hazard
Permanent-event
Playable on a character facing a Spider attack. If the strike is successful,
target character is not harmed and is taken prisoner at a Ruins & Lairs. During
his untap phase, make a body check for that character modified by +1. If not
eliminated, his player then makes a roll (draws a #) adding his body. If the
result is greater than 15, the character is automatically rescued into his own
company located at the rescue site.
Rescue-attack: Spiders - 3 strikes with 9 prowess.

Foes Shall Fall
hazard
Permanent-event
[1(2) CP]
Corruption. Playable on a non-Wizard character facing a strike from a Dragon
or Drake hazard creature attack. If the strike is defeated, discard this
card. If the strike is not defeated, place creature's card with Foes Shall
Fall-creature is considered off to the side. Target character's company
faces an attack from creature at the start of each movement/hazard phase
if creature is playable. Discard associated creature's card if Foes Shall
Fall is discarded. Discard Foes Shall Fall if attached Dragon or Drake is
defeated. If target character is a Dwarf, he receives 2 corruption points.

Gnaw with Words
hazard
Short-event
Tap a sage if another sage is in his company or at his new site or at his
current site. Tap a diplomat if another diplomat is in his company or at his new
site or at his current site.

Good Sense Revolts
hazard
Short-event
Playable on an untapped agent. Tap the agent who may then make an influence
attempt against an ally, faction, or character. +4 to influence attempt. +8 if
ally, faction, or character is playable at agent's home site.
Alternatively, modify an influence attempt by an agent by +4. This card cannot
serve both functions.

Great Need or Purpose
hazard
Long-event
Each agent may take an extra agent action each time he normally takes an
agent action. Cannot be duplicated.

Great Secrets Buried There
hazard
Permanent-event
Playable if opponent has at least ten cards in his play deck. Opponent reveals
the top ten cards of his play deck to himself. If one is available, opponent
must choose a non-special, non-hoard item from the revealed cards to place off
to the side under this card (item does not give marshalling points and is
considered out of play). If none are available, opponent must show you the cards
he revealed to himself. Opponent shuffles all remaining revealed cards into his
play deck. Opponent may play this item as though it were in his hand at any
Under-deep site.
Alternatively, you may play this card as a resource on yourself if you have
at least ten cards in your play deck. In this case, you and your opponent
reverse roles.

Helms of Iron
hazard
Permanent-event
Playable only if you have a Nazgl permanent-event in play. Discard the Nazgl
when this card is brought into play. All Orc, Troll, and Man attacks with body
have their body modified by +1; and all Orc, Troll, and Man attacks with no body
have 4 body.

In Darkness Bind Them
hazard
Permanent-event
Any creature that can be keyed to a Shadow-land may be keyed to Ithilien,
Harondor, Horse Plains, Khand, Imlad Morgul, Nurn, Gorgoroth, Udn, or Dagorlad.
Any creature that can be keyed to a Dark-domain may be keyed to Khand, Imlad
Morgul, Nurn, Gorgoroth, Udn, or Dagorlad. Discard this card when a creature
keyed to one of these regions (not to the region symbol) is defeated.

In Great Wrath
hazard
Short-event
Playable on a Nazgl in your discard pile that could immediatly attack. The
Nazgl attacks immediately (not counting against the hazard limit) with +2
prowess and -1 body.

In the Heart of his Realm
hazard
Permanent-event
Each company moving in a Dark-domain draws one less card at the start of its
movement/hazard phase (to no minimum).
Additionally, any sage at a site in a Dark-domain or Gorgoroth, or moving
with a Dark-domain or Gorgoroth in his site path, loses his sage skill.
No character at a site in a Dark-domain or Gorgoroth, or moving with a
Dark-domain or Gorgoroth in his site path, can use spells, light enchantments,
or rituals. Discard when any play deck is exhausted.

Inner Cunning
hazard
Permanent-event or Short-event
As a permanent-event, playable on a face-down agent who was brought into play
this turn. When the agent is revealed, and if his home site is a Shadow-hold or
a Dark-hold, the site where he came into play (which is not represented by a
card) may legally be any Shadow-hold or a Dark-hold. Discard when the agent is
revealed. Alternatively, as a short-event, take any agent who has a home site
that is a Shadow-hold or Dark-hold from your play deck into your hand (reveal
it to opponent and reshuffle your play deck).

Like the Crash of Battering-rams
hazard
Short-event
Playable on a strike. If the strike is successful, the wounded character's
body is reduced by one until the end of the turn for every complete increment
of 5 the strike was successful by (subtract the character's prowess plus
dice roll from the strike's prowess, divide by five, and drop any fractions).

Long Dark Reach
hazard
Short-event
Playable on a moving company with at least one Wilderness in its site path if
you have at least 10 cards in your play deck. Reveal the top seven cards of your
play deck. One revealed Nazgl, Dragon, or a non-unique creature of your choice
immediatly attacks the company (regardless of its playability requirements). The
creature must be playable in some region besides Coastal Sea. If the creature
could not normally be played on the company, modify its prowess by -4. Shuffle
all unused cards and return them to the top of your play deck.

The Moon Is Dead
hazard
Permanent-event
All Undead attacks receive +1 strike and +1 prowess. All Undead
automatic-attacks are duplicated (i.e., each Undead automatic-attack must be
faced twice, including all modifications). Discard this card when an Undead
attack is defeated. Cannot be duplicated.

