Comprehensive Rules 5.0: Difference between revisions

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<p style="font-size:20px;">Wiki Version of the Comprehensive Rules</p>
<big>''The below is a consolidation of all known rulings released by Decipher, including those of the [[Comprehensive Rules 4.0]], all prior rulebooks, and every [[Current Rulings Document]].  It is technically unofficial, but should contain every single ruling ever made by Decipher in an official capacity.''
''If you are looking for the latest official Decipher rulings, those can be found at [[Comprehensive Rules 4.0]] and [[Current Rulings Document]].  These constitute the last official word from Decipher on the Lord of the Rings TCG, but the below is the continuation of that responsibility as borne by the community via the PC.''


''This document contains all of the latest rulings for the game as determined by the [[Player's Council]].  It contains all information from version 4.0 and the official CRDs, as well as new rulings decided on by the community.  As much as possible, these are the rules which are enforced in [[GEMP]] for all PC formats.''
''Any additions or alterations made by fans will be '''[indicated by the use of bold square brackets]'''.''


==<div id="the lord of the rings trading card game comprehensive rules 5.0">The Lord of the Rings Trading Card Game Comprehensive Rules 5.0</div>==
''See [[Rulebooks]] for the official rules that were distributed over the years.''</big>
 
__TOC__
 
==<div id="the lord of the rings trading card game comprehensive rules 4.1">The Lord of the Rings Trading Card Game Comprehensive Rules 4.1</div>==
===<div id="if you have never played a trading card game...">If you have never played a trading card game...</div>===
===<div id="if you have never played a trading card game...">If you have never played a trading card game...</div>===
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 were 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.


===<div id="if you have played this game before...">If you have played this game before...</div>===
===<div id="if you have played this game before...">If you have played this game before...</div>===


These '''Comprehensive Rules''' provides complete documentation of all rules for [[The Lord of the Rings TCG]]. It replaces and supersedes all previous rulebooks (for PC formats). It is divided into three sections.
These '''Comprehensive Rules''' provides complete documentation of all rules for [[The Lord of the Rings TCG]] as of August 2007. 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 Four'' records the last updates to the X- and R-lists of each official format.]'''


'''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.
===<div id="what's new?">What's New?</div>===


==<div id="what's new?">What's New?</div>==
'''[''Note: this section has been rewritten to reflect the reality of version 4.1.'']'''


All material from the ''Shadows'' Starter Rulebook is included here. The most important updates are:
All material from the [[Comprehensive Rules 4.0]] and later [[Current Rulings Document]]s, and pertinent information from the [[Tournament Guidelines]] is included here. The most important updates are:


* Changes in the Open format to the way sites are played on the adventure path, and the addition of regions. (See Section One: “Moving your fellowship,” “Playing sites,” “Adding twilight tokens for movement,” and “Building Your Deck”; or Section Two: “building your deck,” “moving your fellowship,” “region,” and “site.”)
* Incorporating of all CRD rulings into the text
* The increased role of resistance in the game, and the effect that has on burdens. (See “resistance” in Section One or Two.)
* All errata, clarifications, and individual card rulings that were included in previous editions but accidentally omitted by Decipher have been reintroduced
* The addition of the keywords “lurker,” “muster,” and “'''[[toil]]'''.” (See the Section Two entries for those terms.)
* Inclusion of material explanations from the starter rulebooks for [[The Hunters]] and [[Rise of Saruman]]
* Inclusion of [[Mulligan]] rules imported from the Tournament Guidelines


Note that none of these new rules take effect until the release of ''Shadows''. Until then, Open format games continue to use King block sites,
and players still play them to the adventure path and add pool as before – that is, as defined for the Fellowship block, Tower block, and King
block formats. (See Section One: “Formats” or Section Two: “format.”)


==<div id="section one: overview">Section One: Overview</div>==
==<div id="section one">Section One: Overview</div>==


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.


==<div id="important concepts">Important Concepts</div>==
===<div id="important concepts">Important Concepts</div>===
===<div id="kinds of cards">Kinds of Cards</div>===
====<div id="kinds of cards 2">Kinds of Cards</div>====
Most cards in The Lord of the Rings TCG are one of two basic kinds: Free Peoples or Shadow. There are also sites and The One Ring, which are neither Free Peoples cards nor Shadow cards.
The Lord of the Rings TCG has three basic kinds of cards: site, Free Peoples, and Shadow. There is also The One Ring, which is different from all other cards.


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


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


===<div id="card types">Card Types</div>===
====<div id="card types">Card Types</div>====
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 ten different card types in the game: The One Ring, site, companion, ally, minion, follower, possession, artifact, event, and condition. Companion, ally, and minion cards are also collectively referred to as character cards.


===<div id="the one ring">The One Ring</div>===
=====<div id="the one ring 2">The One Ring</div>=====
This card type represents the uniquely powerful item that is the focus of the story of The Lord of the Rings. In the middle of the card, The One Ring has its subtitle. It has no twilight cost.  
This card type represents the uniquely powerful item that is the focus of the story of ''The Lord of the Rings''. In the middle of the card, The One Ring has its subtitle. It has no twilight cost, and its card type is "The One Ring.".  
''There are several versions of The One Ring, represented by different cards, but you’ll only use one version at a time.''
 
'''The One Ring is not a Free Peoples card and it is not a Shadow card'''.
 
''There are several versions of The One Ring, represented by different cards, but you'll only use one version at a time.''


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


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


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


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


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


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


===<div id="possession">Possession</div>===
=====<div id="follower 2">Follower</div>=====
A follower represents help for your other characters that joins for a short time and then departs. They are not characters, although they are often named and depicted with images of people from the story.
 
=====<div id="possession 2">Possession</div>=====
A possession is a weapon, suit of armor, or other kind of object used by a character. Most possessions tell you who their bearer can be, which is the kind of character you can play them on.
A possession is a weapon, suit of armor, or other kind of object used by a character. Most possessions tell you who their bearer can be, which is the kind of character you can play them on.


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


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


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


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


===<div id="culture">Culture</div>===
====<div id="culture 2">Culture</div>====
Most cards are part of a specific culture. A card’s color, its background texture, and an icon in its upper right corner indicate its culture. Your deck may contain cards from several different cultures.
Most cards are part of a specific culture. A card's color, its background texture, and an icon in its upper right corner indicate its culture. Your deck may contain cards from several different cultures.


Site cards and The One Ring are not part of any culture.
Site cards and The One Ring are not part of any culture.


====<div id="culture names and symbols">Culture names and symbols</div>====
{{Culture_Table}}
 
{| class="wikitable" style="width:95%; margin: auto; text-align:center;"
|-
!
!colspan="7"| [[Alignment#Free_Peoples|Free Peoples]]
!rowspan="3"|
!colspan="10"| [[Alignment#Shadow|Shadow]]
!
|-
!Name
| [[Dwarven Culture|Dwarven]] 
| [[Elven Culture|Elven]] 
| [[Gandalf Culture|Gandalf]] 
| [[Gollum Culture|Gollum]] 
| [[Gondor Culture|Gondor]] 
| [[Rohan Culture|Rohan]] 
| [[Shire Culture|Shire]] 
| [[Dunland Culture|Dunland]] 
| [[Gollum Culture|Gollum]] 
| [[Isengard Culture|Isengard]] 
| [[Moria Culture|Moria]] 
| [[Raider Culture|Raider]] 
| [[Wraith Culture|Ringwraith]] 
| [[Sauron Culture|Sauron]]
| [[Men Culture|Men]]
| [[Orc Culture|Orc]]
| [[Uruk-hai Culture|Uruk-hai]]
! Name
|-
! Icon
| {{C|Dwarven}} 
| {{C|Elven}} 
| {{C|Gandalf}} 
| {{C|Gollum}} 
| {{C|Gondor}} 
| {{C|Rohan}} 
| {{C|Shire}} 
| {{C|Dunland}} 
| {{C|Gollum}} 
| {{C|Isengard}} 
| {{C|Moria}} 
| {{C|Raider}} 
| {{C|Ringwraith}} 
| {{C|Sauron}}
| {{C|Men}}
| {{C|Orc}}
| {{C|Uruk-hai}}
! Icon
|}


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


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


When you “wound a character,you place only one wound.
When you "wound a character," you place only one wound.


Each wound a character has reduces its vitality by 1. When a character’s vitality is reduced to zero, that character is immediately killed. (Reducing  
Each wound a character has reduces its vitality by 1. 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.)
a character's strength to zero does not kill that character.)


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


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


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


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


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


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


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


===<div id="resistance">Resistance</div>===
====<div id="resistance 2">Resistance</div>====
Companion cards have resistance. This number represents a companion’s ability to withstand the lure of The One Ring. Some characters have a 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.


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


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


There are many cards that add or remove burdens. Burdens are only placed on your Ring-bearer. Each burden on your Ring-bearer reduces the resistance of every companion in your fellowship by 1.
There are many cards that add or remove burdens. Burdens are only placed on your Ring-bearer. Each burden on your Ring-bearer reduces the resistance of every companion in your fellowship by 1.


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


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


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


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


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


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 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.
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.


In game text, you will find phrases like “Add [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."


You must meet any requirements to play a card (or perform an action) before paying its costs.
You must meet any requirements to play a card (or perform an action) before paying its costs.


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


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


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


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


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


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


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.


===<div id="when, each time, and while">When, Each Time, and While</div>===
====<div id="when each time and while">When, Each Time, and While</div>====
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.
* '''When''' is used if an effect can happen only once. ''When you play this possession, you may draw a card.'' his game text activates only once, when this card is played.
* '''When''' is used if an effect can happen only once. ''When you play this possession, you may draw a card.'' his game text activates only once, when this card is played.
* '''Each time''' is used if an effect can happen more than once. ''Each time you play a possession or artifact on your companion, draw a card.'' If you play one possession, this game text activates once; if you play a second possession, it activates again, and so on.
* '''Each time''' is used if an effect can happen more than once. ''Each time you play a possession or artifact on your companion, draw a card.'' If you play one possession, this game text activates once; if you play a second possession, it activates again, and so on.
* '''While''' is used if an effect is continuous. ''While Merry bears a weapon, he is strength +2.'' When you play a weapon on Merry, this game text is activated; if that weapon is discarded, then this game text “turns off.
* '''While''' is used if an effect is continuous. ''While Merry bears a weapon, he is strength +2.'' When you play a weapon on Merry, this game text is activated; if that weapon is discarded, then this game text "turns off."
Each of these effects has a ''trigger'' describing what makes it happen. The trigger is always described first, and followed by a comma.
Each of these effects has a ''trigger'' describing what makes it happen. The trigger is always described first, and followed by a comma.


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


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Each player secretly places a number of burdens in his hand (you may bid zero). When all players are ready, simultaneously reveal the bids. The highest bid wins the right to choose where he goes in the turn order. Any choice is available.
Each player secretly places a number of burdens in his hand (you may bid zero). When all players are ready, simultaneously reveal the bids. The highest bid wins the right to choose where he goes in the turn order. Any choice is available.


Next, the second highest bidder chooses from the remaining positions in the turn order, and so on. Keep track of each player’s bid, as these tokens will become burdens on his Ring-bearer.
Next, the second highest bidder chooses from the remaining positions in the turn order, and so on. Keep track of each player's bid, as these tokens will become burdens on his Ring-bearer.


If there are any ties, then the tied players resolve randomly who chooses first among them.
If there are any ties, then the tied players resolve randomly who chooses first among them.
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The first player sits down, and the others then sit in clockwise order around the table according to their choices.
The first player sits down, and the others then sit in clockwise order around the table according to their choices.


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


No other player may look through your adventure deck during the game.
No other player may look through your adventure deck during the game.


You don’t have to keep your adventure deck in any order. Just look through it to get a card when you need to.
You don't have to keep your adventure deck in any order. Just look through it to get a card when you need to.


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


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


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


Don’t place any tokens into the twilight pool for the cards in your starting fellowship. Site text is not active when the starting fellowships are played.
Don't place any tokens into the twilight pool for the cards in your starting fellowship. Site text is not active when the starting fellowships are played.


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


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


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.


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.


====<div id="game setup summary">Game Setup Summary</div>====
=====<div id="game setup summary">Game Setup Summary</div>=====
* 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.


==<div id="playing the game">Playing the Game</div>==
===<div id="playing the game">Playing the Game</div>===
Each player, going clockwise around the table, takes turns according to the following turn sequence.
Each player, going clockwise around the table, takes turns according to the following turn sequence.


  - Fellowship Phase
# [[Fellowship Phase]]
  - Shadow Phase(s)
# [[Shadow Phase]](s)
  - Maneuver Phase
# [[Maneuver Phase]]
  - Archery Phase
# [[Archery Phase]]
  - '''[[Assignment Phase]]'''
# [[Assignment Phase]]
  - Skirmish Phase(s)
# [[Skirmish Phase]](s)
  - Regroup Phase
# [[Regroup Phase]]


When one player finishes his turn, the next player in clockwise rotation (to his left) takes a turn and so on.
When one player finishes his turn, the next player in clockwise rotation (to his left) takes a turn and so on.
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Although the turn order rotates to the left (clockwise), note that many other procedures in the game actually rotate to the right (counter-clockwise).
Although the turn order rotates to the left (clockwise), note that many other procedures in the game actually rotate to the right (counter-clockwise).


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


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


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


====<div id="perform fellowship actions">Perform fellowship actions</div>====
=====<div id="perform fellowship actions">Perform fellowship actions</div>=====
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.


Two fellowship actions are always available:
Two fellowship actions are always available:
* Play a Free Peoples companion, ally, possession, artifact, or condition from your hand to the table.
* Play a Free Peoples companion, ally, possession, artifact, or condition from your hand to the table.
* “Discard to heal.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.
* "Discard to heal." 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.


You may find other fellowship actions on events in your hand, or as special abilities on cards you already have in play.
You may find other fellowship actions on events in your hand, or as special abilities on cards you already have in play.
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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.


====<div id="playing companions">Playing Companions</div>====
=====<div id="playing companions">Playing Companions</div>=====
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.


====<div id="playing allies">Playing Allies</div>====
=====<div id="playing allies">Playing Allies</div>=====
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.


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


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.


====<div id="playing possessions">Playing possessions</div>====
=====<div id="playing possessions">Playing possessions</div>=====
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.


====<div id="playing artifacts">Playing artifacts</div>====
=====<div id="playing artifacts">Playing artifacts</div>=====
Play Free Peoples artifacts just as you play Free Peoples possessions.
Play Free Peoples artifacts just as you play Free Peoples possessions.


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


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.


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


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


Place your player marker on the next site on the adventure path. If there is no site there yet (as is the case for the first player in the first turn), then a new site must be played from one of the Shadow players’ adventure decks, as described below under “playing sites.
Place your player marker on the next site on the adventure path. If there is no site there yet (as is the case for the first player in the first turn), then a new site must be played from one of the Shadow players' adventure decks, as described below under "playing sites."


When you move your player marker to the next site, first perform any actions triggered by leaving the old site. Then perform actions that say, “When the fellowship moves...Then, perform actions that occur when moving to the new site. Finally, add tokens to the twilight pool, as described below under “adding twilight tokens for movement.
When you move your player marker to the next site, first perform any actions triggered by leaving the old site. Then perform actions that say, "When the fellowship moves..." Then, perform actions that occur when moving to the new site. Finally, add tokens to the twilight pool, as described below under "adding twilight tokens for movement."


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.


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


You may play a copy of a site on the adventure path even if an opponent’s copy was already played as an earlier site. 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.


====<div id="adding twilight tokens for movement">Adding twilight tokens for movement</div>====
=====<div id="adding twilight tokens for movement">Adding twilight tokens for movement</div>=====
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.
* Add 3 twilight tokens if you are in region 2, or 6 twilight tokens if you are in region 3. (You may find it easier to remember this: add 3 if you’ve passed the sanctuary at site 3, or add 6 if you’ve passed the sanctuary at site 6).
* Add 3 twilight tokens if you are in region 2, or 6 twilight tokens if you are in region 3. (You may find it easier to remember this: add 3 if you've passed the sanctuary at site 3, or add 6 if you've passed the sanctuary at site 6).
* Add 1 twilight token for each companion in your fellowship.
* Add 1 twilight token for each companion in your fellowship.


''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.''


====<div id="movement summary">Movement Summary</div>====
=====<div id="movement summary">Movement Summary</div>=====
* A Shadow player places the next site card, if needed.
* A Shadow player places the next site card, if needed.
* Perform "When you move from..." actions.
* Perform "When the fellowship moves..." actions.
* Move your player marker to the next site.
* Move your player marker to the next site.
* Perform “When you move from...” actions.
* Perform "When you move to..." actions.
* Perform “When the fellowship moves...” actions.
* Add twilight tokens equal to the new site's Shadow number.
* Perform “When you move to...actions.
* Add twilight tokens equal to the new site’s Shadow number.
* Add 3 twilight tokens if the new site is in region 2; or 6 if it is in region 3.
* Add 3 twilight tokens if the new site is in region 2; or 6 if it is in region 3.
* Add 1 twilight token for each companion.
* Add 1 twilight token for each companion.


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


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.


====<div id="perform shadow actions">Perform Shadow actions</div>====
=====<div id="perform shadow actions">Perform Shadow actions</div>=====
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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All Shadow players pay for cards by using the same twilight pool. The second Shadow player uses twilight tokens left over from the first Shadow player, and so on.
All Shadow players pay for cards by using the same twilight pool. The second Shadow player uses twilight tokens left over from the first Shadow player, and so on.


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.


====<div id="playing shadow cards">Playing Shadow cards</div>====
=====<div id="playing shadow cards">Playing Shadow cards</div>=====
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.


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.


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


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


===<div id="3. maneuver phase">3. Maneuver Phase</div>===
====<div id="maneuver phase 2">3. Maneuver Phase</div>====
====<div id="perform maneuver actions">Perform Maneuver actions</div>====
=====<div id="perform maneuver actions">Perform Maneuver actions</div>=====
During this phase, players may perform maneuver actions (special abilities on cards in play with '''Maneuver:'''and events with that keyword) using the action procedure.
During this phase, players may perform maneuver actions (special abilities on cards in play with "'''Maneuver:'''" and events with that keyword) using the action procedure.


=====Action Procedure=====
======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.


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When all players consecutively pass, proceed to the archery phase. If there are no minions left after the maneuver phase, then skip directly to the regroup phase.
When all players consecutively pass, proceed to the archery phase. If there are no minions left after the maneuver phase, then skip directly to the regroup phase.


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


====<div id="archery fire">Archery fire</div>====
=====<div id="archery fire">Archery fire</div>=====
All Shadow players count the number of all their minions with the keyword '''archer''' to determine the “minion archery total.No matter how many Shadow players there are, there is only one minion archery total.
All Shadow players count the number of all their minions with the keyword '''archer''' to determine the "minion archery total." No matter how many Shadow players there are, there is only one minion archery total.


As the Free Peoples player, you also count the number of your Free Peoples archer companions to determine the “fellowship archery total.
As the Free Peoples player, you also count the number of your Free Peoples archer companions to determine the "fellowship archery total."


The Free Peoples player then assigns a number of wounds equal to the minion archery total to his companions (and participating allies), in any way he wishes.
The Free Peoples player then assigns a number of wounds equal to the minion archery total to his companions (and participating allies), in any way he wishes.
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He then chooses one Shadow player who must assign a number of wounds equal to the fellowship archery total to his minions, in any way he wishes.
He then chooses one Shadow player who must assign a number of wounds equal to the fellowship archery total to his minions, in any way he wishes.


There is always a “default” archery total of zero for each side. A card may add to your archery total even though you have no archers in play at that time.
There is always a "default" archery total of zero for each side. A card may add to your archery total even though you have no archers in play at that time.


When the fellowship is at an ally’s home site (or a card has allowed them to participate in archery fire), you may count archer allies for the fellowship archery total, and assign archery wounds to them.
When the fellowship is at an ally's home site (or a card has allowed them to participate in archery fire), you may count archer allies for the fellowship archery total, and assign archery wounds to them.


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.


====<div id="archery phase summary">Archery Phase Summary</div>====
=====<div id="archery phase summary">Archery Phase Summary</div>=====
* 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.


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


Many assignment actions assign a minion to a companion. You cannot do this unless both of them are unassigned.
Many assignment actions assign a minion to a companion. You cannot do this unless both of them are unassigned.
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When all players consecutively pass, proceed to assign defenders.  
When all players consecutively pass, proceed to assign defenders.  


====<div id="assign defenders">Assign defenders</div>====
=====<div id="assign defenders">Assign defenders</div>=====
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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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 '''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 {{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.
* 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.


When the fellowship is at an ally’s home site (or if a card effect has allowed an ally to participate in skirmishes), that ally may be assigned to a skirmish in the same way that companions are assigned to skirmishes.
When the fellowship is at an ally's home site (or if a card effect has allowed an ally to participate in skirmishes), that ally may be assigned to a skirmish in the same way that companions are assigned to skirmishes.


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.


====<div id="assignment phase summary">Assignment Phase Summary</div>====
=====<div id="assignment phase summary">Assignment Phase Summary</div>=====
* 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.


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


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.


====<div id="perform skirmish actions">Perform skirmish actions</div>====
=====<div id="perform skirmish actions">Perform skirmish actions</div>=====
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.


====<div id="resolve that skirmish">Resolve that skirmish</div>====
=====<div id="resolve that skirmish">Resolve that skirmish</div>=====
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 '''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 {{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.


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.
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.


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 {{SL|fierce}}).


====<div id="skirmish phase summary">Skirmish Phase Summary</div>====
=====<div id="skirmish phase summary">Skirmish Phase Summary</div>=====
* 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.


===<div id="fierce">Fierce</div>===
====<div id="fierce">Fierce</div>====
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 {{SL|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.


====<div id="assignment phase (fierce)">Assignment Phase (Fierce)</div>====
=====<div id="assignment phase (fierce)">Assignment Phase (Fierce)</div>=====
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.


====<div id="skirmish phase(s) (fierce)">Skirmish Phase(s) (Fierce)</div>====
=====<div id="skirmish phase(s) (fierce)">Skirmish Phase(s) (Fierce)</div>=====
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.


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


====<div id="shadow players reconcile">Shadow players reconcile</div>====
=====<div id="shadow players reconcile">Shadow players reconcile</div>=====
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.


====<div id="free peoples player chooses">Free Peoples player chooses</div>====
=====<div id="free peoples player chooses">Free Peoples player chooses</div>=====
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.


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


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.


====<div id="regroup phase summary">Regroup Phase Summary</div>====
=====<div id="regroup phase summary">Regroup Phase Summary</div>=====
* 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.


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


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


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


A player also loses the game if his Ring-bearer becomes corrupted by having burdens reduce his resistance to zero. There are cards that can corrupt the Ring-bearer, regardless of how many burdens he might have.
A player also loses the game if his Ring-bearer becomes corrupted by having burdens reduce his resistance to zero. There are cards that can corrupt the Ring-bearer, regardless of how many burdens he might have.


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


Remove his sites on the adventure path in numerical order, then each opponent, starting to the player’s right and proceeding counter-clockwise, chooses a site from his adventure deck to replace each one removed.
Remove his sites on the adventure path in numerical order, then each opponent, starting to the player's right and proceeding counter-clockwise, chooses a site from his adventure deck to replace each one removed.


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


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


====<div id="formats">Formats</div>====
=====<div id="formats">Formats</div>=====
Each game has one of the following formats:
Each game has one of the following formats:
* Fellowship block – only cards from sets 1, 2, and 3,
* Fellowship block – only cards from sets 1, 2, and 3,
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When you play a game using the Fellowship block, Tower block, or King block format, you cannot choose any site from your adventure deck when it is time to play a new site on the adventure path. Instead, the site which has the next consecutive site number must be played.
When you play a game using the Fellowship block, Tower block, or King block format, you cannot choose any site from your adventure deck when it is time to play a new site on the adventure path. Instead, the site which has the next consecutive site number must be played.


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.


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


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


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


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


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


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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.


==<div id="other important rules">Other Important Rules</div>==
====<div id="other important rules">Other Important Rules</div>====
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.


==<div id="section two: glossary of terms">Section Two: Glossary of Terms</div>==
 
 
----
 
 
 
==<div id="section two">Section Two: Glossary of Terms</div>==
This section of the Comprehensive Rules provides complete rules to the game, organized alphabetically by topic. All material in Section One is duplicated in this section under its appropriate heading, accompanied by rulings that cover less frequent gameplay situations and by more specific examples.
This section of the Comprehensive Rules provides complete rules to the game, organized alphabetically by topic. All material in Section One is duplicated in this section under its appropriate heading, accompanied by rulings that cover less frequent gameplay situations and by more specific examples.


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


For entries on individual cards, refer to Section Three.
For entries on individual cards, refer to {{SL|Section Three}}.
----
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====<div id="action">action</div>====
===<div id="action">action</div>===
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.


Every action is either optional or required. An optional action is defined as: an action that uses the word “may,an event, or a special ability. All other actions are required actions.
Every action is either optional or required. An optional action is defined as: an action that uses the word "may," an event, or a special ability. All other actions are required actions.


If two or more required actions are occurring at the same time (for example, more than one “start of turn” action), the Free Peoples player decides in which order they occur.
If two or more required actions are occurring at the same time (for example, more than one "start of turn" action), the Free Peoples player decides in which order they occur.


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


See also '''cost''', '''effect''', '''loops'''.
----
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====<div id="action procedure">action procedure</div>====
===<div id="action procedure">action procedure</div>===
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.
----
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====<div id="active">active</div>====
===<div id="active">active</div>===
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,
* sites in any player’s support area,
* sites in any player's support area,
* your Free Peoples cards,
* your Free Peoples cards,
* your copy of The One Ring, and
* your copy of The One Ring, and
* your opponents’ Shadow cards.
* your opponents' Shadow cards.


All other cards in play are inactive. Inactive cards are not affected by the game and do not affect the game. Any tokens on them are ignored (such as burdens, culture tokens, threats, and wounds).  
All other cards in play are inactive. Inactive cards are not affected by the game and do not affect the game. Any tokens on them are ignored (such as burdens, culture tokens, threats, and wounds).  


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


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


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


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


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


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


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


Occasionally in a multiplayer game, two copies of the same unique Shadow condition may be in play at the same time. Only the first copy of a unique Shadow condition (or the first 4 copies of a non-unique Shadow condition) closest to the right of the Free Peoples player are in effect at any time. All other copies are also active, but their game text is ignored.
Occasionally in a multiplayer game, two copies of the same unique Shadow condition may be in play at the same time. Only the first copy of a unique Shadow condition (or the first 4 copies of a non-unique Shadow condition) closest to the right of the Free Peoples player are in effect at any time. All other copies are also active, but their game text is ignored.
----
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====<div id="Adventure Deck 3">adventure deck</div>====
===<div id="adventure deck">adventure deck</div>===
Your adventure deck is kept separately from your draw deck during the game.
Your adventure deck is kept separately from your draw deck during the game.


No other player may look through your adventure deck during the game.
No other player may look through your adventure deck during the game.


You don’t have to keep your adventure deck in any order. Just look through it to get a card when you need to.
You don't have to keep your adventure deck in any order. Just look through it to get a card when you need to.
 
Sites in your adventure deck do not have a site number until they are played on the adventure path. ''Exception'': See {{SL|format}}.
See also {{SL|building your deck}}, {{SL|moving your fellowship}} {{SL|setting up the game}}, {{SL|site}}.  


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


See also '''moving your fellowship''', '''setting up the game''', '''site'''.
See also {{SL|moving your fellowship}}, {{SL|setting up the game}}, {{SL|site}}.
 
----
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====<div id="Ally 2">ally</div>====
===<div id="ahead">ahead</div>===
An ally is a '''character''' that helps your companions from afar but does not move with them.
A player is ahead on the adventure path when his or her site marker is at a higher site number than all other players’ site markers.  


Allies do not count as members of your fellowship. Play them to your support area. There is no limit to the number of allies you may have in play.
----
===<div id="aid">aid</div>===
This keyword has the form of "Aid – X," where "X" is the cost to use the aid keyword. You use the aid keyword as a maneuver action. At the start of the maneuver phase, you may pay the aid cost to transfer that follower to your character. Place it beneath the card, just like a possession or condition borne by that character. The follower is borne by the character for the rest of the turn, no matter how often the fellowship moves. You don't have to pay the aid cost again for a follower borne by a character in a subsequent maneuver phase.


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


Block symbol is a factor in determining an ally’s home site.
----
===<div id="ally">ally</div>===
An ally is a {{SL|character}} that helps your companions from afar but does not move with them.
 
Allies do not count as members of your fellowship. Play them to your support area. There is no limit to the number of allies you may have in play.


''An ally with a home site of 2[Tower] has a home site only on the Tower block adventure path.''
Ally cards have a home site number indicated just after the card's type, on the same line (such as Ally • Home 3 • Elf). These home site numbers all refer to adventure paths from the Fellowship block, Tower block, and King block. Allies have no home sites on adventure paths from the ''Shadows'' expansion set onward. (See {{SL|format}}.)


You may play an ally during any of your fellowship phases. You do not have to wait until your fellowship is at the ally’s home site.
Block symbol is a factor in determining an ally's home site.


Each ally in your support area is considered to be at his home site. When your fellowship is at your ally’s home site, that ally is considered to be at the same site as the fellowship.
''An ally with a home site of 2{{Block|Tower}} has a home site only on the Tower block adventure path.''
 
You may play an ally during any of your fellowship phases. You do not have to wait until your fellowship is at the ally's home site.
 
Each ally in your support area is considered to be at his home site. When your fellowship is at your ally's home site, that ally is considered to be at the same site as the fellowship.


Allies normally do not participate in archery fire and skirmishes. Special abilities on allies (such as archery actions or skirmish actions) may be used as normal.
Allies normally do not participate in archery fire and skirmishes. Special abilities on allies (such as archery actions or skirmish actions) may be used as normal.


During the archery phase, if the fellowship is at an ally’s home site (or a card has allowed them to participate in archery fire), you may count archer allies for the fellowship archery total, and assign archery wounds to them.
During the archery phase, if the fellowship is at an ally's home site (or a card has allowed them to participate in archery fire), you may count archer allies for the fellowship archery total, and assign archery wounds to them.


During the assignment phase, if the fellowship is at an ally’s home site (or if a card effect has allowed an ally to participate in skirmishes), that  
During the assignment phase, if the fellowship is at an ally's home site (or if a card effect has allowed an ally to participate in skirmishes), that  
ally may be assigned to a skirmish in the same way that companions are assigned to skirmishes.
ally may be assigned to a skirmish in the same way that companions are assigned to skirmishes.


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


The Shadow player may assign an unassigned minion to an ally when the fellowship is at that ally’s home site.
The Shadow player may assign an unassigned minion to an ally when the fellowship is at that ally's home site.


An ally that was able to be assigned to a normal skirmish is also able to be assigned to a fierce skirmish.
An ally that was able to be assigned to a normal skirmish is also able to be assigned to a fierce skirmish.


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


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


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


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


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


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


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


The Free Peoples player then assigns a number of wounds equal to the minion archery total to his companions (and participating allies), in any way  
The Free Peoples player then assigns a number of wounds equal to the minion archery total to his companions (and participating allies), in any way  
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Since these tokens are assigned as wounds and not from exertion, any player may assign enough wounds to kill his own minion or companion. The wounds are assigned one at a time, so a character cannot have more wounds assigned than its vitality. Ignore any leftover wounds that cannot be assigned.
Since these tokens are assigned as wounds and not from exertion, any player may assign enough wounds to kill his own minion or companion. The wounds are assigned one at a time, so a character cannot have more wounds assigned than its vitality. Ignore any leftover wounds that cannot be assigned.


There is always a “default” archery total of zero for each side. A card may add to your archery total even though you have no archers in play at that time.
There is always a "default" archery total of zero for each side. A card may add to your archery total even though you have no archers in play at that time.


When all archery wounds have been assigned, proceed to the assignment phase. If there are no minions left after the archery phase, then skip directly to the regroup phase.
When all archery wounds have been assigned, proceed to the assignment phase. If there are no minions left after the archery phase, then skip directly to the regroup phase.
See also '''ally'''.
See also {{SL|ally}}.
 
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====<div id="Artifact 2">artifact</div>====
===<div id="artifact">artifact</div>===
An artifact is a unique weapon, suit of armor, or other kind of special object used by a character. 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 {{SL|bearer}} can be. Other artifacts play to your support area.


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


See also '''transfer'''.
See also {{SL|transfer}}.
 
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====<div id="Assignment Phase">assignment phase</div>====
===<div id="assignment phase">assignment phase</div>===
During the assignment phase, players may perform assignment actions (special abilities on cards in play with “Assignment:and events with that keyword) using the '''action procedure'''. Many assignment actions assign a minion to a companion. You cannot do this unless both of them are unassigned.
During the assignment phase, players may perform assignment actions (special abilities on cards in play with "Assignment:" and events with that keyword) using the {{SL|action procedure}}. Many assignment actions assign a minion to a companion. You cannot do this unless both of them are unassigned.


