Site Control

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Site control is a formal game term. Some Shadow cards can "take control of a site," thematically representing the enemies of Middle-Earth occupying or overrunning that location. This isn't permanent, because cards can later liberate that site. When you control a site, take the lowest-numbered uncontrolled site in the site path and put it in your support area. If your opponent liberates a site, you take the highest-numbered site you control (if any) and put it back on the site path where it was before. Sites can only be controlled once both players' Fellowship has passed them by, and each site can only be controlled by one player at a time. (Any effect that would control a site when there is no legal site to control is wasted.) Controlling a site doesn't give any inherent benefits, but many Shadow cards want to spot controlled sites, or stack other cards on them for benefits.

This mechanic was introduced in The Two Towers, and appears in almost all later sets. Most Shadow cultures have at least some site control cards, including Isengard, Dunland, Sauron (the besieger subculture focuses on this), Men, and Uruk-hai. The Raider culture has a few cards that deal with site control, but these are few and far between and only one, Southron Archer (4R245) , is of any real worth.

Once the Shadow player has controlled a site, the opposing Free Peoples player can liberate them. Elven, Gondor, and Rohan cultures have the bulk of the cards that can liberate sites. The most popular site liberation cards also do something else useful, just in case your opponent isn't playing site control. These cards include That Is No Orc Horn (5C14) , Banner of Westernesse (6U51) , Elendil, The Tall (9R+32) , Crack Into Rubble (6U25) , and Let Us Be Swift (5C85) . Rohan culture in particular also has powerful, reusable liberation cards that completely stymie site control, like Fell Deeds Awake (10U73) , and Rohan Worker (15R135) , but these cards tend to be a bit less popular since they're dead against many opponents.

Rules Entries

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.

- control section

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.)

- liberate section

Cards That Control Sites

Card Name Culture Card Type Game Text
Dunlending Ransacker (4C14) Dunland Minion • Man Each time this minion wins a skirmish, you may spot another Man to take control of a site.
Hillman Band (4C21) Dunland Minion • Man Each time the fellowship moves, you may spot another Man to take control of a site.
Hillman Tribe (4C25) Dunland Minion • Man Each time this minion wins a skirmish, you may spot another minion to take control of a site.
Wulf, Dunlending Chieftain (4R40) Dunland Minion • Man Fierce.

Response: If another Man wins a skirmish, exert Wulf to take control of a site.

Dunlending Headman (6C4) Dunland Minion • Man When you play this minion, you may spot 2 other Men to take control of a site. The Free Peoples player may discard 2 cards from hand to prevent this.
Freca, Hungry Savage (9R+2) Dunland Minion • Man When you play Freca, you may spot another Man to take control of a site.

When Freca is killed, the Free Peoples player may liberate a site.

Attack on Helm's Deep (4C137) Isengard Condition Shadow: Play an Uruk-hai to place an token on this card.

Regroup: Remove 3 tokens from this card and discard an Uruk-hai to take control of a site.

Down to the Last Child (4U148) Isengard Condition Each time a companion or ally loses a skirmish involving an Uruk-hai, place an token on this card.

Shadow: Remove 2 tokens from this card to take control of a site.

Uruk Stormer (4C198) Isengard Minion • Uruk-hai Damage +1.

Each time a companion or ally is killed during a skirmish involving an Uruk-hai, you may take control of a site.

Engrossed Hillman (15U78) Men Minion • Man At the start of the maneuver phase, if you can spot another Man and 8 characters (or if you can spot 3 Free Peoples cultures), you may take control of a site
Primitive Savage (15R87) Men Minion • Man While you can spot a companion of strength 12 or more, this minion is strength +5.

Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site.

Rapt Hillman (15U90) Men Minion • Man At the start of the regroup phase, the Free People’s player may liberate a site. You may spot 3 Men to prevent this.

Maneuver: Spot another Man and exert this minion to take control of a site.

Desert Lancers (4U217) Raider Minion • Man Southron. To play, spot a Man.

