Race to Mount Doom (GEMP)
In early 2026, Race to Mount Doom was implemented in a modified form on the GEMP platform managed by the Player's Council. While it kept to most of the same mechanics as the physical product, a few tweaks were made to the implementation to better fit a digital platform.
The biggest difference comes down to how the "meta-site" visual cards are utilized. Rather than a fixed list of 9, remastered versions of 18 sites are in the same pool (dropping a few like Green Dragon Inn, Rohan Camp, and the duplicate Osgiliath and Mount Doom). Meta-sites have been resorted according to "intensity" rather than place along the journey, so that more powerful and beneficial modifier effects show on "safer" locations, while more dangerous and difficult modifiers show on more perilous locations.
Individual leagues can use either the win-based structure of the physical product or the points-based structure of other digital platforms, with further customization that permits for a scaling factor that may require multiple wins or multiple points per advancement, customizable per league.
Modifiers
All of the modifiers from the physical TTT and ROTK editions of the Race to Mount Doom League Kit were implemented, including those deemed infeasible by the LOTRO platform. The additional modifiers implemented on LOTRO were also included.
Besides templating, a few cards were updated for feasibility. The full list is as follows:
TTT Modifiers
- Your starting companions may have a total twilight cost of 6 instead of 4.
- At the start of each of your fellowship phases, you may take any card into hand from your draw deck.
- Each time your fellowship moves, you may draw a card.
- Your weapons lose all damage bonuses.
- For each companion over 4, each of your opponents may draw a card at the start of their Shadow phase.
- Each time your fellowship moves, add a burden.
- Your opponent's minions are not roaming.
- While you can spot 5 or more companions, your move limit is -1.
- Each time a companion is played, that companion comes into play exhausted (except at site 1).
- Skirmish: Discard 3 cards from hand to make your companion or minion strength +1.
- Shadow: Discard 3 cards from hand to play a condition from your discard pile.
- While you can spot a Dwarf companion, an Elf companion, and Gandalf, your move limit is +1.
- You may not perform maneuver phase actions.
- Your starting companions must have a total twilight cost of 3 or less.
- You may not play Men.
- At the start of each regroup phase, you must discard a card from your hand.
- Each time your fellowship moves, add
(or
if you can spot 6 companions).
- You must bid at least 6 burdens.
ROTK Modifiers
- Your draw deck may contain up to 6 copies of any card (instead of 4).
- Shadow: Once per turn, exert your
Isengard Man to play an
Isengard condition from your draw deck.
- All sites gain underground.
- Fellowship: Play a pipe to play a pipeweed from your draw deck (or vice versa).
- Fellowship: Exert X companions to remove (X).
- The twilight cost of each of your mounts is -5.
- You must play with your hand revealed.
- Each time you play a companion, you must exert the Ring-bearer.
- While your fellowship is at site 6 or higher, companions cannot be played.
- Shadow: Discard 3 cards from hand to play a minion from your discard pile.
- If the fellowship has moved more than once this turn, your minions are each strength +1.
- While you are the Shadow player, skip the archery phase.
- Shadow: Play a possession to make the Free Peoples player exert a companion.
- Shadow: If 3 or more
Raider minions have been played this phase, discard Sam.
- Your Dwarves are strength +1 and cannot take more than one wound during each skirmish phase.
- Gollum and Smeagol cannot take wounds.
- Each time your fellowship moves, add a threat.
- Each time your fellowship moves, discard 1 non-Hobbit companion (or 2 if at site 7 or higher).
- Your adventure deck may contain sites from any block. (You may either mix any Movie block sites together, or use any Shadow sites, but not both.)
- Shadow: Exert a Nazgul twice to play a Nazgul from your discard pile.
- Fellowship: Play a companion; their twilight cost is -4.
- Shadow: Play a weather condition to draw a card; its twilight cost is -2.
- Skirmish: Exert your companion to make another companion of the same culture strength +1.
- Your Nazgul are non-unique.
- Each time your fellowship moves, add
for each burden on the Ring-bearer.
- Each time your fellowship moves, add
for each Free Peoples possession.
- Each time your fellowship moves, discard your hand.
