1
Move into adjacent Region
Enter any adjacent region, but not if blocked by Beorn, enemy Army, impassable terrain, or river border
2
Execute Strategic Move
Both Armies must move before any other actions are executed; each may move maximum once
3
Execute Fast Move
May only split in initial region or merge at the end of the move
4
Enforce Army Stacking Limit
Maximum 5 units per Army, except any number allowed in Normal or Goblin Mustering Region; remove excess units at -2 damage per unit removed
5
Mark Settlements
Place Control marker on any Settlements moved through or into; award VP and remove Recruit tokens
6
Play Maneuver cards
Each player secretly plays 1 Event card for Combat or Unit card for Maneuver ability, then reveal simultaneously
7
Use Regroup maneuver
Always available; return all unit cards to Hand and allow Retreat
8
Use Vampire-like maneuver
If 1+ Damage exists, may remove 1 Great Bats in Defender's Territory for +1 Damage
9
Use Mighty Strokes
If Thorin is in Combat, gain +1 to Combat Roll or Re-roll
10
Determine Target Number
Hits on 5+; hits on 6+ if attacking 1+ Fortification, first Round across Ford, or attacking "up" into Mountain
11
Roll Combat dice
Roll white D6 per Combat Strength (max 5D6); Great Orcs and Dwarf Veterans roll 2 dice per unit, all others roll 1 per unit
12
Leader Re-roll
Re-roll misses up to Army's Leadership value; each die may only be re-rolled once
13
Trigger Maneuver ability
If 1+ black D6 hits, owner may trigger the Maneuver card's ability once
14
Use Bilbo's ring
May remove Bilbo from the board and spend 1 Ring token to reduce Damage by 2
15
Use Bolg's Bodyguard
May spend 1 Bodyguard token to prevent all Damage
16
Apply Damage to Fortification
Reduce Fortification by 1 per hit; if none remain, Fortification no longer changes Target Number to 6
17
Apply remaining Damage
Apply leftover Damage to the Army
18
Take Casualties
Remove units at -2 Damage per unit removed; must take casualties if Damage exceeds number of units
19
Attacker Withdraw option
Stop the attack and end combat immediately
20
Defender Retreat or Rout
Defender may Retreat if Regroup card was played, or Rout
21
Attacker Advance
If Defender Retreated, Routed, or was eliminated, Attacker may Advance and split Army