Mordor in Arms
hazard
Permanent-event
[(2) kill MPs]
Any company moving in Nurn faces three attacks: Orcs - 5 strikes with 8 prowess,
Orcs - 4 strikes with 10 prowess, Trolls - 3 strikes with 12 prowess. If all
three attacks are defeated by your opponent, he receives this card in his MP
pile and 2 kill MPs. Any attempt by a character to influence a faction playable
at a site in Horse Plains, Khand, Harondor, Nurn, Gorgoroth, Imlad Morgul, or
Udn is modified by -6 and cannot be done with Muster.

Neither so Ancient Nor so Potent
hazard
Permanent-event
[2 miscellaneous MPs]
Playable on a stored item. Return item to opponent's hand (discarding all
attached cards). Place this card in opponent's marshalling point pile.

Never Seen Him
hazard
Permanent-event
Playable on an agent. Target agent may take an extra agent action (which
does not count against the hazard limit) each time he normally takes an
agent action. Cannot be duplicated on a given agent.

No Way Forward
hazard
Permanent-event
Environment. The number of region cards that may be played by a moving company
using region movement is reduced by one (by two if Doors of Night is in play) to
a minimum of two. This card is effective during each player's organization
phase. Discard when any play deck is exhausted. Cannot be duplicated.

Nobody's Friend
hazard
Permanent-event or Short-event
As a permanent-event, playable on a face-down agent who was brought into play
this turn. When the agent is revealed, and if his home site is a Border-hold or
a Free-hold, the site where he came into play (which is not represented by a
card) may legally be any Border-hold or a Free-hold. Discard when the agent is
revealed. Alternatively, as a short-event, take any agent who has a home site
that is a Free-hold or Border-hold from your play deck into your hand (reveal
it to opponent and reshuffle your play deck).

Out of the Black Sky
hazard
Permanent-event
[5 kill MP]
Playable if Doors of Night is in play on a Nazgl permanent-event that could
immediately attack if it were in your hand. The Nazgl immediately attacks as a
creature from its permanent-event state (not counting against the hazard limit)
and chooses defending characters. If the Nazgl is defeated, place this card in
opponent's marshalling point pile and remove the Nazgl from play. Otherwise,
discard this card. This can be used on an opponent's Nazgl permanent-event as
well as on your own.

Pale Dream-maker
hazard
Permanent-event
[2 CP]
Corruption. Dark Enchantment. Playable on a non-Wizard character wounded by an
Undead attack this turn; does not count against the hazard limit. Target
character receives 2 corruption points and makes a corruption check each time
his player discards a card from his hand during his turn. His direct influence
is zero while bearing this card. Cannot be duplicated on a given character.
During the organization phase, a sage in target character's company (other
than character) may tap to attempt to remove this card. Make a roll (or
draw a #): if the result is greater than 6, discard this card.

Pierced by Many Wounds
hazard
Short-event
Playable on an attack with more strikes than defending characters before
strikes are assigned; does not count against the hazard limit. The first
excess strike assigned to each character gives a -4 modification to his
prowess instead of -1. Cannot be duplicated on a given attack.

Rank upon Rank
hazard
Permanent-event
All non-agent Man attacks receive +1 prowess and +1 strikes. If Doors of
Night is in play, all Giant attacks also receive these bonuses. Discard
this card when such an affected attack (automatic, hazard creature, or
otherwise) is defeated. Cannot be duplicated.

Reaching Shadow
hazard
Permanent-event
Any creature that can be keyed to a Shadow-land may be keyed to Anduin Vales,
Northern Rhovanion, Southern Rhovanion, Grey Mountain Narrows, Woodland Realm,
Western Mirkwood, Heart of Mirkwood, Southern Mirkwood, Brown Lands, or
Dagorlad. Any creature that can be keyed to a Dark-domain may be keyed to Heart
of Mirkwood, Southern Mirkwood, Brown Lands, or Dagorlad. Discard this card when
a creature keyed to one of these regions (not to the region symbol) is defeated.

The Reach of Ulmo
hazard
Permanent-event
The roll required to move between adjacent Under-deep sites is increased
by 2. In addition, cancels the effects of Great Ship and Ford. May be played
when an Under-deep site is revealed as a new site card (before the roll
is made). Discard when any play deck is exhausted or when an Under-deep
site is reached from another Under-deep site or at the end of the turn after
Great Ship or Ford was played. Cannot be duplicated.

Redoubled Force
hazard
Permanent-event
All Orc and Troll automatic-attacks receive +3 strikes and +2 prowess. Discard
this card when such an automatic-attack is defeated. Cannot be duplicated.

Reluctant Final Parting
hazard
Permanent-event
Discard any ally if its currnet site is an Under-deeps site or if its current
site's nearest Haven is not the same as the nearest Haven for the site at which
the ally can be played. Determine nearest Haven using site cards of the same alignment (minion/hero) as the ally. Discard this card when any play deck is exhausted. Cannot be duplicated.

Revealed to all Watchers
hazard
Short-event
Unique. Reveal your hand to opponent. Place all non-hazard cards from your
hand off to the the side. Draw cards from your play deck until your hand
size is reached. Place the non-hazard cards from off to the side face down
on top of your play deck in any order you choose.

Scimitars of Steel
hazard
Permanent-event
Playable only if you have a Nazgl permanent-event in play. Discard the Nazgl
when this card is brought into play. All Orc, Troll, and Men attacks receive +1
prowess.