- Fellowship or Shadow: Play an artifact from your draw deck (limit once per turn).
- Shadow: Open and reveal a sealed booster pack (limit once per turn). You may play one shadow card revealed, ignoring all costs.
- At the start of each of your Shadow phases, you may remove
to draw a card.
- Fellowship: Exert two Elf companions to make a Shadow player discard a Shadow condition.
- Fellowship: Exert a companion to heal another companion with the same signet.
- At the start of each of your Shadow phases, you may take one card with "initiative" in its game text into hand from your draw deck.
- Each companion may bear no more than one possession.
- While at a sanctuary, you may heal no more than one wound from each character.
- You cannot have more than 5 companions in your fellowship. Fellowship: Exert the Ring-bearer to discard another companion.
LOTRO Additions
- Skirmish: Play a possession on your minion.
- Your Ring-bearer (except Frodo or Sam) is resistance +3.
- Each time your fellowship moves, you may kill a companion (except the Ring-bearer) to make the move limit +1.
- Wound one of your characters after each skirmish in which you did not play a skirmish event.
- Each companion with resistance 3 or less is strength -1.
- Skirmishes are resolved in an order decided by the Shadow player.
- Each time your fellowship moves, the Shadow player may draw a card for each companion you can spot over 4.
- Each Wraith is strength +1 for each wound on a character in its skirmish.
- Fellowship: Add
to play a companion from your draw deck; they come into play exhausted.
- At the start of the regroup phase, you may discard your
Dunland possession to take control of a site.
Community Additions
- Maneuver: Exert your ally to allow them to participate in archery fire and skirmishes. At the start of the regroup phase, kill that ally.
- Each time your character is placed in the dead pile (except the Ring-bearer), discard it.
- You may include items, conditions, allies, and followers in your starting fellowship. You cannot play more than 1 card with 0 twilight cost of each card type this way.
- Each time your companion is killed, you may transfer each possession attached to that companion to another eligible bearer.
- If your opponent is the Dark Lord or a World Champion, or if they are placed in the top 10% of the current league, they cannot choose to move during the regroup phase in region 3.
- Site 8 is a sanctuary.
- You may remove burdens instead of wounds during Sanctuary healing.
- Maneuver: If the fellowship is in region 2, place your unique companion with 4 or more vitality (except the Ring-bearer) in the dead pile to skip to the regroup phase.
- Regroup: Discard your minion of twilight cost 5 or more to add a burden.
- Skirmish: Make your minion damage -X until the regroup phase to make another minion strength +X until the regroup phase.
- At the start of the assignment phase, the Shadow player may make a minion gain lurker until the regroup phase.
- Shadow: Discard a minion from hand to take a minion into hand from the discard pile.
- Archery: Make each of your archers strength +3 until the regroup phase. Your archers do not contribute to your archery total and you cannot make any more Archery actions.
- Shadow: Remove 3 threats to add a burden.
- Minions are not unique.
- At the end of each of your turns, choose an opponent who may take control of a site.
- Each companion is resistance -1 for each threat.
- At the start of each archery phase, exert one of your companions.
- Your Ring-bearer may not be exerted by Free Peoples cards.
- Your Free Peoples conditions are unique.
- Your draw deck must have at least 100 cards.
- The site number of each of your minions is +1. The site number of each of your opponent's minions is -1.
- Your companions are twilight cost +X, where X is the region number (including during your starting fellowship).
- Each time your fellowship moves during the regroup phase in region 3, add 5 threats.
- At the start of the assignment phase, your opponent may assign a minion to skirmish the Ring-bearer. You may add a burden to prevent this.
- Each of your cards is unique.
- Each time you are about to draw a card (except when reconciling), instead your opponent looks at the 2 top cards from your draw deck, chooses 1 for you to take into hand, and the other is placed beneath your draw deck.
- Your opponent's minions are fierce.
- You may not play or take into hand cards from your discard pile or draw deck (except when reconciling or starting fellowship).
- Your fellowship cannot win the game until surviving site 10. When moving from site 9, the Shadow player chooses any site 9 from outside the game to play as the next site and adds (4).