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=Wiki Version of the Comprehensive Rules= | |||
''See [[Rulebooks]] for an explanation of the various mediums that the official rules have been distributed in over the years. The below is an easily referenced version of the Comprehensive Rules 4.0 document released by Decipher. It, in conjunction with the last seven iterations of the [[Current Rulings Document]], constitutes the last official word from Decipher on the Lord of the Rings TCG.'' | ''See [[Rulebooks]] for an explanation of the various mediums that the official rules have been distributed in over the years. The below is an easily referenced version of the Comprehensive Rules 4.0 document released by Decipher. It, in conjunction with the last seven iterations of the [[current_rulings_document|Current Rulings Document]], constitutes the last official word from Decipher on the Lord of the Rings TCG.'' | ||
= | |||
== | =The Lord of the Rings Trading Card Game Comprehensive Rules 4.0= | ||
==If you have never played a trading card game...=== | |||
The best way to learn is from a friend who already knows how to play. If your friends aren’t players yet, we suggest you begin with a [[Rulebooks|Starter Rulebook]], which is included in [[starter decks]] and available for download. | The best way to learn is from a friend who already knows how to play. If your friends aren’t players yet, we suggest you begin with a [[Rulebooks|Starter Rulebook]], which is included in [[starter decks]] and available for download. | ||
== | ==If you have played this game before...=== | ||
These '''Comprehensive Rules''' provides complete documentation of all rules for [[The Lord of the Rings TCG]] as of October 2004. It replaces and supersedes all previous rulebooks. It is divided into three sections. | These '''Comprehensive Rules''' provides complete documentation of all rules for [[lord of the rings tcg|The Lord of the Rings TCG]] as of October 2004. It replaces and supersedes all previous rulebooks. It is divided into three sections. | ||
'''Section One''' is a chronological overview of gameplay. '''Section Two''' provides complete rules to the game, organized alphabetically by topic. '''Section Three''' provides entries on individual cards, including errata and clarifications. | '''Section One''' is a chronological overview of gameplay. '''Section Two''' provides complete rules to the game, organized alphabetically by topic. '''Section Three''' provides entries on individual cards, including errata and clarifications. | ||
= | =What's New?= | ||
All material from the ''Shadows'' Starter Rulebook is included here. The most important updates are: | All material from the ''Shadows'' Starter Rulebook is included here. The most important updates are: | ||
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block formats. (See Section One: “Formats” or Section Two: “format.”) | block formats. (See Section One: “Formats” or Section Two: “format.”) | ||
= | =Section One: Overview= | ||
This section of the Comprehensive Rules mirrors the presentation of a Starter Rulebook. Important concepts are explained first, followed by game setup and an explanation of the turn sequence in order. | This section of the Comprehensive Rules mirrors the presentation of a Starter Rulebook. Important concepts are explained first, followed by game setup and an explanation of the turn sequence in order. | ||
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Again, if you are not familiar with the game, we strongly suggest you begin with a Starter Rulebook, rather than the Comprehensive Rules. | Again, if you are not familiar with the game, we strongly suggest you begin with a Starter Rulebook, rather than the Comprehensive Rules. | ||
= | =Important Concepts= | ||
== | ==Kinds of 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. | 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. | ||
=== | ===Free Peoples Cards=== | ||
Free Peoples cards represent the forces of good. Each player has his own fellowship, made up of a Ring-bearer and other companions. When you take your turn, you play and use your Free Peoples cards. | Free Peoples cards represent the forces of good. Each player has his own fellowship, made up of a Ring-bearer and other companions. When you take your turn, you play and use your Free Peoples cards. | ||
'''Free Peoples cards have a light colored circular field in the upper left corner.''' | '''Free Peoples cards have a light colored circular field in the upper left corner.''' | ||
=== | ===Shadow Cards=== | ||
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. | ||
'''Shadow cards have a dark colored diamond-shaped field in the upper left corner.''' | '''Shadow cards have a dark colored diamond-shaped field in the upper left corner.''' | ||
== | ==Card Types== | ||
There are nine different card types in the game: The One Ring, site, companion, ally, minion, possession, artifact, event, and condition. Companion, ally, and minion cards are also collectively referred to as character cards. | There are nine different card types in the game: The One Ring, site, companion, ally, minion, possession, artifact, event, and condition. Companion, ally, and minion cards are also collectively referred to as character cards. | ||
== | ==The One Ring== | ||
This card type represents the uniquely powerful item that is the focus of the story of The Lord of the Rings. In the middle of the card, The One Ring has its subtitle. It has no twilight cost. | This card type represents the uniquely powerful item that is the focus of the story of The Lord of the Rings. In the middle of the card, The One Ring has its subtitle. It has no twilight cost. | ||
''There are several versions of The One Ring, represented by different cards, but you’ll only use one version at a time.'' | ''There are several versions of The One Ring, represented by different cards, but you’ll only use one version at a time.'' | ||
== | ==Site== | ||
Site cards represent locations in Middle-earth, and are used to chart the progress of the game. Nine sites are placed in your adventure deck, and are kept separately from the other cards you draw and play during the game, which are placed in the draw deck. | Site cards represent locations in Middle-earth, and are used to chart the progress of the game. Nine sites are placed in your adventure deck, and are kept separately from the other cards you draw and play during the game, which are placed in the draw deck. | ||
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This symbol is used on sites from the ''Shadows'' expansion set onward, differentiating them from sites found in previous sets (which use a different compass symbol, and may also use a block symbol). | This symbol is used on sites from the ''Shadows'' expansion set onward, differentiating them from sites found in previous sets (which use a different compass symbol, and may also use a block symbol). | ||
== | ==Companion== | ||
A companion is a Free Peoples character in your fellowship. | A companion is a Free Peoples character in your fellowship. | ||
== | ==Ally== | ||
An ally is a character that helps your companions from afar but does not move with them. | An ally is a character that helps your companions from afar but does not move with them. | ||
== | ==Minion== | ||
A minion is a Shadow character that attacks other players’ fellowships. | A minion is a Shadow character that attacks other players’ fellowships. | ||
== | ==Possession== | ||
A possession is a weapon, suit of armor, or other kind of object used by a character. Most possessions tell you who their bearer can be, which is the kind of character you can play them on. | A possession is a weapon, suit of armor, or other kind of object used by a character. Most possessions tell you who their bearer can be, which is the kind of character you can play them on. | ||
== | ==Artifact== | ||
An artifact is a unique weapon, suit of armor, or other kind of special object used by a character. | An artifact is a unique weapon, suit of armor, or other kind of special object used by a character. | ||
Though artifacts are played and used much like possessions, they are a different card type. Artifacts are not affected by cards that affect possessions. | Though artifacts are played and used much like possessions, they are a different card type. Artifacts are not affected by cards that affect possessions. | ||
== | ==Event== | ||
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. | ||
== | ==Condition== | ||
A condition is a card representing a significant change in the world, which stays in play until discarded. Most conditions play to your support area, though some play on other cards, and tell you who or what their bearer can be. | A condition is a card representing a significant change in the world, which stays in play until discarded. Most conditions play to your support area, though some play on other cards, and tell you who or what their bearer can be. | ||
== | ==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. | 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. | Site cards and The One Ring are not part of any culture. | ||
=== | ===Culture names and symbols=== | ||
{| class="wikitable" style="width:95%; margin: auto; text-align:center;" | {| class="wikitable" style="width:95%; margin: auto; text-align:center;" | ||
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|} | |} | ||
== | ==Vitality== | ||
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. | ||
== | ==Wounds== | ||
When a character is wounded by an enemy attack, his vitality is depleted. Place a wound token on the character to illustrate this. Glass beads (preferably blood red) make good tokens for this purpose. | When a character is wounded by an enemy attack, his vitality is depleted. Place a wound token on the character to illustrate this. Glass beads (preferably blood red) make good tokens for this purpose. | ||
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a character’s strength to zero does not kill that character.) | a character’s strength to zero does not kill that character.) | ||
== | ==Healing== | ||
When a wound is removed from a character, this represents resting or healing. When you “heal a character,” you remove one wound. | When a wound is removed from a character, this represents resting or healing. When you “heal a character,” you remove one wound. | ||
Generally, your fellowship only heals at a sanctuary – that is, a site 3 or site 6 – you reach on the adventure path. At the start of your turn when your fellowship is at a sanctuary, you may heal up to 5 wounds from your companions (not allies). | Generally, your fellowship only heals at a sanctuary – that is, a site 3 or site 6 – you reach on the adventure path. At the start of your turn when your fellowship is at a sanctuary, you may heal up to 5 wounds from your companions (not allies). | ||
== | ==Killed== | ||
When a character’s vitality is reduced to zero, that character is immediately killed. Place killed Free Peoples characters (companions and allies) in your dead pile. The dead pile is separate from and next to your discard pile. Place killed minions in your discard pile. | When a character’s vitality is reduced to zero, that character is immediately killed. Place killed Free Peoples characters (companions and allies) in your dead pile. The dead pile is separate from and next to your discard pile. Place killed minions in your discard pile. | ||
When you have a unique companion or ally in your dead pile, you cannot play another copy of that card, or any other card with the same title. (You may play another copy of a non-unique card that is in your dead pile.) | When you have a unique companion or ally in your dead pile, you cannot play another copy of that card, or any other card with the same title. (You may play another copy of a non-unique card that is in your dead pile.) | ||
== | ==Exert== | ||
Sometimes you may exert a character by placing a wound on that card to show that the character takes an action that depletes his vitality. | Sometimes you may exert a character by placing a wound on that card to show that the character takes an action that depletes his vitality. | ||
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No player may exert a character who is exhausted (who has only 1 vitality). If the effect of an action says a character “must exert” and that character is exhausted, then nothing happens. To exhaust a character means to exert that character as many times as you can. | No player may exert a character who is exhausted (who has only 1 vitality). If the effect of an action says a character “must exert” and that character is exhausted, then nothing happens. To exhaust a character means to exert that character as many times as you can. | ||
== | ==Resistance== | ||
Companion cards have resistance. This number represents a companion’s ability to withstand the lure of The One Ring. Some characters have a ring around their resistance icon, meaning they can be chosen begin the game as your Ring-bearer. | Companion cards have resistance. This number represents a companion’s ability to withstand the lure of The One Ring. Some characters have a ring around their resistance icon, meaning they can be chosen begin the game as your Ring-bearer. | ||
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Allies have a resistance of zero. | Allies have a resistance of zero. | ||
== | ==Burdens== | ||
When your Ring-bearer loses will against the power of The One Ring, you place a burden token on him. Glass beads (preferably black) make good burden tokens, but anything you won’t confuse with a wound will do. | When your Ring-bearer loses will against the power of The One Ring, you place a burden token on him. Glass beads (preferably black) make good burden tokens, but anything you won’t confuse with a wound will do. | ||
