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DELUXE RULES TURN SEQUENCE Remove all tokens from the twilight pool Perform any “at the start of each of your turns” 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 Either the Free Peoples player moves to the next site (return to Shadow phase) — or the Free Peoples player reconciles and Shadow players discard all minions in play

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Page 1: archery ELUXE R - Pelikauppa Puolenkuun Pelit - … · ELUXE R ULES T URN S ... rading Card Game sets, Roleplaying books and accessories, puzzles, artwork, ... the game. The adventure

DELUXE RULES TURN SEQUENCE

Remove all tokens from the twilight poolPerform any “at the start of each of your turns” actions

1. Fellowship Phase

Perform fellowship actionsMove 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 actionsConduct archery fire

5. Assignment Phase

Perform assignment actionsAssign defenders

6. Skirmish Phase(s) – one for each skirmish

Perform skirmish actionsResolve that skirmish

7. Regroup Phase

Perform regroup actionsReconcile Shadow players’ handsEither the Free Peoples player moves to the next site(return to Shadow phase) — or the Free Peoples playerreconciles and Shadow players discard all minions in play

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The Lord of the Rings Fan Club membership brings you more than just the full color,bi-monthly official movie magazine. It gets you 10% off all your purchases at our online store.

Trading Card Game sets, Roleplaying books and accessories,puzzles, artwork, exclusives, and much, much more!

After all, you want a dragon’s hoard, but why pay full price?

C O M P R E H E N S I V E R U L E B O O K 1

COMPREHENSIVE RULEBOOK TABLE OF CONTENTS

STARTER RULES . . . . . . . 2

Introduction . . . . . . . . . . . . . . . . 2Important Concepts . . . . . . . . . . 3

Kinds of Cards . . . . . . . . . . . . . 3Culture . . . . . . . . . . . . . . . . . . . 6Signet . . . . . . . . . . . . . . . . . . . . 6Vitality . . . . . . . . . . . . . . . . . . . 6Twilight Pool . . . . . . . . . . . . . . 8Phase Actions . . . . . . . . . . . . . . 8Events . . . . . . . . . . . . . . . . . . . . 8Special Abilities . . . . . . . . . . . . . 9When, Each Time, and While. . 9

Setting Up the Game . . . . . . . . . 9Playing the Game . . . . . . . . . . . 10

Start of Turn . . . . . . . . . . . . . . 11Fellowship Phase . . . . . . . . . . . 11Shadow Phase(s) . . . . . . . . . . . 12Maneuver Phase . . . . . . . . . . . 13Action Procedure . . . . . . . . . . 14Archery Phase . . . . . . . . . . . . . 14Assignment Phase . . . . . . . . . . 15Skirmish Phase(s) . . . . . . . . . . 15Fierce . . . . . . . . . . . . . . . . . . . 17Regroup Phase . . . . . . . . . . . . 17

Winning the Game . . . . . . . . . . 18Other Important Rules . . . . . . . 18

Active Cards . . . . . . . . . . . . . . 18Uniqueness . . . . . . . . . . . . . . . 19Responses . . . . . . . . . . . . . . . . 19The One Ring. . . . . . . . . . . . . 19Keywords . . . . . . . . . . . . . . . . 20Miscellaneous . . . . . . . . . . . . . 21

DELUXE RULES . . . . . . . 22

Introduction . . . . . . . . . . . . . . . 22Setting Up the Game . . . . . . . . 22

Building Your Deck . . . . . . . . 22Who Goes First? . . . . . . . . . . . 23

Playing the Game . . . . . . . . . . . 24Fellowship Phase . . . . . . . . . . . 24Shadow Phase(s) . . . . . . . . . . . 24Assignment Phase . . . . . . . . . . 24Skirmish Phase(s) . . . . . . . . . . 25Fierce . . . . . . . . . . . . . . . . . . . 25Regroup Phase . . . . . . . . . . . . 25

Other Important Rules . . . . . . . 26Actions . . . . . . . . . . . . . . . . . . 26Allies . . . . . . . . . . . . . . . . . . . . 27Active Cards . . . . . . . . . . . . . . 28The One Ring. . . . . . . . . . . . . 28Miscellaneous . . . . . . . . . . . . . 29

New Rules for The TwoTowers™. 30Formats. . . . . . . . . . . . . . . . . . 30Adventure Deck . . . . . . . . . . . 30Adventure Path . . . . . . . . . . . . 30Site Control . . . . . . . . . . . . . . 30Culture Tokens . . . . . . . . . . . . 31

Errata . . . . . . . . . . . . . . . . . . . . . 32Collector Information. . . . . . . . 33Credits . . . . . . . . . . . . . . . . . . . . 33Contacting Decipher. . . . . . . . . 33

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Ring-bearer. In great need, theRing-bearer can save himself by puttingon the Ring — but this puts him ingreater peril of succumbing to theburden of the Ring, and losing the game.

If your fellowship survives itsadventures to reach the final site first,you are the winner!

IMPORTANT CONCEPTS

KINDS OF CARDS

The Lord of the Rings TCG has threebasic kinds of cards: site, Free Peoples,and Shadow. There is also The OneRing, which is different from all othercards.

Site cards

Each player has an adventure deck thatconsists of only nine site cards. Thesecards are used to chart the progress ofthe game.

The adventure deck is separate from thecards drawn and played during thegame, which are placed in the draw deck.

The site numbers on your site cardshave a special site identifier called thetower symbol (≠) to differentiate themfrom the sites in previous sets.

Rivendell is site 3, from an earlier set.Streets of Edoras is site 3≠ from The TwoTowers set.

Free Peoples cards

Free Peoples cards representthe forces of good. Eachplayer has his own fellowship,

made up of a Ring-bearer and othercompanions. When you take your turn,you play and use your Free Peoplescards.

Free Peoples cards have a lightcolored circular field in the upper leftcorner.

Shadow cards

Shadow cards represent theforces of evil and corruption.When another player takes

his turn, you play and use your Shadowcards to hinder that player.

Shadow cards have a dark coloreddiamond-shaped field in the upperleft corner.

The One Ring

This card represents the uniquelypowerful item that is the focus of thestory of The Lord of the Rings. In themiddle of the card, The One Ring hasits subtitle. It has no twilight cost, andits card type is “The One Ring.”

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

THE ONE RING

The One Ring has several versions in thegame represented by different cards, butyou’ll only use one version at a time.

C O M P R E H E N S I V E R U L E B O O K 3

THE LORD OF THE RINGS™

TRADING CARD GAME

COMPREHENSIVE RULEBOOK

If you have never played a trading

card game...

The best way to learn is from a friendwho already knows how to play. If yourfriends aren’t players yet, we’ve designedthis rulebook to get you started... thenyou can show them how to play!

You’ll find a tutorial CD with thisrulebook that is another good way tobecome familiar with the game.

If you have played another trading

card game...

Play a game or two with just the StarterRules and the cards in your two 60-cardfixed packs, as if you were new toTCGs. Then read the Deluxe Rulesand add some booster packs to find allthe depth and strategy of the full game.

If you have played this game

before...

This Comprehensive Rulebookcombines the previous Starter Rulebookand the Deluxe Rulebook.

This rulebook is divided into two parts.The Starter Rules describe how to playwith the two 60-card fixed decks thatcame with this rulebook.

After that part, there are the DeluxeRules that tell you what you need toknow about advanced rules concepts.

All the rules are here, along with acomprehensive table of contents andcomplete index.

STARTER RULES

INTRODUCTION

Most card games have just one deck ofcards that never changes, but a tradingcard game (or TCG) works differently.In a TCG, you personalize your playingdeck using cards from your collection.

The Lord of the Rings Trading CardGame provides two or more playerswith the same challenges that FrodoBaggins, bearer of the One Ring, facedon his fateful journey from Hobbiton toMount Doom to destroy the Ring.

Each player’s cards include his ownfellowship — a group of companions,each represented by a different card.Other cards represent allies, possessions,artifacts, events, and conditions thatsupport and defend the fellowship.

On each player’s turn, a markerrepresenting that player’s fellowshipadvances along the adventure path — asequence of site cards, each representingthe scene of an episode in the adventure.All players share the same adventurepath, even though it is made up of cardsfrom all the players.

Each time a fellowship moves, minionsplayed by one or more opponentsmay attack it; these minions may besupported by possessions, artifacts,events, and conditions of their own.The attacks will succeed or faildepending on the relative strengths ofthe companions and minions.

The minions of evil become morenumerous as the fellowship movesfarther into Middle-earth, resulting ingreater risks to the fellowship and the

2 T H E L O R D O F T H E R I N G S T r a d i n g C a r d G a m e

SUBTITLE

CARD TITLE

STRENGTHBONUS GAME TEXT

LORECOLLECTOR’SINFO

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CONDITION

A condition is a card representing asignificant change in the world, whichstays in play until discarded. Some areplayed on other cards, while most play toyour support area (see playmat).

SITE

You bring a set of nine sites in youradventure deck. Each of those musthave a different site number, with onefor each number from 1 to 9. Sanctuarysites, numbered 3 or 6, have a differentcolored template from other sites.

The following two card types may befound in a booster pack or a differentstarter deck. The two 60-card fixed decksthat come with this rulebook do notinclude them.

ALLY

An ally is a character that helps yourcompanions from afar but does notmove with them.

ARTIFACT

An artifact is a unique weapon, suit ofarmor, or other kind of special objectused by a character.

Artifacts are played and used much likepossessions, although they are a differentcard type. Artifacts are not affected bycards that affect possessions.

C O M P R E H E N S I V E R U L E B O O K 5

COMPANION

A companion is a Free Peoples characterin your fellowship.

MINION

A minion is a Shadow character thatattacks other players’ fellowships.

