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


''Any additions or alterations made by fans will be '''[indicated by the use of bold square brackets]'''.''
''Any additions or alterations made by fans will be '''[indicated by the use of bold square brackets]'''.''
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* Incorporating of all CRD rulings into the text
* Incorporating of all CRD rulings into the text
* All errata, clarifications, and individual card rulings that were included in previous editions but accidentally omitted by Decipher have been reintroduced
* All errata, clarifications, and individual card rulings that were included in previous editions but accidentally omitted by Decipher have been reintroduced
* Inclusion of material explanations from the starter rulebooks for [[The Hunters]] and [[Rise of Saruman]]
* Inclusion of [[Mulligan]] rules imported from the Tournament Guidelines
* Inclusion of [[Mulligan]] rules imported from the Tournament Guidelines


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===<div id="important concepts">Important Concepts</div>===
===<div id="important concepts">Important Concepts</div>===
====<div id="kinds of cards 2">Kinds of Cards</div>====
====<div id="kinds of cards">Kinds of Cards</div>====
The Lord of the Rings TCG has three basic kinds of cards: site, Free Peoples, and Shadow. There is also The One Ring, which is different from all other cards.
The Lord of the Rings TCG has three basic kinds of cards: site, Free Peoples, and Shadow. There is also The One Ring, which is different from all other cards.


=====<div id="free peoples cards 2">Free Peoples Cards</div>=====
=====<div id="free peoples cards">Free Peoples Cards</div>=====
Free Peoples cards represent the forces of good. Each player has his own fellowship, made up of a Ring-bearer and other companions. When you take your turn, you play and use your Free Peoples cards.
Free Peoples cards represent the forces of good. Each player has his own fellowship, made up of a Ring-bearer and other companions. When you take your turn, you play and use your Free Peoples cards.


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There are ten different card types in the game: The One Ring, site, companion, ally, minion, follower, possession, artifact, event, and condition. Companion, ally, and minion cards are also collectively referred to as character cards.
There are ten different card types in the game: The One Ring, site, companion, ally, minion, follower, possession, artifact, event, and condition. Companion, ally, and minion cards are also collectively referred to as character cards.


=====<div id="the one ring 2">The One Ring</div>=====
=====<div id="the one ring">The One Ring</div>=====
This card type represents the uniquely powerful item that is the focus of the story of ''The Lord of the Rings''. In the middle of the card, The One Ring has its subtitle. It has no twilight cost, and its card type is "The One Ring.".  
This card type represents the uniquely powerful item that is the focus of the story of ''The Lord of the Rings''. In the middle of the card, The One Ring has its subtitle. It has no twilight cost, and its card type is "The One Ring.".  


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''There are several versions of The One Ring, represented by different cards, but you'll only use one version at a time.''
''There are several versions of The One Ring, represented by different cards, but you'll only use one version at a time.''


=====<div id="site 2">Site</div>=====
=====<div id="site">Site</div>=====
Site cards represent locations in Middle-earth, and are used to chart the progress of the game. Nine sites are placed in your adventure deck, and are kept separately from the other cards you draw and play during the game, which are placed in the draw deck.
Site cards represent locations in Middle-earth, and are used to chart the progress of the game. Nine sites are placed in your adventure deck, and are kept separately from the other cards you draw and play during the game, which are placed in the draw deck.


'''Site cards have a dark compass in the upper left corner.'''
'''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 block symbol).
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 block symbol).


=====<div id="companion 2">Companion</div>=====
=====<div id="companion">Companion</div>=====
A companion is a Free Peoples character in your fellowship.
A companion is a Free Peoples character in your fellowship.


=====<div id="ally 2">Ally</div>=====
=====<div id="ally">Ally</div>=====
An ally is a character that helps your companions from afar but does not move with them.
An ally is a character that helps your companions from afar but does not move with them.


=====<div id="minion 2">Minion</div>=====
=====<div id="minion">Minion</div>=====
A minion is a Shadow character that attacks other players' fellowships.
A minion is a Shadow character that attacks other players' fellowships.


=====<div id="follower 2">Follower</div>=====
=====<div id="follower">Follower</div>=====
A follower represents help for your other characters that joins for a short time and then departs. They are not characters, although they are often named and depicted with images of people from the story.  
A follower represents help for your other characters that joins for a short time and then departs. They are not characters, although they are often named and depicted with images of people from the story.  


=====<div id="possession 2">Possession</div>=====
=====<div id="possession">Possession</div>=====
A possession is a weapon, suit of armor, or other kind of object used by a character. Most possessions tell you who their bearer can be, which is the kind of character you can play them on.
A possession is a weapon, suit of armor, or other kind of object used by a character. Most possessions tell you who their bearer can be, which is the kind of character you can play them on.


=====<div id="artifact 2">Artifact</div>=====
=====<div id="artifact">Artifact</div>=====
An artifact is a unique weapon, suit of armor, or other kind of special object used by a character.  
An artifact is a unique weapon, suit of armor, or other kind of special object used by a character.  


Though artifacts are played and used much like possessions, they are a different card type. Artifacts are not affected by cards that affect possessions.
Though artifacts are played and used much like possessions, they are a different card type. Artifacts are not affected by cards that affect possessions.


=====<div id="event 2">Event</div>=====
=====<div id="event">Event</div>=====
An event is a card played from your hand representing an important occurrence, which you discard after you play it.
An event is a card played from your hand representing an important occurrence, which you discard after you play it.


=====<div id="condition 2">Condition</div>=====
=====<div id="condition">Condition</div>=====
A condition is a card representing a significant change in the world, which stays in play until discarded. Most conditions play to your support area, though some play on other cards, and tell you who or what their bearer can be.
A condition is a card representing a significant change in the world, which stays in play until discarded. Most conditions play to your support area, though some play on other cards, and tell you who or what their bearer can be.


====<div id="culture 2">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.
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.


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{{Culture_Table}}
{{Culture_Table}}


====<div id="vitality 2">Vitality</div>====
====<div id="vitality">Vitality</div>====
All characters in the game have vitality. This number represents a character's life force, stamina, sturdiness, and will to live.
All characters in the game have vitality. This number represents a character's life force, stamina, sturdiness, and will to live.


=====<div id="wounds 2">Wounds</div>=====
=====<div id="wounds">Wounds</div>=====
When a character is wounded by an enemy attack, his vitality is depleted. Place a wound token on the character to illustrate this. Glass beads (preferably blood red) make good tokens for this purpose.  
When a character is wounded by an enemy attack, his vitality is depleted. Place a wound token on the character to illustrate this. Glass beads (preferably blood red) make good tokens for this purpose.  


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a character's strength to zero does not kill that character.)
a character's strength to zero does not kill that character.)


=====<div id="healing 2">Healing</div>=====
=====<div id="healing">Healing</div>=====
When a wound is removed from a character, this represents resting or healing. When you "heal a character," you remove one wound.
When a wound is removed from a character, this represents resting or healing. When you "heal a character," you remove one wound.


Generally, your fellowship only heals at a sanctuary – that is, a site 3 or site 6 – you reach on the adventure path. At the start of your turn when your fellowship is at a sanctuary, you may heal up to 5 wounds from your companions (not allies).
Generally, your fellowship only heals at a sanctuary – that is, a site 3 or site 6 – you reach on the adventure path. At the start of your turn when your fellowship is at a sanctuary, you may heal up to 5 wounds from your companions (not allies).


=====<div id="killed 2">Killed</div>=====
=====<div id="killed">Killed</div>=====
When a character's vitality is reduced to zero, that character is immediately killed. Place killed Free Peoples characters (companions and allies) in your dead pile. The dead pile is separate from and next to your discard pile. Place killed minions in your discard pile.  
When a character's vitality is reduced to zero, that character is immediately killed. Place killed Free Peoples characters (companions and allies) in your dead pile. The dead pile is separate from and next to your discard pile. Place killed minions in your discard pile.  


When you have a unique companion or ally in your dead pile, you cannot play another copy of that card, or any other card with the same title. (You may play another copy of a non-unique card that is in your dead pile.)
When you have a unique companion or ally in your dead pile, you cannot play another copy of that card, or any other card with the same title. (You may play another copy of a non-unique card that is in your dead pile.)


=====<div id="exert 2">Exert</div>=====
=====<div id="exert">Exert</div>=====
Sometimes you may exert a character by placing a wound on that card to show that the character takes an action that depletes his vitality.
Sometimes you may exert a character by placing a wound on that card to show that the character takes an action that depletes his vitality.


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No player may exert a character who is exhausted (who has only 1 vitality). If the effect of an action says a character "must exert" and that character is exhausted, then nothing happens. To exhaust a character means to exert that character as many times as you can.
No player may exert a character who is exhausted (who has only 1 vitality). If the effect of an action says a character "must exert" and that character is exhausted, then nothing happens. To exhaust a character means to exert that character as many times as you can.


====<div id="resistance 2">Resistance</div>====
====<div id="resistance">Resistance</div>====
Companion cards have resistance. This number represents a companion's ability to withstand the lure of The One Ring. Some characters have a ring around their resistance icon, meaning they can be chosen begin the game as your Ring-bearer.
Companion cards have resistance. This number represents a companion's ability to withstand the lure of The One Ring. Some characters have a ring around their resistance icon, meaning they can be chosen begin the game as your Ring-bearer.


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Allies have a resistance of zero.
Allies have a resistance of zero.


=====<div id="burdens 2">Burdens</div>=====
=====<div id="burdens">Burdens</div>=====
When your Ring-bearer loses will against the power of The One Ring, you place a burden token on him. Glass beads (preferably black) make good burden tokens, but anything you won't confuse with a wound will do.
When your Ring-bearer loses will against the power of The One Ring, you place a burden token on him. Glass beads (preferably black) make good burden tokens, but anything you won't confuse with a wound will do.


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If your Ring-bearer's resistance is reduced to zero, he is corrupted, and you lose the game. Only your Ring-bearer can be corrupted. If the resistance of any of your other companions is reduced to zero, there is no immediate penalty, though your opponent may play Shadow cards to take advantage of this.
If your Ring-bearer's resistance is reduced to zero, he is corrupted, and you lose the game. Only your Ring-bearer can be corrupted. If the resistance of any of your other companions is reduced to zero, there is no immediate penalty, though your opponent may play Shadow cards to take advantage of this.


====<div id="signet 2">Signet</div>====
====<div id="signet">Signet</div>====
Some Free Peoples character cards have a signet, found in the lower left corner of the card. Cards with the same signet generally give bonuses to each other and work well in the same deck.
Some Free Peoples character cards have a signet, found in the lower left corner of the card. Cards with the same signet generally give bonuses to each other and work well in the same deck.


Each signet is based around an important character in the story. The available signets are Aragorn, Frodo, Gandalf, and Théoden.
Each signet is based around an important character in the story. The available signets are Aragorn, Frodo, Gandalf, and Théoden.


====<div id="twilight pool 2">Twilight Pool</div>====
====<div id="twilight pool">Twilight Pool</div>====
The twilight pool is an area on the table where twilight tokens are placed. The tokens in the twilight pool represent how dangerous the world is for the fellowship. Glass beads (preferably black) make good twilight tokens, but any convenient tokens will do. Keep a large reserve of twilight tokens handy.
The twilight pool is an area on the table where twilight tokens are placed. The tokens in the twilight pool represent how dangerous the world is for the fellowship. Glass beads (preferably black) make good twilight tokens, but any convenient tokens will do. Keep a large reserve of twilight tokens handy.


=====<div id="twilight cost 2">Twilight Cost</div>=====
=====<div id="twilight cost">Twilight Cost</div>=====
In the upper left corner of each Free Peoples and Shadow card is that card's twilight cost. This is the number of twilight tokens that must be added to or removed from the twilight pool to play that card.
In the upper left corner of each Free Peoples and Shadow card is that card's twilight cost. This is the number of twilight tokens that must be added to or removed from the twilight pool to play that card.


When you play a Free Peoples card, you must add a number of twilight tokens (from the reserve) to the twilight pool equal to that card's twilight cost.
When you play a Free Peoples card, you must add a number of twilight tokens (from the reserve) to the twilight pool equal to that card's twilight cost.


When your opponent plays a Shadow card, he must remove a number of twilight tokens from the twilight pool equal to that card's twilight cost. A Shadow card cannot be played if its twilight cost cannot be met by the tokens available in the twilight pool.
When your opponent plays a Shadow card, he must removea number of twilight tokens from the twilight pool equal to that card's twilight cost. A Shadow card cannot be played if its twilight cost cannot be met by the tokens available in the twilight pool.


In game text, you will find phrases like "Add {{Twilight|1}}" which means, "Add 1 twilight token to the twilight pool."
In game text, you will find phrases like "Add {{Twilight|1}}" which means, "Add 1 twilight token to the twilight pool."
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You must meet any requirements to play a card (or perform an action) before paying its costs.
You must meet any requirements to play a card (or perform an action) before paying its costs.


====<div id="phase actions 2">Phase Actions</div>====
====<div id="phase actions">Phase Actions</div>====
During each phase of a turn, one or more players are allowed to perform phase actions that use a word matching the name of that phase. These words are printed in boldface and followed by a colon.
During each phase of a turn, one or more players are allowed to perform phase actions that use a word matching the name of that phase. These words are printed in boldface and followed by a colon.


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An action labeled with the word "'''Response:'''" is not a phase action. Responses are explained later in this rulebook.
An action labeled with the word "'''Response:'''" is not a phase action. Responses are explained later in this rulebook.


====<div id="events 2">Events</div>====
====<div id="events">Events</div>====
Most event cards have a phase action that defines when you may play that card from your hand. The game text on that event may be performed only once for each copy of that event played. You cannot play an event during a phase that does not match its phase action.
Most event cards have a phase action that defines when you may play that card from your hand. The game text on that event may be performed only once for each copy of that event played. You cannot play an event during a phase that does not match its phase action.


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until the end of the phase, or until a specified phase or condition is met.
until the end of the phase, or until a specified phase or condition is met.


====<div id="special abilities 2">Special Abilities</div>====
====<div id="special abilities">Special Abilities</div>====
Besides events, other types of cards may have a phase action as a part of their game text called a special ability, which may be used only while the card is in play. (The boldfaced word defines when you may do so.)
Besides events, other types of cards may have a phase action as a part of their game text called a special ability, which may be used only while the card is in play. (The boldfaced word defines when you may do so.)


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Each of these effects has a ''trigger'' describing what makes it happen. The trigger is always described first, and followed by a comma.
Each of these effects has a ''trigger'' describing what makes it happen. The trigger is always described first, and followed by a comma.


===<div id="setting up the game 2">Setting Up the Game</div>===
===<div id="setting up the game">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?">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">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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Place the adventure path off to the side, opposite from the twilight pool. That leaves room in the middle of the table for minions.
Place the adventure path off to the side, opposite from the twilight pool. That leaves room in the middle of the table for minions.


=====<div id="starting fellowship 2">Starting Fellowship</div>=====
=====<div id="starting fellowship">Starting Fellowship</div>=====
In the Starter Rules, players select their starting fellowships based upon which deck they have. Normally, however, players customize their starting fellowships.
In the Starter Rules, players select their starting fellowships based upon which deck they have. Normally, however, players customize their starting fellowships.


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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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Play Free Peoples conditions either under a character (like a possession, if the card says, "Bearer must be...") or to your support area, as indicated by the condition card. Free Peoples conditions are always played during the fellowship phase, even if they provide a special ability that is performed during a different phase.
Play Free Peoples conditions either under a character (like a possession, if the card says, "Bearer must be...") or to your support area, as indicated by the condition card. Free Peoples conditions are always played during the fellowship phase, even if they provide a special ability that is performed during a different phase.


=====<div id="moving your fellowship 2">Moving your fellowship</div>=====
=====<div id="moving your fellowship">Moving your fellowship</div>=====
During each of your fellowship phases, when you are finished performing fellowship actions, your fellowship must move forward to the next site on the adventure path.  
During each of your fellowship phases, when you are finished performing fellowship actions, your fellowship must move forward to the next site on the adventure path.  


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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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All assignments of characters are on a one-to-one basis, with the following two exceptions:
All assignments of characters are on a one-to-one basis, with the following two exceptions:
* If your assigned companion has the keyword {{SL|defender +1}}, you may assign that character at this time to one additional unassigned minion. Defender +2 allows that companion to defend against two additional unassigned minions, and so on. A character with defender +2 (or greater) satisfies any requirement for defender +1.
* If your assigned companion has the keyword '''defender +1''', you may assign that character at this time to one additional unassigned minion. Defender +2 allows that companion to defend against two additional unassigned minions, and so on. A character with defender +2 (or greater) satisfies any requirement for defender +1.
* When you have informed the Shadow players that you are done making assignments, they may assign any leftover unassigned minions to any companions (even if those companions are already assigned). The first Shadow player on your right may assign any of his unassigned minions, and so on, counter-clockwise around the table.
* When you have informed the Shadow players that you are done making assignments, they may assign any leftover unassigned minions to any companions (even if those companions are already assigned). The first Shadow player on your right may assign any of his unassigned minions, and so on, counter-clockwise around the table.


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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 the total strength of one side is more than the strength of the other side (but less than double), the side with the most strength wins that skirmish. (If there is a tie, the Shadow side wins.) Place one wound on each character on the losing side.
If the total strength of one side is more than the strength of the other side (but less than double), the side with the most strength wins that skirmish. (If there is a tie, the Shadow side wins.) Place one wound on each character on the losing side.


When the winning side has one or more characters with the keyword damage +1, then each losing character takes one additional wound for each {{SL|damage +1}}. (Damage +2 adds two wounds, and so on.) This is called a damage bonus, which may be added to or removed by various effects.
When the winning side has one or more characters with the keyword damage +1, then each losing character takes one additional wound for each '''damage +1'''. (Damage +2 adds two wounds, and so on.) This is called a damage bonus, which may be added to or removed by various effects.


If the total strength of one side is at least double the total strength of the other side, all the characters on the losing side are {{SL|overwhelmed}} and killed (regardless of how many wounds or how much vitality each has). When a character is overwhelmed, that character does not take any more wounds — he simply dies.
If the total strength of one side is at least double the total strength of the other side, all the characters on the losing side are '''overwhelmed''' and killed (regardless of how many wounds or how much vitality each has). When a character is overwhelmed, that character does not take any more wounds — he simply dies.


A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved. A surviving minion or companion may skirmish again this turn if the fellowship makes another move (or if the minion has the keyword {{SL|fierce}}).
A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved. A surviving minion or companion may skirmish again this turn if the fellowship makes another move (or if the minion has the keyword '''fierce''').


=====<div id="skirmish phase summary">Skirmish Phase Summary</div>=====
=====<div id="skirmish phase summary">Skirmish Phase Summary</div>=====
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====<div id="fierce">Fierce</div>====
====<div id="fierce">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 '''fierce''' must be defended against a second time.


Players perform another assignment phase and then complete a separate skirmish phase for each fierce skirmish.
Players perform another assignment phase and then complete a separate skirmish phase for each fierce skirmish.
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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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* Or, reconcile your hand (just as the Shadow players did above). Then the Shadow players discard all minions in play (and cards borne by them), and your turn ends.
* Or, reconcile your hand (just as the Shadow players did above). Then the Shadow players discard all minions in play (and cards borne by them), and your turn ends.


=====<div id="move limit 2">Move limit</div>=====
=====<div id="move limit">Move limit</div>=====
During each of your turns, your fellowship must move once, and may move a number of times up to your move limit.
During each of your turns, your fellowship must move once, and may move a number of times up to your move limit.


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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.


You may have up to four copies of each card title (ignoring subtitles) in your draw deck.
You may have up to four copies of each card title (ignoring subtitles) in your draw deck.


''Exception'': Since one copy of your Ring-bearer is always part of your starting fellowship, you may have only three copies of that character in our  
''Exception: Since one copy of your Ring-bearer is always part of your starting fellowship, you may have only three copies of that character in our  
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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This section of the Comprehensive Rules provides complete rules to the game, organized alphabetically by topic. All material in Section One is duplicated in this section under its appropriate heading, accompanied by rulings that cover less frequent gameplay situations and by more specific examples.
This section of the Comprehensive Rules provides complete rules to the game, organized alphabetically by topic. All material in Section One is duplicated in this section under its appropriate heading, accompanied by rulings that cover less frequent gameplay situations and by more specific examples.


Cross-references from one topic to others that provide additional rules on the same topic are listed in '''bold type'''. '''[In addition, each of these bold references are links to their corresponding section within this wiki page.]'''
Cross-references from one topic to others that provide additional rules on the same topic are listed in '''bold type'''.


For entries on individual cards, refer to {{SL|Section Three}}.
For entries on individual cards, refer to Section Three.
----
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===<div id="action">action</div>===
===<div id="action">action</div>===
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If two or more required actions are occurring at the same time (for example, more than one "start of turn" action), the Free Peoples player decides in which order they occur.
If two or more required actions are occurring at the same time (for example, more than one "start of turn" action), the Free Peoples player decides in which order they occur.


All required actions responding to a particular trigger are performed before any optional actions. After all such required actions have resolved, players may perform optional actions responding to that same trigger using the {{SL|action procedure}}. (See {{SL|response}}.)
All required actions responding to a particular trigger are performed before any optional actions. After all such required actions have resolved, players may perform optional actions responding to that same trigger using the '''action procedure'''. (See '''response'''.)
 
See also {{SL|cost}}, {{SL|effect}}, {{SL|loops}}.


