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<big>''The below is a consolidation of all known rulings released by Decipher, including those of the [[Comprehensive Rules 4.0]], all prior rulebooks, and every [[Current Rulings Document]].  It is technically unofficial, but should contain every single ruling ever made by Decipher in an official capacity.''
<big>''The below is a consolidation of all known rulings released by Decipher, including those of the [[Comprehensive Rules 4.0]], all prior rulebooks, and every [[Current Rulings Document]].  It is technically unofficial, but should contain every single ruling ever made by Decipher in an official capacity.''


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===<div id="setting up the game 2">Setting Up the Game</div>===
===<div id="setting up the game 2">Setting Up the Game</div>===
Players need a supply of wound tokens (preferably red) and twilight tokens (preferably black). Each player will also need a player marker (a differently-colored token) that shows where his fellowship is on the adventure path.
Players need a supply of wound tokens (preferably red) and twilight tokens (preferably black). Each player will also need a player marker (a differently-colored token) that shows where his fellowship is on the adventure path.
=====<div id="who goes first">Who goes first?</div>=====
=====<div id="who goes first? 2">Who goes first?</div>=====
In the Starter Rules, players decide randomly who goes first. Normally, however, players bid burdens to determine this.
In the Starter Rules, players decide randomly who goes first. Normally, however, players bid burdens to determine this.


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The first player sits down, and the others then sit in clockwise order around the table according to their choices.
The first player sits down, and the others then sit in clockwise order around the table according to their choices.


=====<div id="adventure deck 1">Adventure Deck</div>=====
=====<div id="adventure deck 2">Adventure Deck</div>=====
Take all 9 of your site cards and place them face down in a pile on the table. This is your adventure deck.
Take all 9 of your site cards and place them face down in a pile on the table. This is your adventure deck.


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Select and reveal starting fellowships in player order. (In tournament play, you may change your starting fellowship from game to game.)
Select and reveal starting fellowships in player order. (In tournament play, you may change your starting fellowship from game to game.)


=====<div id="draw deck 2">Draw Deck</div>=====
=====<div id="draw deck">Draw Deck</div>=====
The rest of your cards form your draw deck. Shuffle your draw deck, give the opponent on your right the opportunity to cut it, and draw eight cards to form your starting hand.
The rest of your cards form your draw deck. Shuffle your draw deck, give the opponent on your right the opportunity to cut it, and draw eight cards to form your starting hand.


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Although the turn order rotates to the left (clockwise), note that many other procedures in the game actually rotate to the right (counter-clockwise).
Although the turn order rotates to the left (clockwise), note that many other procedures in the game actually rotate to the right (counter-clockwise).


====<div id="start of turn 2">Start of Turn</div>====
====<div id="start of turn">Start of Turn</div>====
When your turn begins, remove all tokens from the twilight pool. (The pool begins the game empty, so this is not necessary on the first turn of the game.)
When your turn begins, remove all tokens from the twilight pool. (The pool begins the game empty, so this is not necessary on the first turn of the game.)


Then you complete any "at the start of each turn" (or "at the start of each of your turns") actions. Each of these actions may be performed only once per turn.
Then you complete any "at the start of each turn" (or "at the start of each of your turns") actions. Each of these actions may be performed only once per turn.


====<div id="fellowship phase 2">1. Fellowship Phase</div>====
====<div id="1. fellowship phase">1. Fellowship Phase</div>====
During your fellowship phase, you may perform fellowship actions, including playing most Free Peoples cards. Finally, move your fellowship forward along the adventure path.
During your fellowship phase, you may perform fellowship actions, including playing most Free Peoples cards. Finally, move your fellowship forward along the adventure path.


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Play Free Peoples artifacts just as you play Free Peoples possessions.
Play Free Peoples artifacts just as you play Free Peoples possessions.


=====<div id="class 2">Class</div>=====
=====<div id="class">Class</div>=====
Each character may bear one possession or artifact of each class at one time. For example, a character may bear only one hand weapon, only one ranged weapon, only one armor, only one cloak, and only one staff.
Each character may bear one possession or artifact of each class at one time. For example, a character may bear only one hand weapon, only one ranged weapon, only one armor, only one cloak, and only one staff.


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* Add 1 twilight token for each companion.
* Add 1 twilight token for each companion.


====<div id="shadow phase(s)">2. Shadow Phase(s)</div>====
====<div id="2. shadow phase(s)">2. Shadow Phase(s)</div>====
Each other player in the game, starting with the player immediately to your right, has one Shadow phase.  
Each other player in the game, starting with the player immediately to your right, has one Shadow phase.  