Seek without Success
hazard
Short-event
Discard a ranger agent at target company's new site. Company must immediately
return to its site of origin.

Seized by Terror
hazard
Short-event
Playable on a non-Wizard character moving in a Shadow-land or Dark-domain.
Target character makes a roll (draws a #) and adds his mind. If the result
is less than 12, that character splits off into a different company, and
immediately returns to his original company's site of origin.

Shadow out of the Dark
hazard
Permanent-event
Playable on a face-up Agent who can use shadow-magic. If agent is revealed and
not in a Free-hold or Haven, he can tap to allow any Undead hazard creatures to
be played at his site this turn. Any Undead hazard creatures so played do not
count against the hazard limit.

Spells of the Barrow-wights
hazard
Permanent-event
Playable on a character facing an Undead strike. If the strike is successful,
target character is not harmed and is taken prisoner at a Ruins & Lairs or
Shadow-hold. Character must discard any rings along with his other items. At the
start of each of his untap phases, make a body check for that character.
Rescue-attack: Undead - 3 strikes with 8 prowess.

Sudden Fury
hazard
Short-event
Playable on a site. Until the end of the turn, any attack by a scout agent at
this site has its number of strikes increased by one and attacker chooses
defending characters.

To Get You Away
hazard
Permanent-event
Tap an agent at target company's new site. Agent may attack (not counting
against hazard limit) during the movement/hazard phase. Attacker chooses
defending characters. A successful strike doesn't wound the defending character,
instead the character is taken prisoner at one of the agent's home sites of the
attacker's choice (regardless of site's location) and the agent returns to the
same site.
Rescue-attack: Same race as agent - 3 strikes with 8 prowess.

Tribal Banner
hazard
Short-event
Playable on an Orc or Troll attack before strikes are assigned; does not
count against the hazard limit. The prowess and body of target attack are
each reduced by one. All body checks resulting from successful strikes of
this attack are modified by +1. Cannot be duplicated on a given attack.

Tribal Totem
hazard
Short-event
Playable on an Orc or Troll attack before strikes are assigned; does not count
against the hazard limit. The prowess and body of target attack and of all Orc
and Troll attacks against this company for the rest of the turn are each reduced
by three. Any body check resulting from a successful strike of such a modified
attack is modified by +2. Cannot be duplicated against a given company.

Troll-purse
hazard
Permanent-event
Playable on a site with an Orc or Troll automatic-attack. When any item is
played at this site, the company must face all automatic-attacks of the site
again with the attack's prowess modified by +3. Any successful strike does not
harm the character, but rather the character is taken prisoner at the site. The
rescue-attack equals all automatic-attacks of the site at the time of rescue.

Twisted Tales
hazard
Short-event
Playable on an untapped diplomat agent. Tap the agent who may then make
an influence attempt against a faction playable at the agent's site. +6
to influence attempt. Attempt is automatically successful if target faction
is playable at the agent's home site.

Two or Three Tribes Present
hazard
Short-event
Playable on a company moving with at least two Wildernesses, one Shadow-land,
or one Dark-domainin their site path. When played, announce a creature type
except Nazgl, Undead, or Dragons (like Orcs, Men, Slayers, Drakes,
etc.). For this turn, any hazard creatures of this type played against target
company do not count against the hazard limit.

The Way is Shut
hazard
Long-event
A company moving to or from an Under-deep site must return to its site of
origin. Additionally, cancels the effects of Secret Passage and Secret Entrance.
Cannot be duplicated.

Waylaid, Wounded, and Orc-dragged
hazard
Permanent-event
Playable on a Hobbit facing a strike from an Orc attack. Target Hobbit receives
+2 prowess against the strike. If the strike is successful, he is not harmed and
is taken prisoner at a Ruins & Lairs, Shadow-hold, or Dark-hold. If the Hobbit
bears a ring, his player makes a roll at the start of each of his untap phases
-if the result is less that 7, the ring is discarded.
Rescue-attacks (3): Orcs - 3 strikes with 6 prowess, Orcs - 4 strikes with
7 prowess, Orcs - 5 strikes with 8 prowess.

Which Might Be Lies
hazard
Short-event
Playable on a stored resource permanent-event that required an information
site to be played. Discard event.

Will not Come Down
hazard
Short-event
Playable on an untapped agent. Tap the agent who may then make an influence
attempt against an ally, faction, or character. Unused general influence
modification does not apply. If successful, the target is not discarded,
but rather it is returned to its owner's hand.

Wound of Long Burden
hazard
Permanent-event
[1 CP]
Corruption. Playable on a character facing a strike with a prowess of 12 or
greater. If the strike is not successful, discard this card. Otherwise, target
character receives 1 corruption point and his body is lowered by 1. During his
organization phase, a character at a Haven with this card may tap to attempt to
remove it. Make a roll (or draw a #): if this result is greater than 7, discard
this card.

Wraith-lord
hazard
Short-event
Playable on a moving company with two Dark-domains in its site path. Each Nazgl
that attacks target company this turn receives +2 prowess and lowers the body of
any characters it wounds by one (for the rest of the turn). Each Nazgl so
played does not count against the hazard limit. Cannot be duplicated on a given
turn.

Your Welcome Is Doubtful
hazard
Short-event
Playable on an untapped agent. Tap the agent who may then make an influence
attempt against an ally or character. +6 to influence attempt (+10 if the agent
is a diplomat). An additional +7 to the attempt if target character has the same
home site as the agent or if target ally is playable at the agent's home site.