See also '''cost''', '''effect''', '''loops'''.
----
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===<div id="action procedure">action procedure</div>===
===<div id="action procedure">action procedure</div>===
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If a player does not wish to perform an action, he may simply pass. Passing does not prevent a player from performing an action later in the same phase.
If a player does not wish to perform an action, he may simply pass. Passing does not prevent a player from performing an action later in the same phase.
----
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===<div id="active">active</div>===
===<div id="active">active</div>===
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All other cards in play are inactive. Inactive cards are not affected by the game and do not affect the game. Any tokens on them are ignored (such as burdens, culture tokens, threats, and wounds).  
All other cards in play are inactive. Inactive cards are not affected by the game and do not affect the game. Any tokens on them are ignored (such as burdens, culture tokens, threats, and wounds).  


(See also {{SL|stack}}.)
(See also '''stack'''.)


''Your companions and your opponent's minions are active. Your opponents' companions are not.''
''Your companions and your opponent's minions are active. Your opponents' companions are not.''


''Exception'':Any cards that are borne by inactive cards are also inactive.
''Exception'':Any cards that are borne by inactive cards are also inactive.


''An opponent's Shadow condition on another opponent's companion is not active because that companion is not.''
''An opponent's Shadow condition on another opponent's companion is not active because that companion is not.''


Sites are always active. A site's game text cannot be used unless the fellowship is there, although some cards may copy and use that game text.
Sites are always active. A site's game text cannot be used unless the fellowship is there, although some cards may copy and use that game text.


''If the game text of a site has a Shadow special ability, you may use that special ability only when the active fellowship is at that site and you are a Shadow player.''
''If the game text of a site has a Shadow special ability, you may use that special ability only when the active fellowship is at that site and you are a Shadow player.''


''Exception'': Site text is not active when the starting fellowships are played.
''Exception'':Site text is not active when the starting fellowships are played.


Occasionally in a multiplayer game, two copies of the same unique Shadow condition may be in play at the same time. Only the first copy of a unique Shadow condition (or the first 4 copies of a non-unique Shadow condition) closest to the right of the Free Peoples player are in effect at any time. All other copies are also active, but their game text is ignored.
Occasionally in a multiplayer game, two copies of the same unique Shadow condition may be in play at the same time. Only the first copy of a unique Shadow condition (or the first 4 copies of a non-unique Shadow condition) closest to the right of the Free Peoples player are in effect at any time. All other copies are also active, but their game text is ignored.
----
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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 don't have to keep your adventure deck in any order. Just look through it to get a card when you need to.
You don't have to keep your adventure deck in any order. Just look through it to get a card when you need to.


Sites in your adventure deck do not have a site number until they are played on the adventure path. ''Exception'': See {{SL|format}}.
Sites in your adventure deck do not have a site number until they are played on the adventure path. ''Exception'':See '''format'''.
See also {{SL|building your deck}}, {{SL|moving your fellowship}} {{SL|setting up the game}}, {{SL|site}}.  
See also '''building your deck''', '''moving your fellowship''', '''setting up the game''', '''site'''.
 
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===<div id="adventure path">adventure path</div>===
===<div id="Adventure Path">adventure path</div>===
All players use the same adventure path for their player markers. The cards that make up that path are taken from the adventure decks of the players.
All players use the same adventure path for their player markers. The cards that make up that path are taken from the adventure decks of the players.


See also {{SL|moving your fellowship}}, {{SL|setting up the game}}, {{SL|site}}.
See also '''moving your fellowship''', '''setting up the game''', '''site'''.
 
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===<div id="ahead">ahead</div>===
===<div id="Ahead">ahead</div>===
A player is ahead on the adventure path when his or her site marker is at a higher site number than all other players’ site markers.  
A player is ahead on the adventure path when his or her site marker is at a higher site number than all other players’ site markers.  


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===<div id="aid">aid</div>===
===<div id="aid">aid</div>===
'''[This entry is taken from the [[Rise of Saruman]] starter rulebook.]'''
This keyword has the form of "Aid – X," where "X" is the cost to use the aid keyword. You use the aid keyword as a maneuver action. At the start of the maneuver phase, you may pay the aid cost to transfer that follower to your character. Place it beneath the card, just like a possession or condition borne by that character. The follower is borne by the character for the rest of the turn, no matter how often the fellowship moves. You don't have to pay the aid cost again for a follower borne by a character in a subsequent maneuver phase.
This keyword has the form of "Aid – X," where "X" is the cost to use the aid keyword. You use the aid keyword as a maneuver action. At the start of the maneuver phase, you may pay the aid cost to transfer that follower to your character. Place it beneath the card, just like a possession or condition borne by that character. The follower is borne by the character for the rest of the turn, no matter how often the fellowship moves. You don't have to pay the aid cost again for a follower borne by a character in a subsequent maneuver phase.


See also {{SL|follower}}.
See also '''[[#follower]]'''.


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===<div id="ally">ally</div>===
===<div id="Ally 2">ally</div>===
An ally is a {{SL|character}} that helps your companions from afar but does not move with them.
An ally is a '''character''' that helps your companions from afar but does not move with them.


Allies do not count as members of your fellowship. Play them to your support area. There is no limit to the number of allies you may have in play.
Allies do not count as members of your fellowship. Play them to your support area. There is no limit to the number of allies you may have in play.


Ally cards have a home site number indicated just after the card's type, on the same line (such as Ally • Home 3 • Elf). These home site numbers all refer to adventure paths from the Fellowship block, Tower block, and King block. Allies have no home sites on adventure paths from the ''Shadows'' expansion set onward. (See {{SL|format}}.)
Ally cards have a home site number indicated just after the card's type, on the same line (such as Ally • Home 3 • Elf). These home site numbers all refer to adventure paths from the Fellowship block, Tower block, and King block. Allies have no home sites on adventure paths from the ''Shadows'' expansion set onward. (See '''format'''.)


Block symbol is a factor in determining an ally's home site.
Block symbol is a factor in determining an ally's home site.


''An ally with a home site of 2{{Block|Tower}} has a home site only on the Tower block adventure path.''
''An ally with a home site of 2{{Block|Tower}} has a home site only on the Tower block adventure path.''


You may play an ally during any of your fellowship phases. You do not have to wait until your fellowship is at the ally's home site.
You may play an ally during any of your fellowship phases. You do not have to wait until your fellowship is at the ally's home site.
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ally may be assigned to a skirmish in the same way that companions are assigned to skirmishes.
ally may be assigned to a skirmish in the same way that companions are assigned to skirmishes.


''This doesn't mean that such an ally must take an archery wound or be assigned by the Free Peoples player to defend a skirmish, but that character is eligible to do so if the Free Peoples player so chooses.''
''This doesn't mean that such an ally must take an archery wound or be assigned by the Free Peoples player to defend a skirmish, but that character is eligible to do so if the Free Peoples player so chooses.''


The Shadow player may assign an unassigned minion to an ally when the fellowship is at that ally's home site.
The Shadow player may assign an unassigned minion to an ally when the fellowship is at that ally's home site.
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An ally that was able to be assigned to a normal skirmish is also able to be assigned to a fierce skirmish.
An ally that was able to be assigned to a normal skirmish is also able to be assigned to a fierce skirmish.


See also {{SL|resistance}}, {{SL|Ring-bound}}, {{SL|sanctuary}} {{SL|unbound}}.'''resistance''', '''Ring-bound''', '''sanctuary''', '''unbound'''.
See also '''resistance''', '''Ring-bound''', '''sanctuary''',  
'''unbound'''.


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===<div id="ambush">ambush</div>===
===<div id="Ambush">ambush</div>===
When the Free Peoples player assigns one of his characters to skirmish a minion with the keyword "ambush {{Twilight|X}}," the Shadow player who owns that minion may add {{Twilight|x}}. (See {{SL|assignment phase}}.)
When the Free Peoples player assigns one of his characters to skirmish a minion with the keyword "ambush {{Twilight|X}}," the Shadow player who owns that minion may add {{Twilight|x}}. (See '''assignment phase'''.)


''If your minion with ambush {{Twilight|2}} is assigned by the Free Peoples player, you may add two tokens to the twilight pool. The Free Peoples player may decide not to assign any characters to your minion with ambush, allowing you to assign it later in the assignment phase.''
''If your minion with ambush {{Twilight|2}} is assigned by the Free Peoples player, you may add two tokens to the twilight pool. The Free Peoples player may decide not to assign any characters to your minion with ambush, allowing you to assign it later in the assignment phase.''


When a minion with the keyword ambush {{Twilight|X}} is given the keyword ambush {{Twilight|X}} by another card or special ability, each of those instances of ambush is resolved separately. When that minion is assigned to a skirmish by the Free Peoples player, the Shadow player has the option to add pool for each instance in the minion's text.
When a minion with the keyword ambush {{Twilight|X}} is given the keyword ambush {{Twilight|X}} by another card or special ability, each of those instances of ambush is resolved separately. When that minion is assigned to a skirmish by the Free Peoples player, the Shadow player has the option to add pool for each instance in the minion's text.


''Desert Scout ("Ambush {{Twilight|1}}.") is equipped with Raider Bow ("Bearer is ... ambush {{Twilight|5}}."). When it is assigned to a skirmish by the Free Peoples player, the Shadow player may add {{Twilight|1}}, {{Twilight|5}}, neither, or both (as separate actions).''
''Desert Scout ("Ambush {{Twilight|1}}.") is equipped with Raider Bow ("Bearer is ... ambush {{Twilight|5}}."). When it is assigned to a skirmish by the Free Peoples player, the Shadow player may add {{Twilight|1}}, {{Twilight|5}}, neither, or both (as separate actions).''
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===<div id="archery phase">archery phase</div>===
===<div id="Archery Phase">archery phase</div>===
During this phase, players may perform archery actions (special abilities on cards in play with "Archery:" and events with that keyword) using the {{SL|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.


All Shadow players count the number of all their minions with the keyword archer to determine the "minion archery total." No matter how many Shadow players there are, there is only one minion archery total.
All Shadow players count the number of all their minions with the keyword archer to determine the "minion archery total." No matter how many Shadow players there are, there is only one minion archery total.


As the Free Peoples player, you also count the number of your Free Peoples archer companions to determine the "fellowship archery total." (See  
As the Free Peoples player, you also count the number of your Free Peoples archer companions to determine the "fellowship archery total." (See  
{{SL|ally}}.)
'''ally'''.)


The Free Peoples player then assigns a number of wounds equal to the minion archery total to his companions (and participating allies), in any way  
The Free Peoples player then assigns a number of wounds equal to the minion archery total to his companions (and participating allies), in any way  
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When all archery wounds have been assigned, proceed to the assignment phase. If there are no minions left after the archery phase, then skip directly to the regroup phase.
When all archery wounds have been assigned, proceed to the assignment phase. If there are no minions left after the archery phase, then skip directly to the regroup phase.
See also {{SL|ally}}.
See also '''ally'''.
 
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===<div id="artifact">artifact</div>===
===<div id="Artifact 2">artifact</div>===
An artifact is a unique weapon, suit of armor, or other kind of special object used by a character. Most artifacts tell you who their {{SL|bearer}} can be. Other artifacts play to your support area.
An artifact is a unique weapon, suit of armor, or other kind of special object used by a character. Most artifacts tell you who their '''bearer''' can be. Other artifacts play to your support area.


Though artifacts are played and used much like possessions, they are a different card type. Artifacts are not affected by cards that affect possessions.
Though artifacts are played and used much like possessions, they are a different card type. Artifacts are not affected by cards that affect possessions.


See also {{SL|transfer}}.
See also '''transfer'''.
 
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===<div id="assignment phase">assignment phase</div>===
===<div id="Assignment Phase">assignment phase</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 {{SL|action procedure}}. Many assignment actions assign a minion to a companion. You cannot do this unless both of them are unassigned.
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'''. Many assignment actions assign a minion to a companion. You cannot do this unless both of them are unassigned.


When all players consecutively pass, proceed to assign defenders.
When all players consecutively pass, proceed to assign defenders.
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During your assignment phase, you may assign companions to defend against attacking minions. A player cannot assign more than one companion to the same minion.
During your assignment phase, you may assign companions to defend against attacking minions. A player cannot assign more than one companion to the same minion.


''Frodo and Aragorn face a single Uruk-hai. The Free Peoples player assigns Aragorn to the Uruk-hai, protecting Frodo from harm. He cannot assign both companions to the Uruk-hai.''
''Frodo and Aragorn face a single Uruk-hai. The Free Peoples player assigns Aragorn to the Uruk-hai, protecting Frodo from harm. He cannot assign both companions to the Uruk-hai.''


Inform the Shadow players when you are done making assignments. All assignments of characters are on a one-to-one basis, with the following two exceptions:
Inform the Shadow players when you are done making assignments. All assignments of characters are on a one-to-one basis, with the following two exceptions:
* Companions who have the {{SL|defender +X}} keyword.
* Companions who have the '''defender +X''' keyword.
* When you have informed the Shadow players that you are done making assignments, they may assign any leftover unassigned minions to any companions (even if those companions are already assigned). The first Shadow player on your right may assign any of his unassigned minions, and so on, counter-clockwise around the table.
* When you have informed the Shadow players that you are done making assignments, they may assign any leftover unassigned minions to any companions (even if those companions are already assigned). The first Shadow player on your right may assign any of his unassigned minions, and so on, counter-clockwise around the table.


''Frodo and Aragorn face three Uruk-hai. The Free Peoples player assigns Aragorn to defend against one, and Frodo to another. This leaves one unassigned Uruk-hai, so the Shadow player assigns it, choosing to assign it to Frodo.''
''Frodo and Aragorn face three Uruk-hai. The Free Peoples player assigns Aragorn to defend against one, and Frodo to another. This leaves one unassigned Uruk-hai, so the Shadow player assigns it, choosing to assign it to Frodo.''


The creation of leftover minions happens only when the Free Peoples player is done making assignments. If an assigned minion subsequently becomes unassigned as a result of a card's game text (e.g. a triggered ability), it is not a leftover minion and is not eligible to be assigned by the Shadow player.
The creation of leftover minions happens only when the Free Peoples player is done making assignments. If an assigned minion subsequently becomes unassigned as a result of a card's game text (e.g. a triggered ability), it is not a leftover minion and is not eligible to be assigned by the Shadow player.
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* cannot be assigned leftover minions by a Shadow player.
* cannot be assigned leftover minions by a Shadow player.


Once all assignments have been made, they take effect simultaneously. (See {{SL|action}}.)
Once all assignments have been made, they take effect simultaneously. (See '''action'''.)


When the assignment phase is complete, each companion being attacked will lead to a separate skirmish phase.
When the assignment phase is complete, each companion being attacked will lead to a separate skirmish phase.
See also {{SL|ally}}, {{SL|ambush}}, {{SL|fierce}}, {{SL|unhasty}}.
See also '''ally''', '''ambush''', '''fierce''', '''unhasty'''.


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===<div id="attribute bonus">attribute bonus</div>===
===<div id="Attribute Bonus">attribute bonus</div>===
An attribute bonus is a positive {{SL|modifier}} for a character's strength, vitality, and/or resistance, written with a plus sign (like "+2").
An attribute bonus is a positive '''modifier''' for a character's strength, vitality, and/or resistance, written with a plus sign (like "+2").
 
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===<div id="bearer">bearer</div>===
===<div id="Bearer">bearer</div>===
Most possessions and artifacts, and some conditions, tell you who or what their bearer can be, which is the sort of card you can play them on.
Most possessions and artifacts, and some conditions, tell you who or what their bearer can be, which is the sort of card you can play them on.


Each character may bear one possession or artifact of each class at one time. (See {{SL|mounted}}.)
Each character may bear one possession or artifact of each class at one time. (See '''mounted'''.)


''A character may bear only one hand weapon, only one ranged weapon, only one armor, only one cloak, and only one staff.''
''A character may bear only one hand weapon, only one ranged weapon, only one armor, only one cloak, and only one staff.''


Some possessions and artifacts do not have a class. There is no limit to the number of cards without a class that a character may bear.
Some possessions and artifacts do not have a class. There is no limit to the number of cards without a class that a character may bear.
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You cannot voluntarily discard a card borne by your character.
You cannot voluntarily discard a card borne by your character.


See also {{SL|killed}}, {{SL|leaving play}}, {{SL|Man}}, {{SL|Shadow cards}}, {{SL|transfer}}.
See also '''killed''', '''leaving play''', '''Man''', '''Shadow cards''', '''transfer'''.


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===<div id="bid">bid</div>===
===<div id="Bid">bid</div>===
Players place secret bids for the right to determine who goes first in the game. (See {{SL|setting up the game}}.) The bidding is done with black tokens, which will become burdens on your Ring-bearer.
Players place secret bids for the right to determine who goes first in the game. (See '''setting up the game'''.) The bidding is done with black tokens, which will become burdens on your Ring-bearer.


Each player secretly places a number of burdens in his hand (you may bid zero). When all players are ready, simultaneously reveal the bids. The highest bid wins the right to choose where he goes in the turn order. Any choice is available. Next, the second highest bidder chooses from the remaining positions in the turn order, and so on. Keep track of each player's bid, as these tokens will become burdens on his Ring-bearer.
Each player secretly places a number of burdens in his hand (you may bid zero). When all players are ready, simultaneously reveal the bids. The highest bid wins the right to choose where he goes in the turn order. Any choice is available. Next, the second highest bidder chooses from the remaining positions in the turn order, and so on. Keep track of each player's bid, as these tokens will become burdens on his Ring-bearer.
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If there are any ties, then the tied players resolve randomly who chooses first among them.
If there are any ties, then the tied players resolve randomly who chooses first among them.


''Tom, Chuck, Tim, and Mike are playing, and the initial bids are Tom 3, Chuck 4, Tim 3, and Mike 1. Chuck wins the right to choose, and he chooses to go first (placing 4 burdens on his Ring-bearer). Tom and Tim are tied, so they flip a coin, and Tom wins the tiebreak. He chooses second (placing 3 burdens on his Ring-bearer). Tim chooses to go fourth (3 burdens), leaving third for Mike (1 burden).''
''Tom, Chuck, Tim, and Mike are playing, and the initial bids are Tom 3, Chuck 4, Tim 3, and Mike 1. Chuck wins the right to choose, and he chooses to go first (placing 4 burdens on his Ring-bearer). Tom and Tim are tied, so they flip a coin, and Tom wins the tiebreak. He chooses second (placing 3 burdens on his Ring-bearer). Tim chooses to go fourth (3 burdens), leaving third for Mike (1 burden).''


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.


If you bid a number of burdens equal to or higher than your Ring-bearer's resistance, your Ring-bearer becomes corrupted before the game starts and you lose the game.
If you bid a number of burdens equal to or higher than your Ring-bearer's resistance, your Ring-bearer becomes corrupted before the game starts and you lose the game.
----
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===<div id="block symbol">block symbol</div>===
===<div id="Block Symbol">block symbol</div>===
The sites provided in sets from the ''[[Shadows]]'' expansion onward have a dark compass in the upper left corner. They have no site number.
The sites provided in sets from the Shadows expansion onward have a dark compass in the upper left corner. They have no site number.


The sites provided in Fellowship block sets have no block symbol. The sites provided in Tower block sets have site numbers identified with the Tower symbol ({{Block|tower}}). The sites provided in King block sets have site numbers identified with the King symbol ({{Block|king}}).
The sites provided in Fellowship block sets have no block symbol. The sites provided in Tower block sets have site numbers identified with the Tower symbol ({{Block|tower}}). The sites provided in King block sets have site numbers identified with the King symbol ({{Block|king}}).
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Sites with different block symbols are alternatives to each other, not an extension of one another. When a site's number is specifically mentioned in game text, that number uses a block symbol.
Sites with different block symbols are alternatives to each other, not an extension of one another. When a site's number is specifically mentioned in game text, that number uses a block symbol.


''{{Card|Hobbit Stealth}} ("Skirmish: At sites 1 to 5, cancel a skirmish involving a Hobbit. At any other site, make a Hobbit strength +2.") can cancel a skirmish only at a Fellowship block site. However, this card adds its strength bonus at any other site.''
''Hobbit Stealth ("Skirmish: At sites 1 to 5, cancel a skirmish involving a Hobbit. At any other site, make a Hobbit strength +2.") can cancel a skirmish only at a Fellowship block site. However, this card adds its strength bonus at any other site.''


When an effect says "site X or higher," it applies only to sites from the Fellowship block.
When an effect says "site X or higher," it applies only to sites from the Fellowship block.
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When game text refers to "any site X," it applies to any adventure path, regardless of block symbol.
When game text refers to "any site X," it applies to any adventure path, regardless of block symbol.


''A card which says "any site 5" works at site 5 and at site 5{{Block|Tower}}.''
''A card which says "any site 5" works at site 5 and at site 5{{Block|Tower}}.''
See also {{SL|ally}}, {{SL|format}}, {{SL|roaming}}.
See also '''ally''', '''format''', '''roaming'''.


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===<div id="building your deck">building your deck</div>===
===<div id="Building Your Deck 2">building your deck</div>===
Each player brings to the game at least 71 cards:
Each player brings to the game at least 71 cards:
* a Ring-bearer, bearing The One Ring (2 cards),
* a Ring-bearer, bearing The One Ring (2 cards),
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* a 9-card adventure deck.
* a 9-card adventure deck.