Regroup: Exert Desert Lancers twice to take control of a site.

Regiment of Haradrim (4R244) Raider Minion • Man Southron.To play, spot a Man.

Regroup: Exert Regiment of Haradrim twice to take control of a site.

Southron Explorer (4U250) Raider Minion • Man Southron.

Regroup: Exert this minion and remove to take control of a site.

Orc Fighter (5U105) Sauron Minion • Orc Regroup: Spot a condition and exert this minion to take control of a site.
Orc Infantry (5C106) Sauron Minion • Orc Regroup: Spot a condition and discard this minion to take control of a site.
Din of Arms (7R267) Sauron Event • Maneuver Choose an opponent to discard the top card of his or her draw deck. If the twilight cost of that card is less than the number of besiegers you spot, take control of a site and all besiegers are strength +3 until the regroup phase.
Tower Walkway (7C315) Sauron Condition • Support Area Engine. To play, spot a Orc.

Each besieger is strength +1 for each site you control.

Regroup: Discard 3 Orcs to take control of a site.

Discard this condition.

Troop Tower (7R316) Sauron Condition • Support Area Engine. To play, spot a Orc.

All Orcs are strength +1 for each besieger stacked on a site.

Regroup: Discard a besieger to take control of a site. Discard this condition.

Gorgoroth Berserker (8R96) Sauron Minion • Orc Besieger. Enduring.

To play, spot a Orc.

Maneuver: If you have initiative, exert Gorgoroth Berserker twice to take control a site. Maneuver: Remove a threat and exert Gorgoroth Berserker twice to take control a site.

Morgai (8C104) Sauron Condition • Support Area While you can spot a minion at site 5, the Shadow has initiative, regardless of the Free Peoples player’s hand.

Response: If a companion is played, discard a card from hand to take control of a site. Discard this condition.

Siege Troop (8C106) Sauron Minion • Orc Besieger.

Regroup: Exert this minion twice to take control of a site.

Crashed Gate (8U119) Site Site At the start of the regroup phase, the Free Peoples player must add 3 threats or choose an opponent who may take control of a site.
Poised for Assault (15U166) Uruk-hai Condition • Support Area Each time a companion loses a skirmish involving an minion, place an token here.

Skirmish: Remove 2 tokens from here to take control of a site.

Uruk Infantry (15U175) Uruk-hai Minion • Uruk-hai Damage +1.

While you can spot a companion of strength 10 or more, this minion is strength +2.

Regroup: Exert 4 minions (or discard 3 minions) to take control of a site.

Uruk Village Assassin (15C176) Uruk-hai Minion • Uruk-hai Damage +1.

At the start of the maneuver phase, you may spot another minion and remove 3 tokens to take control of a site or discard a follower.

Uruk Village Rager (15U177) Uruk-hai Minion • Uruk-hai Damage +1.

Each time this minion wins a skirmish, take control of a site.

While you control a site, this minion cannot take wounds (except during the skirmish phase).

Uruk Village Stormer (15C178) Uruk-hai Minion • Uruk-hai Damage +1.

While you can spot a companion of strength 12 or more, this minion is strength +4.

Each time a companion or ally is killed during a skirmish involving an minion, you may take control of a site.

White Hand Intruder (17C127) Uruk-hai Minion • Uruk-hai Damage +1.

Each time this minion wins a skirmish, if you do not control a site, you may take control of a site. ​


Cards That Liberate Sites

Card Name Culture Card Type Game Text
Freca, Hungry Savage (9R+2) Dunland Minion • Man When you play Freca, you may spot another Man to take control of a site.

When Freca is killed, the Free Peoples player may liberate a site.

Haldir, Emissary of the Galadhrim (4C71) Elven Companion • Elf While no opponent controls a site, Haldir is strength +2.

Regroup: Exert Haldir at a battleground and exert another Elf to liberate a site.