There are three kinds of characters in thegame. Minions are controlled by Shadowplayers. Companions and allies arecontrolled by the Free Peoples player.

POSSESSION

A possession is a weapon, suit of armor,or other kind of object used bya character.

EVENT

An event is a card played from yourhand representing an importantoccurrence, which you discard afteryou play it.

Most possessions tell you who their bearercan be, which is the kind of character youcan play them on.

4 T H E L O R D O F T H E R I N G S T r a d i n g C a r d G a m e

SITE IDENTIFIER SHADOW NUMBERCARD TITLE

GAMETEXT

ARROW

CO

LLEC

TO

R’SIN

FO

TWILIGHTCOST

CARD TYPE

CARD TITLE

CULTURE

GAME TEXT

LORE

COLLECTOR’SINFO

TWILIGHTCOST

SITENUMBER

CARD TYPE

CARD TITLE

SUBTITLE

CULTURE

CLASS

GAME TEXT

LORE

COLLECTOR’SINFO

TWILIGHTCOST

CARD TITLE SUBTITLE

CARD TYPE

STRENGTH

VITALITY

CULTURE

RACE

HOME SITE

GAME TEXT

LORE

COLLECTOR’SINFO

TWILIGHTCOST

CARD TITLE SUBTITLE

CARD TYPE

STRENGTH

VITALITY

SIGNET

CULTURE

RACE

GAME TEXT

LORE

COLLECTOR’SINFO

TWILIGHTCOST

CARD TYPE

CARD TITLE

STRENGTHBONUS

CULTURE

CLASS

GAME TEXT

LORE

COLLECTOR’SINFO

TWILIGHTCOST

CARD TITLE SUBTITLE

CARD TYPE

STRENGTH

VITALITY

SITE NUMBER

CULTURE

RACE

GAME TEXT

COLLECTOR’SINFO

TWILIGHTCOST

CARD TYPE

CARD TITLE

CULTURE

GAME TEXT

LORE

COLLECTOR’SINFO

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C O M P R E H E N S I V E R U L E B O O K 7

CULTURE

Most cards are part of a specific culture.A card’s color, its background texture,and an icon in its upper right cornerindicate its culture.

You’ll find that cards from the sameculture work well together. Sorting yourcards by culture can make building yourown deck easier. However, your deck maycontain cards from several differentcultures if you like.

Site cards and The One Ring are notpart of any culture.

Culture names and symbols

Free Peoples cards Shadow cards∂ Dwarven ≤ Dunlandπ Elven Gollum∑ Gandalf Ω Isengard

Gollum ∆ Moriaµ Gondor ∞ Raider≥ Rohan ≈ Ringwraith

∫ Shire √ Sauron

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

SIGNET

Some of the Free Peoplescharacter cards have a signet,found in the lower left cornerof the card. Cards with the

same signet generally give bonusesto each other and work well in thesame deck.

Each signet is based around animportant character in the story. Theavailable signets are Aragorn, Frodo,Gandalf, and Théoden.

VITALITY

All characters in the game (companions,minions, and allies) have vitality. Thisnumber represents a character’s life force,stamina, sturdiness, and will to live.

Wounds

When a character is wounded by anenemy attack, his vitality is depleted.Place a wound token on the characterto illustrate this. Glass beads (preferablyblood red) make good tokens for thispurpose. Wounds are always placed ona character one at a time. When you“wound a character,” you place only onewound.

If a card tells you to “wound 2companions,” you must choose two differentcompanions to wound one time each (youmay not wound one companion twice).

Each wound a character has reduces itsvitality by 1. When a character’s vitalityis reduced to zero, that characteris immediately killed. (Reducing acharacter’s strength to zero does notkill that character.)

Healing

A wounded character is a character whohas at least one wound token.

When a wound is removed from acharacter, this represents resting orhealing. If game text says you shouldheal a character, the default meaning forthat phrase is to remove one wound.

If a card tells you to “heal 2 companions,”you must choose two different companionsto heal one time each (you may not healone companion twice).

6 T H E L O R D O F T H E R I N G S T r a d i n g C a r d G a m e

Generally, your fellowship only heals(removes wounds) at a site with thekeyword sanctuary. At the start ofyour turn when your fellowship is at asanctuary, you may heal up to 5 woundsfrom your companions (not allies).

When the rules say “you may heal up to 5wounds from your companions,” you maychoose to heal 5 different companions once,or one companion twice and another threetimes, or any other combination. Youdon’t have to heal any wounds at all sinceit says “up to 5,” which means you maychoose any number from zero to 5.

Killed

When a character’s vitality is reduced tozero, that character is immediately killed.Place killed Free Peoples characters(companions and allies) in your deadpile. The dead pile is separate from andnext to your discard pile (see playmat).Place all killed minions in yourdiscard pile.

When you have a unique companion orally in your dead pile, you may not playanother copy of that card, or any othercard with the same title. (You may playanother copy of a non-unique card thatis in your dead pile.)

A unique card has a dot (•) in its card title.

When you discard a companion or allyto use its game text or as a result ofsome other effect, place that card inyour discard pile (not your dead pile).

When a card that provides a vitalitybonus for its bearer is discarded, thatbearer is immediately killed if his vitalityis then reduced to zero.

Exert

Sometimes you may exert a character byplacing a wound on that card to showthat the character takes an action thatdepletes his vitality.Exerting a character is different fromwounding a character, even though bothrequire placement of a wound token.Cards that prevent wounds may notprevent a wound token placed byexerting.Conceptually, wearing armor protects youfrom a sword strike (taking a woundtoken), but it won’t help you lift a heavyweight (placing an exertion token).Once a wound token is placed, whetherfrom exerting or wounding, it can behealed by any effect that heals a wound.No player may exert a character who isexhausted (who has only 1 vitality). Anexhausted character cannot exert to paythe cost of an action. If the effect of anaction says a character “must exert” andthat character is exhausted, then nothinghappens. To exhaust a character meansto exert that character as many times asyou can.If a card tells you to exhaust a characterwith a vitality of 3, then you must exertthat character 2 times by placing 2 woundtokens. A character with a vitality of 2 isexhausted with a single wound. A characterwith a vitality of 1 is always exhausted. A mount says, “At the start of each skirmishinvolving bearer, each minion skirmishingbearer must exert.” If an exhausted minionis skirmishing a character bearing thismount, this exertion is ignored.If the cost of an action requires acharacter to exert X times, then thatcharacter must have X+1 or more vitalityor that action may not be performed.

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Discard an event after you play it, andbefore the next action is taken. Evenafter being discarded, an event often hasan ongoing or delayed effect until theend of the phase, or until a specifiedphase or condition is met.

SPECIAL ABILITIES

Besides events, other types of cards mayhave a phase action as a part of theirgame text called a special ability, whichmay be used only while the card is inplay. (The boldfaced word defines whenyou may do so.)

Each special ability is optional; youdon’t have to use it if you don’t want to.You may use each special ability as manytimes as you like (even repeatedly duringthe same phase), as long as you meet therequirements for it and pay its costs.You may not combine special abilities.

Pippin, Mr. Took (Fellowship: PlayGandalf or Aragorn; his twilight cost is –2)may not be combined with The PrancingPony (Fellowship: Add a burden to playAragorn from your draw deck) to playAragorn at –2 from your draw deck. Bothactions are special abilities, and you mustchoose one or the other.

WHEN, EACH TIME,AND WHILE

A few special words or phrases you’llsee in game text govern the timing ofan action, just like the names of phasesthat are in phase actions. These includewhen, each time, and while; each isdescribed below with an example.

• When is used if an effect can happenonly once. When you play thispossession, you may draw a card.This game text activates only once,when this card is played.

• Each time is used if an effect canhappen more than once. Each timeyou play a possession or artifact on yourcompanion, draw a card. If you playone possession, this game text activatesonce; if you play a second possession,it activates again, and so on.

• While is used if an effect is continuous.For example, While Merry bears aweapon, he is strength +2. When youplay a weapon on Merry, this game textis activated; if that weapon is discarded,then this game text “turns off.”

Each of these effects has a triggerdescribing 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 alsoneed a player marker (a differently-colored token) that shows where hisfellowship is on the adventure path.

Adventure Deck

Take all 9 of your site cards and placethem face down in a pile on the table.This is your adventure deck.

No other player may look through youradventure deck during the game.

You don’t have to keep your adventuredeck in any order. Just look through itto get a card when you need to.

C O M P R E H E N S I V E R U L E B O O K 9

TWILIGHT POOL

The twilight pool is an area on the tablewhere twilight tokens are placed. Thetokens in the twilight pool representhow dangerous the world is for thefellowship. Glass beads (preferablyblack) make good twilight tokens, butany convenient tokens will do. Keep alarge reserve of twilight tokens handy.

Twilight Cost

In the upper left corner of each FreePeoples and Shadow card is that card’stwilight cost. This is the number oftwilight tokens that must be added to orremoved from the twilight pool to playthat card.

When you play a Free Peoples card, youmust add a number of twilight tokens(from the reserve) to the twilight poolequal to that card’s twilight cost.

When your opponent plays a Shadowcard, he must remove a number oftwilight tokens from the twilight poolequal to that card’s twilight cost. AShadow card may not be played if itstwilight cost cannot be met by thetokens available in the twilight pool.

In game text, you will find phrases like“Add ⁄” which means, “Add 1 twilighttoken to the twilight pool.”

Check all requirements to perform anaction (such as playing a card) beforepaying its costs. Some cards require youto see how many tokens are in thetwilight pool, for example.

If a Free Peoples event requires you to spottwilight tokens, they must be there beforeyou add tokens to pay for that card’s cost.