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


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


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


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


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


A card which cannot participate in skirmishes:
A card which cannot participate in skirmishes:
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* cannot be assigned leftover minions by a Shadow player.
* cannot be assigned leftover minions by a Shadow player.


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


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


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


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


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


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


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


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


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


If there are any ties, then the tied players resolve randomly who chooses first among them.
If there are any ties, then the tied players resolve randomly who chooses first among them.


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


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


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


The sites provided in Fellowship block sets have no block symbol. The sites provided in Tower block sets have site numbers identified with the Tower symbol ([tower]). The sites provided in King block sets have site numbers identified with the King symbol ([king]).
The sites provided in Fellowship block sets have no block symbol. The sites provided in Tower block sets have site numbers identified with the Tower symbol ({{Block|tower}}). The sites provided in King block sets have site numbers identified with the King symbol ({{Block|king}}).


Sites with different block symbols are alternatives to each other, not an extension of one another. When a site’s number is specifically mentioned in game text, that number uses a block symbol.
Sites with different block symbols are alternatives to each other, not an extension of one another. When a site's number is specifically mentioned in game text, that number uses a block symbol.


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


When an effect says “site X or higher,it applies only to sites from the Fellowship block.
When an effect says "site X or higher," it applies only to sites from the Fellowship block.


When game text refers to “any site X,it applies to any adventure path, regardless of block symbol.
When game text refers to "any site X," it applies to any adventure path, regardless of block symbol.


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


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


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


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


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


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


Your adventure deck must have exactly nine site cards in it. Each site must be different. The contents of your adventure deck depends on which format you are playing.
Your adventure deck must have exactly nine site cards in it. Each site must be different. The contents of your adventure deck depends on which format you are playing.


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


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


See also '''active''', '''corrupted''', '''resistance'''.
See also {{SL|active}}, {{SL|corrupted}}, {{SL|resistance}}.
 
----
===<div id="cancel">cancel</div>===
When an action (such as playing an event or using a special ability) is canceled or prevented, its effects are ignored but its costs and requirements are still paid. If that action is playing an event, that event card is discarded.
 
See {{SL|cost}}, {{SL|effect}}.


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


----
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====<div id="Character">character</div>====
===<div id="character">character</div>===
Companion, ally, and minion cards are also collectively referred to as character cards.
Companion, ally, and minion cards are also collectively referred to as character cards.
 
Followers are not characters.


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


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


The first number is the set number.
The first number is the set number.
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Last is the number for that card in the set.
Last is the number for that card in the set.


The first time a card is printed, it gets a “[1]” first printing mark at the end of its copyright line. This mark is removed on any subsequent printings. There is no way to tell a second printing from a third, for example.
The first time a card is printed, it gets a "{{Twilight|1}}" first printing mark at the end of its copyright line. This mark is removed on any subsequent printings. There is no way to tell a second printing from a third, for example.


When a reprint card has its wording changed, that card gets an “A” revision mark at the end of its copyright line. When an “A” card is reprinted with a change, that card gets a “B.Cards have their wording changed for errata, clarifications, spelling errors, and game text convention changes.
When a reprint card has its wording changed, that card gets an "A" revision mark at the end of its copyright line. When an "A" card is reprinted with a change, that card gets a "B." Cards have their wording changed for errata, clarifications, spelling errors, and game text convention changes.


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


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


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


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


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


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====<div id="Control">control</div>====
===<div id="control">control</div>===
Shadow players may use effects to take control of sites on the adventure path. When you take control of a site, place that site in your support area, lengthwise.
Shadow players may use effects to take control of sites on the adventure path. When you take control of a site, place that site in your support area, lengthwise.
A controlled site, once placed in a player's support area, is no longer a site on the adventure path.


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


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


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


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


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


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


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


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


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


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


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


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


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


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


''If a Free Peoples event requires you to spot twilight tokens, they must be there before you add tokens to pay for that card’s cost.
If a Free Peoples event requires you to spot twilight tokens, they must be there before you add tokens to pay for that card's cost.


Madril says, “Skirmish: If you have initiative, discard 2 cards from hand to wound a roaming minion Madril is skirmishing.You check that you have at least four cards in hand before you discard cards to pay for that ability’s cost.''
''{{Card|Madril, Faramir's Aide}} says, "Skirmish: If you have initiative, discard 2 cards from hand to wound a roaming minion Madril is skirmishing." You check that you have at least four cards in hand before you discard cards to pay for that ability's cost.''


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


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


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


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


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


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


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====<div id="Culture 2">culture</div>====
 
Most cards are part of a specific culture. A card’s color, its background texture, and an icon in its upper right corner indicate its culture. Your deck may contain cards from several different cultures. Site cards and The One Ring are not part of any culture.
===<div id="culture">culture</div>===
Most cards are part of a specific culture. A card's color, its background texture, and an icon in its upper right corner indicate its culture. Your deck may contain cards from several different cultures. Site cards and The One Ring are not part of any culture.


The culture names and icons are:
The culture names and icons are:


^ ^  [[Free Peoples]]  ^^^^^^^ ^  [[Shadow]]  ^^^^^^^^^^^
{{Culture_Table}}
^  Name  |  Dwarven]]  |  [[Elven Culture|Elven]]  |  [[Gandalf Culture| Gandalf]]  |  [[Gollum Culture|Gollum]]  |  [[Gondor Culture|Gondor]]  |  [[Rohan Culture|Rohan]]  |  [[Shire Culture|Shire]]  ^:::|  [[Dunland Culture|Dunland]]  |  [[Gollum Culture|Gollum]]  |  [[Isengard Culture|Isengard]]  |  [[Moria Culture|Moria]]  |  [[Raider Culture|Raider]]  |  [[Wraith Culture|Ringwraith]]  |  [[Sauron Culture|Sauron]]  |  [[Men Culture|Men]]  |  [[Orc Culture|Orc]]  |  [[Uruk-hai Culture|Uruk-hai  ^  Name 
^  Icon  |  [Dwarven]  |  [Elven]  |  [Gandalf]  |  [Gollum]  |  [Gondor]  |  [Rohan]  |  [Shire]  ^:::|  [Dunland]  |  [Gollum]  |  [Isengard]  |  [Moria]  |  [Raider]  |  [Wraith]  |  [Sauron]  |  [Men]  |  [Orc]  |  [Uruk-hai]  ^  Icon 


You don’t have to memorize these names, since cultures are always referred to with icons in game text.
You don't have to memorize these names, since cultures are always referred to with icons in game text.


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


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


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


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


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


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


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


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


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


When game text instructs you to place a character in the dead pile, that character has been killed.
When game text instructs you to place a character in the dead pile, that character has been killed.


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


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


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


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


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


Cards are discarded one at a time so all players can see which cards are being discarded.
Cards are discarded one at a time so all players can see which cards are being discarded.
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When you discard a companion or ally to use its game text or as a result of some other effect, place that card in your discard pile (not your dead pile).
When you discard a companion or ally to use its game text or as a result of some other effect, place that card in your discard pile (not your dead pile).


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


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


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


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


You may look through your own discard pile at any time, but you cannot look through an opponent’s discard pile.
You may look through your own discard pile at any time, but you cannot look through an opponent's discard pile.


Some cards allow you to play a card directly from your discard pile. You must still pay any costs and meet requirements necessary for playing that  
Some cards allow you to play a card directly from your discard pile. You must still pay any costs and meet requirements necessary for playing that  
card.
card.


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


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


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====<div id="Draw Deck 3">draw deck</div>====
===<div id="draw deck">draw deck</div>===
When you draw the last card from your draw deck, you don’t lose the game. Continue with the cards you have in hand and in play.
When you draw the last card from your draw deck, you don't lose the game. Continue with the cards you have in hand and in play.


Some cards allow you to play a card directly from your draw deck. You must still pay any costs and meet requirements necessary for playing that card. When you finish looking through it, reshuffle it and give the player to your right the opportunity to cut it. There is no penalty if you  
Some cards allow you to play a card directly from your draw deck. You must still pay any costs and meet requirements necessary for playing that card. When you finish looking through it, reshuffle it and give the player to your right the opportunity to cut it. There is no penalty if you  
don’t find (or choose not to play) a card you are looking for in your draw deck.
don't find (or choose not to play) a card you are looking for in your draw deck.


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


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


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


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


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


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


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


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


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


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


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


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


If you meet all the requirements and pay all the costs for playing a card, you may play that card even if the card will have no effect. ''Exception'': If you perform an action that has playing a card from hand or discard pile as part of its effect, you must play that card. This exception applies to all kinds of actions and all the different ways you can play a card (except playing a card directly from your draw deck).
If you meet all the requirements and pay all the costs for playing a card, you may play that card even if the card will have no effect. ''Exception'': If you perform an action that has playing a card from hand or discard pile as part of its effect, you must play that card. This exception applies to all kinds of actions and all the different ways you can play a card (except playing a card directly from your draw deck).
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If something happens to prevent one effect which in turn would have prevented a second effect, the second effect is performed.
If something happens to prevent one effect which in turn would have prevented a second effect, the second effect is performed.


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


See also '''discard''', '''modifier''', '''twilight cost'''.
If an effect tells you to reveal or look at one or more cards from somewhere (a draw deck, a hand, etc.) and doesn’t specify what to do with them afterward, return them to where they came from, in the same order.
 
When a card has a conditional effect in parentheses, you can’t choose which one to use. You have to use the conditional effect if the condition is met.
 
''{{Card|Sharp Defense}} adds no strength to a Dwarf who has resistance 4 or more and no possessions. You can't choose to use the +2 instead.''
 
When you move a card from one area to another (except when drawing a card from your draw deck), you must reveal that card to all players to verify that it is of the correct type. ''Exception'': If an effect says you are to move "a card" with no other description, you don't have to reveal it.
 
When an effect returns a card to a player's hand, that card must come from in play. Exception: Events can be returned to hand, even though they are never in play.
 
''The Elf you return to your hand with {{Card|Taking the High Ground}} must come from in play, and can't come from your discard pile or anywhere else.}}
 
See also {{SL|discard}}, {{SL|modifier}}, {{SL|twilight cost}}.


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====<div id="Enduring">enduring</div>====
 
===<div id="enduring">enduring</div>===
For each wound on a character with the enduring keyword, that character is strength +2.
For each wound on a character with the enduring keyword, that character is strength +2.


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


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.


Discard an event after you play it, and before the next action is taken. (See '''spot'''.) Even after being discarded, an event often has an ongoing or delayed effect until the end of the phase, or until a specified phase or condition is met.
Place an event in your discard pile after you have played it from hand and carried out its effects, but before the next action is taken. (See {{SL|spot}}.)  


Some event cards affect only cards that are currently in play, even though their effects might seem to apply to cards played later in the  
''{{Card|Final Account}} reads: "Discard 2 cards from hand to take a Free Peoples card and a Shadow card from your discard pile into hand." At the time you choose which Free Peoples card to take into hand, you are still carrying out the effects of the card. Thus, Final Account has not yet been discarded, and cannot itself be the card you choose.''
same turn. These events take a “snapshot” of the current game state, and only those cards are affected.


''Eregion’s Trails (“Maneuver: Exert a ranger to make each roaming minion strength –3 until the regroup phase.”) affects only minions that are roaming when that event is played.
Even after being discarded, an event often has an ongoing or delayed effect until the end of the phase, or until a specified phase or condition is met.


Deft in Their Movements (Regroup: “Spot 2 Hobbits to make each site’s Shadow number –2 until the end of the turn.) affects only sites that are in play when it is played.''
Some event cards affect only cards that are currently in play, even though their effects might seem to apply to cards played later in the
same turn. These events take a "snapshot" of the current game state, and only those cards are affected.
 
''{{Card|Eregion's Trails}} ("Maneuver: Exert a ranger to make each roaming minion strength –3 until the regroup phase.") affects only minions that are roaming when that event is played.''
''{{Card|Deft in Their Movements}} (Regroup: "Spot 2 Hobbits to make each site's Shadow number –2 until the end of the turn.") affects only sites that are in play when it is played.''


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


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


If the cost of an action requires a character to exert X times, then that character must have X+1 or more vitality or that action cannot be performed.
If the cost of an action requires a character to exert X times, then that character must have X+1 or more vitality or that action cannot be performed. A character cannot exert 0 times to pay the cost of a card that requires a character to exert X times.
 
''You cannot pay for the cost of {{Card|They Sang As They Slew}} by exerting a character zero times.''


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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====<div id="Fierce 2">fierce</div>====
===<div id="fierce_2">fierce</div>===
During a turn, after all normal skirmishes are resolved, surviving minions with the keyword fierce must be defended against a second time.
During a turn, after all normal skirmishes are resolved, surviving minions with the keyword fierce must be defended against a second time.


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


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


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


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


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


A minion must be in play and fierce at the start of the fierce assignment phase to participate in a fierce skirmish. During the fierce assignment phase, ignore any effect that results in assignment  
A minion must be in play and fierce at the start of the fierce assignment phase to participate in a fierce skirmish. During the fierce assignment phase, ignore any effect that results in assignment  
with a minion that is not fierce.
with a minion that is not fierce.


Once a minion is assigned in the fierce assignment phase, that minion’s fierce skirmish must be resolved, even if that minion somehow becomes no longer fierce.
Once a minion is assigned in the fierce assignment phase, that minion's fierce skirmish must be resolved, even if that minion somehow becomes no longer fierce.


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====<div id="For Each">for each</div>====
===<div id="follower">follower</div>===
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'''.)
Follower is a new card type. A follower represents help that joins for a short time and then departs. Followers are not allies, companions, or minions. They are not characters, although they are often named and depicted with images of people from the story. Even though a follower may seem as if it were an Elf or Hobbit or Wizard, it can't be spotted as such because a follower doesn't have a race on its card type line. Followers can't bear other cards, including possessions or conditions.


''Aragorn, Wingfoot says, “Each time the fellowship moves, you may wound a minion for each unbound Hobbit you spot.” If you spot two unbound Hobbits, you may wound two minions each once or one minion twice.''
A follower is played to your support area. While your follower is in your support area, it has no effect on the game. Each follower has the keyword "{{SL|Aid}}" which you can use to transfer that follower to one of your characters.  


When a card says “for each companion over X,that means the same as “do this Y times, where Y is the number of companions in the fellowship minus X.
When your follower is borne by a character, that follower will provide an ongoing effect or a special ability that may then be used. A character may bear more than one follower. If that character is killed, all of its followers are discarded, just like other cards borne by that character.


''Anduin Banks says, “For each companion in the fellowship over 4, add 2 to the minion archery total.” If there are 4 or less companions in the fellowship, nothing is added. For 5 companions, 2 is added; for 6 companions, 4 is added; and so on.''
During the regroup phase, each follower is returned to its owner's support area (at no cost) only after the Free Peoples player has reconciled, but before the Shadow player discards all minions in play.
 
In later turns, that follower may again be transferred to a character (the same one or a different one, your choice) using the above procedure.
 
See also {{SL|Aid}}, {{SL|character}}.


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====<div id="Format">format</div>====
===<div id="for each">for each</div>===
When something affects a character (or characters) using the phrase "for each", you may affect a single character more than once. This includes such things as wounding, exerting, healing, or strength modifiers. (See {{SL|toil}}.)
 
''{{Card|Aragorn, Wingfoot}} says, "Each time the fellowship moves, you may wound a minion for each unbound Hobbit you spot." If you spot two unbound Hobbits, you may wound two minions each once or one minion twice.''
 
When a card says "for each companion over X," that means the same as "do this Y times, where Y is the number of companions in the fellowship minus X."
 
''{{Card|Anduin Banks}} says, "For each companion in the fellowship over 4, add 2 to the minion archery total." If there are 4 or less companions in the fellowship, nothing is added. For 5 companions, 2 is added; for 6 companions, 4 is added; and so on.''
 
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===<div id="format">format</div>===
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,
* Tower block – only cards from sets 4, 5, and 6,  
* [[Tower Block]] – only cards from sets 4, 5, and 6,  
* King block – only cards from sets 7, 8, and 10,
* [[King Block]] – only cards from sets 7, 8, and 10,
* War of the Ring block – only cards from sets 11, 12, and 13,
* [[War of the Ring Block]] – only cards from sets 11, 12, and 13,
* Open – all cards allowed, including set 9 (Reflections) using only sites from set 11 onward (Shadows).
* [[Open]] – all cards allowed, including set 9 (Reflections) using only sites from set 11 onward (Shadows).
* Standard – a tournament format similar to Open, but including the X-List (see the Current Rulings document, available for download).
* [[Standard]] – a tournament format similar to Open, but including the X-List (see the Current Rulings document, available for download).


In the Open format and War of the Ring block, your adventure deck may include no more than three sites that have the same given Shadow number.
In the Open format and War of the Ring block, your adventure deck may include no more than three sites that have the same given Shadow number.


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


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


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


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


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


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


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====<div id="Free Peoples Cards 2">Free Peoples cards</div>====
===<div id="free peoples cards">Free Peoples cards</div>===
Free Peoples cards represent the forces of good. Each player has his own fellowship, made up of a Ring-bearer and other companions. When  
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.
Line 1,179: Line 1,210:
Free Peoples cards have a light colored circular field in the upper left corner.
Free Peoples cards have a light colored circular field in the upper left corner.


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


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====<div id="frodo">Frodo</div>====
===<div id="frodo">Frodo</div>===
See '''Ring-bearer''', '''Ring-bound'''.
See {{SL|Ring-bearer}}, {{SL|Ring-bound}}.
 
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====<div id="healing 2">healing</div>====
===<div id="game text">game text</div>===
When a wound is removed from a character, this represents resting or healing. When you “heal a character,” you remove one wound.
Game text includes all the text in the box below the card type line except for helper text, lore, collector's info, and marketing text (such as
"'''DGMA Premier Series – France'''"). On a site card, this box is located below the image (there is no card type line on a site). On The One Ring
cards, there is no box around the game text, but the concept is the same.  


If a card tells you to “heal 2 companions,” you must choose two different companions to heal one time each (you cannot heal one companion twice).
Any boldfaced keyword that appears in this box (such as '''Easterling''', '''Fierce''', or '''Defender +1''') is game text.  


Once a wound token is placed, whether from exerting or wounding, it can be healed by any effect that heals a wound.
Card titles, subtitles, and items on the card type line (card types, races, and classes) are not game text. ''Exception'': On an event card, the word to
the right of the card type (such as MANEUVER or SKIRMISH) is game text.  


Generally, your fellowship only heals at a '''sanctuary''' you reach on the adventure path.
Sometimes game text is added to a card by an effect, even though that text is not printed on that card.
 
See also '''discard to heal''', '''for each'''.


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====<div id="Home Site">home site</div>====
===<div id="gollum smeagol">Gollum/Sméagol</div>===
See '''ally'''.
Character cards that represent the unique aspects of Gollum or Sméagol have no race. This does not mean that these cards have "a race of no race." When an effect tells you to count (or choose or spot) a race, Gollum/Sméagol can’t be counted (or chosen or spotted).


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''A Shadow player must spot a race for {{Card|Argument Ready to Hand}}. Gollum doesn’t have a race to be spotted.''
====<div id="Initiative">initiative</div>====
At any time, either one side or the other side has initiative. The Free Peoples player has initiative while he has four or more cards in hand.  


Otherwise, the Shadow has initiative. If there is more than one Shadow player, then all of those Shadow players have initiative when the Free Peoples player does not.
Sméagol is not a companion whose race you cannot spot.


''Besieging Pike says, “If you have initiative, bearer is strength +3.” Since this is a Shadow card, it only gets this bonus when the Free Peoples player has 3 or fewer cards in hand (the cards in the hands of the Shadow players don’t matter).''
''When {{Card|The Nine Walkers}} is in play, Sméagol does not have his cost reduced.''


See also '''cost'''.
When an effect tells you to do something to minions of other races, that does not work on Gollum/Sméagol.


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''{{Card|Argument Ready to Hand}} can't discard Gollum, since he is not "of all other minion races" (he is not of any minion race).''
====<div id="Keyword">keyword</div>====
Each card has one or more keywords that identify it. Most keywords are '''unloaded keyword'''s, with no special rules (although they may be referenced by other cards). Keywords with rules are called '''loaded keywords'''.


Though a word which appears in the title or subtitle of a card may be the same as a keyword that exists in the game, that title or subtitle does not confer the keyword on that card.
When an effect tells you to do something to all minions who do not belong to a particular race, that does work on Gollum/Sméagol.


''“Úlairë Attëa, The Easterling” does not have the keyword “Easterling” in his game text, so he is not an Easterling.''
''If an effect says, "Discard all minions not of the Orc race," then Gollum is discarded.''


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====<div id="Killed 2">killed</div>====
===<div id="healing">healing</div>===
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 wound is removed from a character, this represents resting or healing. When you "heal a character," you remove one wound.
 
If a card tells you to "heal 2 companions," you must choose two different companions to heal one time each (you cannot heal one companion twice).


Place killed Free Peoples characters in your '''dead pile'''. Place killed minions in your discard pile.
Once a wound token is placed, whether from exerting or wounding, it can be healed by any effect that heals a wound.


When a card that provides a vitality bonus for its bearer is discarded, that bearer is immediately killed if his vitality is then reduced to zero.
Generally, your fellowship only heals at a {{SL|sanctuary}} you reach on the adventure path.


See also '''leaving play''', '''losing the game'''.
See also {{SL|discard to heal}}, {{SL|for each}}.


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====<div id="Kinds of Cards 2">kinds of cards</div>====
===<div id="helper text">helper text</div>===
Most cards in ''The Lord of the Rings'' TCG are one of two basic kinds: Free Peoples or Shadow. There are also sites and The One Ring, which are neither Free Peoples cards nor Shadow cards.
Helper text is found in the box below the card type line in italics and parentheses that provides a summary of a game rule. Helper text is not game text.  
 
See {{SL|collector's info}}, {{SL|lore}}.


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====<div id="Leaving Play">leaving play</div>====
===<div id="home site">home site</div>===
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.
See {{SL|ally}}.


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====<div id="Liberate">liberate</div>====
===<div id="hunter">hunter</div>===
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.
This keyword has the form of "'''Hunter X'''" where "X" is the strength bonus the character receives when skirmishing a character that does not have the hunter keyword.


When you liberate a site, place it back on the adventure path. Any cards on that site are discarded. You must liberate the site with the
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highest site number controlled by one of your opponents first, regardless of which opponent controls that site. (If you control the site with the highest site number, you must liberate the next highest site controlled by an opponent.)
===<div id="initiative">initiative</div>===
At any time, either one side or the other side has initiative. The Free Peoples player has initiative while he has four or more cards in hand.  


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Otherwise, the Shadow has initiative. If there is more than one Shadow player, then all of those Shadow players have initiative when the Free Peoples player does not.
====<div id="Limit">limit</div>====
When a card has a limit, such as “(limit +3),the limit applies to that card for an entire phase.


''Trust Me As You Once Did reads: “Skirmish: Exert Gandalf to make a companion strength +1 for each companion with the Gandalf signet you can spot (limit +3).” With one copy in play, assuming you have sufficient signets and exertions, during a single skirmish phase:
''{{Card|Besieging Pike}} says, "If you have initiative, bearer is strength +3." Since this is a Shadow card, it only gets this bonus when the Free Peoples player has 3 or fewer cards in hand (the cards in the hands of the Shadow players don't matter).''
* You may add +3 to one companion in a single action (if you can spot at least 3 signets).
* You may add +1 to three different companions in three different actions (if you can spot only 1 signet).
* You may add +2 to one companion and +1 to another in two different actions (if you can spot only 2 signets). Once the limit is reached, no more may be added, and the last +1 is ignored.


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


A limit does not apply to a different copy of the same card.
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===<div id="instead">instead</div>===
When a card uses the phrase "instead" or "instead of", the stated effect is replaced with a different effect. This does not mean that the original effect is prevented. If the second effect cannot happen for any reason, then the original effect occurs.  


''With two copies of Trust Me As You Once Did in play, you could give up to +6 in strength bonuses during a single skirmish phase (+3 from one copy, and +3 from the other).''
''{{Card|Smeagol, Bearer of Great Secrets}} is the ring-bearer and is bearing {{Card|The Dead City}} (If Sméagol is about to be killed in a skirmish, discard him instead). If Sméagol is about to be killed and the player discards The Dead City, Sméagol cannot be discarded, he would simply be killed.  


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


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====<div id="Loaded Keyword">loaded keyword</div>====
===<div id="keyword">keyword</div>===
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'''.
Each card has one or more keywords that identify it. Most keywords are {{SL|unloaded keyword}}s, with no special rules (although they may be referenced by other cards). Keywords with rules are called {{SL|loaded keyword}}s.
 
Though a word which appears in the title or subtitle of a card may be the same as a keyword that exists in the game, that title or subtitle does not confer the keyword on that card.


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


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


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''This is different from when a character is discarded from play. Other cards may force a character in play to be discarded. That character has not been killed, but only discarded. Cards that trigger when a character is killed will not trigger when a character is discarded, and vice-versa.''
====<div id="Loops">loops</div>====
Occasionally, a game will reach a state in which a set of '''action'''s can be repeated forever.


If a loop contains one or more optional actions and one player controls them all, that player chooses a number. The loop is treated as repeating that number of times, or until another player intervenes with his own action, whichever comes first.
Place killed Free Peoples characters in your {{SL|dead pile}}. Place killed minions in your discard pile.


''A player wishes to repeatedly use the ability of Sam, Faithful Companion (“Fellowship: Play Bill the Pony from your draw deck.”). He chooses a number of times this action will take place. The action is treated as repeating that number of times unless another player intervenes with a different action.''
When a card that provides a vitality bonus for its bearer is discarded, that bearer is immediately killed if his vitality is then reduced to zero.


If a loop contains one or more optional actions each controlled by different players and actions by both are needed to continue the loop, the Free Peoples player chooses a number. The Shadow player then has two choices:
See also {{SL|leaving play}}, {{SL|losing the game 2}}.
* He or she can choose a lower number, in which case the loop continues that number of times, with a final action in that loop by the Free Peoples player.
* He or she can agree to the number chosen by the active player, in which case the loop continues that number of times, with a final action in that loop by the Shadow player.


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


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====<div id="Losing the Game 2">losing the game</div>====
===<div id="leaving play">leaving play</div>===
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.
When a card (other than a {{SL|site}}) leaves play for any reason, any cards played on that card (or borne by or stacked on that card) are discarded. Any tokens on that card are removed.


''Many versions of Sam may become the Ring-bearer if Frodo is killed.''
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===<div id="liberate">liberate</div>===
A Free Peoples player may have a card effect that allows him to liberate a site. Only a site that another player {{SL|control}}s may be liberated. You cannot liberate a site on the adventure path, a site in any adventure deck, or a site you control.


When a new character becomes your Ring-bearer, he is not wearing The One Ring, even if the old Ring-bearer was wearing it when he was killed.
When you liberate a site, place it back on the adventure path. Any cards on that site are discarded. You must liberate the site with the
highest site number controlled by one of your opponents first, regardless of which opponent controls that site. (If you control the site with the highest site number, you must liberate the next highest site controlled by an opponent.)


A player also loses the game if his Ring-bearer becomes '''corrupted'''.
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===<div id="limit">limit</div>===
When a card has a limit, such as "(limit +3)," the limit applies to that card for an entire phase.


If a player loses a game and there are at least two other players remaining, remove his player marker and all of his cards from play (and discard any opponent’s cards that were on them).
''{{Card|Trust Me As You Once Did}} reads: "Skirmish: Exert Gandalf to make a companion strength +1 for each companion with the Gandalf signet you can spot (limit +3)." With one copy in play, assuming you have sufficient signets and exertions, during a single skirmish phase:
* ''You may add +3 to one companion in a single action (if you can spot at least 3 signets).
* ''You may add +1 to three different companions in three different actions (if you can spot only 1 signet).
* ''You may add +2 to one companion and +1 to another in two different actions (if you can spot only 2 signets). Once the limit is reached, no more may be added, and the last +1 is ignored.


Remove his sites both on the adventure path and under another player’s '''control''' in numerical order, then each opponent, starting to the player’s right and proceeding counter-clockwise, chooses a site from his adventure deck to replace each one removed. ''Exception'': In a game using the Fellowship block, Tower block, or King block '''format''', instead replace each site with the corresponding number from the appropriate opponent’s deck.
A limit does not does not span multiple phases.  


If a losing player has sites under his control, replace them first (using the above procedure) and then '''liberate''' them.
''{{Card|Trust Me As You Once Did}} could be used for +3 in each of two or more separate skirmish phases during the same turn.''


The other players complete the losing player’s turn.
A limit does not apply to a different copy of the same card.


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


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====<div id="Lurker">lurker</div>====
===<div id="loaded keyword">loaded keyword</div>===
During the skirmish phase(s), the Free Peoples player must resolve all skirmishes involving minions who do ''not'' have the lurker keyword before he may choose to resolve any skirmishes involving one or more minions who do have it.
Card type and class (see {{SL|bearer}}) are loaded keywords. Other loaded keywords include {{SL|aid}}, {{SL|ambush}}, archer (see {{SL|archery phase}}), damage +X (see {{SL|damage bonus}}), {{SL|defender +X}}, {{SL|enduring}}, {{SL|fierce}}, {{SL|hunter}}, {{SL|lurker}}, {{SL|muster}}, {{SL|Ring-bearer}}, {{SL|sanctuary}}, {{SL|toil}}, and {{SL|unhasty}}.
 
See also {{SL|keyword}}.


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====<div id="man">Man</div>====
===<div id="look at">look at</div>===
The race of “Man” includes women of the appropriate culture.
See {{SL|effect}}.


A possession that requires a [Rohan] Man bearer may be borne by a [Rohan] female character who has the race of “Man.
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===<div id="loops">loops</div>===
Occasionally, a game will reach a state in which a set of {{SL|action}}s can be repeated forever.


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If a loop contains one or more optional actions and one player controls them all, that player chooses a number. The loop is treated as repeating that number of times, or until another player intervenes with his own action, whichever comes first.
====<div id="Maneuver Phase">maneuver phase</div>====
During this phase, players may perform maneuver actions (special abilities on cards in play with “Maneuver:” and events with that keyword) using the '''action procedure'''.


When all players consecutively pass, proceed to the archery phase. If there are no minions left after the maneuver phase, then skip directly to the regroup phase.
''A player wishes to repeatedly use the ability of {{Card|Sam, Faithful Companion}} ("Fellowship: Play Bill the Pony from your draw deck."). He chooses a number of times this action will take place. The action is treated as repeating that number of times unless another player intervenes with a different action.''


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If a loop contains one or more optional actions each controlled by different players and actions by both are needed to continue the loop, the Free Peoples player chooses a number. The Shadow player then has two choices:
====<div id="May Not">may not</div>====
* He or she can choose a lower number, in which case the loop continues that number of times, with a final action in that loop by the Free Peoples player.
Some older cards use the phrase “may not.” In all such cases, this means “cannot.
* He or she can agree to the number chosen by the active player, in which case the loop continues that number of times, with a final action in that loop by the Shadow player.


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


A minion is played to the center of the table, across from the '''active''' fellowship.
When an infinite loop occurs that includes no voluntary actions, the loop ends immediately with no effect.


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


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====<div id="Modifier">modifier</div>====
===<div id="lore">lore</div>===
When a card specifically names itself in its game text, that card can be modified by its own game text when played. Otherwise, the modification takes effect only after the card is in play.
Lore is text found in the box below the card type line in italics (but not parentheses) that provides an interesting quote or fact but has no effect on
play. Lore is not {{SL|game text}}.


''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.
See {{SL|collector's info}}, {{SL|helper text}}


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


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


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


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


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


The order of modifiers doesn’t matter, since every applicable modifier is reapplied each time a value is used.
Remove his sites both on the adventure path and under another player's {{SL|control}} in numerical order, then each opponent, starting to the player's right and proceeding counter-clockwise, chooses a site from his adventure deck to replace each one removed. ''Exception'': In a game using the Fellowship block, Tower block, or King block {{SL|format}}, instead replace each site with the corresponding number from the appropriate opponent's deck.


Modifiers are not recalculated when they are reapplied. The same modifiers are just applied again.
If a losing player has sites under his control, replace them first (using the above procedure) and then {{SL|liberate}} them.


''Merry, Friend to Sam reads: “Skirmish: If Merry is not assigned to a skirmish, exert him twice to add his strength to another companion.” If Merry’s strength is changed later during a skirmish after you have used this ability, the amount already added to the other companion does not change.''
The other players complete the losing player's turn.


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


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====<div id="Mounted">mounted</div>====
===<div id="lurker">lurker</div>===
A mounted character means one who is “bearing a possession with the class of mount.” (See '''bearer'''.)
During the skirmish phase(s), the Free Peoples player must resolve all skirmishes involving minions who do ''not'' have the lurker keyword before he may choose to resolve any skirmishes involving one or more minions who do have it.