--------------------------------------------------------------------------------
HAZARD CREATURES

Bthrakaur the Green
hazard
Creature
[15/6; 2 kill MP; keyable to Sh-h]
Unique. Troll. 1 strike. Also playable at Moria and The Under-gates. If
Doors of Night is in play, playable at any Under-deep site. Any non-unique
Orc or Troll hazard creature can be played (not counting against the hazard
limit) on a company that has faced Bthrakaur that turn.

Chill Douser
hazard
Creature
[8/-;1 kill MP; keyable to R&L and Sh-h]
Undead. Three strikes. Unless Chill Douser's attack is cancelled, all Undead
attacks against the company for the rest of the turn receive +1 strike and +1
prowess.

Durin's Bane
hazard
Creature
[18/9; 5 kill MP]
Unique. Manifestation of Balrog of Moria. Balrog. 2 strikes-all body checks
resulting from a successful strike are modified by +1. May be played at
The Under-gates and at all of its adjacent sites. If Doors of Night is in
play, Durin's Bane may be played at any Under-deep site.

Little Snuffler
hazard
Creature
[5/10;1 kill MP; keyable to Wi, Sh-l, Da-d, R&L, Sh-h, and Da-h]
Orcs. One strike. Attacker chooses defending characters. Each ranger in attacked
company lowers Little Snuffler's body by 2. If attack is not defeated, any
resource that requires a scout in target company cannot be played for the
rest of the turn.

Nameless Thing
hazard
Creature
[10/4; 3 kill MP]
Drake. 3 attacks of 2 strikes each. A character can tap to cancel one of these
attacks. Playable at any site in the Under-deeps. If Doors of Night is in play,
also playable at an adjacent site of any Under-deeps site or keyed to a Coastal
Sea.

Spider of the Mrlat
hazard
Permanent-event or Creature
[16/9; 4 kill MP]
Unique. Spider. May be played as a hazard creature (with two strikes) or as a
permanent-event.
As a creature, she may be played at Dol Guldur and The Sulfur-deeps. If
Doors of Night is in play, she may also be keyed to Southern Mirkwood, Heart
of Mirkwood, or Woodland Realm; or at any adjacent site of The Sulfur-deeps.
If played as a permanent-event, all Spider attacks receive +1 strike.
Additionally, any company moving in Southern Mirkwood, Heart of Mirkwood,
Woodland Realm, Dagorlad, or Brown Lands faces a Spider attack of 2 strikes with
10 prowess. You can return Spider of the Mrlat as a permanent-event to your
hand-which counts as one against the hazard limit.

Stirring Bones
hazard
Creature
[9/-; 1 kill MP; keyable to Wi Wi, Sh-l, Da-d, R&L, and Sh-h]
Undead. Two strikes.

Umagaur the Pale
hazard
Creature
[14/8; 2 kill MP; keyable to Sh-h]
Unique. Troll. 1 strike. Also playable at Moria and The Under-gates. If
Doors of Night is in play, playable at any Under-deep site. Any non-unique
Orc or Troll hazard creature can be played (not counting against the hazard
limit) on a company that has faced Umagaur that turn.

Wisp of Pale Sheen
hazard
Creature
[6/-;1 kill MP; keyable to Wi, Sh-l, Da-d, Co, R&L, and Sh-h]
Undead. One strike. Attacker chooses defending characters. Any character
facing a strike whose mind is equal to or lower than the strike's prowess
must tap if untapped following the strike (unless the strike is cancelled).

--------------------------------------------------------------------------------
RESOURCE EVENTS

An Unexpected Party
resource
Permanent-event
Only playable during the organization phase on a company. There is no limit
to the size of this company. Dwarves with a mind of 2 or less in this company
do not require influence to be controlled; and there is no limit to how
many Dwarves may be brought into play on a given turn with the company.
Discard this card if the company has more than one non-Wizard character
with a mind greater than 5 or more than two non-Dwarf characters or no Dwarf
with a mind greater than 5. Cannot be duplicated on a given company.

Ancient Stair
resource
Short-event
Playable only at the end of the organization phase on a company that starts
its turn at an untapped adjacent site of an Under-deeps site. Opponent may
draw up to twice the normal number of cards for this company during the
movement/hazard phase. If company moved to an Under-deep site, at the end
of the turn the company may replace its site card with the site card at
which it began the turn.

Armory
resource
Permanent-event
[(1) miscellaneous MP]
Only you and your companies can use Armory. You may place any minor items from
your hand under Armory during your organization phase. A character at a Haven
can store a minor item under Armory instead of to your marshalling point pile.
When you otherwise would be allowed to play a minor item from your hand at a
Border-hold, Free-hold, or Haven, you may play an item from under Armory
instead. If you have at least three minor items under Armory, gain 1 marshalling
point.

Await the Advent of Allies
resource
Permanent-event
Playable on a non-Wizard character with a mind of six or less. Character must
stay at its current non-Haven site until you play a card at the site. Target
character does not count against general influence and its marshalling points do
not count. Discard this card when you play a resource at the site, the character
is discarded, or the character is wounded. Cannot be duplicated on a given
character.

Balance Between Powers
resource
Permanent-event
Environment. No environment cards can be played. At the start of your
organization phase, discard this card or keep it in play by discarding an
environment card form your hand. Your opponent can then discard an environment
card from his hand to discard this card, which you can counter by discarding two
environment cards from your hand, which he can counter by discarding one, which
you can counter with two, he with one, etc. Discard when any play deck is
exhausted.