PHASE ACTIONS

Before you learn more about the phasesof a turn, you need to know how certaingame actions link to those phases.

During each phase of a turn, one ormore players are allowed to performphase actions that use a word matchingthe name of that phase. These words areprinted in boldface and followed by acolon.

Each phase action lasts for the durationof the phase named in the boldfaceword (unless otherwise specified).

The effects of a phase action with thekeyword Skirmish: last only for theskirmish phase in which it is used.

Each phase action must be completelyperformed before another phase actioncan be performed. Phase actions cannotbe combined.

If one card says, “ Fellowship: Play an Elffrom your draw deck” and another cardsays, “ Fellowship: Play an Elf to draw acard,” you may not play one Elf from yourdraw deck to draw a card. You mustchoose one phase action or the other.

An action labeled with the word“Response:” is not a phase action.Responses are explained later in thisrulebook.

EVENTS

Most event cards have a phase actionthat defines when you may play thatcard from your hand. The game text onthat event may be performed only oncefor each copy of that event played. Youmay not play an event during a phasethat does not match its phase action.

8 T H E L O R D O F T H E R I N G S T r a d i n g C a r d G a m e

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C O M P R E H E N S I V E R U L E B O O K 11

If a site is replaced, take the old sitefrom the adventure path and put it backin its owner’s adventure deck.

Since only one card with each sitenumber is played to the adventure path,a site belongs to the adventure deckthat’s missing a site card with thatnumber.

Who goes first?

Determine randomly who goes first.The first player places his copy of site 1(from his adventure deck) on the tableto begin the adventure path. Each playerplaces his player marker onto that sitecard.

Place the adventure path off to the side,opposite from the twilight pool (seeplaymat). That leaves room in themiddle of the table for minions.

Starting Fellowship

Take one copy of each of the cardsindicated below (depending on whichstarter deck you’re playing). Place themface up on the table, with Frodo bearingThe One Ring (place it under Frodowith its title showing).

Théoden Starter:Éowyn, Éomer, Frodo, The One Ring

Gandalf Starter:Gandalf, Frodo, The One Ring

Don’t place any tokens into the twilightpool for the cards in your startingfellowship.

Draw deck

The rest of your cards form your drawdeck. Shuffle your draw deck, give theopponent on your right the opportunityto cut it, and draw eight cards to formyour starting hand.

Note: If at any time you have no cardsin your draw deck, you may reshuffleyour discard pile to make a new drawdeck. You may only do this once pergame. When you play using theDeluxe Rules, you won’t be able toreshuffle your draw deck.

Game Setup Summary

• Each player places his adventure deckon the table.

• Determine randomly who goes first.

• First player plays site 1.

• Each player puts his player marker onsite 1.

• Each player places his startingfellowship on the table.

• Each player shuffles his draw deck anddraws 8 cards.

PLAYING THE GAME

Each player, going clockwise around thetable, takes a turn according to thefollowing turn sequence.

1. Fellowship Phase

2. Shadow Phase

3. Maneuver Phase

4. Archery Phase

5. Assignment Phase

6. Skirmish Phase(s)

7. Regroup Phase

When one player finishes his turn, thenext player in clockwise rotation (to hisleft) takes a turn and so on.

Although the turn order rotates to theleft (clockwise), note that many otherprocedures in the game actually rotateto the right (counter-clockwise).

10 T H E L O R D O F T H E R I N G S T r a d i n g C a r d G a m e

START OF TURN

When your turn begins, remove alltokens from the twilight pool. (The poolbegins the game empty, so this is notnecessary on the first turn of the game.)

Then you complete any “at the start ofeach of your turns” actions. Each ofthese actions may be performed onlyonce per turn.

1. FELLOWSHIP PHASE

During your fellowship phase, you mayperform fellowship actions includingplaying most Free Peoples cards. Finally,move your fellowship forward along theadventure path.

Perform fellowship actions

If you are the Free Peoples player, youmay perform fellowship actions duringthis phase, in any order.

Two fellowship actions are alwaysavailable:• Play a Free Peoples companion, ally,

possession, artifact, or condition fromyour hand to the table.

• Spot a unique companion or uniqueally with at least one wound anddiscard a card from your hand with thesame card title (it may have a differentsubtitle) to heal that character.

A unique card has a dot (•) in its card title.

You may find other fellowship actions onevents in your hand, or as special abilitieson cards you already have in play.

Paying costs

To play a Free Peoples card, add anumber of twilight tokens to the twilightpool equal to the card’s twilight cost.

Playing companions

Play companion cards in a row, nearthe other members of your fellowshipalready in play.You may not play a card from yourhand to replace another card in play,even if those cards have the same cardtitle or represent the same personality.Playing possessions

Play Free Peoples possessions under acharacter, with the left edge of the cardvisible for its card title and attributebonuses (modifiers for the character’sstrength and/or vitality, written with aplus sign like “+2”). Some possessionsplay to your support area (a row of cardsbehind your fellowship, see playmat).Class

Each character may bear one possessionor artifact of each class at one time. Forexample, a character may bear only onehand weapon, only one ranged weapon,only one armor, only one cloak, andonly one staff.Some possessions do not have a class.There is no limit to the number ofpossessions without a class that acharacter may bear.Some cards use the term mounted ingame text, which means, “bearing apossession with the class of mount.”Playing conditions

Free Peoples conditions are alwaysplayed during the fellowship phase, evenif they provide a special ability that isperformed during a different phase.Play Free Peoples conditions eitherunder a character (like a possession, ifthe card says, “Bearer must be...”) orto your support area, as indicated in thegame text of the condition card.

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Perform Shadow actions

There is one Shadow action that isalways available:

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

Each Shadow player may perform anyShadow actions during his Shadowphase. When he has completed all of theShadow actions he wishes to perform,the next Shadow player to his right (ifany) then performs a Shadow phase.

Playing Shadow cards

A minion is played to the center of thetable, across from the active fellowship.Artifacts, possessions, and conditionsstate in their game text where they play.The Shadow player must removetwilight tokens from the twilight poolas required when playing Shadow cards.

A Shadow player may not play aShadow condition or possession onanother Shadow player’s minion or toanother player’s support area. However,Shadow cards may give bonuses orother game effects to other players’Shadow cards, and Shadow players mayplay events for other players’ Shadowcards as appropriate.

A Shadow player’s minion may receivea strength bonus from another Shadowplayer’s condition.

Each minion is normally played to acertain range of sites beginning withthe minion’s site number. Thus, if theminion is played to (or currently at) asite that has a lower site number, thatminion is roaming. The player mustpay a roaming penalty by removing anadditional two twilight tokens whenplaying that minion.

A minion with a site number of 4 mustremove 2 more twilight tokens to play atsite 3 (or site 3 ≠). If that same minionplays to site 4 (or site 4 ≠), there is noroaming penalty. If he survives thefellowship’s first move to 3, he would nolonger be roaming when the fellowshipmoves to site 4.

When the first Shadow playercompletes his Shadow phase, the nextShadow player does so. All Shadowplayers pay for cards by using the sametwilight pool. The second Shadowplayer uses twilight tokens left overfrom the first Shadow player, and so on.When all Shadow players have eachcompleted a Shadow phase, it is timefor the maneuver phase. (If there are nominions in play at the end of the finalShadow phase, then skip directly to theregroup phase.)

3. MANEUVER PHASE

Perform maneuver actions

Players may perform maneuver actions(special abilities on cards in play with“Maneuver:” and events with thatkeyword) using the action procedure.

C O M P R E H E N S I V E R U L E B O O K 13

Moving your fellowship

During each of your fellowship phases,when you are finished performingfellowship actions, your fellowship mustmove forward to the next site on theadventure path.

All players use the same adventure pathfor their player markers. The cards thatmake up that path are taken from theadventure decks of the players. Thereis only one site 1 in play (on theadventure path), one site 2, and so on.

A new site is added to the path onlywhen a player’s fellowship is ready tomove to the next site and there is no sitecard available on the adventure path forthat move.

How to move

Place your player marker on the nextsite on the adventure path. If there is nosite there yet (as is the case for the firstplayer in the first turn), then a new sitemust be played from one of the Shadowplayers’ adventure decks.

Place new sites in order by their sitenumber. When the first player movesfor the first time, place a site with thesite number of 2.

To determine which player places thenew site on the adventure path, look atthe site you are moving from. Each sitehas an arrow at the bottom center ofthe card. This indicates who is to playthe new site, with meaningthe Shadow player to your right and

meaning the Shadow player toyour left. (In a two-player game, there isonly one Shadow player at a time, sothat player always plays the new site.)

When you move your player marker tothe next site first perform any actionstriggered by leaving the old site. Thenperform actions that say, “When thefellowship moves...” Finally, performactions that occur when moving to thenew site. This includes adding tokens tothe twilight pool equal to the Shadownumber on the site you moved to.

In addition, for each companion inyour fellowship, you must add onetoken to the twilight pool each timeyour fellowship moves.

Movement Summary

• Shadow player places the next site cardif needed.

• Move your player marker to the nextsite.

• Perform “When you move from...”actions.

• Perform “When the fellowshipmoves...” actions.

• Perform “When you move to...”actions.

• Add twilight tokens equal to the newsite’s Shadow number.

• Add one twilight token for eachcompanion.

2. SHADOW PHASE(S)Each other player in the game, startingwith the player immediately to yourright, has one Shadow phase.

During each player’s Shadow phase, thatplayer may perform Shadow actions,including playing most Shadow cards.Each Shadow player may performShadow actions in any order desiredduring his or her Shadow phase.

Each player has only one Shadow phasein which to perform all of his actions.