You and your opponents must each have a deck built for the same {{SL|format}}.
You and your opponents must each have a deck built for the same '''format'''.


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).
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You may have up to four copies of each card title (ignoring subtitles) in your draw deck.
You may have up to four copies of each card title (ignoring subtitles) in your draw deck.


''You may have four copies of {{Card|Aragorn, King in Exile}} in your draw deck, or you may have two copies of that card and two copies of {{Card|Aragorn, Ranger of the North}}. You cannot have four copies of each of those cards, since they have the same title (although they have different subtitles).''
''You may have four copies of Aragorn, King in Exile in your draw deck, or you may have two copies of that card and two copies of Aragorn, Ranger of the North. You cannot have four copies of each of those cards, since they have the same title (although they have different subtitles).''


''Exception'': Since one copy of your Ring-bearer is always part of your starting fellowship, you may have only three copies of that character in your draw deck.
Exception:Since one copy of your Ring-bearer is always part of your starting fellowship, you may have only three copies of that character in your draw deck.


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="burden">burden</div>===
===<div id="Burden">burden</div>===
When your Ring-bearer loses will against the power of The One Ring, you place a burden token on him. Glass beads (preferably black) make good burden tokens, but anything you won't confuse with a wound will do.
When your Ring-bearer loses will against the power of The One Ring, you place a burden token on him. Glass beads (preferably black) make good burden tokens, but anything you won't confuse with a wound will do.


There are many cards that add or remove burdens. Burdens are only placed on your Ring-bearer.
There are many cards that add or remove burdens. Burdens are only placed on your Ring-bearer.


See also {{SL|active}}, {{SL|corrupted}}, {{SL|resistance}}.
See also '''active''', '''corrupted''', '''resistance'''.


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===<div id="cancel">cancel</div>===
===<div id="Cancel">cancel</div>===
When an action (such as playing an event or using a special ability) is canceled or prevented, its effects are ignored but its costs and requirements are still paid. If that action is playing an event, that event card is discarded.  
When an action (such as playing an event or using a special ability) is canceled or prevented, its effects are ignored but its costs and requirements are still paid. If that action is playing an event, that event card is discarded.  


See {{SL|cost}}, {{SL|effect}}.
See '''[[#cost]]''', '''[[#effect]]'''.


----
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===<div id="card type">card type</div>===
===<div id="Card Type">card type</div>===
There are ten different card types in the game: The One Ring, site, companion, ally, minion, follower, possession, artifact, event, and condition.
There are nine different card types in the game: The One Ring, site, companion, ally, minion, possession, artifact, event, and condition


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===<div id="character">character</div>===
===<div id="Character">character</div>===
Companion, ally, and minion cards are also collectively referred to as character cards.  
Companion, ally, and minion cards are also collectively referred to as character cards.  


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===<div id="class">class</div>===
===<div id="class 2">class</div>===
See {{SL|bearer}}.
See '''bearer'''.


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===<div id="collector's info">collector's info</div>===
===<div id="Collector's Info">collector's info</div>===
In the lower right corner of every card, you'll see a code like "4 R 12."
In the lower right corner of every card, you'll see a code like "4 R 12."


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===<div id="companion">companion</div>===
===<div id="Companion 2">companion</div>===
A companion is a Free Peoples {{SL|character}} in your fellowship.
A companion is a Free Peoples '''character''' in your fellowship.


Play companion cards in a row, near the other members of your fellowship already in play.
Play companion cards in a row, near the other members of your fellowship already in play.


See also {{SL|resistance}}, {{SL|The Rule of 9}}.
See also '''resistance''', '''The Rule of 9'''.


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===<div id="condition">condition</div>===
===<div id="Condition 2">condition</div>===
A condition is a card representing a significant change in the world, which stays in play until discarded. Most conditions play to your support area. Other conditions tell you who their {{SL|bearer}}can be.
A condition is a card representing a significant change in the world, which stays in play until discarded. Most conditions play to your support area. Other conditions tell you who their '''bearer'''can be.


A condition is always played during the fellowship phase (if it is a Free Peoples card) or the Shadow phase (if it is a Shadow card), even if it provides a special ability that is performed during a different phase.
A condition is always played during the fellowship phase (if it is a Free Peoples card) or the Shadow phase (if it is a Shadow card), even if it provides a special ability that is performed during a different phase.


----
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===<div id="control">control</div>===
===<div id="Control">control</div>===
Shadow players may use effects to take control of sites on the adventure path. When you take control of a site, place that site in your support area, lengthwise.
Shadow players may use effects to take control of sites on the adventure path. When you take control of a site, place that site in your support area, lengthwise.


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A Shadow player may only take control of a site on the adventure path if all player markers are on sites with higher site numbers.
A Shadow player may only take control of a site on the adventure path if all player markers are on sites with higher site numbers.


''When all player markers are at site 2 or higher, you may take control of site 1.''
''When all player markers are at site 2 or higher, you may take control of site 1.''


When a Shadow player takes control of a site, the site on the adventure path with the lowest site number must be selected.
When a Shadow player takes control of a site, the site on the adventure path with the lowest site number must be selected.


''An opponent controls site 1 and all player markers are at site 3 or higher, so you must take control of site 2.''
''An opponent controls site 1 and all player markers are at site 3 or higher, so you must take control of site 2.''


The game text of a controlled site cannot be used by any player. ''Exception'': The keywords of a controlled site still apply.
The game text of a controlled site cannot be used by any player. ''Exception'':The keywords of a controlled site still apply.


''A player may "control a battleground."''
''A player may "control a battleground."''


When your opponent controls a site from your adventure deck, it's still your site. Some cards can replace a controlled site. Move any cards stacked on the site being replaced to the new site, then return the old site to its owner's adventure deck.
When your opponent controls a site from your adventure deck, it's still your site. Some cards can replace a controlled site. Move any cards stacked on the site being replaced to the new site, then return the old site to its owner's adventure deck.


See also {{SL|active}}, {{SL|liberate}}, {{SL|losing the game}}.
See also '''active''', '''liberate''', '''losing the game'''.


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===<div id="corrupted">corrupted</div>===
===<div id="Corrupted">corrupted</div>===
If your Ring-bearer's {{SL|resistance}} is reduced to zero, he is corrupted. (See {{SL|losing the game}}.) Only your Ring-bearer can be corrupted.
If your Ring-bearer's '''resistance''' is reduced to zero, he is corrupted. (See '''losing the game'''.) Only your Ring-bearer can be corrupted.


There are cards that can corrupt the Ring-bearer, regardless of how many burdens he might have.
There are cards that can corrupt the Ring-bearer, regardless of how many burdens he might have.


See also {{SL|bid}}.
See also '''bid'''.


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===<div id="cost">cost</div>===
===<div id="Cost">cost</div>===
A cost of an {{SL|action}} could be adding or removing twilight tokens, exerting a character, discarding a card, or any number of other possibilities. The  
A cost of an '''action''' could be adding or removing twilight tokens, exerting a character, discarding a card, or any number of other possibilities. The  
costs for an action are usually listed before the word "to" (so the action takes the form of "pay X to do Y," with X being the cost and Y the {{SL|effect}}).
costs for an action are usually listed before the word "to" (so the action takes the form of "pay X to do Y," with X being the cost and Y the '''effect''').


If a card or special ability has a cost, you must pay that cost or you cannot use that card or special ability. (See {{SL|exert}}, {{SL|Shadow phase}}(s).)
If a card or special ability has a cost, you must pay that cost or you cannot use that card or special ability. (See '''exert''', '''Shadow phase(s)'''.)


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 '''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.''
Madril 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.''


When you pay the cost for an action, you cannot use that payment for more than one action.
When you pay the cost for an action, you cannot use that payment for more than one action.


''If you have two copies of {{Card|Weapons of Isengard}} in play ("Shadow: Play an {{C|Isengard}} archer to place an {{C|Isengard}} token on this card."), playing a single {{C|Isengard}} archer allows you to place a token on only one of those copies.''
''If you have two copies of Weapons of Isengard in play ("Shadow: Play an {{C|Isengard}} archer to place an {{C|Isengard}} token on this card."), playing a single {{C|Isengard}} archer allows you to place a token on only one of those copies.''


If an action is prevented, its effects are ignored but its costs and requirements are still paid.
If an action is prevented, its effects are ignored but its costs and requirements are still paid.


If a player is paying costs for a card and a {{SL|response}} action occurs which modifies those costs, that player must continue to pay as many costs as he can, even if it is no longer possible to pay them all. If all the costs cannot be paid, that card has no effect.
If a player is paying costs for a card and a '''response''' acCtion occurs which modifies those costs, that player must continue to pay as many costs as he can, even if it is no longer possible to pay them all. If all the costs cannot be paid, that card has no effect.


''A Shadow player attempts to pay the cost for the special ability on {{Card|Grishnakh, Orc Captain}} (A 3 vitality minion which reads: "Shadow: Exert Grishnákh twice and spot another {{C|Sauron}} Orc to draw 3 cards..."). After exerting Grishnákh once, the Free Peoples player plays {{Card|Unheeded}} to wound Grishnákh ("If a minion exerts, exert an unbound Hobbit to wound that minion."). In this case, the Shadow player is no longer able to exert Grishnákh the second time. Therefore, the Shadow player is not able to draw 3 cards.''
''A Shadow player attempts to pay the cost for the special ability on Grishnákh, Orc Captain (A 3 vitality minion which reads: "Shadow: Exert Grishnákh twice and spot another {{C|Sauron}} Orc to draw 3 cards..."). After exerting Grishnákh once, the Free Peoples player plays Unheeded to wound Grishnákh ("If a minion exerts, exert an unbound Hobbit to wound that minion."). In this case, the Shadow player is no longer able to exert Grishnákh the second time. Therefore, the Shadow player is not able to draw 3 cards.''


See also {{SL|discard pile}}, {{SL|draw deck}}, {{SL|twilight cost}}.
See also '''discard pile''', '''draw deck''', '''twilight cost'''.


----
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===<div id="Culture 2">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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You don't have to memorize these names, since cultures are always referred to with icons in game text.
You don't have to memorize these names, since cultures are always referred to with icons in game text.


See also {{SL|spot}}.
See also '''spot'''.


----
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===<div id="culture tokens">culture tokens</div>===
===<div id="Culture Tokens">culture tokens</div>===
Some conditions tell you to "place an {{C|Elven}} token on this card" (or "a {{C|Raider}} token," and so on). You can use any convenient markers for these tokens. They don't have to be any particular color. You can use the same tokens you're using for burdens or wounds, since these tokens are not placed on a character card.
Some conditions tell you to "place an {{C|Elven}} token on this card" (or "a {{C|Raider}} token," and so on). You can use any convenient markers for these tokens. They don't have to be any particular color. You can use the same tokens you're using for burdens or wounds, since these tokens are not placed on a character card.


See also {{SL|active}}, {{SL|leaving play}}.
See also active, leaving play.


----
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===<div id="damage bonus">damage bonus</div>===
===<div id="Damage Bonus">damage bonus</div>===
When the winning side in a {{SL|skirmish phase}} has one or more characters with the keyword damage +1, then each losing character takes one additional wound for each damage +1. (Damage +2 adds two wounds, and so on.) This is called a damage bonus, which may be added to or removed by various effects.
When the winning side in a '''skirmish phase'''has one or more characters with the keyword damage +1, then each losing character takes one additional wound for each damage +1. (Damage +2 adds two wounds, and so on.) This is called a damage bonus, which may be added to or removed by various effects.


''Aragorn wins a skirmish while facing two Orcs. If Aragorn has damage +1, then each Orc takes two wounds. But if both Orcs have damage +1 and they win the skirmish, then Aragorn takes three wounds instead.''
''Aragorn wins a skirmish while facing two Orcs. If Aragorn has damage +1, then each Orc takes two wounds. But if both Orcs have damage +1 and they win the skirmish, then Aragorn takes three wounds instead.''


When a character with a damage bonus is given an additional damage bonus by a card or special ability, the bonuses are added together.
When a character with a damage bonus is given an additional damage bonus by a card or special ability, the bonuses are added together.


When an effect says that a character "loses all damage bonuses," that character cannot gain a damage bonus due to some other effect.
When an effect says that a character "loses all damage bonuses," that character cannot gain a damage bonus due to some other effect.
----
----
===<div id="damage +x">damage +X</div>===
===<div id="Damage +X">damage +X</div>===
see {{SL|damage bonus}}
see '''damage bonus'''


----
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===<div id="dead pile">dead pile</div>===
===<div id="Dead Pile">dead pile</div>===
Killed Free Peoples characters are placed in your dead pile. The dead pile is separate from and next to your discard pile.
Killed Free Peoples characters are placed in your dead pile. The dead pile is separate from and next to your discard pile.


When you have a {{SL|unique}} companion or ally in your dead pile, you cannot play another copy of that card, or any other card with the same title. You may play another copy of a non-unique card that is in your dead pile.
When you have a '''unique''' companion or ally in your dead pile, you cannot play another copy of that card, or any other card with the same title. You may play another copy of a non-unique card that is in your dead pile.


If you have more than one copy of a unique companion in your dead pile, you can't play one of them from your dead pile.
If you have more than one copy of a unique companion in your dead pile, you can't play one of them from your dead pile.
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When game text instructs you to place a character in the dead pile, that character has been killed.
When game text instructs you to place a character in the dead pile, that character has been killed.


See also {{SL|discard}}, {{SL|leaving play}}, {{SL|The Rule of 9}}, {{SL|threats}}.
See also '''[[#discard]]''', '''[[#leaving play]]''', '''[[#The Rule of 9]]''', '''[[#threats]]'''.


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===<div id="defender +x">defender +X</div>===
===<div id="Defender +X">defender +X</div>===
During the {{SL|assignment phase}}, if your assigned companion has the keyword defender +1, you may assign that character to one additional unassigned minion. Defender +2 allows that companion to defend against two additional unassigned minions, and so on. A character with defender +2 (or greater) satisfies any requirement for defender +1.
During the '''assignment phase''', if your assigned companion has the keyword defender +1, you may assign that character to one additional unassigned minion. Defender +2 allows that companion to defend against two additional unassigned minions, and so on. A character with defender +2 (or greater) satisfies any requirement for defender +1.


''Frodo and Aragorn face two Uruk-hai. The Free Peoples player could assign Aragorn to one and Frodo to the other. However, this version of Aragorn has defender +1, so he may be assigned to defend against both minions, leaving Frodo unharmed.''
''Frodo and Aragorn face two Uruk-hai. The Free Peoples player could assign Aragorn to one and Frodo to the other. However, this version of Aragorn has defender +1, so he may be assigned to defend against both minions, leaving Frodo unharmed.''


When a character with defender +X is given an additional defender +X by a card or special ability, the bonuses are added together.
When a character with defender +X is given an additional defender +X by a card or special ability, the bonuses are added together.


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===<div id="discard">discard</div>===
===<div id="Discard">discard</div>===
The default meaning of the word "discard" is "discard from play." Discarding from other locations (such as from your hand or from the top of your draw deck) is always specified.
The default meaning of the word "discard" is "discard from play." Discarding from other locations (such as from your hand or from the top of your draw deck) is always specified.


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If a card is discarded when it comes into play, ignore any effects triggered when it comes into play. This includes effects from a minion's own game text (such as "When you play this minion...") and effects from other cards in play (such as "Each time you play...").
If a card is discarded when it comes into play, ignore any effects triggered when it comes into play. This includes effects from a minion's own game text (such as "When you play this minion...") and effects from other cards in play (such as "Each time you play...").


''If {{Card|Watcher in the Water, Keeper of Westgate}} is in play ("While you can spot Watcher in the Water, discard all other minions...") and you play {{Card|Goblin Runner}} ("When you play this minion, you may add {{Twilight|2}}."), {{Twilight|2}} is not added.''
If Watcher in the Water is in play ("While you can spot Watcher in the Water, discard all other minions...") and you play Goblin Runner ("When you play this minion, you may add {{Twilight|2}}."), {{Twilight|2}} is not added.


See also {{SL|bearer}}, {{SL|discard to heal}}, {{SL|killed}}, {{SL|leaving play}}.
See also '''bearer''', '''discard to heal''', '''killed''', '''leaving play'''.


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===<div id="discard pile">discard pile</div>===
===<div id="Discard Pile">discard pile</div>===
Discard piles are always face-up. The order of your discard pile is irrelevant.
Discard piles are always face-up. The order of your discard pile is irrelevant.


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card.
card.


See also {{SL|discard}}, {{SL|effect}}, {{SL|moving cards}}.
See also '''discard''', '''effect''', '''moving cards'''.


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===<div id="discard to heal">discard to heal</div>===
===<div id="Discard to Heal">discard to heal</div>===
As a fellowship action during your fellowship phase, you may spot a unique companion or unique ally with at least one wound and discard a card from your hand with the same card title(it may have a different subtitle) to heal that character. (See {{SL|healing}}.)
As a fellowship action during your fellowship phase, you may spot a unique companion or unique ally with at least one wound and discard a card from your hand with the same card title(it may have a different subtitle) to heal that character. (See '''healing'''.)


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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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In the Starter Rules, if you have no cards in your draw deck, you are allowed to reshuffle your discard pile to make a new one once per game. Normally, however, you are not allowed to do this.
In the Starter Rules, if you have no cards in your draw deck, you are allowed to reshuffle your discard pile to make a new one once per game. Normally, however, you are not allowed to do this.


See also {{SL|building your deck}}, {{SL|moving cards}}.
See also '''building your deck''', '''moving cards'''.


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===<div id="each time">each time</div>===
===<div id="Each Time">each time</div>===
This phrase you'll see in game text governs the timing of an action, just like the names of phases that are in phase actions. "Each time" is used if an effect can happen more than once. Each such effect has a trigger describing what makes it happen. The trigger is always described first, and followed by a comma.
This phrase you'll see in game text governs the timing of an action, just like the names of phases that are in phase actions. "Each time" is used if an effect can happen more than once. Each such effect has a trigger describing what makes it happen. The trigger is always described first, and followed by a comma.


''"Each time you play a possession or artifact on your companion, draw a card." If you play one possession, this game text activates once; if you play a second possession, it activates again, and so on.''
''"Each time you play a possession or artifact on your companion, draw a card." If you play one possession, this game text activates once; if you play a second possession, it activates again, and so on.''


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===<div id="effect">effect</div>===
===<div id="Effect">effect</div>===
A effect of an {{SL|action}} could be adding or removing twilight tokens, exerting a character, discarding a card, or any number of other possibilities. The effects of an action are usually listed after the word "to" (so the action takes the form of "pay X to do Y," with X being the {{SL|cost}} and Y the effect).
A effect of an '''action''' could be adding or removing twilight tokens, exerting a character, discarding a card, or any number of other possibilities. The effects of an action are usually listed after the word "to" (so the action takes the form of "pay X to do Y," with X being the '''cost''' and Y the effect).


The source of an effect is the card on which that effect is printed. Even though a card like an event may require a minion to exert to pay its cost, the source of that effect is the event card and not the minion.
The source of an effect is the card on which that effect is printed. Even though a card like an event may require a minion to exert to pay its cost, the source of that effect is the event card and not the minion.
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Some cards have multiple effects that respond to the same kind of trigger. They count something in play, and when there is more of that thing, more effects happen.
Some cards have multiple effects that respond to the same kind of trigger. They count something in play, and when there is more of that thing, more effects happen.


''{{Card|Ugluk, Servant of Saruman}} reads:''
''{{Card|Ugluk, Servant of Saruman}} reads:
''While you can spot 2 {{C|Isengard}} trackers, Uglúk is strength +3.''
While you can spot 2 {{C|Isengard}} trackers, Uglúk is strength +3.
''While you can spot 3 {{C|Isengard}} trackers, Uglúk is damage +1.''
While you can spot 3 {{C|Isengard}} trackers, Uglúk is damage +1.
''You don't have to spot 5 trackers to get both benefits. Three trackers is enough to satisfy the first requirement (if you have 3, you can spot 2) and the last requirement (spot 3).''
You don't have to spot 5 trackers to get both benefits. Three trackers is enough to satisfy the first requirement (if you have 3, you can spot 2) and the last requirement (spot 3).''


When an effect says a player should look at a card, that card is shown only to that player.
When an effect says a player should look at a card, that card is shown only to that player.
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When an effect says to reveal a card, that card is shown to all players.
When an effect says to reveal a card, that card is shown to all players.


If the effect of a card or special ability requires you to perform an action and you cannot, you must perform as much as you can and ignore the rest. (See {{SL|limit}}.)
If the effect of a card or special ability requires you to perform an action and you cannot, you must perform as much as you can and ignore the rest. (See '''limit'''.)


''If the effect of an event requires you to discard 2 cards from your hand and you only have 1 card in hand, just discard the 1 card and ignore the rest.''
If the effect of an event requires you to discard 2 cards from your hand and you only have 1 card in hand, just discard the 1 card and ignore the rest.


If the effect of a card or special ability requires you to choose one of two different actions, you must choose an action that you are fully capable of performing (if possible).
If the effect of a card or special ability requires you to choose one of two different actions, you must choose an action that you are fully capable of performing (if possible).
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If an action plays a card from your hand (or discard pile) as part of its effect, then that card must be in your hand (or discard pile) before you can begin to perform that action.
If an action plays a card from your hand (or discard pile) as part of its effect, then that card must be in your hand (or discard pile) before you can begin to perform that action.