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====<div id="Move Limit 2">move limit</div>====
===<div id="man">Man</div>===
During each of your turns, your fellowship must move once, and may move a number of times up to your move limit.
The race of "Man" includes women of the appropriate culture.
 
''A possession that requires a {{C|Rohan}} Man bearer may be borne by a {{C|Rohan}} female character who has the race of "Man."''


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


If the move limit is modified for a turn, then that modification is in effect for the whole turn, even if the conditions for the modification change.
When all players consecutively pass, proceed to the archery phase. If there are no minions left after the maneuver phase, then skip directly to the regroup phase.


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====<div id="Moving Cards">moving cards</div>====
===<div id="may not">may not</div>===
Whenever you move a card from one pile to another (such as shuffling a card from your discard pile into your draw deck), you must reveal that card to all players so they can verify that the correct card was moved.
Some older cards use the phrase "may not." In all such cases, this means "cannot."


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


Place your player marker on the next site on the adventure path. If there is no site there yet (as is the case for the first player in the first turn), then a new '''site''' must be played from one of the Shadow players’ adventure decks.
A minion is played to the center of the table, across from the {{SL|active}} fellowship.


When you move your player marker to the next site, first perform any actions triggered by leaving the old site. Then perform actions that say, “When the fellowship moves...” Then, perform actions that occur when moving to the new site. Finally, you must add tokens to the twilight pool as follows:
See also {{SL|roaming}}.
* Add the number of twilight tokens indicated by the Shadow number of the site you’re moving to.
* Add 3 twilight tokens if you are in '''region''' 2, or 6 twilight tokens if you are in region 3. (You may find it easier to remember this: add 3 if you’ve passed the sanctuary at site 3, or add 6 if
you’ve passed the sanctuary at site 6). ''Exception'': See '''format'''.
* Add 1 twilight token for each companion in your fellowship.


''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.''
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===<div id="modifier">modifier</div>===
When a card specifically names itself in its game text, that card can be modified by its own game text when played. Otherwise, the modification takes effect only after the card is in play.
 
''{{Card|Orc Ambusher}} says, "The roaming penalty for each {{C|Sauron}} minion you play is –1." It does not specifically name itself, so this does not apply to Orc Ambusher when it is played.''
 
''{{Card|Eomer, Third Marshal of Riddermark}} says, "While you can spot a {{C|Rohan}} Man, Éomer's twilight cost is –1." This specifically names Éomer himself, so it does apply to Éomer when he is played.''


After you have completed any moving actions and have added twilight tokens to the twilight pool, the fellowship has moved to the new site  
''{{Card|Grishnakh, Orc Captain}} says, "The site number of each {{C|Sauron}} Orc is –3." This does not apply to Grishnákh when you play him, but he is himself a {{C|Sauron}} Orc, so his site number would be reduced after he entered play.''
and the game text there can be used).


When you have finished moving your fellowship, proceed to the Shadow phase(s).
Each time a card enters play, it is considered a new card for all purposes even if that card was previously in play on the same turn.  


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''If you play a second copy of {{Card|Radagast, the Brown}} in the same turn, the move limit is an additional +1. ''
====<div id="Muster">muster</div>====
At the start of the regroup phase, for each of your characters who has the muster keyword, you may discard a card from hand, then draw a card. You must discard all at once.


''If you have two muster characters, you cannot choose to discard a card, draw a card, then discard another card and draw a card. You must instead choose to discard 0, 1, or 2 cards, then draw that same number of cards.''
''{{Card|Shelob, Her Ladyship}} is played and prevents Gandalf from being assigned to a skirmish this turn. Shelob kills a companion in a skirmish and Gandalf dies when threat wounds are assigned. The Free Peoples player then plays Gandalf in the regroup phase with {{Card|Sent Back}} and Gandalf is now allowed to be assigned to a skirmish.''


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


If you have multiple copies of a non-unique card in play, the effects of those copies are cumulative.
''Frodo (strength 3) bears {{Card|The One Ring, The Ruling Ring}} (strength +1). His strength is 4. During a skirmish, {{Card|Enduring Evil}} is played ("Skirmish: Spot X burdens to make a character skirmishing a {{C|Sauron}} Orc strength –X."), spotting 6 burdens on Frodo. <br>Frodo's strength is 3 + 1 – 6 = –2. This is reset to zero. {{Card|Hobbit Intuition}} is played ("Skirmish: ...make a Hobbit strength +3.") All applicable modifiers are reapplied to Frodo's strength. He has strength 3 (Frodo) +1 (Ring) – 6 (Enduring Evil) + 3 (Intuition) = 1.''


See also '''unique'''.
The order of modifiers doesn't matter, since every applicable modifier is reapplied each time a value is used.


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Modifiers are not recalculated when they are reapplied. The same modifiers are just applied again.
====<div id="the one ring 2">The One Ring</div>====
This card type represents the uniquely powerful item that is the focus of the story of ''The Lord of the Rings''. In the middle of the card, The One Ring has its subtitle. It has no twilight cost.


''There are several versions of The One Ring, represented by different cards, but you’ll only use one version at a time.''
''{{Card|Merry, Friend to Sam}} reads: "Skirmish: If Merry is not assigned to a skirmish, exert him twice to add his strength to another companion." If Merry's strength is changed later during a skirmish after you have used this ability, the amount already added to the other companion does not change.''


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


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====<div id="Opponent">opponent</div>====
===<div id="mounted">mounted</div>===
If you are the Free Peoples player, all Shadow players are your opponents. If you are a Shadow player, only the Free Peoples player is your opponent (not other Shadow players).
A mounted character means one who is "bearing a possession with the class of mount." (See {{SL|bearer}}.)


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


A side with a total strength greater than zero will overwhelm a side whose total strength is zero. If the strength of both sides is zero, the Shadow side wins the skirmish (but does not overwhelm).
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.


When the Ring-bearer is overwhelmed, he is killed, regardless of whether he wears the Ring.
If the move limit is modified for a turn, then that modification is in effect for the whole turn, even if the conditions for the modification change.


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


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====<div id="Phase Action">phase action</div>====
===<div id="moving your fellowship">moving your fellowship</div>===
Phase actions include performing special abilities and playing '''event''' cards.
During each of your fellowship phases, when you are finished performing fellowship actions, your fellowship must move forward to the next site on the adventure path. You may also move at the end of your regroup phase, subject to the {{SL|move limit}}.


During each phase of a turn, one or more players are allowed to perform phase actions that use a word matching the name of that phase. These words are printed in boldface and followed by a colon. (See '''condition'''.)
When you move, perform actions as follows:


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


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


Each phase action must be completely performed before another phase action can be performed. Phase actions cannot be combined.
After you have completed any moving actions and have added twilight tokens to the twilight pool, the fellowship has moved to the new site
and the game text there can be used).


''If one card says, “Fellowship: Play an Elf from your draw deck” and another card says, “Fellowship: Play an Elf to draw a card,” you cannot play one Elf from your draw deck to draw a card. You must choose one phase action or the other.''
When you have finished moving your fellowship, proceed to the Shadow phase(s).


If a phase action can be played in multiple phases (for example, “Maneuver or Skirmish:”), its action type is of the phase during which the action is taken.
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===<div id="mulligan">mulligan</div>===
After all players have drawn their starting hands (before the first turn begins), each player (in player order) may shuffle his or her hand into his or her draw deck and draw 6 cards. The cards in the original hand are not revealed to anyone. This redraw may be for any reason. Each player may redraw only once per game. A player who passes on the opportunity to redraw may not change his mind.


See also '''action''', '''cost''', '''effect''', '''response'''.
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===<div id="muster">muster</div>===
At the start of the regroup phase, for each of your characters who has the muster keyword, you may discard a card from hand, then draw a card. You must discard all at once.
 
''If you have two muster characters, you cannot choose to discard a card, draw a card, then discard another card and draw a card. You must instead choose to discard 0, 1, or 2 cards, then draw that same number of cards.''


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


Most possessions tell you who their '''bearer''' can be. Other possessions play to your support area.
If you have multiple copies of a non-unique card in play, the effects of those copies are cumulative.


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


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====<div id="Race">race</div>====
===<div id="the one ring">The One Ring</div>===
See '''Man''', '''unloaded keyword''', '''Uruk-hai'''.
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.''


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If your Ring-bearer puts on The One Ring (any version) during the regroup phase, he then takes it off at the end of that regroup phase.
====<div id="Reconcile">reconcile</div>====
A player reconciles his hand as follows:
* He may first discard one card from his hand.
* If he then has less than eight cards in his hand, he must draw cards until he has eight.
* Otherwise (when he has more than eight cards in his hand), he must discard from his hand until he has only eight.


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


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====<div id="Region">region</div>====
===<div id="opponent">opponent</div>===
Sites 1-3 are in region 1, sites 4-6 are in region 2, and sites 7-9 are in region 3.
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).
 
See also '''moving your fellowship'''.


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====<div id="Regroup Phase">regroup phase</div>====
===<div id="overwhelmed">overwhelmed</div>===
During the regroup phase, players may perform regroup actions (special abilities on cards in play with “Regroup:” and events with that keyword) using the '''action procedure'''.
If the total strength of one side in a {{SL|skirmish phase}} is at least double the total strength of the other side, all the characters on the losing side are overwhelmed and {{SL|killed}} (regardless of how many wounds or how much vitality each has). When a character is overwhelmed, that character does not take any more wounds — he simply dies.


When all players consecutively pass, each Shadow player must '''reconcile''' his hand.
A side with a total strength greater than zero will overwhelm a side whose total strength is zero. If the strength of both sides is zero, the Shadow side wins the skirmish (but does not overwhelm).


Then, at the end of the regroup phase, if you are the Free Peoples player, you must select one of the following two choices:
When the Ring-bearer is overwhelmed, he is killed, regardless of whether he wears the Ring.
* '''Moving your fellowship''' to the next site, subject to the '''move limit''', and returning to the Shadow phase(s).
* Or, reconciling your hand. Then the Shadow players discard all minions in play (and cards borne by them), and your turn ends.


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See also {{SL|leaving play}}.
====<div id="Replace">replace</div>====
See '''site''', '''unique'''.
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====<div id="Requirement">requirement</div>====
See '''cost'''.


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


Companions preceding the ''Shadows'' expansion set (other than versions of Frodo or Sam) do not have their resistance printed on the card. These companions have a resistance of 6.
During each phase of a turn, one or more players are allowed to perform phase actions that use a word matching the name of that phase. These words are printed in boldface and followed by a colon. (See {{SL|condition}}.)


Allies have a resistance of zero.
Each phase action lasts for the duration of the phase named in the boldface word (unless otherwise specified).


Each '''burden''' on your Ring-bearer reduces the resistance of ''every'' companion in your fellowship by 1.
''The effects of a phase action with the keyword Skirmish: last only for the skirmish phase in which it is used.''


If your Ring-bearer’s resistance is reduced to zero, he is '''corrupted''', and you lose the game. If the resistance of any of your other companions is reduced to zero, there is no immediate penalty, though your opponent may play Shadow cards to take advantage of this.
Each phase action must be completely performed before another phase action can be performed. Phase actions cannot be combined.


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''If one card says, "Fellowship: Play an Elf from your draw deck" and another card says, "Fellowship: Play an Elf to draw a card," you cannot play one Elf from your draw deck to draw a card. You must choose one phase action or the other.''
====<div id="Response">response</div>====
A special ability or event labeled with the word “Response:” indicates that you may perform that '''action''' whenever the trigger described in its game text happens.


You may respond more than once to the same situation.
If a phase action can be played in multiple phases (for example, "Maneuver or Skirmish:"), its action type is of the phase during which the action is taken.


A response action is not a '''phase action''' (because there is no “response phase”).
See also {{SL|action}}, {{SL|cost}}, {{SL|effect}}, {{SL|response}}.


Some responses are performed when a described situation is “about to” happen. Typically, only one such response can be performed in a given situation, because its effect will “prevent” that situation or replace it with another effect “instead.”
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===<div id="playing a card">playing a card</div>===


''Isildur is wearing The One Ring, Answer to All Riddles. (“While wearing The One Ring,... each time he is about to take a wound in a skirmish, add a burden instead.”) The Free Peoples player has Sapling of the White Tree in play. (“Response: If a [Gondor] Man is about to take a wound, discard this artifact to prevent that.”) Isildur loses a skirmish and is about to take a wound. Because the required action of The One Ring causes a burden to be added “instead” of a wound, the optional action of Sapling of the White Tree cannot be used, as the situation it responds to no longer exists.''
Following is a detailed procedure for playing a non-site card. This was prompted by questions about playing events that require initiative, but the procedure applies to other cards as well. We refer to the card you are playing as "The Card."


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


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See {{SL|cost}}, {{SL|effect}}, {{SL|initiative}}, {{SL|void}}.
====<div id="Reveal">reveal</div>====
See '''effect'''.


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


If a character other than Frodo is your Ring-bearer, you cannot play any version of Frodo with the Ring-bearer keyword during the game.
Most possessions tell you who their {{SL|bearer}} can be. Other possessions play to your support area.


While wearing The One Ring, your Ring-bearer can perform all normal actions such as moving and skirmishing. He may defend against attacking minions as usual.
See also {{SL|transfer}}.


The Ring-bearer cannot be discarded or returned to your hand, and skirmishes involving the Ring-bearer cannot be cancelled.
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===<div id="prevent">prevent</div>===
See {{SL|cancel}}, {{SL|cost}}, {{SL|effect}}, {{SL|preventing effects}}.


''If Sméagol is the Ring-bearer, you cannot play Be Back Soon to discard him (“Maneuver: Discard Sméagol to discard a minion...”), or Sneaking to cancel his skirmish (“...cancel Sméagol’s skirmish if
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he has more vitality that the minion or minions he is skirmishing.”).
===<div id="preventing effects">preventing effects</div>===
If something happens to prevent one effect which in turn would have prevented a second effect, the second effect is performed.  


If Frodo is the Ring-bearer, you cannot use Frodo’s Cloak to cancel his skirmish (“...add a burden and discard Frodo’s Cloak to cancel a skirmish involving Frodo.”)''
''Example: {{Card|Morgul Destroyer}} is played. ("When you play this minion, you may spot a Nazgûl to add 2 threats. The Free Peoples player may wound the Ring-bearer to prevent this.") The Free People player wounds the Ring-bearer to prevent the threats from being added. The Free Peoples player then discards {{Card|Sapling of the White Tree}}. (Response: If a {{C|Gondor}} Man is about to take a wound, discard this artifact to prevent that.) Because Sapling has prevented the effect (a wound) that would have prevented Morgul Destroyer's effect, the threats are now added.''


See also '''losing the game''', '''overwhelmed''', '''starting fellowship'''.
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===<div id="race">race</div>===
See {{SL|gollum smeagol|Gollum/Smeagol}}, {{SL|Man}}, {{SL|unloaded keyword}}, {{SL|Uruk-hai}}.


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====<div id="ring-bound">Ring-bound</div>====
===<div id="reconcile">reconcile</div>===
Only companions can be Ring-bound (not allies or minions).
A player reconciles his hand as follows:
* He may first discard one card from his hand.
* If he then has less than eight cards in his hand, he must draw cards until he has eight.
* Otherwise (when he has more than eight cards in his hand), he must discard from his hand until he has only eight.


All versions of Frodo and Sam are Ring-bound.
See also {{SL|regroup phase}}.
 
See also '''starting fellowship''', '''unbound'''.


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


'''Block symbol''' has no effect on whether a minion is roaming or not.
See {{SL|mulligan}}.
 
''A minion with a site number of 4 must remove 2 more twilight tokens to play at site 3 (or site 3[Tower]). If that same minion plays to site 4 (or site 4[Tower]), there is no roaming penalty. If he survives the fellowship’s first move to 3, he would no longer be roaming when the fellowship moves to site 4.''


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====<div id="the rule of 4">The Rule of 4</div>====
===<div id="region">region</div>===
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.
Sites 1-3 are in region 1, sites 4-6 are in region 2, and sites 7-9 are in region 3.


This applies to cards taken into hand by any means. This does not apply to cards drawn “at the start of each of your turns.
See also {{SL|moving your fellowship}}.


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====<div id="the rule of 9">The Rule of 9</div>====
===<div id="regroup phase">regroup phase</div>===
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.)
During the regroup phase, players may perform regroup actions (special abilities on cards in play with "Regroup:" and events with that keyword) using the {{SL|action procedure}}.


''If you have •Merry (a unique companion) and two copies of Dwarf Guard (a non-unique companion) in your dead pile, you cannot have more than 6 companions in your fellowship.''
When all players consecutively pass, each Shadow player must {{SL|reconcile}} his hand.


----
Then, at the end of the regroup phase, if you are the Free Peoples player, you must select one of the following two choices:
====<div id="sam">Sam</div>====
* {{SL|Moving your fellowship}} to the next site, subject to the {{SL|move limit}}, and returning to the Shadow phase(s).
See '''losing the game''', '''Ring-bound'''.
* Or, reconciling your hand. Then the Shadow players discard all minions in play (and cards borne by them), and your turn ends.


----
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====<div id="Sanctuary">sanctuary</div>====
===<div id="reinforce">reinforce</div>===
A sanctuary is any '''site''' 3 or site 6 on the adventure path. Sites preceding the Shadows expansion set mark this with a keyword.
This verb, used in game text, means to add a culture token to a card that already has a token of the same culture. You may choose any of your cards with the appropriate culture token if you have more than one. If an effect lets you reinforce more than one culture token, you may put them all on one card or divide them up however you choose.


At the start of your turn when your fellowship is at a sanctuary, you may heal up to 5 wounds from your companions (not allies). (See '''healing'''.) You may choose to heal 5 different companions once, or one companion twice and another three times, or any other combination. You don’t have to heal any wounds at all – you may choose any number from zero to 5.
''Your card says, "When you play this possession, you may reinforce a {{C|Dwarven}} culture token." When you play this card, you may choose any of your Dwarven cards that currently has one or more {{C|Dwarven}} culture tokens and add another token to that card.''


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====<div id="Setting Up the Game 2">setting up the game</div>====
===<div id="removed from game pile">removed from game pile</div>===
Players need a supply of wound tokens (preferably red) and twilight tokens (preferably black). Each player will also need a player marker
This is a pile that is separate from the game play area.  Cards that have been removed from game are to go here instead of the discard or dead pile. Cards in this pile may be viewed by either player at any time.
(a differently-colored token) that shows where his fellowship is on the adventure path.


Players '''bid''' to determine who goes first.
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===<div id="replace">replace</div>===
A character that is replaced in a skirmish by another character is removed from that skirmish. The skirmish continues with the new character. It does not start over.


Place your '''adventure deck''' face down in a pile on the table.
See also {{SL|replacing sites}}, {{SL|site}}, {{SL|unique}}.


The first player chooses any site from his adventure deck and places it on the table to begin the adventure path. This becomes site 1. Each player places his player marker onto that site.
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===<div id="replacing sites">replacing sites</div>===
Some cards allow a player to play the next site on the adventure path at times when the fellowship is not moving. These may be used even when the next site is already there. In such cases, the new site replaces the old one. The old one is returned to its owner's adventure deck. The new site takes the same site number the old site had, so that there is always only one site 1 in play, one site 2, and so on.


Place the adventure path off to the side, opposite from the twilight pool. That leaves room in the middle of the table for minions.
If a player loses a game and there are at least two other players remaining, remove his sites on the adventure path in numerical order, and replace each with an opponent's corresponding site, in counter-clockwise order starting with the player on his right.


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


The rest of your cards form your draw deck. Shuffle your draw deck, give the opponent on your right the opportunity to cut it, and draw
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eight cards to form your starting hand.
===<div id="requirement">requirement</div>===
See {{SL|cost}}.


----
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====<div id="Shadow Cards 2">Shadow cards</div>====
===<div id="resistance">resistance</div>===
Shadow cards represent the forces of evil and corruption. When another player takes his turn, you play and use your Shadow cards to hinder that player.
Companion cards have resistance. This number represents a companion's ability to withstand the lure of The One Ring. Some characters have a
ring around their resistance icon, meaning they can be chosen begin the game as your Ring-bearer. (See {{SL|building your deck}}.)


Shadow cards have a dark colored diamond-shaped field in the upper left corner.
Companions preceding the ''[[Shadows]]'' expansion set (other than versions of Frodo or Sam) do not have their resistance printed on the card. These companions have a resistance of 6.


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


''A Shadow player’s minion may receive a strength bonus from another Shadow player’s condition.''
Each {{SL|burden}} on your Ring-bearer reduces the resistance of ''every'' companion in your fellowship by 1.


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


----
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====<div id="Shadow Phase(s)">Shadow phase(s)</div>====
===<div id="response">response</div>===
After your fellowship phase, each other player in the game, starting with the player immediately to your right, has one Shadow phase.
A special ability or event labeled with the word "Response:" indicates that you may perform that {{SL|action}} whenever the trigger described in its game text happens.


During each player’s Shadow phase, that player may perform Shadow actions in any order, including playing most Shadow cards.
You may respond more than once to the same situation.


One Shadow action is always available:
A response action is not a {{SL|phase action}} (because there is no "response phase").


* Play a Shadow '''minion''', '''possession''', '''artifact''', or '''condition''' from your hand to the table. (See '''unique'''.)
Some actions are preformed when a described situation "is about to" happen. Typically, only one of such action can be performed in a given situation, because its effect will "prevent" that situation or replace it with another effect "{{SL|instead}}."


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


When one Shadow player has completed all of the Shadow actions he wishes to perform, the next Shadow player to his right (if any) then
See also {{SL|action procedure}}, {{SL|cost}}, {{SL|effect}}.
performs a Shadow phase.


Shadow players may converse and plan among themselves. They may name cards in their hands, but they cannot actually show each other those
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cards. They may make agreements, but those agreements are not binding.
===<div id="reveal">reveal</div>===
See {{SL|effect}}.
 
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===<div id="ring-bearer">Ring-bearer</div>===
One Free Peoples character always begins the game as your Ring-bearer. (See {{SL|building your deck}}.) He bears The One Ring for you, much as when Frodo carried the Ring in his pocket or on a chain around his neck.


You may use (and exert) another player’s character to pay a cost for your Shadow card or special ability.
If a character other than Frodo is your Ring-bearer, you cannot play any version of Frodo with the Ring-bearer keyword during the game.


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.
While wearing The One Ring, your Ring-bearer can perform all normal actions such as moving and skirmishing. He may defend against attacking minions as usual.


See also '''twilight cost'''.
The Ring-bearer cannot be discarded or returned to your hand, and skirmishes involving the Ring-bearer cannot be cancelled.


----
''If Sméagol is the Ring-bearer, you cannot play {{Card|Be Back Soon}} to discard him ("Maneuver: Discard Sméagol to discard a minion..."), or {{Card|Sneaking}} to cancel his skirmish ("...cancel Sméagol's skirmish if he has more vitality that the minion or minions he is skirmishing.").''
====<div id="Signet 2">signet</div>====
''If Frodo is the Ring-bearer, you cannot use {{Card|Frodo's Cloak}} to cancel his skirmish ("...add a burden and discard Frodo's Cloak to cancel a skirmish involving Frodo.")''
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.
See also {{SL|losing the game}}, {{SL|overwhelmed}}, {{SL|starting fellowship}}.


----
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====<div id="Site 2">site</div>====
===<div id="ring-bound">Ring-bound</div>===
Site cards represent locations in Middle-earth, and are used to chart the progress of the game. Nine sites are placed in your '''adventure deck'''. (See '''building your deck'''.)
Only companions can be Ring-bound (not allies or minions).
 
All versions of Frodo and Sam are Ring-bound.


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
See also {{SL|starting fellowship}}, {{SL|unbound}}.
a different compass symbol, and may also use a '''block symbol''').


If your fellowship moves to a site that has not been played yet, one of the Shadow players must place a new site on the adventure path. (See '''moving your fellowship'''.) To determine which player, look at the site you are moving from. Each site has an arrow at the bottom center of the card. This indicates who is to play the new site, with >> meaning the Shadow player to your right and << meaning the Shadow
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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.
===<div id="roaming">roaming</div>===
Each minion is normally played to a certain range of sites beginning with the minion's site number. If the minion is played to (or is currently at) a site that has a lower {{SL|site}} number, that minion is roaming. The player must pay a roaming penalty by removing an additional two twilight tokens when playing that minion.


That player looks through his adventure deck and chooses any site to play as the next site. It takes on the next consecutive number on the
{{SL|Block symbol}} has no effect on whether a minion is roaming or not.
adventure path as its site number. It also takes on a '''region''' number. ''Exception'': See '''format'''.


''The first time the first player moves during the game, a Shadow player looks through his adventure deck and chooses the next site to place on the adventure path. It becomes site 2. The next time a site is added after that, it will be site 3. Both of those sites are in region 1.''
''A minion with a site number of 4 must remove 2 more twilight tokens to play at site 3 (or site 3{{Block|Tower}}). If that same minion plays to site 4 (or site 4{{Block|Tower}}), there is no roaming penalty. If he survives the fellowship's first move to 3, he would no longer be roaming when the fellowship moves to site 4.''


You may play a copy of a site on the adventure path even if an opponent’s copy was already played as an earlier site and is still '''active'''. The copies are treated as different sites, with each
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given a different site number.
===<div id="the rule of 4">The Rule of 4</div>===
Some card {{SL|effect}}s allow you to draw cards in the fellowship phase. You cannot draw (or take into hand) more than 4 cards during your fellowship phase.


Some cards allow a player to play the next site on the adventure path at times when the fellowship is not moving. These may be used even when the next site is already there. In such cases, the new site replaces the old one; put the old site back in its owner’s adventure deck. The new site takes the same site number the old site had, so that there is always only one site 1 in play, one site 2, and so on. When a site is replaced, all cards played on or stacked on the old site are moved to the new site.
This applies to cards taken into hand by any means. This does not apply to cards drawn "at the start of each of your turns."


Shadow players may take '''control''' of sites on the adventure path and the Free Peoples player may '''liberate''' controlled sites. Various card effects refer to these controlled sites as well.
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===<div id="the rule of 9">The Rule of 9</div>===
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.)


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


----
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====<div id="Skirmish Phase">skirmish phase(s)</div>====
===<div id="sam">Sam</div>===
When the '''assignment phase''' is complete, each defending character will fight in a separate skirmish phase. In an order decided by the Free Peoples player, skirmishes are resolved one at a time by conducting a skirmish phase for each.
Any version of Sam that can become the Ring-bearer if Frodo dies can only become the Ring-bearer if Frodo was the Ring-bearer when he was killed.


During each skirmish phase, players may perform skirmish actions (special abilities on cards in play with “Skirmish:” and events with
See also {{SL|losing the game}}, {{SL|Ring-bound}}.
that keyword) using the '''action procedure'''. Each skirmish action lasts only for a single skirmish. When all players consecutively pass, proceed to resolve that skirmish.


If the total strength of one side is more than the strength of the other side (but less than double), the side with the most strength wins that skirmish. (If there is a tie, the Shadow side wins.) Place one wound on each character on the losing side. (See '''damage bonus''', '''killed''', '''overwhelmed'''.)
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===<div id="sanctuary">sanctuary</div>===
A sanctuary is any {{SL|site}} 3 or site 6 on the adventure path. Sites preceding the Shadows expansion set mark this with a keyword.


''If Aragorn, with strength of 8, faces two Orcs, each with strength of 3 (total strength of 6), then Aragorn wins that skirmish and each losing Orc takes one wound.''
At the start of your turn when your fellowship is at a sanctuary, you may heal up to 5 wounds from your companions (not allies). (See {{SL|healing}}.) You may choose to heal 5 different companions once, or one companion twice and another three times, or any other combination. You don't have to heal any wounds at all – you may choose any number from zero to 5.


If all characters of one side are removed during a skirmish before strength has been totaled, the skirmish resolves and the other side wins.
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===<div id="setting up the game">setting up the game</div>===
Players need a supply of wound tokens (preferably red) and twilight tokens (preferably black). Each player will also need a player marker
(a differently-colored token) that shows where his fellowship is on the adventure path.


If all characters of one side are removed from a skirmish before that skirmish begins, that skirmish does not occur.
Players {{SL|bid}} to determine who goes first.


A character is “skirmishing” or in a skirmish “involving” that character only while the skirmish phase that character is assigned to is happening.
Place your {{SL|adventure deck}} face down in a pile on the table.


''Sméagol, Slippery Sneak (“Skirmish: Add threats equal to the total vitality of minions Sméagol is skirmishing to discard Sméagol.”) and Frodo are each assigned to different skirmishes. The Free Peoples player chooses to resolve Frodo’s skirmish first. He cannot use Sméagol’s ability during Frodo’s skirmish.''
The first player chooses any site from his adventure deck and places it on the table to begin the adventure path. This becomes site 1. Each player places his player marker onto that site.


A losing character is any character on the losing side in a skirmish when it resolves. Also, any character removed during his or her skirmish is a losing character, even if that character’s side
Place the adventure path off to the side, opposite from the twilight pool. That leaves room in the middle of the table for minions.
eventually wins. That character is not wounded (or overwhelmed) when the skirmish resolves.


''Boromir, bearing a Blade of Gondor (“Skirmish: Exert Boromir to wound an Orc or Uruk-hai he is skirmishing.), faces two Uruk-hai who each have only 1 vitality remaining. Boromir exerts once to use the Blade and kill one of the Uruk-hai. That Uruk-hai is a losing character. If the surviving Uruk-hai goes on to win the skirmish, Boromir will be a losing character, and that second Uruk-hai will
Players then select and reveal their {{SL|starting fellowship}}s in player order. (In tournament play, you may change your starting fellowship from game to game.)
be a winning character.''


If a skirmish is canceled, it ends immediately with no winner or loser.
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.


When a skirmish resolves (or is canceled) for any reason, no more skirmish actions may be taken.
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===<div id="shadow cards">Shadow cards</div>===
Shadow cards represent the forces of evil and corruption. When another player takes his turn, you play and use your Shadow cards to hinder that player.


A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved. At this point, characters who were involved in that skirmish are no longer assigned.
Shadow cards have a dark colored diamond-shaped field in the upper left corner.


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


Once a skirmish phase has finished, the Free Peoples player must select another defending companion (one who is still assigned to a  
''A Shadow player's minion may receive a strength bonus from another Shadow player's condition.''
minion), and perform another skirmish phase.
 
When all skirmishes (both normal and fierce) have been resolved, proceed to the regroup phase.


See also '''enduring''', '''lurker'''.
See also {{SL|twilight cost}}.


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====<div id="Special Ability">special ability</div>====
===<div id="shadow phase(s)">Shadow phase(s)</div>===
Besides events, other types of cards may have a '''phase action''' as a part of their game text called a special ability, which may be used only while the card is in play. The boldfaced word defines when you may do so.
After your fellowship phase, each other player in the game, starting with the player immediately to your right, has one Shadow phase.


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.
During each player's Shadow phase, that player may perform Shadow actions in any order, including playing most Shadow cards.


See also '''action'''.
One Shadow action is always available:


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* Play a Shadow {{SL|minion}}, {{SL|possession}}, {{SL|artifact}}, or {{SL|condition}} from your hand to the table. (See {{SL|unique}}.)
====<div id="Spot">spot</div>====
The word spot sets up a requirement for playing a card or using a special ability in conjunction with a noun such as, “To play, spot an Elf.” This is equivalent to, “An Elf must be in play and '''active''' for you to play this card.


''Cards in your dead pile are active during your turn, but they’re not in play. You can’t spot a card in your dead pile.''
A Shadow player may find other Shadow actions on events in his hand, or as special abilities on cards he already has in play.


Normally, you don’t have to spot all the cards in play that meet the requirement if you don’t want to.
When one Shadow player has completed all of the Shadow actions he wishes to perform, the next Shadow player to his right (if any) then
performs a Shadow phase.


''If a card says, “for each Elf you spot” and there are 2 Elves in play (and active), you may choose to spot 2 Elves, 1 Elf, or none.''
Shadow players may converse and plan among themselves. They may name cards in their hands, but they cannot actually show each other those
cards. They may make agreements, but those agreements are not binding.


However, if a card says, “you can spot,” that means you don’t have a choice and you have to spot anything and everything that meets the
You may use (and exert) another player's character to pay a cost for your Shadow card or special ability.
requirement.


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


To spot a “Free Peoples culture” means to spot any Free Peoples card of that culture. You cannot spot a Gollum culture Shadow card to spot a Free Peoples culture.
See also {{SL|twilight cost}}.


Events are not in play and can never be spotted.
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===<div id="signet">signet</div>===
Some Free Peoples character cards have a signet, found in the lower left corner of the card. Cards with the same signet generally give bonuses to each other and work well in the same deck.