Barrow-blade
resource
Permanent-event
[1 CP; 1 item MP]
Tap the bearer of a Dagger of Westernesse during the site phase at a Ruins
& Lairs and play this with the Dagger. Dagger receives +1 prowess (+3
versus Undead and Nazgl). Cannot be duplicated on a given Dagger.

Choice of Lthien
resource
Permanent-event
[1 character MP]
Unique. Playable on Arwen in Minas Tirith. She receives +2 direct influence
and her mind increases by 2. Discard if Arwen moves to a site not in Anrien,
Lebennin, Lamedon, Belfalas, or Anfalas. Tap Arwen to take one item, ally,
or faction playable at her current site from your play deck or discard pile
into your hand (reshuffle play deck if searched).

Crown of Flowers
resource
Permanent-event
Environment. Crown of Flowers has no effect until you play a resource with
it. You can play one resource from your hand with this card. The resource
is considered to be played and to be in play as though Gates of Morning
were in play and Doors of Night were not. Crown of Flowers does not affect
the interpretation of any card except the resource played with it. Discard
Crown of Flowers when the resource is discarded. Discard the resource if
Crown of Flowers is discarded.

Cup of Farewell
resource
Permanent-event
Playable on a company at a Haven [h] during the organization phase. Once
during each of your turns, you can tap a character in this company, if the
company is at a Haven, to take a minor item from your sideboard into your
hand (show opponent). Cannot be duplicated on a given company.

Dark Numbers
resource
Permanent-event
[1 miscellaneous MP]
Stolen Knowledge. Playable on an untapped scout immediately after facing
an Orc, Troll, or Man attack. Tap scout. Can be stored at a Haven. If not
stored, discard to give +3 to an influence attempt against a faction by
a character in the same company.

The Dwarves Are upon You!
resource
Short-event
Playable on a company containing Dwarves facing an attack. All Dwarves in
the company receive +2 prowess and -1 body against the attack. Cannot be
duplicated against a given attack.

Enduring Tales
resource
Long-event
When any player discards a card from his hand, he may discard it to the
top of his play deck (and always face down) instead of to his discard pile.

Eyes of Mandos
resource
Short-event
Playable on Pallando during the organization phase. Tap Pallando and reveal
up to 8 cards from the top of your play deck. Choose one to put into your
hand and shuffle the remaining ones into your play deck.

Face out of Sight
resource
Long-event
All on-guard cards are returned to owner's hands. At the end of any turn, all
wounded and tapped agents are returned to their owner's hands. Cannot be
duplicated.

Fate of the Ithil-stone
resource
Permanent-event
[(7) miscellaneous MPs]
Playable on a company at Minas Tirith if the company discards (for no effect)
a Lost Knowledge card it controls. Tap this card if the company plays a
Palantr; this card never untaps. If this card is tapped, invert it on the
playing surface (rotate it 180) if the company enters Barad-dr and plays a
Stolen Knowledge card during the same site phase. If this card is inverted, it
can be stored at a Haven-only if stored do you receive its marshalling points.
If this card is stored, all Palantri give one less corruption point. Once
inverted, no other copy of this card can be inverted.

Fifteen Birds in Five Firtrees
resource
Short-event
Playable on a moving company facing a non-unique hazard creature if Gates of
Morning is in play. All attacks of the creature are cancelled and all attacks of
the next non-unique hazard creature the company faces this turn are also
cancelled. An untapped character in the company must tap to face any strike from
a subsequent hazard creature attack for the rest of the turn. The company must
do nothing during its site phase unless it contains a Wizard or you discard
Eagle-mounts from your hand. Cannot be duplicated on a given turn.

Fireworks
resource
Permanent-event
Ritual. Playable on an untapped sage at a tapped Border-holdor Free-hold.
Tap sage. Make a roll (draw a #) and add the mind of
the sage (+10 if a Wizard)-if the result is greater than 12, the site untaps.
The next time the sage would otherwise become untapped, make him tapped
instead and discard this card.

First of the Order
resource
Short-event
Playable on Saruman. Saruman receives +2 to all corruption checks for the
rest of the turn.

Forewarned Is Forearmed
resource
Permanent-event
Any non-Dragon Lair site with more than one automatic-attack is reduced
to having one automatic-attack of the hazard player's choice. Any creature
or other hazard with more than one attack is reduced to one attack of the
hazard player's choice. Discard when such an isolated attack is defeated.
Cannot be duplicated.

Free to Choose
resource
Permanent-event
Playable on an item that normally gives 3 corruption points or more. Target item
gives 2 fewer corruption points (3 fewer if Gates of Morning is in play).
Discard after its bearer makes a corruption check. Cannot be duplicated on a given item.

Hall of Fire
resource
Permanent-event
Playable on a Haven. Any company at this Haven immediately following its
movement/hazard phase may choose for one of its characters to untap or heal
(from wounded to tapped). Discard Hall of Fire when the site card is returned
to the location deck.

Healing of Nimrodel
resource
Short-event
Playable during the organization phase on a moving company whose site of
origin is a Haven. If the company moves to another Haven this turn, at the
end of the movement/hazard phase all wounded characters in the company heal
(from wounded to untapped) and all tapped characters untap.

