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Starter Deck Guide

by Skye7707

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~~~~~~~~~~~~~  Lord of the Rings Online: Trading Card Game  ~~~~~~~~~~~~~~~
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Starter Deck Guide
Version 1.0
PC (online game)
Written by Devon Kerkhove aKa Skye7707
Last updated on 09/21/2005

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01. Legal Information
02. Starter Decks
03. Starter Rules
04. Credits

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    01. Legal Information
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This guide is Copyright (c) 2005 to Devon Kerkhove
Starter Deck Names & Rules made and (c) by Worlds Apart.

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    02. Starter Decks
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These starter deck lists are for the online starter decks only. Each starter
adds a number of cards to the physical version of the same deck to make it a
legal deck for its block, i.e. it contains an equal number of Free Peoples and
Shadow cards, contains a draw deck of 60 or more cards, a Frodo and 
The One Ring, and an adventure deck using sites from that block. 
Starter decks from the current block are also legal for the Standard and 
Open formats.

-------------------------------- Deck Lists ----------------------------------

Fellowship of the Ring 
      Gandalf Starter 
      Aragorn Starter 
      Deluxe Starter 

The Mines of Moria 
      Gandalf Starter 
      Gimli Starter 

Realms of the Elf-lords 
      Legolas Starter 
      Boromir Starter 

The Two Towers 
      Aragorn Starter 
      Theoden Starter 
      Deluxe Gandalf Starter 

Battle of Helm's Deep 
      Eowyn Starter 
      Legolas Starter 

Ents of Fangorn 
      Witch-king Starter 
      Faramir Starter 

The Return of the King 
      Aragorn Starter 
      Eomer Starter 

The Siege of Gondor 
      Merry Starter 
      Pippin Starter 

Mount Doom 
      Frodo Starter 
      Sam Starter 

Shadows 
      Shadows Aragorn Starter 
      Shadows Eowyn Starter 
      Shadows Gandalf Starter 
      Shadows Legolas Starter 

Black Rider 
      Black Rider Mouth of Sauron Starter 
      Black Rider Saruman Starter 

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The Fellowship of the Ring Gandalf Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Son of Drogo 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Westfarthing 
    Ettenmoors 
    Council Courtyard 
    Mithril Mine 
    The Bridge of Khazad-d�m 
    Dimrill Dale 
    Anduin Confluence 
    Shores of Nen Hithoel 
    Emyn Muil 

Free Peoples (30 cards) 
    Barliman Butterbur, Prancing Pony Proprietor 
    Boromir, Son of Denethor 
    Bounder x3 
    Defiance x2 
    Gandalf, The Grey Wizard (starting) x2 
    Gimli, Dwarf of Erebor x2 
    Hobbit Intuition x2 
    Hobbit Sword 
    Intimidate x3 
    Legolas, Prince of Mirkwood x2 
    Mysterious Wizard x4 
    Noble Intentions x2 
    Sleep, Caradhras 
    Sorry About Everything 
    Their Halls of Stone x2 
    Treachery Deeper Than You Know 

Shadow (30 cards) 
    Drums in the Deep x3 
    Goblin Marksman x4 
    Goblin Runner x4 
    Goblin Patrol Troop 
    Goblin Scavengers x3 
    Goblin Scimitar x4 
    Goblin Sneak x3 
    Host of Thousands x3 
    Moria Scout x3 
    They Are Coming x2 

------------------------------------------------------------------------------

The Fellowship of the Ring Aragorn Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Son of Drogo 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    East Road 
    Bree Gate 
    Rivendell Terrace 
    Moria Lake 
    The Bridge of Khazad-d�m 
    Galadriel's Glade 
    Silverlode Banks 
    Pillars of the Kings 
    Slopes of Amon Hen 

Free Peoples (30 cards) 
    Aragorn, King in Exile (starting) x2 
    Armor 
    Athelas x2 
    Boromir, Son of Denethor x2 
    Coat of Mail 
    Eregion's Trails x2 
    Gondor's Vengeance 
    Great Shield x2 
    Hobbit Intuition x2 
    Hobbit Sword x2 
    Legolas, Prince of Mirkwood 
    No Stranger to the Shadows x2 
    Pathfinder x2 
    Rosie Cotton 
    Sam, Son of Hamfast 
    Swordarm of the White Tower x3 
    Swordsman of the Northern Kingdom x3 

Shadow (30 cards) 
    Bred for Battle x3 
    Saruman's Ambition x2 
    Their Arrows Enrage x2 
    Uruk Brood 
    Uruk Rager x4 
    Uruk Savage x4 
    Uruk Shaman x4 
    Uruk Slayer x4 
    Uruk Soldier x4 
    Uruk-hai Armory x2 
    Uruk-hai Raiding Party x2 

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The Fellowship of the Ring Deluxe Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Son of Drogo 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    East Road 
    Bree Streets 
    Ford of Bruinen 
    Moria Stairway 
    The Bridge of Khazad-d�m 
    Lothl�rien Woods 
    Anduin Wilderland 
    Anduin Banks 
    Emyn Muil 

Free Peoples (30 cards) 
    Boromir, Son of Denethor x2 
    Bounder x3 
    Halfling Deftness x2 
    Hobbit Appetite x4 
    Hobbit Intuition x3 
    Hobbit Party Guest x2 
    Hobbit Stealth x3 
    Hobbit Sword x4 
    Merry From O'er The Brandywine (starting) 
    Pippin, Friend to Frodo (starting) 
    Sam, Son of Hamfast (starting) 
    Stout and Sturdy x3 
    There and Back Again 

Shadow (30 cards) 
    Black Breath x2 
    Blade Tip x2 
    Forces of Mordor x2 
    Morgul Skulker x4 
    Orc Cheiftan x3 
    Orc Scimitar x4 
    Orc Soldier x3 
    Shadow's Reach 
    Sword of Minas Morgul x2 
    �lair� Lemanya, Lieutenant of Morgul x3 
    �lair� Nelya, Lieutenant of Morgul 
    �lair� Nert�a, Messenger of Dol Guldur x2 
    �lair� Ots�a, Lieutenant of Morgul 