Night Without End (4R79) Elven Event Response: If an Elf wins a skirmish, exert that Elf to liberate a site or wound a minion.
Sword-wall (4R84) Elven Event Skirmish or Regroup: Spot 3 Elf companions to liberate a site or exert a minion.
That Is No Orc Horn (5C14) Elven Event Regroup: Spot 3 Elf companions to heal a companion and liberate a site.
Banner of Elbereth (6U14) Elven Possession • Hand Weapon Bearer must be an Elf companion. Each time bearer wins a skirmish, you may draw a card. Response: If bearer wins a skirmish, discard this possession to liberate a site.
Crack Into Rubble (6U25) Gandalf Event Regroup: Exert 2 Ents to liberate a site and discard a Shadow condition.
Forests of Ithilien (4R121) Gondor Condition Plays to your support area.

While the fellowship is at site 5, the site number of each Man in a skirmish is +2.

Regroup: Discard this condition and exert a Ring-bound Man to liberate a site.

Banner of Westernesse (6U51) Gondor Possession • Hand Weapon Bearer must be a companion. Each time bearer wins a skirmish, you may heal another companion. Response: If bearer wins a skirmish, discard this possession to liberate a site.
Reckless Counter (7C117) Gondor Event • Regroup Spot 2 knights or exert 2 Men to liberate a site or discard any number of cards from hand.
Vorondil (7R127) Gondor Companion • Man While no opponent controls a site, Vorondil is strength +2.

Regroup: Exert 3 Men or 2 knights to liberate a site.

Elendil, The Tall (9R+32) Gondor Companion • Man To play, spot 2 Men.

Fellowship: Play an artifact on Elendil to make the move limit +1 for this turn.

Regroup: Discard a artifact to liberate a site.

Andúril, Sword That Was Broken (17R27) Gondor Artifact • Hand Weapon Bearer must be Aragorn.

He is damage +1.

Each time Aragorn wins a skirmish, you may exert him to liberate a site or discard a condition borne by a companion.

Rapt Hillman (15U90) Men Minion • Man At the start of the regroup phase, the Free People’s player may liberate a site. You may spot 3 Men to prevent this.

Maneuver: Spot another Man and exert this minion to take control of a site.

Ted Sandyman, Chief's Men's Ally (18U75) Men Minion • Hobbit Maneuver: Liberate a site you control to make each minion strength +2 until the regroup phase.

Regroup: Exert Ted Sandyman to stack a Man in play on a possession.

Helm! Helm! (4R279) Rohan Event Regroup: Spot 2 mounted Men to liberate a site or draw 3 cards.
Théoden, Son of Thengel (4C292) Rohan Companion • Man Regroup: Spot a ally and exert Théoden to liberate a site.
Let Us Be Swift (5C85) Rohan Event Regroup: Spot 3 valiant Men to discard up to 2 conditions and liberate a site.
Banner of the Mark (6U90) Rohan Possession • Hand Weapon Bearer must be a companion. Each time bearer wins a skirmish, you may exert a minion. Response: If bearer wins a skirmish, discard this possession to liberate a site.
Snowmane (7R250) Rohan Possession • Mount Bearer must be a Man.

At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.

Regroup: If bearer is Théoden, exert him to liberate a site. Any Shadow player may remove to prevent this.

Fell Deeds Awake (10U73) Rohan Condition • Support Area To play, spot a Man.

Each time you lose initiative, you may liberate a site.

Unyielding (10U74) Rohan Event • Response If your Man wins a skirmish, discard a possession to wound a minion or to liberate a site.
Rohan Worker (15R135) Rohan Follower Aid – .

Each time you transfer this to a companion, except a companion, exert bearer twice.

Each time bearer wins a skirmish, you may liberate a site.

Sturdy Shield (15R141) Rohan Possession • Shield Bearer must be a Man.

While no opponent controls a site, bearer is strength +1.

Regroup: Discard this to liberate a site (or two sites if bearer is mounted).

Théoden, Northman, King of Rohan (17R102) Rohan Companion • Man While the Ring-bearer is assigned to a skirmish, each companion is strength +1.