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5. ASSIGNMENT PHASE

During your assignment phase, youmay assign companions to defendagainst attacking minions. When theassignment phase is complete, eachcompanion being attacked will lead toa separate skirmish phase.

Assign defenders

You may now assign companions todefend against attacking minions.Inform the Shadow players when youare done making assignments.

A player may not assign more than onecompanion to the same minion.

Frodo and Aragorn face a single Uruk-hai.The Free Peoples player assigns Aragorn tothe Uruk-hai, protecting Frodo fromharm. He may not assign both companionsto the Uruk-hai.

When the Free Peoples player assignsone of his characters to skirmish aminion with the keyword ambush ˛,the Shadow player who owns thatminion may add ˛.

If your Southron with ambush ¤ isassigned by the Free Peoples player, youmay add two tokens to the twilight pool.The Free Peoples player may decide not toassign any characters to your minion withambush. However, you may then assignthat minion to any character later in thephase (see below).

All assignments of characters are on aone-to-one basis, with the followingtwo exceptions:

• If your assigned companion has thekeyword defender +1, you may assignthat character at this time to oneadditional unassigned minion.

Defender +2 allows that companionto defend against two additionalunassigned minions, and so on. Acharacter with defender +2 (or greater)satisfies any requirement for defender+1.

Frodo and Aragorn face two Uruk-hai.The Free Peoples player could assignAragorn to one and Frodo to the other.However, Aragorn has defender +1, so hemay be assigned to defend against bothminions, leaving Frodo again unharmed.

• When you have informed the Shadowplayers that you are done makingassignments, they may assign anyunassigned minions to anycompanions (even if thosecompanions are already assigned). Thefirst Shadow player on your right mayassign any of his unassigned minions,and so on, counter-clockwise aroundthe table.

Frodo and Aragorn face four Uruk-hai.The Free Peoples player uses Aragorn’sdefender +1 and assigns him to defendagainst two minions. He assigns Frodoto another. This leaves one unassignedUruk-hai, so the Shadow player assignsthe last minion to Frodo, trying to killthe Ring-bearer.

Assignment Phase Summary

• Free Peoples player may assigndefending companions to minions.

• Shadow players may assign leftoverunassigned minions to anycompanions.

6. SKIRMISH PHASE(S)When the assignment phase is complete,each defending companion will fight in a

C O M P R E H E N S I V E R U L E B O O K 15

When all players consecutively pass,proceed to the archery phase.

4. ARCHERY PHASE

During the archery phase, you andyour opponents may perform archeryactions (special abilities on cards in playwith “Archery:” and events with thatkeyword) and then conduct archery fire.

Perform archery actions

Players may perform archery actionsusing the action procedure described inthe maneuver phase. When all playersconsecutively pass, proceed to archeryfire.

Archery fire

All Shadow players count the numberof all their minions with the keywordarcher to determine the “minion archerytotal.” No matter how many Shadowplayers there are, there is only oneminion archery total.

As the Free Peoples player, you alsocount the number of your Free Peoplesarcher companions to determine the“fellowship archery total.”

There is always a “default” archery totalof zero for each side. A card may add to

your archery total even though you haveno archers in play at that time.

You must then assign a number ofwounds equal to the minion archerytotal to your companions (andparticipating allies) in any way you wish.

After you have assigned archery wounds,you choose one Shadow player whomust then assign a number of woundsequal to the fellowship archery total tohis minions in any way he wishes.

Since these tokens are assigned aswounds and not from exertion, anyplayer may assign enough wounds to killhis own minion or companion.

Wounds are assigned one at a time, soa character may not have more woundsassigned than that character’s vitality.Ignore any leftover wounds that cannotbe assigned.

If there are no minions left after thearchery phase, then skip directly to theregroup phase.

Archery Phase Summary

• Determine archery totals for each side.

• Free Peoples player assigns archerywounds to his companions (andparticipating allies).

• Free Peoples player chooses oneShadow player.

• That Shadow player assigns archerywounds to his minions.

ACTION PROCEDURE

As the Free Peoples player, you getthe first opportunity to perform anaction, and then the player on yourright gets an opportunity, and so oncounter-clockwise around the table.

If a player does not wish to performan action, he may simply pass.Passing does not prevent a playerfrom performing an action later inthe same phase.

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Skirmish Phase Summary

• Free Peoples player chooses a skirmish.

• Players perform skirmish actions.

• Resolve that skirmish and assignwounds.

• If any skirmishes are unresolved,repeat this procedure.

FIERCE

After all the normal skirmishes areresolved, surviving minions with thekeyword fierce must be defendedagainst a second time.

Players perform another assignmentphase and then complete a separateskirmish phase for each fierce skirmish.

Assignment Phase (Fierce)

The Free Peoples player assignsdefenders using the same procedure asbefore, and then Shadow players assignany fierce minions that remainunassigned.

Skirmish Phase(s) (Fierce)

When the assignment phase for fierceminions is complete, each defendingcompanion will fight in a separateskirmish phase. The procedure for eachof these skirmish phases is the same asfor a normal skirmish phase.

Aragorn is assigned to defend against afierce Uruk-hai. In the normal skirmishphase, Aragorn wins and the Uruk-haitakes one wound. During the followingfierce skirmish phase, the Free Peoplesplayer may once more assign a companionto defend against the Uruk-hai. Thiscompanion may be Aragorn or may be adifferent companion.

Only when all skirmishes (both normaland fierce) have been resolved do theplayers move on to the regroup phase.

7. REGROUP PHASE

During the regroup phase, each Shadowplayer reconciles his hand. Then, theFree Peoples player decides whether toend his turn now or move again thisturn.

Shadow players reconcile

Each Shadow player must reconcile hishand to eight cards, as follows:• He may first discard one card from

his hand.

• If he then has less than eight cards inhis hand, he must draw cards until hehas eight.

• Otherwise (when he has more thaneight cards in his hand), he mustdiscard from his hand until he hasonly eight.

Free Peoples player chooses

At the end of the regroup phase, if youare the Free Peoples player, you mustselect one of the following two choices:

• Move the fellowship to the next site(allowing the proper Shadow player toplace a new site if needed), add tokensto the twilight pool (both for theShadow number of the new site andfor the number of companions in thefellowship), and return to the Shadowphase(s).

• Or, reconcile your hand (just as theShadow players did above). Then theShadow players discard all minions inplay (and cards borne by them), andyour turn ends.

C O M P R E H E N S I V E R U L E B O O K 19

separate skirmish phase. In an orderdecided by the Free Peoples player,skirmishes are resolved one at a time byconducting a skirmish phase for each.

During each skirmish phase, players mayperform skirmish actions, and then thatskirmish must be resolved. All skirmishactions must be complete beforeproceeding to resolve the skirmish.

Once a skirmish phase has finished, theFree Peoples player must select anotherdefending companion (one who is stillassigned to a minion), and performanother skirmish phase.

Perform skirmish actions

Players may perform skirmish actions(special abilities on cards in play with“Skirmish:” and events with thatkeyword) using the action proceduredescribed in the maneuver phase.

Each skirmish action lasts only for asingle skirmish. When all playersconsecutively pass, proceed to resolvethat skirmish.

Resolve that skirmish

If the total strength of one side is morethan the strength of the other side, theside with the most strength wins thatskirmish. (If there is a tie, the Shadowside wins.) Place one wound on eachcharacter on the losing side.

Whenever there are two or moreminions on one side of a skirmish, thestrengths of those minions are added upfor a single total.

If Aragorn, with strength of 8, faces twoOrcs, each with strength of 3 (total strengthof 6), then Aragorn wins that skirmish andeach losing Orc takes one wound.

When the winning side has one or morecharacters with the keyword damage +1,then each losing character takes oneadditional wound for each damage +1.(Damage +2 adds two wounds, and soon.) This is called a damage bonus,which may be added to or removed byvarious effects.

To continue the above example, if Aragornhas damage +1, then each Orc takes twowounds.

But if both Orcs have damage +1 andstrength of 4 (thus winning the skirmishwith combined strength of 8), thenAragorn takes three wounds instead.

If the total strength of one side is at leastdouble the total strength of the otherside, all the characters on the losing sideare killed (regardless of how manywounds or how much vitality each has).This is also called being overwhelmed.When a character is overwhelmed,that character does not take any morewounds — he simply dies.

When the Ring-bearer is overwhelmed,he is killed, regardless of whether hewears the Ring. The One Ring’s abilityto convert wounds into burdens does notprotect him from being overwhelmed,since no wounds are placed.

A skirmish phase ends after all actionstriggered by winning or losing thatskirmish have resolved. At this point,characters who were involved in thatskirmish are no longer assigned.

A surviving minion or companion mayskirmish again this turn if the fellowshipmakes another move (or if the minionhas the keyword fierce).

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Sites are always active. A site’s game textmay not be used unless the fellowship isthere, although some cards may copyand use that game text.

If the game text of a site has a Shadowspecial ability, you may use that specialability only when the active fellowship isat that site and you are a Shadow player.

Exception: Site text is not active whenthe starting fellowships are played.

UNIQUENESS

Unique cards

Many character, possession, and artifactcards represent a thing that there is onlyone of. Such a card has a dot (•) beforethe card title, to tell you that only oneof that card may be active and in play ata time.

You may have only one card with thecard title of •Gandalf in play at one time.Other players may also have a card withthe title of •Gandalf in play, but only oneis allowed per player.

Two cards represent the same thing ifthey have the same card title (even iftheir subtitles or collector’s info aredifferent) or they have the samecollector’s info (even if their titles andsubtitles are different). Two cards canhave the same card title even if they arein different languages.

For Shadow cards, if a copy of a uniquecard is already in play and active, youmay not play another card that has thesame title (regardless of subtitles).

