Wounds

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Good, good, let it flow through...what do you mean, "wrong franchise"?
Good, good, let it flow through...what do you mean, "wrong franchise"?

Wounds are used to represent injury sustained in battle that affects a character's vitality. Wounds are shown through the use of wound tokens, which are usually blood-red glass beads. Once a character has wounds equal to their vitality, they are immediately killed. This is in contrast to exertion, which a character cannot die from.

The most common way that wounds occur is through losing skirmishes; once a skirmish has resolved, the losing characters each receive one wound (or more if the winner has any damage bonuses). Archery is also a common form of wound-dealing, either through indirect archery fire (that is, your opponent gets to pick where the arrows land) or directed archery fire (such as through use of cards such as Legolas, Greenleaf or Aragorn's Bow). In King block and beyond, threats also became a potent form of wounding, with mechanics similar to a surprise Archery phase.

However, there are a great many cards that allow wounds to be assigned at plenty of other times, such as Hate shown to the right. [Sauron] orcs in particular are well-known for this type of direct exert-to-wound setup, but [raider] men and [isengard] orcs also have a number of cards that deal damage in similar ways. See the index below for a list of such cards.

Preventing wounds is done through a number of different avenues depending on the culture. [Gandalf], for instance, relies primarily on spell events such as Intimidate to prevent wounds at the last moment, whereas [Gondor] and [Dwarf] have possessions such as Armor and Gimli's Helm, respectively. Wound prevention can certainly be a powerful avenue to keeping your Fellowship alive, but for most decks it's a secondary consideration at best, since healing is more versatile (in that it can also help against exertions).

See also exhausted, heal, exert, threat.From the Comprehensive Rules 4.0:

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 reads: “Skirmish: Exert Gandalf to prevent all wounds to Faramir.” This prevents wounds as they are assigned to Faramir, not the assignments themselves.

Cards That Prevent Wounds


Cards That Interact With Wounds


Cards That Directly Wound


Cards That Indirectly Wound


Misc Wound

Card Name Culture Card Type Game Text
Library of Rivendell (V1_11) Elven Artifact • Support Area Fellowship: Stack your tale or artifact from play or from hand here to draw a card.

Regroup: Exert an ally to draw X cards, exert X minions, and remove up to X wounds from companions, where X is the number of Free Peoples cultures on cards stacked here. Discard this artifact.

Trap Is Sprung (13R57) Gollum Event • Regroup To play, discard Gollum from play. Heal the Ring-bearer to add a burden. If the fellowship is not in region 1, you may repeat this for each other wound on the Ring-bearer.
Faramir, Bearer of Quality (17R28) Gondor Companion • Man While Faramir is the Ring-bearer, at the start of each skirmish involving him, add 2 burdens or 2 threats.

Skirmish: While Faramir is the Ring-bearer, you may wound Faramir to make a minion skirmishing a Man roaming until the end of the turn.

Come Down (4R146) Isengard Condition Archery: Spot 2 archers to make allies take wounds from archery fire instead of companions.
Mauhúr, Patrol Leader (4R160) Isengard Minion • Uruk-hai Tracker. Fierce.

Skirmish: Remove to prevent an tracker from taking wounds.

Wounded (4R215) Isengard Condition To play, exert an Man. Plays on a Free Peoples Man.

When you play this condition, exert bearer.

Wounds may not be removed from bearer.

Precision Targeting (11R96) Men Event • Archery Spot a minion to make the minion archery total +1 and make the Free Peoples player choose 3 companions. Other companions cannot take archery wounds.
Ceremonial Armor (17R41) Men Possession • Support Area Each time a minion is discarded during the maneuver phase, you may stack it here.

Response: Discard a minion stacked here or discard this to prevent a wound to a minion.

Goblin Swarms (1R183) Moria Condition Plays to your support area.

Response: If your Orc wins a skirmish, discard cards and wounds on that Orc and stack that Orc on this condition.

Shadow: Play an Orc stacked here as if played from hand.

