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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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draw deck.
draw deck.


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


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


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===<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.


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


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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 {{SL|assignment phase}}.)


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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 {{SL|action procedure}}. When all players consecutively pass, conduct archery fire.


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===<div id="artifact">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. 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 {{SL|bearer}} can be. Other artifacts play to your support area.


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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 {{SL|action procedure}}. Many assignment actions assign a minion to a companion. You cannot do this unless both of them are unassigned.


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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 {{SL|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.


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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 {{SL|setting up the game}}.) The bidding is done with black tokens, which will become burdens on your Ring-bearer.


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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.


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===<div id="building your deck">building your deck</div>===
===<div id="Building Your Deck">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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===<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.


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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.  


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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 ten different card types in the game: The One Ring, site, companion, ally, minion, follower, 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="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">companion</div>===
A companion is a Free Peoples {{SL|character}} in your fellowship.
A companion is a Free Peoples {{SL|character}} in your fellowship.


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===<div id="condition">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. 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 {{SL|bearer}}can be.


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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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===<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 {{SL|resistance}} is reduced to zero, he is corrupted. (See {{SL|losing the game}}.) Only your Ring-bearer can be corrupted.


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


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


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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 {{SL|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 {{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.''
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===<div id="Culture">culture</div>===
===<div id="culture">culture</div>===
Most cards are part of a specific culture. A card's color, its background texture, and an icon in its upper right corner indicate its culture. Your deck may contain cards from several different cultures. Site cards and The One Ring are not part of any culture.
Most cards are part of a specific culture. A card's color, its background texture, and an icon in its upper right corner indicate its culture. Your deck may contain cards from several different cultures. Site cards and The One Ring are not part of any culture.


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===<div id="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.


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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 {{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.


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===<div id="damage +x">damage +X</div>===
===<div id="Damage +X">damage +X</div>===
see {{SL|damage bonus}}
see {{SL|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.


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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 {{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.


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----
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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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----
----
===<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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----
----
===<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 {{SL|healing}}.)


----
----
===<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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----
----
===<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.


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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 {{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).


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


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


If an effect tells you to reveal or look at one or more cards from somewhere (a draw deck, a hand, etc.) and doesn’t specify what to do with them afterward, return them to where they came from, in the same order.
If an effect tells you to reveal or look at one or more cards from somewhere (a draw deck, a hand, etc.) and doesn’t specify what to do with them afterward, return them to where they came from, in the same order.
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----
----
 
===<div id="Enduring">enduring</div>===
===<div id="enduring">enduring</div>===
For each wound on a character with the enduring keyword, that character is strength +2.
For each wound on a character with the enduring keyword, that character is strength +2.


----
----
===<div id="event">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.


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----
----
===<div id="exert">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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----
----
===<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.


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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.


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----
----
===<div id="fierce_2">fierce</div>===
===<div id="Fierce">fierce</div>===
During a turn, after all normal skirmishes are resolved, surviving minions with the keyword fierce must be defended against a second time.
During a turn, after all normal skirmishes are resolved, surviving minions with the keyword fierce must be defended against a second time.


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----
----
===<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 {{SL|toil}}.)


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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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----
----
===<div id="free peoples cards">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  
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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----
----
===<div id="home site">home site</div>===
===<div id="Home Site">home site</div>===
See {{SL|ally}}.
See {{SL|ally}}.


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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.  


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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 {{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.


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----
----
===<div id="killed">killed</div>===
===<div id="Killed">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 {{SL|wound}}, {{SL|overwhelmed}}.)
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----
----
===<div id="kinds of cards">kinds of cards</div>===
===<div id="Kinds of Cards">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.


----
----
===<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 {{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.


----
----
===<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 {{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.


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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.


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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 {{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}}.


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


----
----
===<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 {{SL|action}}s can be repeated forever.


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----
----
===<div id="losing the game">losing the game</div>===
===<div id="Losing the Game">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 {{SL|killed}} (see {{SL|overwhelmed}}), unless he uses game text allowing another character to carry on as Ring-bearer.


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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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----
----
===<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 {{SL|action procedure}}.


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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."


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


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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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----
----
===<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 {{SL|bearer}}.)


----
----
===<div id="move limit 3">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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----
----
===<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.


----
----
===<div id="moving your fellowship">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. 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 {{SL|move limit}}.


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----
----
===<div id="mulligan">mulligan</div>===
===<div id="Mulligan">mulligan</div>===
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.


----
----
===<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.


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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.


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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).


----
----
===<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 {{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.


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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 {{SL|event}} cards.


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----
----
===<div id="possession">possession</div>===
===<div id="Possession">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.


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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 {{SL|gollum smeagol|Gollum/Smeagol}}, {{SL|Man}}, {{SL|unloaded keyword}}, {{SL|Uruk-hai}}.


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


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


----
----
===<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.


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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 {{SL|action procedure}}.


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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.


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----
----
===<div id="requirement">requirement</div>===
===<div id="Requirement">requirement</div>===
See {{SL|cost}}.
See {{SL|cost}}.


----
----
===<div id="resistance">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  
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 {{SL|building your deck}}.)
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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 {{SL|action}} whenever the trigger described in its game text happens.


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----
----
===<div id="reveal">reveal</div>===
===<div id="Reveal">reveal</div>===
See {{SL|effect}}.
See '''effect'''.


----
----
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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 {{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.


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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 {{SL|site}} 3 or site 6 on the adventure path. Sites preceding the Shadows expansion set mark this with a keyword.


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===<div id="setting up the game">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  
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.
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===<div id="shadow cards">Shadow cards</div>===
===<div id="Shadow Cards">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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===<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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===<div id="signet">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.


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===<div id="site">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 {{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">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">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">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]]'''.  


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===<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.''


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===<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."''


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===<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.


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===<div id="winning the game">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 {{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'''.)


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===<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.
Line 2,117: Line 2,119:
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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| '''[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 2,653:
|-
|-
| {{Card|FIELD OF THE FALLEN}}
| {{Card|FIELD OF THE FALLEN}}
| Clarification '''[(actually a Misprint)]'''
| Clarification
| To play, spot a {{C|Raider}} Man.<br>While there is a character in the dead pile, each companion of the same culture as that character is strength –1. <br>'''Skirmish''': Exert your Southron to make him strength +1.
| To play, spot a {{C|Raider}} Man.<br>While there is a character in the dead pile, each companion of the same culture as that character is strength –1. <br>'''Skirmish''': Exert your Southron to make him strength +1.
|-
|-
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|-
|-
| {{Card|NICE FISH}}
| {{Card|NICE FISH}}
| '''[Misprint]'''
| '''[?]'''
| This card reads:
| This card reads:


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* {{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.
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