------------------------------------------------------------------------------

Mines of Moria Gandalf Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Reluctant Adventurer 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Farmer Maggot's Fields 
    Trollshaw Forest 
    Frodo's Bedroom 
    Moria Lake 
    The Bridge of Khazad-dum 
    Dimrill Dale 
    Anduin Confluence 
    Shores of Nen Hithoel 
    Summit of Amon Hen 

Free Peoples (30 cards) 
    Gandalf, The Grey Pilgrim x2 
    Merry, From O'er the Brandywine x2 
    Legolas, Prince of Mirkwood x2 
    Boromir, Son of Denethor x2 
    Barliman Butterbur, Prancing Pony Proprietor 
    Wizard Staff x2 
    Hobbit Intuition x2 
    Hobbit Sword x2 
    Strength of Spirit x4 
    Intimidate x3 
    Mysterious Wizard x4 
    Stand Against Darkness 
    Swordarm of the White Tower x2 
    Elendil's Valor 

Shadow (30 cards) 
    Goblin Flankers x3 
    Goblin Pursuer x4 
    Goblin Spearman x4 
    Goblin Runner x3 
    Goblin Scavengers x4 
    Goblin Spear x4 
    The Long Dark x2 
    Old Differences x2 
    Drums in the Deep x2 
    Host of Thousands x2 

------------------------------------------------------------------------------

Mines of Moria Gimli Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Reluctant Adventurer 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Westfarthing 
    Ettenmoors 
    Council Courtyard 
    Dwarrowdelf Chamber 
    The Bridge of Khazad-dum 
    Lothlorien Woods 
    Anduin Wilderland 
    Anduin Banks 
    Tol Brandir 

Free Peoples (30 cards) 
    Gimli, Dwarf of the Mountain-race x2 
    Farin, Dwarven Emissary x2 
    Dwarf Guard x3 
    Thrarin, Dwarven Smith 
    Hand Axe x2 
    Hobbit Intuition x2 
    Hobbit Sword 
    Dwarven Axe x2 
    Dwarven Armor 
    Stairs of Khazad-dum x2 
    Flurry of Blows x4 
    Lord of Moria 
    Axe Strike x3 
    Still Draws Breath x2 
    Here Lies Balin, Son of Fundin x2 

Shadow (30 cards) 
    Orc Scout x4 
    Orc Ambusher x4 
    Orc Assassin x4 
    Orc Chieftain x3 
    Orc Hunters x2 
    Orc Inquisitor x2 
    Vile Blade x4 
    Spies of Mordor x2 
    Mordor's Strength x3 
    Under the Watching Eye x2 

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Realms of the Elf-lords Legolas Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Son of Drogo 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Westfarthing 
    Breeland Forest 
    House of Elrond 
    Pass of Caradhras 
    The Bridge of Khazad-d�m 
    Lothl�rien Woods 
    Silverlode Banks 
    Anduin Banks 
    Tol Brandir 

Free Peoples (30 cards) 
    Border Defenses x2 
    Boromir, Son of Denethor x2 
    Defiance x3 
    Far-seeing Eyes x2 
    Fryin Pan 
    Foul Creation x3 
    Galdor 
    Gimli, Dwarf of Erebor x2 (starting) 
    Golradir, Councilor of Imladris x2 
    Haldir x2 
    Hobbit Intuition x2 
    Hosts of the Last Alliance x4 
    Legolas, Son of Thranduil x2 (starting) 
    Saelbeth, Elven Councilor x2 

Shadow (30 cards) 
    Abandoning Reason for Madness x2 
    Bred for Battle x2 
    Isengard Forger x3 
    One of You Must Do This x2 
    Saruman's Snows 
    Uruk Raider x3 
    Uruk Rager x2 
    Uruk Savage x4 
    Uruk Scout x4 
    Uruk-hai Raiding Party x4 
    Uruk-hai Sword x3 

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Realms of the Elf-lords Boromir Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Reluctant Adventurer 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Hobbiton Woods 
    Bree Gate 
    Rivendell Terrace 
    Eregion Hills 
    The Bridge of Khazad-d�m 
    Galadriel's Glade 
    Anduin Wilderland 
    Pillars of the Kings 
    Emyn Muil 

Free Peoples (30 cards) 
    Boromir, Defender of Minas Tirith x2 (starting) 
    Boromir's Cloak 
    Coat of Mail 
    Flee in Terror 
    Foes of Mordor x2 
    Gimli, Dwarf of Erebor x2 
    Hobbit Sword x2 
    Hobbit Intuition x2 
    Legolas, Prince of Mirkwood x2 
    Merry, From O'er the Brandywine (starting) 
    No Stranger to the Shadows 
    Answering the Cries x2 
    Seek and Hide 
    Sentinels of N�menor x3 
    Swordsman of the Northern Kingdom x3 
    Might of N�menor x2 
    What Are They? x2 

Shadow (30 cards) 
    Massing in the East x3 
    Mordor's Strength x3 
    Orc Butcher x4 
    Orc Scimitar x4 
    Orc Soldier x3 
    Orc Swordsman x4 
    Orc Warrior x4 
    Spies of Mordor 
    Strength Born of Fear x2 
    Tower Lieutenant x2 

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The Two Towers Aragorn Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Tired Traveller 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    The Riddermark 
    Rohirrim Village 
    Westemnet Plains 
    White Rocks 
    Hornburg Courtyard 
    Hornburg Armory 
    Hornburg Causeway 
    Ring of Isengard 
    Orthanc Library 