Goblin Town Archer (30S352) Moria Minion • Orc Archer. When you play this minion, you may spot 3 [Dwarven] companions to add a doubt. The Free Peoples player may wound Bilbo to prevent this.
Goblin Swarms (31S133) Moria Condition • Support Area To play, spot a [Moria] card. Response: If your Orc wins a skirmish, discard cards and wounds on that Orc and stack that Orc on this condition. Shadow: Play an Orc stacked here as if played from hand.
Haradrim Marksman (8U60) Raider Minion • Man Southron. Archer.

While you can spot another Man, Ring-bound companions cannot take archery wounds.

Black Breath (1U207) Ringwraith Condition Skirmish: Transfer this condition from your support area to a character skirmishing a Nazgûl. Burdens and wounds may not be removed from bearer.
Úlairë Nelya, Ringwraith in Twilight (2R84) Ringwraith Minion • Nazgul Twilight.

While you can spot 2 burdens or 2 wounds on the Ring-bearer, Úlairë Nelya is fierce and damage +1

Morgul Ruffian (7C198) Ringwraith Minion • Orc While you can spot a Nazgûl, this minion may only take wounds during skirmish phases.
Morgul Whelp (7U202) Ringwraith Minion • Orc While you can spot a wound on the Ring–bearer, this minion is strength +6.
The Witch-king, Morgul King (7R221) Ringwraith Minion • Nazgul Fierce.

When you play The Witch-king, you may remove a threat to take a card into hand from your discard pile.

The Ring-bearer cannot take threat wounds.

Lingering Shadow (12U166) Ringwraith Condition • Support Area Skirmish: Transfer this condition from your support area to a character skirmishing a Nazgûl.

Each time a wound is removed from bearer, add a burden.

Dark Fell About Him (13R178) Ringwraith Event • Regroup To play, exert your Nazgûl twice and spot an exhausted companion.

Heal that companion to add a burden. If the fellowship is not in region 1, you may repeat this for each other wound on that companion.

Spirit of Dread (16R5) Ringwraith Minion • Wraith Enduring.

While you can spot another Wraith, wounds cannot be healed and burdens can not be removed (except by Wraiths).

Skrimish: Exert Spirit of Dread to make another Wraith strength +1.

Their Eyes Fell Upon Him (V1_41) Ringwraith Condition • Support Area To play, spot a twilight Nazgul.

Each time the fellowship moves, you may spot a wound on the Ring-bearer to draw a card (or 2 cards if the Ring-bearer is exhausted).

Pippin, Hobbit of Some Intelligence (1R307) Shire Companion • Hobbit When you play Pippin, remove a burden or wound from a companion.
Plains of Rohan Camp (4U333) Site Site Plains. At the start of each fellowship phase, heal up to 3 wounds from companions.
Steward's Tomb (10U119) Site Site Wounds cannot be prevented or healed. Burdens cannot be removed.
Westemnet Village (11S264) Site Site Dwelling. When the fellowship moves to this site, the Free Peoples player wounds a companion for each ally.
Steward's Tomb (18U139) Site Site Wounds cannot be prevented or healed. Burdens cannot be removed.
Rath Dínen (V0_1) Site Site When sanctuary healing at this site, the Free Peoples player heals only 3 wounds instead of 5.




Card Layout
Tokens Twilight Tokens Culture Tokens Wounds Burdens
Characters Twilight Cost Culture Strength Vitality Resistance Signet Home Site Site Number Game Text Lore Collector's Info
Other (Modifier Layout)
Sites Shadow Number Site Arrow
Actions
General At Random Can/Cannot Cost Effect May Limit Pass Prevent Spot Up To
Triggers At the Start Each Time When While
Phase Actions Assign Cancel Special Ability Response
Character Actions Corrupt Exert Exhaust Heal Kill Overwhelm Participate Wound
Site Actions At a Site Control Liberate Replace
Card Actions Draw Discard Play Reveal Reconcile Shuffle Stack Transfer