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


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====<div id="Stack">stack</div>====
===<div id="site">site</div>===
Stacking a card is not playing a card. Stacked cards are placed face up and may be looked at by any player at any time.
Site cards represent locations in Middle-earth, and are used to chart the progress of the game. Nine sites are placed in your {{SL|adventure deck}}. (See {{SL|building your deck}}.)


Stacked cards are not in play and are not active. You cannot spot them. They do not count for uniqueness. A stacked unique card may be in play elsewhere. Multiple copies of the same unique card may be stacked together.
Site cards have a dark compass in the upper left corner. This symbol is used on sites from the ''Shadows'' expansion set onward, differentiating them from sites found in previous sets (which use a different compass symbol, and may also use a {{SL|block symbol}}).


See also '''leaving play''', '''liberate''', '''site'''.
If your fellowship moves to a site that has not been played yet, one of the Shadow players must place a new site on the adventure path. (See {{SL|moving your fellowship}}.) To determine which player, look at the site you are moving from. Each site has an arrow at the bottom center of the card. This indicates who is to play the new site, with --> meaning the Shadow player to your right and <-- meaning the Shadow player to your left. In a two-player game, there is only one Shadow player at a time, so that player always plays the new site.


----
That player looks through his adventure deck and chooses any site to play as the next site. It takes on the next consecutive number on the adventure path as its site number. It also takes on a {{SL|region}} number. ''Exception'': See {{SL|format}}.
====<div id="Start of Turn">start of turn</div>====
When your turn begins, remove all tokens from the twilight pool. (The pool begins the game empty, so this is not necessary on the first turn of the game.)


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


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


----
Some cards allow a player to play the next site on the adventure path at times when the fellowship is not moving. These may be used even when the next site is already there. In such cases, the new site replaces the old one; put the old site back in its owner's adventure deck. The new site takes the same site number the old site had, so that there is always only one site 1 in play, one site 2, and so on. When a site is replaced, all cards played on or stacked on the old site are moved to the new site.
====<div id="Starting Fellowship">starting fellowship</div>====
Your fellowship begins with a character bearing The One Ring. This can be any character with the ringed resistance icon, or any version of Frodo. That character gains the keywords Ring-bearer and Ring-bound, if he does not already have them.


Place your Ring-bearer face up on the table. Place The One Ring under your Ring-bearer (so the title is showing) and place on him the burdens that you '''bid'''.
Shadow players may take {{SL|control}} of sites on the adventure path and the Free Peoples player may {{SL|liberate}} controlled sites. Various card effects refer to these controlled sites as well.


You may then play other companions (not allies, possessions, artifacts, or conditions) one at a time from your draw deck, as long as the total twilight cost of these companions is 4 or less. The  
An effect that allows the playing of the "next site" can't be used to play "site 10." The adventure path is limited to only nine sites.
twilight cost of your Ring-bearer is not included in this total.


Don’t place any tokens into the twilight pool for the cards in your starting fellowship. One companion you play may effect the play of a
To replace a site, choose a new site from your adventure deck and place it on top of the site you are replacing on the adventure path. Take the old site from beneath the new site and place it in your adventure deck. You can't replace a site card with the same site card.
later companion you play.


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


In the Starter Rules, players select their starting fellowships based upon which deck they have.
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===<div id="skirmish phase">skirmish phase(s)</div>===
When the {{SL|assignment phase}} is complete, each defending character will fight in a separate skirmish phase. In an order decided by the Free Peoples player, skirmishes are resolved one at a time by conducting a skirmish phase for each.


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


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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. (See {{SL|damage bonus}}, {{SL|killed}}, {{SL|overwhelmed}}.)
====<div id="Strength">strength</div>====
See '''killed'''.


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''If Aragorn, with strength of 8, faces two Orcs, each with strength of 3 (total strength of 6), then Aragorn wins that skirmish and each losing Orc takes one wound.''
====<div id="support area">support area</div>====
Your support area is a row of cards behind your fellowship.


See also '''Shadow cards'''.
If all characters of one side are removed during a skirmish before strength has been totaled, the skirmish resolves and the other side wins.


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


''If the dead pile has four threats and there are four companions in play, no more threats may be added. Sometimes a companion will be discarded, and there will be more threats than companions in play.''
A character is "skirmishing" or in a skirmish "involving" that character only while the skirmish phase that character is assigned to is happening.


When a companion or ally is killed and that card is placed in the dead pile, the Free Peoples player counts the number of threats on the dead pile and then removes them. Then the Free Peoples player must assign a number of wounds equal to the number of threats removed to his companions in any way he wishes.
''{{Card|Smeagol, Slippery Sneak}} ("Skirmish: Add threats equal to the total vitality of minions Sméagol is skirmishing to discard Sméagol.") and Frodo are each assigned to different skirmishes. The Free Peoples player chooses to resolve Frodo's skirmish first. He cannot use Sméagol's ability during Frodo's skirmish.''


''If there are three threats on the dead pile when an ally is killed, the Free Peoples player must remove those tokens and assign three wounds to his companions (not allies). This may be three wounds to one companion, one wound each to three different companions, or any other possible combination.''
A losing character is any character on the losing side when a skirmish revolves. If a character is removed from his or her skirmish and there are still one or more characters on each side of that skirmish, the removed character is neither a losing nor a winning character. A character removed from a skirmish is not wounded (or overwhelmed) when that skirmish resolves.


See also '''active'''.
''Boromir, bearing a {{Card|Blade of Gondor}} ("Skirmish: Exert Boromir to wound an Orc or Uruk-hai he is skirmishing."), faces two Uruk-hai who each have only 1 vitality remaining. Boromir exerts once to use the Blade and kill one of the Uruk-hai. That Uruk-hai is '''[neither a losing nor a winning character]'''. If the surviving Uruk-hai goes on to win the skirmish, Boromir will be a losing character, and that second Uruk-hai will be a winning character.''


----
If a skirmish is canceled, it ends immediately with no winner or loser.
====<div id="Token">token</div>====
See '''burden''', '''culture tokens''', '''wound''', '''threats''',
'''twilight pool'''.


----
When a skirmish resolves (or is canceled) for any reason, no more skirmish actions may be taken.
====<div id="Toil">toil</div>====
When you play a card that has the toil keyword, you may reduce its twilight cost by the number specified. You do this by exerting one of your characters of the same culture as that card.


You may exert multiple characters of the same culture. Each different character you exert reduces the twilight cost by the number specified. You may exert a given character only once when playing a toil card.
A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved. At this point, characters who were involved in that skirmish are no longer assigned.


----
A surviving minion or companion may skirmish again this turn if the fellowship makes another move (or if the minion has the keyword {{SL|fierce}}).
====<div id="Transfer">transfer</div>====
You may transfer an artifact or possession between your Free Peoples characters during your fellowship phase by paying the twilight cost
for that artifact or possession again. (Minions cannot transfer artifacts or possessions.)


Both characters involved in the transfer must be at the same site. (See '''ally'''.)
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.  


An artifact or possession may be transferred only to a character who may bear it. (See '''bearer'''.)
When all skirmishes (both normal and fierce) have been resolved, proceed to the regroup phase.


Transferring a card is not playing that card, even though you must pay its twilight cost. “When you play” game text is not performed when transferring a card.
See also {{SL|enduring}}, {{SL|lurker}}.


----
----
====<div id="Turn Sequence">turn sequence</div>====
===<div id="special ability">special ability</div>===
Each player, going clockwise around the table, takes turns according to the following turn sequence.
Besides events, other types of cards may have a {{SL|phase action}} as a part of their game text called a special ability, which may be used only while the card is in play. The boldfaced word defines when you may do so.


Remove all tokens from the twilight pool.
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.


Perform any “start of turn” actions.
See also {{SL|action}}.


1. Fellowship Phase
----
<div indent>Perform fellowship actions
===<div id="spot">spot</div>===
Move to the next site
The word spot sets up a requirement for playing a card or using a special ability in conjunction with a noun such as, "To play, spot an Elf." This is equivalent to, "An Elf must be in play and {{SL|active}} for you to play this card."
2. Shadow Phase(s) – one for each Shadow
player
<div indent>Perform Shadow actions
3. Maneuver Phase
<div indent>Perform maneuver actions
4. Archery Phase
<div indent>Perform archery actions
Conduct archery fire
5. Assignment Phase
<div indent>Perform assignment actions
Assign defenders
6. Skirmish Phase(s) – one for each skirmish
<div indent>Perform skirmish actions
Resolve that skirmish
7. Regroup Phase
<div indent>Perform regroup actions
Reconcile Shadow players’ hands
Free Peoples player chooses:
move to the next site (''return to Shadow phase'')
reconcile, and Shadow players discard all minions in play.
When one player finishes his turn, the next player in clockwise rotation (to his left) takes a turn and so on.


Although the turn order rotates to the left (clockwise), note that many other procedures in the game actually rotate to the right (counter-clockwise).
''Cards in your dead pile are active during your turn, but they're not in play. You can't spot a card in your dead pile.''


----
Normally, you don't have to spot all the cards in play that meet the requirement if you don't want to.
====<div id="Twilight Cost 2">twilight cost</div>====
In the upper left corner of each Free Peoples and Shadow card is that card’s twilight cost. This is the number of twilight tokens that must be added to or removed from the twilight pool to play that card.


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


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


All Shadow players pay for cards by using the same twilight pool. The second Shadow player uses twilight tokens left over from the first Shadow player, and so on.
''"While you can spot The Balrog, skip the archery phase" means you can't make a choice (it either works or it doesn't).''


Cards already in play that affect another card’s twilight cost have that effect only when the card to be modified is coming into play.
To spot a "Free Peoples culture" means to spot any Free Peoples card of that culture. You cannot spot a Gollum culture Shadow card to spot a Free Peoples culture.


''A Free Peoples player uses the site text of Rohirrim Road (“Fellowship: Exert an Elf to make the twilight cost of each condition and possession +2 until the end of the turn.”).That player then uses Catapult during that turn (“Maneuver: Discard 2 cards from hand to reveal the top card of an opponent’s draw deck. Choose an opponent who must discard a Shadow card that has a twilight cost that is the same as the twilight cost of the revealed card.”). Catapult reveals a condition from the top of an opponent’s deck. The condition’s twilight cost is not modified by the site text of Rohirrim Road, because the condition is not coming into play.''
Events are not in play and can never be spotted.


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


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


In game text, you will find phrases like “Add [1]” which means, “Add 1 twilight token to the twilight pool.
Stacked cards are not in play and are not active. You cannot spot them. They do not count for uniqueness. A stacked unique card may be in play elsewhere. Multiple copies of the same unique card may be stacked together.


See also '''start of turn''', '''twilight cost'''.
See also {{SL|leaving play}}, {{SL|liberate}}, {{SL|site}}.


----
----
====<div id="Unbound">unbound</div>====
===<div id="start of turn">start of turn</div>===
Only companions can be unbound (not allies or minions). Any companion without the '''Ring-bound''' keyword is an unbound companion.
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.)
 
----
====<div id="Unhasty">unhasty</div>====
The Free Peoples player cannot assign a character with this keyword to a skirmish unless it is at its home site (see '''ally''') or when a [Gandalf] card allows it do so.


Shadow players may assign any leftover unassigned minions to unhasty companions.
Then you complete any "at the start of each turn" (or "at the start of each of your turns") actions. Each of these actions may be performed only once per turn.


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


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


You may have only one card with the card title of •Gandalf in play at one time. Other players may also have a card with the title of •Gandalf in play, but only one is allowed per player.
Place your Ring-bearer face up on the table. Place The One Ring under your Ring-bearer (so the title is showing) and place on him the burdens that you {{SL|bid}}.


Two cards represent the same thing if they have the same card title (even if their subtitles or collector’s info are different) or they have the same collector’s info (even if their titles and subtitles are different). Two cards can have the same card title even if they are in different languages.
You may then play other companions (not allies, possessions, artifacts, or conditions) one at a time from your draw deck, as long as the total twilight cost of these companions is 4 or less. The
twilight cost of your Ring-bearer is not included in this total.


''The cards Gandalf’s Staff, Walking Stick and Gandalf’s Staff (no subtitle) represent the same thing.''
Don't place any tokens into the twilight pool for the cards in your starting fellowship. One companion you play may effect the play of a
later companion you play.


You cannot play a card from your hand to replace another card in play, even if those cards have the same card title or represent the same personality.
''Some versions of Éomer cost 3, but read, "While you can spot a {{C|Rohan}} Man, Éomer's twilight cost is –1." If you play another {{C|Rohan}} Man who costs 2 first, you can spot him to play Éomer, as the total cost of your starting companions will be 4 instead of 5. You may use "When you play" game text on a starting companion.''
 
In the Starter Rules, players select their starting fellowships based upon which deck they have.


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


----
----
====<div id="Unloaded Keyword">unloaded keyword</div>====
===<div id="strength">strength</div>===
Race (such as '''Man''', Elf, Ent, Orc, '''Uruk-hai''', or Wizard) is an unloaded '''keyword'''.
See {{SL|killed}}.
 
Sites have unloaded keywords like battleground, dwelling, forest, marsh, mountain, plains, river, and underground. Other unloaded
keywords include besieger, Corsair, Easterling, engine, fortification, knight, machine, ranger, '''Ring-bound''', search, Southron, spell, stealth, tale, tracker, valiant, villager, and warg-rider.


----
----
====<div id="uruk-hai">Uruk-hai</div>====
===<div id="support area">support area</div>===
In ''The Lord of the Rings'' TCG, Uruk-hai is a different race from Orc.
Your support area is a row of cards behind your fellowship.
 
See also {{SL|Shadow cards}}.


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


Each wound token on a character depletes that character’s vitality by 1.
''If the dead pile has four threats and there are four companions in play, no more threats may be added. Sometimes a companion will be discarded, and there will be more threats than companions in play.''


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


----
''If there are three threats on the dead pile when an ally is killed, the Free Peoples player must remove those tokens and assign three wounds to his companions (not allies). This may be three wounds to one companion, one wound each to three different companions, or any other possible combination.''
====<div id="When">when</div>====
This word you’ll see in game text governs the timing of an action, just like the names of phases that are in phase actions. “When” is used if an effect can happen only once. Each such effect has a trigger describing what makes it happen. The trigger is always described first, and followed by a comma.


''“When you play this possession, you may draw a card.” This game text activates only once, when this card is played.''
See also {{SL|active}}.


----
----
====<div id="While">while</div>====
===<div id="token">token</div>===
This word you’ll see in game text governs the timing of an action, just like the names of phases that are in phase actions. “While” is used if an effect is continuous. Each such effect has a trigger describing what makes it happen. The trigger is always described first, and followed by a comma.
See {{SL|burden}}, {{SL|culture tokens}}, {{SL|wound}}, {{SL|threats}}, {{SL|twilight pool}}.
 
''“While Merry bears a weapon, he is strength +2.” When you play a weapon on Merry, this game text is activated; if that weapon is discarded, then this game text “turns off.”''


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


----
You may exert multiple characters of the same culture. Each different character you exert reduces the twilight cost by the number specified. You may exert a given character only once when playing a toil card.
====<div id="Winning the Game 2">winning the game</div>====
A player wins the game when his fellowship is at site 9 and his Ring-bearer survives all skirmish phases. The game ends, and there is no regroup phase on the last turn.
 
A player may also win the game if he becomes the last player left in the game. (See '''losing the game'''.)


----
----
====<div id="Wound">wound</div>====
===<div id="transfer">transfer</div>===
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.
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.)
 
Wounds are always placed on a character one at a time.


When you “wound a character,” you place only one wound.
Both characters involved in the transfer must be at the same site. (See {{SL|ally}}.)


If a card tells you to wound a number of companions, you must choose different companions to wound one time each (you cannot wound a single companion more than once).
An artifact or possession may be transferred only to a character who may bear it. (See {{SL|bearer}}.)


A wounded character is a character who has at least one wound token.
Transferring a card is not playing that card, even though you must pay its twilight cost. "When you play" game text is not performed when transferring a card.


If a character cannot take wounds, wounds cannot be assigned to that character. However, if a card prevents wounds, wounds may still be assigned to that character.
If an effect can transfer a card to another "eligible bearer," you must obey that card's requirements on both what may bear it and when it may be transferred. When a card is transferred in this way, you do not pay its twilight cost.  


''Faramir, Wizard’s Pupil reads: “Skirmish: Exert Gandalf to prevent all wounds to Faramir.” This prevents wounds as they are assigned to Faramir, not the assignments themselves.''
''You can use {{Card|Strange-Looking Men}} to transfer {{Card|Flaming Brand}} (“Bearer must be a Man”) to any Man, Free Peoples or Shadow, as this obeys Flaming Brand's normal requirements on who may bear it.''


See also '''active''', '''exert''', '''for each''', '''killed'''.
''You cannot use Strange-Looking Men to transfer {{Card|Black Breath}} ("Skirmish: Transfer this condition from your support area to a character skirmishing a Nazgûl."). Black Breath’s additional requirement that it be transferred to a character skirmishing a Nazgûl cannot be met during the maneuver phase.''


----
----
====<div id="x-list">X-List</div>====
===<div id="turn sequence">turn sequence</div>===
The X-List is maintained in the Current Rulings document, also available for download.
Each player, going clockwise around the table, takes turns according to the following turn sequence.


==<div id="section three: individual card rulings">Section Three: Individual Card Rulings</div>==
Remove all tokens from the twilight pool.
This section of the Comprehensive Rules provides entries on individual cards, organized by collector’s info.


If an entry is marked “Erratum” or “Clarification,” the text of the card has changed since it was first printed. If Decipher reprints the card in a future set, its text will be corrected.
Perform any "start of turn" actions.


An “Erratum” is a text change which alters the original gameplay of the card. All versions should be played as stated in the entry.
# {{SL|Fellowship Phase}}
#* Perform fellowship actions
#* Move to the next site
# {{SL|Shadow Phase}}(s) – one for each Shadow player
#* Perform Shadow actions
# {{SL|Maneuver Phase}}
#* Perform maneuver actions
# {{SL|Archery Phase}}
#* Perform archery actions
#* Conduct archery fire
# {{SL|Assignment Phase}}
#* Perform assignment actions
#* Assign defenders
# {{SL|Skirmish Phase}}(s) – one for each skirmish
#* Perform skirmish actions
#* Resolve that skirmish
# {{SL|Regroup Phase}}
#* Perform regroup actions
#* Reconcile Shadow players' hands
#* Free Peoples player chooses:
#** move to the next site (''return to Shadow phase'')
#** reconcile, and Shadow players discard all minions in play.


A “Clarification” is an update to the text made to ease comprehension. It does not alter the original gameplay.
When one player finishes his turn, the next player in clockwise rotation (to his left) takes a turn and so on.
 
Although the turn order rotates to the left (clockwise), note that many other procedures in the game actually rotate to the right (counter-clockwise).


For entries on general game topics, refer to Section Two.
----
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===<div id="twilight cost">twilight cost</div>===
In the upper left corner of each Free Peoples and Shadow card is that card's twilight cost. This is the number of twilight tokens that must be added to or removed from the twilight pool to play that card.


=====<div id="Book of Mazarbul">BOOK OF MAZARBUL</div>=====
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.
'''0P7'''
'''''Erratum''''':
'''Tale'''. Bearer must be a Dwarf.
At the start of each fellowship phase when the
fellowship is at site 4 or higher, you may draw a  
card for each Dwarf companion.
''Reprinted correctly as Realms of the Elf-lords card 3R1.''


=====<div id="Axe Strike">AXE STRIKE</div>===== '''1C3'''
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.
'''''Clarification''''':
'''Skirmish''': Make a Dwarf strength +2 (or +3 if
bearing a [Dwarven] hand weapon).
Only copies of this card from ''The Fellowship of the Ring'' set need this clarification.


=====<div id="Dwarven Axe">DWARVEN AXE</div>=====  '''1C9'''
All Shadow players pay for cards by using the same twilight pool. The second Shadow player uses twilight tokens left over from the first Shadow player, and so on.
This card can trigger only once for each Shadow player with a minion in that skirmish, regardless of how many minions that player had.
 
----


=====<div id="Gimli, Dwarf of Erebor">GIMLI, DWARF OF EREBOR</div>=====
Cards already in play that affect another card's twilight cost have that effect only when the card to be modified is coming into play.
'''1U12'''
'''''Erratum''''':
'''Damage +1'''.
'''Fellowship''': If the twilight pool has fewer than 2
twilight tokens, add [2] to place a card from hand
beneath your draw deck.
''Reprinted correctly in the Legolas starter deck for Realms of the Elf-lords.''


=====<div id="Far-seeing Eyes">FAR-SEEING EYES</div>=====
''A Free Peoples player uses the site text of {{Card|Rohirrim Road}} ("Fellowship: Exert an Elf to make the twilight cost of each condition and possession +2 until the end of the turn.").That player then uses {{Card|Catapult}} during that turn ("Maneuver: Discard 2 cards from hand to reveal the top card of an opponent's draw deck. Choose an opponent who must discard a Shadow card that has a twilight cost that is the same as the twilight cost of the revealed card."). Catapult reveals a condition from the top of an opponent's deck. The condition's twilight cost is not modified by the site text of Rohirrim Road, because the condition is not coming into play.''
'''1C43'''
'''''Erratum''''':
This Elven condition is unique (•FAR-SEEING EYES).
''Reprinted correctly in the Legolas starter deck for Realms of the Elf-lords.''


=====<div id="Galadriel, Lady of Light">GALADRIEL, LADY OF LIGHT</div>=====
See also {{SL|cost}}, {{SL|discard pile}}, {{SL|draw deck}}.
'''1R45'''
The twilight cost of an Elf played using Galadriel’s text is zero, and cannot be raised or lowered.


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


=====<div id="Gift of Boats">GIFT OF BOATS</div>=====
In game text, you will find phrases like "Add {{Twilight|1}}" which means, "Add 1 twilight token to the twilight pool."
'''1U46'''
'''''Erratum''''':
To play, exert an Elf ally. Plays to your support
area.
When the fellowship moves from a river during
the fellowship phase, the move limit for this turn
is +1.


=====<div id="The Mirror of Galadriel">THE MIRROR OF GALADRIEL</div>=====
See also {{SL|start of turn}}, {{SL|twilight cost}}.
'''1R55'''
'''''Erratum''''':
Plays to your support area. Each Elf ally whose
home is site 6 is strength +1.
'''Maneuver''': If an opponent has at least 7 cards in
hand, exert Galadriel to look at 2 of those cards
at random. Discard one and replace the other.


If you cannot look at a Shadow player’s hand, the effect of The Mirror of Galadriel’s special ability is ignored.
----
 
===<div id="unbound">unbound</div>===
''Reprinted correctly as a random rare in Fellowship beta Starter Decks.''
Only companions can be unbound (not allies or minions). Any companion without the {{SL|Ring-bound}} keyword is an unbound companion.
 
=====<div id="Sleep, Caradhras">SLEEP, CARADHRAS</div>=====
'''1C84'''
“Discard every condition” means to discard every active condition. Inactive conditions are not discarded.


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


=====<div id="One Whom Men Would Follow">ONE WHOM MEN WOULD FOLLOW</div>=====
Shadow players may assign any leftover unassigned minions to unhasty companions.
'''1U109'''
'''''Clarification''''':
'''Maneuver''': Exert Aragorn to spot an ally. Until
the regroup phase, that ally is strength +2 and
participates in archery fire and skirmishes.


=====<div id="A Ranger's Versatility">A RANGER’S VERSATILITY</div>=====
See also {{SL|assignment phase}}.
'''1U113'''
'''''Erratum''''':
'''Maneuver''': Exert a ranger at a river or forest to
exhaust a minion.
 
=====<div id="Saruman's Chill">SARUMAN’S CHILL</div>=====
'''1C134'''
The cost of this condition is 1. Some copies of this card are misprinted.


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


=====<div id="Saruman's Snows">SARUMAN’S SNOWS</div>=====
''You may have only one card with the card title of •Gandalf in play at one time. Other players may also have a card with the title of •Gandalf in play, but only one is allowed per player.''
'''1C138'''
'''''Clarification''''':
'''Spell'''. '''Weather'''. To play, exert a [Isengard] minion.
Plays on a site. No player may play skirmish
events or use skirmish special abilities during
skirmishes at this site. Discard this condition at
the end of the turn.


=====<div id="Savagery to Match Their Numbers">SAVAGERY TO MATCH THEIR NUMBERS</div>=====
Two cards represent the same thing if they have the same card title (even if their subtitles or collector's info are different) or they have the same collector's info (even if their titles and subtitles are different). Two cards can have the same card title even if they are in different languages.
'''1R139'''
The strength +4 bonus lasts until the regroup phase.


=====<div id="Worry">WORRY</div>=====
''The cards {{Card|Gandalf's Staff, Walking Stick}} and {{Card|Gandalf's Staff}} (no subtitle) represent the same thing.''
1U162
'''''Clarification''''':
To play, exert an Uruk-hai. Plays to your support
area.
Each time a companion or ally loses a skirmish
involving an Uruk-hai, the opponent must
choose to either exert the Ring-bearer or add a
burden.


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


=====<div id="Goblin Marksman">GOBLIN MARKSMAN</div>=====
See also {{SL|dead pile}}, {{SL|discard to heal}}, {{SL|non-unique}}, {{SL|stack}}.
'''1C176'''
Italic text within parentheses is descriptive only, and has no added gameplay effect.


=====<div id="Plundered Armories">PLUNDERED ARMORIES</div>=====
----
'''1C193'''
===<div id="unloaded keyword">unloaded keyword</div>===
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.
Race (such as {{SL|Man}}, Elf, Ent, Orc, {{SL|Uruk-hai}}, or Wizard) is an unloaded {{SL|keyword}}.
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.


=====<div id="Drawn to Its Power">DRAWN TO ITS POWER</div>=====
Sites have unloaded keywords like battleground, dwelling, forest, marsh, mountain, plains, river, and underground. Other unloaded
'''1U211'''
keywords include besieger, Corsair, Easterling, engine, fortification, knight, machine, ranger, {{SL|Ring-bound}}, search, Southron, spell, stealth, tale, tracker, valiant, villager, and warg-rider.
'''''Clarification''''':
Plays to your support area.
Each time a companion is killed in a skirmish
involving a Nazgûl, add a burden.


----
----
===<div id="uruk-hai">Uruk-hai</div>===
In ''The Lord of the Rings'' TCG, Uruk-hai is a different race from Orc.


=====<div id="Paths Seldom Trodden">PATHS SELDOM TRODDEN</div>=====
----
'''1U222'''
===<div id="vitality">vitality</div>===
This card can replace sites only in the Fellowship block format. See Section Two, '''adventure deck'''.
All characters in the game have vitality. This number represents a character's life force, stamina, sturdiness, and will to live.


=====<div id="Return to Its Master">RETURN TO ITS MASTER</div>=====
Each wound token on a character depletes that character's vitality by 1.
'''1R224'''
This card creates a skirmish in addition to regular and fierce skirmishes.


=====<div id="Úlairë Nelya, Lieutenant of Morgul">ÚLAIRË NELYA, LIEUTENANT OF MORGUL</div>=====
See also {{SL|exhausted}}, {{SL|killed}}.
'''1U233'''
This card can replace sites only in the Fellowship block format. See Section Two, '''adventure deck'''.


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


=====<div id="Úlairë Nertëa, Messenger of Dol Guldur">ÚLAIRË NERTËA, MESSENGER OF DOL GULDUR</div>=====
See {{SL|playing a card}}.  
'''1U234'''
If two or more minions are played, the Shadow player decides in what order those minions are played.


=====<div id="Úlairë Ostëa, Lieutenant of Morgul">ÚLAIRË OSTËA, LIEUTENANT OF MORGUL</div>=====
----
'''1U235'''
===<div id="when">when</div>===
'''Shadow''': Exert Úlairë Otsëa to make a [Nazgul]
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.
minion '''fierce''' until the regroup phase.
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.


=====<div id="A Host Avails Little">A HOST AVAILS LITTLE</div>=====
''"When you play this possession, you may draw a card." This game text activates only once, when this card is played.''
'''1U251'''
If you can spot 7 or more companions, you may wound the same companion more than once.


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


=====<div id="Orc Ambusher">ORC AMBUSHER</div>=====
''"While Merry bears a weapon, he is strength +2." When you play a weapon on Merry, this game text is activated; if that weapon is discarded, then this game text "turns off."''
'''1C261'''
This ''Fellowship of the Ring'' card was misprinted in the Gimli ''Mines of Moria'' starter deck. The word “non-native” should be “roaming.”


=====<div id="Orc Assassin">ORC ASSASSIN</div>=====
----
'''1U262'''
===<div id="who goes first?">who goes first?</div>===
This ''Fellowship of the Ring'' card was misprinted in the Gimli ''Mines of Moria'' starter deck. The word “non-native” should be “roaming.”
In the Starter Rules, players decide randomly who goes first. Normally, however, players {{SL|bid}} burdens to determine this.
 
=====<div id="Orc Banner">ORC BANNER</div>=====
'''1R263'''
'''''Clarification''''':
Plays to your support area.
Each time a companion or ally loses a skirmish
involving a [Sauron] Orc, each [Sauron] Orc is strength
+1 until the regroup phase.


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


=====<div id="Bilbo Baggins, Retired Adventurer">BILBO BAGGINS, RETIRED ADVENTURER</div>=====
A player may also win the game if he becomes the last player left in the game. (See {{SL|losing the game}}.)
'''1R284'''
This card’s title should now be read as: •Bilbo, Retired Adventurer
 
=====<div id="Rosie Cotton">ROSIE COTTON</div>=====
'''1U309'''
'''''Clarification''''':
Sam is strength +1.
'''Fellowship''': Exert Rosie Cotton to heal Sam.
 
=====<div id="Thrór’s Map">THRÓR’S MAP</div>=====
'''1R318'''
'''''Erratum''''':
Plays to your support area.
'''Fellowship''' ''or'' '''Regroup''': Exert 2 Hobbits and
discard Thrór’s Map to play the fellowship’s next
site (replacing opponent’s site if necessary).
''Reprinted correctly as a random rare in Fellowship beta Starter Decks.''


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


=====<div id="Ettenmoors">ETTENMOORS</div>=====
Wounds are always placed on a character one at a time.
'''1C331'''
'''''Clarification''''':
'''Plains'''. '''Skirmish''': Exert your companion or
minion to make that character strength +2.


=====<div id="Ford of Bruinen">FORD OF BRUINEN</div>=====
When you "wound a character," you place only one wound.
'''1U338'''
'''''Clarification''''':
'''River'''. '''Sanctuary'''. The twilight cost of the first
Nazgûl played to Ford of Bruinen each turn is
–5.


=====<div id="Balin’s Tomb">BALIN’S TOMB</div>=====
If a card tells you to wound a number of companions, you must choose different companions to wound one time each (you cannot wound a single companion more than once).
'''1U343'''
'''''Clarification''''':
'''Underground'''. '''Maneuver''': Discard your tale
from play or from hand to heal your companion.


----
A wounded character is a character who has at least one wound token.


=====<div id="Emyn Muil">EMYN MUIL</div>=====
If a character cannot take wounds, wounds cannot be assigned to that character. However, if a card prevents wounds, wounds may still be assigned to that character.
'''1U360'''
'''''Clarification''''':
'''Maneuver''': Exert your minion to make that  
minion fierce until the regroup phase.


=====<div id="What Are We Waiting For?">WHAT ARE WE WAITING FOR?</div>=====
''{{Card|Faramir, Wizard's Pupil}} reads: "Skirmish: Exert Gandalf to prevent all wounds to Faramir." This prevents wounds as they are assigned to Faramir, not the assignments themselves.''
'''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).


=====<div id="Dark Places">DARK PLACES</div>=====
See also {{SL|active}}, {{SL|exert}}, {{SL|for each}}, {{SL|killed}}.
'''2C45'''
This card can replace sites only in the Fellowship block format. See Section Two, '''adventure deck'''.


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


=====<div id="Uruk Scout">URUK SCOUT</div>=====
'''2C47'''
The special ability of this minion may only cancel an event that specifically requires a ranger in its game text.


=====<div id="Cave Troll’s Chain">CAVE TROLL’S CHAIN</div>=====
----
'''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).


=====<div id="Orc Scout">ORC SCOUT</div>=====
'''2C89'''
The special ability of this minion may only cancel an event that specifically requires a ranger in its game text.


----
==<div id="section three">Section Three: Individual Card Rulings</div>==
This section of the Comprehensive Rules provides entries on individual cards, organized by collector's info.


=====<div id="Bilbo Baggins, Well-spoken Gentlehobbit">BILBO BAGGINS, WELL-SPOKEN GENTLEHOBBIT</div>=====
If an entry is marked "Erratum" or "Clarification," the text of the card has changed since it was first printed. If Decipher reprints the card in a future set, its text will be corrected.
'''2U96'''
This card’s title should now be read as: •Bilbo, Well-spoken Gentlehobbit


=====<div id="O Elbereth! Gilthoniel!">O ELBERETH! GILTHONIEL!<div>=====
An "Erratum" is a text change which alters the original gameplay of the card. All versions should be played as stated in the entry.
'''2R108'''
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.