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If your Ring-bearer’s resistance is reduced to zero, he is corrupted, and you lose the game. Only your Ring-bearer can be corrupted. If the resistance of any of your other companions is reduced to zero, there is no immediate penalty, though your opponent may play Shadow cards to take advantage of this. | If your Ring-bearer’s resistance is reduced to zero, he is corrupted, and you lose the game. Only your Ring-bearer can be corrupted. If the resistance of any of your other companions is reduced to zero, there is no immediate penalty, though your opponent may play Shadow cards to take advantage of this. | ||
== | ==Signet== | ||
Some Free Peoples character cards have a signet, found in the lower left corner of the card. Cards with the same signet generally give bonuses to each other and work well in the same deck. | Some Free Peoples character cards have a signet, found in the lower left corner of the card. Cards with the same signet generally give bonuses to each other and work well in the same deck. | ||
Each signet is based around an important character in the story. The available signets are Aragorn, Frodo, Gandalf, and Théoden. | Each signet is based around an important character in the story. The available signets are Aragorn, Frodo, Gandalf, and Théoden. | ||
== | ==Twilight Pool== | ||
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. | ||
=== | ===Twilight Cost=== | ||
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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You must meet any requirements to play a card (or perform an action) before paying its costs. | You must meet any requirements to play a card (or perform an action) before paying its costs. | ||
== | ==Phase Actions== | ||
During each phase of a turn, one or more players are allowed to perform phase actions that use a word matching the name of that phase. These words are printed in boldface and followed by a colon. | During each phase of a turn, one or more players are allowed to perform phase actions that use a word matching the name of that phase. These words are printed in boldface and followed by a colon. | ||
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An action labeled with the word “'''Response:'''” is not a phase action. Responses are explained later in this rulebook. | An action labeled with the word “'''Response:'''” is not a phase action. Responses are explained later in this rulebook. | ||
== | ==Events== | ||
Most event cards have a phase action that defines when you may play that card from your hand. The game text on that event may be performed only once for each copy of that event played. You cannot play an event during a phase that does not match its phase action. | Most event cards have a phase action that defines when you may play that card from your hand. The game text on that event may be performed only once for each copy of that event played. You cannot play an event during a phase that does not match its phase action. | ||
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until the end of the phase, or until a specified phase or condition is met. | until the end of the phase, or until a specified phase or condition is met. | ||
== | ==Special Abilities== | ||
Besides events, other types of cards may have a phase action as a part of their game text called a special ability, which may be used only while the card is in play. (The boldfaced word defines when you may do so.) | Besides events, other types of cards may have a phase action as a part of their game text called a special ability, which may be used only while the card is in play. (The boldfaced word defines when you may do so.) | ||
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. | ||
== | ==When, Each Time, and While== | ||
A few special words or phrases you’ll see in game text govern the timing of an action, just like the names of phases that are in phase actions. These | A few special words or phrases you’ll see in game text govern the timing of an action, just like the names of phases that are in phase actions. These | ||
include when, each time, and while; each is described below with an example. | include when, each time, and while; each is described below with an example. | ||
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Each of these effects has a ''trigger'' describing what makes it happen. The trigger is always described first, and followed by a comma. | Each of these effects has a ''trigger'' describing what makes it happen. The trigger is always described first, and followed by a comma. | ||
= | =Setting Up the Game= | ||
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. | ||
=== | ===Who goes first?==== | ||
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. | ||
=== | ===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. | Take all 9 of your site cards and place them face down in a pile on the table. This is your adventure deck. | ||
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Place the adventure path off to the side, opposite from the twilight pool. That leaves room in the middle of the table for minions. | Place the adventure path off to the side, opposite from the twilight pool. That leaves room in the middle of the table for minions. | ||
=== | ===Starting Fellowship=== | ||
In the Starter Rules, players select their starting fellowships based upon which deck they have. Normally, however, players customize their starting fellowships. | In the Starter Rules, players select their starting fellowships based upon which deck they have. Normally, however, players customize their starting fellowships. | ||
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Select and reveal starting fellowships in player order. (In tournament play, you may change your starting fellowship from game to game.) | Select and reveal starting fellowships in player order. (In tournament play, you may change your starting fellowship from game to game.) | ||
=== | ===Draw Deck=== | ||
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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In the Starter Rules, if you have no cards in your draw deck, you are allowed to reshuffle your discard pile to make a new one once per game. Normally, however, you are not allowed to do this. | In the Starter Rules, if you have no cards in your draw deck, you are allowed to reshuffle your discard pile to make a new one once per game. Normally, however, you are not allowed to do this. | ||
=== | ===Game Setup Summary=== | ||
* Bid to determine who goes first. | * Bid to determine who goes first. | ||
* Each player places his adventure deck on the table. | * Each player places his adventure deck on the table. | ||
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* Each player shuffles his draw deck and draws 8 cards. | * Each player shuffles his draw deck and draws 8 cards. | ||
= | =Playing the Game= | ||
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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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). | ||
= | =Start of Turn= | ||
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. | ||
== | ==1. Fellowship Phase== | ||
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. | ||
=== | ===Perform fellowship actions=== | ||
If you are the Free Peoples player, you may perform fellowship actions during this phase, in any order. | If you are the Free Peoples player, you may perform fellowship actions during this phase, in any order. | ||
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Some card effects allow you to draw cards in the fellowship phase. You cannot draw (or take into hand) more than 4 cards during your fellowship phase. This is referred to as The Rule of 4. | Some card effects allow you to draw cards in the fellowship phase. You cannot draw (or take into hand) more than 4 cards during your fellowship phase. This is referred to as The Rule of 4. | ||
=== | ===Playing Companions=== | ||
Play companion cards in a row, near the other members of your fellowship already in play. You cannot have more than nine total companions in play and in your dead pile at any time. (Each copy of a companion in play or in your dead pile counts as a separate companion, whether it is unique or non-unique.) This is referred to as The Rule of 9. | Play companion cards in a row, near the other members of your fellowship already in play. You cannot have more than nine total companions in play and in your dead pile at any time. (Each copy of a companion in play or in your dead pile counts as a separate companion, whether it is unique or non-unique.) This is referred to as The Rule of 9. | ||
=== | ===Playing Allies=== | ||
Allies are characters that do not count as members of your fellowship. Play them to your support area (a row of cards behind your fellowship). There is no limit to the number of allies you may have in play. | Allies are characters that do not count as members of your fellowship. Play them to your support area (a row of cards behind your fellowship). There is no limit to the number of allies you may have in play. | ||
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Each ally in your support area is considered to be at his home site. | Each ally in your support area is considered to be at his home site. | ||
=== | ===Playing possessions=== | ||
Play Free Peoples possessions under a character, with the left edge of the card visible for its card title and attribute bonuses (positive modifiers for the character’s strength, vitality, and/or resistance, written with a plus sign like “+2”). Some possessions play to your support area. | Play Free Peoples possessions under a character, with the left edge of the card visible for its card title and attribute bonuses (positive modifiers for the character’s strength, vitality, and/or resistance, written with a plus sign like “+2”). Some possessions play to your support area. | ||
=== | ===Playing artifacts=== | ||
Play Free Peoples artifacts just as you play Free Peoples possessions. | Play Free Peoples artifacts just as you play Free Peoples possessions. | ||
=== | ===Class=== | ||
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. | ||
Some possessions and artifacts do not have a class. There is no limit to the number of cards without a class that a character may bear. | Some possessions and artifacts do not have a class. There is no limit to the number of cards without a class that a character may bear. | ||
=== | ===Playing conditions=== | ||
Play Free Peoples conditions either under a character (like a possession, if the card says, “Bearer must be...”) or to your support area, as indicated by the condition card. Free Peoples conditions are always played during the fellowship phase, even if they provide a special ability that is performed during a different phase. | Play Free Peoples conditions either under a character (like a possession, if the card says, “Bearer must be...”) or to your support area, as indicated by the condition card. Free Peoples conditions are always played during the fellowship phase, even if they provide a special ability that is performed during a different phase. | ||
=== | ===Moving your fellowship=== | ||
During each of your fellowship phases, when you are finished performing fellowship actions, your fellowship must move forward to the next site on the adventure path. | During each of your fellowship phases, when you are finished performing fellowship actions, your fellowship must move forward to the next site on the adventure path. | ||
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Note that when you are playing using the Fellowship block, Tower block, or King block formats, the playing of sites and adding of twilight tokens works differently than what is explained below. Refer to “Formats,” later in Section One under “Building Your Deck,” for an explanation of these differences. | Note that when you are playing using the Fellowship block, Tower block, or King block formats, the playing of sites and adding of twilight tokens works differently than what is explained below. Refer to “Formats,” later in Section One under “Building Your Deck,” for an explanation of these differences. | ||
=== | ===Playing sites=== | ||
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. 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. 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.) | ||
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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. 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. The copies are treated as different sites, with each given a different site number. | ||
=== | ===Adding twilight tokens for movement=== | ||
Each time your fellowship moves to a new site, you must add twilight tokens to the twilight pool for each of the following: | Each time your fellowship moves to a new site, you must add twilight tokens to the twilight pool for each of the following: | ||
* Add the number of twilight tokens indicated by the Shadow number of the site you’re moving to. | * Add the number of twilight tokens indicated by the Shadow number of the site you’re moving to. | ||
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''You move a fellowship of four companions to a site 5 that has a Shadow number of 2. You add 2 twilight tokens for the Shadow number, 3 tokens for the region (region 2), and 4 tokens for your companions, for a total of 9 twilight tokens added to the twilight pool.'' | ''You move a fellowship of four companions to a site 5 that has a Shadow number of 2. You add 2 twilight tokens for the Shadow number, 3 tokens for the region (region 2), and 4 tokens for your companions, for a total of 9 twilight tokens added to the twilight pool.'' | ||
=== | ===Movement Summary=== | ||
* A Shadow player places the next site card, if needed. | * A Shadow player places the next site card, if needed. | ||