Free Peoples (30 cards) 
    Aragorn, Wingfoot x3 
    Best Company x3 
    Gimli, Unbidden Guest x2 
    Hobbit Sword x2 
    Legolas, Elven Comrade x2 
    Merry, Learned Guide x3 
    Pippin, Wooly-footed Rascal x3 
    Ranger's Sword, Blade of Aragorn x2 
    Severed His Bonds x2 
    Swiftly and Softly x2 
    Knocked on the Head x3 
    Valor x3 

Shadow (30 cards) 
    Band of Wild Men x3 
    Dark Fury x2 
    Death to the Strawheads x2 
    Dunlending Brigand x4 
    Dunlending Madman x4 
    Dunlending Pillager x4 
    Dunlending Robber x4 
    Dunlending Savage x4 
    Iron Axe x3 

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The Two Towers Theoden Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Tired Traveller 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Horse-country 
    Uruk Camp 
    Throne Room 
    Westemnet Hills 
    Deep of Helm 
    Hornburg Armory 
    King's Room 
    Wizard's Vale 
    Palant�r Chamber 

Free Peoples (30 cards) 
    Brego 
    �omer, Sister Son of Th�oden 
    �owyn, Lady of Rohan 
    Heavy Chain x 3 
    Herugrim x2 
    Hobbit Sword x2 
    An Honorable Charge x4 
    Horse of Rohan x3 
    Rider of Rohan x3 
    Th�oden, Lord of the Mark x3 
    Work for the Sword x3 
    Well Stored x2 
    Guma 
    Weland 

Shadow (30 cards) 
    Broad-Bladed Sword x3 
    Ferocity x2 
    Orthanc Warrior x4 
    Still They Came x2 
    Uruk Defender x3 
    Uruk Fanatic x4 
    Uruk Rear Guard x2 
    Uruk Regular x2 
    Uruk Stalker x4 
    Uruk-hai Raiding Party x3 

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The Two Towers Deluxe Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Tired Traveller 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Western Emyn Muil 
    Wold of Rohan 
    Streets of Edoras 
    White Rocks 
    Hornburg Parapet 
    Hornburg Armory 
    King's Room 
    Wizard's Vale 
    Palant�r Chamber 

Free Peoples (30 cards) 
    Behold the White Rider 
    �omer, Sister-son of Th�oden x2 
    �owyn, Lady of Rohan x2 
    Gandalf, The White Wizard x2 
    Gimli, Unbidden Guest 
    Have Patience x3 
    Hobbit Sword x2 
    Keep Your Forked Tongue 
    Legolas, Elven Comrade 
    Long I Fell x4 
    Sam, Samwise the Brave 
    Severed His Bonds x2 
    Swiftly and Softly x2 
    Sword of Rohan x2 
    Under the Living Earth x4 

Shadow (30 cards) 
    Desert Soldier x3 
    Desert Spearman x3 
    Easterling Axeman x4 
    Easterling Guard x3 
    Easterling Infantry x2 
    Easterling Lieutenant x3 
    Gathering to the Summons x2 
    Men of Rh�n x2 
    On the March x4 
    Southron Scout x4 

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Battle of Helm's Deep Eowyn Starter Deck Card List

Ring-bearer (2 cards) 
    Frodo, Tired Traveller 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Horse-country 
    Plains of Rohan Camp 
    Stables 
    Westemnet Hills 
    Helm's Gate 
    Hornburg Armory 
    King's Room 
    Nan Curunir 
    Palant�r Chamber 

Free Peoples (30 cards) 
    Armory 
    Arrow-slits 
    Ecglaf 
    �owyn, Daughter of �omund x2 
    Household Guard x3 
    Elite Rider x3 
    Rohirrim Bow x3 
    Rider's Mount x3 
    Rider's Spear x3 
    Rohirrim Helm 
    Thundering Host 
    Work for the Sword x3 
    Hobbit Sword x2 
    Severed His Bonds x2 
    Sigewulf 

Shadow (30 cards) 
    Warg-rider x4 
    Isengard Flanker x4 
    Isengard Rider x4 
    Warg-master x4 
    Foul Horde 
    Warg x4 
    War-warg x4 
    Wolf-voices x3 
    Isengard Scimitar x2 

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Battle of Helm's Deep Legolas Starter Deck Card List

Ring-bearer (2 cards) 
    Frodo, Tired Traveller 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Plains of Rohan 
    Wold of Rohan 
    Barrows of Edoras 
    White Rocks 
    Hornburg Parapet 
    Hornburg Armory 
    Hornburg Causeway 
    Wizard's Vale 
    Palant�r Chamber 

Free Peoples (30 cards) 
    Legolas, Archer of Mirkwood x2 
    Gimli, Unbidden Guest x2 
    Balglin, Elven Warrior 
    L�rien Swordsman x4 
    Break the Charge 
    Baruk Khaz�d 
    Elven Bow x3 
    Elven Sword x3 
    Valor x4 
    Quick as May Be x2 
    Khaz�d Ai Menu x3 
    Hobbit Sword x2 
    Severed His Bonds x2 

Shadow (30 cards) 
    Southron Marcher x4 
    Southron Traveller x4 
    Southron Runner x4 
    Desert Soldier x4 
    Desert Spearman x3 
    Desert Warrior x3 
    Army of the Haradhrim 
    Mumak x3 
    Whirling Strike 
    On the March x3 

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Ents of Fangorn Witch-king Starter Deck Card List

Ring-bearer (2 cards) 
    Frodo, Tired Traveller 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Horse Country 
    Derndingle 
    Golden Hall 
    Ered Nimrais 
    Hornburg Courtyard 
    Hornburg Armory 
    Hornburg Wall 
    Nan Curunir 
    Orthanc Library 