=====<div id="We Must Go Warily">WE MUST GO WARILY</div>=====
A "Clarification" is an update to the text made to ease comprehension. It does not alter the original gameplay.
'''3C48'''
'''''Erratum''''':
'''Response''': If the fellowship moves in the regroup
phase, exert a [Gondor] companion twice to make each
minion’s twilight cost +1 until the next regroup
phase.


----
'''[A "Misprint" is a notice from Decipher that a card had the wrong version sent to printing.]'''


=====<div id="Úlairë Otsëa, Ringwraith in Twilight">ÚLAIRË OTSËA, RINGWRAITH IN TWILIGHT</div>=====
'''[A "Ruling" is anything else, usually a decision that a card is to be interpreted in a certain manner.]'''
'''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.


=====<div id="melilot brandybuck, merry dancer">MELILOT BRANDYBUCK, MERRY DANCER</div>=====
For entries on general game topics, refer to [[#section two|Section Two]].
'''3R110'''
'''''Clarification''''':
'''Response''': If a burden is about to be added by
a Shadow card, exert Melilot Brandybuck to  
prevent that burden.


=====<div id="Old Noakes, Purveyor of Wisdoms">OLD NOAKES, PURVEYOR OF WISDOMS</div>=====
'''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.


----
{| class="wikitable"
|-
! Card !! Ruling Type !! Ruling Text
|-
| {{Card|0P7}}
| Erratum
| '''Tale'''. Bearer must be a Dwarf. <br>At the start of each fellowship phase when the fellowship is at site 4 or higher, you may draw a card for each Dwarf companion.


=====<div id="The One Ring (Oversized Version)">THE ONE RING (OVERSIZED VERSION)</div>=====
''Reprinted correctly as [[Realms of the Elf-lords]] card {{Card|3R1}}.''
'''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.
| {{Card|THE ONE RING, ISILDUR'S BANE}}<br> {{Card|THE ONE RING, THE RULING RING}}
| '''[Ruling]'''
| The One Rings first paragraph is a special ability, and therefore optional. The second paragraph of game text is not optional, so once The One Ring is "worn," all wounds taken must be "converted" to burdens.  


=====<div id="My Axe is Notched">MY AXE IS NOTCHED</div>=====
When you are about to take a wound and put on The One Ring, you must take a burden (or burdens) for that wound.
'''4R52'''
|-
The strength bonus derived from this condition is based on the lowest number of tokens on either card.
| {{Card|THE ONE RING, THE RULING RING}}
''If there are two [Elven] tokens on Final Count and three [Dwarven] tokens on My Axe Is Notched, the strength bonus is +2.''
| '''[Ruling]'''
| You may use the special ability of this card in response to a wound placed by {{Card|The Witch-king, Lord of the Nazgul}} or {{Card|Ulaire Enquea, Ringwraith in Twilight}}.
|-
| {{Card|AXE STRIKE}}
| Clarification
| '''Skirmish''': Make a Dwarf strength +2 (or +3 if bearing a {{C|Dwarven}} hand weapon).  


=====<div id="Final Count">FINAL COUNT</div>=====
Only copies of this card from ''[[The Fellowship of the Ring]]'' set need this clarification.
'''4R69'''
|-
See My Axe Is Notched 4R52.
| {{Card|DWARVEN AXE}}
| '''[Ruling]'''
| This card can trigger only once for each Shadow player with a minion in that skirmish, regardless of how many minions that player had.
|-
| {{Card|GIMLI, DWARF OF EREBOR}}
| Erratum
| '''Damage +1'''. <br>'''Fellowship''': If the twilight pool has fewer than 2 twilight tokens, add {{Twilight|2}} to place a card from hand beneath your draw deck.
''Reprinted correctly in the Legolas [[Starter Deck]] for [[Realms of the Elf-lords]].''
|-
| {{Card|FAR-SEEING EYES}}
| Erratum
| This Elven condition is unique (•FAR-SEEING EYES).


----
''Reprinted correctly in the Legolas [[Starter Deck]] for [[Realms of the Elf-lords]].''
|-
| {{Card|GALADRIEL, LADY OF LIGHT}}
| '''[Ruling]'''
| The twilight cost of an Elf played using Galadriel's text is zero, and cannot be raised or lowered.
|-
| {{Card|GIFT OF BOATS}}
| Erratum
| To play, exert an Elf ally. Plays to your support area.<br>When the fellowship moves from a river during the fellowship phase, the move limit for this turn is +1.
|-
| {{Card|THE MIRROR OF GALADRIEL}}
| Erratum
| Plays to your support area. Each Elf ally whose home is site 6 is strength +1.<br>'''Maneuver''': If an opponent has at least 7 cards in hand, exert Galadriel to look at 2 of those cards at random. Discard one and replace the other.


=====<div id="Elven Brooch">ELVEN BROOCH</div>=====
If you cannot look at a Shadow player's hand, the effect of The Mirror of Galadriel's special ability is ignored.
'''4U63'''
'''''Clarification''''':
To play, spot an Elf. Bearer must be a
companion.
'''Response''':If another possession borne by bearer
is about to be discarded by a Shadow card,
discard this possession instead.


=====<div id="Under the Living Earth">UNDER THE LIVING EARTH</div>=====
''Reprinted correctly as a random rare in Fellowship beta [[Starter Decks]].''
'''4C105'''
|-
The twilight token added for the cost of this card adds to the strength bonus provided by its effect.
| {{Card|QUESTIONS THAT NEED ANSWERING}}
''If the twilight pool is empty when this card is played, Gandalf is strength +1.''
|'''[Ruling]'''
| Verify that the twilight pool has fewer than 3 tokens before paying this card's twilight cost.
|-
| {{Card|SLEEP, CARADHRAS}}
|'''[Ruling]'''
| "Discard every condition" means to discard every active condition. Inactive conditions are not discarded.
|-
| {{Card|ONE WHOM MEN WOULD FOLLOW}}
| Clarification
| '''Maneuver''': Exert Aragorn to spot an ally. Until the regroup phase, that ally is strength +2 and participates in archery fire and skirmishes.
|-
| {{Card|A RANGER'S VERSATILITY}}
| Erratum
|'''Maneuver''': Exert a ranger at a river or forest to exhaust a minion.
|-
| {{Card|SARUMAN'S CHILL}}
| '''[Misprint]'''
| The cost of this condition is 1. Some copies of this card are misprinted.
|-
| {{Card|SARUMAN'S SNOWS}}
| Clarification
|'''Spell'''. '''Weather'''. To play, exert a {{C|Isengard}} minion. <br>Plays on a site. No player may play skirmish events or use skirmish special abilities during skirmishes at this site. Discard this condition at the end of the turn.
|-
| {{Card|SAVAGERY TO MATCH THEIR NUMBERS}}
| '''[Ruling]'''
| The strength +4 bonus lasts until the regroup phase.
|-
| {{Card|WARINESS}}
| '''[Ruling]'''  
| This card exerts or discards one of your Uruk-hai.
|-
| {{Card|WORRY}}
|Clarification
|To play, exert an Uruk-hai. Plays to your support area. <br>Each time a companion or ally loses a skirmish involving an Uruk-hai, the opponent must choose to either exert the Ring-bearer or add a burden.
|-
| {{Card|GOBLIN MARKSMAN}}
| '''[Ruling]'''
| Italic text within parentheses is descriptive only, and has no added gameplay effect.
|-
| {{Card|PLUNDERED ARMORIES}}
| '''[Ruling]'''
| If a minion bearing a {{C|Moria}} weapon is discarded due to losing a skirmish, Plundered Armories takes effect before optional actions triggered by winning/losing that skirmish occur.


=====<div id="Come Down">COME DOWN</div>=====
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.
'''4R146'''
|-
This card allows all allies to take wounds from archery fire.
| {{Card|DRAWN TO ITS POWER}}
 
| Clarification
----
| Plays to your support area.<br> Each time a companion is killed in a skirmish involving a Nazgûl, add a burden.
|-
| {{Card|PATHS SELDOM TRODDEN}}
| '''[Ruling]'''
| This card can replace sites only in the Fellowship block format. See Section Two, '''adventure deck'''.
|-
| {{Card|RETURN TO ITS MASTER}}
| '''[Ruling]'''
| This card creates a skirmish in addition to regular and fierce skirmishes.
|-
| {{Card|ULAIRE NELYA, LIEUTENANT OF MORGUL}}
| '''[Ruling]'''
|This card can replace sites only in the Fellowship block format. See Section Two, '''adventure deck'''.
|-
| {{Card|ULAIRE NERTEA, MESSENGER OF DOL GULDUR}}
| '''[Ruling]'''
|If two or more minions are played, the Shadow player decides in what order those minions are played.
|-
| {{Card|ULAIRE OTSEA, LIEUTENANT OF MORGUL}}
| '''[Misprint]'''
| '''Shadow''': Exert Úlairë Otsëa to make a {{C|Wraith}} minion '''fierce''' until the regroup phase.


=====<div id="Uruk Regular">URUK REGULAR</div>=====
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.
'''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.
| {{Card|A HOST AVAILS LITTLE}}
''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.''
| '''[Ruling]'''
| If you can spot 7 or more companions, you may wound the same companion more than once.
|-
| {{Card|ORC AMBUSHER}}
| '''[Misprint]'''
| This ''Fellowship of the Ring'' card was misprinted in the Gimli ''[[Mines of Moria]]'' [[Starter Deck]]. The word "non-native" should be "roaming."
|-
| {{Card|ORC ASSASSIN}}
| '''[Misprint]'''
|This ''Fellowship of the Ring'' card was misprinted in the Gimli ''[[Mines of Moria]]'' [[Starter Deck]]. The word "non-native" should be "roaming."
|-
| {{Card|ORC BANNER}}
| Clarification
| Plays to your support area. <br>Each time a companion or ally loses a skirmish involving a {{C|Sauron}} Orc, each {{C|Sauron}} Orc is strength +1 until the regroup phase.
|-
| {{Card|BILBO, RETIRED ADVENTURER}}
| '''[Errata / Misprint]'''
| This card's title should now be read as: •Bilbo, Retired Adventurer. '''[The original printed title was •Bilbo Baggins, Retired Adventurer.]'''
|-
| {{Card|MERRY, FRIEND TO SAM}}
| '''[Ruling]'''
| After Merry’s skirmish has resolved, he is no longer assigned and you may use his special ability.


=====<div id="Howl of Harad">HOWL OF HARAD</div>=====
The strength bonus another companion receives from Merry's skirmish special ability is equal to Merry's strength at that time. That bonus does not increase if Merry's strength is boosted at a later time during the same skirmish phase.
'''4U236'''
|-
'''''Erratum''''':
| {{Card|ROSIE COTTON}}
Plays to your support area.
| Clarification
Each time a companion or ally loses a skirmish
| Sam is strength +1.<br>'''Fellowship''': Exert Rosie Cotton to heal Sam.
involving a Southron, you may remove [4] to  
|-
make the Free Peoples Player wound a Ring-bound companion.
| {{Card|THROR'S MAP}}
| Erratum
| Plays to your support area. <br> '''Fellowship''' ''or'' '''Regroup''': Exert 2 Hobbits and discard Thrór's Map to play the fellowship's next site (replacing opponent's site if necessary).


=====<div id="Ithilien Wilderness">ITHILIEN WILDERNESS</div>=====
''Reprinted correctly as a random rare in Fellowship beta [[Starter Decks]].''
'''4R237'''
|-
'''''Erratum''''':
| {{Card|ETTENMOORS}}
Plays to your support area.
| Clarification
At the end of each phase during which the
|'''Plains'''. '''Skirmish''': Exert your companion or minion to make that character strength +2.
fellowship moved to 7[Tower], 8[Tower], or 9[Tower] and the twilight
|-
pool has fewer than 7 twilight tokens, you may  
| {{Card|FORD OF BRUINEN}}
add [8].
| Clarification
Skirmish:Discard this condition to make a [Raider]  
| '''River'''. '''Sanctuary'''. The twilight cost of the first Nazgûl played to Ford of Bruinen each turn is –5.
Man strength +2.
|-
 
| {{Card|BALIN'S TOMB}}
----
| Clarification
 
| '''Underground'''. '''Maneuver''': Discard your tale from play or from hand to heal your companion.
=====<div id="Southron Fighter">SOUTHRON FIGHTER</div>=====
|-
'''4R251'''
| {{Card|EMYN MUIL}}
The foil version of this card has a different image from the non-foil version.
| Clarification
 
| '''Maneuver''': Exert your minion to make that minion fierce until the regroup phase.
=====<div id="Frodo, Courteous Halfling">FRODO, COURTEOUS HALFLING</div>=====
|-
'''4R301'''
| {{Card|WHAT ARE WE WAITING FOR?}}
This card only prevents Shadow cards that make you discard from hand or draw deck. If a
| '''[Ruling]'''
Shadow card gives you a choice, you may choose to discard.
| 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 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.''
|-
 
| {{Card|DARK PLACES}}
=====<div id="Horse-country">HORSE-COUNTRY</div>=====
| '''[Ruling]'''
'''4U326'''
| This card can replace sites only in the Fellowship block format. See Section Two, '''adventure deck'''.
This ''Two Towers'' card was misprinted in an ''Ents of Fangorn'' starter deck. The correct text follows:
|-
'''Plains'''. While you can spot a [Rohan] mount at
| {{Card|URUK SCOUT}}
Horse-country, the move limit is +1 for this turn.
| '''[Ruling]'''
 
| The special ability of this minion may only cancel an event that specifically requires a ranger in its game text.
----
|-
| {{Card|CAVE TROLL'S CHAIN}}
| '''[Ruling]'''
| When an exhausted Cave Troll, armed with the Cave Troll's Chain, takes its last wound during the archery phase, the Chain cannot be used to wound an archer companion (since the wound is a required action and takes effect before the Chain can be used).
|-
| {{Card|ULAIRE ATTEA, THE EASTERLING}}
| '''[Ruling]'''
| This card cannot be spotted by cards that require an Easterling. "The Easterling" is his subtitle, meaning "Man of the East." Keywords are not found in subtitles.
|-
| {{Card|ORC SCOUT}}
| '''[Ruling]'''  
| The special ability of this minion may only cancel an event that specifically requires a ranger in its game text.
|-
| {{Card|BILBO, WELL-SPOKEN GENTLEHOBBIT}}
| '''[Errata / Misprint]'''  
| This card's title should now be read as: •Bilbo, Well-spoken Gentlehobbit. '''[The original printed title was •Bilbo Baggins, Well-spoken Gentlehobbit.]'''
|-
| {{Card|O ELBERETH! GILTHONIEL!}}
| '''[Ruling]'''
| 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.
|-
| {{Card|WE MUST GO WARILY}}
| Erratum
| '''Response''': If the fellowship moves in the regroup phase, exert a {{C|Gondor}} companion twice to make each minion's twilight cost +1 until the next regroup phase.
|-
| {{Card|ULAIRE OTSEA, RINGWRAITH IN TWILIGHT}}
| '''[Ruling]'''  
| If Frodo dies in a skirmish involving Otsëa with Sam also in play, The One Ring is transferred to Sam before {{Card|Blade Tip}} may be transferred with Otsëa's game text.
|-
| {{Card|MELILOT BRANDYBUCK, MERRY DANCER}}
| Clarification
| '''Response''': If a burden is about to be added by a Shadow card, exert Melilot Brandybuck to prevent that burden.
|-
| {{Card|OLD NOAKES, PURVEYOR OF WISDOMS}}
| '''[Ruling]'''  
| 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.
|-
| {{Card|4M1}}
| '''[Ruling]'''  
| A special, promotional version of this oversized card has been produced in regular card size. This card cannot be used to play the game.
|-
| {{Card|MY AXE IS NOTCHED}}
| '''[Ruling]'''
| The strength bonus derived from this condition is based on the lowest number of tokens on either card.


=====<div id="Derndingle">DERNDINGLE</div>=====
''If there are two {{C|Elven}} tokens on Final Count and three {{C|Dwarven}} tokens on My Axe Is Notched, the strength bonus is +2.''
'''4U330'''
|-
This ''Two Towers'' card was misprinted in an ''Ents of Fangorn'' starter deck. The correct text follows:
| {{Card|FINAL COUNT}}
'''Forest'''. While you can spot an unbound Hobbit
| '''[Ruling]'''
at Derndingle, the move limit is +1 for this turn.
| See {{Card|My Axe Is Notched}}.
|-
| {{Card|ELVEN BROOCH}}
| Clarification
| To play, spot an Elf. Bearer must be a companion. <br>'''Response''':If another possession borne by bearer is about to be discarded by a Shadow card, discard this possession instead.


=====<div id="Ered Nimrais">ERED NIMRAIS</div>=====
''This clarification is a change from a previous ruling.''
'''4U343'''
|-
When Sméagol is played to Ered Nimrais and The Nine Walkers is in play, his twilight cost is 1.
| {{Card|UNDER THE LIVING EARTH}}
| '''[Ruling]'''
| The twilight token added for the cost of this card adds to the strength bonus provided by its effect.


=====<div id="Caves of Aglarond">CAVES OF AGLAROND</div>=====
''If the twilight pool is empty when this card is played, Gandalf is strength +1.''
'''4U352'''
|-
'''''Clarification''''':
| {{Card|COME DOWN}}
'''Underground'''. '''Sanctuary'''. '''Maneuver''': Spot
| '''[Ruling]'''
your Uruk-hai and remove [2] to make one of
| This card allows all allies to take wounds from archery fire.
your Uruk-hai '''fierce''' until the regroup phase.  
|-
| {{Card|GET BACK}}
| '''[Ruling]'''  
| The phrase "by any player" means that no player can assign the selected minion to a skirmish.
|-
|{{Card|URUK REGULAR}}
| '''[Ruling]'''
|This card's special ability makes the twilight cost of an Uruk-hai –1 for each Uruk-hai you spot other than this card.


----
''Example: If you have four Uruk Regulars in play and you use the special ability on one of them to play an {{Card|Uruk Searcher}} (twilight cost of 4), the Searcher's twilight cost is 1.''
|-
| {{Card|FORTRESS NEVER FALLEN}}
| '''[Ruling]'''
| The effect of this condition's special ability when the card has more than one token is simultaneous. Several conditions are discarded at the same time. {{Card|Siege Engine}} responds to these discards by preventing all of them.


=====<div id="Great Hall">GREAT HALL</div>=====
''You have three tokens on Fortress Never Fallen when you use its special ability. You select three Shadow conditions to be discarded (including my Siege Engine), and discard Fortress Never Fallen. I use the response special ability on Siege Engine, which technically saves all three conditions, but
'''4U353'''
then I discard Siege Engine to pay its own cost.''
Each [Rohan] ally participates in archery fire and skirmishes at this site as if this were his or her home site.
|-
| {{Card|SIEGE ENGINE}}
| '''[Ruling]'''
| Siege Engine can't prevent a Shadow player from discarding cards.  


=====<div id="Berserk Rager">BERSERK RAGER</div>=====
''Siege Engine can't prevent the effect of {{Card|Blood Runs Chill}}. Even though Blood Runs Chill is a Free Peoples card, it makes a Shadow player discard.''
'''5U45'''
|-
The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish.
| {{Card|HOWL OF HARAD}}
The tokens removed for the special ability on this card must all be removed from the same machine.
| Erratum
 
| Plays to your support area. <br>Each time a companion or ally loses a skirmish involving a Southron, you may remove {{Twilight|4}} to make the Free Peoples Player wound a Ring-bound companion.
=====<div id="Berserk Savage">BERSERK SAVAGE</div>=====
|-
'''5R46'''
| {{Card|ITHILIEN WILDERNESS}}
The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish.
| Erratum
The tokens removed for the special ability on this card must all be removed from the same machine.
| Plays to your support area. <br>At the end of each phase during which the fellowship moved to 7{{Block|Tower}}, 8{{Block|Tower}}, or 9{{Block|Tower}} and the twilight pool has fewer than 7 twilight tokens, you may add {{Twilight|8}}. <br>Skirmish:Discard this condition to make a {{C|Raider}} Man strength +2.
|-
| {{Card|SOUTHRON FIGHTER}}
| '''[Misprint]'''
| The foil version of this card has a different image from the non-foil version.
|-
| {{Card|FRODO, COURTEOUS HALFLING}}
| '''[Ruling]'''
| This card only prevents Shadow cards that make you discard from hand or draw deck. If a Shadow card gives you a choice, you may choose to discard.


----
''If a {{Card|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.''
|-
| {{Card|HORSE-COUNTRY}}
| '''[Misprint]'''
| This ''Two Towers'' card was misprinted in an ''Ents of Fangorn'' starter deck. The correct text follows:


=====<div id="Berserk Slayer">BERSERK SLAYER</div>=====
'''Plains'''. While you can spot a {{C|Rohan}} mount at Horse-country, the move limit is +1 for this turn.
'''5R47'''
|-
The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish.
| {{Card|DERNDINGLE}}
The tokens removed for the special ability on this card must all be removed from the same machine.
| '''[Misprint]'''
| This ''Two Towers'' card was misprinted in an ''Ents of Fangorn'' starter deck. The correct text follows:


=====<div id="Uruk-hai Berserker">URUK-HAI BERSERKER</div>=====
'''Forest'''. While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn.
'''5U63'''
|-
The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish.
| {{Card|ERED NIMRAIS}}
| '''[Ruling]'''
| When Sméagol is played to Ered Nimrais and {{Card|The Nine Walkers}} is in play, his twilight cost is 3. (This is a reversal of a previous ruling.)
|-
| {{Card|CAVES OF AGLAROND}}
| Clarification
| '''Underground'''. '''Sanctuary'''. '''Maneuver''': Spot your Uruk-hai and remove {{Twilight|2}} to make one of your Uruk-hai '''fierce''' until the regroup phase.
|-
| {{Card|GREAT HALL}}
| '''[Ruling]'''
| Each {{C|Rohan}} ally participates in archery fire and skirmishes at this site as if this were his or her home site.
|-
| {{Card|BERSERK RAGER}}
| '''[Ruling]'''
| The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish.  


=====<div id="Eye of Barad-dûr">EYE OF BARAD-DÛR</div>=====
The tokens removed for the special ability on this card must all be removed from the same machine.
'''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.
| {{Card|BERSERK SAVAGE}}
| '''[Ruling]'''
| 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.
|-
| {{Card|BERSERK SLAYER}}
| '''[Ruling]'''
| The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish.


=====<div id="Sting, Baggins Heirloom">STING, BAGGINS HEIRLOOM</div>=====
The tokens removed for the special ability on this card must all be removed from the same machine.
'''5R116'''
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.


=====<div id="Quickbeam, Bregalad">QUICKBEAM, BREGALAD</div>=====
|-
'''6C33'''
| {{Card|URUK-HAI BERSERKER}}
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.
| '''[Ruling]'''
 
| The strength bonus for this minion is increased for any wound on any minion, companion, or ally in its skirmish.
=====<div id="Sword of Dol Guldur">SWORD OF DOL GULDUR</div>=====
|-
'''6R85'''
| {{Card|EYE OF BARAD-DUR}}
'''''Clarification''''':
| '''[Ruling]'''
Bearer must be a Nazgûl.
| This card must be played in order to use its response text, which is affected by cards like {{Card|Legolas, Dauntless Hunter}}. The text "discard this card to" is superfluous.
While bearer is Úlairë Toldëa, each time he wins  
|-
a skirmish the Free Peoples player must discard  
| {{Card|STING, BAGGINS HEIRLOOM}}
a Free Peoples possession or a Free Peoples  
| '''[Misprint]'''
condition.
| 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.
 
|-
----
| {{Card|QUICKBEAM, BREGALAD}}
 
| '''[Ruling]'''  
=====<div id="Held">HELD</div>=====  
| 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.
6R109
|-
The “site 9” referred to on this card is any site 9 card from any block.
| {{Card|SWORD OF DOL GULDUR}}
| Clarification
| Bearer must be a Nazgûl.<br>While bearer is Úlairë Toldëa, each time he wins a skirmish the Free Peoples player must discard a Free Peoples possession or a Free Peoples condition.
|-
| {{Card|HELD}}
| '''[Ruling]'''  
| The "site 9" referred to on this card is any site 9 card from any block.
|-
| {{Card|DON'T LOOK AT THEM}}
| Clarification
| Plays to your support area.<br> '''Skirmish''': Spot Sméagol and discard 3 cards from hand to wound a minion Sméagol is skirmishing once (or twice if that minion is a {{C|Wraith}} minion).
|-
| {{Card|THEY STOLE IT}}
| Clarification
| Plays to your support area.<br> '''Skirmish''': Spot Gollum and discard 3 cards from hand to wound a companion Gollum is skirmishing once (or twice if that companion is a {{C|Shire}} companion).
|-
| {{Card|IT BURNS US}}
| '''[Ruling]'''
| This card counts both Free Peoples cultures and Shadow cultures when cards are revealed.
|-
| {{Card|LOYALTY UNSHAKEN}}
| Clarification
| When you play this condition, you may stack 2 cards from hand here and draw a card for each {{C|Dwarven}} card you stack.<br> '''Skirmish''': Make a Dwarf strength +2. Also, make that Dwarf '''damage +2''' for each {{C|Dwarven}} card stacked on this condition. Discard this condition.
|-
| {{Card|SLAKED THIRSTS}}
| Clarification
| Choose one: Spot a Dwarf to draw a card; or, if this card is stacked on a {{C|Dwarven}} condition, spot a Dwarf companion and discard this event to exert
a minion twice.
|-
| {{Card|TERRIBLE AND EVIL}}
| '''[Ruling]'''
| If Gandalf is exhausted, he cannot exert to pay the cost of this card, even if X is equal to zero.
|-
| {{Card|NO SAFE PLACES}}
| Clarification
| Exert Sméagol to reveal an opponent's hand. That opponent must discard a card from hand for each culture revealed.
|-
| {{Card|CITY OF MEN}}
| '''[Ruling]'''
| You may discard only one {{C|Sauron}} minion for each copy of this card played.
|-
| {{Card|FOOTMAN'S ARMOR}}
| '''[Ruling]''' 
| Each time the response for this card is activated, the conditions for being overwhelmed must be checked again.
|-
| {{Card|PIPPIN'S SWORD}}
| Clarification
| Bearer must be Pippin.<br> Skirmish:Exert Pippin twice to make him strength +1 for each {{C|Gondor}} companion you spot.
|-
| {{Card|DESERT RUNNER}}
| Clarification
| Southron. Ambush {{Twilight|1}}. <br> When the Free Peoples player assigns this minion to a character and you have initiative, you may wound that character.
|-
| {{Card|DESERT SCOUT}}
| Clarification
|'''Southron'''. '''Ambush''' {{Twilight|1}}.<br>When the Free Peoples player assigns this minion to a character and you have initiative, you may wound that character.
|-
| {{Card|DESERT SNEAK}}
| Clarification
| '''Southron'''. '''Ambush''' {{Twilight|1}}.<br> When the Free Peoples player assigns this minion to a character and you have initiative, you may wound that character.
|-
| {{Card|LOATHSOME}}
| Clarification
| If a skirmish that involved a Nazgûl is about to end, discard a possession borne by a companion in that skirmish.


=====<div id="Don’t Look at Them">DON’T LOOK AT THEM</div>=====
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.
'''6R39'''
|-
'''''Clarification''''':
| {{Card|GRIMBOLD, MARSHAL OF ROHAN}}
Plays to your support area.
| '''[Ruling]'''  
'''Skirmish''': Spot Sméagol and discard 3 cards
| This card can replace sites only in the King block format. See Section Two, '''adventure deck'''.
from hand to wound a minion Sméagol is
|-
skirmishing once (or twice if that minion is a [Nazgul]
| {{Card|ABOVE THE BATTLEMENT}}
minion).
| '''[Ruling]'''  
| 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 {{C|Sauron}} Orc from your discard pile.
|-
| {{Card|MORDOR ASSASSIN}}
| Clarification
| '''Response''': If a companion is overwhelmed during a skirmish involving a {{C|Sauron}} Orc and threat wounds are about to be placed, remove a threat to assign this minion to the Ring-bearer (even if the Ring-bearer is already assigned).


=====<div id="They Stole It">THEY STOLE IT</div>=====
Removing the threat is a cost that must be paid before threats are triggered.
'''6R46'''
|-
'''''Clarification''''':
| {{Card|MORDOR DEFENDER}}
Plays to your support area.
| Clarification
'''Skirmish''': Spot Gollum and discard 3 cards
| '''Skirmish''': Exert this minion and spot another {{C|Sauron}} minion to add a threat.
from hand to wound a companion Gollum is  
|-
skirmishing once (or twice if that companion is a  
| {{Card|MORDOR SAVAGE}}
[Shire] companion).
| Clarification
 
| '''Skirmish''': Exert this minion and spot another {{C|Sauron}} minion to add a threat.
----
|-
 
| {{Card|ORC OFFICER}}
=====<div id="It Burns Us">IT BURNS US</div>=====
| Clarification
'''6U110'''
| Each time a companion is overwhelmed in a skirmish that involves a {{C|Sauron}} Orc, add 3 burdens.
This card counts both Free Peoples cultures and Shadow cultures when cards are revealed.
|-
 
| {{Card|7C303}}
=====<div id="Loyalty Unshaken">LOYALTY UNSHAKEN</div>=====
| '''[Misprint?]'''
'''7R10'''
| This card from ''[[The Return of the King]]'' set has the same name as card {{Card|5C108}} 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.
'''''Clarification''''':
|-
When you play this condition, you may stack 2
| {{Card|ISENGARD RUINED}}
cards from hand here and draw a card for each
| Clarification
[Dwarven] card you stack.
| '''Fellowship''': Spot Gandalf to add {{Twilight|2}}. Each player may draw a card.
'''Skirmish''': Make a Dwarf strength +2. Also,  
|-
make that Dwarf '''damage +2''' for each [Dwarven] card
| {{Card|7U341}}
stacked on this condition. Discard this condition.
| '''[Misprint?]'''  
 
| This card from ''[[The Return of the King]]'' set has the same name as card {{Card|1C356}} from ''[[The Fellowship of the Ring]]'' set.
=====<div id="Slaked Thirsts">SLAKED THIRSTS</div>=====
|-
'''7U14'''
| {{Card|MORGUL VALE}}
'''''Clarification''''':
| Clarification
Choose one: Spot a Dwarf to draw a card; or, if
| '''Skirmish''': Spot your {{C|Sauron}} minion and remove 2 threats to make your {{C|Sauron}} minion strength +3.
this card is stacked on a [Dwarven] condition, spot a  
|-
Dwarf companion and discard this event to exert
| {{Card|SAVED FROM THE FIRE}}
a minion twice.
| Clarification
| Spot Gandalf and place a companion (except the Ring-bearer) in the dead pile to take up to 3 cards from that companion's culture into hand from your draw deck. Shuffle your draw deck.
|-
| {{Card|ELESSAR'S EDICT}}
| Clarification
| If a {{C|Gondor}} Wraith is about to be killed, discard him and either exhaust another {{C|Gondor}} Wraith or spot another exhausted {{C|Gondor}} Wraith to prevent that.
|-
| {{Card|BLACK DART}}
| Clarification
| '''Archery''': Spot your enduring or mounted Nazgûl to transfer this condition from your support area to an unbound companion. Discard a mount borne by that companion. <br>Bearer cannot heal or bear mounts.
|-
| {{Card|SMEAGOL, BEARER OF GREAT SECRETS}}
| '''[Ruling]'''  
| 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.)
|-
| {{Card|CELEBORN, LORD OF THE GALADHRIM}}
| '''[Misprint]'''
| The correct collector number for this card is 10 R 7. This card's collector's info was misprinted as 10 R 6.  
|-
| {{Card|GATHERING WIND}}
| '''[Ruling]'''
| Exerting a Wizard and choosing a number are part of the cost of this card.
|-
| {{Card|BIRTHDAY PRESENT}}
| '''[Ruling]'''
| If the Free Peoples player has only 1 event (or up to 4 copies of the same event, but no other {{C|Shire}} events) in his or her discard pile, that event is taken into hand.
|-
| {{Card|GOLLUM, MAD THING}}
| '''[Ruling]'''
| Gollum's game text does not apply if a Shadow player assigns him to a skirmish.
|-
| {{Card|FIELD OF THE FALLEN}}
| Clarification '''[(actually a Misprint)]'''
| To play, spot a {{C|Raider}} Man.<br>While there is a character in the dead pile, each companion of the same culture as that character is strength –1. <br>'''Skirmish''': Exert your Southron to make him strength +1.
|-
| {{Card|A SHADOW RISES}}
| '''[Ruling]'''
| When you make this card a minion, move it out of your support area. When this card is no longer a minion, move it back to your support area.