Regroup: Spot 2 followers and exert Théoden to liberate a site.

Warrior of Rohan (17U104) Rohan Companion • Man Possessions cannot be transferred from this companion to another character.

Fellowship: Play a possession on this companion to liberate a site.

Land Had Changed (17R114) Uruk-hai Event • Skirmish Make an Uruk-hai strength +2 (or spot a site you control to make that Uruk-hai strength +3 instead). You may then liberate a site to make that Uruk-hai strength +2 and damage +1.
White Hand Enforcer (17C125) Uruk-hai Minion • Uruk-hai Damage +1.

When you play this minion, you may liberate a site to add , where X is the Shadow number of the liberated site.

You Do Not Know Pain (17U138) Uruk-hai Condition • Support Area Each time you take control of a site, you may spot 3 minions to exert an unbound companion.

Skirmish: Liberate a site to make an minion damage +1. ​


Cards That Interact With Controlled Sites

Card Name Culture Card Type Game Text
Anger (4C3) Dunland Event Skirmish: Spot 3 minions or a site you control to make a Man fierce until the regroup phase.
Burn Every Village (4C5) Dunland Event Skirmish: Make a Man strength +2 (or +4 if you control a site).
Hill Chief (4R20) Dunland Minion • Man Shadow: Spot a site you control and exert Hill Chief to draw 3 cards.
Hillman Horde (4R22) Dunland Minion • Man While you control 2 sites, skip the archery phase.

While you control 3 sites, each of your Men is fierce.

While you control 4 sites, each of your Men is damage +1.

Over the Isen (4U31) Dunland Condition Assignment: Spot a site you control and remove to assign a Man to an unbound companion.
Wake of Destruction (4R35) Dunland Event Maneuver: Spot 2 sites you control to make each of your Men fierce until the regroup phase.
Dunlending Elder (6C2) Dunland Minion • Man While you control 2 sites, this minion is strength +5, fierce and damage +1.
Ready to Fall (6R7) Dunland Condition Shadow: Spot 2 sites you control and remove to play a Man from your discard pile.
Haldir, Emissary of the Galadhrim (4C71) Elven Companion • Elf While no opponent controls a site, Haldir is strength +2.

Regroup: Exert Haldir at a battleground and exert another Elf to liberate a site.

Gondor Still Stands (7R95) Gondor Condition • Support Area To play, spot 3 companions.

While no opponent controls a site, wound a minion at the start of each regroup phase.

Regroup: Discard this condition to place a fortification from your discard pile on top of your draw deck.

Strong and Old (7R122) Gondor Condition • Support Area To play, spot 2 Men.

The twilight cost of each of your fortifications is –1.

Response: If an opponent is about to control a site, discard 2 fortifications to prevent this.

Vorondil (7R127) Gondor Companion • Man While no opponent controls a site, Vorondil is strength +2.

Regroup: Exert 3 Men or 2 knights to liberate a site.

Last Throw (10C34) Gondor Event • Regroup If no opponent controls a site, spot 2 Men to make the move limit +1 for this turn.
Advance Uruk Patrol (4U136) Isengard Minion • Uruk-hai Damage +1.

While at a battleground, this minion is fierce.

While you control a battleground, this minion is strength +4.

Band of Uruk Bowmen (4U138) Isengard Minion • Uruk-hai Archer. Damage +1.

While you control a site, the minion archery total is +1.

Burning of Westfold (4R144) Isengard Condition Shadow: If you control a site, play an Uruk-hai to discard a Free Peoples condition.
Race Across the Mark (4R168) Isengard Condition Skirmish: Spot a site you control and remove to cancel a skirmish involving an Uruk-hai.
Uruk Assault Band (4R179) Isengard Minion • Uruk-hai Damage +1. To play, spot an Uruk-hai. While at a battleground, this minion is fierce.

While you control a battleground, this minion is strength +6.

While you control 2 battlegrounds, this minion may not take wounds.