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When all Shadow players have each completed a Shadow phase, proceed to the maneuver phase. If there are no minions in play at the end of the final Shadow phase, then skip directly to the regroup phase.
When all Shadow players have each completed a Shadow phase, proceed to the maneuver phase. If there are no minions in play at the end of the final Shadow phase, then skip directly to the regroup phase.


====<div id="maneuver phase 2">3. Maneuver Phase</div>====
====<div id="3. maneuver phase">3. Maneuver Phase</div>====
=====<div id="perform maneuver actions">Perform Maneuver actions</div>=====
=====<div id="perform maneuver actions">Perform Maneuver actions</div>=====
During this phase, players may perform maneuver actions (special abilities on cards in play with "'''Maneuver:'''" and events with that keyword) using the action procedure.
During this phase, players may perform maneuver actions (special abilities on cards in play with "'''Maneuver:'''" and events with that keyword) using the action procedure.
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When all players consecutively pass, proceed to the archery phase. If there are no minions left after the maneuver phase, then skip directly to the regroup phase.
When all players consecutively pass, proceed to the archery phase. If there are no minions left after the maneuver phase, then skip directly to the regroup phase.


====<div id=" archery phase 2">4. Archery Phase</div>====
====<div id="4. archery phase">4. Archery Phase</div>====
=====<div id="perform archery actions">Perform archery actions</div>=====
=====<div id="perform archery actions">Perform archery actions</div>=====
During this phase, players may perform archery actions (special abilities on cards in play with "'''Archery:'''" and events with that keyword) using the action procedure. When all players consecutively pass, conduct archery fire.
During this phase, players may perform archery actions (special abilities on cards in play with "'''Archery:'''" and events with that keyword) using the action procedure. When all players consecutively pass, conduct archery fire.
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* That Shadow player assigns archery wounds to his minions.
* That Shadow player assigns archery wounds to his minions.


====<div id="assignment phase 2">5. Assignment Phase</div>====
====<div id="5. assignment phase">5. Assignment Phase</div>====
=====<div id="perform assignment actions">Perform assignment actions</div>=====
=====<div id="perform assignment actions">Perform assignment actions</div>=====
During the assignment phase, players may perform assignment actions (special abilities on cards in play with "'''Assignment:'''" and events with that keyword) using the action procedure.
During the assignment phase, players may perform assignment actions (special abilities on cards in play with "'''Assignment:'''" and events with that keyword) using the action procedure.
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* Shadow players may assign leftover unassigned minions to any companions.
* Shadow players may assign leftover unassigned minions to any companions.


====<div id="skirmish phase(s)">6. Skirmish Phase(s)</div>====
====<div id="6. skirmish phase(s)">6. Skirmish Phase(s)</div>====
When the assignment phase is complete, each defending character will fight in a separate skirmish phase. In an order decided by the Free Peoples player, skirmishes are resolved one at a time by conducting a skirmish phase for each.
When the assignment phase is complete, each defending character will fight in a separate skirmish phase. In an order decided by the Free Peoples player, skirmishes are resolved one at a time by conducting a skirmish phase for each.


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* If any skirmishes are unresolved, repeat this procedure.
* If any skirmishes are unresolved, repeat this procedure.


====<div id="fierce">Fierce</div>====
====<div id="fierce 2">Fierce</div>====
After all normal skirmishes are resolved, surviving minions with the keyword {{SL|fierce}} must be defended against a second time.
After all normal skirmishes are resolved, surviving minions with the keyword {{SL|fierce}} must be defended against a second time.


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When all skirmishes (both normal and fierce) have been resolved, proceed to the regroup phase.
When all skirmishes (both normal and fierce) have been resolved, proceed to the regroup phase.


====<div id="regroup phase 2">7. Regroup Phase</div>====
====<div id="7. regroup phase">7. Regroup Phase</div>====
During the regroup phase, players may perform regroup actions (special abilities on cards in play with "'''Regroup:'''" and events with that keyword) using the action procedure. When all players consecutively pass, proceed to reconcile the Shadow players' hands.
During the regroup phase, players may perform regroup actions (special abilities on cards in play with "'''Regroup:'''" and events with that keyword) using the action procedure. When all players consecutively pass, proceed to reconcile the Shadow players' hands.


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* The Free Peoples player chooses to move again if his move limit allows (returning to the Shadow phase), or to reconcile and end his turn.
* The Free Peoples player chooses to move again if his move limit allows (returning to the Shadow phase), or to reconcile and end his turn.


====<div id="winning the game 2">Winning the Game</div>====
====<div id="winning the game">Winning the Game</div>====
A player wins the game when his fellowship is at site 9 and his Ring-bearer survives all skirmish phases. The game ends, and there is no regroup phase on the last turn.
A player wins the game when his fellowship is at site 9 and his Ring-bearer survives all skirmish phases. The game ends, and there is no regroup phase on the last turn.