----
''If a character bearing {{Card|Phial of Galadriel, Starglass}} is skirmishing A Shadow Rises and discards the Phial of Galadriel, A Shadow Rises loses "Fierce" and can bear other cards. If A Shadow Rises bears cards when its maneuver special ability is used, those cards are discarded.
|-
|{{Card|BOROMIR, DEFENDER OF MINAS TIRITH}}
| '''[Ruling]'''
| This card has the Gandalf signet.
|-
| {{Card|PIPPIN, HOBBIT OF SOME INTELLIGENCE}}
| '''[Ruling]'''
| This card has the Gandalf signet.
|-
| {{Card|GALADRIEL, SORCERESS OF THE HIDDEN LAND}}
| '''[Ruling]'''
| When you reveal cards from the top of your deck, you reveal one for each forest on the adventure path.
''If you have three forests, you would reveal the top three cards of your draw deck.''
|-
| {{Card|FRODO, FRENZIED FIGHTER}}
| '''[Ruling]'''
| This version of Frodo cannot become the Ring-bearer.
|-
| {{Card|NICE FISH}}
| '''[Misprint]'''
| This card reads:


=====<div id="Terrible and Evil">TERRIBLE AND EVIL</div>=====
Each time Sméagol wins a skirmish, place a {{C|Gollum}} token here.<br>Regroup: Heal a Ring-bound companion for each token here. Discard this condition.
'''7R50'''
|-
If Gandalf is exhausted, he cannot exert to pay the cost of this card, even if X is equal to zero.
| {{Card|A NEW LIGHT}}
| Clarification
|'''Spell'''. Spot a {{C|Gandalf}} Wizard to search a Shadow player's discard pile and choose a minion, then return that minion to its owner's hand. If you
do, you may reveal that Shadow player's hand and discard a minion found there.
|-
| {{Card|ORKISH WARG-MASTER}}
| Clarification
| Each time a mounted {{C|Orc}} minion wins a skirmish, you may make the Free Peoples player place a card from his or her hand on top of his or her draw deck. <br>Shadow: Exert Orkish Warg-master to play an {{C|Orc}} mount from your discard pile.
|-
| {{Card|EOWYN, NORTHWOMAN}}
| Clarification
| Assignment: Exert Éowyn and assign a minion to the Ring-bearer to make that minion lose all game text keywords and unable to gain game text keywords until the regroup phase.
|-
| {{Card|VILE PIT}}
| Clarification
| To play, spot a {{C|Uruk-hai}} hunter. At the start of each Shadow phase, you may discard 2 {{C|Uruk-hai}} cards from hand to play an {{C|Uruk-hai}} hunter from your discard pile. <br>Regroup: Discard this possession to return an {{C|Uruk-hai}} hunter from play to your hand.
|-
| {{Card|NURN}}
| '''[Ruling]'''
| The game text on this card remains active once it is controlled and is in your support area.
|-
| {{Card|ELVEN ARMAMENTS}}
| Errata '''[/ Ruling]'''
| The card type for this card is both Hand Weapon and Shield.  


=====<div id="No Safe Places">NO SAFE PLACES</div>=====
To play, bearer must not be bearing any possessions. Bearer must be an {{C|Elven}} companion. Bearer cannot bear any other possessions. While a unique companion bears this possession, the Free Peoples player may not use archery special abilities and the minion archery total is –1.
'''7R66'''
'''''Clarification''''':
Exert Sméagol to reveal an opponent’s hand.  
That opponent must discard a card from hand
for each culture revealed.


=====<div id="City of Men">CITY OF MEN</div>=====
|-
'''7C83'''
| {{Card|GIL-GALAD, HIGH KING OF THE NOLDOR}}
You may discard only one [Sauron] minion for each copy of this card played.
| Erratum
 
| To play, spot 2 {{C|Elven}} companions. <br>Maneuver: Add a threat to take an {{C|Elven}} skirmish event into hand from your discard pile. <br>Regroup: Remove an {{C|Elven}} token to play an {{C|Elven}} condition from your discard pile.
----
|-
 
| {{Card|ENTS MARCHING}}
=====<div id="Footman’s Armor">FOOTMAN’S ARMOR</div>=====
| Clarification
'''7U93'''
| If the fellowship is in region 1 or region 2, exert 2 Ents to make an Ent defender +1 until the regroup phase. <br>If the fellowship is in region 3, spot a {{C|Gandalf}} companion to draw a card.
Each time the response for this card is activated, the conditions for being overwhelmed must be checked again.
|-
 
| {{Card|PERSPECTIVE}}
=====<div id="Pippin’s Sword">PIPPIN’S SWORD</div>=====
| Erratum
'''7R114'''
| Maneuver: Add 2 threats and spot a Wizard to spot a minion in play. That minion cannot use special abilities until the regroup phase.
'''''Clarification''''':
|-
Bearer must be Pippin.
| {{Card|STING OF SHELOB}}
Skirmish:Exert Pippin twice to make him
| Erratum
strength +1 for each [Gondor] companion you spot.
| To play, spot Shelob. The Free Peoples player must choose two companions in play (except the Ring-bearer). He or she then chooses to place one of those companions in the dead pile and return the other to his or her hand.
 
|-
----
| {{Card|FARAMIR, CAPTAIN OF ITHILIEN}}
 
| Erratum
=====<div id="Desert Runner">DESERT RUNNER</div>=====
| Ranger. Hunter 2. If Faramir is in your starting fellowship, his twilight cost is –1.<br> Maneuver: Exert Faramir to heal another companion with resistance 5 or more.
'''7C133'''
|-
'''''Clarification''''':
| {{Card|THE FAITHFUL STONE}}
Southron. Ambush [1].
| Erratum
When the Free Peoples player assigns this minion
| Tale. Each time a non-{{C|Ringwraith}} minion is played, you may spot a Man to add a {{C|Gondor}} token here. <br>Maneuver: Remove 3 {{C|Gondor}} tokens from here to spot a minion. That minion cannot be assigned to a skirmish until the regroup phase. Any Shadow player may remove {{Twilight|2}} to prevent this.
to a character and you have initiative, you may
|-
wound that character.
| {{Card|18R55}}
 
| Clarification
=====<div id="Desert Scout">DESERT SCOUT</div>=====
| Bearer must be a {{C|Gondor}} Man. Maneuver: If the fellowship is in region 1 or region 2, you may exert bearer to make him or her defender +1 until the regroup phase. <br>Regroup: Discard this to heal a companion.
'''7C134'''
|-
'''''Clarification''''':
| {{Card|GROND, FORGED WITH BLACK STEEL}}
'''Southron'''. '''Ambush''' [1].
| Clarification
When the Free Peoples player assigns this minion
| To play, spot an {{C|Orc}} minion.<br> Each time the fellowship moves in the regroup phase, you may discard this possession to search the Free Peoples player's draw deck and choose 2 Free Peoples cards found there. Remove those cards from the game.
to a character and you have initiative, you may  
|-
wound that character.
| {{Card|WHISPER IN THE DARK}}
 
| Erratum
=====<div id="Desert Sneak">DESERT SNEAK</div>=====
|Bearer must be a follower.<br> At the start of the maneuver phase, if you can spot a {{C|Men}} Man, the Free Peoples player must exert an unbound companion.
'''7C135'''
|-
'''''Clarification''''':
| {{Card|DESTROYERS AND USURPERS}}
'''Southron'''. '''Ambush''' [1].
| Erratum
When the Free Peoples player assigns this minion
| While you can spot an {{C|Orc}} minion and fewer minions than companions, each companion loses all defender bonuses and cannot gain defender bonuses.<br> Maneuver: Spot 2 {{C|Orc}} minions to make the fellowship's current site gain battleground until the regroup phase.
to a character and you have initiative, you may
|-
wound that character.
| {{Card|FRENZY OF ARROWS}}
 
| Erratum
----
| Spot an {{C|Orc}} archer minion to add 2 to the minion archery total. If you do, you may add an additional 2 to the minion archery total for each follower you can spot. '''[It should be noted that there are no ways in the game for {{C|Orc}} minions to be made archers, so this errata renders the card literally unplayable.]'''
 
|-
=====<div id="Loathsome">LOATHSOME</div>=====
| {{Card|GOTHMOG, MORGUL LEADER}}
'''7R182'''
| Erratum
'''''Clarification''''':
| Each of the fellowship and minion archery totals is +3. <br>Regroup: Remove {{Twilight|2}} to play an {{C|Orc}} minion from your discard pile. That minion comes into play exhausted.
If a skirmish that involved a Nazgûl is about to
|-
end, discard a possession borne by a companion  
| {{Card|CAST FROM THE HALL}}
in that skirmish.
| Erratum
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.
| Each time you play a {{C|Rohan}} possession from hand, add a token here. <br>Skirmish: Remove 3 {{C|Rohan}} tokens from here to make a {{C|Rohan}} companion strength +1 and damage +1.
 
|-
=====<div id="Grimbold, Marshal of Rohan">GRIMBOLD, MARSHAL OF ROHAN</div>=====
| {{Card|ERKENBRAND'S SHIELD}}
'''7R233'''
| Erratum
This card can replace sites only in the King block format. See Section Two, '''adventure deck'''.
| Bearer must be a {{C|Rohan}} Man. The minion archery total is –1.<br>Skirmish: If bearer is Erkenbrand, you may add {{Twilight|2}} to cancel a fierce skirmish involving him.<br>Response: If a {{C|Rohan}} Man is about to take a wound, spot Gandalf and exert bearer to prevent that wound.
 
|-
=====<div id="Above the Battlement">ABOVE THE BATTLEMENT</div>=====
| {{Card|FINAL TRIUMPH}}
'''7C262'''
|'''[Ruling]'''
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.
| The effect of this card changes the requirements for resolving a skirmish. As a result, none of the cards that previously had an effect on strength
 
during a skirmish have any effect on a skirmish in which this card is played. Only cards or effects that increase or decrease vitality directly would
----
alter the resolution of a skirmish in which this card was played.
 
|-
=====<div id="Mordor Assassin">MORDOR ASSASSIN</div>=====
| {{Card|PULL OF THE RING}}
'''7R284'''
| Clarification
'''''Clarification''''':
| Remove a burden to choose one: assign a {{C|Wraith}} minion to a companion who has resistance 0; or have a {{C|Wraith}} minion lose fierce and gain
'''Response''': If a companion is overwhelmed
hunter 2 until the regroup phase
during a skirmish involving a [Sauron] Orc and
|}
threat wounds are about to be placed, remove a
threat to assign this minion to the Ring-bearer
(even if the Ring-bearer is already assigned).
Removing the threat is a cost that must be paid before threats are triggered.
 
=====<div id="Mordor Defender">MORDOR DEFENDER</div>=====
'''7C285'''
'''''Clarification''''':
'''Skirmish''': Exert this minion and spot another
[Sauron] minion to add a threat.
 
=====<div id="Mordor Savage">MORDOR SAVAGE</div>=====
'''7C289'''
'''''Clarification''''':
'''Skirmish''': Exert this minion and spot another
[Sauron] minion to add a threat.


----
----


=====<div id="Orc Officer">ORC OFFICER</div>=====
==<div id="section four">Section Four: X-Lists</div>==
'''7U302'''
'''''Clarification''''':
Each time a companion is overwhelmed in
a skirmish that involves a [Sauron] Orc, add 3
burdens.


=====<div id="Orc Pursuer">ORC PURSUER</div>=====
'''''[This section was imported from the last [[Current Rulings Document]]s.]'''''
'''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
copies of 5 C 108 and up to four copies of 7 C 303 in your deck.


=====<div id="Isengard Ruined">ISENGARD RUINED</div>=====
This section of the Current Rulings lists cards which are X-listed or restricted in sanctioned format tournaments, organized by collector's info.
'''7U331'''
'''''Clarification''''':
'''Fellowship''': Spot Gandalf to add [2]. Each player
may draw a card.


----
Promotional cards (from set 0 with P rarity) that appear in other sets are X-listed and restricted as per their versions that appear in other sets.


=====<div id="Anduin Banks">ANDUIN BANKS</div>=====
===<div id="standard format x-list">Standard Format X-List</div>===
'''7U341'''
These cards cannot be included in a deck for a Standard format tournament. All cards from the Fellowship block (sets 1, 2, and 3; and promotional cards originally printed in those sets) and The Two Towers block (sets 4, 5, and 6; and promotional cards originally printed in those sets) are also X-listed for Standard format tournaments.
This card from ''The Return of the King'' set has the same name as card '''1C356''' from the ''Fellowship of the Ring'' set.


=====<div id="Morgul Vale">MORGUL VALE</div>=====
* {{Card|Steadfast Champion}}
'''7U357'''
* {{Card|Aggression}}
'''''Clarification''''':
* {{Card|Memories of Darkness}}
'''Skirmish''': Spot your [Sauron] minion and remove 2
* {{Card|Galadriel, Lady Redeemed}}
threats to make your [Sauron] minion strength +3.
* {{Card|Mordor Fiend}}
* {{Card|Final Account}}
* {{Card|Strange-Looking Men}}
* {{Card|Demoralized}}
* {{Card|Orkish Smith}}
* {{Card|Courtyard Parapet}}
* {{Card|Madril, Defender of Osgiliath}}


=====<div id="Saved from the Fire">SAVED FROM THE FIRE</div>=====
===<div id="open and block format restricted list">Open and Block Format R-List</div>===
'''8R20'''
'''''Clarification''''':
Spot Gandalf and place a companion (except
the Ring-bearer) in the dead pile to take up to 3
cards from that companion’s culture into hand
from your draw deck. Shuffle your draw deck.
 
----
 
=====<div id="Elessar’s Edict">ELESSAR’S EDICT</div>=====
'''8R33'''
'''''Clarification''''':
If a [Gondor] Wraith is about to be killed, discard him
and either exhaust another [Gondor] Wraith or spot
another exhausted [Gondor] Wraith to prevent that.
 
=====<div id="Black Dart">BLACK DART</div>=====
'''8U69'''
'''''Clarification''''':
'''Archery''': Spot your enduring or mounted
Nazgûl to transfer this condition from your
support area to an unbound companion. Discard
a mount borne by that companion.
Bearer cannot heal or bear mounts.
 
=====<div id="Sméagol, Bearer of Great Secrets">SMÉAGOL, BEARER OF GREAT SECRETS</div>=====
'''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.)
 
----


=====<div id="Celeborn, Lord of the Galadhrim">CELEBORN, LORD OF THE GALADHRIM</div>=====
No more than one copy of each of these cards may be included in a deck for an Open or Block format tournament.
'''10R7'''
This card’s collector’s info was misprinted as 10R6.


=====<div id="golLum, Mad Thing">GOLLUM, MAD THING</div>=====
* {{Card|Forces of Mordor}}
'''10R21'''
* {{Card|Steadfast Champion}}
Gollum’s game text does not apply if a Shadow player assigns him to a skirmish.
* {{Card|Memories of Darkness}}
* {{Card|Mordor Fiend}}
* {{Card|Strange-Looking Men}}
* {{Card|Orkish Smith}}


=====<div id="Field of the Fallen">FIELD OF THE FALLEN</div>=====
===<div id="expanded format x-list">Expanded Format X-List</div>===
'''10U43'''
These cards cannot be included in a deck for an Expanded format tournament.
'''''Clarification''''':
To play, spot a [Raider] Man.
While there is a character in the dead pile, each
companion of the same culture as that character
is strength –1.
'''Skirmish''': Exert your Southron to make him
strength +1.


==<div id="credits">Credits</div>==
* {{Card|Galadriel, Lady of Light}}
'''Design''': Brad DeFruiter, Evan Lorentz.
* {{Card|Saruman's Snows}}
'''Development''': Joe Alread, Mike Girard, Geoff Snider, Kendrick Summers.
* {{Card|Ulaire Nertea, Messenger of Dol Guldur}}
'''Art Direction''': Dan Burns.
* {{Card|Sam, Son of Hamfast}}
'''Art Design''': Joe Boulden, Rob Burns, Kieran Yanner, Jeff Hellerman.
* {{Card|Sting}}
'''Production''': Ross Campbell, Mike Carosi, David Watson, Sandy Wible.
* {{Card|A Talent For Not Being Seen}}
'''For New Line Cinema''': John Mayo, Mark Ordesky, Glen Sharah.
* {{Card|Gimli, Dwarf of the Mountain-race}}
'''For Tolkien Enterprises''': Laurie Battle.
* {{Card|Galadriel, Lady of the Golden Wood}}
'''Special Thanks''': Tim Ellington, Chuck Kallenbach, Tom Lischke, Mike Reynolds, our many playtesters, Weta Workshop, Richard Taylor, Daniel Falconer, and — as always — Warren Holland.
* {{Card|Aragorn, Heir to the White City}}
* {{Card|Horn of Boromir}}
* {{Card|The Palantir of Orthanc}}
* {{Card|Saruman, Keeper of Isengard}}
* {{Card|Frying Pan}}
* {{Card|The Shire Countryside}}
* {{Card|Legolas, Dauntless Hunter}}
* {{Card|Steadfast Champion}}
* {{Card|Aggression}}
* {{Card|Memories of Darkness}}
* {{Card|Galadriel, Lady Redeemed}}
* {{Card|Mordor Fiend}}
* {{Card|Final Account}}
* {{Card|Strange-Looking Men}}
* {{Card|Orkish Smith}}


==<div id="contacting decipher">Contacting Decipher</div>==
===<div id="expanded format restricted list">Expanded Format R-List</div>===
• websites: decipher.com & lotrfanclub.com
No more than one copy of each of these cards may be included in a deck for an Expanded format tournament.
• customer service email: customer.service=decipher.com
• telephone: 757-623-3600
• address: P.O. Box 56, Norfolk, VA, USA 23501-0056


© MMIV New Line Productions, Inc. All Rights Reserved.
* {{Card|Elrond, Lord of Rivendell}}
“The Lord of the Rings” and names of the characters, items, events and places therein are trademarks of The Saul Zaentz Company d/b/a Tolkien Enterprises under license to New Line Productions, Inc. Decipher Inc. Authorized User. TM, ®, & © 2004 Decipher Inc., P.O. Box 56, Norfolk, Virginia U.S.A. 23501. All Rights Reserved. Printed in the U.S.A.
* {{Card|Ottar, Man of Laketown}}
* {{Card|No Stranger to the Shadows}}
* {{Card|Savagery to Match Their Numbers}}
* {{Card|Relics of Moria}}
* {{Card|Forces of Mordor}}
* {{Card|Flaming Brand}}
* {{Card|Bill Ferny, Swarthy Sneering Fellow}}
* {{Card|Bill the Pony}}
* {{Card|Fortress Never Fallen}}
* {{Card|Get On and Get Away}}

Revision as of 04:30, 12 July 2023

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

Any additions or alterations made by fans will be [indicated by the use of bold square brackets].

See Rulebooks for the official rules that were distributed over the years.

The Lord of the Rings Trading Card Game Comprehensive Rules 4.1

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 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 August 2007. 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 Four records the last updates to the X- and R-lists of each official format.]

What's New?

[Note: this section has been rewritten to reflect the reality of version 4.1.]

All material from the Comprehensive Rules 4.0 and later Current Rulings Documents, and pertinent information from the Tournament Guidelines is included here. The most important updates are:

  • Incorporating of all CRD rulings into the text
  • All errata, clarifications, and individual card rulings that were included in previous editions but accidentally omitted by Decipher have been reintroduced
  • Inclusion of material explanations from the starter rulebooks for The Hunters and Rise of Saruman
  • Inclusion of Mulligan rules imported from the Tournament Guidelines


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 is offered only as a chronological overview of gameplay. There are few examples of play, and few specific rulings. For such material, refer to Section Two.

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

The Lord of the Rings TCG has three basic kinds of cards: site, Free Peoples, and Shadow. There is also The One Ring, which is different from all other cards.

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.

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 have a dark colored diamond-shaped field in the upper left corner.

Card Types

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

The One Ring

This card type represents the uniquely powerful item that is the focus of the story of The Lord of the Rings. In the middle of the card, The One Ring has its subtitle. It has no twilight cost, and its card type is "The One Ring.".

The One Ring is not a Free Peoples card and it is not a Shadow card.

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 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).

Companion

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.

Minion

A minion is a Shadow character that attacks other players' fellowships.

Follower

A follower represents help for your other characters that joins for a short time and then departs. They are not characters, although they are often named and depicted with images of people from the story.

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.

Artifact

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.

Event

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.

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.

Cultures
Free Peoples Dwarven Elven Gandalf Gollum Gondor Rohan Shire
Movie-era Shadow Dunland Gollum Isengard Moria Raider Ringwraith Sauron
Shadows-era Shadow Men Orc Uruk-hai Wraith


Vitality

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 you "wound a character," you place only one wound.

Each wound a character has reduces its vitality by 1. 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.)

Healing

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).

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 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.

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

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

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.

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

Allies have a resistance of zero.

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.

There are many cards that add or remove burdens. Burdens are only placed on your Ring-bearer. Each burden on your Ring-bearer reduces the resistance of every companion in your fellowship by 1.

If your Ring-bearer's resistance is reduced to zero, he is 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.

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.

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.

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.

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

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.

Each phase action lasts for the duration of the phase named in the boldface word (unless otherwise specified). The effects of a phase action with the keyword Skirmish: last only for the skirmish phase in which it is used.

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

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.

Discard an event after you play it, and before the next action is taken. Even after being discarded, an event often has an ongoing or delayed effect until the end of the phase, or until a specified phase or condition is met.

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.)

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 include when, each time, and while; each is described below with an example.

  • When is used if an effect can happen only once. When you play this possession, you may draw a card. his game text activates only once, when this card is played.
  • Each time is used if an effect can happen more than once. Each time you play a possession or artifact on your companion, draw a card. If you play one possession, this game text activates once; if you play a second possession, it activates again, and so on.
  • While is used if an effect is continuous. While Merry bears a weapon, he is strength +2. When you play a weapon on Merry, this game text is activated; if that weapon is discarded, then this game text "turns off."

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.

Who goes first?

In the Starter Rules, players decide randomly who goes first. Normally, however, players bid burdens to determine this.

Players place secret bids for the right to determine who goes first in the game. The bidding is done with black tokens, which will become burdens on your Ring-bearer.

Each player secretly places a number of burdens in his hand (you may bid zero). When all players are ready, simultaneously reveal the bids. The highest bid wins the right to choose where he goes in the turn order. Any choice is available.

Next, the second highest bidder chooses from the remaining positions in the turn order, and so on. Keep track of each player's bid, as these tokens will become burdens on his Ring-bearer.

If there are any ties, then the tied players resolve randomly who chooses first among them.

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

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.

No other player may look through your adventure deck during the game.

You don't have to keep your adventure deck in any order. Just look through it to get a card when you need to.

The first player chooses any site from his adventure deck and places it on the table to begin the adventure path. This becomes site 1. Each player places his player marker onto that site.

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.

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.

Your fellowship begins with a character bearing The One Ring. This can be any character with the ringed resistance icon, or any version of Frodo. That character gains the keywords Ring-bearer and Ring-bound, if he does not already have them.

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

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

Don't place any tokens into the twilight pool for the cards in your starting fellowship. Site text is not active when the starting fellowships are played.

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.

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.

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.
  • Each player places his adventure deck on the table.
  • First player plays a site from his adventure deck.
  • Each player puts his player marker on that site.
  • Each player places his starting fellowship on the table, placing the burdens he bid on his Ring-bearer.
  • 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.

  1. Fellowship Phase
  2. Shadow Phase(s)
  3. Maneuver Phase
  4. Archery Phase
  5. Assignment Phase
  6. Skirmish Phase(s)
  7. Regroup Phase

When one player finishes his turn, the next player in clockwise rotation (to his left) takes a turn and so on.

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.)

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.

Perform fellowship actions

If you are the Free Peoples player, you may perform fellowship actions during this phase, in any order.

Two fellowship actions are always available:

  • Play a Free Peoples companion, ally, possession, artifact, or condition from your hand to the table.
  • "Discard to heal." 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.

You may find other fellowship actions on events in your hand, or as special abilities on cards you already have in play.

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.

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.

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

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.

Playing artifacts

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.

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.

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.

Place your player marker on the next site on the adventure path. If there is no site there yet (as is the case for the first player in the first turn), then a new site must be played from one of the Shadow players' adventure decks, as described below under "playing sites."

When you move your player marker to the next site, first perform any actions triggered by leaving the old site. Then perform actions that say, "When the fellowship moves..." Then, perform actions that occur when moving to the new site. Finally, add tokens to the twilight pool, as described below under "adding twilight tokens for movement."

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.)

That player looks through his adventure deck and chooses any site to play as the next site. It takes on the next consecutive number on the adventure path as its site number. It also takes on a region number: sites 1-3 are in region 1, sites 4-6 are in region 2, and sites 7-9 are in region 3.

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

You may play a copy of a site on the adventure path even if an opponent's copy was already played as an earlier site. 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:

  • Add the number of twilight tokens indicated by the Shadow number of the site you're moving to.
  • Add 3 twilight tokens if you are in region 2, or 6 twilight tokens if you are in region 3. (You may find it easier to remember this: add 3 if you've passed the sanctuary at site 3, or add 6 if you've passed the sanctuary at site 6).
  • Add 1 twilight token for each companion in your fellowship.

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.
  • Perform "When you move from..." actions.
  • Perform "When the fellowship moves..." actions.
  • Move your player marker to the next site.
  • Perform "When you move to..." actions.
  • Add twilight tokens equal to the new site's Shadow number.
  • Add 3 twilight tokens if the new site is in region 2; or 6 if it is in region 3.
  • 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.

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:

  • Play a Shadow minion, possession, artifact, or condition from your hand to the table.

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

When one Shadow player has completed all of the Shadow actions he wishes to perform, the next Shadow player to his right (if any) then performs a Shadow phase.

All Shadow players pay for cards by using the same twilight pool. The second Shadow player uses twilight tokens left over from the first Shadow player, and so on.

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.

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.

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

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.

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.

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.

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.

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.

As the Free Peoples player, you also count the number of your Free Peoples archer companions to determine the "fellowship archery total."

The Free Peoples player then assigns a number of wounds equal to the minion archery total to his companions (and participating allies), in any way he wishes.

He then chooses one Shadow player who must assign a number of wounds equal to the fellowship archery total to his minions, in any way he wishes.

There is always a "default" archery total of zero for each side. A card may add to your archery total even though you have no archers in play at that time.

When the fellowship is at an ally's home site (or a card has allowed them to participate in archery fire), you may count archer allies for the fellowship archery total, and assign archery wounds to them.

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
  • Determine archery totals for each side.
  • Free Peoples player assigns archery wounds to his companions (and participating allies).
  • Free Peoples player chooses one Shadow player.
  • 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.

Many assignment actions assign a minion to a companion. You cannot do this unless both of them are unassigned.

When all players consecutively pass, proceed to assign defenders.

Assign defenders

During your assignment phase, you may assign companions to defend against attacking minions.

A player cannot assign more than one companion to the same minion.

Inform the Shadow players when you are done making assignments.

All assignments of characters are on a one-to-one basis, with the following two exceptions:

  • 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 the fellowship is at an ally's home site (or if a card effect has allowed an ally to participate in skirmishes), that ally may be assigned to a skirmish in the same way that companions are assigned to skirmishes.

When the assignment phase is complete, each companion being attacked will lead to a separate skirmish phase.

Assignment Phase Summary
  • Perform assignment actions
  • Free Peoples player may assign defending companions to minions.
  • 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.

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.

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.

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 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 fierce).

Skirmish Phase Summary
  • Free Peoples player chooses a skirmish.
  • Players perform skirmish actions.
  • Resolve that skirmish and assign wounds.
  • 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.

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.

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.

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.

Shadow players reconcile

Each Shadow player must reconcile his hand to eight cards, as follows:

  • He may first discard one card from his hand.
  • If he then has less than eight cards in his hand, he must draw cards until he has 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:

  • 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.
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.

Regroup Phase Summary
  • Players perform regroup actions.
  • 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.

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 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 also loses the game if his Ring-bearer becomes corrupted by having burdens reduce his resistance to zero. There are cards that can corrupt the Ring-bearer, regardless of how many burdens he might have.

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

Remove his sites on the adventure path in numerical order, then each opponent, starting to the player's right and proceeding counter-clockwise, chooses a site from his adventure deck to replace each one removed.

The other players complete the losing player's turn.

Building Your Deck

Each player brings to the game at least 71 cards:

  • a Ring-bearer, bearing The One Ring (2 cards),
  • a draw deck of at least 60 cards, and
  • a 9-card adventure deck.
Formats

Each game has one of the following formats:

  • Fellowship block – only cards from sets 1, 2, and 3,
  • Tower block – only cards from sets 4, 5, and 6,
  • King block – only cards from sets 7, 8, and 10,
  • War of the Ring block – only cards from sets 11, 12, and 13,
  • Open – all cards allowed, including set 9 (Reflections), using only sites from set 11 onward (Shadows).
  • Standard – a tournament format similar to Open, but including the X-List (see the Current Rulings document, available for download).

You and your opponents must each have a deck built for the same format.

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

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).

Draw Deck

Your draw deck must have at least 60 cards and must have an equal number of Shadow cards and Free Peoples cards, shuffled together. You cannot have any copies of The One Ring or sites in your draw deck.

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

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.

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.

In the Open format and War of the Ring block, your adventure deck may include no more than three sites that have the same given Shadow number.

In the Fellowship block, Tower block, or King block, sites are numbered, and you must include one for each of the nine site numbers.

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.




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.

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

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.

Every action is either optional or required. An optional action is defined as: an action that uses the word "may," an event, or a special ability. All other actions are required actions.

If two or more required actions are occurring at the same time (for example, more than one "start of turn" action), the Free Peoples player decides in which order they occur.

All required actions responding to a particular trigger are performed before any optional actions. After all such required actions have resolved, players may perform optional actions responding to that same trigger using the action procedure. (See response.)

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.

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:

  • sites on the adventure path,
  • sites in any player's support area,
  • your Free Peoples cards,
  • your copy of The One Ring, and
  • your opponents' Shadow cards.

All other cards in play are inactive. Inactive cards are not affected by the game and do not affect the game. Any tokens on them are ignored (such as burdens, culture tokens, threats, and wounds).

(See also stack.)

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

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

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

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

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

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

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.

No other player may look through your adventure deck during the game.

You don't have to keep your adventure deck in any order. Just look through it to get a card when you need to.

Sites in your adventure deck do not have a site number until they are played on the adventure path. Exception: See format. 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.

See also moving your fellowship, setting up the game, site.


ahead

A player is ahead on the adventure path when his or her site marker is at a higher site number than all other players’ site markers.


aid

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

See also follower.


ally

An ally is a character that helps your companions from afar but does not move with them.

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

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

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

An ally with a home site of 2 has a home site only on the Tower block adventure path.

You may play an ally during any of your fellowship phases. You do not have to wait until your fellowship is at the ally's home site.

Each ally in your support area is considered to be at his home site. When your fellowship is at your ally's home site, that ally is considered to be at the same site as the fellowship.

Allies normally do not participate in archery fire and skirmishes. Special abilities on allies (such as archery actions or skirmish actions) may be used as normal.

During the archery phase, if the fellowship is at an ally's home site (or a card has allowed them to participate in archery fire), you may count archer allies for the fellowship archery total, and assign archery wounds to them.

During the assignment phase, if the fellowship is at an ally's home site (or if a card effect has allowed an ally to participate in skirmishes), that ally may be assigned to a skirmish in the same way that companions are assigned to skirmishes.

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

The Shadow player may assign an unassigned minion to an ally when the fellowship is at that ally's home site.

An ally that was able to be assigned to a normal skirmish is also able to be assigned to a fierce skirmish.

See also resistance, ring-bound, sanctuary unbound.resistance, Ring-bound, sanctuary, unbound.


ambush

When the Free Peoples player assigns one of his characters to skirmish a minion with the keyword "ambush ," the Shadow player who owns that minion may add . (See assignment phase.)

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

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

Desert Scout ("Ambush .") is equipped with Raider Bow ("Bearer is ... ambush ."). When it is assigned to a skirmish by the Free Peoples player, the Shadow player may add , , 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.

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

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

The Free Peoples player then assigns a number of wounds equal to the minion archery total to his companions (and participating allies), in any way he wishes.

He then chooses one Shadow player who must assign a number of wounds equal to the fellowship archery total to his minions, in any way he wishes.

Since these tokens are assigned as wounds and not from exertion, any player may assign enough wounds to kill his own minion or companion. The wounds are assigned one at a time, so a character cannot have more wounds assigned than its vitality. Ignore any leftover wounds that cannot be assigned.

There is always a "default" archery total of zero for each side. A card may add to your archery total even though you have no archers in play at that time.

When all archery wounds have been assigned, proceed to the assignment phase. If there are no minions left after the archery phase, then skip directly to the regroup phase. See also 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.

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

See also 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.

When all players consecutively pass, proceed to assign defenders.

During your assignment phase, you may assign companions to defend against attacking minions. A player cannot assign more than one companion to the same minion.