* Move your player marker to the next site. | * Move your player marker to the next site. | ||
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* Add 1 twilight token for each companion. | * Add 1 twilight token for each companion. | ||
== | ==2. Shadow Phase(s)=== | ||
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. | ||
During each player’s Shadow phase, that player may perform Shadow actions in any order, including playing most Shadow cards. | During each player’s Shadow phase, that player may perform Shadow actions in any order, including playing most Shadow cards. | ||
=== | ===Perform Shadow actions=== | ||
One Shadow action is always available: | One Shadow action is always available: | ||
* Play a Shadow minion, possession, artifact, or condition from your hand to the table. | * Play a Shadow minion, possession, artifact, or condition from your hand to the table. | ||
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You may use (and exert) another player’s character to pay a cost for your Shadow card or special ability. | You may use (and exert) another player’s character to pay a cost for your Shadow card or special ability. | ||
=== | ===Playing Shadow cards=== | ||
A minion is played to the center of the table, across from the active fellowship. Artifacts, possessions, and conditions state in their game text where they play. | A minion is played to the center of the table, across from the active fellowship. Artifacts, possessions, and conditions state in their game text where they play. | ||
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When all Shadow players have each completed a Shadow phase, proceed to the maneuver phase. If there are no minions in play at the end of the final Shadow phase, then skip directly to the regroup phase. | When all Shadow players have each completed a Shadow phase, proceed to the maneuver phase. If there are no minions in play at the end of the final Shadow phase, then skip directly to the regroup phase. | ||
== | ==3. Maneuver Phase== | ||
=== | ===Perform Maneuver actions=== | ||
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. | ||
<block 80:0:white;black;4px outset black;arial,sans-serif/10pt;>'''Action Procedure''' | |||
As the Free Peoples player, you get the first opportunity to perform an action, and then the player on your right gets an opportunity, and so on counter-clockwise around the table. | As the Free Peoples player, you get the first opportunity to perform an action, and then the player on your right gets an opportunity, and so on counter-clockwise around the table. | ||
If a player does not wish to perform an action, he may simply pass. Passing does not prevent a player from performing an action later in the same phase. | If a player does not wish to perform an action, he may simply pass. Passing does not prevent a player from performing an action later in the same phase.</block> | ||
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. | ||
== | ==4. Archery Phase== | ||
=== | ===Perform archery actions=== | ||
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. | ||
=== | ===Archery fire=== | ||
All Shadow players count the number of all their minions with the keyword '''archer''' to determine the “minion archery total.” No matter how many Shadow players there are, there is only one minion archery total. | All Shadow players count the number of all their minions with the keyword '''archer''' to determine the “minion archery total.” No matter how many Shadow players there are, there is only one minion archery total. | ||
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When all archery wounds have been assigned, proceed to the assignment phase. If there are no minions left after the archery phase, then skip directly to the regroup phase. | When all archery wounds have been assigned, proceed to the assignment phase. If there are no minions left after the archery phase, then skip directly to the regroup phase. | ||
=== | ===Archery Phase Summary=== | ||
* Perform archery actions | * Perform archery actions | ||
* Determine archery totals for each side. | * Determine archery totals for each side. | ||
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* That Shadow player assigns archery wounds to his minions. | * That Shadow player assigns archery wounds to his minions. | ||
== | ==5. Assignment Phase== | ||
=== | ===Perform assignment actions=== | ||
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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When all players consecutively pass, proceed to assign defenders. | When all players consecutively pass, proceed to assign defenders. | ||
=== | ===Assign defenders=== | ||
During your assignment phase, you may assign companions to defend against attacking minions. | During your assignment phase, you may assign companions to defend against attacking minions. | ||
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When the assignment phase is complete, each companion being attacked will lead to a separate skirmish phase. | When the assignment phase is complete, each companion being attacked will lead to a separate skirmish phase. | ||
=== | ===Assignment Phase Summary=== | ||
* Perform assignment actions | * Perform assignment actions | ||
* Free Peoples player may assign defending companions to minions. | * Free Peoples player may assign defending companions to minions. | ||
* Shadow players may assign leftover unassigned minions to any companions. | * Shadow players may assign leftover unassigned minions to any companions. | ||
== | ==6. Skirmish Phase(s)=== | ||
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. | ||
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. | ||
=== | ===Perform skirmish actions=== | ||
During each skirmish phase, players may perform skirmish actions (special abilities on cards in play with “'''Skirmish:'''” and events with 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. | During each skirmish phase, players may perform skirmish actions (special abilities on cards in play with “'''Skirmish:'''” and events with 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. | ||
=== | ===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. | 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. | ||
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A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved. A surviving minion or companion may skirmish again this turn if the fellowship makes another move (or if the minion has the keyword '''fierce'''). | A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved. A surviving minion or companion may skirmish again this turn if the fellowship makes another move (or if the minion has the keyword '''fierce'''). | ||
=== | ===Skirmish Phase Summary=== | ||
* Free Peoples player chooses a skirmish. | * Free Peoples player chooses a skirmish. | ||
* Players perform skirmish actions. | * Players perform skirmish actions. | ||
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* If any skirmishes are unresolved, repeat this procedure. | * If any skirmishes are unresolved, repeat this procedure. | ||
== | ==Fierce== | ||
After all normal skirmishes are resolved, surviving minions with the keyword '''fierce''' must be defended against a second time. | After all normal skirmishes are resolved, surviving minions with the keyword '''fierce''' must be defended against a second time. | ||
Players perform another assignment phase and then complete a separate skirmish phase for each fierce skirmish. | Players perform another assignment phase and then complete a separate skirmish phase for each fierce skirmish. | ||
=== | ===Assignment Phase (Fierce)==== | ||
Players may again perform assignment actions (special abilities on cards in play with “'''Assignment:'''” and events with that keyword) using the action procedure. | Players may again perform assignment actions (special abilities on cards in play with “'''Assignment:'''” and events with that keyword) using the action procedure. | ||
The Free Peoples player then assigns defenders just as during the regular assignment phase, and then Shadow players assign any fierce minions that remain unassigned. | The Free Peoples player then assigns defenders just as during the regular assignment phase, and then Shadow players assign any fierce minions that remain unassigned. | ||
=== | ===Skirmish Phase(s) (Fierce)==== | ||
Then each defending companion fights in a separate skirmish phase, just as during the regular skirmish phases, in an order decided by the Free Peoples player. | Then each defending companion fights in a separate skirmish phase, just as during the regular skirmish phases, in an order decided by the Free Peoples player. | ||
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. | ||
== | ==7. Regroup Phase== | ||
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. | ||
=== | ===Shadow players reconcile=== | ||
Each Shadow player must reconcile his hand to eight cards, as follows: | Each Shadow player must reconcile his hand to eight cards, as follows: | ||
* He may first discard one card from his hand. | * He may first discard one card from his hand. | ||
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* Otherwise (when he has more than eight cards in his hand), he must discard from his hand until he has only eight. | * Otherwise (when he has more than eight cards in his hand), he must discard from his hand until he has only eight. | ||
=== | ===Free Peoples player chooses=== | ||
At the end of the regroup phase, if you are the Free Peoples player, you must select one of the following two choices: | At the end of the regroup phase, if you are the Free Peoples player, you must select one of the following two choices: | ||
* Move the fellowship to the next site (allowing the proper Shadow player to place a new site if needed), add tokens to the twilight pool (for the Shadow number of the new site, the region of that site, and the number of companions in the fellowship), and return to the Shadow phase(s). | * Move the fellowship to the next site (allowing the proper Shadow player to place a new site if needed), add tokens to the twilight pool (for the Shadow number of the new site, the region of that site, and the number of companions in the fellowship), and return to the Shadow phase(s). | ||
* Or, reconcile your hand (just as the Shadow players did above). Then the Shadow players discard all minions in play (and cards borne by them), and your turn ends. | * Or, reconcile your hand (just as the Shadow players did above). Then the Shadow players discard all minions in play (and cards borne by them), and your turn ends. | ||
=== | ===Move limit=== | ||
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. | ||
In a two- or three-player game, your move limit is two. In a game with four or more players, your move limit is equal to the number of your opponents when the game begins. During your regroup phase, you may decide to move your fellowship again, subject to this move limit. | In a two- or three-player game, your move limit is two. In a game with four or more players, your move limit is equal to the number of your opponents when the game begins. During your regroup phase, you may decide to move your fellowship again, subject to this move limit. | ||
=== | ===Regroup Phase Summary=== | ||
* Players perform regroup actions. | * Players perform regroup actions. | ||
* Shadow players reconcile. | * Shadow players reconcile. | ||
* 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. | ||
== | ==Winning the Game== | ||
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). | ||
=== | ===Losing the Game=== | ||
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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The other players complete the losing player’s turn. | The other players complete the losing player’s turn. | ||
= | =Building Your Deck= | ||
Each player brings to the game at least 71 cards: | Each player brings to the game at least 71 cards: | ||
* a Ring-bearer, bearing The One Ring (2 cards), | * a Ring-bearer, bearing The One Ring (2 cards), | ||
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* a 9-card adventure deck. | * a 9-card adventure deck. | ||
=== | ===Formats=== | ||
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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When you play a game using the Fellowship block, Tower block, or King block format, you do not add pool for the fellowship’s region number when you are moving your fellowship. | When you play a game using the Fellowship block, Tower block, or King block format, you do not add pool for the fellowship’s region number when you are moving your fellowship. | ||
=== | ===Ring-bearer and The One Ring=== | ||
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). | ||
=== | ===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. | 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. | ||
=== | ===Adventure Deck=== | ||
Your adventure deck must have exactly nine site cards in it. Each site must be different. The contents of your adventure deck depends on which format you are playing. | Your adventure deck must have exactly nine site cards in it. Each site must be different. The contents of your adventure deck depends on which format you are playing. | ||
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In the Fellowship block, Tower block, or King block, sites are numbered, and you must include one for each of the nine site numbers. | In the Fellowship block, Tower block, or King block, sites are numbered, and you must include one for each of the nine site numbers. | ||
= | =Other Important Rules= | ||