You may not play a card from yourhand to replace another card in play,even if those cards have the same cardtitle or represent the same personality.

Non-unique cards

All cards that do not have a dot (•)before their card title are non-unique.This means that all players may havemany copies of those cards in play atone time.Most conditions are non-unique, andyou may have multiple copies of theseconditions in play at one time. Theeffects of these cards are cumulative.

Subtitles

Some possession, artifact, and conditioncards have subtitles. These function inthe same manner as subtitles oncharacter cards.

The cards Gandalf’s Staff, Walking Stickand Gandalf’s Staff (no subtitle) representthe same thing.

RESPONSES

A special ability or event labeled withthe word “Response:” indicates thatyou may perform that action wheneverthe trigger described in its game texthappens.A response action is not a phase action(because there is no “response phase”).

THE ONE RING

Frodo always begins the game as yourRing-bearer. He bears The One Ringfor you, much as when he carried theRing in his pocket or on a chain aroundhis neck.

When can he put on the Ring?

The Ruling Ring, the version of TheOne Ring in your starter deck, has a“Response:” special ability. It can beused during any skirmish phase, evenone that doesn’t involve yourRing-bearer. Before you place a wound

C O M P R E H E N S I V E R U L E B O O K 21

Move limit

During each of your turns, yourfellowship must move once, and maymove a number of times up to yourmove limit.

In a two- or three-player game, yourmove limit is two. In a game with fouror more players, your move limit isequal to the number of your opponentswhen the game begins. During yourregroup phase, you may decide to makeanother move, subject to the limit above.

WINNING THE GAME

A player wins the game when hisfellowship is at site 9 and his Ring-bearersurvives all skirmish phases. The gameends, and there is no regroup phase onthe last turn.

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

Losing the Game

A player loses the game if his Frodois killed and Sam is not part of hisfellowship to carry on as Ring-bearer.(Alternately, if Sam has become yourRing-bearer, you lose the game whenSam is killed.)

A player also loses the game if hisRing-bearer becomes corrupted. If theRing-bearer has a number of burdens onhis card equal to his resistance, he iscorrupted.

A burden is a black token (like atwilight token) that is placed on yourRing-bearer (usually Frodo). There aremany cards that add or remove burdens.Burdens are only placed on yourRing-bearer.

There are also card effects that cancorrupt the Ring-bearer, regardless ofhow many burdens he might have.

If a player loses a game and there are atleast two other players remaining,removehis player marker and all of his cards fromplay (and discard any opponent’s cardsthat were on them).

Remove his sites on the adventure pathin numerical order, and replace each onewith an opponent’s corresponding site,in counter-clockwise order starting withthe player on his right.

The other players complete the losingplayer’s turn.

OTHER IMPORTANT RULES

ACTIVE CARDS

During your turn, only these cards areactive:

• sites,

• your Free Peoples cards, and

• your opponents’ Shadow cards.

All other cards are inactive. Inactivecards are not affected by the game anddo not affect the game.

Your companions and your opponent’sminions are active. Your opponents’companions are not.

Exception: Any cards that are borne byinactive cards are inactive.

An opponent’s Shadow condition onanother opponent’s companion is notactive because that companion is not.

You may not play another copy of aunique card that is already in play andcurrently active.

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Loaded keywords

Card type (such as minion or event)and class (such as staff or hand weapon)are loaded keywords. Other loadedkeywords include ambush, archer,damage +1, defender +1, fierce,Ring-bearer, sanctuary, and unhasty.

Ring-bound and unbound. Onlycompanions can be unbound orRing-bound (not allies or minions).Any companion without theRing-bound keyword is an unboundcompanion.

Exception: All versions of Frodo andSam are Ring-bound.

Unhasty is a loaded keyword found onEnts that means, “This character mayonly participate in skirmishes when at itshome site or when a ∑ card allows it todo so.”

MISCELLANEOUS

Discard

The default meaning of the word“discard” is “discard from play.”Discarding from other locations (suchas from your hand or from the top ofyour draw deck) is always specified.

Playing cards from your draw deck

Some cards allow you to play a carddirectly from your draw deck or discardpile. You must still pay any costs andmeet requirements necessary for playingthat card.

When you finish looking through yourdraw deck, reshuffle it and give theplayer to your right the opportunity tocut it.

Spot

The word spot sets up a requirement forplaying a card or using a special abilityin conjunction with a noun such as,“To play, spot an Elf.” This is equivalentto, “An Elf must be in play and activefor you to play this card.”

Cards in your dead pile are active duringyour turn, but they’re not in play. Youcan’t spot a card in your dead pile.

Normally, you don’t have to spot all thecards in play that meet the requirementif you don’t want to.

If a card says, “for each Elf you spot” andthere are 2 Elves in play (and active), youmay 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 andyou have to spot anything andeverything that meets the requirement.

“While you can spot The Balrog, skip thearchery phase” means you can’t make achoice (it either works or it doesn’t).

THE END OF THE STARTER RULES

If this is your first time playingThe Lord of the Rings Trading CardGame, play a few games with the two60-card fixed decks that came withthis rulebook before continuingonward to the Deluxe Rules.

C O M P R E H E N S I V E R U L E B O O K 2322 T H E L O R D O F T H E R I N G S T r a d i n g C a r d G a m e

token on your Ring-bearer, you may tellyour opponent that your Ring-bearer isputting on The Ruling Ring instead.When you use the special ability on TheOne Ring, your Ring-bearer “wears” theRing. Using this special ability on TheOne Ring is optional.

Remember, wounds are always placedon a character one at a time. Onceactivated, this special ability continues tobe in effect as long as your Ring-bearerwears The Ruling Ring.

Your Ring-bearer cannot put onthe Ring to save himself from beingoverwhelmed. When he is overwhelmed,no wounds are taken and he is killed.

What happens while he wears

the Ring?

While your Ring-bearer wears TheRuling Ring, each time he is about totake a wound, a burden is added instead.

While wearing the Ring, yourRing-bearer can perform all normalactions such as moving and skirmishing.He may defend against attackingminions as usual.

There are special Shadow cards withpowerful effects that can only be playedwhile your Ring-bearer wears the Ring.

How does he become corrupted?

If your Ring-bearer ever has as manyburdens as his resistance (usually 10),he becomes corrupted and you losethe game.

Your Ring-bearer may also becomecorrupted by a card effect. This takeseffect immediately, regardless of howmany burdens are currently on yourRing-bearer.

How does he take the Ring off?

At the start of the regroup phase, yourRing-bearer takes off the Ring andsimply carries it again.What happens when he is killed?

If your Ring-bearer is killed (even if heis overwhelmed), you lose the game.Exception: Sam has a special ability onhis card that is a response action youmay use when Frodo is killed (notcorrupted). If Sam is in play at thatmoment, this allows you to transferthe Ring to Sam, and then he becomesyour Ring-bearer.

KEYWORDS

Each card has one or more keywordsthat identify it. Most keywords areunloaded keywords, with no specialrules (although they may be referencedby other cards). Keywords with rules arecalled loaded keywords. Find theexplanation for each loaded keywordwith the index.Unloaded keywords

Race (such as Man, Elf, Ent, Orc, Uruk-hai, or Wizard) is an unloaded keyword.The race of “Man” includes women ofthe appropriate culture. A possessionthat requires a ≥ Man bearer may beborne by a ≥ female character who hasthe race of “Man.”Note that in The Lord of the RingsTCG, Uruk-hai is a different racefrom Orc.Sites have unloaded keywords likebattleground, forest, mountain, plains,river, and underground. Otherunloaded keywords include Easterling,fortification, knight, machine, ranger,search, Southron, spell, stealth, tale,tracker, valiant, villager, and warg-rider.

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WHO GOES FIRST?In the Starter Rules, players deciderandomly who goes first. However, for theDeluxe Rules, players bid burdens todetermine this.

Players place secret bids for the right todetermine who goes first in the game.The bidding is done with black tokens,which will become burdens on yourRing-bearer.Don’t bid too high, or your Ring-bearerwill start with too many burdens andbe close to being corrupted. (If Frodoaccumulates 10 burdens, you lose thegame.)

If you bid a number of burdens equalto your Ring-bearer’s resistance, yourRing-bearer becomes corrupted beforethe game starts (before the first playerplays site 1) and you lose the game.

Each player secretly places a number ofburdens in his hand (you may bid zero).When all players are ready,simultaneously reveal the bids. Thehighest bid wins the right to choosewhere he goes in the turn order. Anychoice is available.

Next, the second highest bidder choosesfrom the remaining positions in theturn order, and so on. Keep track ofeach player’s bid, as these tokens willbecome burdens on his copy of Frodo.

If there are any ties, then the tiedplayers resolve randomly who choosesfirst 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 theright to choose, and he chooses to go first(placing 4 burdens on Frodo). Tom and

Tim are tied, so they flip a coin, and Tomwins the tiebreak. He chooses second(placing 3 burdens on Frodo). Timchooses to go fourth (3 burdens), leavingthird for Mike (1 burden).

The first player sits down, and theothers then sit in clockwise order aroundthe table according to their choices.

Place your adventure deck (face down)and Frodo (face up) on the table. PlaceThe One Ring under him (so the titleis showing) and place the burdens thatyou bid on Frodo.

The first player places his copy of site 1(from his adventure deck) on the tableto begin the adventure path. Each playerplaces his player marker onto site 1.

Starting Fellowship

In the Starter Rules, players select theirstarting fellowships based upon which deckthey have. However, for the Deluxe Rules,players customize their starting fellowships.

Your fellowship begins with Frodobearing The One Ring. You may playother companions (not allies,possessions, artifacts or conditions)from your draw deck, as long as thetotal twilight cost of your startingcompanions is 4 or less.