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

Inform the Shadow players when you are done making assignments. All assignments of characters are on a one-to-one basis, with the following two exceptions:

  • Companions who have the defender +x keyword.
  • When you have informed the Shadow players that you are done making assignments, they may assign any leftover unassigned minions to any companions (even if those companions are already assigned). The first Shadow player on your right may assign any of his unassigned minions, and so on, counter-clockwise around the table.
Frodo and Aragorn face three Uruk-hai. The Free Peoples player assigns Aragorn to defend against one, and Frodo to another. This leaves one unassigned Uruk-hai, so the Shadow player assigns it, choosing to assign it to Frodo.

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

A card which cannot participate in skirmishes:

  • cannot be assigned to a skirmish,
  • cannot be affected by assignment actions (except an assignment action that would allow such a card to skirmish), and
  • cannot be assigned leftover minions by a Shadow player.

Once all assignments have been made, they take effect simultaneously. (See action.)

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


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").


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.

Each character may bear one possession or artifact of each class at one time. (See mounted.)

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

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.

When you play a card on a bearer, put it beneath the bearer with the left edge of the card visible, for its card title and any attribute bonuses it has.

You cannot voluntarily discard a card borne by your character.

See also killed, leaving play, man, shadow cards, transfer.


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.

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

If there are any ties, then the tied players resolve randomly who chooses first among them.

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

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

If you bid a number of burdens equal to or higher than your Ring-bearer's resistance, your Ring-bearer becomes corrupted before the game starts and you lose the game.


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 Fellowship block sets have no block symbol. The sites provided in Tower block sets have site numbers identified with the Tower symbol (). The sites provided in King block sets have site numbers identified with the King symbol ().

Sites with different block symbols are alternatives to each other, not an extension of one another. When a site's number is specifically mentioned in game text, that number uses a block symbol.

Hobbit Stealth (1C298)
  
    
  
 ("Skirmish: At sites 1 to 5, cancel a skirmish involving a Hobbit. At any other site, make a Hobbit strength +2.") can cancel a skirmish only at a Fellowship block site. However, this card adds its strength bonus at any other site.

When an effect says "site X or higher," it applies only to sites from the Fellowship block.

When game text refers to "any site X," it applies to any adventure path, regardless of block symbol.

A card which says "any site 5" works at site 5 and at site 5.

See also ally, format, roaming.


building your deck

Each player brings to the game at least 71 cards:

  • a Ring-bearer, bearing The One Ring (2 cards),
  • a draw deck of at least 60 cards, and
  • a 9-card adventure deck.

You and your opponents must each have a deck built for the same format.

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

Your draw deck must have at least 60 cards and must have an equal number of Shadow cards and Free Peoples cards, shuffled together. You cannot have any copies of The One Ring or sites in your draw deck.

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

You may have four copies of Aragorn, King in Exile (1P365)
  
    
  
 in your draw deck, or you may have two copies of that card and two copies of Aragorn, Ranger of the North (1R89)
  
    
  
. You cannot have four copies of each of those cards, since they have the same title (although they have different subtitles).

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

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.


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.

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

See also active, corrupted, resistance.


cancel

When an action (such as playing an event or using a special ability) is canceled or prevented, its effects are ignored but its costs and requirements are still paid. If that action is playing an event, that event card is discarded.

See cost, effect.


card type

There are ten different card types in the game: The One Ring, site, companion, ally, minion, follower, possession, artifact, event, and condition.


character

Companion, ally, and minion cards are also collectively referred to as character cards.

Followers are not characters.


class

See bearer.


collector's info

In the lower right corner of every card, you'll see a code like "4 R 12."

The first number is the set number.

The letter is the rarity code, with R for rare, U for uncommon, C for common, P for premium, and S for starter.

Last is the number for that card in the set.

The first time a card is printed, it gets a "" first printing mark at the end of its copyright line. This mark is removed on any subsequent printings. There is no way to tell a second printing from a third, for example.

When a reprint card has its wording changed, that card gets an "A" revision mark at the end of its copyright line. When an "A" card is reprinted with a change, that card gets a "B." Cards have their wording changed for errata, clarifications, spelling errors, and game text convention changes.


companion

A companion is a Free Peoples character in your fellowship.

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

See also resistance, the rule of 9.


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 bearercan be.

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


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.

A controlled site, once placed in a player's support area, is no longer a site on the adventure path.

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

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

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

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

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

A player may "control a battleground."

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

See also active, liberate, losing the game.


corrupted

If your Ring-bearer's resistance is reduced to zero, he is corrupted. (See losing the game.) Only your Ring-bearer can be corrupted.

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

See also bid.


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 costs for an action are usually listed before the word "to" (so the action takes the form of "pay X to do Y," with X being the cost and Y the effect).

If a card or special ability has a cost, you must pay that cost or you cannot use that card or special ability. (See exert, shadow phase(s).)

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

If a Free Peoples event requires you to spot twilight tokens, they must be there before you add tokens to pay for that card's cost.

Madril, Faramir's Aide (7U110)
  
    
  
 says, "Skirmish: If you have initiative, discard 2 cards from hand to wound a roaming minion Madril is skirmishing." You check that you have at least four cards in hand before you discard cards to pay for that ability's cost.

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

If you have two copies of Weapons of Isengard (4R211)
  
    
  
 in play ("Shadow: Play an  Isengard archer to place an  Isengard token on this card."), playing a single  Isengard archer allows you to place a token on only one of those copies.

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

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

A Shadow player attempts to pay the cost for the special ability on Grishnákh, Orc Captain (5R100)
  
    
  
 (A 3 vitality minion which reads: "Shadow: Exert Grishnákh twice and spot another  Sauron Orc to draw 3 cards..."). After exerting Grishnákh once, the Free Peoples player plays Unheeded (8R115)
  
    
  
 to wound Grishnákh ("If a minion exerts, exert an unbound Hobbit to wound that minion."). In this case, the Shadow player is no longer able to exert Grishnákh the second time. Therefore, the Shadow player is not able to draw 3 cards.

See also discard pile, draw deck, twilight cost.


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.

The culture names and icons are:

Cultures
Free Peoples Dwarven Elven Gandalf Gollum Gondor Rohan Shire
Movie-era Shadow Dunland Gollum Isengard Moria Raider Ringwraith Sauron
Shadows-era Shadow Men Orc Uruk-hai Wraith


You don't have to memorize these names, since cultures are always referred to with icons in game text.

See also spot.


culture tokens

Some conditions tell you to "place an Elven 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.

See also active, leaving play.


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.

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

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

When 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


dead pile

Killed Free Peoples characters are placed in your dead pile. The dead pile is separate from and next to your discard pile.

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

If you have more than one copy of a unique companion in your dead pile, you can't play one of them from your dead pile.

When game text instructs you to place a character in the dead pile, that character has been killed.

See also discard, leaving play, the rule of 9, threats.


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.

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

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


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.

Cards are discarded one at a time so all players can see which cards are being discarded.

When you discard a companion or ally to use its game text or as a result of some other effect, place that card in your discard pile (not your dead pile).

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

If Watcher in the Water, Keeper of Westgate (2R73)
  
    
  
 is in play ("While you can spot Watcher in the Water, discard all other minions...") and you play Goblin Runner (1U178)
  
    
  
 ("When you play this minion, you may add ."),  is not added.

See also bearer, discard to heal, killed, leaving play.


discard pile

Discard piles are always face-up. The order of your discard pile is irrelevant.

You may look through your own discard pile at any time, but you cannot look through an opponent's discard pile.

Some cards allow you to play a card directly from your discard pile. You must still pay any costs and meet requirements necessary for playing that card.

See also discard, effect, moving cards.


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.)


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.

Some cards allow you to play a card directly from your draw deck. You must still pay any costs and meet requirements necessary for playing that card. When you finish looking through it, reshuffle it and give the player to your right the opportunity to cut it. There is no penalty if you don't find (or choose not to play) a card you are looking for in your draw deck.

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

See also building your deck, moving cards.


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.

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

effect

A effect of an action could be adding or removing twilight tokens, exerting a character, discarding a card, or any number of other possibilities. The effects of an action are usually listed after the word "to" (so the action takes the form of "pay X to do Y," with X being the cost and Y the effect).

The source of an effect is the card on which that effect is printed. Even though a card like an event may require a minion to exert to pay its cost, the source of that effect is the event card and not the minion.

Some cards have multiple effects that respond to the same kind of trigger. They count something in play, and when there is more of that thing, more effects happen.

Uglúk, Servant of Saruman (4R176)
  
    
  
 reads:
While you can spot 2  Isengard trackers, Uglúk is strength +3.
While you can spot 3  Isengard trackers, Uglúk is damage +1.
You don't have to spot 5 trackers to get both benefits. Three trackers is enough to satisfy the first requirement (if you have 3, you can spot 2) and the last requirement (spot 3).

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

When an effect says to reveal a card, that card is shown to all players.

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

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

If the effect of a card or special ability requires you to choose one of two different actions, you must choose an action that you are fully capable of performing (if possible).

If an action plays a card from your hand (or discard pile) as part of its effect, then that card must be in your hand (or discard pile) before you can begin to perform that action.

The Orc you play with They Are Coming (1C196)
  
    
  
 ("Shadow: Discard 3 cards from hand to play a  Moria Orc from your discard pile.") cannot be one of the cards you discarded from your hand to pay the cost of that special ability.

If you meet all the requirements and pay all the costs for playing a card, you may play that card even if the card will have no effect. Exception: If you perform an action that has playing a card from hand or discard pile as part of its effect, you must play that card. This exception applies to all kinds of actions and all the different ways you can play a card (except playing a card directly from your draw deck).

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

Morgul Destroyer (7U190)
  
    
  
 is played. ("When you play this minion, you may spot a Nazgûl to add 2 threats. The Free Peoples player may wound the Ring-bearer to prevent this.") The Free Peoples player wounds the Ring-bearer to prevent the threats from being added. The Free Peoples player then discards Sapling of the White Tree (9R35)
  
    
  
. ("Response: If a  Gondor Man is about to take a wound, discard this artifact to prevent that.") Because Sapling has prevented the effect (a wound) that would have prevented Morgul Destroyer's effect, the threats are now added.See also discard, modifier, twilight cost.

If an effect tells you to reveal or look at one or more cards from somewhere (a draw deck, a hand, etc.) and doesn’t specify what to do with them afterward, return them to where they came from, in the same order.

When a card has a conditional effect in parentheses, you can’t choose which one to use. You have to use the conditional effect if the condition is met.

Sharp Defense (12U13)
  
    
  
 adds no strength to a Dwarf who has resistance 4 or more and no possessions. You can't choose to use the +2 instead.

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

When an effect returns a card to a player's hand, that card must come from in play. Exception: Events can be returned to hand, even though they are never in play.

The Elf you return to your hand with Taking the High Ground (12U24)
  
    
  
 must come from in play, and can't come from your discard pile or anywhere else.}}

See also discard, modifier, twilight cost.


enduring

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.

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

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

Final Account (11C31)
  
    
  
 reads: "Discard 2 cards from hand to take a Free Peoples card and a Shadow card from your discard pile into hand." At the time you choose which Free Peoples card to take into hand, you are still carrying out the effects of the card. Thus, Final Account has not yet been discarded, and cannot itself be the card you choose.

Even after being discarded, an event often has an ongoing or delayed effect until the end of the phase, or until a specified phase or condition is met.

Some event cards affect only cards that are currently in play, even though their effects might seem to apply to cards played later in the same turn. These events take a "snapshot" of the current game state, and only those cards are affected.

Eregion's Trails (1C104)
  
    
  
 ("Maneuver: Exert a ranger to make each roaming minion strength –3 until the regroup phase.") affects only minions that are roaming when that event is played.
Deft in Their Movements (2C99)
  
    
  
 (Regroup: "Spot 2 Hobbits to make each site's Shadow number –2 until the end of the turn.") affects only sites that are in play when it is played.

See also action.


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.

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

You cannot pay for the cost of They Sang as They Slew (7C256)
  
    
  
 by exerting a character zero times.

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

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

See also exhausted, for each, healing.


exhausted

A character who has only 1 vitality remaining is exhausted.

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

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

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

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

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

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.

Two fellowship actions are always available:

You may find other fellowship actions on events in your hand, or as special abilities on cards you already have in play. (See the rule of 4.)

When you have completed all of the fellowship actions you wish to perform, proceed to moving your fellowship.

See also transfer.


fierce

During a turn, after all normal skirmishes are resolved, surviving minions with the keyword fierce must be defended against a second time.

Players perform another assignment phase and then complete a separate skirmish phase for each fierce skirmish.

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

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

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

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

A minion must be in play and fierce at the start of the fierce assignment phase to participate in a fierce skirmish. During the fierce assignment phase, ignore any effect that results in assignment with a minion that is not fierce.

Once a minion is assigned in the fierce assignment phase, that minion's fierce skirmish must be resolved, even if that minion somehow becomes no longer fierce.


follower

Follower is a new card type. A follower represents help that joins for a short time and then departs. Followers are not allies, companions, or minions. They are not characters, although they are often named and depicted with images of people from the story. Even though a follower may seem as if it were an Elf or Hobbit or Wizard, it can't be spotted as such because a follower doesn't have a race on its card type line. Followers can't bear other cards, including possessions or conditions.

A follower is played to your support area. While your follower is in your support area, it has no effect on the game. Each follower has the keyword "aid" which you can use to transfer that follower to one of your characters.

When your follower is borne by a character, that follower will provide an ongoing effect or a special ability that may then be used. A character may bear more than one follower. If that character is killed, all of its followers are discarded, just like other cards borne by that character.

During the regroup phase, each follower is returned to its owner's support area (at no cost) only after the Free Peoples player has reconciled, but before the Shadow player discards all minions in play.

In later turns, that follower may again be transferred to a character (the same one or a different one, your choice) using the above procedure.

See also aid, character.


for each

When something affects a character (or characters) using the phrase "for each", you may affect a single character more than once. This includes such things as wounding, exerting, healing, or strength modifiers. (See toil.)

Aragorn, Wingfoot (4P364)
  
    
  
 says, "Each time the fellowship moves, you may wound a minion for each unbound Hobbit you spot." If you spot two unbound Hobbits, you may wound two minions each once or one minion twice.

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

Anduin Banks (1C356)
  
    
  
 says, "For each companion in the fellowship over 4, add 2 to the minion archery total." If there are 4 or less companions in the fellowship, nothing is added. For 5 companions, 2 is added; for 6 companions, 4 is added; and so on.

format

Each game has one of the following formats:

  • Fellowship Block – only cards from sets 1, 2, and 3,
  • Tower Block – only cards from sets 4, 5, and 6,
  • King Block – only cards from sets 7, 8, and 10,
  • War of the Ring Block – only cards from sets 11, 12, and 13,
  • Open – all cards allowed, including set 9 (Reflections) using only sites from set 11 onward (Shadows).
  • Standard – a tournament format similar to Open, but including the X-List (see the Current Rulings document, available for download).

In the Open format and War of the Ring block, your adventure deck may include no more than three sites that have the same given Shadow number.

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

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

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

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

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

See also building your deck, losing the game.


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.

See also twilight cost.


Frodo

See ring-bearer, ring-bound.


game text

Game text includes all the text in the box below the card type line except for helper text, lore, collector's info, and marketing text (such as "DGMA Premier Series – France"). On a site card, this box is located below the image (there is no card type line on a site). On The One Ring cards, there is no box around the game text, but the concept is the same.

Any boldfaced keyword that appears in this box (such as Easterling, Fierce, or Defender +1) is game text.

Card titles, subtitles, and items on the card type line (card types, races, and classes) are not game text. Exception: On an event card, the word to the right of the card type (such as MANEUVER or SKIRMISH) is game text.

Sometimes game text is added to a card by an effect, even though that text is not printed on that card.


Gollum/Sméagol

Character cards that represent the unique aspects of Gollum or Sméagol have no race. This does not mean that these cards have "a race of no race." When an effect tells you to count (or choose or spot) a race, Gollum/Sméagol can’t be counted (or chosen or spotted).

A Shadow player must spot a race for Argument Ready to Hand (12U1)
  
    
  
. Gollum doesn’t have a race to be spotted.

Sméagol is not a companion whose race you cannot spot.

When The Nine Walkers (1R79)
  
    
  
 is in play, Sméagol does not have his cost reduced.

When an effect tells you to do something to minions of other races, that does not work on Gollum/Sméagol.

Argument Ready to Hand (12U1)
  
    
  
 can't discard Gollum, since he is not "of all other minion races" (he is not of any minion race).

When an effect tells you to do something to all minions who do not belong to a particular race, that does work on Gollum/Sméagol.

If an effect says, "Discard all minions not of the Orc race," then Gollum is discarded.

healing

When a wound is removed from a character, this represents resting or healing. When you "heal a character," you remove one wound.

If a card tells you to "heal 2 companions," you must choose two different companions to heal one time each (you cannot heal one companion twice).

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

Generally, your fellowship only heals at a sanctuary you reach on the adventure path.

See also discard to heal, for each.


helper text

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

See collector's info, lore.


home site

See ally.


hunter

This keyword has the form of "Hunter X" where "X" is the strength bonus the character receives when skirmishing a character that does not have the hunter keyword.


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.

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

Besieging Pike (7C265)
  
    
  
 says, "If you have initiative, bearer is strength +3." Since this is a Shadow card, it only gets this bonus when the Free Peoples player has 3 or fewer cards in hand (the cards in the hands of the Shadow players don't matter).

See also cost.


instead

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

Sméagol, Bearer of Great Secrets (9R+30)
  
    
  
 is the ring-bearer and is bearing The Dead City (7R56)
  
    
  
 (If Sméagol is about to be killed in a skirmish, discard him instead). If Sméagol is about to be killed and the player discards The Dead City, Sméagol cannot be discarded, he would simply be killed. 

See response, effect.


keyword

Each card has one or more keywords that identify it. Most keywords are unloaded keywords, with no special rules (although they may be referenced by other cards). Keywords with rules are called loaded keywords.

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

"Úlairë Attëa, The Easterling (2U82)
  
    
  
" does not have the keyword "Easterling" in his game text, so he is not an Easterling.

killed

This game term is used to describe a character that has had its vitality reduced to zero or that is specifically "killed" by the game text of another card. Reducing a character's strength to zero does not kill that character. (See wound, overwhelmed.)

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

Place killed Free Peoples characters in your dead pile. Place killed minions in your discard pile.

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

See also leaving play, losing the game 2.


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.


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.


liberate

A Free Peoples player may have a card effect that allows him to liberate a site. Only a site that another player controls may be liberated. You cannot liberate a site on the adventure path, a site in any adventure deck, or a site you control.

When you liberate a site, place it back on the adventure path. Any cards on that site are discarded. You must liberate the site with the highest site number controlled by one of your opponents first, regardless of which opponent controls that site. (If you control the site with the highest site number, you must liberate the next highest site controlled by an opponent.)


limit

When a card has a limit, such as "(limit +3)," the limit applies to that card for an entire phase.

Trust Me as You Once Did (3U35)
  
    
  
 reads: "Skirmish: Exert Gandalf to make a companion strength +1 for each companion with the Gandalf signet you can spot (limit +3)." With one copy in play, assuming you have sufficient signets and exertions, during a single skirmish phase:
* You may add +3 to one companion in a single action (if you can spot at least 3 signets).
* You may add +1 to three different companions in three different actions (if you can spot only 1 signet).
* You may add +2 to one companion and +1 to another in two different actions (if you can spot only 2 signets). Once the limit is reached, no more may be added, and the last +1 is ignored.

A limit does not does not span multiple phases.

Trust Me as You Once Did (3U35)
  
    
  
 could be used for +3 in each of two or more separate skirmish phases during the same turn.

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

With two copies of Trust Me as You Once Did (3U35)
  
    
  
 in play, you could give up to +6 in strength bonuses during a single skirmish phase (+3 from one copy, and +3 from the other).

See also effect.


loaded keyword

Card type and class (see bearer) are loaded keywords. Other loaded keywords include aid, ambush, archer (see archery phase), damage +X (see damage bonus), defender +x, enduring, fierce, hunter, lurker, muster, ring-bearer, sanctuary, toil, and unhasty.

See also keyword.


look at

See effect.


loops

Occasionally, a game will reach a state in which a set of actions can be repeated forever.

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

A player wishes to repeatedly use the ability of Sam, Faithful Companion (1R310)
  
    
  
 ("Fellowship: Play Bill the Pony from your draw deck."). He chooses a number of times this action will take place. The action is treated as repeating that number of times unless another player intervenes with a different action.

If a loop contains one or more optional actions each controlled by different players and actions by both are needed to continue the loop, the Free Peoples player chooses a number. The Shadow player then has two choices:

  • He or she can choose a lower number, in which case the loop continues that number of times, with a final action in that loop by the Free Peoples player.
  • He or she can agree to the number chosen by the active player, in which case the loop continues that number of times, with a final action in that loop by the Shadow player.
The Free Peoples player has Sméagol, Slinker (5R29)
  
    
  
 ("Skirmish: Add a burden to make Sméagol strength +2...") skirmishing a minion at Anduin Banks (1C356)
  
    
  
 ("Skirmish: Spot your minion and remove a burden to make that minion strength +2."). The repeated adding and removing of a burden for strength bonuses creates a loop, so the Free Peoples player names a number of iterations for these actions. The Shadow player then has two choices:He may name a lower number of iterations. The loop would continue for that many iterations, with the Free Peoples player taking the final action (adding one final action at the end of the loop, if necessary for the Free Peoples player to have the final action).He may agree with the Free Peoples player's choice of iterations. The loop would continue for that number of iterations, with the Shadow player taking the final action (adding one final action at the end of the loop, if necessary for the Shadow player to have the final action).

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

Frodo, Weary From the Journey (15C144)
  
    
  
 vs. Black Land Observer (15C101)
  
    
  
 or Wandering Hillman (15U94)
  
    
  
. Neither the minions nor Frodo would get the strength bonuses.

lore

Lore is text found in the box below the card type line in italics (but not parentheses) that provides an interesting quote or fact but has no effect on play. Lore is not game text.

See collector's info, helper text


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.

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

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

A player also loses the game if his Ring-bearer becomes corrupted.

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

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

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

The other players complete the losing player's turn.

See also winning the game.


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.


Man

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

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

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.

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.


may not

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 played to the center of the table, across from the active fellowship.

See also roaming.


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.

Orc Ambusher (1C261)
  
    
  
 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 (4R267)
  
    
  
 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 (5R100)
  
    
  
 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 card enters play, it is considered a new card for all purposes even if that card was previously in play on the same turn.

If you play a second copy of Radagast, The Brown (9R+26)
  
    
  
 in the same turn, the move limit is an additional +1. 
Shelob, Her Ladyship (10R23)
  
    
  
 is played and prevents Gandalf from being assigned to a skirmish this turn. Shelob kills a companion in a skirmish and Gandalf dies when threat wounds are assigned. The Free Peoples player then plays Gandalf in the regroup phase with Sent Back (9R27)
  
    
  
 and Gandalf is now allowed to be assigned to a skirmish.

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

Frodo (strength 3) bears The One Ring, The Ruling Ring (1C2)
  
    
  
 (strength +1). His strength is 4. During a skirmish, Enduring Evil (1R246)
  
    
  
 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 (1C296) 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.

Modifiers are not recalculated when they are reapplied. The same modifiers are just applied again.

Merry, Friend to Sam (1R302)
  
    
  
 reads: "Skirmish: If Merry is not assigned to a skirmish, exert him twice to add his strength to another companion." If Merry's strength is changed later during a skirmish after you have used this ability, the amount already added to the other companion does not change.

See also twilight cost.


mounted

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.

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.

If the move limit is modified for a turn, then that modification is in effect for the whole turn, even if the conditions for the modification change.


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.


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.

When you move, perform actions as follows:

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

After you have completed any moving actions and have added twilight tokens to the twilight pool, the fellowship has moved to the new site and the game text there can be used).

When you have finished moving your fellowship, proceed to the Shadow phase(s).


mulligan

After all players have drawn their starting hands (before the first turn begins), each player (in player order) may shuffle his or her hand into his or her draw deck and draw 6 cards. The cards in the original hand are not revealed to anyone. This redraw may be for any reason. Each player may redraw only once per game. A player who passes on the opportunity to redraw may not change his mind.


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.

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

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.

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

See also unique.


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.

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

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

See also building your deck, culture, kinds of cards, overwhelmed, ring-bearer.


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).


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.

A side with a total strength greater than zero will overwhelm a side whose total strength is zero. If the strength of both sides is zero, the Shadow side wins the skirmish (but does not overwhelm).

When the Ring-bearer is overwhelmed, he is killed, regardless of whether he wears the Ring.

See also leaving play.


phase action

Phase actions include performing special abilities and playing event cards.

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

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

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

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

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

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

See also action, cost, effect, response.


playing a card

Following is a detailed procedure for playing a non-site card. This was prompted by questions about playing events that require initiative, but the procedure applies to other cards as well. We refer to the card you are playing as "The Card."

  1. Reveal The Card from your hand, and it enters the void (not in your hand, not in your discard pile, not in play). You cannot count The Card for initiative. You cannot discard The Card to pay a cost. Effects that respond to The Card leaving your hand, like cards that trigger when you lose initiative, happen later (see below). Each player may examine The Card at this point.
  2. Meet requirements to play The Card. If you are the Free Peoples player and initiative is a requirement for playing The Card, you must have four cards in your hand not counting The Card. Checking to see that all costs can be paid is a requirement of playing a card. If you cannot meet all requirements, The Card returns to your hand. If The Card returns to hand, then you do not lose initiative and skip the remaining steps.
  3. Pay costs to play The Card. This includes both twilight costs and other costs included in game text. If adding or removing Twilight tokens to the pool is part of the cost, it is done first. If The Card references itself by name in its game text, it may modify its own cost. If discarding cards from your hand is a cost, then you cannot discard The Card.
    It is possible for another card to interrupt the paying of costs so that you cannot finish paying them. If paying costs is interrupted in such a way that you cannot finish paying them all, The Card is placed in your discard pile and any costs already paid remain paid. Do not pay any further costs for that card.
  4. If The Card is not an event, place it in the appropriate place. If the card you are playing is a Character, Possession, Artifact, or Condition, place it on the playing surface. The Card is now in play.
  5. Respond to the playing of The Card (and to losing initiative if necessary). Responses or triggered actions that respond to the playing of The Card happen now. If The Card has game text on it that triggers "When you play..." The Card, it happens now. Other cards may respond to the card being played as well. These are handled in the manner described under action and action procedure. If The Card was a Free People's card and it leaving your hand causes you to lose initiative, each player may respond to you losing initiative now.
  6. Perform effects of The Card. This includes choosing cards to be affected, if necessary. If initiative is a requirement for an effect, you cannot count The Card. If an effect takes a card into your hand from your discard pile, The Card is not there yet.
  7. The card is played. Events go to the discard pile (or where they are instructed to go if the card specifies) and other cards are in play.

See cost, effect, initiative, void.


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. Other possessions play to your support area.

See also transfer.


prevent

See cancel, cost, effect, preventing effects.


preventing effects

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

Example: Morgul Destroyer (7U190)
  
    
  
 is played. ("When you play this minion, you may spot a Nazgûl to add 2 threats. The Free Peoples player may wound the Ring-bearer to prevent this.") The Free People player wounds the Ring-bearer to prevent the threats from being added. The Free Peoples player then discards Sapling of the White Tree (9R35)
  
    
  
. (Response: If a  Gondor Man is about to take a wound, discard this artifact to prevent that.) Because Sapling has prevented the effect (a wound) that would have prevented Morgul Destroyer's effect, the threats are now added.

race

See gollum/smeagol, man, unloaded keyword, uruk-hai.


reconcile

A player reconciles his hand as follows:

  • He may first discard one card from his hand.
  • If he then has less than eight cards in his hand, he must draw cards until he has eight.
  • Otherwise (when he has more than eight cards in his hand), he must discard from his hand until he has only eight.

See also regroup phase.


redrawing your hand

See mulligan.


region

Sites 1-3 are in region 1, sites 4-6 are in region 2, and sites 7-9 are in region 3.

See also moving your fellowship.


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, each Shadow player must reconcile his hand.

Then, at the end of the regroup phase, if you are the Free Peoples player, you must select one of the following two choices:

  • moving your fellowship to the next site, subject to the move limit, and returning to the Shadow phase(s).
  • Or, reconciling your hand. Then the Shadow players discard all minions in play (and cards borne by them), and your turn ends.

reinforce

This verb, used in game text, means to add a culture token to a card that already has a token of the same culture. You may choose any of your cards with the appropriate culture token if you have more than one. If an effect lets you reinforce more than one culture token, you may put them all on one card or divide them up however you choose.

Your card says, "When you play this possession, you may reinforce a  Dwarven culture token." When you play this card, you may choose any of your Dwarven cards that currently has one or more  Dwarven culture tokens and add another token to that card.

removed from game pile

This is a pile that is separate from the game play area. Cards that have been removed from game are to go here instead of the discard or dead pile. Cards in this pile may be viewed by either player at any time.


replace

A character that is replaced in a skirmish by another character is removed from that skirmish. The skirmish continues with the new character. It does not start over.

See also replacing sites, site, unique.


replacing sites

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

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

See also replace, site.


requirement

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 ring around their resistance icon, meaning they can be chosen begin the game as your Ring-bearer. (See building your deck.)

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

Allies have a resistance of zero.

Each burden on your Ring-bearer reduces the resistance of every companion in your fellowship by 1.

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


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.

You may respond more than once to the same situation.

A response action is not a phase action (because there is no "response phase").

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

Isildur is wearing The One Ring, Answer To All Riddles (4R1)
  
    
  
. ("While wearing The One Ring,... each time he is about to take a wound in a skirmish, add a burden instead.") The Free Peoples player has Sapling of the White Tree (9R35)
  
    
  
 in play. ("Response: If a  Gondor Man is about to take a wound, discard this artifact to prevent that.") Isildur loses a skirmish and is about to take a wound. Because the required action of The One Ring causes a burden to be added "instead" of a wound, the optional action of Sapling of the White Tree cannot be used, as the situation it responds to no longer exists.

See also action procedure, cost, effect.


reveal

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.

If a character other than Frodo is your Ring-bearer, you cannot play any version of Frodo with the Ring-bearer keyword during the game.

While wearing The One Ring, your Ring-bearer can perform all normal actions such as moving and skirmishing. He may defend against attacking minions as usual.

The Ring-bearer cannot be discarded or returned to your hand, and skirmishes involving the Ring-bearer cannot be cancelled.

If Sméagol is the Ring-bearer, you cannot play Be Back Soon (5R21)
  
    
  
 to discard him ("Maneuver: Discard Sméagol to discard a minion..."), or Sneaking
  
    
  
 to cancel his skirmish ("...cancel Sméagol's skirmish if he has more vitality that the minion or minions he is skirmishing.").
If Frodo is the Ring-bearer, you cannot use Frodo's Cloak (4R303)
  
    
  
 to cancel his skirmish ("...add a burden and discard Frodo's Cloak to cancel a skirmish involving Frodo.")

See also losing the game, overwhelmed, starting fellowship.


Ring-bound

Only companions can be Ring-bound (not allies or minions).

All versions of Frodo and Sam are Ring-bound.

See also starting fellowship, unbound.


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.

block symbol has no effect on whether a minion is roaming or not.

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

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 applies to cards taken into hand by any means. This does not apply to cards drawn "at the start of each of your turns."


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.)

If you have •Merry (a unique companion) and two copies of Dwarf Guard (1C7)
  
    
  
 (a non-unique companion) in your dead pile, you cannot have more than 6 companions in your fellowship.

Sam

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

See also 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.

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


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 bid to determine who goes first.

Place your adventure deck face down in a pile on the table.

The first player chooses any site from his adventure deck and places it on the table to begin the adventure path. This becomes site 1. Each player places his player marker onto that site.

Place the adventure path off to the side, opposite from the twilight pool. That leaves room in the middle of the table for minions.

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

The rest of your cards form your draw deck. Shuffle your draw deck, give the opponent on your right the opportunity to cut it, and draw eight cards to form your starting hand.


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 have a dark colored diamond-shaped field in the upper left corner.

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

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

See also twilight cost.


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.

During each player's Shadow phase, that player may perform Shadow actions in any order, including playing most Shadow cards.

One Shadow action is always available:

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

When one Shadow player has completed all of the Shadow actions he wishes to perform, the next Shadow player to his right (if any) then performs a Shadow phase.

Shadow players may converse and plan among themselves. They may name cards in their hands, but they cannot actually show each other those cards. They may make agreements, but those agreements are not binding.

You may use (and exert) another player's character to pay a cost for your Shadow card or special ability.

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

See also twilight cost.


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.

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


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 have a dark compass in the upper left corner. This symbol is used on sites from the Shadows expansion set onward, differentiating them from sites found in previous sets (which use a different compass symbol, and may also use a block symbol).