Free Peoples (30 cards) 
    Boomed and Trumpeted x4 
    Enraged (AI Rare) 
    Ent Avenger x3 
    Ent Moot x4 
    Hobbit Sword x2 
    Host of Fangorn 
    Knocked on the Head x2 
    Long Slow Wrath x2 
    Merry, Leaned Guide 
    Pippin, Woolly-footed Rascal 
    Quickbeam, Bregalad 
    Roused x4 
    Severed His Bonds x3 
    Skinbark, Fladrif (AI Rare) 

Shadow (30 cards) 
    Fell Beast x2 
    Gate Troll (AI Rare) 
    Gate Trooper x4 
    Gate Veteran x4 
    Orc Cutthroat x2 
    Orc Insurgent x3 
    Orc Pursuer x3 
    Orc Runner x3 
    The Witch-king, Deatless Lord (Premium) x2 
    �lair� Lemenya, Winged Hunter x3 
    �lair� Nert�a, Winged Hunter x3 

------------------------------------------------------------------------------

Ents of Fangorn Faramir Starter Deck Card List

Ring-bearer (2 cards) 
    Frodo, Tired Traveller 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    East Wall of Rohan 
    Wold of Rohan 
    Stables 
    White Rocks 
    Deep of Helm 
    Hornburg Armory 
    King's Room 
    Ring of Isengard 
    Caverns of Isengard 

Free Peoples (30 cards) 
    Anborn x2 
    Ancient Roads (AI Rare) 
    Don't Follow the Lights 
    Don't Look at Them (AI Rare) 
    Faramir, Ithilien Ranger (P) x2 
    Garrison of Osgiliath 
    Hobbit Sword x3 
    Perilous Ventures 
    Ranger of Ithilien x3 
    Ranger's Bow x4 
    Sam, Nice Sensible Hobbit 
    Severed His Bonds x2 
    Smeagol, Poor Creature 
    Sword of Gondor x3 
    War and Valor x4 

Shadow (30 cards) 
    Gnawing, Biting, Hacking, Burning x3 
    Isengard Artisan x4 
    Isengard Builder x2 
    Isengard Journeyman x4 
    Isengard Mechanics (AI Rare) 
    Isengard Plodder x4 
    Isengard Tinker x3 
    Kill Them Now x3 
    Uruk-hai Berserker x3 
    Uruk-hai Raiding Party x3 

------------------------------------------------------------------------------

The Return of the King Aragorn Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Hope of the Free Peoples 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Steps of Edoras 
    West Road 
    Beacon of Minas Tirith 
    Osgiliath Fallen 
    City Gates 
    Minas Tirith Sixth Circle 
    Pelennor Grassland 
    Cross Roads 
    Dagorlad 

Free Peoples (31 cards) 
    Aragorn, Driven by Need x4 
    City of Men x3 
    Pippin, Sworn to Service x2 
    Faramir, Stout Captain x2 
    Great Gate x3 
    Hobbit Sword x2 
    Knight's Spear x4 
    Madril, Faramir's Aide 
    Ranger of Minas Tirith x3 
    Second Level x3 
    Stand to Arms 
    Targon 
    Third Level x2 

Shadow (31 cards) 
    Desert Fighter x4 
    Desert Nomad x3 
    Desert Villain x4 
    Easterling Blademaster x3 
    Easterling Ransacker x3 
    M�makil of the Harad x4 
    Red Wrath x2 
    Southron Bandit x3 
    Southron Captain x3 
    War Towers x2 

------------------------------------------------------------------------------

The Return of the King Eomer Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Hope of the Free Peoples 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Edoras Hall 
    Rohirrim Camp 
    Hall of the Kings 
    Anduin Banks 
    Pelennor Flat 
    Minas Tirith Fourth Circle 
    Osgiliath Crossing 
    Morgul Vale 
    Slag Mounds 

Free Peoples (31 cards) 
    �omer, Valiant Warchief x2 
    �owyn, Restless Maiden 
    Merry, Rohirrim Squire 
    Elite Rider x2 
    Hobbit Sword x2 
    Knights of His House x4 
    Long Spear x4 
    Morning Came x2 
    Riding Armor x2 
    Rohirrim Guard x2 
    Swift Steed x4 
    Theoden, Leader of Spears 
    Wind in His Face x4 

Shadow (31 cards) 
    Anguish x3 
    Mordor Defender x4 
    Mordor Regular x4 
    Mordor Savage x3 
    Mordor Trooper x2 
    Mordor Veteran x2 
    Orc Brood x2 
    Orc Officer x4 
    Orc Pursuer x2 
    Orc Savage x3 
    Siegecraft x2 

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The Siege of Gondor Merry Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Hope of Free Peoples 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Edoras Hall 
    Rohirrim Camp 
    Hall of The Kings 
    Anduin Banks 
    Pelennor Flat 
    Minas Tirith Fourth Circle 
    Osgiliath Channel 
    Morgulduin 
    Haunted Pass 

Free Peoples (30 cards) 
    Merry, Noble Warrior x 2 
    Hobbit Sword x 2 
    Eomer, Keeper of Oaths 
    Eowyn, Restless Maiden 
    Guthlaf, Herald 
    Enraged Horseman x 3 
    Long Spear x 3 
    Rohirrim Javelin x 4 
    White Hot Fury x 3 
    Doom Drove Them x 2 
    Charged Headlong x 2 
    Swift Steed x 4 
    They Sang As They Slew x 2 

Shadow (30 cards) 
    Morgul Lurker x 4 
    Morgul Creeper x 3 
    Morgul Predator x 3 
    Morgul Spearman x 3 
    Morgul Whelp x 3 
    Morgul Destroyer x 3 
    Ulaire Nelya x 2 
    Ulaire Otsea x 2 
    Ulaire Lemenya x 2 
    Morgul Axe x 3 
    Unhindered x 2 

------------------------------------------------------------------------------

The Siege of Gondor Pippin Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Hope of Free Peoples 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Steps of Edoras 
    King's Tent 
    Hall of The Kings 
    Pelennor Plain 
    Pelennor Flat 
    Minas Tirith Sixth Circle 
    Osgiliath Channel 
    Cross Roads 
    Haunted Pass 