Refer to the entries in Section Two for active, block symbol, discard, discard pile, draw deck, keyword, loaded keyword, response, Ring-bearer, site, spot, and unique. These entries contain the most commonly used rules that have not already been described in Section One. | Refer to the entries in Section Two for active, block symbol, discard, discard pile, draw deck, keyword, loaded keyword, response, Ring-bearer, site, spot, and unique. These entries contain the most commonly used rules that have not already been described in Section One. | ||
= | =Section Two: Glossary of Terms= | ||
This section of the Comprehensive Rules provides complete rules to the game, organized alphabetically by topic. All material in Section One is duplicated in this section under its appropriate heading, accompanied by rulings that cover less frequent gameplay situations and by more specific examples. | This section of the Comprehensive Rules provides complete rules to the game, organized alphabetically by topic. All material in Section One is duplicated in this section under its appropriate heading, accompanied by rulings that cover less frequent gameplay situations and by more specific examples. | ||
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For entries on individual cards, refer to Section Three. | For entries on individual cards, refer to Section Three. | ||
---- | ---- | ||
=== | ===action=== | ||
Nearly everything that occurs during the game is some kind of action. Players perform actions to play cards, use special abilities, move their fellowships, reconcile, and so on. | Nearly everything that occurs during the game is some kind of action. Players perform actions to play cards, use special abilities, move their fellowships, reconcile, and so on. | ||
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See also '''cost''', '''effect''', '''loops'''. | See also '''cost''', '''effect''', '''loops'''. | ||
---- | ---- | ||
=== | ===action procedure=== | ||
As the Free Peoples player, you get the first opportunity to perform an action, and then the player on your right gets an opportunity, and so on counter-clockwise around the table. | As the Free Peoples player, you get the first opportunity to perform an action, and then the player on your right gets an opportunity, and so on counter-clockwise around the table. | ||
If a player does not wish to perform an action, he may simply pass. Passing does not prevent a player from performing an action later in the same phase. | If a player does not wish to perform an action, he may simply pass. Passing does not prevent a player from performing an action later in the same phase. | ||
---- | ---- | ||
=== | ===active=== | ||
During your turn, only these cards in play are active: | During your turn, only these cards in play are active: | ||
* sites on the adventure path, | * sites on the adventure path, | ||
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Occasionally in a multiplayer game, two copies of the same unique Shadow condition may be in play at the same time. Only the first copy of a unique Shadow condition (or the first 4 copies of a non-unique Shadow condition) closest to the right of the Free Peoples player are in effect at any time. All other copies are also active, but their game text is ignored. | Occasionally in a multiplayer game, two copies of the same unique Shadow condition may be in play at the same time. Only the first copy of a unique Shadow condition (or the first 4 copies of a non-unique Shadow condition) closest to the right of the Free Peoples player are in effect at any time. All other copies are also active, but their game text is ignored. | ||
---- | ---- | ||
=== | ===adventure deck=== | ||
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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See also '''building your deck''', '''moving your fellowship''', '''setting up the game''', '''site'''. | See also '''building your deck''', '''moving your fellowship''', '''setting up the game''', '''site'''. | ||
---- | ---- | ||
=== | ===adventure path=== | ||
All players use the same adventure path for their player markers. The cards that make up that path are taken from the adventure decks of the players. | All players use the same adventure path for their player markers. The cards that make up that path are taken from the adventure decks of the players. | ||
See also '''moving your fellowship''', '''setting up the game''', '''site'''. | See also '''moving your fellowship''', '''setting up the game''', '''site'''. | ||
---- | ---- | ||
=== | ===ally=== | ||
An ally is a '''character''' that helps your companions from afar but does not move with them. | An ally is a '''character''' that helps your companions from afar but does not move with them. | ||
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---- | ---- | ||
=== | ===ambush=== | ||
When the Free Peoples player assigns one of his characters to skirmish a minion with the keyword “ambush [X],” the Shadow player who owns that minion may add [x]. (See '''assignment phase'''.) | When the Free Peoples player assigns one of his characters to skirmish a minion with the keyword “ambush [X],” the Shadow player who owns that minion may add [x]. (See '''assignment phase'''.) | ||
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''Desert Scout (“Ambush [1].”) is equipped with Raider Bow (“Bearer is ... ambush [5].”). When it is assigned to a skirmish by the Free Peoples player, the Shadow player may add [1], [5], neither, or both (as separate actions).'' | ''Desert Scout (“Ambush [1].”) is equipped with Raider Bow (“Bearer is ... ambush [5].”). When it is assigned to a skirmish by the Free Peoples player, the Shadow player may add [1], [5], neither, or both (as separate actions).'' | ||
---- | ---- | ||
=== | ===archery phase=== | ||
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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See also '''ally'''. | See also '''ally'''. | ||
---- | ---- | ||
=== | ===artifact=== | ||
An artifact is a unique weapon, suit of armor, or other kind of special object used by a character. Most artifacts tell you who their '''bearer''' can be. Other artifacts play to your support area. | An artifact is a unique weapon, suit of armor, or other kind of special object used by a character. Most artifacts tell you who their '''bearer''' can be. Other artifacts play to your support area. | ||
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See also '''transfer'''. | See also '''transfer'''. | ||
---- | ---- | ||
=== | ===assignment phase=== | ||
During the assignment phase, players may perform assignment actions (special abilities on cards in play with “Assignment:” and events with that keyword) using the '''action procedure'''. Many assignment actions assign a minion to a companion. You cannot do this unless both of them are unassigned. | During the assignment phase, players may perform assignment actions (special abilities on cards in play with “Assignment:” and events with that keyword) using the '''action procedure'''. Many assignment actions assign a minion to a companion. You cannot do this unless both of them are unassigned. | ||
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---- | ---- | ||
=== | ===attribute bonus=== | ||
An attribute bonus is a positive '''modifier''' for a character’s strength, vitality, and/or resistance, written with a plus sign (like “+2”). | An attribute bonus is a positive '''modifier''' for a character’s strength, vitality, and/or resistance, written with a plus sign (like “+2”). | ||
---- | ---- | ||
=== | ===bearer=== | ||
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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---- | ---- | ||
=== | ===bid=== | ||
Players place secret bids for the right to determine who goes first in the game. (See '''setting up the game'''.) The bidding is done with black tokens, which will become burdens on your Ring-bearer. | Players place secret bids for the right to determine who goes first in the game. (See '''setting up the game'''.) The bidding is done with black tokens, which will become burdens on your Ring-bearer. | ||
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If you bid a number of burdens equal to or higher than your Ring-bearer’s resistance, your Ring-bearer becomes corrupted before the game starts and you lose the game. | If you bid a number of burdens equal to or higher than your Ring-bearer’s resistance, your Ring-bearer becomes corrupted before the game starts and you lose the game. | ||
---- | ---- | ||
=== | ===block symbol=== | ||
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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---- | ---- | ||
=== | ===building your deck=== | ||
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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---- | ---- | ||
=== | ===burden=== | ||
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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---- | ---- | ||
=== | ===card type=== | ||
There are nine different card types in the game: The One Ring, site, companion, ally, minion, possession, artifact, event, and condition | There are nine different card types in the game: The One Ring, site, companion, ally, minion, possession, artifact, event, and condition | ||
---- | ---- | ||
=== | ===character=== | ||
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. | ||
---- | ---- | ||
=== | ===class=== | ||
See '''bearer'''. | See '''bearer'''. | ||
---- | ---- | ||
=== | ===collector's info=== | ||
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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---- | ---- | ||
=== | ===companion=== | ||
A companion is a Free Peoples '''character''' in your fellowship. | A companion is a Free Peoples '''character''' in your fellowship. | ||
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---- | ---- | ||
=== | ===condition=== | ||
A condition is a card representing a significant change in the world, which stays in play until discarded. Most conditions play to your support area. Other conditions tell you who their '''bearer'''can be. | A condition is a card representing a significant change in the world, which stays in play until discarded. Most conditions play to your support area. Other conditions tell you who their '''bearer'''can be. | ||
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---- | ---- | ||
=== | ===control=== | ||
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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---- | ---- | ||
=== | ===corrupted=== | ||
If your Ring-bearer’s '''resistance''' is reduced to zero, he is corrupted. (See '''losing the game'''.) Only your Ring-bearer can be corrupted. | If your Ring-bearer’s '''resistance''' is reduced to zero, he is corrupted. (See '''losing the game'''.) Only your Ring-bearer can be corrupted. | ||
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---- | ---- | ||
=== | ===cost=== | ||
A cost of an '''action''' could be adding or removing twilight tokens, exerting a character, discarding a card, or any number of other possibilities. The | A cost of an '''action''' could be adding or removing twilight tokens, exerting a character, discarding a card, or any number of other possibilities. The | ||
costs for an action are usually listed before the word “to” (so the action takes the form of “pay X to do Y,” with X being the cost and Y the '''effect'''). | costs for an action are usually listed before the word “to” (so the action takes the form of “pay X to do Y,” with X being the cost and Y the '''effect'''). | ||
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---- | ---- | ||
=== | ===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. | 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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---- | ---- | ||
=== | ===culture tokens=== | ||
Some conditions tell you to “place an [Elf] token on this card” (or “a [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 [Elf] token on this card” (or “a [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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---- | ---- | ||
=== | ===damage bonus=== | ||
When the winning side in a '''skirmish phase'''has one or more characters with the keyword damage +1, then each losing character takes one additional wound for each damage +1. (Damage +2 adds two wounds, and so on.) This is called a damage bonus, which may be added to or removed by various effects. | When the winning side in a '''skirmish phase'''has one or more characters with the keyword damage +1, then each losing character takes one additional wound for each damage +1. (Damage +2 adds two wounds, and so on.) This is called a damage bonus, which may be added to or removed by various effects. | ||
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When an effect says that a character “loses all damage bonuses,” that character cannot gain a damage bonus due to some other effect. | When an effect says that a character “loses all damage bonuses,” that character cannot gain a damage bonus due to some other effect. | ||
---- | ---- | ||
=== | ===damage +X=== | ||
see '''damage bonus''' | see '''damage bonus''' | ||
---- | ---- | ||
=== | ===dead pile=== | ||
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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---- | ---- | ||
=== | ===defender +X=== | ||
During the '''assignment phase''', if your assigned companion has the keyword defender +1, you may assign that character to one additional unassigned minion. Defender +2 allows that companion to defend against two additional unassigned minions, and so on. A character with defender +2 (or greater) satisfies any requirement for defender +1. | During the '''assignment phase''', if your assigned companion has the keyword defender +1, you may assign that character to one additional unassigned minion. Defender +2 allows that companion to defend against two additional unassigned minions, and so on. A character with defender +2 (or greater) satisfies any requirement for defender +1. | ||
