Editing Comprehensive Rules 4.1

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


This symbol is used on sites from the ''[[Shadows]]'' expansion set onward, differentiating them from sites found in previous sets (which use a different compass symbol, and may also use a block symbol).
This symbol is used on sites from the ''Shadows'' expansion set onward, differentiating them from sites found in previous sets (which use a different compass symbol, and may also use a block symbol).


=====<div id="companion 2">Companion</div>=====
=====<div id="companion 2">Companion</div>=====
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When you play a Free Peoples card, you must add a number of twilight tokens (from the reserve) to the twilight pool equal to that card's twilight cost.
When you play a Free Peoples card, you must add a number of twilight tokens (from the reserve) to the twilight pool equal to that card's twilight cost.


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


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


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


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


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


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


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


Players perform another assignment phase and then complete a separate skirmish phase for each fierce skirmish.
Players perform another assignment phase and then complete a separate skirmish phase for each fierce skirmish.
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You may have up to four copies of each card title (ignoring subtitles) in your draw deck.
You may have up to four copies of each card title (ignoring subtitles) in your draw deck.


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


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