Free Peoples (30 cards) 
    Pippin, Guard of Minas Tirith x 2 
    Hobbit Sword x 2 
    Faramir, Defender of Osgiliath 
    Denethor, Wizened Steward 
    Ingold 
    Gondorian Captain x 3 
    First Level x 3 
    Gondorian Sword x 3 
    Fourth Level x 3 
    Knight's Mount x 2 
    Dagger Strike x 3 
    Sixth Level 
    Man The Walls x 3 
    Long Prepared x 2 

Shadow (30 cards) 
    Haradwaith x 2 
    Haradrim Marksman x 3 
    Troop of Haradrim x 3 
    Desert Soldier x 3 
    Desert Runner x 3 
    Desert Scout x 3 
    Desert Sneak x 3 
    Raider Bow x 2 
    Great Beasts 
    New Strength Came Now x 2 
    Mumakil x 3 
    Line of Defense x 2 

------------------------------------------------------------------------------

The Mount Doom Frodo Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Resolute Hobbit 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Steps of Edoras 
    Rohirrim Camp 
    The Dimholt 
    Pelennor Prairie 
    City Gates 
    Minas Tirith Fifth Circle 
    Pelennor Grassland 
    Watchers of Cirith Ungol 
    Dagorlad 

Free Peoples (30 cards) 
    Frodo, Resolute Hobbit 
    Gandalf, Defender of the West x 3 
    Gathering Wind x 2 
    Intimidate x 3 
    All Save One x 3 
    Hobbit Sword x 2 
    Noble Intentions x 3 
    Oathbreaker x 2 
    Sleepless Dead 
    Swept Away 
    Dead Man of Dunharrow x 3 
    Spectral Sword x 3 
    End of The Game x 3 

Shadow (30 cards) 
    Cirith Ungol Watchman x 4 
    Cirith Ungol Warrior x 4 
    Cirith Ungol Soldier x 4 
    Cirith Ungol Scavenger x 3 
    Ten Times Outnumbered x 3 
    Houses of Lamentation x 2 
    Morgul Hound x 2 
    Morgul Lackey x 3 
    Morgul Predator x 2 
    Morgul Axe x 3 

------------------------------------------------------------------------------

The Mount Doom Sam Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Hope of Free Peoples 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Sleeping Quarters 
    King's Tent 
    Beacon of Minas Tirith 
    Anduin Banks 
    Steward's Tomb 
    Minas Tirith Third Circle 
    Osgiliath Channel 
    Morgul Vale 
    Slag Mounds 

Free Peoples (30 cards) 
    Sam, Great Elf Warrior x 2 
    Merry, Rohirrim Squire 
    Pippin, Sworn To Service 
    Hobbit Sword x 4 
    We Shall Meet Again Soon x 2 
    Closer And Closer He Bent x 2 
    Orc Armor x 3 
    Narrow Escape x 2 
    Nine-Fingered Frodo And The Ring of Doom x 2 
    Brave and Loyal x 2 
    Chance Observation x 3 
    A Marvel x 4 
    The Tale Of The Great Ring x 2 

Shadow (30 cards) 
    Cirith Ungol Sentinel x 4 
    Cirith Ungol Guard x 4 
    Cirith Ungol Sentry x 4 
    Cirith Ungol Patroller x 3 
    Rank And File x 2 
    Uruk Axe x 4 
    Barren Land x 2 
    Morgul Defender x 2 
    Morgul Veteran x 3 
    Gollum, Vile Creature x 2 

------------------------------------------------------------------------------

The Shadows Aragorn Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Protected by Many 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    The Prancing Pony 
    North Undeep 
    Cavern Entrance 
    Window on the West 
    West Gate of Moria 
    Moria Stairway 
    Crags of Emyn Muil 
    Expanding Marshlands 
    Watch-tower of Cirith Ungol 

Free Peoples (30 cards) 
    Aragorn, Guide and Protector x 2 
    Madril, Ranger of Ithilien x 2 
    Ranger of Westernesse x 4 
    Sam, Steadfast Friend x 2 
    Gondorian Blade x 4 
    Hobbit Sword x 2 
    Pledge of Loyalty x 3 
    Armor of the Citadel x 2 
    Battle Cry x 4 
    Much-needed Rest x 3 
    Incognito x 2 

Shadow (30 cards) 
    Skulking Goblin x 4 
    Denizen of Moria x 4 
    Marauding Orcs x 2 
    Orc Hammer x 2 
    Conquered Halls x 2 
    Denizen of the Black Pit x 3 
    Unyielding Goblin x 4 
    Denizen of Khazad-d�m x 4 
    Frenzied Orc x 3 
    Demoralized x 2 

------------------------------------------------------------------------------

The Shadows �owyn Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Protected by Many 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Flats of Rohan 
    Harrowdale 
    Pelennor Flat 
    Osgiliath Reclaimed 
    Stables 
    Slag Mounds 
    Fortress of Orthanc 
    Rohan Uplands 
    Trollshaw Forest 

Free Peoples (30 cards) 
    �owyn, Shieldmaiden of Rohan x 2 
    �omer, Guardian of the Eastmark x 2 
    Riddermark Soldier x 4 
    Hrothlac, Man of Rohan x 1 
    Rider's Spear x 4 
    Rohirrim Mount x 4 
    Hobbit Sword x 2 
    War Now Calls Us x 3 
    Rally Cry x 3 
    Riding Like the Wind x 3 
    Rush of Steeds x 2 

Shadow (30 cards) 
    Bloodthirsty Uruk x 4 
    Hounding Uruk x 4 
    Lookout Uruk x 4 
    Feral Uruk x 4 
    Invincible Uruk x 2 
    Furor x 4 
    Brutality x 3 
    Overpowering Uruk x 3 
    Our Foes Are Weak x 2 