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---- | ---- | ||
=== | ===discard=== | ||
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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---- | ---- | ||
=== | ===discard pile=== | ||
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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---- | ---- | ||
=== | ===discard to heal=== | ||
As a fellowship action during your fellowship phase, you may spot a unique companion or unique ally with at least one wound and discard a card from your hand with the same card title(it may have a different subtitle) to heal that character. (See '''healing'''.) | As a fellowship action during your fellowship phase, you may spot a unique companion or unique ally with at least one wound and discard a card from your hand with the same card title(it may have a different subtitle) to heal that character. (See '''healing'''.) | ||
---- | ---- | ||
=== | ===draw deck=== | ||
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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---- | ---- | ||
=== | ===each time=== | ||
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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---- | ---- | ||
=== | ===effect=== | ||
A effect of an '''action''' could be adding or removing twilight tokens, exerting a character, discarding a card, or any number of other possibilities. The effects of an action are usually listed after the word “to” (so the action takes the form of “pay X to do Y,” with X being the '''cost''' and Y the effect). | A effect of an '''action''' could be adding or removing twilight tokens, exerting a character, discarding a card, or any number of other possibilities. The effects of an action are usually listed after the word “to” (so the action takes the form of “pay X to do Y,” with X being the '''cost''' and Y the effect). | ||
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---- | ---- | ||
=== | ===enduring=== | ||
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. | ||
---- | ---- | ||
=== | ===event=== | ||
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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---- | ---- | ||
=== | ===exert=== | ||
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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---- | ---- | ||
=== | ===exhausted=== | ||
A character who has only 1 vitality remaining is exhausted. | A character who has only 1 vitality remaining is exhausted. | ||
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---- | ---- | ||
=== | ===fellowship phase=== | ||
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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---- | ---- | ||
=== | ===fierce=== | ||
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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---- | ---- | ||
=== | ===for each=== | ||
When an effect wounds (or exerts or heals) characters using the phrase “for each,” you may wound (or exert or heal) a character more than once. (See '''toil'''.) | When an effect wounds (or exerts or heals) characters using the phrase “for each,” you may wound (or exert or heal) a character more than once. (See '''toil'''.) | ||
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---- | ---- | ||
=== | ===format=== | ||
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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---- | ---- | ||
=== | ===Free Peoples cards=== | ||
Free Peoples cards represent the forces of good. Each player has his own fellowship, made up of a Ring-bearer and other companions. When | 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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---- | ---- | ||
=== | ===Frodo=== | ||
See '''Ring-bearer''', '''Ring-bound'''. | See '''Ring-bearer''', '''Ring-bound'''. | ||
---- | ---- | ||
=== | ===healing=== | ||
When a wound is removed from a character, this represents resting or healing. When you “heal a character,” you remove one wound. | When a wound is removed from a character, this represents resting or healing. When you “heal a character,” you remove one wound. | ||
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---- | ---- | ||
=== | ===home site=== | ||
See '''ally'''. | See '''ally'''. | ||
---- | ---- | ||
=== | ===initiative=== | ||
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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---- | ---- | ||
=== | ===keyword=== | ||
Each card has one or more keywords that identify it. Most keywords are '''unloaded keyword'''s, with no special rules (although they may be referenced by other cards). Keywords with rules are called '''loaded keywords'''. | Each card has one or more keywords that identify it. Most keywords are '''unloaded keyword'''s, with no special rules (although they may be referenced by other cards). Keywords with rules are called '''loaded keywords'''. | ||
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---- | ---- | ||
=== | ===killed=== | ||
When a character’s '''vitality''' is reduced to zero, that character is immediately killed. Reducing a character’s strength to zero does not kill that character. (See '''wound''', '''overwhelmed'''.) | When a character’s '''vitality''' is reduced to zero, that character is immediately killed. Reducing a character’s strength to zero does not kill that character. (See '''wound''', '''overwhelmed'''.) | ||
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---- | ---- | ||
=== | ===kinds of 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. | 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. | ||
---- | ---- | ||
=== | ===leaving play=== | ||
When a card (other than a '''site''') leaves play for any reason, any cards played on that card (or borne by or stacked on that card) are discarded. Any tokens on that card are removed. | When a card (other than a '''site''') leaves play for any reason, any cards played on that card (or borne by or stacked on that card) are discarded. Any tokens on that card are removed. | ||
---- | ---- | ||
=== | ===liberate=== | ||
A Free Peoples player may have a card effect that allows him to liberate a site. Only a site that another player '''control'''s may be liberated. You cannot liberate a site on the adventure path, a site in any adventure deck, or a site you control. | A Free Peoples player may have a card effect that allows him to liberate a site. Only a site that another player '''control'''s may be liberated. You cannot liberate a site on the adventure path, a site in any adventure deck, or a site you control. | ||
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---- | ---- | ||
=== | ===limit=== | ||
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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---- | ---- | ||
=== | ===loaded keyword=== | ||
Card type and class (see '''bearer''') are loaded keywords. Other loaded keywords include '''ambush''', archer (see '''archery phase'''), damage +X (see '''damage bonus'''), '''defender +X''', '''enduring''', '''fierce''', '''lurker''', '''muster''', '''Ring-bearer''', '''sanctuary''', '''toil''', and '''unhasty'''. | Card type and class (see '''bearer''') are loaded keywords. Other loaded keywords include '''ambush''', archer (see '''archery phase'''), damage +X (see '''damage bonus'''), '''defender +X''', '''enduring''', '''fierce''', '''lurker''', '''muster''', '''Ring-bearer''', '''sanctuary''', '''toil''', and '''unhasty'''. | ||
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---- | ---- | ||
=== | ===look at=== | ||
See '''effect'''. | See '''effect'''. | ||
---- | ---- | ||
=== | ===loops=== | ||
Occasionally, a game will reach a state in which a set of '''action'''s can be repeated forever. | Occasionally, a game will reach a state in which a set of '''action'''s can be repeated forever. | ||
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---- | ---- | ||
=== | ===losing the game=== | ||
A player loses the game if his Ring-bearer is '''killed''' (see '''overwhelmed'''), unless he uses game text allowing another character to carry on as Ring-bearer. | A player loses the game if his Ring-bearer is '''killed''' (see '''overwhelmed'''), unless he uses game text allowing another character to carry on as Ring-bearer. | ||
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---- | ---- | ||
=== | ===lurker=== | ||
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. | ||
---- | ---- | ||
=== | ===Man=== | ||
The race of “Man” includes women of the appropriate culture. | The race of “Man” includes women of the appropriate culture. | ||
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---- | ---- | ||
=== | ===maneuver phase=== | ||
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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---- | ---- | ||
=== | ===may not=== | ||
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.” | ||
---- | ---- | ||
=== | ===minion=== | ||
A minion is a Shadow '''character''' that attacks other players’ fellowships. | A minion is a Shadow '''character''' that attacks other players’ fellowships. | ||
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---- | ---- | ||
=== | ===modifier=== | ||
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. | ||
''Orc Ambusher says, “The roaming penalty for each | ''Orc Ambusher says, “The roaming penalty for each [Sauron] minion you play is –1.” It does not specifically name itself, so this does not apply to Orc Ambusher when it is played. | ||
Éomer, Third Marshal of Riddermark says, “While you can spot a [Rohan] Man, Éomer’s twilight cost is –1.” This specifically names Éomer himself, so it does apply to Éomer when he is played. | |||
Grishnákh, Orc Captain says, “The site number of each [Sauron] Orc is –3.” This does not apply to Grishnákh when you play him, but he is himself a [Sauron] Orc, so his site number would be reduced after he entered play.'' | |||
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 The One Ring, The Ruling Ring (strength +1). His strength is 4. During a skirmish, Enduring Evil is played (“Skirmish: Spot X burdens to make a character skirmishing a | ''Frodo (strength 3) bears The One Ring, The Ruling Ring (strength +1). His strength is 4. During a skirmish, Enduring Evil is played (“Skirmish: Spot X burdens to make a character skirmishing a [Sauron] Orc strength –X.”), spotting 6 burdens on Frodo. | ||
Frodo’s strength is 3 + 1 – 6 ===== –2. This is reset to zero. 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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---- | ---- | ||
===mounted=== | |||
=== | |||
A mounted character means one who is “bearing a possession with the class of mount.” (See '''bearer'''.) | A mounted character means one who is “bearing a possession with the class of mount.” (See '''bearer'''.) | ||
---- | ---- | ||
=== | ===move limit=== | ||
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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---- | ---- | ||
=== | ===moving cards=== | ||
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. | ||
---- | ---- | ||
=== | ===moving your fellowship=== | ||
During each of your fellowship phases, when you are finished performing fellowship actions, your fellowship must move forward to the next site on the adventure path. You may also move at the end of your regroup phase, subject to the '''move limit'''. | During each of your fellowship phases, when you are finished performing fellowship actions, your fellowship must move forward to the next site on the adventure path. You may also move at the end of your regroup phase, subject to the '''move limit'''. | ||
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---- | ---- | ||
=== | ===muster=== | ||
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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---- | ---- | ||
=== | ===non-unique=== | ||
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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---- | ---- | ||
=== | ===The One Ring=== | ||
This card type represents the uniquely powerful item that is the focus of the story of ''The Lord of the Rings''. In the middle of the card, The One Ring has its subtitle. It has no twilight cost. | This card type represents the uniquely powerful item that is the focus of the story of ''The Lord of the Rings''. In the middle of the card, The One Ring has its subtitle. It has no twilight cost. | ||
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---- | ---- | ||
=== | ===opponent=== | ||
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). | ||
---- | ---- | ||
=== | ===overwhelmed=== | ||
If the total strength of one side in a '''skirmish phase''' is at least double the total strength of the other side, all the characters on the losing side are overwhelmed and '''killed''' (regardless of how many wounds or how much vitality each has). When a character is overwhelmed, that character does not take any more wounds — he simply dies. | If the total strength of one side in a '''skirmish phase''' is at least double the total strength of the other side, all the characters on the losing side are overwhelmed and '''killed''' (regardless of how many wounds or how much vitality each has). When a character is overwhelmed, that character does not take any more wounds — he simply dies. | ||
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---- | ---- | ||
=== | ===phase action=== | ||
Phase actions include performing special abilities and playing '''event''' cards. | Phase actions include performing special abilities and playing '''event''' cards. | ||
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---- | ---- | ||
=== | ===possession=== | ||