''The Orc you play with {{Card|They Are Coming}} ("Shadow: Discard 3 cards from hand to play a {{C|Moria}} Orc from your discard pile.") cannot be one of the cards you discarded from your hand to pay the cost of that special ability.''
''The Orc you play with {{Card|They Are Coming}} ("Shadow: Discard 3 cards from hand to play a {{C|Moria}} Orc from your discard pile.") cannot be one of the cards you discarded from your hand to pay the cost of that special ability.''


If you meet all the requirements and pay all the costs for playing a card, you may play that card even if the card will have no effect. ''Exception'': If you perform an action that has playing a card from hand or discard pile as part of its effect, you must play that card. This exception applies to all kinds of actions and all the different ways you can play a card (except playing a card directly from your draw deck).
If you meet all the requirements and pay all the costs for playing a card, you may play that card even if the card will have no effect. ''Exception'': If you perform an action that has playing a card from hand or discard pile as part of its effect, you must play that card. This exception applies to all kinds of actions and all the different ways you can play a card (except playing a card directly from your draw deck).
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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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When a card has a conditional effect in parentheses, you can’t choose which one to use. You have to use the conditional effect if the condition is met.
When a card has a conditional effect in parentheses, you can’t choose which one to use. You have to use the conditional effect if the condition is met.


''{{Card|Sharp Defense}} adds no strength to a Dwarf who has resistance 4 or more and no possessions. You can't choose to use the +2 instead.''
''{{Card|Sharp Defense}} adds no strength to a Dwarf who has resistance 4 or more and no possessions. You can't choose to use the +2 instead.''


When you move a card from one area to another (except when drawing a card from your draw deck), you must reveal that card to all players to verify that it is of the correct type. ''Exception'': If an effect says you are to move "a card" with no other description, you don't have to reveal it.
When you move a card from one area to another (except when drawing a card from your draw deck), you must reveal that card to all players to verify that it is of the correct type. ''Exception'': If an effect says you are to move "a card" with no other description, you don't have to reveal it.


When an effect returns a card to a player's hand, that card must come from in play. Exception: Events can be returned to hand, even though they are never in play.
See also '''[[#discard]]''', '''[[#modifier]]''', '''[[#twilight cost]]'''.
 
''The Elf you return to your hand with {{Card|Taking the High Ground}} must come from in play, and can't come from your discard pile or anywhere else.}}
 
See also {{SL|discard}}, {{SL|modifier}}, {{SL|twilight cost}}.


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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="event">event</div>===
===<div id="Event 2">event</div>===
An event is a card played from your hand representing an important occurrence, which you discard after you play it.
An event is a card played from your hand representing an important occurrence, which you discard after you play it.


Most event cards have a phase action that defines when you may play that card from your hand. The game text on that event may be performed only once for each copy of that event played. You cannot play an event during a phase that does not match its phase action.
Most event cards have a phase action that defines when you may play that card from your hand. The game text on that event may be performed only once for each copy of that event played. You cannot play an event during a phase that does not match its phase action.


Place an event in your discard pile after you have played it from hand and carried out its effects, but before the next action is taken. (See {{SL|spot}}.)  
Place an event in your discard pile after you have played it from hand and carried out its effects, but before the next action is taken. (See '''[[#spot]]'''.)  


''{{Card|Final Account}} reads: "Discard 2 cards from hand to take a Free Peoples card and a Shadow card from your discard pile into hand." At the time you choose which Free Peoples card to take into hand, you are still carrying out the effects of the card. Thus, Final Account has not yet been discarded, and cannot itself be the card you choose.''
''{{Card|Final Account}} reads: "Discard 2 cards from hand to take a Free Peoples card and a Shadow card from your discard pile into hand." At the time you choose which Free Peoples card to take into hand, you are still carrying out the effects of the card. Thus, Final Account has not yet been discarded, and cannot itself be the card you choose.''


Even after being discarded, an event often has an ongoing or delayed effect until the end of the phase, or until a specified phase or condition is met.
Even after being discarded, an event often has an ongoing or delayed effect until the end of the phase, or until a specified phase or condition is met.
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same turn. These events take a "snapshot" of the current game state, and only those cards are affected.
same turn. These events take a "snapshot" of the current game state, and only those cards are affected.


''{{Card|Eregion's Trails}} ("Maneuver: Exert a ranger to make each roaming minion strength –3 until the regroup phase.") affects only minions that are roaming when that event is played.''
''{{Card|Eregion's Trails}} ("Maneuver: Exert a ranger to make each roaming minion strength –3 until the regroup phase.") affects only minions that are roaming when that event is played.
''{{Card|Deft in Their Movements}} (Regroup: "Spot 2 Hobbits to make each site's Shadow number –2 until the end of the turn.") affects only sites that are in play when it is played.''
 
{{Card|Deft in Their Movements}} (Regroup: "Spot 2 Hobbits to make each site's Shadow number –2 until the end of the turn.") affects only sites that are in play when it is played.''


See also {{SL|action}}.
See also '''[[#action]]'''.


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===<div id="exert">exert</div>===
===<div id="Exert 2">exert</div>===
Sometimes you may exert a character by placing a wound on that card to show that the character takes an action that depletes his vitality.
Sometimes you may exert a character by placing a wound on that card to show that the character takes an action that depletes his vitality.


If the cost of an action requires a character to exert X times, then that character must have X+1 or more vitality or that action cannot be performed. A character cannot exert 0 times to pay the cost of a card that requires a character to exert X times.  
If the cost of an action requires a character to exert X times, then that character must have X+1 or more vitality or that action cannot be performed. A character cannot exert 0 times to pay the cost of a card that requires a character to exert X times.  


''You cannot pay for the cost of {{Card|They Sang As They Slew}} by exerting a character zero times.''
''You cannot pay for the cost of {{Card|They Sang As They Slew}} by exerting a character zero times.''


Exerting a character is different from wounding a character, even though both require placement of a wound token. Cards that prevent wounds cannot prevent a wound token placed by exerting.
Exerting a character is different from wounding a character, even though both require placement of a wound token. Cards that prevent wounds cannot prevent a wound token placed by exerting.


''Conceptually, wearing armor protects you from a sword strike (taking a wound token), but it won't help you lift a heavy weight (placing an exertion token).''
''Conceptually, wearing armor protects you from a sword strike (taking a wound token), but it won't help you lift a heavy weight (placing an exertion token).''


See also {{SL|exhausted}}, {{SL|for each}}, {{SL|healing}}.
See also '''[[#exhausted]]''', '''[[#for each]]''', '''[[#healing]]'''.


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===<div id="exhausted">exhausted</div>===
===<div id="Exhausted">exhausted</div>===
A character who has only 1 vitality remaining is exhausted.
A character who has only 1 vitality remaining is exhausted.


''A character with a vitality of 2 is exhausted with a single wound. A character with a vitality of 1 is always exhausted.''
''A character with a vitality of 2 is exhausted with a single wound. A character with a vitality of 1 is always exhausted.''


No player may {{SL|exert}} a character who is exhausted. If the effect of an action says a character "must exert" and that character is exhausted, then nothing happens.
No player may '''exert''' a character who is exhausted. If the effect of an action says a character "must exert" and that character is exhausted, then nothing happens.


''A mount says, "At the start of each skirmish involving bearer, each minion skirmishing bearer must exert." If an exhausted minion is skirmishing a character bearing this mount, this exertion is ignored.''
''A mount says, "At the start of each skirmish involving bearer, each minion skirmishing bearer must exert." If an exhausted minion is skirmishing a character bearing this mount, this exertion is ignored.''


To exhaust a character means to exert that character as many times as you can.
To exhaust a character means to exert that character as many times as you can.


''If a card tells you to exhaust a character with a vitality of 3, then you must exert that character 2 times by placing 2 wound tokens.''
''If a card tells you to exhaust a character with a vitality of 3, then you must exert that character 2 times by placing 2 wound tokens.''


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


Two fellowship actions are always available:
Two fellowship actions are always available:


* Play a Free Peoples {{SL|companion}}, {{SL|ally}}, {{SL|possession}}, {{SL|artifact}}, or {{SL|condition}} from your hand to the table. (See {{SL|The Rule of 9}}, {{SL|unique}}.)
* Play a Free Peoples '''companion''', '''ally''', '''possession''', '''artifact''', or '''condition''' from your hand to the table. (See '''The Rule of 9''', '''unique'''.)
* {{SL|Discard to heal}}.
* '''Discard to heal'''.


You may find other fellowship actions on events in your hand, or as special abilities on cards you already have in play. (See {{SL|The Rule of 4}}.)
You may find other fellowship actions on events in your hand, or as special abilities on cards you already have in play. (See '''The Rule of 4'''.)


When you have completed all of the fellowship actions you wish to perform, proceed to {{SL|moving your fellowship}}.
When you have completed all of the fellowship actions you wish to perform, proceed to '''moving your fellowship'''.


See also {{SL|transfer}}.
See also '''transfer'''.


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===<div id="fierce_2">fierce</div>===
===<div id="Fierce 2">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.


Players perform another {{SL|assignment phase}} and then complete a separate {{SL|skirmish phase}} for each fierce skirmish.
Players perform another '''assignment phase''' and then complete a separate '''skirmish phase''' for each fierce skirmish.


Players may again perform assignment actions (special abilities on cards in play with "Assignment:" and events with that keyword) using the {{SL|action procedure}}.
Players may again perform assignment actions (special abilities on cards in play with "Assignment:" and events with that keyword) using the '''action procedure'''.


The Free Peoples player then assigns defenders just as during the regular assignment phase, and then Shadow players assign any fierce minions that remain unassigned. (See {{SL|ally}}.)
The Free Peoples player then assigns defenders just as during the regular assignment phase, and then Shadow players assign any fierce minions that remain unassigned. (See '''ally'''.)


Then each defending companion fights in a separate skirmish phase, just as during the regular skirmish phases, in an order decided by the Free Peoples player.
Then each defending companion fights in a separate skirmish phase, just as during the regular skirmish phases, in an order decided by the Free Peoples player.


''Aragorn is assigned to defend against a fierce Uruk-hai. In the normal skirmish phase, Aragorn wins and the Uruk-hai takes one wound. During the following fierce skirmish phase, the Free Peoples player may once more assign a companion to defend against the Uruk-hai. This companion may be Aragorn or may be a different companion.''
''Aragorn is assigned to defend against a fierce Uruk-hai. In the normal skirmish phase, Aragorn wins and the Uruk-hai takes one wound. During the following fierce skirmish phase, the Free Peoples player may once more assign a companion to defend against the Uruk-hai. This companion may be Aragorn or may be a different companion.''


A minion must be in play and fierce at the start of the fierce assignment phase to participate in a fierce skirmish. During the fierce assignment phase, ignore any effect that results in assignment  
A minion must be in play and fierce at the start of the fierce assignment phase to participate in a fierce skirmish. During the fierce assignment phase, ignore any effect that results in assignment  
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===<div id="follower">follower</div>===
===<div id="follower">follower</div>===
'''[This entry is taken from the [[Rise of Saruman]] starter rulebook.]'''
Follower is a new card type. A follower represents help that joins for a short time and then departs. Followers are not allies, companions, or minions. They are not characters, although they are often named and depicted with images of people from the story. Even though a follower may seem as if it were an Elf or Hobbit or Wizard, it can't be spotted as such because a follower doesn't have a race on its card type line. Followers can't bear other cards, including possessions or conditions.
Follower is a new card type. A follower represents help that joins for a short time and then departs. Followers are not allies, companions, or minions. They are not characters, although they are often named and depicted with images of people from the story. Even though a follower may seem as if it were an Elf or Hobbit or Wizard, it can't be spotted as such because a follower doesn't have a race on its card type line. Followers can't bear other cards, including possessions or conditions.


A follower is played to your support area. While your follower is in your support area, it has no effect on the game. Each follower has the keyword "{{SL|Aid}}" which you can use to transfer that follower to one of your characters.  
A follower is played to your support area. While your follower is in your support area, it has no effect on the game. Each follower has the keyword "'''[[#Aid]]'''" which you can use to transfer that follower to one of your characters.  


When your follower is borne by a character, that follower will provide an ongoing effect or a special ability that may then be used. A character may bear more than one follower. If that character is killed, all of its followers are discarded, just like other cards borne by that character.
When your follower is borne by a character, that follower will provide an ongoing effect or a special ability that may then be used. A character may bear more than one follower. If that character is killed, all of its followers are discarded, just like other cards borne by that character.
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In later turns, that follower may again be transferred to a character (the same one or a different one, your choice) using the above procedure.
In later turns, that follower may again be transferred to a character (the same one or a different one, your choice) using the above procedure.


See also {{SL|Aid}}, {{SL|character}}.
See also '''[[#Aid]]''', '''[[#character]]'''
 
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===<div id="for each">for each</div>===
===<div id="For Each">for each</div>===
When something affects a character (or characters) using the phrase "for each", you may affect a single character more than once. This includes such things as wounding, exerting, healing, or strength modifiers. (See {{SL|toil}}.)
When something affects a character (or characters) using the phrase "for each", you may affect a single character more than once. This includes such things as wounding, exerting, healing, or strength modifiers. (See '''[[#toil]]'''.)


''{{Card|Aragorn, Wingfoot}} says, "Each time the fellowship moves, you may wound a minion for each unbound Hobbit you spot." If you spot two unbound Hobbits, you may wound two minions each once or one minion twice.''
''{{Card|Aragorn, Wingfoot}} says, "Each time the fellowship moves, you may wound a minion for each unbound Hobbit you spot." If you spot two unbound Hobbits, you may wound two minions each once or one minion twice.''


When a card says "for each companion over X," that means the same as "do this Y times, where Y is the number of companions in the fellowship minus X."
When a card says "for each companion over X," that means the same as "do this Y times, where Y is the number of companions in the fellowship minus X."


''{{Card|Anduin Banks}} says, "For each companion in the fellowship over 4, add 2 to the minion archery total." If there are 4 or less companions in the fellowship, nothing is added. For 5 companions, 2 is added; for 6 companions, 4 is added; and so on.''
''{{Card|Anduin Banks}} says, "For each companion in the fellowship over 4, add 2 to the minion archery total." If there are 4 or less companions in the fellowship, nothing is added. For 5 companions, 2 is added; for 6 companions, 4 is added; and so on.''


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===<div id="format">format</div>===
===<div id="Format">format</div>===
Each game has one of the following formats:
Each game has one of the following formats:
* [[Fellowship Block]] – only cards from sets 1, 2, and 3,
* [[Fellowship Block]] – only cards from sets 1, 2, and 3,
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In the Open format and War of the Ring block, your adventure deck may include no more than three sites that have the same given Shadow number.
In the Open format and War of the Ring block, your adventure deck may include no more than three sites that have the same given Shadow number.


In the Fellowship block, Tower block, or King block, sites are numbered, and you must include one for each of the nine site numbers. (See {{SL|block symbol}}.)
In the Fellowship block, Tower block, or King block, sites are numbered, and you must include one for each of the nine site numbers. (See '''block symbol'''.)


When you play a game using the Fellowship block, Tower block, or King block format, you cannot choose any {{SL|site}} from your adventure  
When you play a game using the Fellowship block, Tower block, or King block format, you cannot choose any '''site''' from your adventure  
deck when it is time to play a new site on the adventure path. Instead, the site which has the next consecutive site number must be played.
deck when it is time to play a new site on the adventure path. Instead, the site which has the next consecutive site number must be played.


''When the first player moves for the first time, place a site with the site number of 2. If he moves again, place a site with the site number of 3''.
'''When the first player moves for the first time, place a site with the site number of 2. If he moves again, place a site with the site number of 3'''.


When you play a game using the Fellowship block, Tower block, or King block format, you do not add pool for the fellowship's region number when you are {{SL|moving your fellowship}}.
When you play a game using the Fellowship block, Tower block, or King block format, you do not add pool for the fellowship's region number when you are '''moving your fellowship'''.


''Do not add 3 twilight tokens when the fellowship moves to a site in region 2, nor 6 when the fellowship moves to a site in region 3.''
Do not add 3 twilight tokens when the fellowship moves to a site in region 2, nor 6 when the fellowship moves to a site in region 3.


See also {{SL|building your deck}}, {{SL|losing the game}}.
See also '''building your deck''', '''losing the game'''.


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===<div id="free peoples cards">Free Peoples cards</div>===
===<div id="Free Peoples Cards 2">Free Peoples cards</div>===
Free Peoples cards represent the forces of good. Each player has his own fellowship, made up of a Ring-bearer and other companions. When  
Free Peoples cards represent the forces of good. Each player has his own fellowship, made up of a Ring-bearer and other companions. When  
you take your turn, you play and use your Free Peoples cards.
you take your turn, you play and use your Free Peoples cards.
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Free Peoples cards have a light colored circular field in the upper left corner.
Free Peoples cards have a light colored circular field in the upper left corner.


See also {{SL|twilight cost}}.
See also '''twilight cost'''.


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===<div id="frodo">Frodo</div>===
===<div id="frodo">Frodo</div>===
See {{SL|Ring-bearer}}, {{SL|Ring-bound}}.
See '''Ring-bearer''', '''Ring-bound'''.


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===<div id="healing">healing</div>===
===<div id="healing 2">healing</div>===
When a wound is removed from a character, this represents resting or healing. When you "heal a character," you remove one wound.
When a wound is removed from a character, this represents resting or healing. When you "heal a character," you remove one wound.


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Once a wound token is placed, whether from exerting or wounding, it can be healed by any effect that heals a wound.
Once a wound token is placed, whether from exerting or wounding, it can be healed by any effect that heals a wound.


Generally, your fellowship only heals at a {{SL|sanctuary}} you reach on the adventure path.
Generally, your fellowship only heals at a '''sanctuary''' you reach on the adventure path.


See also {{SL|discard to heal}}, {{SL|for each}}.
See also '''[[#discard to heal]]''', '''[[#for each]]'''.


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Helper text is found in the box below the card type line in italics and parentheses that provides a summary of a game rule. Helper text is not game text.  
Helper text is found in the box below the card type line in italics and parentheses that provides a summary of a game rule. Helper text is not game text.  


See {{SL|collector's info}}, {{SL|lore}}.
See '''[[#collector's info]]''', '''[[#lore]]'''.


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===<div id="home site">home site</div>===
===<div id="Home Site">home site</div>===
See {{SL|ally}}.
See '''ally'''.


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===<div id="hunter">hunter</div>===
===<div id="hunter">hunter</div>===
'''[This entry is taken from the [[Rise of Saruman]] starter rulebook.]'''
This keyword has the form of "'''Hunter X'''" where "X" is the strength bonus the character receives when skirmishing a character that does not have the hunter keyword.
This keyword has the form of "'''Hunter X'''" where "X" is the strength bonus the character receives when skirmishing a character that does not have the hunter keyword.


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===<div id="initiative">initiative</div>===
===<div id="Initiative">initiative</div>===
At any time, either one side or the other side has initiative. The Free Peoples player has initiative while he has four or more cards in hand.  
At any time, either one side or the other side has initiative. The Free Peoples player has initiative while he has four or more cards in hand.  


Otherwise, the Shadow has initiative. If there is more than one Shadow player, then all of those Shadow players have initiative when the Free Peoples player does not.
Otherwise, the Shadow has initiative. If there is more than one Shadow player, then all of those Shadow players have initiative when the Free Peoples player does not.


''{{Card|Besieging Pike}} says, "If you have initiative, bearer is strength +3." Since this is a Shadow card, it only gets this bonus when the Free Peoples player has 3 or fewer cards in hand (the cards in the hands of the Shadow players don't matter).''
''Besieging Pike says, "If you have initiative, bearer is strength +3." Since this is a Shadow card, it only gets this bonus when the Free Peoples player has 3 or fewer cards in hand (the cards in the hands of the Shadow players don't matter).''


See also {{SL|cost}}.
See also '''cost'''.


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When a card uses the phrase "instead" or "instead of", the stated effect is replaced with a different effect. This does not mean that the original effect is prevented. If the second effect cannot happen for any reason, then the original effect occurs.  
When a card uses the phrase "instead" or "instead of", the stated effect is replaced with a different effect. This does not mean that the original effect is prevented. If the second effect cannot happen for any reason, then the original effect occurs.  


''{{Card|Smeagol, Bearer of Great Secrets}} is the ring-bearer and is bearing {{Card|The Dead City}} (If Sméagol is about to be killed in a skirmish, discard him instead). If Sméagol is about to be killed and the player discards The Dead City, Sméagol cannot be discarded, he would simply be killed.
''{{Card|Smeagol, Bearer of Great Secrets}} is the ring-bearer and is bearing {{Card|The Dead City}} (If Sméagol is about to be killed in a skirmish, discard him instead). If Sméagol is about to be killed and the player discards The Dead City, Sméagol cannot be discarded, he would simply be killed.  
 
See {{SL|response}}, {{SL|effect}}.  


See '''[[#response]]''', '''[[#effect]]'''.
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===<div id="keyword">keyword</div>===
===<div id="Keyword">keyword</div>===
Each card has one or more keywords that identify it. Most keywords are {{SL|unloaded keyword}}s, with no special rules (although they may be referenced by other cards). Keywords with rules are called {{SL|loaded keyword}}s.
Each card has one or more keywords that identify it. Most keywords are '''unloaded keyword'''s, with no special rules (although they may be referenced by other cards). Keywords with rules are called '''loaded keywords'''.