------------------------------------------------------------------------------

The Shadows Gandalf Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Protected by Many 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Westemnet Village 
    Valley of the Silverlode 
    Green Dragon Inn 
    East Road 
    Buckland Homestead 
    Woody-end 
    Caras Galadhon 
    Neekerbreeker's Bog 
    Pinnacle of Zirakzigil 

Free Peoples (30 cards) 
    Gandalf, Leader of the Company x 2 
    Sam, Steadfast Friend x 2 
    Merry, Loyal Companion x 2 
    Farmer Maggot, Hobbit of the Marish x 2 
    Hobbit Sword x 4 
    G for Grand x 3 
    Unharmed x 3 
    Concerning Hobbits x 3 
    Sworn Companion x 3 
    Inspiration x 2 
    Prolonged Struggle x 1 
    Crouched Down x 3 

Shadow (30 cards) 
    �lair� Lemenya, Fifth of the Nine Riders x 4 
    �lair� Nelya, Third of the Nine Riders x 4 
    �lair� Cant�a, Fourth of the Nine Riders x 4 
    �lair� Told�a, Eighth of the Nine Riders x 4 
    �lair� Nert�a, Ninth of the Nine Ridersx 3 
    Drawn to its Power x 2 
    Moving This Way x 3 
    Riders in Black x 3 
    Hatred Stirred x 1 
    Dark Wings x 2 

------------------------------------------------------------------------------

The Shadows Legolas Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Protected by Many 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Old Forest Road 
    Anduin Confluence 
    Fangorn Glade 
    Ettenmoors 
    Chamber of Mazarbul 
    Pelennor Fields 
    Moria Guardroom 
    Helm's Gate 
    Barazinbar 

Free Peoples (30 cards) 
    Legolas, Companion of the Ring x 2 
    Farin, Emissary of Erebor x 3 
    Elven Scout x 4 
    Woodland Sentinel x 2 
    Blade of Lindon x 4 
    Axe of Khazad-d�m x 2 
    The Lady's Blessing x 4 
    Hobbit Sword x 2 
    Farewell to L�rien x 2 
    Sworn Companion x 2 
    Dwarven Embassy x 2 
    Fallen Lord x 1 

Shadow (30 cards) 
    Footman of Dunland x 4 
    Elder of Dunland x 4 
    Harad Standard-bearer x 4 
    Man of Bree x 4 
    Raging Dunlending x 2 
    Poleaxe x 4 
    Overrun x 3 
    Column of Easterlings x 3 
    Fearsome Dunlending x 2 

------------------------------------------------------------------------------

The Black Rider Mouth of Sauron Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Protected by Many 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Fortress of Orthanc 
    Emyn Muil 
    Pelennor Field 
    Pelennor Flat 
    Northern Pelennor 
    Helm's Gate 
    Flats of Rohan 
    Stables 
    Harrowdale 

Free Peoples (30 cards) 
    Rider's Spear x 4 
    �omer, Guardian of the Eastmark x 1 
    For the Mark x 2 
    Measure of Comfort x 2 
    War Now Calls Us x 4 
    �ored Warrior x 4 
    Rohirrim Mount x 3 
    Hobbit Sword x 2 
    Merry, Loyal Companion x 1 
    Th�oden, King of the Eorlingas x 1 
    Rally Cry x 4 
    Hrothlac, Man of Rohan x 1 
    Leofric, Defender of the Mark x 1 

Shadow (30 cards) 
    The Mouth of Sauron, Messenger of Mordor x 2 
    Corps of Harad x 3 
    Poleaxe x 4 
    Raging Dunlending x 3 
    Long Battle Bow x 2 
    Crooked Townsman x 2 
    Brutal Easterling x 3 
    Frenzied Dunlending x 3 
    Overrun x 3 
    Wrathful Hillman x 3 
    Crazed Hillman x 2 

------------------------------------------------------------------------------

The Black Rider Saruman Starter Deck Card List

Three random rare cards not listed here. 
Ring-bearer (2 cards) 
    Frodo, Protected by Many 
    The One Ring, The Ruling Ring 

Adventure Deck (9 cards) 
    Fortress of Orthanc 
    Slag Mounds 
    Hill of Sight 
    Helm's Gate 
    Caras Galadhon 
    Hobbiton Market 
    Green Dragon Inn 
    The Prancing Pony 
    Trollshaw Forest 

Free Peoples (30 cards) 
    Hope is Kindled x 4 
    No Worse for Wear x 4 
    Hobbit Sword x 4 
    Ranger of Westernesse x 2 
    Tolman Cotton, Farmer of Bywater x 1 
    Sworn Companion x 4 
    Merry, Loyal Companion x 1 
    Sam, Steadfast Friend x 2 
    The More, The Merrier x 2 
    Farmer Maggot, Hobbit of the Marish x 1 
    Crouched Down x 3 
    Incognito x 2 

Shadow (30 cards) 
    Saruman, Agent of the Dark Lord x 2 
    Uruk Desecrator x 3 
    Our Foes Are Weak x 3 
    Weapon of Opportunity x 3 
    Patrol of Uruk-hai x 3 
    Squad of Uruk-hai x 4 
    Intimidating Uruk x 2 
    Uruk Dominator x 3 
    Furor x 2 
    Uruk Pikeman x 3 
    Strange Device x 2 

--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--
    03. Starter Rules
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--

STARTER RULES TURN SEQUENCE
Reset 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

5. Assignment Phase
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

STARTER RULEBOOK


This Starter Rulebook is in every Black Rider starter deck.
The 60 cards in the fixed portion of your starter deck are
designed to work with this rulebook, but the three rare
cards in your starter deck might have game text that is not
explained in here.
If this is your first experience with this trading card game,
you should set those rare cards aside. Rare cards have an �R�
in their collector�s info in the lower right corner.
The Starter Rulebook describes how to play a game between
two or more players who each have a Black Rider starter
deck. (Other The Lord of the Rings TCG starter decks
might have game text that is not explained in this rulebook.)