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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---- | ---- | ||
=== | ===race=== | ||
See '''Man''', '''unloaded keyword''', '''Uruk-hai'''. | See '''Man''', '''unloaded keyword''', '''Uruk-hai'''. | ||
---- | ---- | ||
=== | ===reconcile=== | ||
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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---- | ---- | ||
=== | ===region=== | ||
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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---- | ---- | ||
=== | ===regroup phase=== | ||
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'''. | 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'''. | ||
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---- | ---- | ||
=== | ===replace=== | ||
See '''site''', '''unique'''. | See '''site''', '''unique'''. | ||
---- | ---- | ||
=== | ===requirement=== | ||
See '''cost'''. | See '''cost'''. | ||
---- | ---- | ||
=== | ===resistance=== | ||
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 '''building your deck'''.) | ring around their resistance icon, meaning they can be chosen begin the game as your Ring-bearer. (See '''building your deck'''.) | ||
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---- | ---- | ||
=== | ===response=== | ||
A special ability or event labeled with the word “Response:” indicates that you may perform that '''action''' whenever the trigger described in its game text happens. | A special ability or event labeled with the word “Response:” indicates that you may perform that '''action''' whenever the trigger described in its game text happens. | ||
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---- | ---- | ||
=== | ===reveal=== | ||
See '''effect'''. | See '''effect'''. | ||
---- | ---- | ||
=== | ===Ring-bearer=== | ||
One Free Peoples character always begins the game as your Ring-bearer. (See '''building your deck'''.) He bears The One Ring for you, much as when Frodo carried the Ring in his pocket or on a chain around his neck. | One Free Peoples character always begins the game as your Ring-bearer. (See '''building your deck'''.) He bears The One Ring for you, much as when Frodo carried the Ring in his pocket or on a chain around his neck. | ||
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---- | ---- | ||
=== | ===Ring-bound=== | ||
Only companions can be Ring-bound (not allies or minions). | Only companions can be Ring-bound (not allies or minions). | ||
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---- | ---- | ||
=== | ===roaming=== | ||
Each minion is normally played to a certain range of sites beginning with the minion’s site number. If the minion is played to (or is currently at) a site that has a lower '''site''' number, that minion is roaming. The player must pay a roaming penalty by removing an additional two twilight tokens when playing that minion. | Each minion is normally played to a certain range of sites beginning with the minion’s site number. If the minion is played to (or is currently at) a site that has a lower '''site''' number, that minion is roaming. The player must pay a roaming penalty by removing an additional two twilight tokens when playing that minion. | ||
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---- | ---- | ||
=== | ===The Rule of 4=== | ||
Some card '''effect'''s allow you to draw cards in the fellowship phase. You cannot draw (or take into hand) more than 4 cards during your fellowship phase. | Some card '''effect'''s allow you to draw cards in the fellowship phase. You cannot draw (or take into hand) more than 4 cards during your fellowship phase. | ||
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---- | ---- | ||
=== | ===The Rule of 9=== | ||
You cannot have more than nine total companions in play and in your dead pile at any time. (Each copy of a companion in play or in your dead pile counts as a separate companion, whether it is unique or non-unique.) | You cannot have more than nine total companions in play and in your dead pile at any time. (Each copy of a companion in play or in your dead pile counts as a separate companion, whether it is unique or non-unique.) | ||
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---- | ---- | ||
=== | ===Sam=== | ||
See '''losing the game''', '''Ring-bound'''. | See '''losing the game''', '''Ring-bound'''. | ||
---- | ---- | ||
=== | ===sanctuary=== | ||
A sanctuary is any '''site''' 3 or site 6 on the adventure path. Sites preceding the Shadows expansion set mark this with a keyword. | A sanctuary is any '''site''' 3 or site 6 on the adventure path. Sites preceding the Shadows expansion set mark this with a keyword. | ||
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---- | ---- | ||
=== | ===setting up the game=== | ||
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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---- | ---- | ||
=== | ===Shadow cards=== | ||
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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---- | ---- | ||
=== | ===Shadow phase(s)=== | ||
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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---- | ---- | ||
=== | ===signet=== | ||
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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---- | ---- | ||
=== | ===site=== | ||
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 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'''.) | ||
Line 1,661: | Line 1,661: | ||
---- | ---- | ||
=== | ===skirmish phase(s)=== | ||
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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---- | ---- | ||
=== | ===special ability=== | ||
Besides events, other types of cards may have a '''phase action''' as a part of their game text called a special ability, which may be used only while the card is in play. The boldfaced word defines when you may do so. | Besides events, other types of cards may have a '''phase action''' as a part of their game text called a special ability, which may be used only while the card is in play. The boldfaced word defines when you may do so. | ||
Line 1,709: | Line 1,709: | ||
---- | ---- | ||
=== | ===spot=== | ||
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.” | 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.” | ||
Line 1,730: | Line 1,730: | ||
---- | ---- | ||
=== | ===stack=== | ||
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. | ||
Line 1,738: | Line 1,738: | ||
---- | ---- | ||
=== | ===start of turn=== | ||
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.) | ||
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---- | ---- | ||
=== | ===starting fellowship=== | ||
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. | ||
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---- | ---- | ||
=== | ===strength=== | ||
See '''killed'''. | See '''killed'''. | ||
---- | ---- | ||
=== | ===support area=== | ||
Your support area is a row of cards behind your fellowship. | Your support area is a row of cards behind your fellowship. | ||
Line 1,774: | Line 1,774: | ||
---- | ---- | ||
=== | ===threats=== | ||
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. | ||
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---- | ---- | ||
=== | ===token=== | ||
See '''burden''', '''culture tokens''', '''wound''', '''threats''', | See '''burden''', '''culture tokens''', '''wound''', '''threats''', | ||
'''twilight pool'''. | '''twilight pool'''. | ||
---- | ---- | ||
=== | ===toil=== | ||
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. | ||
Line 1,797: | Line 1,797: | ||
---- | ---- | ||
=== | ===transfer=== | ||
You may transfer an artifact or possession between your Free Peoples characters during your fellowship phase by paying the twilight cost | 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.) | for that artifact or possession again. (Minions cannot transfer artifacts or possessions.) | ||
Line 1,808: | Line 1,808: | ||
---- | ---- | ||
=== | ===turn sequence=== | ||
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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---- | ---- | ||
=== | ===twilight cost=== | ||
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. | ||
Line 1,859: | Line 1,859: | ||
---- | ---- | ||
=== | ===twilight pool=== | ||
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. | ||
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---- | ---- | ||
=== | ===unbound=== | ||
Only companions can be unbound (not allies or minions). Any companion without the '''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. | ||
---- | ---- | ||
=== | ===unhasty=== | ||
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 [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 [Gandalf] card allows it do so. | ||
Line 1,879: | Line 1,879: | ||
---- | ---- | ||
=== | ===unique=== | ||
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 '''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. | ||
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---- | ---- | ||
=== | ===unloaded keyword=== | ||
Race (such as '''Man''', Elf, Ent, Orc, '''Uruk-hai''', or Wizard) is an unloaded '''keyword'''. | Race (such as '''Man''', Elf, Ent, Orc, '''Uruk-hai''', or Wizard) is an unloaded '''keyword'''. | ||
Line 1,901: | Line 1,901: | ||
---- | ---- | ||
=== | ===Uruk-hai=== | ||
In ''The Lord of the Rings'' TCG, Uruk-hai is a different race from Orc. | In ''The Lord of the Rings'' TCG, Uruk-hai is a different race from Orc. | ||
---- | ---- | ||
=== | ===vitality=== | ||
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. | ||
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---- | ---- | ||
=== | ===when=== | ||
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. | ||
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---- | ---- | ||
=== | ===while=== | ||
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. | ||
Line 1,925: | Line 1,925: | ||
---- | ---- | ||
=== | ===who goes first?=== | ||
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. | ||
---- | ---- | ||
=== | ===winning the game=== | ||
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. | ||
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---- | ---- | ||
=== | ===wound=== | ||
When a character is wounded by an enemy attack, his vitalityis 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 vitalityis depleted. Place a wound token on the character to illustrate this. Glass beads (preferably blood red) make good tokens for this purpose. | ||
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---- | ---- | ||
=== | ===X-List=== | ||
The X-List is maintained in the Current Rulings document, also available for download. | The X-List is maintained in the Current Rulings document, also available for download. | ||
= | =Section Three: Individual Card Rulings= | ||
This section of the Comprehensive Rules provides entries on individual cards, organized by collector’s info. | This section of the Comprehensive Rules provides entries on individual cards, organized by collector’s info. | ||
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---- | ---- | ||
==== | ====BOOK OF MAZARBUL==== | ||
'''0P7''' | '''0P7''' | ||
'''''Erratum''''': | '''''Erratum''''': | ||
Line 1,977: | Line 1,977: | ||
''Reprinted correctly as Realms of the Elf-lords card 3R1.'' | ''Reprinted correctly as Realms of the Elf-lords card 3R1.'' | ||
==== | ====AXE STRIKE==== '''1C3''' | ||
'''1C3''' | |||
'''''Clarification''''': | '''''Clarification''''': | ||
'''Skirmish''': Make a Dwarf strength +2 (or +3 if | '''Skirmish''': Make a Dwarf strength +2 (or +3 if | ||
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Only copies of this card from ''The Fellowship of the Ring'' set need this clarification. | Only copies of this card from ''The Fellowship of the Ring'' set need this clarification. | ||
==== | ====DWARVEN AXE==== '''1C9''' | ||
'''1C9''' | |||
This card can trigger only once for each Shadow player with a minion in that skirmish, regardless of how many minions that player had. | This card can trigger only once for each Shadow player with a minion in that skirmish, regardless of how many minions that player had. | ||
---- | ---- | ||
==== | ====GIMLI, DWARF OF EREBOR==== | ||
'''1U12''' | '''1U12''' | ||
'''''Erratum''''': | '''''Erratum''''': | ||
Line 1,999: | Line 1,997: | ||
''Reprinted correctly in the Legolas starter deck for Realms of the Elf-lords.'' | ''Reprinted correctly in the Legolas starter deck for Realms of the Elf-lords.'' | ||
==== | ====FAR-SEEING EYES==== | ||
'''1C43''' | '''1C43''' | ||
'''''Erratum''''': | '''''Erratum''''': | ||
Line 2,005: | Line 2,003: | ||
''Reprinted correctly in the Legolas starter deck for Realms of the Elf-lords.'' | ''Reprinted correctly in the Legolas starter deck for Realms of the Elf-lords.'' | ||
==== | ====GALADRIEL, LADY OF LIGHT==== | ||
'''1R45''' | '''1R45''' | ||
The twilight cost of an Elf played using Galadriel’s text is zero, and cannot be raised or lowered. | The twilight cost of an Elf played using Galadriel’s text is zero, and cannot be raised or lowered. | ||
Line 2,011: | Line 2,009: | ||
---- | ---- | ||
==== | ====GIFT OF BOATS==== | ||
'''1U46''' | '''1U46''' | ||
'''''Erratum''''': | '''''Erratum''''': | ||
Line 2,020: | Line 2,018: | ||
is +1. | is +1. | ||
==== | ====THE MIRROR OF GALADRIEL==== | ||
'''1R55''' | '''1R55''' | ||
'''''Erratum''''': | '''''Erratum''''': | ||
Line 2,033: | Line 2,031: | ||
''Reprinted correctly as a random rare in Fellowship beta Starter Decks.'' | ''Reprinted correctly as a random rare in Fellowship beta Starter Decks.'' | ||
==== | ====SLEEP, CARADHRAS==== | ||
'''1C84''' | '''1C84''' | ||
“Discard every condition” means to discard every active condition. Inactive conditions are not discarded. | “Discard every condition” means to discard every active condition. Inactive conditions are not discarded. | ||