A player may also win the game if he becomes the last player left in the game (see below).
A player may also win the game if he becomes the last player left in the game (see below).


=====<div id="losing the game 2">Losing the Game</div>=====
=====<div id="losing the game">Losing the Game</div>=====
A player loses the game if his Ring-bearer is killed, unless he uses game text allowing another character to carry on as Ring-bearer.
A player loses the game if his Ring-bearer is killed, unless he uses game text allowing another character to carry on as Ring-bearer.


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You may choose any character with the ringed resistance icon, or any version of Frodo, to be your Ring-bearer. You may choose any version of The One Ring. These two cards are not part of your draw deck (they do not count against your total of Free Peoples cards).
You may choose any character with the ringed resistance icon, or any version of Frodo, to be your Ring-bearer. You may choose any version of The One Ring. These two cards are not part of your draw deck (they do not count against your total of Free Peoples cards).


=====<div id="draw deck 3">Draw Deck</div>=====
=====<div id="draw deck 2">Draw Deck</div>=====
Your draw deck must have at least 60 cards and must have an equal number of Shadow cards and Free Peoples cards, shuffled together. You cannot have any copies of The One Ring or sites in your draw deck.
Your draw deck must have at least 60 cards and must have an equal number of Shadow cards and Free Peoples cards, shuffled together. You cannot have any copies of The One Ring or sites in your draw deck.


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draw deck.
draw deck.


=====<div id="adventure deck 3">Adventure Deck</div>=====
=====<div id="adventure deck 2">Adventure Deck</div>=====
Your adventure deck must have exactly nine site cards in it. Each site must be different. The contents of your adventure deck depends on which format you are playing.
Your adventure deck must have exactly nine site cards in it. Each site must be different. The contents of your adventure deck depends on which format you are playing.


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----
----
===<div id="adventure deck">adventure deck</div>===
===<div id="adventure deck 3">adventure deck</div>===
Your adventure deck is kept separately from your draw deck during the game.
Your adventure deck is kept separately from your draw deck during the game.


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You must meet any requirements to play a card (or perform an action) before paying its costs. (See {{SL|spot}}.)
You must meet any requirements to play a card (or perform an action) before paying its costs. (See {{SL|spot}}.)


If a Free Peoples event requires you to spot twilight tokens, they must be there before you add tokens to pay for that card's cost.
''If a Free Peoples event requires you to spot twilight tokens, they must be there before you add tokens to pay for that card's cost.
 
  ''{{Card|Madril, Faramir's Aide}} says, "Skirmish: If you have initiative, discard 2 cards from hand to wound a roaming minion Madril is skirmishing." You check that you have at least four cards in hand before you discard cards to pay for that ability's cost.''
  ''{{Card|Madril, Faramir's Aide}} says, "Skirmish: If you have initiative, discard 2 cards from hand to wound a roaming minion Madril is skirmishing." You check that you have at least four cards in hand before you discard cards to pay for that ability's cost.''


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----
----
===<div id="culture">culture</div>===
===<div id="culture">culture</div>===
Most cards are part of a specific culture. A card's color, its background texture, and an icon in its upper right corner indicate its culture. Your deck may contain cards from several different cultures. Site cards and The One Ring are not part of any culture.
Most cards are part of a specific culture. A card's color, its background texture, and an icon in its upper right corner indicate its culture. Your deck may contain cards from several different cultures. Site cards and The One Ring are not part of any culture.
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----
----
===<div id="draw deck">draw deck</div>===
===<div id="draw deck 3">draw deck</div>===
When you draw the last card from your draw deck, you don't lose the game. Continue with the cards you have in hand and in play.
When you draw the last card from your draw deck, you don't lose the game. Continue with the cards you have in hand and in play.


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If something happens to prevent one effect which in turn would have prevented a second effect, the second effect is performed.
If something happens to prevent one effect which in turn would have prevented a second effect, the second effect is performed.


  ''{{Card|Morgul Destroyer}} is played. ("When you play this minion, you may spot a Nazgûl to add 2 threats. The Free Peoples player may wound the Ring-bearer to prevent this.") The Free Peoples player wounds the Ring-bearer to prevent the threats from being added. The Free Peoples player then discards {{Card|Sapling of the White Tree}}. ("Response: If a {{C|Gondor}} Man is about to take a wound, discard this artifact to prevent that.") Because Sapling has prevented the effect (a wound) that would have prevented Morgul Destroyer's effect, the threats are now added.See also discard, modifier, twilight cost.''
  ''{{Card|Morgul Destroyer}} is played.("When you play this minion, you may spot a Nazgûl to add 2 threats. The Free Peoples player may wound the Ring-bearer to prevent this.") The Free Peoples player wounds the Ring-bearer to prevent the threats from being added. The Free Peoples player then discards {{Card|Sapling of the White Tree}}. ("Response: If a {{C|Gondor}} Man is about to take a wound, discard this artifact to prevent that.") Because Sapling has prevented the effect (a wound) that would have prevented Morgul Destroyer's effect, the threats are now added.See also discard, modifier, twilight cost.''