Play these cards one at a time, eventhough you do not add twilight tokensfor playing your starting fellowship.Site text is not active when the startingfellowships are played.

You may use “When you play” gametext on a starting companion. You mayspot a companion in your startingfellowship as a requirement to playanother starting companion.

C O M P R E H E N S I V E R U L E B O O K 25

DELUXE RULES

INTRODUCTION

The Deluxe Rules follow the samegeneral format as the Starter Rules. Weassume that you are familiar with theStarter Rules.

The body of rules found in thisComprehensive Rulebook replacesand supersedes all previous rulebooks(including the Expanded Rulebook).This book is all you need to get therules for The Lord of the Rings TCG.

SETTING UP THE GAME

BUILDING YOUR DECK

Each player brings to the game at least71 cards:

• Frodo, bearing The One Ring(2 cards),

• a draw deck of at least 60 cards, and

• a 9-card adventure deck.

Ring-bearer

You must start the game with one copyof Frodo (any version) bearing The OneRing (again, any version). These twocards are not part of your draw deck(they do not count against your total ofFree Peoples cards).

Draw Deck

Your draw deck must have at least 60cards and must have an equal numberof Shadow cards and Free Peoples cards,shuffled together. You may not have anycopies of The One Ring or sites in yourdraw deck.

You may have up to four copies of eachcard title (ignoring subtitles) in yourdraw deck.

You may have four copies of Aragorn,King in Exile in your draw deck, or youmay have two copies of that card and twocopies of Aragorn, Ranger of the North.You may not have four copies of each ofthose cards, since they have the same title(although they have different subtitles).

Exception: Since one copy of Frodo isalways part of your starting fellowship,you may have only three copies of Frodoin your draw deck.

When you draw the last card from yourdraw deck, you don’t lose the game.Continue with the cards you have inhand and in play. Do not reshuffleyour discard pile to make a new drawdeck. (You reshuffle your draw deckonly when playing with a starter deckand the Starter Rules).

Adventure Deck

Your adventure deck has nine differentsite cards, one for each of the nine sitenumbers.

You may not mix sites from differentblocks in the same adventure deck. Thesites in your adventure deck must beeither from the Fellowship block (sets 1,2, and 3) or from the Tower block (sets4, 5, and 6).

Since cards from all the adventure deckscombine to form a shared adventurepath, all players in the same game musthave sites from the same block.

24 T H E L O R D O F T H E R I N G S T r a d i n g C a r d G a m e

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When the assignment phase iscomplete, each companion beingattacked will lead to a separate skirmishphase.

Perform assignment actions

Players may perform assignment actionsusing the action procedure described inthe maneuver phase.

Many assignment actions assign aminion to a companion. All of theseassignments are “one-on-one” — youcannot assign one character to anotherunless both of them are unassigned.

When all players consecutively pass,proceed to assign defenders.

Assign defenders

When the fellowship is at an ally’s home(or if a card effect has allowed an ally toparticipate in skirmishes), that ally maybe assigned to a skirmish in the sameway that companions are assigned toskirmishes.

SKIRMISH PHASE(S)Resolve that skirmish

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

If all characters of one side are removedfrom a skirmish before that skirmishbegins, that skirmish does not occur.

If all characters of one side are removedduring a skirmish before strength hasbeen totaled, the skirmish resolves andthe other side wins.

When resolving a skirmish, a side witha total strength greater than zero willoverwhelm a side whose total strength iszero. If the strength of both sides iszero, the Shadow side wins the skirmish(but does not overwhelm).

FIERCE

Assignment Phase (Fierce)

For the Deluxe Rules, the fierceassignment phase also includesopportunities for both players to performassignment actions.

During the fierce assignment phase,ignore an effect that results in assignmentwith a minion that is not fierce.A minion must be in play and fierce atthe start of the fierce assignment phaseto participate in a fierce skirmish.

An ally that was able to be assigned to anormal skirmish (because the fellowshipis at that ally’s home or as a result of acard effect) is also able to be assigned to afierce skirmish.

Skirmish Phase(s) (Fierce)

Once a minion is assigned in the fierceassignment phase, that minion’s fierceskirmish must be resolved, even if thatminion somehow becomes no longerfierce.

REGROUP PHASE

In the Starter Rules, there were no regroupactions. However, for the Deluxe Rules,the regroup phase includes opportunitiesfor both players to perform regroup actions.

During the regroup phase, players mayperform regroup actions (special abilitieson cards in play with “Regroup:” andevents with that keyword). Then eachShadow player reconciles his hand.

Perform regroup actions

Players may perform regroup actionsusing the action procedure described inthe maneuver phase. When all playersconsecutively pass, proceed to reconcilethe Shadow players’ hands.

C O M P R E H E N S I V E R U L E B O O K 2726 T H E L O R D O F T H E R I N G S T r a d i n g C a r d G a m e

If Legolas is in your starting fellowship,you may play him first and spot him toplay another Elf companion who has thegame text, “To play, spot an Elf.” Be sureto play your starting fellowship cards inthe correct order if you use such text.

Select and reveal starting fellowships inplayer order. (In tournament play, youmay change your starting fellowshipfrom game to game.)

PLAYING THE GAME

FELLOWSHIP PHASE

Although the rules provide carddrawing only in the regroup phase,many card effects allow you to drawcards in the fellowship phase as well.The following rule limits such carddrawing.

The Rule of 4: You may not draw (ortake into hand) more than 4 cardsduring your fellowship phase.This applies to cards taken into handby any means. This does not apply tocards drawn “at the start of each of yourturns.” An effect that would require youto exceed this limit is performed as muchas possible and the rest is ignored.

Playing companions

The Rule of 9: You may not have morethan nine total companions in playand in your dead pile at any time.(Each copy of a non-unique companionin play or in your dead pile counts as aseparate companion.)If you have •Merry (a unique companion)and two copies of Dwarf Guard (a non-unique companion) in your dead pile, youmay not have more than 6 companions inyour fellowship.

Playing allies

Allies are characters that do not count asmembers of your fellowship. Play themto a row behind your fellowship calledyour support area. An ally may beplayed during any of your fellowshipphases (you do not have to wait untilyour fellowship is at the ally’s home).There is no limit to the number of alliesyou may have in play.

Playing artifacts

Play Free Peoples artifacts just as youplay Free Peoples possessions.

SHADOW PHASE(S)

Playing Shadow cards

You may use (and exert) anotherplayer’s character to pay a cost for yourShadow card or special ability.Shadow players may converse and planamong themselves. They may namecards in their hands, but they may notactually show each other those cards.They may make agreements, but thoseagreements are not binding.

ASSIGNMENT PHASE

In the Starter Rules, there were noassignment actions. However, for theDeluxe Rules, the assignment phaseincludes opportunities for both players toperform assignment actions.

During the assignment phase, youand your opponents may performassignment actions (special abilities oncards in play with “Assignment:” andevents with that keyword).Then you may assign companions todefend against attacking minions. Allassignment actions must be completebefore proceeding to assign defenders.

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C O M P R E H E N S I V E R U L E B O O K 29

Move limit

If the move limit is modified for a turn,then that modification is in effect forthe whole turn, even if the conditionsfor the modification change.

OTHER IMPORTANT RULES

ACTIONS

Nearly everything that occurs duringthe game is some kind of action. Playersperform actions to play cards, usespecial abilities, move their fellowships,reconcile, and so on.

Required or optional

Every action is either optional or required.An optional action is defined as either:an event, a special ability, or an action thatuses the word “may.” All other actionsare required actions.

All required actions responding to aparticular trigger are performed beforeany optional actions.

If two or more required actions areoccurring at the same time (for example,more than one “at the start of each ofyour turns” actions), the Free Peoplesplayer decides in which order they occur.

After all required actions to a particulartrigger have resolved, players mayperform optional actions respondingto that same trigger using the actionprocedure.

Response actions

Response is a timing word that meansthat you may play an event (or use aspecial ability) whenever the situationdescribed in its game text happens.

You may respond more than once to thesame situation.

Sometimes a response action interruptsanother action to cancel it before itresolves. When this happens, that otheraction does not have its effect, but itscosts and requirements are still paid.

Phase actions

Phase actions include performingspecial abilities and playing event cards.(Exception: response special abilities andresponse events are not phase actions.)If a phase action can be played inmultiple phases (for example,“Maneuver or Skirmish:”), its actiontype is of the phase during which theaction is taken.

Costs and Effects

A cost or an effect could be adding orremoving twilight tokens, exerting acharacter, discarding a card, or anynumber of other possibilities. The costsfor an action are usually listed before theword “to” (so the action takes the formof “pay X to do Y,” with X being the costand Y the effect).

Costs

If a card or special ability has a cost, youmust pay that cost or you may not usethat card or special ability.If an action is prevented, its effects areignored but its costs and requirementsare still paid.When you pay the cost for an action(any cost, such as playing a card,discarding a card, adding or removingtwilight pool), you may not use thatpayment for more than one action.If you have two copies of Weapons ofIsengard in play (Shadow: Play an Ωarcher to place an Ω token on this card),playing a single Ω archer allows you toplace a token on only one of those copies.

28 T H E L O R D O F T H E R I N G S T r a d i n g C a r d G a m e

Effects

If the effect of a card or special abilityrequires you to perform an action andyou cannot, you must perform as muchas you can and ignore the rest.If the effect of an event requires you todiscard 2 cards from your hand and youonly have 1 card in hand, just discard the1 card and ignore the rest.