Uruk-hai Patrol (4C206) Isengard Minion • Uruk-hai Damage +1. (or damage +2 while you control a site).
We Are the Fighting Uruk-hai (4C210) Isengard Event Skirmish: Make an Uruk-hai strength +2 (and damage +1 if you control a site).
Sack of the Shire (9R40) Isengard Event • Response If an minion wins a skirmish, until the regroup phase, make that minion strength +1 for each site you control and fierce.
Bill Ferny, Agent of Saruman (15R72) Men Minion • Man If Bill Ferny is unwounded, the Free Peoples player cannot assign him to skirmish a companion.

Shadow: Exert Bill Ferny twice and spot a site you control to add .

Chieftain of Dunland (15R74) Men Minion • Man Fierce.

Skirmish: Spot a site you control and remove to make a Man strength +2.

Skirmish: Spot 2 sites you control and remove to make a Man strength +3.

Skirmish: Spot 3 sites you control and remove to make a Man strength +4.

Grousing Hillman (15C82) Men Minion • Man While you control a site, this minion is strength +3 and fierce.
Swarthy Hillman (15C93) Men Minion • Man While you control a site, this minion is an archer.
Easterling Sneak (17R43) Men Minion • Man While you control 2 sites, Easterling Sneak is fierce. While you control 4 sites, each minion is strength +1 and fierce.
Ted Sandyman, Chief's Men's Ally (18U75) Men Minion • Hobbit Maneuver: Liberate a site you control to make each minion strength +2 until the regroup phase.

Regroup: Exert Ted Sandyman to stack a Man in play on a possession.

Ceorl, Weary Horseman (4U264) Rohan Companion • Man Response: If your opponent is about to take control of a site, exert Ceorl and a villager to prevent this.
Guma, Plains Farmer (4C277) Rohan Ally • Home 4 • Man Villager.

Discard Guma if an opponent controls his home site.

Fellowship: Exert Guma to heal a Man.

Hlafwine, Village Farmhand (4C281) Rohan Ally • Home 4 • Man Villager.

Discard Hlafwine if an opponent controls his home site.

Skirmish: Exert Hlafwine to make a Man strength +2.

Léod, Westfold Herdsman (4U285) Rohan Ally • Home 4 • Man Villager.

Discard Léod if an opponent controls his home site.

Skirmish: Exert Léod to make a mounted companion strength +2.

Weland, Smith of the Riddermark (4U295) Rohan Ally • Home 4 • Man Villager.

Discard Weland if an opponent controls his home site.

Fellowship: Exert Weland to heal a mounted companion.

Horseman of the North (15C130) Rohan Companion • Man While you can spot a valiant Man, this companion’s twilight cost is -1.

This companion is strength +2 while no opponent controls a site.

Sturdy Shield (15R141) Rohan Possession • Shield Bearer must be a Man.

While no opponent controls a site, bearer is strength +1.

Regroup: Discard this to liberate a site (or two sites if bearer is mounted).

Orc Captain (5R103) Sauron Minion • Orc When you play this minion, you may spot a condition to draw a card for each site you control (limit 3).
Above the Battlement (7C262) Sauron Event • Shadow Play a besieger stacked on a site you control or remove a burden to play a Orc from your discard pile.
Gorgoroth Axeman (7U271) Sauron Minion • Orc Besieger.

Skirmish: Discard this minion to make a minion strength +1 for each site you control (or +2 if you have initiative).

Gorgoroth Garrison (7C273) Sauron Minion • Orc Besieger.

Regroup: Discard 2 cards from hand to stack a Orc on a site you control (or discard 1 card from hand if that Orc is a besieger).

Gorgoroth Sapper (7C277) Sauron Minion • Orc Besieger.

Shadow: Discard 2 cards from hand to play a Orc stacked on a site you control (discard 1 card from hand instead if that Orc is a besieger).

Gorgoroth Troop (7R279) Sauron Minion • Orc Besieger.

Skirmish: Stack a besieger on a site you control to make Gorgoroth Troop strength +2.