If an effect tells you to reveal or look at one or more cards from somewhere (a draw deck, a hand, etc.) and doesn’t specify what to do with them afterward, return them to where they came from, in the same order.
If an effect tells you to reveal or look at one or more cards from somewhere (a draw deck, a hand, etc.) and doesn’t specify what to do with them afterward, return them to where they came from, in the same order.
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----
----
===<div id="enduring">enduring</div>===
===<div id="enduring">enduring</div>===
For each wound on a character with the enduring keyword, that character is strength +2.
For each wound on a character with the enduring keyword, that character is strength +2.
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----
----
===<div id="fierce_2">fierce</div>===
===<div id="fierce">fierce</div>===
During a turn, after all normal skirmishes are resolved, surviving minions with the keyword fierce must be defended against a second time.
During a turn, after all normal skirmishes are resolved, surviving minions with the keyword fierce must be defended against a second time.


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Site cards have a dark compass in the upper left corner. This symbol is used on sites from the ''Shadows'' expansion set onward, differentiating them from sites found in previous sets (which use a different compass symbol, and may also use a {{SL|block symbol}}).
Site cards have a dark compass in the upper left corner. This symbol is used on sites from the ''Shadows'' expansion set onward, differentiating them from sites found in previous sets (which use a different compass symbol, and may also use a {{SL|block symbol}}).


If your fellowship moves to a site that has not been played yet, one of the Shadow players must place a new site on the adventure path. (See {{SL|moving your fellowship}}.) To determine which player, look at the site you are moving from. Each site has an arrow at the bottom center of the card. This indicates who is to play the new site, with --> meaning the Shadow player to your right and <-- meaning the Shadow player to your left. In a two-player game, there is only one Shadow player at a time, so that player always plays the new site.
If your fellowship moves to a site that has not been played yet, one of the Shadow players must place a new site on the adventure path. (See {{SL|moving your fellowship}}.) To determine which player, look at the site you are moving from. Each site has an arrow at the bottom center of the card. This indicates who is to play the new site, with >> meaning the Shadow player to your right and << meaning the Shadow player to your left. In a two-player game, there is only one Shadow player at a time, so that player always plays the new site.


That player looks through his adventure deck and chooses any site to play as the next site. It takes on the next consecutive number on the adventure path as its site number. It also takes on a {{SL|region}} number. ''Exception'': See {{SL|format}}.
That player looks through his adventure deck and chooses any site to play as the next site. It takes on the next consecutive number on the adventure path as its site number. It also takes on a {{SL|region}} number. ''Exception'': See {{SL|format}}.
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Shadow players may take {{SL|control}} of sites on the adventure path and the Free Peoples player may {{SL|liberate}} controlled sites. Various card effects refer to these controlled sites as well.
Shadow players may take {{SL|control}} of sites on the adventure path and the Free Peoples player may {{SL|liberate}} controlled sites. Various card effects refer to these controlled sites as well.


An effect that allows the playing of the "next site" can't be used to play "site 10." The adventure path is limited to only nine sites.
An effect that allows the playing of the "next site" can’t be used to play "site 10." The adventure path is limited to only nine sites.


To replace a site, choose a new site from your adventure deck and place it on top of the site you are replacing on the adventure path. Take the old site from beneath the new site and place it in your adventure deck. You can't replace a site card with the same site card.
To replace a site, choose a new site from your adventure deck and place it on top of the site you are replacing on the adventure path. Take the old site from beneath the new site and place it in your adventure deck. You can't replace a site card with the same site card.
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|-
|-
| {{Card|FIELD OF THE FALLEN}}
| {{Card|FIELD OF THE FALLEN}}
| Clarification '''[(actually a Misprint)]'''
| Clarification
| To play, spot a {{C|Raider}} Man.<br>While there is a character in the dead pile, each companion of the same culture as that character is strength –1. <br>'''Skirmish''': Exert your Southron to make him strength +1.
| To play, spot a {{C|Raider}} Man.<br>While there is a character in the dead pile, each companion of the same culture as that character is strength –1. <br>'''Skirmish''': Exert your Southron to make him strength +1.
|-
|-
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|-
|-
| {{Card|NICE FISH}}
| {{Card|NICE FISH}}
| '''[Misprint]'''
| '''[?]'''
| This card reads:
| This card reads:


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