If the effect of a card or special abilityrequires you to choose one of twodifferent actions, you must choose anaction that you are fully capable ofperforming (if possible).If you meet all the requirements and payall the costs for playing a card, you mayplay that card even if the card will haveno effect.Exception: If you perform an action thathas playing a card from hand or discardpile as part of its effect, you must playthat card.This exception applies to all kinds ofactions (playing event cards, usingspecial abilities, “when you play” gametext, and so on) and all the differentways you can play a card (except playinga card directly from your draw deck).There is no penalty if you don’t find(or choose not to play) a card you arelooking for in your draw deck.

The source of an effect is the card onwhich that effect is printed. Even thougha card like an event may require aminion to exert to pay its cost, thesource of that effect is the event cardand not the minion.Some cards have multiple effects thatrespond to the same kind of trigger.They count something in play, andwhen there is more of that thing, moreeffects happen.

The game text of Uglúk looks like this:While you can spot 2 Ω trackers, Uglúk isstrength +3.While you can spot 3 Ω trackers, Uglúk isdamage +1.

You don’t have to spot 5 trackers to getboth benefits. Three trackers is enough tosatisfy the first requirement (if you have 3,you can spot 2) and the last requirement(spot 3).

ALLIES

Allies are not companions and don’ttravel along the adventure path withyour fellowship. Ally cards have ahome site number indicated just afterthe card’s type, on the same line (suchas ALLY • HOME 3≠ • MAN). Each ally inyour support area is considered to beat his home site.Allies may not be healed when youstart your turn at a sanctuary; thewounds healed at a sanctuary are fromcompanions only.Allies from earlier sets do not have homesites on The Two Towers adventurepath. Such sites are indicated with atower symbol (like 3≠ or 4≠).Allies normally do not participate inarchery fire and skirmishes. Specialabilities on allies (such as archery actionsor skirmish actions) may be used asnormal.However, when your fellowship is atyour ally’s home, that ally participatesin archery fire and skirmishes.This doesn’t mean that such an allymust take an archery wound or beassigned by the Free Peoples player todefend a skirmish, but that character iseligible to do so if the Free Peoplesplayer so chooses.

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Look at / Reveal

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

Modifiers

Each time a value is used, all applicablemodifiers to that value are reapplied. Ifthe result at that point is then less thanzero, than that result is changed to zero.

The order of modifiers doesn’t matter,since every applicable modifier isreapplied each time a value is used.Numbers can go below zero until thefinal check is made.

Most actions and events have“continuous” effects throughout thephase in which they are played, muchlike a “temporary” condition.

Double Shot adds 1 to the fellowshiparchery total from the moment it is playeduntil the end of that archery phase.

The modifiers are not recalculated. Thesame modifiers are just applied again.

Enduring Evil played when Frodo has 3burdens only reduces strength by 3, even ifanother burden is later added.

Moving cards between decksand piles

Whenever you move a card from onepile to another (such as shuffling a cardfrom your discard pile into your drawdeck), you must reveal that card to allplayers so they can verify that thecorrect card was moved.

Stack

Stacking a card is not playing a card.Stacked cards are placed face up and maybe looked at by any player at any time.Stacked cards are not in play. They maynot be spotted.

They do not count for uniqueness. Astacked unique card may be in playelsewhere. Multiple copies of the sameunique card may be stacked together.

Transfer of Artifacts and Possessions

You may transfer an artifact orpossession between your Free Peoplescharacters during your fellowship phaseby paying the twilight cost for thatartifact or possession again. (Minionsmay not transfer artifacts orpossessions.)

Both characters involved in the transfermust be at the same site. (Rememberthat an ally is always at his home siteduring your fellowship phase.)

An artifact or possession may betransferred only to a character who maybear it (as indicated by a “bearer mustbe” phrase in its text). You may notvoluntarily discard a possession orartifact borne by your character.

Transferring a card is not playing thatcard, even though you must pay itstwilight cost. “When you play” gametext is not performed when transferringa card.

C O M P R E H E N S I V E R U L E B O O K 3130 T H E L O R D O F T H E R I N G S T r a d i n g C a r d G a m e

The Shadow player may assign anunassigned minion to an ally when thefellowship is at that ally’s home site.

Some card effects also allow alliesto fight in this way, even when thefellowship is not at that ally’s home.

You may count archer allies for thefellowship archery total if the fellowshipis at their home, or a card has allowedthem to participate in archery fire.

While an ally participates in archery fireand skirmishes, that ally is considered tobe at the same site as the fellowship.

ACTIVE CARDS

Occasionally in a multiplayer game,two copies of the same unique Shadowcondition may be in play at thesame time.

Only the first copy of a unique Shadowcondition (or the first 4 copies of a non-unique Shadow condition) closest to theright of the Free Peoples player are ineffect at any time. All other copies arealso active, but their game text is ignored.

THE ONE RING

The One Ring is a special card thatis neither a Free Peoples card nor aShadow card. It has no twilight cost,and its card type is “The One Ring.”

There are three versions of The OneRing: The Ruling Ring, Isildur’s Bane,and Answer to All Riddles. The StarterRules explain how The Ruling Ringworks, since that version comes in everystarter product. Other differences areexplained below.

When can he put on the Ring?

Isildur’s Bane also has a response thatis used to put on the Ring, but theRing-bearer may do so at any time he isabout to take a wound, not just duringa skirmish.Answer to All Riddles has a skirmishspecial ability (not a response) that isused to put on the Ring.What happens while he wears

the Ring?

While your Ring-bearer wears Isildur’sBane, each time he is about to take awound (during any phase), two burdensare added instead.While your Ring-bearer wears Answerto All Riddles, he receives a +2 strengthbonus and adds a burden instead of awound (during a skirmish phase only).

How does he take the Ring off?

If your Ring-bearer puts on the Ring(any version) during the regroup phase,he then takes it off at the end of thatregroup phase.

MISCELLANEOUS

Discard

Discard piles are always face-up, andcards are discarded one at a time so allplayers can see which cards are beingdiscarded.The order of your discard pile isirrelevant, and you may place any cardyou wish on top after playing a cardfrom there.

You may look through your own discardpile at any time, but you may not lookthrough an opponent’s discard pile.When a card leaves play for any reason,any cards played on that card (or borneby or stacked on that card) are discarded.

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When a Shadow player takes control ofa site, the site on the adventure path withthe lowest site number must be selected.An opponent controls site 1≠ and allplayer markers are at site 4 ≠ or higher, soyou must take control of site 2≠ .

When you take control of a site, placethat site in your support area, lengthwise.Many card effects in Tower block setsdepend upon the number of sites youcontrol.

The game text of a controlled sitecannot be used by any player, since asite’s game text may not be used unlessthe fellowship is there. Exception: Thekeywords of a controlled site still apply,so a player may “control abattleground.”

Like a site on the adventure path, acontrolled site is always active andmay be spotted. When your opponentcontrols a site from your adventuredeck, it’s still your site.

Cards like Úlairë Nelya can replace acontrolled site. Move any cards (such asDunlending Looters) from the site beingreplaced to the new site, and return theold site to its owner’s adventure deck.

Liberate

A Free Peoples player may have a cardeffect that allows him to liberate a site.Only a site that is controlled by anotherplayer (in another player’s support area)may be liberated. You may not liberate asite on the adventure path, a site in anyadventure deck, or a site you control.

When you liberate a site, place it back onthe adventure path. Any cards on that siteare discarded. You must liberate the sitewith the highest site number controlledby one of your opponents first, regardlessof which opponent controls that site. (Ifyou control the site with the highest sitenumber, you must liberate the nexthighest site controlled by an opponent.)

CULTURE TOKENS

Some conditions tell you to “place anπ token on this card” (or “a ∞ token,”and so on).You can use any convenient markersfor these tokens. They don’t have to beany particular color. You can use thesame tokens you’re using for burdensor wounds, since these tokens are notplaced on a character card.

C O M P R E H E N S I V E R U L E B O O K 33

NEW RULES FOR

THE TWO TOWERS

FORMATS

Each game now has one of the followingformats:• Tower block (only cards from sets 4,

5, and 6),

• Fellowship block (only cards from sets1, 2, and 3), or

• open (all cards allowed, except forFellowship block sites).

ADVENTURE DECK

The sites provided in Tower block setshave site numbers identified with thetower symbol (≠). A Tower blockadventure deck is numbered from 1≠ to9≠, just like a Fellowship block adventuredeck is numbered from 1 to 9.This is an alternative to the sites fromthe first three sets, not an extension ofthose sites. The game will always haveonly 9 sites in the adventure deck.You may not mix sites from differentblocks in the same adventure deck.

ADVENTURE PATH

Sites from Tower block sets have asite identifier: the tower symbol (≠).Fellowship block sites have no suchsymbol, and therefore have a “blank”identifier.Great Hall has a site number of 6 and asite identifier of ≠ (Tower block). DimrillDale also has a site number of 6 and nosite identifier (which means it’s from theFellowship block).

Minions

For playing minions, use only the sitenumber, not the site identifier.

A Moria Orc is roaming at site 3(Fellowship block) and at site 3≠ (Towerblock).

Allies

For the home sites of allies, use the siteidentifier. An ally from the Fellowshipblock has no home site in the Towerblock.Elrond’s home site is 3, not 3≠.

Game text

When a site’s number is specificallymentioned in game text, that numberuses the site identifier.Hobbit Stealth (Skirmish: At sites 1 to 5,cancel a skirmish involving a Hobbit. Atany other site, make a Hobbit strength+2.) cannot cancel a skirmish in theTower block. However, this card adds itsstrength bonus at any Tower block site.

SITE CONTROL

Shadow players may now take control ofsites on the adventure path and the FreePeoples player may liberate controlledsites. Various card effects refer to thesecontrolled sites as well.