Though a word which appears in the title or subtitle of a card may be the same as a keyword that exists in the game, that title or subtitle does not confer the keyword on that card.
Though a word which appears in the title or subtitle of a card may be the same as a keyword that exists in the game, that title or subtitle does not confer the keyword on that card.


''"{{Card|Ulaire Attea, The Easterling}}" does not have the keyword "Easterling" in his game text, so he is not an Easterling.''
''"Úlairë Attëa, The Easterling" does not have the keyword "Easterling" in his game text, so he is not an Easterling.''


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===<div id="killed">killed</div>===
===<div id="Killed 2">killed</div>===
This game term is used to describe a character that has had its vitality reduced to zero or that is specifically "killed" by the game text of another  
This game term is used to describe a character that has had its vitality reduced to zero or that is specifically "killed" by the game text of another  
card. Reducing a character's strength to zero does not kill that character. (See {{SL|wound}}, {{SL|overwhelmed}}.)
card. Reducing a character's strength to zero does not kill that character. (See '''[[#wound]]''', '''[[#overwhelmed]]'''.)


''This is different from when a character is discarded from play. Other cards may force a character in play to be discarded. That character has not been killed, but only discarded. Cards that trigger when a character is killed will not trigger when a character is discarded, and vice-versa.''
''This is different from when a character is discarded from play. Other cards may force a character in play to be discarded. That character has not been killed, but only discarded. Cards that trigger when a character is killed will not trigger when a character is discarded, and vice-versa.''


Place killed Free Peoples characters in your {{SL|dead pile}}. Place killed minions in your discard pile.
Place killed Free Peoples characters in your '''dead pile'''. Place killed minions in your discard pile.


When a card that provides a vitality bonus for its bearer is discarded, that bearer is immediately killed if his vitality is then reduced to zero.
When a card that provides a vitality bonus for its bearer is discarded, that bearer is immediately killed if his vitality is then reduced to zero.


See also {{SL|leaving play}}, {{SL|losing the game 2}}.
See also '''[[#leaving play]]''', '''[[#losing the game 2]]'''.


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===<div id="kinds of cards">kinds of cards</div>===
===<div id="Kinds of Cards 2">kinds of cards</div>===
Most cards in ''The Lord of the Rings'' TCG are one of two basic kinds: Free Peoples or Shadow. There are also sites and The One Ring, which are neither Free Peoples cards nor Shadow cards.
Most cards in ''The Lord of the Rings'' TCG are one of two basic kinds: Free Peoples or Shadow. There are also sites and The One Ring, which are neither Free Peoples cards nor Shadow cards.


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===<div id="leaving play">leaving play</div>===
===<div id="Leaving Play">leaving play</div>===
When a card (other than a {{SL|site}}) leaves play for any reason, any cards played on that card (or borne by or stacked on that card) are discarded. Any tokens on that card are removed.
When a card (other than a '''site''') leaves play for any reason, any cards played on that card (or borne by or stacked on that card) are discarded. Any tokens on that card are removed.


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===<div id="liberate">liberate</div>===
===<div id="Liberate">liberate</div>===
A Free Peoples player may have a card effect that allows him to liberate a site. Only a site that another player {{SL|control}}s may be liberated. You cannot liberate a site on the adventure path, a site in any adventure deck, or a site you control.
A Free Peoples player may have a card effect that allows him to liberate a site. Only a site that another player '''control'''s may be liberated. You cannot liberate a site on the adventure path, a site in any adventure deck, or a site you control.


When you liberate a site, place it back on the adventure path. Any cards on that site are discarded. You must liberate the site with the  
When you liberate a site, place it back on the adventure path. Any cards on that site are discarded. You must liberate the site with the  
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===<div id="limit">limit</div>===
===<div id="Limit">limit</div>===
When a card has a limit, such as "(limit +3)," the limit applies to that card for an entire phase.
When a card has a limit, such as "(limit +3)," the limit applies to that card for an entire phase.


''{{Card|Trust Me As You Once Did}} reads: "Skirmish: Exert Gandalf to make a companion strength +1 for each companion with the Gandalf signet you can spot (limit +3)." With one copy in play, assuming you have sufficient signets and exertions, during a single skirmish phase:
''Trust Me As You Once Did reads: "Skirmish: Exert Gandalf to make a companion strength +1 for each companion with the Gandalf signet you can spot (limit +3)." With one copy in play, assuming you have sufficient signets and exertions, during a single skirmish phase:
* ''You may add +3 to one companion in a single action (if you can spot at least 3 signets).
* You may add +3 to one companion in a single action (if you can spot at least 3 signets).
* ''You may add +1 to three different companions in three different actions (if you can spot only 1 signet).
* You may add +1 to three different companions in three different actions (if you can spot only 1 signet).
* ''You may add +2 to one companion and +1 to another in two different actions (if you can spot only 2 signets). Once the limit is reached, no more may be added, and the last +1 is ignored.
* You may add +2 to one companion and +1 to another in two different actions (if you can spot only 2 signets). Once the limit is reached, no more may be added, and the last +1 is ignored.
 
A limit does not does not span multiple phases.  


''{{Card|Trust Me As You Once Did}} could be used for +3 in each of two or more separate skirmish phases during the same turn.''
A limit does not does not span multiple phases. Trust Me As You Once Did could be used for +3 in each of two or more separate skirmish phases during the same turn.''


A limit does not apply to a different copy of the same card.
A limit does not apply to a different copy of the same card.


''With two copies of {{Card|Trust Me As You Once Did}} in play, you could give up to +6 in strength bonuses during a single skirmish phase (+3 from one copy, and +3 from the other).''
''With two copies of Trust Me As You Once Did in play, you could give up to +6 in strength bonuses during a single skirmish phase (+3 from one copy, and +3 from the other).''


See also {{SL|effect}}.
See also '''effect'''.


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===<div id="loaded keyword">loaded keyword</div>===
===<div id="Loaded Keyword">loaded keyword</div>===
Card type and class (see {{SL|bearer}}) are loaded keywords. Other loaded keywords include {{SL|aid}}, {{SL|ambush}}, archer (see {{SL|archery phase}}), damage +X (see {{SL|damage bonus}}), {{SL|defender +X}}, {{SL|enduring}}, {{SL|fierce}}, {{SL|hunter}}, {{SL|lurker}}, {{SL|muster}}, {{SL|Ring-bearer}}, {{SL|sanctuary}}, {{SL|toil}}, and {{SL|unhasty}}.
Card type and class (see '''bearer''') are loaded keywords. Other loaded keywords include '''ambush''', archer (see '''archery phase'''), damage +X (see '''damage bonus'''), '''defender +X''', '''enduring''', '''fierce''', '''lurker''', '''muster''', '''Ring-bearer''', '''sanctuary''', '''toil''', and '''unhasty'''.


See also {{SL|keyword}}.
See also '''keyword'''.


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===<div id="look at">look at</div>===
===<div id="Look At">look at</div>===
See {{SL|effect}}.
See '''effect'''.


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===<div id="loops">loops</div>===
===<div id="Loops">loops</div>===
Occasionally, a game will reach a state in which a set of {{SL|action}}s can be repeated forever.
Occasionally, a game will reach a state in which a set of '''action'''s can be repeated forever.


If a loop contains one or more optional actions and one player controls them all, that player chooses a number. The loop is treated as repeating that number of times, or until another player intervenes with his own action, whichever comes first.
If a loop contains one or more optional actions and one player controls them all, that player chooses a number. The loop is treated as repeating that number of times, or until another player intervenes with his own action, whichever comes first.


''A player wishes to repeatedly use the ability of {{Card|Sam, Faithful Companion}} ("Fellowship: Play Bill the Pony from your draw deck."). He chooses a number of times this action will take place. The action is treated as repeating that number of times unless another player intervenes with a different action.''
''A player wishes to repeatedly use the ability of Sam, Faithful Companion ("Fellowship: Play Bill the Pony from your draw deck."). He chooses a number of times this action will take place. The action is treated as repeating that number of times unless another player intervenes with a different action.''


If a loop contains one or more optional actions each controlled by different players and actions by both are needed to continue the loop, the Free Peoples player chooses a number. The Shadow player then has two choices:
If a loop contains one or more optional actions each controlled by different players and actions by both are needed to continue the loop, the Free Peoples player chooses a number. The Shadow player then has two choices:
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* He or she can agree to the number chosen by the active player, in which case the loop continues that number of times, with a final action in that loop by the Shadow player.
* He or she can agree to the number chosen by the active player, in which case the loop continues that number of times, with a final action in that loop by the Shadow player.


''The Free Peoples player has {{Card|Smeagol, Slinker}} ("Skirmish: Add a burden to make Sméagol strength +2...") skirmishing a minion at {{Card|Anduin Banks}} ("Skirmish: Spot your minion and remove a burden to make that minion strength +2."). The repeated adding and removing of a burden for strength bonuses creates a loop, so the Free Peoples player names a number of iterations for these actions. The Shadow player then has two choices:
''The Free Peoples player has Sméagol, Slinker ("Skirmish: Add a burden to make Sméagol strength +2...") skirmishing a minion at Anduin Banks ("Skirmish: Spot your minion and remove a burden to make that minion strength +2."). The repeated adding and removing of a burden for strength bonuses creates a loop, so the Free Peoples player names a number of iterations for these actions. The Shadow player then has two choices:
  • ''He may name a lower number of iterations. The loop would continue for that many iterations, with the Free Peoples player taking the final action (adding one final action at the end of the loop, if necessary for the Free Peoples player to have the final action).''
* He may name a lower number of iterations. The loop would continue for that many iterations, with the Free Peoples player taking the final action (adding one final action at the end of the loop, if  
  • ''He may agree with the Free Peoples player's choice of iterations. The loop would continue for that number of iterations, with the Shadow player taking the final action (adding one final action at the end of the loop, if necessary for the Shadow player to have the final action).''
necessary for the Free Peoples player to have the final action).
* He may agree with the Free Peoples player's choice of iterations. The loop would continue for that number of iterations, with the Shadow player taking the final action (adding one final action at the end of the loop, if necessary for the Shadow player to have the final action).''


When an infinite loop occurs that includes no voluntary actions, the loop ends immediately with no effect.
When an infinite loop occurs that includes no voluntary actions, the loop ends immediately with no effect.


''{{Card|Frodo, Weary from the Journey}} vs. {{Card|Black Land Observer}} or {{Card|Wandering Hillman}}. Neither the minions nor Frodo would get the strength bonuses.''
''{{Card|Frodo, Weary from the Journey}} vs. {{Card|Black Land Observer}} or {{Card|Wandering Hillman}}. Neither the minions nor Frodo would get the strength bonuses.''


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===<div id="lore">lore</div>===
===<div id="lore">lore</div>===
Lore is text found in the box below the card type line in italics (but not parentheses) that provides an interesting quote or fact but has no effect on  
Lore is text found in the box below the card type line in italics (but not parentheses) that provides an interesting quote or fact but has no effect on  
play. Lore is not {{SL|game text}}.
play. Lore is not '''[[#game text]]'''.
 
See {{SL|collector's info}}, {{SL|helper text}}


See '''[[#collector's info]]''', '''[[#helper text]]'''
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===<div id="losing the game">losing the game</div>===
===<div id="Losing the Game 2">losing the game</div>===
A player loses the game if his Ring-bearer is {{SL|killed}} (see {{SL|overwhelmed}}), 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''' (see '''overwhelmed'''), unless he uses game text allowing another character to carry on as Ring-bearer.


''Many versions of Sam may become the Ring-bearer if Frodo is killed.''
''Many versions of Sam may become the Ring-bearer if Frodo is killed.''


When a new character becomes your Ring-bearer, he is not wearing The One Ring, even if the old Ring-bearer was wearing it when he was killed.
When a new character becomes your Ring-bearer, he is not wearing The One Ring, even if the old Ring-bearer was wearing it when he was killed.


A player also loses the game if his Ring-bearer becomes {{SL|corrupted}}.
A player also loses the game if his Ring-bearer becomes '''corrupted'''.


If a player loses a game and there are at least two other players remaining, remove his player marker and all of his cards from play (and discard any opponent's cards that were on them).
If a player loses a game and there are at least two other players remaining, remove his player marker and all of his cards from play (and discard any opponent's cards that were on them).


Remove his sites both on the adventure path and under another player's {{SL|control}} in numerical order, then each opponent, starting to the player's right and proceeding counter-clockwise, chooses a site from his adventure deck to replace each one removed. ''Exception'': In a game using the Fellowship block, Tower block, or King block {{SL|format}}, instead replace each site with the corresponding number from the appropriate opponent's deck.
Remove his sites both on the adventure path and under another player's '''control''' in numerical order, then each opponent, starting to the player's right and proceeding counter-clockwise, chooses a site from his adventure deck to replace each one removed. ''Exception'': In a game using the Fellowship block, Tower block, or King block '''format''', instead replace each site with the corresponding number from the appropriate opponent's deck.


If a losing player has sites under his control, replace them first (using the above procedure) and then {{SL|liberate}} them.
If a losing player has sites under his control, replace them first (using the above procedure) and then '''liberate''' them.


The other players complete the losing player's turn.
The other players complete the losing player's turn.


See also {{SL|winning the game}}.
See also '''winning the game'''.


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===<div id="lurker">lurker</div>===
===<div id="Lurker">lurker</div>===
During the skirmish phase(s), the Free Peoples player must resolve all skirmishes involving minions who do ''not'' have the lurker keyword before he may choose to resolve any skirmishes involving one or more minions who do have it.
During the skirmish phase(s), the Free Peoples player must resolve all skirmishes involving minions who do ''not'' have the lurker keyword before he may choose to resolve any skirmishes involving one or more minions who do have it.


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The race of "Man" includes women of the appropriate culture.
The race of "Man" includes women of the appropriate culture.


''A possession that requires a {{C|Rohan}} Man bearer may be borne by a {{C|Rohan}} female character who has the race of "Man."''
A possession that requires a {{C|Rohan}} Man bearer may be borne by a {{C|Rohan}} female character who has the race of "Man."


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===<div id="maneuver phase">maneuver phase</div>===
===<div id="Maneuver Phase">maneuver phase</div>===
During this phase, players may perform maneuver actions (special abilities on cards in play with "Maneuver:" and events with that keyword) using the {{SL|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'''.


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.


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===<div id="may not">may not</div>===
===<div id="May Not">may not</div>===
Some older cards use the phrase "may not." In all such cases, this means "cannot."
Some older cards use the phrase "may not." In all such cases, this means "cannot."


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===<div id="minion">minion</div>===
===<div id="Minion 2">minion</div>===
A minion is a Shadow {{SL|character}} that attacks other players' fellowships.
A minion is a Shadow '''character''' that attacks other players' fellowships.


A minion is played to the center of the table, across from the {{SL|active}} fellowship.
A minion is played to the center of the table, across from the '''active''' fellowship.


See also {{SL|roaming}}.
See also '''roaming'''.


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===<div id="modifier">modifier</div>===
===<div id="Modifier">modifier</div>===
When a card specifically names itself in its game text, that card can be modified by its own game text when played. Otherwise, the modification takes effect only after the card is in play.
When a card specifically names itself in its game text, that card can be modified by its own game text when played. Otherwise, the modification takes effect only after the card is in play.


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  ''If you play a second copy of {{Card|Radagast, the Brown}} in the same turn, the move limit is an additional +1. ''
  ''If you play a second copy of {{Card|Radagast, the Brown}} in the same turn, the move limit is an additional +1. ''


  ''{{Card|Shelob, Her Ladyship}} is played and prevents Gandalf from being assigned to a skirmish this turn. Shelob kills a companion in a skirmish and Gandalf dies when threat wounds are assigned. The Free Peoples player then plays Gandalf in the regroup phase with {{Card|Sent Back}} and Gandalf is now allowed to be assigned to a skirmish.''
  ''{{Card|Shelob, Her Ladyship}} is played and prevents Gandalf from being assigned to a skirmish this turn. Shelob kills a companion in a skirmish and  
Gandalf dies when threat wounds are assigned. The Free Peoples player then plays Gandalf in the regroup phase with {{Card|Sent Back}} and Gandalf is now  
allowed to be assigned to a skirmish.''


Each time a value is used, all applicable modifiers to that value are reapplied. If the result at that point is then less than zero, that result is changed to zero. (Numbers can go below zero until the final check is made.)
Each time a value is used, all applicable modifiers to that value are reapplied. If the result at that point is then less than zero, that result is changed to zero. (Numbers can go below zero until the final check is made.)


  ''Frodo (strength 3) bears {{Card|The One Ring, The Ruling Ring}} (strength +1). His strength is 4. During a skirmish, {{Card|Enduring Evil}} is played ("Skirmish: Spot X burdens to make a character skirmishing a {{C|Sauron}} Orc strength –X."), spotting 6 burdens on Frodo. <br>Frodo's strength is 3 + 1 – 6 = –2. This is reset to zero. {{Card|Hobbit Intuition}} is played ("Skirmish: ...make a Hobbit strength +3.") All applicable modifiers are reapplied to Frodo's strength. He has strength 3 (Frodo) +1 (Ring) – 6 (Enduring Evil) + 3 (Intuition) = 1.''
  ''Frodo (strength 3) bears {{Card|The One Ring, The Ruling Ring}} (strength +1). His strength is 4. During a skirmish, {{Card|Enduring Evil}} is played ("Skirmish: Spot X burdens to make a character skirmishing a {{C|Sauron}} Orc strength –X."), spotting 6 burdens on Frodo.  
Frodo's strength is 3 + 1 – 6 = –2. This is reset to zero. {{Card|Hobbit Intuition}} is played ("Skirmish: ...make a Hobbit strength +3.") All applicable modifiers are reapplied to Frodo's strength. He has strength 3 (Frodo) +1 (Ring) – 6 (Enduring Evil) + 3 (Intuition) = 1.''


The order of modifiers doesn't matter, since every applicable modifier is reapplied each time a value is used.
The order of modifiers doesn't matter, since every applicable modifier is reapplied each time a value is used.
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  ''{{Card|Merry, Friend to Sam}} reads: "Skirmish: If Merry is not assigned to a skirmish, exert him twice to add his strength to another companion." If Merry's strength is changed later during a skirmish after you have used this ability, the amount already added to the other companion does not change.''
  ''{{Card|Merry, Friend to Sam}} reads: "Skirmish: If Merry is not assigned to a skirmish, exert him twice to add his strength to another companion." If Merry's strength is changed later during a skirmish after you have used this ability, the amount already added to the other companion does not change.''


See also {{SL|twilight cost}}.
See also '''[[#twilight cost]]'''.


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===<div id="mounted">mounted</div>===
===<div id="Mounted">mounted</div>===
A mounted character means one who is "bearing a possession with the class of mount." (See {{SL|bearer}}.)
A mounted character means one who is "bearing a possession with the class of mount." (See '''bearer'''.)


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===<div id="move limit 3">move limit</div>===
===<div id="Move Limit 2">move limit</div>===
During each of your turns, your fellowship must move once, and may move a number of times up to your move limit.
During each of your turns, your fellowship must move once, and may move a number of times up to your move limit.


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===<div id="moving cards">moving cards</div>===
===<div id="Moving Cards">moving cards</div>===
Whenever you move a card from one pile to another (such as shuffling a card from your discard pile into your draw deck), you must reveal that card to all players so they can verify that the correct card was moved.
Whenever you move a card from one pile to another (such as shuffling a card from your discard pile into your draw deck), you must reveal that card to all players so they can verify that the correct card was moved.


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===<div id="moving your fellowship">moving your fellowship</div>===
===<div id="Moving Your Fellowship 2">moving your fellowship</div>===
During each of your fellowship phases, when you are finished performing fellowship actions, your fellowship must move forward to the next site on the adventure path. You may also move at the end of your regroup phase, subject to the {{SL|move limit}}.
During each of your fellowship phases, when you are finished performing fellowship actions, your fellowship must move forward to the next site on the adventure path. You may also move at the end of your regroup phase, subject to the '''move limit'''.


When you move, perform actions as follows:
When you move, perform actions as follows:


* A Shadow player places the next {{SL|site}} card from their adventure deck, if needed (as is the case for the first player in the first turn).
* A Shadow player places the next site card from their adventure deck, if needed (as is the case for the first player in the first turn).
* Perform "When you move from..." actions.
* Perform "When you move from..." actions.
* Perform "When the fellowship moves..." actions.
* Perform "When the fellowship moves..." actions.
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* Perform "When you move to..." actions.
* Perform "When you move to..." actions.
* Add twilight tokens equal to the new site's Shadow number.
* Add twilight tokens equal to the new site's Shadow number.
* Add 3 twilight tokens if the new site is in region 2; or 6 if it is in region 3. (You may find it easier to remember this: add 3 if you've passed the sanctuary at site 3, or add 6 if you've passed the sanctuary at site 6). ''Exception'': See {{SL|format}}.
* Add 3 twilight tokens if the new site is in region 2; or 6 if it is in region 3. (You may find it easier to remember this: add 3 if you've passed the sanctuary at site 3, or add 6 if you've passed the sanctuary at site 6). ''Exception'': See '''[[#format]]'''.
* Add 1 twilight token for each companion.
* Add 1 twilight token for each companion.