Line 2,039: | Line 2,037: | ||
---- | ---- | ||
==== | ====ONE WHOM MEN WOULD FOLLOW==== | ||
'''1U109''' | '''1U109''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,046: | Line 2,044: | ||
participates in archery fire and skirmishes. | participates in archery fire and skirmishes. | ||
==== | ====A RANGER’S VERSATILITY==== | ||
'''1U113''' | '''1U113''' | ||
'''''Erratum''''': | '''''Erratum''''': | ||
Line 2,052: | Line 2,050: | ||
exhaust a minion. | exhaust a minion. | ||
==== | ====SARUMAN’S CHILL==== | ||
'''1C134''' | '''1C134''' | ||
The cost of this condition is 1. Some copies of this card are misprinted. | The cost of this condition is 1. Some copies of this card are misprinted. | ||
Line 2,058: | Line 2,056: | ||
---- | ---- | ||
==== | ====SARUMAN’S SNOWS==== | ||
'''1C138''' | '''1C138''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,067: | Line 2,065: | ||
the end of the turn. | the end of the turn. | ||
==== | ====SAVAGERY TO MATCH THEIR NUMBERS==== | ||
'''1R139''' | '''1R139''' | ||
The strength +4 bonus lasts until the regroup phase. | The strength +4 bonus lasts until the regroup phase. | ||
==== | ====WORRY==== | ||
1U162 | 1U162 | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,083: | Line 2,081: | ||
---- | ---- | ||
==== | ====GOBLIN MARKSMAN==== | ||
'''1C176''' | '''1C176''' | ||
Italic text within parentheses is descriptive only, and has no added gameplay effect. | Italic text within parentheses is descriptive only, and has no added gameplay effect. | ||
==== | ====PLUNDERED ARMORIES==== | ||
'''1C193''' | '''1C193''' | ||
If a minion bearing a [Moria] weapon is discarded due to losing a skirmish, Plundered Armories takes effect before optional actions triggered by winning/losing that skirmish occur. | If a minion bearing a [Moria] weapon is discarded due to losing a skirmish, Plundered Armories takes effect before optional actions triggered by winning/losing that skirmish occur. | ||
When an effect discards “all” minions (thereby discarding their weapons), they are discarded at the same time. None of those minions may have weapons played on them with Plundered Armories. | When an effect discards “all” minions (thereby discarding their weapons), they are discarded at the same time. None of those minions may have weapons played on them with Plundered Armories. | ||
==== | ====DRAWN TO ITS POWER==== | ||
'''1U211''' | '''1U211''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,101: | Line 2,099: | ||
---- | ---- | ||
==== | ====PATHS SELDOM TRODDEN==== | ||
'''1U222''' | '''1U222''' | ||
This card can replace sites only in the Fellowship block format. See Section Two, '''adventure deck'''. | This card can replace sites only in the Fellowship block format. See Section Two, '''adventure deck'''. | ||
==== | ====RETURN TO ITS MASTER==== | ||
'''1R224''' | '''1R224''' | ||
This card creates a skirmish in addition to regular and fierce skirmishes. | This card creates a skirmish in addition to regular and fierce skirmishes. | ||
==== | ====ÚLAIRË NELYA, LIEUTENANT OF MORGUL==== | ||
'''1U233''' | '''1U233''' | ||
This card can replace sites only in the Fellowship block format. See Section Two, '''adventure deck'''. | This card can replace sites only in the Fellowship block format. See Section Two, '''adventure deck'''. | ||
Line 2,115: | Line 2,113: | ||
---- | ---- | ||
==== | ====ÚLAIRË NERTËA, MESSENGER OF DOL GULDUR==== | ||
'''1U234''' | '''1U234''' | ||
If two or more minions are played, the Shadow player decides in what order those minions are played. | If two or more minions are played, the Shadow player decides in what order those minions are played. | ||
==== | ====ÚLAIRË OSTËA, LIEUTENANT OF MORGUL==== | ||
'''1U235''' | '''1U235''' | ||
'''Shadow''': Exert Úlairë Otsëa to make a [Nazgul] | '''Shadow''': Exert Úlairë Otsëa to make a [Nazgul] | ||
Line 2,125: | Line 2,123: | ||
The name “Ostëa” in the title of this card should be “Otsëa.” Future printings will have this correction. All versions of this card have the same card title for uniqueness purposes. | The name “Ostëa” in the title of this card should be “Otsëa.” Future printings will have this correction. All versions of this card have the same card title for uniqueness purposes. | ||
==== | ====A HOST AVAILS LITTLE==== | ||
'''1U251''' | '''1U251''' | ||
If you can spot 7 or more companions, you may wound the same companion more than once. | If you can spot 7 or more companions, you may wound the same companion more than once. | ||
Line 2,131: | Line 2,129: | ||
---- | ---- | ||
==== | ====ORC AMBUSHER==== | ||
'''1C261''' | '''1C261''' | ||
This ''Fellowship of the Ring'' card was misprinted in the Gimli ''Mines of Moria'' starter deck. The word “non-native” should be “roaming.” | This ''Fellowship of the Ring'' card was misprinted in the Gimli ''Mines of Moria'' starter deck. The word “non-native” should be “roaming.” | ||
==== | ====ORC ASSASSIN==== | ||
'''1U262''' | '''1U262''' | ||
This ''Fellowship of the Ring'' card was misprinted in the Gimli ''Mines of Moria'' starter deck. The word “non-native” should be “roaming.” | This ''Fellowship of the Ring'' card was misprinted in the Gimli ''Mines of Moria'' starter deck. The word “non-native” should be “roaming.” | ||
==== | ====ORC BANNER==== | ||
'''1R263''' | '''1R263''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,149: | Line 2,147: | ||
---- | ---- | ||
==== | ====BILBO BAGGINS, RETIRED ADVENTURER==== | ||
'''1R284''' | '''1R284''' | ||
This card’s title should now be read as: •Bilbo, Retired Adventurer | This card’s title should now be read as: •Bilbo, Retired Adventurer | ||
==== | ====ROSIE COTTON==== | ||
'''1U309''' | '''1U309''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,159: | Line 2,157: | ||
'''Fellowship''': Exert Rosie Cotton to heal Sam. | '''Fellowship''': Exert Rosie Cotton to heal Sam. | ||
==== | ====THRÓR’S MAP==== | ||
'''1R318''' | '''1R318''' | ||
'''''Erratum''''': | '''''Erratum''''': | ||
Line 2,170: | Line 2,168: | ||
---- | ---- | ||
==== | ====ETTENMOORS==== | ||
'''1C331''' | '''1C331''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,176: | Line 2,174: | ||
minion to make that character strength +2. | minion to make that character strength +2. | ||
==== | ====FORD OF BRUINEN==== | ||
'''1U338''' | '''1U338''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,183: | Line 2,181: | ||
–5. | –5. | ||
==== | ====BALIN’S TOMB==== | ||
'''1U343''' | '''1U343''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,191: | Line 2,189: | ||
---- | ---- | ||
==== | ====EMYN MUIL==== | ||
'''1U360''' | '''1U360''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,197: | Line 2,195: | ||
minion fierce until the regroup phase. | minion fierce until the regroup phase. | ||
==== | ====WHAT ARE WE WAITING FOR?==== | ||
'''2R15''' | '''2R15''' | ||
If a second copy of this card is played and that Shadow player has already chosen to skip his or her next Shadow phase, that player may choose to skip the same Shadow phase again (which has no effect). | If a second copy of this card is played and that Shadow player has already chosen to skip his or her next Shadow phase, that player may choose to skip the same Shadow phase again (which has no effect). | ||
==== | ====DARK PLACES==== | ||
'''2C45''' | '''2C45''' | ||
This card can replace sites only in the Fellowship block format. See Section Two, '''adventure deck'''. | This card can replace sites only in the Fellowship block format. See Section Two, '''adventure deck'''. | ||
Line 2,207: | Line 2,205: | ||
---- | ---- | ||
==== | ====URUK SCOUT==== | ||
'''2C47''' | '''2C47''' | ||
The special ability of this minion may only cancel an event that specifically requires a ranger in its game text. | The special ability of this minion may only cancel an event that specifically requires a ranger in its game text. | ||
==== | ====CAVE TROLL’S CHAIN==== | ||
'''2R53''' | '''2R53''' | ||
When an exhausted Cave Troll, armed with the Cave Troll’s Chain, takes its last wound during the archery phase, the Chain cannot be used to wound an archer companion (since the wound is a required action and takes effect before the Chain can be used). | When an exhausted Cave Troll, armed with the Cave Troll’s Chain, takes its last wound during the archery phase, the Chain cannot be used to wound an archer companion (since the wound is a required action and takes effect before the Chain can be used). | ||
==== | ====ORC SCOUT==== | ||
'''2C89''' | '''2C89''' | ||
The special ability of this minion may only cancel an event that specifically requires a ranger in its game text. | The special ability of this minion may only cancel an event that specifically requires a ranger in its game text. | ||
Line 2,221: | Line 2,219: | ||
---- | ---- | ||
==== | ====BILBO BAGGINS, WELL-SPOKEN GENTLEHOBBIT==== | ||
'''2U96''' | '''2U96''' | ||
This card’s title should now be read as: •Bilbo, Well-spoken Gentlehobbit | This card’s title should now be read as: •Bilbo, Well-spoken Gentlehobbit | ||
==== | ====O ELBERETH! GITHONIEL!==== | ||
'''2R108''' | '''2R108''' | ||
As skirmishes involving the Ring-bearer cannot be cancelled, the skirmish action of this | As skirmishes involving the Ring-bearer cannot be cancelled, the skirmish action of this | ||
condition can only be used to take off The One Ring. | condition can only be used to take off The One Ring. | ||
==== | ====WE MUST GO WARILY==== | ||
'''3C48''' | '''3C48''' | ||
'''''Erratum''''': | '''''Erratum''''': | ||
Line 2,240: | Line 2,238: | ||
---- | ---- | ||
==== | ====ÚLAIRË OTSËA, RINGWRAITH IN TWILIGHT==== | ||
'''3U86''' | '''3U86''' | ||
If Frodo dies in a skirmish involving Otsëa with Sam also in play, The One Ring is transferred to Sam before Blade Tip may be transferred with Otsëa’s game text. | If Frodo dies in a skirmish involving Otsëa with Sam also in play, The One Ring is transferred to Sam before Blade Tip may be transferred with Otsëa’s game text. | ||
==== | ====MELILOT BRANDYBUCK, MERRY DANCER==== | ||
'''3R110''' | '''3R110''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,251: | Line 2,249: | ||
prevent that burden. | prevent that burden. | ||
==== | ====OLD NOAKES, PURVEYOR OF WISDOMS==== | ||
'''3C111''' | '''3C111''' | ||
If a Shadow card gives you the choice of discarding a card from hand or taking a different action, that card does not activate Old Noakes’ game text. | If a Shadow card gives you the choice of discarding a card from hand or taking a different action, that card does not activate Old Noakes’ game text. | ||
Line 2,257: | Line 2,255: | ||
---- | ---- | ||
==== | ====THE ONE RING (OVERSIZED VERSION)==== | ||
'''4M1''' | '''4M1''' | ||
A special, promotional version of this oversized card has been produced in regular card size. This card cannot be used to play the game. | A special, promotional version of this oversized card has been produced in regular card size. This card cannot be used to play the game. | ||
==== | ====MY AXE IS NOTCHED==== | ||
'''4R52''' | '''4R52''' | ||
The strength bonus derived from this condition is based on the lowest number of tokens on either card. | The strength bonus derived from this condition is based on the lowest number of tokens on either card. | ||
''If there are two [Elven] tokens on Final Count and three [Dwarven] tokens on My Axe Is Notched, the strength bonus is +2.'' | ''If there are two [Elven] tokens on Final Count and three [Dwarven] tokens on My Axe Is Notched, the strength bonus is +2.'' | ||
==== | ====FINAL COUNT==== | ||
'''4R69''' | '''4R69''' | ||
See My Axe Is Notched 4R52. | See My Axe Is Notched 4R52. | ||
Line 2,272: | Line 2,270: | ||
---- | ---- | ||
==== | ====ELVEN BROOCH==== | ||
'''4U63''' | '''4U63''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,281: | Line 2,279: | ||
discard this possession instead. | discard this possession instead. | ||
==== | ====UNDER THE LIVING EARTH==== | ||
'''4C105''' | '''4C105''' | ||
The twilight token added for the cost of this card adds to the strength bonus provided by its effect. | The twilight token added for the cost of this card adds to the strength bonus provided by its effect. | ||
''If the twilight pool is empty when this card is played, Gandalf is strength +1.'' | ''If the twilight pool is empty when this card is played, Gandalf is strength +1.'' | ||
==== | ====COME DOWN==== | ||
'''4R146''' | '''4R146''' | ||
This card allows all allies to take wounds from archery fire. | This card allows all allies to take wounds from archery fire. | ||
Line 2,292: | Line 2,290: | ||
---- | ---- | ||
==== | ====URUK REGULAR==== | ||
'''4C192''' | '''4C192''' | ||
This card’s special ability makes the twilight cost of an Uruk-hai –1 for each Uruk-hai you spot other than this card. | This card’s special ability makes the twilight cost of an Uruk-hai –1 for each Uruk-hai you spot other than this card. | ||
''If you have four Uruk Regulars in play and you use the special ability on one of them to play an Uruk Searcher (twilight cost of 4), the Searcher’s twilight cost is 1.'' | ''If you have four Uruk Regulars in play and you use the special ability on one of them to play an Uruk Searcher (twilight cost of 4), the Searcher’s twilight cost is 1.'' | ||
==== | ====HOWL OF HARAD==== | ||
'''4U236''' | '''4U236''' | ||
'''''Erratum''''': | '''''Erratum''''': | ||
Line 2,305: | Line 2,303: | ||
make the Free Peoples Player wound a Ring-bound companion. | make the Free Peoples Player wound a Ring-bound companion. | ||
==== | ====ITHILIEN WILDERNESS==== | ||
'''4R237''' | '''4R237''' | ||
'''''Erratum''''': | '''''Erratum''''': | ||
Line 2,318: | Line 2,316: | ||
---- | ---- | ||
==== | ====SOUTHRON FIGHTER==== | ||
'''4R251''' | '''4R251''' | ||
The foil version of this card has a different image from the non-foil version. | The foil version of this card has a different image from the non-foil version. | ||