Control

Shadow players may now use cardeffects to take control of sites. A Shadowplayer may only take control of a site onthe adventure path that has been passedby all players. A site has been passedwhen all player markers are on sites withhigher site numbers.When all player markers are at site 2≠ orhigher, you may take control of site 1≠ .

32 T H E L O R D O F T H E R I N G S T r a d i n g C a r d G a m e

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COLLECTOR INFORMATION

The Lord of the Rings™ trading cardgame comes in 60-card starter decks,74-card deluxe starter sets, and 11-cardbooster packs.Each 11-card booster pack contains 1rare card and a mixture of 10 uncommonand common cards.Sixty of the cards in your starter deckor deluxe starter set are fixed, since youget the same ones in each of that typeof starter.Three of the cards in a starter are specialalternate-image versions of rare cards.The 74 cards in a deluxe starter set alsoinclude an 11-card booster pack.In the lower right corner of every card,you’ll see a code like “4 R 12.” The firstnumber is the set number, with 4indicating The Two Towers set.The letter is the rarity code, with R forrare, U for uncommon, C for common,and P for premium. Last is the numberfor that card in the set.

CONTACTING DECIPHER

Check out our website, send us an emailor give us a call:• website: decipher.com• rules questions email:[email protected]

• customer service email:[email protected]

• telephone: 757-623-3600• address: P.O. Box 56, Norfolk, VA

23501-0056Getting More Help

Keep up-to-date with all the new rulingsin our Frequently Asked Questionsdocument (or FAQ), updated monthly:http://www.decipher.com/lordoftherings/rules/index.html

CREDITS

Design: Joe Alread, Chuck Kallenbach,Tom Lischke, Mike Reynolds. ProjectManagement: Tim Ellington. ArtDirection: Dan Burns. GraphicDesign: Joe Boulden, Jeff Hellerman,Leslie Burns, Rob Burns, Ed Gartin.Lead Playtesting: Brian Kallenbach,Geoff Snider. Production: RossCampbell, Mike Carosi, Sandy Wible.Tutorial Translations: French, FrancisLalumière; German, Stef Rößner;Italian, Fabrizio Rolla; Spanish, JordiFons. For New Line Cinema: JohnMayo, Mark Ordesky, Glen Sharah.For Tolkien Enterprises: Laurie Battle.Special Thanks: Brad Defruiter,Evan Lorentz, our many playtesters,and — as always — Warren Holland.

© MMIII New Line Productions, Inc. All Rights Reserved. “The Lord of the Rings”and the names of the characters, items, events and places therein are trademarksof The Saul Zaentz Company d/b/a Tolkien Enterprises under license to New LineProductions, Inc. Decipher Inc. Authorized User. TM, ®, & © 2003 Decipher Inc.,P.O. Box 56, Norfolk, Virginia U.S.A. 23501. All Rights Reserved. Printed in the U.S.A.

C O M P R E H E N S I V E R U L E B O O K 35

ERRATA

The gameplay of the following cards haschanged since they were first printed.When Decipher reprints these cards ina future set, their gameplay will becorrected. Until that time, these cardsshould be played as follows:

BOOK OF MAZARBUL 0 P 7 Tale. Bearer must be a Dwarf.At the start of each fellowship phasewhen the fellowship is at site 4 orhigher, you may draw a card for eachDwarf companion.

Reprinted correctly as Realms of theElf-lords card 3 R 1.

GIMLI, DWARF OF EREBOR 1 U 12Damage +1.Fellowship: If the twilight pool hasfewer than 2 twilight tokens, add ¤ toplace a card from hand beneath yourdraw deck.

Reprinted correctly in the Legolas starterdeck for Realms of the Elf-lords.

FAR-SEEING EYES 1 C 43This Elven condition is unique(•FAR-SEEING EYES).

Reprinted correctly in the Legolas starterdeck for Realms of the Elf-lords.

GIFT OF BOATS 1 U 46To play, exert an Elf ally. Plays toyour support area.When the fellowship moves from ariver during the fellowship phase, themove limit for this turn is +1.

THE MIRROR OF GALADRIEL 1 R 55Plays to your support area. Each Elfally whose home is site 6 is strength +1.Maneuver: If an opponent has at least7 cards in hand, exert Galadriel to lookat 2 of those cards at random. Discardone and replace the other.

Reprinted correctly as a random rare inFellowship beta Starter Decks.

A RANGER’S VERSATILITY 1 U 113Maneuver: Exert a ranger at a river orforest to exhaust a minion.

THRÓR’S MAP 1 R 318Plays to your support area.Fellowship or Regroup: Exert 2Hobbits and discard Thrór’s Map toplay the fellowship’s next site(replacing opponent’s site if necessary).

Reprinted correctly as a random rare inFellowship beta Starter Decks.

WE MUST GO WARILY 3 C 48Response: If the fellowship movesin the regroup phase, exert a µcompanion twice to make eachminion’s twilight cost +1 until thenext regroup phase.

34 T H E L O R D O F T H E R I N G S T r a d i n g C a r d G a m e

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36 T H E L O R D O F T H E R I N G S T r a d i n g C a r d G a m e

actions . . . . . . . . . . . . . . 27action procedure . . . . . . 14active cards. . . . . . . . . . . 19adventure deck. . . . . . 9, 31adventure path . . . . . . 9, 31ally. . . . . . . . . . . . 5, 25, 28ambush . . . . . . . . . . . . . 15archer. . . . . . . . . . . . . . . 14archery phase . . . . . . . . . 14archery phase summary . 14artifact . . . . . . . . . . . . 5, 25assignment phase . . . . . . 15assignment phase

summary . . . . . . . . . . 15attribute bonuses . . . . . . 11bidding . . . . . . . . . . . . . 24building your deck . . . . . 23burdens . . . . . . . . . . 19, 24card limits . . . . . . . . . . . 23character . . . . . . . . . . . . . 4class . . . . . . . . . . . . . . . . 11collector information . . . 34companion. . . . . . . . . 4, 11contacting Decipher. . . . 33corrupted . . . . . . . . . 19, 21costs. . . . . . . . . . . . . . . . 27credits . . . . . . . . . . . . . . 34culture . . . . . . . . . . . . . . . 6culture tokens . . . . . . . . 32Deluxe Rules . . . . . . . . . 23damage +1 . . . . . . . . . . . 17dead pile . . . . . . . . . . . . . 7defender +1 . . . . . . . . . . 15discard . . . . . . . . . . . . . . 22discard to heal . . . . . . . . 11draw deck . . . . . . . . 10, 23effects. . . . . . . . . . . . . . . 28errata . . . . . . . . . . . . . . . 33event . . . . . . . . . . . . . . 4, 8exert. . . . . . . . . . . . . . . . . 7

exhausted . . . . . . . . . . . . . 7fellowship phase . . . . 11, 25fierce . . . . . . . . . . . . 18, 26formats . . . . . . . . . . . . . 31Free Peoples cards . . . . . . 3game setup summary . . . 10healing . . . . . . . . . . . . . . . 6home site . . . . . . . . . . . . 28how to move . . . . . . . . . 12keywords . . . . . . . . . . . . 21killed . . . . . . . . . . . . . . . . 7kinds of cards. . . . . . . . . . 3liberate. . . . . . . . . . . . . . 32look at / reveal . . . . . . . . 30losing the game . . . . . . . 19maneuver phase . . . . . . . 13minion. . . . . . . . . . . . 4, 13modifiers . . . . . . . . . . . . 30mounted . . . . . . . . . . . . 11move limit . . . . . . . . . . . 19movement summary . . . 12moving cards . . . . . . . . . 29moving your fellowship . 12non-unique . . . . . . . . . . 20phase action . . . . . . . . . . . 8playing the game . . . 10, 25possession . . . . . . 4, 11, 13race . . . . . . . . . . . . . . . . 21reconcile . . . . . . . . . . . . 18regroup phase. . . . . . . . . 18required or optional

actions. . . . . . . . . . . . 27requirements . . . . . . . . . . 8remove tokens from the

twilight pool . . . . . . . 11resistance . . . . . . 19, 21, 24response actions . . . . . . . 20Ring-bearer . . . . . . . 20, 29Ring-bound . . . . . . . . . . 22roaming . . . . . . . . . . . . . 13

Rule of 4 . . . . . . . . . . . . 25Rule of 9 . . . . . . . . . . . . 25sanctuary . . . . . . . . . . . 5, 7setting up the game . . 9, 23Shadow cards . . . . . . . . . . 3Shadow number. . . . . . . 12Shadow phase . . . . . 12, 25signet . . . . . . . . . . . . . . . . 6site . . . . . . . . . . . . . . . . 5, 9site control . . . . . . . . . . . 31site number . . . . . . . 10, 23skirmish phase(s) . . . 15, 26skirmish phase

summary . . . . . . . . . . 18special ability . . . . . . . . . . 9spot . . . . . . . . . . . . . . . . 22stack. . . . . . . . . . . . . . . . 30start of turn actions . . . . 11Starter Rules . . . . . . . . . . 2starting fellowship . . 10, 24subtitles . . . . . . . . . . . . . 20support area . . . . . . . . 5, 11The One Ring . . . 3, 20, 29tokens . . . . . . . . . . 6, 8, 32tower symbol ( ≠) . . . . . . 31transfer. . . . . . . . . . . . . . 30turn sequence. . . . . . . . . 10twilight pool . . . . . . . . . . 8types of cards . . . . . . . . 4, 5unhasty . . . . . . . . . . . . . 22unbound . . . . . . . . . . . . 22uniqueness . . . . . . . . . . . 20vitality . . . . . . . . . . . . . . . 6when, each time,

and while . . . . . . . . . . 9who goes first? . . . . . . . . 24winning the game . . . . . 18wounds . . . . . . . . . . . . . . 6

INDEX

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