Herb-lore
resource
Permanent-event
Playable on Radagast while moving during his movement/hazard phase if there is
at least one Wilderness in his site path. If untapped, tap Radagast afterwards.
During any organization phase, Radagast can tap and discard this card to heal
all characters in his company from wounded to untapped and to untap all tapped
characters.

Here Is a Snake!
resource
Short-event
Playable on a company during its movement/hazard phase after cards have been
drawn. Opponent may reveal to you any number of hazards from his hand. He may
only play hazards he revealed to you (including on-guard cards) for the
remainder of target company's movement/hazard phase. Alternatively, a face-down
agent is tapped and revealed.

Hidden Knife
resource
Short-event
Playable on any face-up agent during your site phase. You may play a hazard
creature from your hand keyed to a face-up agent's current site which
immediately attacks the agent as if the agent were a character. You do not
receive marshalling points if the agent is eliminated.

Hobbit-lore
resource
Permanent-event
Playable on Gandalf during the organization phase while at a Haven. If untapped,
tap Gandalf afterwards. He receives +2 direct influence against Hobbits
and Hobbit factions.

Horns, Horns, Horns
resource
Short-event
Each player removes all factions from his discard pile and shuffles them
into his play deck.

Hour of Need
resource
Short-event
Playable on an untapped non-warrior, non-Wizard diplomat during the organization
phase if you have a faction in your hand. Play a faction from your hand.
Tap diplomat who then makes an influence attempt on this faction. Count
out the number of contiguous regions from the diplomat's site to the site
where the faction is normally playable (including the regions containing
both sites)-subtract two plus this number from the diplomat's attempt. If
the attempt is unsuccessful, discard the diplomat and faction.

Hundreds of Butterflies
resource
Short-event
Playable on a moving character during his movement/hazard phase. Untap the
character and increase the hazard limit against his company by one.

The Hunt
resource
Short-event
Playable on Alatar during the organization phase. Name a specific hazard
creature card your opponent revealed to you through a mechanism of the game and
discarded. Unless eliminated or prevented from being in play, your opponent then
finds this particular card (reshuffling his play deck if it was searched).
This creature immediately attacks Alatar as though he were a one-character
company. Alatar cannot use or benefit from spells against the attack. If
untapped, tap Alatar afterwards.

I Know Much about You
resource
Short-event
Cancels any agent attack or any hazard effect that requires tapping an agent
declared earlier in the same chain of effects or one attack from a hazard
creature with multiple attacks (e.g., Slayer, Nameless Thing).

Into Dark Tunnels
resource
Short-event
Playable at the end of the movement/hazard phase on a company that has moved
to an Under-deep site. That company may attempt to move to an additional
site on the same turn. Another site card may be played and a movement/hazard
phase immediately follows.

Into the Smoking Cone
resource
Permanent-event
[(6) miscellaneous MP]
Playable on a company with a sage during the site phase at a site where gold
ring items are playable. Tap this card if the company plays a ring special item;
this card never untaps. If this card is tapped, the company can discard (for no
effect) a Lost Knowledge card it controls during its site phase at Mount Doom
and invert this card on the playing surface (rotate it 180). If inverted, you
can store this card at a Haven-only if stored do you receive its marshalling
points. If stored, all ring items give one less corruption point. Once inverted,
no other copy of this card can be inverted.

Knowledge of the Enemy
resource
Permanent-event
[(1) miscellaneous MP]
Stolen Knowledge. Playable on an untapped character at a Shadow-hold or Dark-
hold or if his company faced an agent attack and all of its strikes failed. Tap
character. Can be stored at a Haven-only if stored do you receive its
marshalling point. If stored, you may discard this card and force one non-unique
hazard to be removed from play as you see your opponent discard it through a
mechanism of the game.

Mallorn
resource
Permanent-event
[3 miscellaneous MP]
Unique. Playable at Bag End only if Earth of Galadriel's Orchard is stored there. Bag End becomes a Haven for the purposes of healing and bringing characters into play. Bag End can untap during its owner's untap phase. If Bag End is discarded, return it to its location deck. All Hobbit factions are worth +1 marshalling points.

Memories Recalled
resource
Short-event
Playable on a character with a sage in his company. All dark enchantments on
target character are discarded. Alternatively, a sage can tap and you can
discard this card from your hand to fulfill the requirement that Lost Knowledge
be discarded for any card played with the sage's company.

More Alert than Most
resource
Permanent-event
The number of strikes of any attack that chooses defending characters is
reduced by one (to a minimum of one)-by 2 if Gates of Morning is in play.
Discard when such an attack is defeated. Cannot be duplicated.

No Waiting to Wonder
resource
Short-event
Playable on an untapped Hobbit when another character in his company is facing a
strike (during other character's strike sequence). Tap Hobbit. The prowess of
the strike is modified by -4 and its body by -1. If the strike is successful,
the Hobbit must make a body check (in addition to the other effects of the
successful strike).

Ordered to Kill
resource
Permanent-event
Each face up agent must attack if a company enters a site where he is located.
Additionally, any unrevealed on-guard cards are discarded instead of being
returned to their owner's hand. Discard when any play deck is exhausted.
Cannot be duplicated.

Palm to Palm
resource
Permanent-event
Playable on a company without a Wizard at a Haven. Any character designated as
tapping in support gives +1 to an influence attempt or to an attempt to remove a
corruption card by any other character in the company. The mind of each
character and ally in the company is increased by one. Discard when any play
deck is exhausted, a Wizard joins the company, or any character in the company
splits off into another company.

