Race to Mount Doom League Kit (ROTK Edition)

From LOTR-TCG Wiki
The full 9-site version of the ROTK Race to Mount Doom wall map.

The Race to Mount Doom League Kit (The Return of the King Edition) was the second and final iteration of the popular Race to Mount Doom league event-in-a-box, released by Decipher in November 2003[1]. The kit contained everything required to run a Race to Mount Doom multi-week league event, albeit packaged in different tiers to serve different purposes[2].

Kit Versions[edit]

The Retail Kit ($50 + shipping) was intended for use by retailers, and included the following:

  • A full 9-site wall mat for recording race path modifiers.
  • Multilingual instruction manual.
  • 36 game text modifiers on 2 static cling sheets that could be attached to the wall mat.
  • A dry-erase marker for recording placements on the mat.
  • 4 Foil copies each of Sméagol, Old Noser (0P18) and Fell Beast (0P22) .
  • A set of 3 Gondor Pins (gold, silver, bronze).
  • A set of 3 Raider Pins (gold, silver, bronze).
  • Two packs of 12 random Foil cards from The Two Towers set (enough awards for two runs of the league).

The Home Kit edition cost $20 (plus shipping), which included everything in the retail kit except for pins and TTT foils (and only 2 copies of foil Sméagol, Old Noser (0P18) and Fell Beast (0P22) ). However, the wall mat was an abbreviated 5-site path, and as a result facilitated shorter leagues (4-6 weeks, as opposed to 8-10 for the retailer version).


Game Text Modifiers[edit]

The ROTK edition of Race included twice as many modifiers as were included in the TTT edition. 10 of the included modifiers were submitted by fans as part of a contest during late 2002[3]. Unlike the TTT edition, there isn't an obvious starting group to use, possibly due to community familiarity.

Modifiers marked with a * at the front were winners of the above-mentioned contest.

Page A:

  • Your draw deck may contain up to six copies of any card (instead of four).
  • Shadow: Once per turn, exert your Isengard Man to play an Isengard condition from your draw deck.
  • All sites are underground.
  • Fellowship: Play pipe to play a pipeweed from your draw deck (or vice versa).
  • Fellowship: Exert X companions to remove .
  • The twilight cost of each of your mounts is -5.
  • *You must play with your hand revealed.
  • *Each time you play a companion, you must exert the Ring-bearer.
  • *While your fellowship is at site 6 or higher, companions cannot be played.
  • Shadow: Discard three cards from hand to play a minion from your discard pile.
  • If the fellowship has moved more than once this turn, your minions are each strength +1.
  • While you are the Shadow player, skip the archery phase.
  • Shadow: Play a possession to make the Free Peoples player exert a companion.
  • Shadow: Play 3 Raider minions to discard Sam.
  • Your Dwarves are each strength +1 and cannot take more than one wound during each skirmish phase.
  • Gollum and Sméagol cannot take wounds.
  • Each time your fellowship moves, add a threat.
  • Each time your fellowship moves, discard one non-Hobbit companion (two if at site 7 or higher).

Page B:

  • Your adventure deck may contain sites from any block.
  • Shadow: Exert a Nazgûl twice to play a Nazgûl from your discard pile.
  • Fellowship: Play a companion. Its twilight cost is -4.
  • Shadow: Play a weather condition to draw a card. Its twilight cost is -2.
  • *Skirmish: Exert your companion to make another companion of the same culture strength +1.
  • Your Nazgûl are non-unique.
  • *Each time your fellowship moves, add for each burden on the Ring-bearer.
  • *Each time your fellowship moves, add for each Free Peoples possession.
  • Each time your fellowship moves, discard your hand.
  • Fellowship or Shadow: Play an artifact from your draw deck (once per turn).
  • Shadow: Open and reveal a sealed booster pack (once per turn). You may play one shadow card revealed, ignoring all costs.
  • *At the start of each of your Shadow phases, you may remove to draw a card.
  • Fellowship: Exert two Elf companions to make a Shadow player discard a Shadow condition.
  • Fellowship: Exert a companion to heal another companion with the same signet.
  • At the start of each of your Shadow phases, you may take one card with "initiative" in its game text into hand from your draw deck.
  • *Each companion may bear no more than one possession.
  • *While at a sanctuary, you may heal no more than one wound from each character.
  • *You cannot have more than 5 companions in your fellowship. Fellowship: Exert the Ring-bearer to discard another companion.


Gallery[edit]


References[edit]



Card Details & Distribution
Card Variants FoilLegends (RF)Legends MasterworksReprintsTengwar
Card Production Details Print Runs (First Edition, A Revision, B Revision, Duplicate Version) • Product Box CountsReprintsSpacer CardsUncut SheetsWeta Book Cards
League Kits / Race to Mount Doom Spring 2002 League KitRace to Mount Doom League Kit (TTT Edition)Race to Mount Doom League Kit (ROTK Edition)
Prizes DGMA PrizesTournament Prize SupportTournament Foils
Promo Distribution DVD InsertsEvent PromosLOTRO PromosMagazine InsertsOversized CardsRetail Reward IncentivesTournament ScheduleThe Countdown CollectionThe Weta Collection
Other Customizable League CardsDeck Design CardsHunters Design-a-Card Contest
Unreleased Beta Cards Of Very Little Importance (Beta)Fortune of Fate (Beta)Always a Baggins in Bag End (Beta)Maiden of the Golden Ale (Beta)Ripples in the Pool (Beta)Of Very Little Importance (Beta)It's the Beard (Beta)There are NO Dwarven Women! (Beta)