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===<div id="mulligan">mulligan</div>===
===<div id="Mulligan">mulligan</div>===
'''''[This section was imported from the [Tournament Guidelines].'''''
After all players have drawn their starting hands (before the first turn begins), each player (in player order) may shuffle his or her hand into his or her draw deck and draw 6 cards. The cards in the original hand are not revealed to anyone. This redraw may be for any reason. Each player may redraw only once per game. A player who passes on the opportunity to redraw may not change his mind.
After all players have drawn their starting hands (before the first turn begins), each player (in player order) may shuffle his or her hand into his or her draw deck and draw 6 cards. The cards in the original hand are not revealed to anyone. This redraw may be for any reason. Each player may redraw only once per game. A player who passes on the opportunity to redraw may not change his mind.


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===<div id="muster">muster</div>===
===<div id="Muster">muster</div>===
At the start of the regroup phase, for each of your characters who has the muster keyword, you may discard a card from hand, then draw a card. You must discard all at once.
At the start of the regroup phase, for each of your characters who has the muster keyword, you may discard a card from hand, then draw a card. You must discard all at once.


''If you have two muster characters, you cannot choose to discard a card, draw a card, then discard another card and draw a card. You must instead choose to discard 0, 1, or 2 cards, then draw that same number of cards.''
''If you have two muster characters, you cannot choose to discard a card, draw a card, then discard another card and draw a card. You must instead choose to discard 0, 1, or 2 cards, then draw that same number of cards.''


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===<div id="non-unique">non-unique</div>===
===<div id="Non-unique">non-unique</div>===
All cards that do not have a dot (•) before their card title are non-unique. This means that all players may have multiple copies of those cards in play at one time.
All cards that do not have a dot (•) before their card title are non-unique. This means that all players may have multiple copies of those cards in play at one time.


If you have multiple copies of a non-unique card in play, the effects of those copies are cumulative.
If you have multiple copies of a non-unique card in play, the effects of those copies are cumulative.


See also {{SL|unique}}.
See also '''unique'''.


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===<div id="the one ring">The One Ring</div>===
===<div id="the one ring 2">The One Ring</div>===
This card type represents the uniquely powerful item that is the focus of the story of ''The Lord of the Rings''. In the middle of the card, The One Ring has its subtitle. It has no twilight cost.
This card type represents the uniquely powerful item that is the focus of the story of ''The Lord of the Rings''. In the middle of the card, The One Ring has its subtitle. It has no twilight cost.


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If your Ring-bearer puts on The One Ring (any version) during the regroup phase, he then takes it off at the end of that regroup phase.
If your Ring-bearer puts on The One Ring (any version) during the regroup phase, he then takes it off at the end of that regroup phase.


See also {{SL|building your deck}}, {{SL|culture}}, {{SL|kinds of cards}}, {{SL|overwhelmed}}, {{SL|Ring-bearer}}.
See also '''[[#building your deck]]''', '''[[#culture]]''', '''[[#kinds of cards]]''', '''[[#overwhelmed]]''', '''[[#Ring-bearer]]'''.


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===<div id="opponent">opponent</div>===
===<div id="Opponent">opponent</div>===
If you are the Free Peoples player, all Shadow players are your opponents. If you are a Shadow player, only the Free Peoples player is your opponent (not other Shadow players).
If you are the Free Peoples player, all Shadow players are your opponents. If you are a Shadow player, only the Free Peoples player is your opponent (not other Shadow players).


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===<div id="overwhelmed">overwhelmed</div>===
===<div id="Overwhelmed">overwhelmed</div>===
If the total strength of one side in a {{SL|skirmish phase}} is at least double the total strength of the other side, all the characters on the losing side are overwhelmed and {{SL|killed}} (regardless of how many wounds or how much vitality each has). When a character is overwhelmed, that character does not take any more wounds — he simply dies.
If the total strength of one side in a '''skirmish phase''' is at least double the total strength of the other side, all the characters on the losing side are overwhelmed and '''killed''' (regardless of how many wounds or how much vitality each has). When a character is overwhelmed, that character does not take any more wounds — he simply dies.


A side with a total strength greater than zero will overwhelm a side whose total strength is zero. If the strength of both sides is zero, the Shadow side wins the skirmish (but does not overwhelm).
A side with a total strength greater than zero will overwhelm a side whose total strength is zero. If the strength of both sides is zero, the Shadow side wins the skirmish (but does not overwhelm).
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When the Ring-bearer is overwhelmed, he is killed, regardless of whether he wears the Ring.
When the Ring-bearer is overwhelmed, he is killed, regardless of whether he wears the Ring.


See also {{SL|leaving play}}.
See also '''leaving play'''.


----
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===<div id="phase action">phase action</div>===
===<div id="Phase Action">phase action</div>===
Phase actions include performing special abilities and playing {{SL|event}} cards.
Phase actions include performing special abilities and playing '''event''' cards.


During each phase of a turn, one or more players are allowed to perform phase actions that use a word matching the name of that phase. These words are printed in boldface and followed by a colon. (See {{SL|condition}}.)
During each phase of a turn, one or more players are allowed to perform phase actions that use a word matching the name of that phase. These words are printed in boldface and followed by a colon. (See '''condition'''.)


Each phase action lasts for the duration of the phase named in the boldface word (unless otherwise specified).
Each phase action lasts for the duration of the phase named in the boldface word (unless otherwise specified).


''The effects of a phase action with the keyword Skirmish: last only for the skirmish phase in which it is used.''
''The effects of a phase action with the keyword Skirmish: last only for the skirmish phase in which it is used.''


Each phase action must be completely performed before another phase action can be performed. Phase actions cannot be combined.
Each phase action must be completely performed before another phase action can be performed. Phase actions cannot be combined.


''If one card says, "Fellowship: Play an Elf from your draw deck" and another card says, "Fellowship: Play an Elf to draw a card," you cannot play one Elf from your draw deck to draw a card. You must choose one phase action or the other.''
''If one card says, "Fellowship: Play an Elf from your draw deck" and another card says, "Fellowship: Play an Elf to draw a card," you cannot play one Elf from your draw deck to draw a card. You must choose one phase action or the other.''


If a phase action can be played in multiple phases (for example, "Maneuver or Skirmish:"), its action type is of the phase during which the action is taken.
If a phase action can be played in multiple phases (for example, "Maneuver or Skirmish:"), its action type is of the phase during which the action is taken.


See also {{SL|action}}, {{SL|cost}}, {{SL|effect}}, {{SL|response}}.
See also '''action''', '''cost''', '''effect''', '''response'''.


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# Pay costs to play The Card. This includes both twilight costs and other costs included in game text. If adding or removing Twilight tokens to the pool is part of the cost, it is done first. If The Card references itself by name in its game text, it may modify its own cost. If discarding cards from your hand is a cost, then you cannot discard The Card. <br> It is possible for another card to interrupt the paying of costs so that you cannot finish paying them. If paying costs is interrupted in such a way that you cannot finish paying them all, The Card is placed in your discard pile and any costs already paid remain paid. Do not pay any further costs for that card.  
# Pay costs to play The Card. This includes both twilight costs and other costs included in game text. If adding or removing Twilight tokens to the pool is part of the cost, it is done first. If The Card references itself by name in its game text, it may modify its own cost. If discarding cards from your hand is a cost, then you cannot discard The Card. <br> It is possible for another card to interrupt the paying of costs so that you cannot finish paying them. If paying costs is interrupted in such a way that you cannot finish paying them all, The Card is placed in your discard pile and any costs already paid remain paid. Do not pay any further costs for that card.  
# If The Card is not an event, place it in the appropriate place. If the card you are playing is a Character, Possession, Artifact, or Condition, place it on the playing surface. The Card is now in play.  
# If The Card is not an event, place it in the appropriate place. If the card you are playing is a Character, Possession, Artifact, or Condition, place it on the playing surface. The Card is now in play.  
# Respond to the playing of The Card (and to losing initiative if necessary). Responses or triggered actions that respond to the playing of The Card happen now. If The Card has game text on it that triggers "When you play..." The Card, it happens now. Other cards may respond to the card being played as well. These are handled in the manner described under {{SL|action}} and {{SL|action procedure}}. If The Card was a Free People's card and it leaving your hand causes you to lose initiative, each player may respond to you losing initiative now.  
# Respond to the playing of The Card (and to losing initiative if necessary). Responses or triggered actions that respond to the playing of The Card happen now. If The Card has game text on it that triggers "When you play..." The Card, it happens now. Other cards may respond to the card being played as well. These are handled in the manner described under '''[[#action]]''' and '''[[#action procedure]]'''. If The Card was a Free People's card and it leaving your hand causes you to lose initiative, each player may respond to you losing initiative now.  
# Perform effects of The Card. This includes choosing cards to be affected, if necessary. If initiative is a requirement for an effect, you cannot count The Card. If an effect takes a card into your hand from your discard pile, The Card is not there yet.  
# Perform effects of The Card. This includes choosing cards to be affected, if necessary. If initiative is a requirement for an effect, you cannot count The Card. If an effect takes a card into your hand from your discard pile, The Card is not there yet.  
# The card is played. Events go to the discard pile (or where they are instructed to go if the card specifies) and other cards are in play.  
# The card is played. Events go to the discard pile (or where they are instructed to go if the card specifies) and other cards are in play.  


See {{SL|cost}}, {{SL|effect}}, {{SL|initiative}}, {{SL|void}}.
See '''[[#cost]]''', '''[[#effect]]''', '''[[#initiative]]''', '''[[#void]]'''.


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===<div id="possession">possession</div>===
===<div id="Possession 2">possession</div>===
A possession is a weapon, suit of armor, or other kind of object used by a character.
A possession is a weapon, suit of armor, or other kind of object used by a character.


Most possessions tell you who their {{SL|bearer}} can be. Other possessions play to your support area.
Most possessions tell you who their '''bearer''' can be. Other possessions play to your support area.


See also {{SL|transfer}}.
See also '''transfer'''.


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===<div id="prevent">prevent</div>===
===<div id="prevent">prevent</div>===
See {{SL|cancel}}, {{SL|cost}}, {{SL|effect}}, {{SL|preventing effects}}.
See '''[[#cancel]]''', '''[[cost]]''', '''[[effect]]''', '''[[preventing effects]]'''


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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.  


  ''Example: {{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 People 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.''
  ''Example: {{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 People 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.''


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===<div id="race">race</div>===
===<div id="Race">race</div>===
See {{SL|gollum smeagol|Gollum/Smeagol}}, {{SL|Man}}, {{SL|unloaded keyword}}, {{SL|Uruk-hai}}.
See '''[[#gollum smeagol|Gollum/Smeagol]]''', '''[[#Man]]''', '''[[#unloaded keyword]]''', '''[[#Uruk-hai]]'''.


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===<div id="reconcile">reconcile</div>===
===<div id="Reconcile">reconcile</div>===
A player reconciles his hand as follows:
A player reconciles his hand as follows:
* He may first discard one card from his hand.
* He may first discard one card from his hand.
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* Otherwise (when he has more than eight cards in his hand), he must discard from his hand until he has only eight.
* Otherwise (when he has more than eight cards in his hand), he must discard from his hand until he has only eight.


See also {{SL|regroup phase}}.
See also '''regroup phase'''.


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===<div id="redrawing your hand">redrawing your hand</div>===
===<div id="Redrawing your hand">redrawing your hand</div>===


See {{SL|mulligan}}.
See '''mulligan'''.


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===<div id="region">region</div>===
===<div id="Region">region</div>===
Sites 1-3 are in region 1, sites 4-6 are in region 2, and sites 7-9 are in region 3.
Sites 1-3 are in region 1, sites 4-6 are in region 2, and sites 7-9 are in region 3.


See also {{SL|moving your fellowship}}.
See also '''moving your fellowship'''.


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===<div id="regroup phase">regroup phase</div>===
===<div id="Regroup Phase">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 {{SL|action procedure}}.
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, each Shadow player must {{SL|reconcile}} his hand.
When all players consecutively pass, each Shadow player must '''reconcile''' his hand.


Then, at the end of the regroup phase, if you are the Free Peoples player, you must select one of the following two choices:
Then, at the end of the regroup phase, if you are the Free Peoples player, you must select one of the following two choices:
* {{SL|Moving your fellowship}} to the next site, subject to the {{SL|move limit}}, and returning to the Shadow phase(s).
* '''Moving your fellowship''' to the next site, subject to the '''move limit''', and returning to the Shadow phase(s).
* Or, reconciling your hand. Then the Shadow players discard all minions in play (and cards borne by them), and your turn ends.
* Or, reconciling your hand. Then the Shadow players discard all minions in play (and cards borne by them), and your turn ends.


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===<div id="reinforce">reinforce</div>===
===<div id="reinforce">reinforce</div>===
'''[This entry is taken from the [[Rise of Saruman]] starter rulebook.]'''
This verb, used in game text, means to add a culture token to a card that already has a token of the same culture. You may choose any of your cards with the appropriate culture token if you have more than one. If an effect lets you reinforce more than one culture token, you may put them all on one card or divide them up however you choose.
This verb, used in game text, means to add a culture token to a card that already has a token of the same culture. You may choose any of your cards with the appropriate culture token if you have more than one. If an effect lets you reinforce more than one culture token, you may put them all on one card or divide them up however you choose.


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===<div id="replace">replace</div>===
===<div id="Replace">replace</div>===
A character that is replaced in a skirmish by another character is removed from that skirmish. The skirmish continues with the new character. It does not start over.
A character that is replaced in a skirmish by another character is removed from that skirmish. The skirmish continues with the new character. It does not start over.


See also {{SL|replacing sites}}, {{SL|site}}, {{SL|unique}}.
See also '''[[#replacing sites]]''', '''[[#site]]''', '''[[#unique]]'''.
 
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===<div id="replacing sites">replacing sites</div>===
===<div id="replacing sites">replacing sites</div>===
'''[This entry is taken from the [[Rise of Saruman]] starter rulebook.]'''
Some cards allow a player to play the next site on the adventure path at times when the fellowship is not moving. These may be used even when the next site is already there. In such cases, the new site replaces the old one. The old one is returned to its owner's adventure deck. The new site takes the same site number the old site had, so that there is always only one site 1 in play, one site 2, and so on.
Some cards allow a player to play the next site on the adventure path at times when the fellowship is not moving. These may be used even when the next site is already there. In such cases, the new site replaces the old one. The old one is returned to its owner's adventure deck. The new site takes the same site number the old site had, so that there is always only one site 1 in play, one site 2, and so on.


If a player loses a game and there are at least two other players remaining, remove his sites on the adventure path in numerical order, and replace each with an opponent's corresponding site, in counter-clockwise order starting with the player on his right.
If a player loses a game and there are at least two other players remaining, remove his sites on the adventure path in numerical order, and replace each with an opponent's corresponding site, in counter-clockwise order starting with the player on his right.


See also {{SL|replace}}, {{SL|site}}.
See also '''[[#replace]]''', '''[[#site]]'''.
 
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===<div id="requirement">requirement</div>===
===<div id="Requirement">requirement</div>===
See {{SL|cost}}.
See '''cost'''.


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===<div id="resistance">resistance</div>===
===<div id="Resistance 2">resistance</div>===
Companion cards have resistance. This number represents a companion's ability to withstand the lure of The One Ring. Some characters have a  
Companion cards have resistance. This number represents a companion's ability to withstand the lure of The One Ring. Some characters have a  
ring around their resistance icon, meaning they can be chosen begin the game as your Ring-bearer. (See {{SL|building your deck}}.)
ring around their resistance icon, meaning they can be chosen begin the game as your Ring-bearer. (See '''building your deck'''.)


Companions preceding the ''[[Shadows]]'' expansion set (other than versions of Frodo or Sam) do not have their resistance printed on the card. These companions have a resistance of 6.
Companions preceding the ''Shadows'' expansion set (other than versions of Frodo or Sam) do not have their resistance printed on the card. These companions have a resistance of 6.


Allies have a resistance of zero.
Allies have a resistance of zero.


Each {{SL|burden}} on your Ring-bearer reduces the resistance of ''every'' companion in your fellowship by 1.
Each '''burden''' on your Ring-bearer reduces the resistance of ''every'' companion in your fellowship by 1.


If your Ring-bearer's resistance is reduced to zero, he is {{SL|corrupted}}, and you lose the game. If the resistance of any of your other companions is reduced to zero, there is no immediate penalty, though your opponent may play Shadow cards to take advantage of this.
If your Ring-bearer's resistance is reduced to zero, he is '''corrupted''', and you lose the game. If the resistance of any of your other companions is reduced to zero, there is no immediate penalty, though your opponent may play Shadow cards to take advantage of this.


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===<div id="response">response</div>===
===<div id="Response">response</div>===
A special ability or event labeled with the word "Response:" indicates that you may perform that {{SL|action}} whenever the trigger described in its game text happens.
A special ability or event labeled with the word "Response:" indicates that you may perform that '''action''' whenever the trigger described in its game text happens.


You may respond more than once to the same situation.
You may respond more than once to the same situation.


A response action is not a {{SL|phase action}} (because there is no "response phase").
A response action is not a '''phase action''' (because there is no "response phase").


Some actions are preformed when a described situation "is about to" happen. Typically, only one of such action can be performed in a given situation, because its effect will "prevent" that situation or replace it with another effect "{{SL|instead}}."
Some actions are preformed when a described situation "is about to" happen. Typically, only one of such action can be performed in a given situation, because its effect will "prevent" that situation or replace it with another effect "instead."


''Isildur is wearing {{Card|The One Ring, Answer to All Riddles}}. ("While wearing The One Ring,... each time he is about to take a wound in a skirmish, add a burden instead.") The Free Peoples player has {{Card|Sapling of the White Tree}} in play. ("Response: If a {{C|Gondor}} Man is about to take a wound, discard this artifact to prevent that.") Isildur loses a skirmish and is about to take a wound. Because the required action of The One Ring causes a burden to be added "instead" of a wound, the optional action of Sapling of the White Tree cannot be used, as the situation it responds to no longer exists.''
''Isildur is wearing The One Ring, Answer to All Riddles. ("While wearing The One Ring,... each time he is about to take a wound in a skirmish, add a burden instead.") The Free Peoples player has Sapling of the White Tree in play. ("Response: If a {{C|Gondor}} Man is about to take a wound, discard this artifact to prevent that.") Isildur loses a skirmish and is about to take a wound. Because the required action of The One Ring causes a burden to be added "instead" of a wound, the optional action of Sapling of the White Tree cannot be used, as the situation it responds to no longer exists.''


See also {{SL|action procedure}}, {{SL|cost}}, {{SL|effect}}.
See also '''action procedure''', '''cost''', '''effect'''.


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===<div id="reveal">reveal</div>===
===<div id="return to hand>return to hand</div>===
See {{SL|effect}}.
When an effect returns a card to a player's hand, that card must come from in play. Exception: Events can be returned to hand, even though they are never in play.
 
''The Elf you return to your hand with {{Card|Taking the High Ground}} must come from in play, and can't come from your discard pile or anywhere else.}}
 
----
===<div id="Reveal">reveal</div>===
See '''effect'''.


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----
===<div id="ring-bearer">Ring-bearer</div>===
===<div id="ring-bearer">Ring-bearer</div>===
One Free Peoples character always begins the game as your Ring-bearer. (See {{SL|building your deck}}.) He bears The One Ring for you, much as when Frodo carried the Ring in his pocket or on a chain around his neck.
One Free Peoples character always begins the game as your Ring-bearer. (See '''building your deck'''.) He bears The One Ring for you, much as when Frodo carried the Ring in his pocket or on a chain around his neck.


If a character other than Frodo is your Ring-bearer, you cannot play any version of Frodo with the Ring-bearer keyword during the game.
If a character other than Frodo is your Ring-bearer, you cannot play any version of Frodo with the Ring-bearer keyword during the game.
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The Ring-bearer cannot be discarded or returned to your hand, and skirmishes involving the Ring-bearer cannot be cancelled.
The Ring-bearer cannot be discarded or returned to your hand, and skirmishes involving the Ring-bearer cannot be cancelled.


''If Sméagol is the Ring-bearer, you cannot play {{Card|Be Back Soon}} to discard him ("Maneuver: Discard Sméagol to discard a minion..."), or {{Card|Sneaking}} to cancel his skirmish ("...cancel Sméagol's skirmish if he has more vitality that the minion or minions he is skirmishing.").''
''If Sméagol is the Ring-bearer, you cannot play Be Back Soon to discard him ("Maneuver: Discard Sméagol to discard a minion..."), or Sneaking to cancel his skirmish ("...cancel Sméagol's skirmish if  
''If Frodo is the Ring-bearer, you cannot use {{Card|Frodo's Cloak}} to cancel his skirmish ("...add a burden and discard Frodo's Cloak to cancel a skirmish involving Frodo.")''
he has more vitality that the minion or minions he is skirmishing.").


See also {{SL|losing the game}}, {{SL|overwhelmed}}, {{SL|starting fellowship}}.
If Frodo is the Ring-bearer, you cannot use Frodo's Cloak to cancel his skirmish ("...add a burden and discard Frodo's Cloak to cancel a skirmish involving Frodo.")''
 
See also '''losing the game''', '''overwhelmed''', '''starting fellowship'''.


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All versions of Frodo and Sam are Ring-bound.
All versions of Frodo and Sam are Ring-bound.


See also {{SL|starting fellowship}}, {{SL|unbound}}.
See also '''starting fellowship''', '''unbound'''.


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===<div id="roaming">roaming</div>===
===<div id="Roaming">roaming</div>===
Each minion is normally played to a certain range of sites beginning with the minion's site number. If the minion is played to (or is currently at) a site that has a lower {{SL|site}} number, that minion is roaming. The player must pay a roaming penalty by removing an additional two twilight tokens when playing that minion.
Each minion is normally played to a certain range of sites beginning with the minion's site number. If the minion is played to (or is currently at) a site that has a lower '''site''' number, that minion is roaming. The player must pay a roaming penalty by removing an additional two twilight tokens when playing that minion.