Pass the Doors of Dol Guldur
resource
Permanent-event
[(4) miscellaneous MP]
Stolen Knowledge. Playable on a company if the company discards (for no effect)
a Stolen Knowledge card it controls. You can tap this card during the same site
phase the company successfully plays Rescue Prisoners at Dol Guldur (or rescues
characters taken prisoner if the rescue site is Dol Guldur); this card never
untaps. If tapped, this card can be stored at a Haven-only if stored do you
receive its marshalling points. If stored, all automatic-attacks at all
Dark-holds and all Shadow-holds are with one less prowess and one less strike
(to a minimum of one). Once tapped, no other copy of this card can be tapped.

Rebuild the Town
resource
Permanent-event
Playable during the site phase on a non-Dragon's lair, non-Under-deeps Ruins & Lairs. The site becomes a Border-hold and loses all automatic-attacks. Discard Rebuild the Town when the site is discarded or returned to its location deck.

Saw Further and Deeper
resource
Permanent-event
Playable only if your Wizard is not revealed. Your general influence is
increased by 5. Your Wizard may only be brought into play at his home site.
Discard when you bring your Wizard into play. Cannot be duplicated by a given
player.

Secret Ways
resource
Long-event
The roll required to move between adjacent Under-deep sites is decreased
by 4. Cannot be duplicated.

Sentinels of Nmenor
resource
Permanent-event
Place this card in your marshalling points pile. Any attempt (by any player) to
influence a faction playable at a site in Anrien, Lebennin, Lamedon, Belfalas,
or Anfalas is modified by -2 and cannot be attempted with Muster. Place any such
faction you successfully influence (while this card is in play) under this card.
All factions under this card give an additional marshalling point. Discard when
any faction under this card is discarded (all other contained factions remain).
Cannot be duplicated.

Smoke Rings
resource
Short-event
Bring one resource or character from your sideboard or discard pile into
your play deck and shuffle.

Token of Goodwill
resource
Short-event
Offering Attempt. Playable on a diplomat whose company is facing an attack
of the type listed below. Target diplomat makes a corruption check. If he
does not fail, discard an item from his company (as listed below), and make
a roll (or draw a #) adding the diplomat's unused direct influence. If the
result is greater than the listed values, the attack is cancelled, and you
may take one resource from your play deck or discard pile into your hand
(reshuffle play deck if searched). Against a Dragon: greater item/5, against
a Drake: major item/6, against Men, Slayer, or any Agent: minor item/7.

To the Uttermost Foundations
resource
Permanent-event
[(3) miscellaneous MP]
Playable on a company at an Under-deeps site during its organization phase; tap
site if untapped. This card is played tapped and can only be untapped during
your organization phase if the company is at a different Under-deeps site. If
untapped and at a Haven [h], this card may be stored in your marshalling
point pile-only if stored do you receive its marshalling points. Cannot be
duplicated on a given company.

Vein of Arda
resource
Permanent-event
[2 miscellaneous MP]
Sage or Dwarf only during the site phase at any Under-deep site. Tap the sage or
Dwarf. Tap the site if it is not already tapped. Sage or Dwarf may not untap
until Vein of Arda is stored at a Haven. Cannot be duplicated at a given site.

When You Know More
resource
Permanent-event
[1 miscellaneous MP]
Light enchantment. Playable on a sage during the site phase at a site where
"Information" is playable. Tap sage and site. Tap sage to modify one influence
attempt by a character in his company by +2. Sage makes a corruption check.

The Windlord Found Me
resource
Permanent-event
[3 miscellaneous MPs]
Playable at an untapped Isengard, Shadow-hold, or Dark-hold during the site
phase. Tap the site. The company faces an Orc attack (4 strikes with 9 prowess).
Afterwards, a character may tap and place this card under him. If you do not place this card with a character after the attack, discard it. That character
may not untap until after this card is stored in a Haven during the organization
phase. When this card is stored, and if your Wizard is not already in play, you
may search your play deck or discard pile for a Wizard and play him at that
Haven (does not count towards the one character per turn limit). Cannot be
duplicated by a given player.

Withdrawn to Mordor
resource
Short-event
Playable on a face-up agent. If the agent has a mind of 5 or less, it is
discarded. If its mind is 6 or greater, return it to its owner's hand.
Alternatively, an on-guard card is discarded.

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ITEMS

Aiglos
resource
Special Item
[5 item MP; +2 direct influence; +2(5) prowess; +1 body; 3 CP]
Unique. Playable at any Under-deep Dark-hold or Shadow-hold. Weapon. Warrior
only: +2 prowess (+5 if Doors of Night is in play) (to a maximum of 11); +1 body
(to a maximum of 10); -2 to target's body; +3 direct influence against Elves and
Elf factions.

Dragon-helm
resource
Special Item
[4 item MP; +3 direct influence; +1 prowess; +2 body; 2 CP]
Unique. Playable at any Under-deep Dark-hold (D) or Shadow-hold (S). Helmet.
Warrior only: +1 prowess; +2 body (to a maximum of 10); +3 direct influence.
Tap Dragon-helm to cancel one attack by Dragons or Drakes.