==== | ====FRODO, COURTEOUS HALFLING==== | ||
'''4R301''' | '''4R301''' | ||
This card only prevents Shadow cards that make you discard from hand or draw deck. If a | This card only prevents Shadow cards that make you discard from hand or draw deck. If a | ||
Line 2,328: | Line 2,326: | ||
''If a Dunlending Rampager is played, Courteous Halfling does not prevent the Free Peoples player from discarding. Since the game text of the Rampager says “may discard,” a choice is provided.'' | ''If a Dunlending Rampager is played, Courteous Halfling does not prevent the Free Peoples player from discarding. Since the game text of the Rampager says “may discard,” a choice is provided.'' | ||
==== | ====HORSE-COUNTRY==== | ||
'''4U326''' | '''4U326''' | ||
This ''Two Towers'' card was misprinted in an ''Ents of Fangorn'' starter deck. The correct text follows: | This ''Two Towers'' card was misprinted in an ''Ents of Fangorn'' starter deck. The correct text follows: | ||
Line 2,336: | Line 2,334: | ||
---- | ---- | ||
==== | ====DERNDINGLE==== | ||
'''4U330''' | '''4U330''' | ||
This ''Two Towers'' card was misprinted in an ''Ents of Fangorn'' starter deck. The correct text follows: | This ''Two Towers'' card was misprinted in an ''Ents of Fangorn'' starter deck. The correct text follows: | ||
Line 2,342: | Line 2,340: | ||
at Derndingle, the move limit is +1 for this turn. | at Derndingle, the move limit is +1 for this turn. | ||
==== | ====ERED NIMRAIS==== | ||
'''4U343''' | '''4U343''' | ||
When Sméagol is played to Ered Nimrais and The Nine Walkers is in play, his twilight cost is 1. | When Sméagol is played to Ered Nimrais and The Nine Walkers is in play, his twilight cost is 1. | ||
==== | ====CAVES OF AGLAROND==== | ||
'''4U352''' | '''4U352''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,355: | Line 2,353: | ||
---- | ---- | ||
==== | ====GREAT HALL==== | ||
'''4U353''' | '''4U353''' | ||
Each [Rohan] ally participates in archery fire and skirmishes at this site as if this were his or her home site. | Each [Rohan] ally participates in archery fire and skirmishes at this site as if this were his or her home site. | ||
==== | ====BERSERK RAGER==== | ||
'''5U45''' | '''5U45''' | ||
The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish. | The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish. | ||
The tokens removed for the special ability on this card must all be removed from the same machine. | The tokens removed for the special ability on this card must all be removed from the same machine. | ||
==== | ====BERSERK SAVAGE==== | ||
'''5R46''' | '''5R46''' | ||
The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish. | The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish. | ||
Line 2,371: | Line 2,369: | ||
---- | ---- | ||
==== | ====BERSERK SLAYER==== | ||
'''5R47''' | '''5R47''' | ||
The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish. | The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish. | ||
The tokens removed for the special ability on this card must all be removed from the same machine. | The tokens removed for the special ability on this card must all be removed from the same machine. | ||
==== | ====URUK-HAI BERSERKER==== | ||
'''5U63''' | '''5U63''' | ||
The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish. | The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish. | ||
==== | ====EYE OF BARAD-DÛR==== | ||
'''5R96''' | '''5R96''' | ||
This card must be played in order to use its response text, which is affected by cards like Legolas, Dauntless Hunter. The text “discard this card to” is superfluous. | This card must be played in order to use its response text, which is affected by cards like Legolas, Dauntless Hunter. The text “discard this card to” is superfluous. | ||
Line 2,386: | Line 2,384: | ||
---- | ---- | ||
==== | ====STING, BAGGINS HEIRLOOM==== | ||
'''5R116''' | '''5R116''' | ||
The collector’s information printed on the Tengwar version of this card (a tournament | The collector’s information printed on the Tengwar version of this card (a tournament | ||
promo card) was printed incorrectly as 4 R 100. This information should be read as 5 R 116. | promo card) was printed incorrectly as 4 R 100. This information should be read as 5 R 116. | ||
==== | ====QUICKBEAM, BREGALAD==== | ||
'''6C33''' | '''6C33''' | ||
Like other similar cards, this card’s game text should say “Ent or unbound Hobbit.” For each Ent or each unbound Hobbit, the twilight cost is –1. | Like other similar cards, this card’s game text should say “Ent or unbound Hobbit.” For each Ent or each unbound Hobbit, the twilight cost is –1. | ||
==== | ====SWORD OF DOL GULDUR==== | ||
'''6R85''' | '''6R85''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,406: | Line 2,404: | ||
---- | ---- | ||
==== | ====HELD==== | ||
6R109 | 6R109 | ||
The “site 9” referred to on this card is any site 9 card from any block. | The “site 9” referred to on this card is any site 9 card from any block. | ||
==== | ====DON’T LOOK AT THEM==== | ||
'''6R39''' | '''6R39''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,419: | Line 2,417: | ||
minion). | minion). | ||
==== | ====THEY STOLE IT==== | ||
'''6R46''' | '''6R46''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,430: | Line 2,428: | ||
---- | ---- | ||
==== | ====IT BURNS US==== | ||
'''6U110''' | '''6U110''' | ||
This card counts both Free Peoples cultures and Shadow cultures when cards are revealed. | This card counts both Free Peoples cultures and Shadow cultures when cards are revealed. | ||
==== | ====LOYALTY UNSHAKEN==== | ||
'''7R10''' | '''7R10''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,444: | Line 2,442: | ||
stacked on this condition. Discard this condition. | stacked on this condition. Discard this condition. | ||
==== | ====SLAKED THIRSTS==== | ||
'''7U14''' | '''7U14''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,454: | Line 2,452: | ||
---- | ---- | ||
==== | ====TERRIBLE AND EVIL==== | ||
'''7R50''' | '''7R50''' | ||
If Gandalf is exhausted, he cannot exert to pay the cost of this card, even if X is equal to zero. | If Gandalf is exhausted, he cannot exert to pay the cost of this card, even if X is equal to zero. | ||
==== | ====NO SAFE PLACES==== | ||
'''7R66''' | '''7R66''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,465: | Line 2,463: | ||
for each culture revealed. | for each culture revealed. | ||
==== | ====CITY OF MEN==== | ||
'''7C83''' | '''7C83''' | ||
You may discard only one [Sauron] minion for each copy of this card played. | You may discard only one [Sauron] minion for each copy of this card played. | ||
Line 2,471: | Line 2,469: | ||
---- | ---- | ||
==== | ====FOOTMAN’S ARMOR==== | ||
'''7U93''' | '''7U93''' | ||
Each time the response for this card is activated, the conditions for being overwhelmed must be checked again. | Each time the response for this card is activated, the conditions for being overwhelmed must be checked again. | ||
==== | ====PIPPIN’S SWORD==== | ||
'''7R114''' | '''7R114''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Bearer must be Pippin. | Bearer must be Pippin. | ||
Skirmish:Exert Pippin twice to make him | Skirmish:Exert Pippin twice to make him | ||
strength +1 for each | strength +1 for each µ companion you spot. | ||
---- | ---- | ||
==== | ====DESERT RUNNER==== | ||
'''7C133''' | '''7C133''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,492: | Line 2,490: | ||
wound that character. | wound that character. | ||
==== | ====DESERT SCOUT==== | ||
'''7C134''' | '''7C134''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,500: | Line 2,498: | ||
wound that character. | wound that character. | ||
==== | ====DESERT SNEAK==== | ||
'''7C135''' | '''7C135''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,510: | Line 2,508: | ||
---- | ---- | ||
==== | ====LOATHSOME==== | ||
'''7R182''' | '''7R182''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,518: | Line 2,516: | ||
This card is played as a response to the end of a skirmish that involved a Nazgûl, even if that skirmish ends before resolution. If the skirmish is ending because it is resolving normally, the discard of the possession does not effect the resolution of that skirmish. | This card is played as a response to the end of a skirmish that involved a Nazgûl, even if that skirmish ends before resolution. If the skirmish is ending because it is resolving normally, the discard of the possession does not effect the resolution of that skirmish. | ||
==== | ====GRIMBOLD, MARSHAL OF ROHAN==== | ||
'''7R233''' | '''7R233''' | ||
This card can replace sites only in the King block format. See Section Two, '''adventure deck'''. | This card can replace sites only in the King block format. See Section Two, '''adventure deck'''. | ||
==== | ====ABOVE THE BATTLEMENT==== | ||
'''7C262''' | '''7C262''' | ||
When you play this card you must choose one of the following actions: (1) play a besieger stacked on a site you control; or (2) remove a burden to play a [Sauron] Orc from your discard pile. | When you play this card you must choose one of the following actions: (1) play a besieger stacked on a site you control; or (2) remove a burden to play a [Sauron] Orc from your discard pile. | ||
Line 2,528: | Line 2,526: | ||
---- | ---- | ||
==== | ====MORDOR ASSASSIN==== | ||
'''7R284''' | '''7R284''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,538: | Line 2,536: | ||
Removing the threat is a cost that must be paid before threats are triggered. | Removing the threat is a cost that must be paid before threats are triggered. | ||
==== | ====MORDOR DEFENDER==== | ||
'''7C285''' | '''7C285''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,544: | Line 2,542: | ||
[Sauron] minion to add a threat. | [Sauron] minion to add a threat. | ||
==== | ====MORDOR SAVAGE==== | ||
'''7C289''' | '''7C289''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,552: | Line 2,550: | ||
---- | ---- | ||
==== | ====ORC OFFICER==== | ||
'''7U302''' | '''7U302''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,559: | Line 2,557: | ||
burdens. | burdens. | ||
==== | ====ORC PURSUER==== | ||
'''7C303''' | '''7C303''' | ||
This card from ''The Return of the King'' set has the same name as card 5 C 108 from the ''Battle of Helm’s Deep'' set. You may have up to four | This card from ''The Return of the King'' set has the same name as card 5 C 108 from the ''Battle of Helm’s Deep'' set. You may have up to four | ||
copies of 5 C 108 and up to four copies of 7 C 303 in your deck. | copies of 5 C 108 and up to four copies of 7 C 303 in your deck. | ||
==== | ====ISENGARD RUINED==== | ||
'''7U331''' | '''7U331''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,572: | Line 2,570: | ||
---- | ---- | ||
==== | ====ANDUIN BANKS==== | ||
'''7U341''' | '''7U341''' | ||
This card from ''The Return of the King'' set has the same name as card '''1C356''' from the ''Fellowship of the Ring'' set. | This card from ''The Return of the King'' set has the same name as card '''1C356''' from the ''Fellowship of the Ring'' set. | ||
==== | ====MORGUL VALE==== | ||
'''7U357''' | '''7U357''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,582: | Line 2,580: | ||
threats to make your [Sauron] minion strength +3. | threats to make your [Sauron] minion strength +3. | ||
==== | ====SAVED FROM THE FIRE==== | ||
'''8R20''' | '''8R20''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,592: | Line 2,590: | ||
---- | ---- | ||
==== | ====ELESSAR’S EDICT==== | ||
'''8R33''' | '''8R33''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,599: | Line 2,597: | ||
another exhausted [Gondor] Wraith to prevent that. | another exhausted [Gondor] Wraith to prevent that. | ||
==== | ====BLACK DART==== | ||
'''8U69''' | '''8U69''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,608: | Line 2,606: | ||
Bearer cannot heal or bear mounts. | Bearer cannot heal or bear mounts. | ||
==== | ====SMÉAGOL, BEARER OF GREAT SECRETS==== | ||
'''9R+30''' | '''9R+30''' | ||
You do not add a burden when you start this card as your Ring-bearer. (Your Ring-bearer is placed on the table, not played.) | You do not add a burden when you start this card as your Ring-bearer. (Your Ring-bearer is placed on the table, not played.) | ||
Line 2,614: | Line 2,612: | ||
---- | ---- | ||
==== | ====CELEBORN, LORD OF THE GALADHRIM==== | ||
'''10R7''' | '''10R7''' | ||
This card’s collector’s info was misprinted as 10R6. | This card’s collector’s info was misprinted as 10R6. | ||
==== | ====GOLLUM, MAD THING==== | ||
'''10R21''' | '''10R21''' | ||
Gollum’s game text does not apply if a Shadow player assigns him to a skirmish. | Gollum’s game text does not apply if a Shadow player assigns him to a skirmish. | ||
==== | ====FIELD OF THE FALLEN==== | ||
'''10U43''' | '''10U43''' | ||
'''''Clarification''''': | '''''Clarification''''': | ||
Line 2,632: | Line 2,630: | ||
strength +1. | strength +1. | ||
= | =Credits= | ||
'''Design''': Brad DeFruiter, Evan Lorentz. | '''Design''': Brad DeFruiter, Evan Lorentz. | ||
'''Development''': Joe Alread, Mike Girard, Geoff Snider, Kendrick Summers. | '''Development''': Joe Alread, Mike Girard, Geoff Snider, Kendrick Summers. | ||
Line 2,642: | Line 2,640: | ||
'''Special Thanks''': Tim Ellington, Chuck Kallenbach, Tom Lischke, Mike Reynolds, our many playtesters, Weta Workshop, Richard Taylor, Daniel Falconer, and — as always — Warren Holland. | '''Special Thanks''': Tim Ellington, Chuck Kallenbach, Tom Lischke, Mike Reynolds, our many playtesters, Weta Workshop, Richard Taylor, Daniel Falconer, and — as always — Warren Holland. | ||
= | =Contacting Decipher= | ||
• websites: decipher.com & lotrfanclub.com | • websites: decipher.com & lotrfanclub.com | ||
• customer service email: customer.service=decipher.com | • customer service email: customer.service=decipher.com |