{{SL|Block symbol}} has no effect on whether a minion is roaming or not.
'''Block symbol''' has no effect on whether a minion is roaming or not.


''A minion with a site number of 4 must remove 2 more twilight tokens to play at site 3 (or site 3{{Block|Tower}}). If that same minion plays to site 4 (or site 4{{Block|Tower}}), there is no roaming penalty. If he survives the fellowship's first move to 3, he would no longer be roaming when the fellowship moves to site 4.''
''A minion with a site number of 4 must remove 2 more twilight tokens to play at site 3 (or site 3{{Block|Tower}}). If that same minion plays to site 4 (or site 4{{Block|Tower}}), there is no roaming penalty. If he survives the fellowship's first move to 3, he would no longer be roaming when the fellowship moves to site 4.''


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===<div id="the rule of 4">The Rule of 4</div>===
===<div id="the rule of 4">The Rule of 4</div>===
Some card {{SL|effect}}s allow you to draw cards in the fellowship phase. You cannot draw (or take into hand) more than 4 cards during your fellowship phase.
Some card '''effect'''s allow you to draw cards in the fellowship phase. You cannot draw (or take into hand) more than 4 cards during your fellowship phase.


This applies to cards taken into hand by any means. This does not apply to cards drawn "at the start of each of your turns."
This applies to cards taken into hand by any means. This does not apply to cards drawn "at the start of each of your turns."
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You cannot have more than nine total companions in play and in your dead pile at any time. (Each copy of a companion in play or in your dead pile counts as a separate companion, whether it is unique or non-unique.)
You cannot have more than nine total companions in play and in your dead pile at any time. (Each copy of a companion in play or in your dead pile counts as a separate companion, whether it is unique or non-unique.)


''If you have •Merry (a unique companion) and two copies of {{Card|Dwarf Guard}} (a non-unique companion) in your dead pile, you cannot have more than 6 companions in your fellowship.''
''If you have •Merry (a unique companion) and two copies of Dwarf Guard (a non-unique companion) in your dead pile, you cannot have more than 6 companions in your fellowship.''


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Any version of Sam that can become the Ring-bearer if Frodo dies can only become the Ring-bearer if Frodo was the Ring-bearer when he was killed.
Any version of Sam that can become the Ring-bearer if Frodo dies can only become the Ring-bearer if Frodo was the Ring-bearer when he was killed.


See also {{SL|losing the game}}, {{SL|Ring-bound}}.
See also '''[[#losing the game]]''', '''[[#Ring-bound]]'''.


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===<div id="sanctuary">sanctuary</div>===
===<div id="Sanctuary">sanctuary</div>===
A sanctuary is any {{SL|site}} 3 or site 6 on the adventure path. Sites preceding the Shadows expansion set mark this with a keyword.
A sanctuary is any '''site''' 3 or site 6 on the adventure path. Sites preceding the Shadows expansion set mark this with a keyword.


At the start of your turn when your fellowship is at a sanctuary, you may heal up to 5 wounds from your companions (not allies). (See {{SL|healing}}.) You may choose to heal 5 different companions once, or one companion twice and another three times, or any other combination. You don't have to heal any wounds at all – you may choose any number from zero to 5.
At the start of your turn when your fellowship is at a sanctuary, you may heal up to 5 wounds from your companions (not allies). (See '''healing'''.) You may choose to heal 5 different companions once, or one companion twice and another three times, or any other combination. You don't have to heal any wounds at all – you may choose any number from zero to 5.


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===<div id="setting up the game">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  
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.
(a differently-colored token) that shows where his fellowship is on the adventure path.


Players {{SL|bid}} to determine who goes first.
Players '''bid''' to determine who goes first.


Place your {{SL|adventure deck}} face down in a pile on the table.
Place your '''adventure deck''' face down in a pile on the table.


The first player chooses any site from his adventure deck and places it on the table to begin the adventure path. This becomes site 1. Each player places his player marker onto that site.
The first player chooses any site from his adventure deck and places it on the table to begin the adventure path. This becomes site 1. Each player places his player marker onto that site.
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Place the adventure path off to the side, opposite from the twilight pool. That leaves room in the middle of the table for minions.
Place the adventure path off to the side, opposite from the twilight pool. That leaves room in the middle of the table for minions.


Players then select and reveal their {{SL|starting fellowship}}s in player order. (In tournament play, you may change your starting fellowship from game to game.)
Players then select and reveal their '''starting fellowship'''s in player order. (In tournament play, you may change your starting fellowship from game to game.)


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  
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  
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===<div id="shadow cards">Shadow cards</div>===
===<div id="Shadow Cards 2">Shadow cards</div>===
Shadow cards represent the forces of evil and corruption. When another player takes his turn, you play and use your Shadow cards to hinder that player.
Shadow cards represent the forces of evil and corruption. When another player takes his turn, you play and use your Shadow cards to hinder that player.


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A Shadow player cannot play a Shadow artifact, condition, or possession on another Shadow player's minion, or to another player's support area. However, Shadow cards may give bonuses or other game effects to other players' Shadow cards, and Shadow players may play events for other players' Shadow cards as appropriate.
A Shadow player cannot play a Shadow artifact, condition, or possession on another Shadow player's minion, or to another player's support area. However, Shadow cards may give bonuses or other game effects to other players' Shadow cards, and Shadow players may play events for other players' Shadow cards as appropriate.


''A Shadow player's minion may receive a strength bonus from another Shadow player's condition.''
''A Shadow player's minion may receive a strength bonus from another Shadow player's condition.''


See also {{SL|twilight cost}}.
See also '''twilight cost'''.


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


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One Shadow action is always available:
One Shadow action is always available:


* Play a Shadow {{SL|minion}}, {{SL|possession}}, {{SL|artifact}}, or {{SL|condition}} from your hand to the table. (See {{SL|unique}}.)
* Play a Shadow '''minion''', '''possession''', '''artifact''', or '''condition''' from your hand to the table. (See '''unique'''.)


A Shadow player may find other Shadow actions on events in his hand, or as special abilities on cards he already has in play.
A Shadow player may find other Shadow actions on events in his hand, or as special abilities on cards he already has in play.
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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.


See also {{SL|twilight cost}}.
See also '''twilight cost'''.


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===<div id="signet">signet</div>===
===<div id="Signet 2">signet</div>===
Some Free Peoples character cards have a signet, found in the lower left corner of the card. Cards with the same signet generally give bonuses to each other and work well in the same deck.
Some Free Peoples character cards have a signet, found in the lower left corner of the card. Cards with the same signet generally give bonuses to each other and work well in the same deck.


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===<div id="site">site</div>===
===<div id="Site 2">site</div>===
Site cards represent locations in Middle-earth, and are used to chart the progress of the game. Nine sites are placed in your {{SL|adventure deck}}. (See {{SL|building your deck}}.)
Site cards represent locations in Middle-earth, and are used to chart the progress of the game. Nine sites are placed in your '''[[#adventure deck]]'''. (See '''[[#building your deck]]'''.)


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 '''[[#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 '''[[#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 '''[[#region]]''' number. ''Exception'': See '''[[#format]]'''.


  ''The first time the first player moves during the game, a Shadow player looks through his adventure deck and chooses the next site to place on the adventure path. It becomes site 2. The next time a site is added after that, it will be site 3. Both of those sites are in region 1.''
  ''The first time the first player moves during the game, a Shadow player looks through his adventure deck and chooses the next site to place on the adventure path. It becomes site 2. The next time a site is added after that, it will be site 3. Both of those sites are in region 1.''


You may play a copy of a site on the adventure path even if an opponent's copy was already played as an earlier site and is still {{SL|active}}. The copies are treated as different sites, with each given a different site number.
You may play a copy of a site on the adventure path even if an opponent's copy was already played as an earlier site and is still '''[[#active]]'''. The copies are treated as different sites, with each given a different site number.


Some cards allow a player to play the next site on the adventure path at times when the fellowship is not moving. These may be used even when the next site is already there. In such cases, the new site replaces the old one; put the old site back in its owner's adventure deck. The new site takes the same site number the old site had, so that there is always only one site 1 in play, one site 2, and so on. When a site is replaced, all cards played on or stacked on the old site are moved to the new site.
Some cards allow a player to play the next site on the adventure path at times when the fellowship is not moving. These may be used even when the next site is already there. In such cases, the new site replaces the old one; put the old site back in its owner's adventure deck. The new site takes the same site number the old site had, so that there is always only one site 1 in play, one site 2, and so on. When a site is replaced, all cards played on or stacked on the old site are moved to the new site.


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 '''[[#control]]''' of sites on the adventure path and the Free Peoples player may '''[[#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.


See also {{SL|culture}} {{SL|kinds of cards}}.
See also '''[[#culture]]''', '''[[#kinds of cards]]'''.


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===<div id="skirmish phase">skirmish phase(s)</div>===
===<div id="Skirmish Phase">skirmish phase(s)</div>===
When the {{SL|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.


During each skirmish phase, players may perform skirmish actions (special abilities on cards in play with "Skirmish:" and events with  
During each skirmish phase, players may perform skirmish actions (special abilities on cards in play with "Skirmish:" and events with  
that keyword) using the {{SL|action procedure}}. Each skirmish action lasts only for a single skirmish. When all players consecutively pass, proceed to resolve that skirmish.
that keyword) using the '''[[#action procedure]]'''. Each skirmish action lasts only for a single skirmish. When all players consecutively pass, proceed to resolve that skirmish.


If the total strength of one side is more than the strength of the other side (but less than double), the side with the most strength wins that skirmish. (If there is a tie, the Shadow side wins.) Place one wound on each character on the losing side. (See {{SL|damage bonus}}, {{SL|killed}}, {{SL|overwhelmed}}.)
If the total strength of one side is more than the strength of the other side (but less than double), the side with the most strength wins that skirmish. (If there is a tie, the Shadow side wins.) Place one wound on each character on the losing side. (See '''[[#damage bonus]]''', '''[[#killed]]''', '''[[#overwhelmed]]'''.)


  ''If Aragorn, with strength of 8, faces two Orcs, each with strength of 3 (total strength of 6), then Aragorn wins that skirmish and each losing Orc takes one wound.''
  ''If Aragorn, with strength of 8, faces two Orcs, each with strength of 3 (total strength of 6), then Aragorn wins that skirmish and each losing Orc takes one wound.''
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A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved. At this point, characters who were involved in that skirmish are no longer assigned.
A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved. At this point, characters who were involved in that skirmish are no longer assigned.


A surviving minion or companion may skirmish again this turn if the fellowship makes another move (or if the minion has the keyword {{SL|fierce}}).
A surviving minion or companion may skirmish again this turn if the fellowship makes another move (or if the minion has the keyword '''[[#fierce]]''').


Once a skirmish phase has finished, the Free Peoples player must select another defending companion (one who is still assigned to a minion), and perform another skirmish phase.  
Once a skirmish phase has finished, the Free Peoples player must select another defending companion (one who is still assigned to a minion), and perform another skirmish phase.  
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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.


See also {{SL|enduring}}, {{SL|lurker}}.
See also '''[[#enduring]]''', '''[[#lurker]]'''.


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===<div id="special ability">special ability</div>===
===<div id="Special Ability">special ability</div>===
Besides events, other types of cards may have a {{SL|phase action}} as a part of their game text called a special ability, which may be used only while the card is in play. The boldfaced word defines when you may do so.
Besides events, other types of cards may have a '''phase action''' as a part of their game text called a special ability, which may be used only while the card is in play. The boldfaced word defines when you may do so.


Each special ability is optional; you don't have to use it if you don't want to. You may use each special ability as many times as you like (even repeatedly during the same phase), as long as you meet the requirements for it and pay its costs.
Each special ability is optional; you don't have to use it if you don't want to. You may use each special ability as many times as you like (even repeatedly during the same phase), as long as you meet the requirements for it and pay its costs.


See also {{SL|action}}.
See also '''action'''.


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===<div id="spot">spot</div>===
===<div id="Spot">spot</div>===
The word spot sets up a requirement for playing a card or using a special ability in conjunction with a noun such as, "To play, spot an Elf." This is equivalent to, "An Elf must be in play and {{SL|active}} for you to play this card."
The word spot sets up a requirement for playing a card or using a special ability in conjunction with a noun such as, "To play, spot an Elf." This is equivalent to, "An Elf must be in play and '''active''' for you to play this card."


''Cards in your dead pile are active during your turn, but they're not in play. You can't spot a card in your dead pile.''
''Cards in your dead pile are active during your turn, but they're not in play. You can't spot a card in your dead pile.''


Normally, you don't have to spot all the cards in play that meet the requirement if you don't want to.
Normally, you don't have to spot all the cards in play that meet the requirement if you don't want to.


''If a card says, "for each Elf you spot" and there are 2 Elves in play (and active), you may choose to spot 2 Elves, 1 Elf, or none.''
''If a card says, "for each Elf you spot" and there are 2 Elves in play (and active), you may choose to spot 2 Elves, 1 Elf, or none.''


However, if a card says, "you can spot," that means you don't have a choice and you have to spot anything and everything that meets the  
However, if a card says, "you can spot," that means you don't have a choice and you have to spot anything and everything that meets the  
requirement.
requirement.


''"While you can spot The Balrog, skip the archery phase" means you can't make a choice (it either works or it doesn't).''
''"While you can spot The Balrog, skip the archery phase" means you can't make a choice (it either works or it doesn't).''


To spot a "Free Peoples culture" means to spot any Free Peoples card of that culture. You cannot spot a Gollum culture Shadow card to spot a Free Peoples culture.
To spot a "Free Peoples culture" means to spot any Free Peoples card of that culture. You cannot spot a Gollum culture Shadow card to spot a Free Peoples culture.
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Events are not in play and can never be spotted.
Events are not in play and can never be spotted.


See also {{SL|stack}}.
See also '''stack'''.


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===<div id="stack">stack</div>===
===<div id="Stack">stack</div>===
Stacking a card is not playing a card. Stacked cards are placed face up and may be looked at by any player at any time.
Stacking a card is not playing a card. Stacked cards are placed face up and may be looked at by any player at any time.


Stacked cards are not in play and are not active. You cannot spot them. They do not count for uniqueness. A stacked unique card may be in play elsewhere. Multiple copies of the same unique card may be stacked together.
Stacked cards are not in play and are not active. You cannot spot them. They do not count for uniqueness. A stacked unique card may be in play elsewhere. Multiple copies of the same unique card may be stacked together.


See also {{SL|leaving play}}, {{SL|liberate}}, {{SL|site}}.
See also '''leaving play''', '''liberate''', '''site'''.


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===<div id="start of turn">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.


See also {{SL|sanctuary}}.
See also '''sanctuary'''.


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===<div id="starting fellowship">starting fellowship</div>===
===<div id="Starting Fellowship">starting fellowship</div>===
Your fellowship begins with a character bearing The One Ring. This can be any character with the ringed resistance icon, or any version of Frodo. That character gains the keywords Ring-bearer and Ring-bound, if he does not already have them.
Your fellowship begins with a character bearing The One Ring. This can be any character with the ringed resistance icon, or any version of Frodo. That character gains the keywords Ring-bearer and Ring-bound, if he does not already have them.


Place your Ring-bearer face up on the table. Place The One Ring under your Ring-bearer (so the title is showing) and place on him the burdens that you {{SL|bid}}.
Place your Ring-bearer face up on the table. Place The One Ring under your Ring-bearer (so the title is showing) and place on him the burdens that you '''bid'''.


You may then play other companions (not allies, possessions, artifacts, or conditions) one at a time from your draw deck, as long as the total twilight cost of these companions is 4 or less. The  
You may then play other companions (not allies, possessions, artifacts, or conditions) one at a time from your draw deck, as long as the total twilight cost of these companions is 4 or less. The  
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later companion you play.
later companion you play.


''Some versions of Éomer cost 3, but read, "While you can spot a {{C|Rohan}} Man, Éomer's twilight cost is –1." If you play another {{C|Rohan}} Man who costs 2 first, you can spot him to play Éomer, as the total cost of your starting companions will be 4 instead of 5. You may use "When you play" game text on a starting companion.''
''Some versions of Éomer cost 3, but read, "While you can spot a {{C|Rohan}} Man, Éomer's twilight cost is –1." If you play another {{C|Rohan}} Man who costs 2 first, you can spot him to play Éomer, as the total cost of your starting companions will be 4 instead of 5. You may use "When you play" game text on a starting companion.''


In the Starter Rules, players select their starting fellowships based upon which deck they have.
In the Starter Rules, players select their starting fellowships based upon which deck they have.


See also {{SL|active}}.
See also '''active'''.


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===<div id="strength">strength</div>===
===<div id="Strength">strength</div>===
See {{SL|killed}}.
See '''killed'''.


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Your support area is a row of cards behind your fellowship.
Your support area is a row of cards behind your fellowship.


See also {{SL|Shadow cards}}.
See also '''Shadow cards'''.


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===<div id="threats">threats</div>===
===<div id="Threats">threats</div>===
A threat is a token placed on the dead pile by the Free Peoples player. The same tokens that are used for wounds can be used for threats. There are many cards that add or remove threats, much in the same way that burdens are added or removed. However, threats cannot be added if the number of threats on the dead pile is equal to or greater than the number of companions in play.
A threat is a token placed on the dead pile by the Free Peoples player. The same tokens that are used for wounds can be used for threats. There are many cards that add or remove threats, much in the same way that burdens are added or removed. However, threats cannot be added if the number of threats on the dead pile is equal to or greater than the number of companions in play.


''If the dead pile has four threats and there are four companions in play, no more threats may be added. Sometimes a companion will be discarded, and there will be more threats than companions in play.''
''If the dead pile has four threats and there are four companions in play, no more threats may be added. Sometimes a companion will be discarded, and there will be more threats than companions in play.''


When a companion or ally is killed and that card is placed in the dead pile, the Free Peoples player counts the number of threats on the dead pile and then removes them. Then the Free Peoples player must assign a number of wounds equal to the number of threats removed to his companions in any way he wishes.
When a companion or ally is killed and that card is placed in the dead pile, the Free Peoples player counts the number of threats on the dead pile and then removes them. Then the Free Peoples player must assign a number of wounds equal to the number of threats removed to his companions in any way he wishes.


''If there are three threats on the dead pile when an ally is killed, the Free Peoples player must remove those tokens and assign three wounds to his companions (not allies). This may be three wounds to one companion, one wound each to three different companions, or any other possible combination.''
''If there are three threats on the dead pile when an ally is killed, the Free Peoples player must remove those tokens and assign three wounds to his companions (not allies). This may be three wounds to one companion, one wound each to three different companions, or any other possible combination.''


See also {{SL|active}}.
See also '''active'''.


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===<div id="token">token</div>===
===<div id="Token">token</div>===
See {{SL|burden}}, {{SL|culture tokens}}, {{SL|wound}}, {{SL|threats}}, {{SL|twilight pool}}.
See '''burden''', '''culture tokens''', '''wound''', '''threats''',  
'''twilight pool'''.


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===<div id="toil">toil</div>===
===<div id="Toil">toil</div>===
When you play a card that has the toil keyword, you may reduce its twilight cost by the number specified. You do this by exerting one of your characters of the same culture as that card.
When you play a card that has the toil keyword, you may reduce its twilight cost by the number specified. You do this by exerting one of your characters of the same culture as that card.


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===<div id="transfer">transfer</div>===
===<div id="Transfer">transfer</div>===
You may transfer an artifact or possession between your Free Peoples characters during your fellowship phase by paying the twilight cost for that artifact or possession again. (Minions cannot transfer artifacts or possessions.)
You may transfer an artifact or possession between your Free Peoples characters during your fellowship phase by paying the twilight cost for that artifact or possession again. (Minions cannot transfer artifacts or possessions.)


Both characters involved in the transfer must be at the same site. (See {{SL|ally}}.)
Both characters involved in the transfer must be at the same site. (See '''[[#ally]]'''.)


An artifact or possession may be transferred only to a character who may bear it. (See {{SL|bearer}}.)
An artifact or possession may be transferred only to a character who may bear it. (See '''[[#bearer]]'''.)


Transferring a card is not playing that card, even though you must pay its twilight cost. "When you play" game text is not performed when transferring a card.
Transferring a card is not playing that card, even though you must pay its twilight cost. "When you play" game text is not performed when transferring a card.
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===<div id="turn sequence">turn sequence</div>===
===<div id="Turn Sequence">turn sequence</div>===
Each player, going clockwise around the table, takes turns according to the following turn sequence.
Each player, going clockwise around the table, takes turns according to the following turn sequence.


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Perform any "start of turn" actions.
Perform any "start of turn" actions.