Dwarven Light-stone
resource
Special Item
[2 item MP; 1 CP]
Playable at any Under-deep site. +2 to all rolls required for bearer's company
to move to an adjacent site in the Under-deeps. Tap Dwarven Light-stone:
to modify by -2 the prowess of one attack for which "weapons do not
modify the target's prowess" (e.g., Trap, Lava Flow, etc.), or to modify
by -2 the prowess of one Orc or Troll attack.

Forgotten Scrolls
resource
Minor Item
[1 CP]
Lost Knowledge. Can also be played at Minas Tirith if the site is tapped. Cannot
be included with a starting company. After this item is played, the bearer faces
an attack (cannot be cancelled): Trap - 1 strike with 8 prowess (weapons do not
modify prowess against this strike). If its bearer is at a Ruins & Lairs,
discard Forgotten Scrolls to make information playable at the site until the end
of the turn.

Gems of Arda
resource
Special Item
[3 item MP; 3 CP]
Playable at The Gem-deeps. If you have a stored Vein of Arda, playable at
any Under-deeps site. During any organization phase in which you store Gems
of Arda, you may immediately tap a character in the same company and play
with him a non-special item from your hand or discard pile. This item must
be identical to an item that your opponent has already stored. Your opponent's
stored item is discarded, and you may never store the item you played.

Leaf Brooch
resource
Special Item
[1 CP]
Only playable at Lrien. If a non-special item must be discarded
from the company of Leaf Brooch's bearer (according to any hazard or resource
effect), you may discard Leaf Brooch instead to fulfill this requirement.

Lost Tome
resource
Minor Item
[1 CP]
Lost Knowledge. Cannot be included with a starting company. After this item
is played, the bearer faces an attack (cannot be cancelled): Trap - 1 strike
with 9 prowess (weapons do not modify prowess against this strike). If its
bearer is at a Shadow-hold or Dark-hold, discard Lost Tome to make information
playable at the site until the end of the turn.

Mithril
resource
Special Item
[3(7) item MP; 3 CP]
Unique. Playable with a Sage or Dwarf only during the site phase at The Under-
gates if you have a stored Vein of Arda. Sage or Dwarf may not untap until
Mithril is stored at a Haven. Mithril is worth 7 marshalling points when stored.
During any organization phase in which you store Mithril, you may immediately
tap a character in the same company and play with him a non-unique, non-special
weapon, armor, shield, or helmet from your hand or discard pile. When Mithril is
stored, each Dwarf in play must immediately make a corruption check modified by
-3.

Necklace of Girion
resource
Special Item
[4 item MP; 3 CP; (+4) direct influence]
Unique. Only playable at The Lonely Mountain. Bearer receives +3 direct
influence against Dwarves/Men and Dwarf/Man factions. If bearer is at a Free-
hold or Border-hold, he can make a corruption check, and, if successful, you may
discard Necklace of Girion to play any non-special item from your hand with its
bearer.

Noldo-lantern
resource
Special Item
[2 item MP; 2 CP]
Playable at any Under-deep site. +2 to all rolls required for bearer's company
to move to an adjacent site in the Under-deeps. Tap Noldo-lantern to give -2
prowess and one less strike (to a minimum of one) to any Undead, Nazgl, Orc, or
Troll attack.

Phial of Galadriel
resource
Special Item
[1 item MP; 0 CP]
Unique. Playable on a non-Wizard, non-Dwarf bearer of Star-glass at a Haven in
the same company as an untapped Galadriel. Tap Galadriel, replace Star-glass
with Phial of Galadriel, and remove Star-glass from play. Tap Phial to cancel
any Undead attack. Tap Phial to modify the prowess of any hazard creature
attack keyed to a Dark-domain, Shadow-land, Dark-hold, or Shadow-hold by
-2-you choose targets of such an attack's strikes (regardless of tapped
status, wounded status, and the normal abilities of the attack). Tap Phial
to give +2 to any corruption check by its bearer. Cannot be transferred.

--------------------------------------------------------------------------------
ALLIES

Lindion the Oronn
resource
Warrior Ally
[3/9; 1 ally MP; 2 mind]
Unique. Playable at Stone-circle. Tap Lindion to cancel an Animal or Spider
attack. Eagle-mounts can be played on his company regardless of their site
or the presence of a diplomat.

Mistress Lobelia
resource
Scout Ally
[0/9; 1 ally MP; 3 mind ]
Unique. Manifestation of Lobelia Sackville-Baggins. May only be played at
Bag End or Bree. Discard this card if her company moves to any site other
than Bree, Old Forest, The White Towers, or a site in The Shire. Tap Mistress
Lobelia to search your discard pile or play deck for any one item, ally,
or faction playable at her current site. Place the resource in your hand
and reshuffle your play deck.

Noble Hound
resource
Ally
[3/6; 1 ally MP; 1 mind]
Playable at any tapped or untapped Border-hold. In all cases, Noble Hound must
be assigned a strike before any strike can be assigned to its controlling
character. Discard Noble Hound to cancel any effect that would take its
controlling character prisoner (does not protect other characters from being
taken prisoner). If Noble Hound is tapped or wounded, treat it as though it were untapped for the purposes of assigning strikes.

--------------------------------------------------------------------------------
CHARACTERS

Folco Boffin
character
Scout Hobbit
[0/9; 1 character MP; 3 mind; 0 direct influence; +2 corruption mod; Home
Site: Bag End]
Unique. Unless he is one of the starting characters, he may only be brought into
play at his home site. All of his corruption checks are modified by +2. You may
discard Folco at a Haven to play any Hobbit from your hand with his company.

EOF