COMPREHENSIVE RULEBOOK


The Comprehensive Rulebook explains other concepts and rules for
cards in this and other expansions sets of The Lord of the Rings
Trading Card Game. You can download a PDF version of the
Comprehensive Rulebook for free from our website at decipher.com.

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

The Lord of the Rings Trading Card Game provides two or
more players with the same challenges that Frodo, bearer of
the One Ring, faced on his fateful journey from Hobbiton
to Mount Doom to destroy The One Ring.

Each player�s cards include his own fellowship � a group
of companions, each represented by a different card. Other
cards represent possessions, artifacts, events, and conditions
that support and defend the fellowship.

On each player�s turn, a marker representing that player�s
fellowship advances along the adventure path � a sequence
of site cards, each representing an episode in the adventure.
All players share the same adventure path, even though it is
made up of cards from all the players in the game.

Each time a fellowship moves, minions played by one
or more opponents may attack it; these minions may be
supported by possessions, artifacts, events, and conditions of
their own. The attacks will succeed or fail depending on the
relative strengths of the companions and minions.

The minions of evil become more numerous as the fellowship
moves farther into Middle-earth, resulting in greater risks to the
fellowship and the Ring-bearer. In great need, the Ring-bearer
can be saved by putting on the Ring � but this brings great
peril of succumbing to the burden of the Ring, and losing the
game. If your fellowship survives its adventures to reach the
final site first, you are the winner!

IMPORTANT CONCEPTS


KINDS OF CARDS

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

Site cards
Each player has an adventure deck that
consists of only nine site cards. These cards are
used to chart the progress of the game.
The adventure deck is separate from the cards
drawn and played during the game, which are placed in the
draw deck.

Site cards have a dark compass in the upper left corner.
Note that this symbol is not the same as the compass symbol
used in previous sets. This differentiates these sites from the
sites in those previous sets.

Free Peoples cards

Free Peoples cards represent the forces of
good. Each player has his own fellowship,
made up of a Ring-bearer and other
companions. When you take your turn, you
play and use your Free Peoples cards.
Free Peoples cards have a light colored circular field in
the upper left corner.

Shadow cards

Shadow cards represent the forces of evil and
corruption. When another player takes his
turn, you play and use your Shadow cards to
hinder that player.

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

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

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

All characters use the same basic card layout.
A companion is a Free Peoples character in your fellowship.
(Companions have resistance where the site number is
shown above.)
A minion is a Shadow character that attacks other players�
fellowships.

A possession is a weapon, suit of armor, or other kind of
object used by a character.
An event is a card played from your hand representing an
important occurrence, which you discard after you play it.
A condition is a card representing a significant change in
the world, which stays in play until something discards it.
Some conditions are played on characters or sites.
An artifact is a card representing a special, powerful object
(you may find an artifact in your starter deck rare cards).

You bring a set of nine sites in your adventure deck. Each
site must be different. Your adventure deck may include
no more than three sites that have the same given Shadow
number.

CULTURE

Most cards are part of a specific culture. A card�s color, its
background texture, and an icon in its upper right corner
indicate its culture.
You�ll find that cards from the same culture work well together.
Sorting your cards by culture can make building your own deck
easier. However, your deck may contain cards from several
different cultures if you like.
Site cards and The One Ring are not part of any culture.

VITALITY

All characters in the game have vitality. This number
represents a character�s life force, stamina, sturdiness, and
will to live.
Wounds
When a character is wounded by an enemy attack, his
vitality is depleted. Place a wound token on the character to
illustrate this. Glass beads (preferably blood red) make good
tokens for this purpose. Wounds are always placed on a
character one at a time. When you �wound a character,� you
place only one wound.
If a card tells you to �Wound 2 companions,� you must choose
two different companions to wound one time each (you cannot
wound one companion twice).
Each wound a character has reduces its vitality by 1. When
a character�s vitality is reduced to zero, that character is
immediately killed. (Reducing a character�s strength to zero
does not kill that character.)

Healing
A wounded character is a character who has at least one
wound token.When a wound is removed from a character,
this represents resting or healing. If game text says you
should heal a character, the default meaning for that phrase
is to remove one wound.
If a card tells you to �Heal 2 companions,� you must choose two
different companions to heal one time each (you cannot heal one
companion twice).
Generally, your fellowship only heals (removes wounds) at
a sanctuary you reach on the adventure path. At the start
of your turn when your fellowship is at a sanctuary (that is,
a site 3 or site 6), you may heal up to 5 wounds from your
companions.
When the rules say �you may heal up to 5 wounds from your
companions,� you may choose to heal 5 different companions
once, or one companion twice and another three times, or any
other combination. You don�t have to heal any wounds at all
since it says �up to 5,� which means you may choose any number
from zero to 5.

Killed
When a character�s vitality is reduced to zero, that character
is immediately killed. Place killed companions in your
dead pile. The dead pile is separate from and next to your
discard. Place all killed minions in your discard pile.
When you have a unique companion in your dead pile, you
cannot play another copy of that card, or any other card
with the same title. (You may play another copy of a nonunique
card that is in your dead pile.)
When you discard a companion to use its game text or as a
result of some other effect, place that card in your discard
pile (not your dead pile).