If your fellowship moves to a site that has not been played yet, one of the Shadow players must place a new site on the adventure path. (See moving your fellowship.) To determine which player, look at the site you are moving from. Each site has an arrow at the bottom center of the card. This indicates who is to play the new site, with --> meaning the Shadow player to your right and <-- meaning the Shadow player to your left. In a two-player game, there is only one Shadow player at a time, so that player always plays the new site.

That player looks through his adventure deck and chooses any site to play as the next site. It takes on the next consecutive number on the adventure path as its site number. It also takes on a region number. Exception: See format.

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

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

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

Shadow players may take control of sites on the adventure path and the Free Peoples player may liberate controlled sites. Various card effects refer to these controlled sites as well.

An effect that allows the playing of the "next site" can't be used to play "site 10." The adventure path is limited to only nine sites.

To replace a site, choose a new site from your adventure deck and place it on top of the site you are replacing on the adventure path. Take the old site from beneath the new site and place it in your adventure deck. You can't replace a site card with the same site card.

See also culture kinds of cards.


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.

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.

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

If Aragorn, with strength of 8, faces two Orcs, each with strength of 3 (total strength of 6), then Aragorn wins that skirmish and each losing Orc takes one wound.

If all characters of one side are removed during a skirmish before strength has been totaled, the skirmish resolves and the other side wins.

If all characters of one side are removed from a skirmish before that skirmish begins, that skirmish does not occur.

A character is "skirmishing" or in a skirmish "involving" that character only while the skirmish phase that character is assigned to is happening.

Sméagol, Slippery Sneak (8R27)
  
    
  
 ("Skirmish: Add threats equal to the total vitality of minions Sméagol is skirmishing to discard Sméagol.") and Frodo are each assigned to different skirmishes. The Free Peoples player chooses to resolve Frodo's skirmish first. He cannot use Sméagol's ability during Frodo's skirmish.

A losing character is any character on the losing side when a skirmish revolves. If a character is removed from his or her skirmish and there are still one or more characters on each side of that skirmish, the removed character is neither a losing nor a winning character. A character removed from a skirmish is not wounded (or overwhelmed) when that skirmish resolves.

Boromir, bearing a Blade of Gondor (1R95) ("Skirmish: Exert Boromir to wound an Orc or Uruk-hai he is skirmishing."), faces two Uruk-hai who each have only 1 vitality remaining. Boromir exerts once to use the Blade and kill one of the Uruk-hai. That Uruk-hai is [neither a losing nor a winning character]. If the surviving Uruk-hai goes on to win the skirmish, Boromir will be a losing character, and that second Uruk-hai will be a winning character.

If a skirmish is canceled, it ends immediately with no winner or loser.

When a skirmish resolves (or is canceled) for any reason, no more skirmish actions may be taken.

A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved. At this point, characters who were involved in that skirmish are no longer assigned.

A surviving minion or companion may skirmish again this turn if the fellowship makes another move (or if the minion has the keyword fierce).

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

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

See also enduring, lurker.


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.

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

See also action.


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."

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

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

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

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

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

To spot a "Free Peoples culture" means to spot any Free Peoples card of that culture. You cannot spot a Gollum culture Shadow card to spot a Free Peoples culture.

Events are not in play and can never be spotted.

See also stack.


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.

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

See also leaving play, liberate, site.


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.)

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

See also sanctuary.


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.

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

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

Don't place any tokens into the twilight pool for the cards in your starting fellowship. One companion you play may effect the play of a later companion you play.

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

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

See also active.


strength

See killed.


support area

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

See also shadow cards.


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.

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

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

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

See also active.


token

See burden, culture tokens, wound, threats, 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.

You may exert multiple characters of the same culture. Each different character you exert reduces the twilight cost by the number specified. You may exert a given character only once when playing a toil card.


transfer

You may transfer an artifact or possession between your Free Peoples characters during your fellowship phase by paying the twilight cost for that artifact or possession again. (Minions cannot transfer artifacts or possessions.)

Both characters involved in the transfer must be at the same site. (See ally.)

An artifact or possession may be transferred only to a character who may bear it. (See bearer.)

Transferring a card is not playing that card, even though you must pay its twilight cost. "When you play" game text is not performed when transferring a card.

If an effect can transfer a card to another "eligible bearer," you must obey that card's requirements on both what may bear it and when it may be transferred. When a card is transferred in this way, you do not pay its twilight cost.

You can use Strange-looking Men (11R100)
  
    
  
 to transfer Flaming Brand (2R32)
  
    
  
 (“Bearer must be a Man”) to any Man, Free Peoples or Shadow, as this obeys Flaming Brand's normal requirements on who may bear it.
You cannot use Strange-Looking Men to transfer Black Breath (1U207)
  
    
  
 ("Skirmish: Transfer this condition from your support area to a character skirmishing a Nazgûl."). Black Breath’s additional requirement that it be transferred to a character skirmishing a Nazgûl cannot be met during the maneuver phase.

turn sequence

Each player, going clockwise around the table, takes turns according to the following turn sequence.

Remove all tokens from the twilight pool.

Perform any "start of turn" actions.

  1. fellowship phase
    • Perform fellowship actions
    • Move to the next site
  2. shadow phase(s) – one for each Shadow player
    • Perform Shadow actions
  3. maneuver phase
    • Perform maneuver actions
  4. archery phase
    • Perform archery actions
    • Conduct archery fire
  5. assignment phase
    • Perform assignment actions
    • Assign defenders
  6. skirmish phase(s) – one for each skirmish
    • Perform skirmish actions
    • Resolve that skirmish
  7. regroup phase
    • Perform regroup actions
    • Reconcile Shadow players' hands
    • Free Peoples player chooses:
      • move to the next site (return to Shadow phase)
      • reconcile, and Shadow players discard all minions in play.

When one player finishes his turn, the next player in clockwise rotation (to his left) takes a turn and so on.

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


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.

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.

All Shadow players pay for cards by using the same twilight pool. The second Shadow player uses twilight tokens left over from the first Shadow player, and so on.

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

A Free Peoples player uses the site text of Rohirrim Road (7U332)
  
    
  
 ("Fellowship: Exert an Elf to make the twilight cost of each condition and possession +2 until the end of the turn.").That player then uses Catapult (8R32)
  
    
  
 during that turn ("Maneuver: Discard 2 cards from hand to reveal the top card of an opponent's draw deck. Choose an opponent who must discard a Shadow card that has a twilight cost that is the same as the twilight cost of the revealed card."). Catapult reveals a condition from the top of an opponent's deck. The condition's twilight cost is not modified by the site text of Rohirrim Road, because the condition is not coming into play.

See also cost, discard pile, draw deck.


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.

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

See also start of turn, twilight cost.


unbound

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.

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

See also assignment phase.


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 card title and is unique. When a unique card is in play and currently active, you cannot play another card that has the same title.

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

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

The cards Gandalf's Staff, Walking Stick (4R91) and Gandalf's Staff (2R22) (no subtitle) represent the same thing.

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

See also dead pile, discard to heal, non-unique, stack.


unloaded keyword

Race (such as man, Elf, Ent, Orc, uruk-hai, or Wizard) is an unloaded keyword.

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


Uruk-hai

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.

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

See also exhausted, killed.


void

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

See playing a card.


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.

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

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.

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

who goes first?

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 may also win the game if he becomes the last player left in the game. (See losing the game.)


wound

When a character is wounded by an enemy attack, his vitality is depleted. Place a wound token on the character to illustrate this. Glass beads (preferably blood red) make good tokens for this purpose.

Wounds are always placed on a character one at a time.

When you "wound a character," you place only one wound.

If a card tells you to wound a number of companions, you must choose different companions to wound one time each (you cannot wound a single companion more than once).

A wounded character is a character who has at least one wound token.

If a character cannot take wounds, wounds cannot be assigned to that character. However, if a card prevents wounds, wounds may still be assigned to that character.

Faramir, Wizard's Pupil (7R91)
  
    
  
 reads: "Skirmish: Exert Gandalf to prevent all wounds to Faramir." This prevents wounds as they are assigned to Faramir, not the assignments themselves.

See also active, exert, for each, killed.


X-List

The X-List is maintained in the Current Rulings document, also available for download. '[This has been appended to the end of this document in section four'.




Section Three: Individual Card Rulings

This section of the Comprehensive Rules provides entries on individual cards, organized by collector's info.

If an entry is marked "Erratum" or "Clarification," the text of the card has changed since it was first printed. If Decipher reprints the card in a future set, its text will be corrected.

An "Erratum" is a text change which alters the original gameplay of the card. All versions should be played as stated in the entry.

A "Clarification" is an update to the text made to ease comprehension. It does not alter the original gameplay.

[A "Misprint" is a notice from Decipher that a card had the wrong version sent to printing.]

[A "Ruling" is anything else, usually a decision that a card is to be interpreted in a certain manner.]

For entries on general game topics, refer to Section Two.


Card Ruling Type Ruling Text
Book of Mazarbul (0P7) Erratum Tale. Bearer must be a Dwarf.
At the start of each fellowship phase when the fellowship is at site 4 or higher, you may draw a card for each Dwarf companion.
Reprinted correctly as Realms of the Elf-lords card Book of Mazarbul (3R1)
  
    
  
.
The One Ring, Isildur's Bane (1R1)
The One Ring, The Ruling Ring (1C2)
[Ruling] The One Rings first paragraph is a special ability, and therefore optional. The second paragraph of game text is not optional, so once The One Ring is "worn," all wounds taken must be "converted" to burdens.

When you are about to take a wound and put on The One Ring, you must take a burden (or burdens) for that wound.

The One Ring, The Ruling Ring (1C2) [Ruling] You may use the special ability of this card in response to a wound placed by The Witch-king, Lord of the Nazgul (2R85) or Úlairë Enquëa, Ringwraith in Twilight (2U83) .
Axe Strike (1C3) Clarification Skirmish: Make a Dwarf strength +2 (or +3 if bearing a Dwarven hand weapon).

Only copies of this card from The Fellowship of the Ring set need this clarification.

Dwarven Axe (1C9) [Ruling] 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) Erratum Damage +1.
Fellowship: If the twilight pool has fewer than 2 twilight tokens, add to place a card from hand beneath your draw deck.
Reprinted correctly in the Legolas Starter Deck for Realms of the Elf-lords.
Far-seeing Eyes (1C43) Erratum This Elven condition is unique (•FAR-SEEING EYES).
Reprinted correctly in the Legolas Starter Deck for Realms of the Elf-lords.
Galadriel, Lady of Light (1R45) [Ruling] The twilight cost of an Elf played using Galadriel's text is zero, and cannot be raised or lowered.
Gift of Boats (1U46) Erratum To play, exert an Elf ally. Plays to your support area.
When the fellowship moves from a river during the fellowship phase, the move limit for this turn is +1.
The Mirror of Galadriel (1R55) Erratum Plays to your support area. Each Elf ally whose home is site 6 is strength +1.
Maneuver: If an opponent has at least 7 cards in hand, exert Galadriel to look at 2 of those cards at random. Discard one and replace the other.

If you cannot look at a Shadow player's hand, the effect of The Mirror of Galadriel's special ability is ignored.

Reprinted correctly as a random rare in Fellowship beta Starter Decks.
Questions That Need Answering (1R81) [Ruling] Verify that the twilight pool has fewer than 3 tokens before paying this card's twilight cost.
Sleep, Caradhras (1C84) [Ruling] "Discard every condition" means to discard every active condition. Inactive conditions are not discarded.
One Whom Men Would Follow (1U109) Clarification Maneuver: Exert Aragorn to spot an ally. Until the regroup phase, that ally is strength +2 and participates in archery fire and skirmishes.
A Ranger's Versatility (1U113) Erratum Maneuver: Exert a ranger at a river or forest to exhaust a minion.
Saruman's Chill (1C134) [Misprint] The cost of this condition is 1. Some copies of this card are misprinted.
Saruman's Snows (1C138) Clarification Spell. Weather. To play, exert a Isengard minion.
Plays on a site. No player may play skirmish events or use skirmish special abilities during skirmishes at this site. Discard this condition at the end of the turn.
Savagery to Match Their Numbers (1R139) [Ruling] The strength +4 bonus lasts until the regroup phase.
Wariness (1U161) [Ruling] This card exerts or discards one of your Uruk-hai.
Worry (1U162) Clarification To play, exert an Uruk-hai. Plays to your support area.
Each time a companion or ally loses a skirmish involving an Uruk-hai, the opponent must choose to either exert the Ring-bearer or add a burden.
Goblin Marksman (1C176) [Ruling] Italic text within parentheses is descriptive only, and has no added gameplay effect.
Plundered Armories (1C193) [Ruling] 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.

Drawn to Its Power (1U211) Clarification Plays to your support area.
Each time a companion is killed in a skirmish involving a Nazgûl, add a burden.
Paths Seldom Trodden (1U222) [Ruling] This card can replace sites only in the Fellowship block format. See Section Two, adventure deck.
Return to Its Master (1R224) [Ruling] This card creates a skirmish in addition to regular and fierce skirmishes.
Úlairë Nelya, Lieutenant of Morgul (1U233) [Ruling] This card can replace sites only in the Fellowship block format. See Section Two, adventure deck.
Úlairë Nertëa, Messenger of Dol Guldur (1U234) [Ruling] If two or more minions are played, the Shadow player decides in what order those minions are played.
Úlairë Otsëa, Lieutenant of Morgul (1U235) [Misprint] Shadow: Exert Úlairë Otsëa to make a Wraith minion fierce until the regroup phase.

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) [Ruling] If you can spot 7 or more companions, you may wound the same companion more than once.
Orc Ambusher (1C261) [Misprint] 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) [Misprint] 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) Clarification Plays to your support area.
Each time a companion or ally loses a skirmish involving a Sauron Orc, each Sauron Orc is strength +1 until the regroup phase.
Bilbo, Retired Adventurer (1R284) [Errata / Misprint] This card's title should now be read as: •Bilbo, Retired Adventurer. [The original printed title was •Bilbo Baggins, Retired Adventurer.]
Merry, Friend to Sam (1R302) [Ruling] After Merry’s skirmish has resolved, he is no longer assigned and you may use his special ability.

The strength bonus another companion receives from Merry's skirmish special ability is equal to Merry's strength at that time. That bonus does not increase if Merry's strength is boosted at a later time during the same skirmish phase.

Rosie Cotton, Hobbiton Lass (1U309) Clarification Sam is strength +1.
Fellowship: Exert Rosie Cotton to heal Sam.
Thrór's Map (1R318) Erratum Plays to your support area.
Fellowship or Regroup: Exert 2 Hobbits and discard Thrór's Map to play the fellowship's next site (replacing opponent's site if necessary).
Reprinted correctly as a random rare in Fellowship beta Starter Decks.
Ettenmoors (1C331) Clarification Plains. Skirmish: Exert your companion or minion to make that character strength +2.
Ford of Bruinen (1U338) Clarification River. Sanctuary. The twilight cost of the first Nazgûl played to Ford of Bruinen each turn is –5.
Balin's Tomb (1U343) Clarification Underground. Maneuver: Discard your tale from play or from hand to heal your companion.
Emyn Muil (1U360) Clarification Maneuver: Exert your minion to make that minion fierce until the regroup phase.
What Are We Waiting For? (2R15) [Ruling] 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 (2C55) [Ruling] This card can replace sites only in the Fellowship block format. See Section Two, adventure deck.
Uruk Scout (2C47) [Ruling] 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) [Ruling] When an exhausted Cave Troll, armed with the Cave Troll's Chain, takes its last wound during the archery phase, the Chain cannot be used to wound an archer companion (since the wound is a required action and takes effect before the Chain can be used).
Úlairë Attëa, The Easterling (2U82) [Ruling] This card cannot be spotted by cards that require an Easterling. "The Easterling" is his subtitle, meaning "Man of the East." Keywords are not found in subtitles.
Orc Scout (2C89) [Ruling] The special ability of this minion may only cancel an event that specifically requires a ranger in its game text.
Bilbo, Well-spoken Gentlehobbit (2U96) [Errata / Misprint] This card's title should now be read as: •Bilbo, Well-spoken Gentlehobbit. [The original printed title was •Bilbo Baggins, Well-spoken Gentlehobbit.]
O Elbereth! Gilthoniel! (2R108) [Ruling] 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.
We Must Go Warily (3C48) Erratum Response: If the fellowship moves in the regroup phase, exert a Gondor companion twice to make each minion's twilight cost +1 until the next regroup phase.
Úlairë Otsëa, Ringwraith in Twilight (3U86) [Ruling] If Frodo dies in a skirmish involving Otsëa with Sam also in play, The One Ring is transferred to Sam before Blade Tip (1U209) may be transferred with Otsëa's game text.
Melilot Brandybuck, Merry Dancer (3R110) Clarification Response: If a burden is about to be added by a Shadow card, exert Melilot Brandybuck to prevent that burden.
Old Noakes, Purveyor of Wisdoms (3C111) [Ruling] 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.
The One Ring (4M1) [Ruling] 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) [Ruling] 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.
Final Count (4R69) [Ruling] See My Axe Is Notched (4R52) .
Elven Brooch (4U63) Clarification To play, spot an Elf. Bearer must be a companion.
Response:If another possession borne by bearer is about to be discarded by a Shadow card, discard this possession instead.
This clarification is a change from a previous ruling.
Under the Living Earth (4C105) [Ruling] 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.
Come Down (4R146) [Ruling] This card allows all allies to take wounds from archery fire.
Get Back (4U152) [Ruling] The phrase "by any player" means that no player can assign the selected minion to a skirmish.
Uruk Regular (4C192) [Ruling] This card's special ability makes the twilight cost of an Uruk-hai –1 for each Uruk-hai you spot other than this card.
Example: If you have four Uruk Regulars in play and you use the special ability on one of them to play an Uruk Searcher (4U194)
  
    
  
 (twilight cost of 4), the Searcher's twilight cost is 1.
Fortress Never Fallen (4U276) [Ruling] The effect of this condition's special ability when the card has more than one token is simultaneous. Several conditions are discarded at the same time. Siege Engine (5U60) responds to these discards by preventing all of them.
You have three tokens on Fortress Never Fallen when you use its special ability. You select three Shadow conditions to be discarded (including my Siege Engine), and discard Fortress Never Fallen. I use the response special ability on Siege Engine, which technically saves all three conditions, but 

then I discard Siege Engine to pay its own cost.

Siege Engine (5U60) [Ruling] Siege Engine can't prevent a Shadow player from discarding cards.
Siege Engine can't prevent the effect of Blood Runs Chill (8R3)
  
    
  
. Even though Blood Runs Chill is a Free Peoples card, it makes a Shadow player discard.
Howl of Harad (4U236) Erratum Plays to your support area.
Each time a companion or ally loses a skirmish involving a Southron, you may remove to make the Free Peoples Player wound a Ring-bound companion.
Ithilien Wilderness (4R237) Erratum Plays to your support area.
At the end of each phase during which the fellowship moved to 7, 8, or 9 and the twilight pool has fewer than 7 twilight tokens, you may add .
Skirmish:Discard this condition to make a Raider Man strength +2.
Southron Fighter (4R251) [Misprint] The foil version of this card has a different image from the non-foil version.
Frodo, Courteous Halfling (4R301) [Ruling] This card only prevents Shadow cards that make you discard from hand or draw deck. If a Shadow card gives you a choice, you may choose to discard.
If a Dunlending Rampager (5U1)
  
    
  
 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) [Misprint] This Two Towers card was misprinted in an Ents of Fangorn starter deck. The correct text follows:

Plains. While you can spot a Rohan mount at Horse-country, the move limit is +1 for this turn.

Derndingle (4U330) [Misprint] This Two Towers card was misprinted in an Ents of Fangorn starter deck. The correct text follows:

Forest. While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn.

Ered Nimrais (4U343) [Ruling] When Sméagol is played to Ered Nimrais and The Nine Walkers (1R79) is in play, his twilight cost is 3. (This is a reversal of a previous ruling.)
Caves of Aglarond (4U352) Clarification Underground. Sanctuary. Maneuver: Spot your Uruk-hai and remove to make one of your Uruk-hai fierce until the regroup phase.
Great Hall (4U353) [Ruling] Each Rohan ally participates in archery fire and skirmishes at this site as if this were his or her home site.
Berserk Rager (5U45) [Ruling] 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.

Berserk Savage (5R46) [Ruling] 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.

Berserk Slayer (5R47) [Ruling] 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.

Uruk-hai Berserker (5U63) [Ruling] 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) [Ruling] This card must be played in order to use its response text, which is affected by cards like Legolas, Dauntless Hunter (4R73) . The text "discard this card to" is superfluous.
Sting, Baggins Heirloom (5R116) [Misprint] 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.
Quickbeam, Bregalad (6C33) [Ruling] 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) Clarification Bearer must be a Nazgûl.
While bearer is Úlairë Toldëa, each time he wins a skirmish the Free Peoples player must discard a Free Peoples possession or a Free Peoples condition.
Held (6R109) [Ruling] The "site 9" referred to on this card is any site 9 card from any block.
Don’t Look at Them (6R39) Clarification Plays to your support area.
Skirmish: Spot Sméagol and discard 3 cards from hand to wound a minion Sméagol is skirmishing once (or twice if that minion is a Wraith minion).
They Stole It (6R46) Clarification Plays to your support area.
Skirmish: Spot Gollum and discard 3 cards from hand to wound a companion Gollum is skirmishing once (or twice if that companion is a Shire companion).
It Burns Us (6U110) [Ruling] This card counts both Free Peoples cultures and Shadow cultures when cards are revealed.
Loyalty Unshaken (7R10) Clarification When you play this condition, you may stack 2 cards from hand here and draw a card for each Dwarven card you stack.
Skirmish: Make a Dwarf strength +2. Also, make that Dwarf damage +2 for each Dwarven card stacked on this condition. Discard this condition.
Slaked Thirsts (7U14) Clarification Choose one: Spot a Dwarf to draw a card; or, if this card is stacked on a Dwarven condition, spot a Dwarf companion and discard this event to exert

a minion twice.

Terrible and Evil (7R50) [Ruling] 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) Clarification Exert Sméagol to reveal an opponent's hand. That opponent must discard a card from hand for each culture revealed.
City of Men (7C83) [Ruling] You may discard only one Sauron minion for each copy of this card played.
Footman's Armor (7U93) [Ruling] Each time the response for this card is activated, the conditions for being overwhelmed must be checked again.
Pippin's Sword (7R114) Clarification Bearer must be Pippin.
Skirmish:Exert Pippin twice to make him strength +1 for each Gondor companion you spot.
Desert Runner (7C133) Clarification Southron. Ambush .
When the Free Peoples player assigns this minion to a character and you have initiative, you may wound that character.
Desert Scout (7U134) Clarification Southron. Ambush .
When the Free Peoples player assigns this minion to a character and you have initiative, you may wound that character.
Desert Sneak (7C135) Clarification Southron. Ambush .
When the Free Peoples player assigns this minion to a character and you have initiative, you may wound that character.
Loathsome (7R182) Clarification If a skirmish that involved a Nazgûl is about to end, discard a possession borne by a companion in 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) [Ruling] This card can replace sites only in the King block format. See Section Two, adventure deck.
Above the Battlement (7C262) [Ruling] 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.
Mordor Assassin (7R284) Clarification Response: If a companion is overwhelmed during a skirmish involving a Sauron Orc and threat wounds are about to be placed, remove a threat to assign this minion to the Ring-bearer (even if the Ring-bearer is already assigned).

Removing the threat is a cost that must be paid before threats are triggered.

Mordor Defender (7C285) Clarification Skirmish: Exert this minion and spot another Sauron minion to add a threat.
Mordor Savage (7U289) Clarification Skirmish: Exert this minion and spot another Sauron minion to add a threat.
Orc Officer (7U302) Clarification Each time a companion is overwhelmed in a skirmish that involves a Sauron Orc, add 3 burdens.
Orc Pursuer (7C303) [Misprint?] This card from The Return of the King set has the same name as card Orc Pursuer (5C108) 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.
Isengard Ruined (7U331) Clarification Fellowship: Spot Gandalf to add . Each player may draw a card.
Anduin Banks (7U341) [Misprint?] This card from The Return of the King set has the same name as card Anduin Banks (1C356) from The Fellowship of the Ring set.
Morgul Vale (7U357) Clarification Skirmish: Spot your Sauron minion and remove 2 threats to make your Sauron minion strength +3.
Saved From the Fire (8R20) Clarification Spot Gandalf and place a companion (except the Ring-bearer) in the dead pile to take up to 3 cards from that companion's culture into hand from your draw deck. Shuffle your draw deck.
Elessar's Edict (8R33) Clarification If a Gondor Wraith is about to be killed, discard him and either exhaust another Gondor Wraith or spot another exhausted Gondor Wraith to prevent that.
Black Dart (8U69) Clarification Archery: Spot your enduring or mounted Nazgûl to transfer this condition from your support area to an unbound companion. Discard a mount borne by that companion.
Bearer cannot heal or bear mounts.
Sméagol, Bearer of Great Secrets (9R+30) [Ruling] 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.)
Celeborn, Lord of the Galadhrim (10R7) [Misprint] The correct collector number for this card is 10 R 7. This card's collector's info was misprinted as 10 R 6.
Gathering Wind (10C16) [Ruling] Exerting a Wizard and choosing a number are part of the cost of this card.
Birthday Present (10R104) [Ruling] If the Free Peoples player has only 1 event (or up to 4 copies of the same event, but no other Shire events) in his or her discard pile, that event is taken into hand.
Gollum, Mad Thing (10R21) [Ruling] Gollum's game text does not apply if a Shadow player assigns him to a skirmish.
Field of the Fallen (10U43) Clarification [(actually a Misprint)] To play, spot a Raider Man.
While there is a character in the dead pile, each companion of the same culture as that character is strength –1.
Skirmish: Exert your Southron to make him strength +1.
A Shadow Rises (11R216) [Ruling] When you make this card a minion, move it out of your support area. When this card is no longer a minion, move it back to your support area.
If a character bearing Phial of Galadriel, Starglass
  
    
  
 is skirmishing A Shadow Rises and discards the Phial of Galadriel, A Shadow Rises loses "Fierce" and can bear other cards. If A Shadow Rises bears cards when its maneuver special ability is used, those cards are discarded. 
Boromir, Defender of Minas Tirith (3P122) [Ruling] This card has the Gandalf signet.
Pippin, Hobbit of Some Intelligence (1R307) [Ruling] This card has the Gandalf signet.
Galadriel, Sorceress of the Hidden Land (13R15) [Ruling] When you reveal cards from the top of your deck, you reveal one for each forest on the adventure path.
If you have three forests, you would reveal the top three cards of your draw deck.
Frodo, Frenzied Fighter (13R149) [Ruling] This version of Frodo cannot become the Ring-bearer.
Nice Fish (15C46) [Misprint] This card reads:

Each time Sméagol wins a skirmish, place a Gollum token here.
Regroup: Heal a Ring-bound companion for each token here. Discard this condition.

A New Light (17U15) Clarification Spell. Spot a Gandalf Wizard to search a Shadow player's discard pile and choose a minion, then return that minion to its owner's hand. If you

do, you may reveal that Shadow player's hand and discard a minion found there.

Orkish Warg-master (17R87) Clarification Each time a mounted Orc minion wins a skirmish, you may make the Free Peoples player place a card from his or her hand on top of his or her draw deck.
Shadow: Exert Orkish Warg-master to play an Orc mount from your discard pile.
Éowyn, Northwoman (17R96) Clarification Assignment: Exert Éowyn and assign a minion to the Ring-bearer to make that minion lose all game text keywords and unable to gain game text keywords until the regroup phase.
Vile Pit (17C118) Clarification To play, spot a Uruk-hai hunter. At the start of each Shadow phase, you may discard 2 Uruk-hai cards from hand to play an Uruk-hai hunter from your discard pile.
Regroup: Discard this possession to return an Uruk-hai hunter from play to your hand.
Nurn (17U148) [Ruling] The game text on this card remains active once it is controlled and is in your support area.
Elven Armaments (18U8) Errata [/ Ruling] The card type for this card is both Hand Weapon and Shield.

To play, bearer must not be bearing any possessions. Bearer must be an Elven companion. Bearer cannot bear any other possessions. While a unique companion bears this possession, the Free Peoples player may not use archery special abilities and the minion archery total is –1.

Gil-galad, High King of the Noldor (18R12) Erratum To play, spot 2 Elven companions.
Maneuver: Add a threat to take an Elven skirmish event into hand from your discard pile.
Regroup: Remove an Elven token to play an Elven condition from your discard pile.
Ents Marching (18C20) Clarification If the fellowship is in region 1 or region 2, exert 2 Ents to make an Ent defender +1 until the regroup phase.
If the fellowship is in region 3, spot a Gandalf companion to draw a card.
Perspective (18U25) Erratum Maneuver: Add 2 threats and spot a Wizard to spot a minion in play. That minion cannot use special abilities until the regroup phase.
Sting of Shelob (18R35) Erratum To play, spot Shelob. The Free Peoples player must choose two companions in play (except the Ring-bearer). He or she then chooses to place one of those companions in the dead pile and return the other to his or her hand.
Faramir, Captain of Ithilien (18R48) Erratum Ranger. Hunter 2. If Faramir is in your starting fellowship, his twilight cost is –1.
Maneuver: Exert Faramir to heal another companion with resistance 5 or more.
The Faithful Stone (18R50) Erratum Tale. Each time a non- Ringwraith minion is played, you may spot a Man to add a Gondor token here.
Maneuver: Remove 3 Gondor tokens from here to spot a minion. That minion cannot be assigned to a skirmish until the regroup phase. Any Shadow player may remove to prevent this.
Ranger of the North (18R55) Clarification Bearer must be a Gondor Man. Maneuver: If the fellowship is in region 1 or region 2, you may exert bearer to make him or her defender +1 until the regroup phase.
Regroup: Discard this to heal a companion.
Grond, Forged With Black Steel (18R82) Clarification To play, spot an Orc minion.
Each time the fellowship moves in the regroup phase, you may discard this possession to search the Free Peoples player's draw deck and choose 2 Free Peoples cards found there. Remove those cards from the game.
Whisper in the Dark (18C77) Erratum Bearer must be a follower.
At the start of the maneuver phase, if you can spot a Men Man, the Free Peoples player must exert an unbound companion.
Destroyers and Usurpers (18U78) Erratum While you can spot an Orc minion and fewer minions than companions, each companion loses all defender bonuses and cannot gain defender bonuses.
Maneuver: Spot 2 Orc minions to make the fellowship's current site gain battleground until the regroup phase.
Frenzy of Arrows (18U79) Erratum Spot an Orc archer minion to add 2 to the minion archery total. If you do, you may add an additional 2 to the minion archery total for each follower you can spot. [It should be noted that there are no ways in the game for Orc minions to be made archers, so this errata renders the card literally unplayable.]
Gothmog, Morgul Leader (18R80) Erratum Each of the fellowship and minion archery totals is +3.
Regroup: Remove to play an Orc minion from your discard pile. That minion comes into play exhausted.
Cast from the Hall (18C94) Erratum Each time you play a Rohan possession from hand, add a token here.
Skirmish: Remove 3 Rohan tokens from here to make a Rohan companion strength +1 and damage +1.
Erkenbrand's Shield (18R97) Erratum Bearer must be a Rohan Man. The minion archery total is –1.
Skirmish: If bearer is Erkenbrand, you may add to cancel a fierce skirmish involving him.
Response: If a Rohan Man is about to take a wound, spot Gandalf and exert bearer to prevent that wound.
Final Triumph (18R115) [Ruling] The effect of this card changes the requirements for resolving a skirmish. As a result, none of the cards that previously had an effect on strength

during a skirmish have any effect on a skirmish in which this card is played. Only cards or effects that increase or decrease vitality directly would alter the resolution of a skirmish in which this card was played.

Pull of the Ring (18R133) Clarification Remove a burden to choose one: assign a Wraith minion to a companion who has resistance 0; or have a Wraith minion lose fierce and gain

hunter 2 until the regroup phase


Section Four: X-Lists

[This section was imported from the last Current Rulings Documents.]

This section of the Current Rulings lists cards which are X-listed or restricted in sanctioned format tournaments, organized by collector's info.

Promotional cards (from set 0 with P rarity) that appear in other sets are X-listed and restricted as per their versions that appear in other sets.

Standard Format X-List

These cards cannot be included in a deck for a Standard format tournament. All cards from the Fellowship block (sets 1, 2, and 3; and promotional cards originally printed in those sets) and The Two Towers block (sets 4, 5, and 6; and promotional cards originally printed in those sets) are also X-listed for Standard format tournaments.

Open and Block Format R-List

No more than one copy of each of these cards may be included in a deck for an Open or Block format tournament.

Expanded Format X-List

These cards cannot be included in a deck for an Expanded format tournament.

Expanded Format R-List

No more than one copy of each of these cards may be included in a deck for an Expanded format tournament.