If an encounter card with the doomed keyword is revealed during the staging step of the quest phase or in setup, each player must raise his threat level by the specified value.
When an encounter card with the surge keyword is revealed during the staging step of the quest phase or in setup, reveal 1 additional card from the encounter deck. Resolve the surge keyword immediately after resolving any when revealed effects on the card.
Bombur already has 4 poison cards attached when he is exhausted to defend the Wicked Spider, and takes 1 damage. Because Wicked Spider has the Venom keyword, Bombur's controller must give him 1 poison. Bombur now has 5 poison which is equal to his printed hit points. So, his controller rotates Bombur 180 degrees and places all 5 poison cards that were attached to him face-up in his discard pile.
When an enemy with the Venom keyword damages a character, that character's controller must give it 1 poison. This is done by taking the top card of his deck and attaching it facedown to that character. Facedown cards attached to characters are considered "poison." Poison cards are Condition attachments, and characters with any number of poison attached are considered "poisoned."
In this scenario, when a character has a number of poison attached equal to its printed hit points, that character is immediately made unconscious. This is done by rotating the character card 180 degrees. After a character is made unconscious, the attached poison cards are placed in their owner's discard pile. Each stage of the Flies and Spiders scenario includes the following game text: "Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters)." These characters have been incapacitated by the spiders.
If any number of poison is removed from a character, or that character leaves play, then those poison cards are placed in their owner's discard pile.
When a card effect instructs a player to "ready an unconscious character," that player chooses an unconscious character and rotates that character 180 degrees so that it appears in its ready position. That character is now ready and is no longer considered to be unconscious.
On stage 2B the players are instructed to "Reveal stage 3 and create a separate staging area for the first player using that stage."To do this the first player sets aside an area in front of himself to serve as his own private staging area. The rest of the players continue to share the original staging area. Only players that share a common staging area can interact with each other in any way. Players continue to resolve each phase of the game in turn order, starting with the first player, but the resolution of each phase occurs as if only the player or players that share any given staging area are currently present in the game.
Stage 3B reads: "When this stage is complete, do not advance to stage 4 until the end of the quest phase. (Combine staging areas if necessary.)"When the first player places the final progress on this stage he must wait until the end of the quest phase to advance in order to allow the other players to resolve their quest phase. Then, the first player joins the other players at stage 4. Any enemy or location cards in the first player's staging area are added to the original staging area. Any enemies engaged with the first player remain engaged with that player when the staging areas are combined.
To play normal mode, just follow the setup instructions on the quest card.
When you play normal mode (or easy mode of course) and if you're new to the game, you can also play the "Basic Game" defined in the core set rules:
Newer players or players who want a more basic experience can play and enjoy the game by not dealing shadow cards during the combat phase. This eliminates an element of surprise that could make the game too challenging for a beginner. Once players are comfortable with this experience, they can then add the shadow effects to make combat less predictable and more exciting.