# {{SL|Fellowship Phase}}
# Fellowship Phase
#* Perform fellowship actions
#* Perform fellowship actions
#* Move to the next site
#* Move to the next site
# {{SL|Shadow Phase}}(s) – one for each Shadow player
# Shadow Phase(s) – one for each Shadow player
#* Perform Shadow actions
#* Perform Shadow actions
# {{SL|Maneuver Phase}}
# Maneuver Phase
#* Perform maneuver actions
#* Perform maneuver actions
# {{SL|Archery Phase}}
# Archery Phase
#* Perform archery actions
#* Perform archery actions
#* Conduct archery fire
#* Conduct archery fire
# {{SL|Assignment Phase}}
# Assignment Phase
#* Perform assignment actions
#* Perform assignment actions
#* Assign defenders
#* Assign defenders
# {{SL|Skirmish Phase}}(s) – one for each skirmish
# Skirmish Phase(s) – one for each skirmish
#* Perform skirmish actions
#* Perform skirmish actions
#* Resolve that skirmish
#* Resolve that skirmish
# {{SL|Regroup Phase}}
# Regroup Phase
#* Perform regroup actions
#* Perform regroup actions
#* Reconcile Shadow players' hands
#* Reconcile Shadow players' hands
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===<div id="twilight cost">twilight cost</div>===
===<div id="Twilight Cost 2">twilight cost</div>===
In the upper left corner of each Free Peoples and Shadow card is that card's twilight cost. This is the number of twilight tokens that must be added to or removed from the twilight pool to play that card.
In the upper left corner of each Free Peoples and Shadow card is that card's twilight cost. This is the number of twilight tokens that must be added to or removed from the twilight pool to play that card.


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Cards already in play that affect another card's twilight cost have that effect only when the card to be modified is coming into play.
Cards already in play that affect another card's twilight cost have that effect only when the card to be modified is coming into play.


''A Free Peoples player uses the site text of {{Card|Rohirrim Road}} ("Fellowship: Exert an Elf to make the twilight cost of each condition and possession +2 until the end of the turn.").That player then uses {{Card|Catapult}} during that turn ("Maneuver: Discard 2 cards from hand to reveal the top card of an opponent's draw deck. Choose an opponent who must discard a Shadow card that has a twilight cost that is the same as the twilight cost of the revealed card."). Catapult reveals a condition from the top of an opponent's deck. The condition's twilight cost is not modified by the site text of Rohirrim Road, because the condition is not coming into play.''
''A Free Peoples player uses the site text of Rohirrim Road ("Fellowship: Exert an Elf to make the twilight cost of each condition and possession +2 until the end of the turn.").That player then uses Catapult during that turn ("Maneuver: Discard 2 cards from hand to reveal the top card of an opponent's draw deck. Choose an opponent who must discard a Shadow card that has a twilight cost that is the same as the twilight cost of the revealed card."). Catapult reveals a condition from the top of an opponent's deck. The condition's twilight cost is not modified by the site text of Rohirrim Road, because the condition is not coming into play.''


See also {{SL|cost}}, {{SL|discard pile}}, {{SL|draw deck}}.
See also '''cost''', '''discard pile''', '''draw deck'''.


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===<div id="twilight pool">twilight pool</div>===
===<div id="Twilight Pool 2">twilight pool</div>===
The twilight pool is an area on the table where twilight tokens are placed. The tokens in the twilight pool represent how dangerous the world is for the fellowship. Glass beads (preferably black) make good twilight tokens, but any convenient tokens will do. Keep a large reserve of twilight tokens handy.
The twilight pool is an area on the table where twilight tokens are placed. The tokens in the twilight pool represent how dangerous the world is for the fellowship. Glass beads (preferably black) make good twilight tokens, but any convenient tokens will do. Keep a large reserve of twilight tokens handy.


In game text, you will find phrases like "Add {{Twilight|1}}" which means, "Add 1 twilight token to the twilight pool."
In game text, you will find phrases like "Add {{Twilight|1}}" which means, "Add 1 twilight token to the twilight pool."


See also {{SL|start of turn}}, {{SL|twilight cost}}.
See also '''start of turn''', '''twilight cost'''.


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===<div id="unbound">unbound</div>===
===<div id="Unbound">unbound</div>===
Only companions can be unbound (not allies or minions). Any companion without the {{SL|Ring-bound}} keyword is an unbound companion.
Only companions can be unbound (not allies or minions). Any companion without the '''Ring-bound''' keyword is an unbound companion.


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===<div id="unhasty">unhasty</div>===
===<div id="Unhasty">unhasty</div>===
The Free Peoples player cannot assign a character with this keyword to a skirmish unless it is at its home site (see {{SL|ally}}) or when a {{C|Gandalf}} card allows it do so.
The Free Peoples player cannot assign a character with this keyword to a skirmish unless it is at its home site (see '''ally''') or when a {{C|Gandalf}} card allows it do so.


Shadow players may assign any leftover unassigned minions to unhasty companions.
Shadow players may assign any leftover unassigned minions to unhasty companions.


See also {{SL|assignment phase}}.
See also '''assignment phase'''.


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===<div id="unique">unique</div>===
===<div id="Unique">unique</div>===
Many character, possession, artifact, and condition cards represent a thing that there is only one of. Such a card has a dot (•) before the  
Many character, possession, artifact, and condition cards represent a thing that there is only one of. Such a card has a dot (•) before the  
card title and is unique. When a unique card is in play and currently {{SL|active}}, you cannot play another card that has the same title.
card title and is unique. When a unique card is in play and currently '''active''', you cannot play another card that has the same title.


''You may have only one card with the card title of •Gandalf in play at one time. Other players may also have a card with the title of •Gandalf in play, but only one is allowed per player.''
You may have only one card with the card title of •Gandalf in play at one time. Other players may also have a card with the title of •Gandalf in play, but only one is allowed per player.


Two cards represent the same thing if they have the same card title (even if their subtitles or collector's info are different) or they have the same collector's info (even if their titles and subtitles are different). Two cards can have the same card title even if they are in different languages.
Two cards represent the same thing if they have the same card title (even if their subtitles or collector's info are different) or they have the same collector's info (even if their titles and subtitles are different). Two cards can have the same card title even if they are in different languages.


''The cards {{Card|Gandalf's Staff, Walking Stick}} and {{Card|Gandalf's Staff}} (no subtitle) represent the same thing.''
''The cards Gandalf's Staff, Walking Stick and Gandalf's Staff (no subtitle) represent the same thing.''


You cannot play a card from your hand to replace another card in play, even if those cards have the same card title or represent the same personality.
You cannot play a card from your hand to replace another card in play, even if those cards have the same card title or represent the same personality.


See also {{SL|dead pile}}, {{SL|discard to heal}}, {{SL|non-unique}}, {{SL|stack}}.
See also '''dead pile''', '''discard to heal''', '''non-unique''', '''stack'''.


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===<div id="unloaded keyword">unloaded keyword</div>===
===<div id="Unloaded Keyword">unloaded keyword</div>===
Race (such as {{SL|Man}}, Elf, Ent, Orc, {{SL|Uruk-hai}}, or Wizard) is an unloaded {{SL|keyword}}.
Race (such as '''Man''', Elf, Ent, Orc, '''Uruk-hai''', or Wizard) is an unloaded '''keyword'''.


Sites have unloaded keywords like battleground, dwelling, forest, marsh, mountain, plains, river, and underground. Other unloaded  
Sites have unloaded keywords like battleground, dwelling, forest, marsh, mountain, plains, river, and underground. Other unloaded  
keywords include besieger, Corsair, Easterling, engine, fortification, knight, machine, ranger, {{SL|Ring-bound}}, search, Southron, spell, stealth, tale, tracker, valiant, villager, and warg-rider.
keywords include besieger, Corsair, Easterling, engine, fortification, knight, machine, ranger, '''Ring-bound''', search, Southron, spell, stealth, tale, tracker, valiant, villager, and warg-rider.


----
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===<div id="vitality">vitality</div>===
===<div id="Vitality 2">vitality</div>===
All characters in the game have vitality. This number represents a character's life force, stamina, sturdiness, and will to live.
All characters in the game have vitality. This number represents a character's life force, stamina, sturdiness, and will to live.


Each wound token on a character depletes that character's vitality by 1.
Each wound token on a character depletes that character's vitality by 1.


See also {{SL|exhausted}}, {{SL|killed}}.
See also '''exhausted''', '''killed'''.


----
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When a non-site card is played, it enters the void (not in your hand, not in your discard pile, and not in play) until all of its effects have resolved, and then it's placed in the appropriate place. Events go to the discard pile and other cards are placed in play.  
When a non-site card is played, it enters the void (not in your hand, not in your discard pile, and not in play) until all of its effects have resolved, and then it's placed in the appropriate place. Events go to the discard pile and other cards are placed in play.  


See {{SL|playing a card}}.  
See '''[[#playing a card]]'''.  


----
----
===<div id="when">when</div>===
===<div id="When">when</div>===
This word you'll see in game text governs the timing of an action, just like the names of phases that are in phase actions. "When" is used if an effect can happen only once. Each such effect has a trigger describing what makes it happen. The trigger is always described first, and followed by a comma.
This word you'll see in game text governs the timing of an action, just like the names of phases that are in phase actions. "When" is used if an effect can happen only once. Each such effect has a trigger describing what makes it happen. The trigger is always described first, and followed by a comma.


''"When you play this possession, you may draw a card." This game text activates only once, when this card is played.''
''"When you play this possession, you may draw a card." This game text activates only once, when this card is played.''


----
----
===<div id="while">while</div>===
===<div id="While">while</div>===
This word you'll see in game text governs the timing of an action, just like the names of phases that are in phase actions. "While" is used if an effect is continuous. Each such effect has a trigger describing what makes it happen. The trigger is always described first, and followed by a comma.
This word you'll see in game text governs the timing of an action, just like the names of phases that are in phase actions. "While" is used if an effect is continuous. Each such effect has a trigger describing what makes it happen. The trigger is always described first, and followed by a comma.


''"While Merry bears a weapon, he is strength +2." When you play a weapon on Merry, this game text is activated; if that weapon is discarded, then this game text "turns off."''
''"While Merry bears a weapon, he is strength +2." When you play a weapon on Merry, this game text is activated; if that weapon is discarded, then this game text "turns off."''


----
----
===<div id="who goes first?">who goes first?</div>===
===<div id="Who Goes First?">who goes first?</div>===
In the Starter Rules, players decide randomly who goes first. Normally, however, players {{SL|bid}} burdens to determine this.
In the Starter Rules, players decide randomly who goes first. Normally, however, players '''bid''' burdens to determine this.


----
----
===<div id="winning the game">winning the game</div>===
===<div id="Winning the Game 2">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 {{SL|losing the game}}.)
A player may also win the game if he becomes the last player left in the game. (See '''losing the game'''.)


----
----
===<div id="wound">wound</div>===
===<div id="Wound">wound</div>===
When a character is wounded by an enemy attack, his {{SL|vitality}} is depleted. Place a wound token on the character to illustrate this. Glass beads (preferably blood red) make good tokens for this purpose.
When a character is wounded by an enemy attack, his vitality is depleted. Place a wound token on the character to illustrate this. Glass beads (preferably blood red) make good tokens for this purpose.


Wounds are always placed on a character one at a time.
Wounds are always placed on a character one at a time.
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If a character cannot take wounds, wounds cannot be assigned to that character. However, if a card prevents wounds, wounds may still be assigned to that character.
If a character cannot take wounds, wounds cannot be assigned to that character. However, if a card prevents wounds, wounds may still be assigned to that character.


''{{Card|Faramir, Wizard's Pupil}} reads: "Skirmish: Exert Gandalf to prevent all wounds to Faramir." This prevents wounds as they are assigned to Faramir, not the assignments themselves.''
''Faramir, Wizard's Pupil reads: "Skirmish: Exert Gandalf to prevent all wounds to Faramir." This prevents wounds as they are assigned to Faramir, not the assignments themselves.''


See also {{SL|active}}, {{SL|exert}}, {{SL|for each}}, {{SL|killed}}.
See also '''active''', '''exert''', '''for each''', '''killed'''.


----
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===<div id="x-list">X-List</div>===
===<div id="x-list">X-List</div>===
The X-List is maintained in the Current Rulings document, also available for download.  '''[This has been appended to the end of this document in {{SL|section four|Section Four}}'''.
The X-List is maintained in the Current Rulings document, also available for download.  '''[This has been appended to the end of this document in [[#section four|Section Four]]]'''




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A "Clarification" is an update to the text made to ease comprehension. It does not alter the original gameplay.
A "Clarification" is an update to the text made to ease comprehension. It does not alter the original gameplay.
'''[A "Misprint" is a notice from Decipher that a card had the wrong version sent to printing.]'''
'''[A "Ruling" is anything else, usually a decision that a card is to be interpreted in a certain manner.]'''


For entries on general game topics, refer to [[#section two|Section Two]].
For entries on general game topics, refer to [[#section two|Section Two]].
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  ''Reprinted correctly as [[Realms of the Elf-lords]] card {{Card|3R1}}.''
  ''Reprinted correctly as [[Realms of the Elf-lords]] card {{Card|3R1}}.''
|-
| {{Card|THE ONE RING, ISILDUR'S BANE}}<br> {{Card|THE ONE RING, THE RULING RING}}
| '''[Ruling]'''
| The One Rings first paragraph is a special ability, and therefore optional. The second paragraph of game text is not optional, so once The One Ring is "worn," all wounds taken must be "converted" to burdens.
When you are about to take a wound and put on The One Ring, you must take a burden (or burdens) for that wound.
|-
| {{Card|THE ONE RING, THE RULING RING}}
| '''[Ruling]'''
| You may use the special ability of this card in response to a wound placed by {{Card|The Witch-king, Lord of the Nazgul}} or {{Card|Ulaire Enquea, Ringwraith in Twilight}}.
|-
|-
| {{Card|AXE STRIKE}}
| {{Card|AXE STRIKE}}
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  ''Reprinted correctly as a random rare in Fellowship beta [[Starter Decks]].''
  ''Reprinted correctly as a random rare in Fellowship beta [[Starter Decks]].''
|-
| {{Card|QUESTIONS THAT NEED ANSWERING}}
|'''[Ruling]'''
| Verify that the twilight pool has fewer than 3 tokens before paying this card's twilight cost.
|-
|-
| {{Card|SLEEP, CARADHRAS}}
| {{Card|SLEEP, CARADHRAS}}
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| '''[Ruling]'''  
| '''[Ruling]'''  
| The strength +4 bonus lasts until the regroup phase.
| The strength +4 bonus lasts until the regroup phase.
|-
| {{Card|WARINESS}}
| '''[Ruling]'''
| This card exerts or discards one of your Uruk-hai.
|-
|-
| {{Card|WORRY}}
| {{Card|WORRY}}
Line 2,280: Line 2,262:
|-
|-
| {{Card|ORC AMBUSHER}}
| {{Card|ORC AMBUSHER}}
| '''[Misprint]'''
| '''[Clarification]'''
| This ''Fellowship of the Ring'' card was misprinted in the Gimli ''[[Mines of Moria]]'' [[Starter Deck]]. The word "non-native" should be "roaming."
| This ''Fellowship of the Ring'' card was misprinted in the Gimli ''[[Mines of Moria]]'' [[Starter Deck]]. The word "non-native" should be "roaming."
|-
|-
| {{Card|ORC ASSASSIN}}
| {{Card|ORC ASSASSIN}}
| '''[Misprint]'''
| '''[Clarification]'''
|This ''Fellowship of the Ring'' card was misprinted in the Gimli ''[[Mines of Moria]]'' [[Starter Deck]]. The word "non-native" should be "roaming."
|This ''Fellowship of the Ring'' card was misprinted in the Gimli ''[[Mines of Moria]]'' [[Starter Deck]]. The word "non-native" should be "roaming."
|-
|-
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| '''[Errata / Misprint]'''  
| '''[Errata / Misprint]'''  
| This card's title should now be read as: •Bilbo, Retired Adventurer. '''[The original printed title was •Bilbo Baggins, Retired Adventurer.]'''
| This card's title should now be read as: •Bilbo, Retired Adventurer. '''[The original printed title was •Bilbo Baggins, Retired Adventurer.]'''
|-
| {{Card|MERRY, FRIEND TO SAM}}
| '''[Ruling]'''
| After Merry’s skirmish has resolved, he is no longer assigned and you may use his special ability.
The strength bonus another companion receives from Merry's skirmish special ability is equal to Merry's strength at that time. That bonus does not increase if Merry's strength is boosted at a later time during the same skirmish phase.
|-
|-
| {{Card|ROSIE COTTON}}
| {{Card|ROSIE COTTON}}
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| '''[Ruling]'''  
| '''[Ruling]'''  
| When an exhausted Cave Troll, armed with the Cave Troll's Chain, takes its last wound during the archery phase, the Chain cannot be used to wound an archer companion (since the wound is a required action and takes effect before the Chain can be used).
| When an exhausted Cave Troll, armed with the Cave Troll's Chain, takes its last wound during the archery phase, the Chain cannot be used to wound an archer companion (since the wound is a required action and takes effect before the Chain can be used).
|-
| {{Card|ULAIRE ATTEA, THE EASTERLING}}
| '''[Ruling]'''
| This card cannot be spotted by cards that require an Easterling. "The Easterling" is his subtitle, meaning "Man of the East." Keywords are not found in subtitles.
|-
|-
| {{Card|ORC SCOUT}}
| {{Card|ORC SCOUT}}
Line 2,392: Line 2,364:
| Clarification
| Clarification
| To play, spot an Elf. Bearer must be a companion. <br>'''Response''':If another possession borne by bearer is about to be discarded by a Shadow card, discard this possession instead.
| To play, spot an Elf. Bearer must be a companion. <br>'''Response''':If another possession borne by bearer is about to be discarded by a Shadow card, discard this possession instead.
''This clarification is a change from a previous ruling.''
|-
|-
| {{Card|UNDER THE LIVING EARTH}}
| {{Card|UNDER THE LIVING EARTH}}
Line 2,408: Line 2,378:
| '''[Ruling]'''  
| '''[Ruling]'''  
| The phrase "by any player" means that no player can assign the selected minion to a skirmish.
| The phrase "by any player" means that no player can assign the selected minion to a skirmish.
|-
|{{Card|URUK REGULAR}}
| '''[Ruling]'''
|This card's special ability makes the twilight cost of an Uruk-hai –1 for each Uruk-hai you spot other than this card.
''Example: If you have four Uruk Regulars in play and you use the special ability on one of them to play an {{Card|Uruk Searcher}} (twilight cost of 4), the Searcher's twilight cost is 1.''
|-
|-
| {{Card|FORTRESS NEVER FALLEN}}
| {{Card|FORTRESS NEVER FALLEN}}
Line 2,421: Line 2,385:
  ''You have three tokens on Fortress Never Fallen when you use its special ability. You select three Shadow conditions to be discarded (including my Siege Engine), and discard Fortress Never Fallen. I use the response special ability on Siege Engine, which technically saves all three conditions, but  
  ''You have three tokens on Fortress Never Fallen when you use its special ability. You select three Shadow conditions to be discarded (including my Siege Engine), and discard Fortress Never Fallen. I use the response special ability on Siege Engine, which technically saves all three conditions, but  
then I discard Siege Engine to pay its own cost.''
then I discard Siege Engine to pay its own cost.''
|-
| {{Card|ERED NIMRAIS}}
| '''[Ruling]'''
| When Sméagol is played to Ered Nimrais and {{Card|The Nine Walkers}} is in play, his twilight cost is 3. (This is a reversal of a previous ruling.)
|-
|-
| {{Card|SIEGE ENGINE}}
| {{Card|SIEGE ENGINE}}
Line 2,457: Line 2,425:


'''Forest'''. While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn.
'''Forest'''. While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn.
|-
| {{Card|ERED NIMRAIS}}
| '''[Ruling]'''
| When Sméagol is played to Ered Nimrais and {{Card|The Nine Walkers}} is in play, his twilight cost is 3. (This is a reversal of a previous ruling.)
|-
|-
| {{Card|CAVES OF AGLAROND}}
| {{Card|CAVES OF AGLAROND}}
Line 2,613: Line 2,577:
| Clarification
| Clarification
| '''Skirmish''': Spot your {{C|Sauron}} minion and remove 2 threats to make your {{C|Sauron}} minion strength +3.
| '''Skirmish''': Spot your {{C|Sauron}} minion and remove 2 threats to make your {{C|Sauron}} minion strength +3.
|-
|-
| {{Card|SAVED FROM THE FIRE}}
| {{Card|SAVED FROM THE FIRE}}
Line 2,637: Line 2,602:
| '''[Ruling]'''
| '''[Ruling]'''
| Exerting a Wizard and choosing a number are part of the cost of this card.  
| Exerting a Wizard and choosing a number are part of the cost of this card.  
|-
| {{Card|FIELD OF THE FALLEN}}
| 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.
|-
|-
| {{Card|BIRTHDAY PRESENT}}
| {{Card|BIRTHDAY PRESENT}}
Line 2,647: Line 2,616:
|-
|-
| {{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.
|-
|-
Line 2,674: Line 2,643:
|-
|-
| {{Card|NICE FISH}}
| {{Card|NICE FISH}}
| '''[Misprint]'''
| '''[?]'''
| This card reads:
| This card reads:


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* {{Card|Madril, Defender of Osgiliath}}
* {{Card|Madril, Defender of Osgiliath}}


===<div id="open and block format restricted list">Open and Block Format R-List</div>===
===<div id="Open and block format restricted list">Open and Block Format R-List</div>===


No more than one copy of each of these cards may be included in a deck for an Open or Block format tournament.
No more than one copy of each of these cards may be included in a deck for an Open or Block format tournament.
Please note that all contributions to the LOTR-TCG Wiki may be edited, altered, or removed by other contributors. Your writing is liable to be edited mercilessly, so be sure to back up any major claims with links if possible.

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