Gorgoroth Assassin (8R95) Sauron Minion • Orc Besieger.

Assignment: Spot a engine or site you control to assign this minion to an unbound companion.

Gorgoroth Breaker (8U97) Sauron Minion • Orc Besieger.

Archery: Exert this minion or stack it on a site you control to make the fellowship archery total –2.

Gorgoroth Keeper (10C86) Sauron Minion • Orc Besieger. While you control a site, this minion's twilight cost is –2.

Regroup: Stack this minion on a site you control.

Gothmog, Lieutenant of Morgul (10R88) Sauron Minion • Orc Besieger.

When you play Gothmog, the Free Peoples player must wound a companion for each site you control.

While you control a site, Gothmog is fierce.

Nurn (17U148) Site Site Plains. While you control this site, each of your hunter minions is strength +1.
Defensive Rush (15U159) Uruk-hai Condition • Support Area While you can spot an minion, the Free Peoples player cannot replace a site.

At the start of each skirmish, you may remove to heal an minion (or heal an minion twice if you control a site.)

Uglúk’s Sword, Weapon of Command (15R173) Uruk-hai Possession • Hand Weapon Bearer must be an Uruk-hai.

While you control 2 or more sites, bearer can not take wounds (except during skirmish phases).

If bearer is Uglúk, he is damage +1.

Uruk Village Rager (15U177) Uruk-hai Minion • Uruk-hai Damage +1.

Each time this minion wins a skirmish, take control of a site.

While you control a site, this minion cannot take wounds (except during the skirmish phase).

Land Had Changed (17R114) Uruk-hai Event • Skirmish Make an Uruk-hai strength +2 (or spot a site you control to make that Uruk-hai strength +3 instead). You may then liberate a site to make that Uruk-hai strength +2 and damage +1.
White Hand Aggressor (17C119) Uruk-hai Minion • Uruk-hai Damage +1.

While you control a site, this minion cannot take wounds, except during the skirmish phase.

White Hand Berserker (17R121) Uruk-hai Minion • Uruk-hai Damage +1.

At the start of the archery phase, if you control a site, you may add 2 to the minion archery total for each Free Peoples culture you can spot over 2.

White Hand Veteran (17R135) Uruk-hai Minion • Uruk-hai Damage +1.

When you play this minion, if you control a site, you may take an event into hand from your discard pile. ​



Gameplay
Game Setup Starting FellowshipBiddingMulligan
Deck Building Considerations UniquenessX-ListR-ListErrataFormat
General Strategies BeatdownBombCorruptionHand ExtensionRun/StopSkirmish CancellationSwarmWin ConditionWound PreventionWounding
Deck Archetypes Auto-Corruption BombBeasterlingsBerserkersBouncing HobbitsElventsForestgulsHobbit HospitalFruit LoopsGondor KnightsGondor RangersGondor WraithsMoria ArcheryMoria BeatdownMoria NavyMoria SwarmMoria TentaclesNazgul BeatdownNinja GollumOrc CorruptionRainbow WoundingSauron GrindSauron InitiativeSauron RoamingSauron ThreatsSolo SmeagolSouthron ArcherySouthron InitiativeStupid SwarmSuper FriendsTelepathyThreatgulsToken TanksTroll SwarmUruk ArcheryUruk MachinesUruk TrackersWarg Super Swarm
Rules Rule of 4Rule of 9
Mechanics BearDiscardDraw DeckExertExhaustedFellowshipInitiativeIn Play/Leave PlayMove LimitReconcileRoamingSite ControlSpotStackSupport AreaThreats
Gameplay Terms BoatBodyBroken/NPE/OPBuff/NerfChokeComboCultural EnforcementCyclingDead DrawFetchFilterFloodGrindHand ClogHateInteractionItemLoopMatchupMetaMillNewbie TrapPilePower CreepPumpRainbowRecursionRemovalResourceRogueRule of 6SideSite ManipulationSpeed BumpSplashSubcultureTankOther Terms