Exert

Sometimes you may exert a character by placing a wound
on that card to show that the character takes an action that
depletes his vitality.
Exerting a character is different from wounding a character,
even though both require placement of a wound token.
Cards that prevent wounds cannot prevent a wound token
placed by exerting.
Conceptually, wearing armor protects you from a sword strike
(taking a wound token), but it won�t help you lift a heavy
weight (placing an exertion token).
Once a wound token is placed, whether from exerting or
wounding, it can be healed by any effect that heals a wound.
No player may exert a character who is exhausted (who
has only 1 vitality remaining). Such a character cannot be
chosen as a character who must exert. To exhaust a character
means to exert that character as many times as you can.
If a card tells you to exhaust a character with a vitality of 4
who has 1 wound, then you must exert that character 2 times
by placing 2 wound tokens. A character with a vitality of 2 is
exhausted with a single wound. A character with a vitality of 1
is always exhausted.

RESISTANCE

Companion cards have resistance. This
number represents a companion�s ability to
withstand the lure of The One Ring. Frodo
has a ring around his resistance icon, meaning
he begins the game as your Ring-bearer.

Burdens

When your Ring-bearer loses will against the power of The
One Ring, you place a burden token on him. Glass beads
(preferably black) make good burden tokens, but anything
you won�t confuse with a wound will do.
There are many cards that add or remove burdens. Burdens
are only placed on your Ring-bearer. Each burden reduces
the resistance of every companion in your fellowship by 1.
If your Ring-bearer�s resistance is reduced to zero, he is
corrupted, and you lose the game. Only your Ring-bearer
can be corrupted. If the resistance of any of your other
companions is reduced to zero, there is no immediate
penalty, though your opponent may play Shadow cards to
take advantage of this.

TWILIGHT POOL

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

Twilight Cost

In the upper left corner of each Free Peoples and Shadow
card is that card�fs twilight cost. This is the number of
twilight tokens that must be added to or removed from the
twilight pool to play that card.
When you play a Free Peoples card, you must add a number
of twilight tokens (from the reserve) to the twilight pool
equal to that card�fs twilight cost.
When your opponent plays a Shadow card, he must remove
a number of twilight tokens from the twilight pool equal to
that card�fs twilight cost. A Shadow card cannot be played if
its twilight cost cannot be met by the tokens available in the
twilight pool.
In game text, you will find phrases like �gAdd .�h which
means, �gAdd 1 twilight token to the twilight pool.�h
You must meet any requirements to play a card (or perform
an action) before paying its costs.
If a Free Peoples event requires you to spot twilight tokens, they
must be there before you add tokens to pay for that card's cost.

PHASE ACTIONS

Before you learn more about the phases of a turn, you need
to know how certain game actions link to those phases.
During each phase of a turn, one or more players are
allowed to perform phase actions that use a word matching
the name of that phase. These words are printed in boldface
and followed by a colon.
Each phase action lasts for the duration of the phase named
in the boldface word (unless otherwise specified).
The effects of a phase action with the keyword Skirmish: last
only for the skirmish phase in which it is played.
Each phase action must be completely performed before
another phase action can be performed. Phase actions
cannot be combined.
If one card says, � Fellowship: Play an Elf from your draw
deck� and another card says, � Fellowship: Play an Elf to draw
a card,� you cannot play one Elf from your draw deck to draw a
card. You must choose one phase action or the other.
An action labeled with the word �Response:� is not a phase
action. Responses are explained later in this rulebook.

EVENTS

Every event card has a phase action that defines when you
may play that card from your hand. The game text on that
event may be performed only once for each copy of that
event played. You cannot play an event during a phase that
does not match its phase action.
Discard an event after you play it, and before the next action
is taken. Even after being discarded, an event often has an
ongoing or delayed effect until the end of the phase, or until
a specified phase or condition is met.

SPECIAL ABILITIES

Besides events, other types of cards may have a phase action
as a part of their game text called a special ability, which
may be used only while the card is in play. (The boldfaced
word defines when you may do so.)
Each special ability is optional; you don�t have to use it if
you don�t want to. You may use each special ability as many
times as you like (even repeatedly during the same phase),
as long as you meet the requirements for it and pay its costs.
You cannot combine special abilities.

WHEN, EACH TIME, AND WHILE

A few special words or phrases you�ll see in game text govern
the timing of an action, just like the names of phases that
are in phase actions. These include when, each time, and
while; each is described below with an example.
� When is used if an effect can happen only once. When you
play this possession, you may draw a card. This game text
activates only once, when this card is played.
� Each time is used if an effect can happen more than
once. Each time you play a possession or artifact on your
companion, draw a card. If you play one possession, this
game text activates once; if you play a second possession, it
activates again, and so on.
� While is used if an effect is continuous. For example,
While Merry bears a weapon, he is strength +2. When you
play a weapon on Merry, this game text is activated; if that
weapon is discarded, then this game text �turns off.�
Each of these effects has a trigger describing what makes it happen.
The trigger is always described first, and followed by a comma.

SETTING UP THE GAME

Players need a supply of wound tokens (preferably red) and
twilight tokens (preferably black). Each player will also need
a player marker (a differently-colored token) that shows
where his fellowship is on the adventure path.

Adventure Deck

Take all 9 of your site cards and place them face down in a
pile on the table. This is your adventure deck.
No other player may look through your adventure deck
during the game.
You don�t have to keep your adventure deck in any order.
Just look through it to get a card when you need to.

Who goes first?

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

Starting Fellowship

Take one copy of each of the cards indicated below
(depending on which starter product you have). Place them
face up on the table, with Frodo bearing The One Ring
(place it under Frodo with its title showing).
All Decks: Frodo, The One Ring
Saruman: Merry, Farmer Maggot, Tolman Cotton
Mouth of Sauron: Eomer, Merry
Don�t place any tokens into the twilight pool for the cards
in your starting fellowship.
Draw Deck
The rest of your cards form your draw deck. Shuffle your
draw deck, give the opponent on your right the opportunity
to cut it, and draw eight cards to form your starting hand.
Note: If at any time you have no cards in your draw deck,
you may reshuffle your discard pile to make a new draw
deck. You may only do this once per game. When you play
using the rules from the Comprehensive Rulebook, you
won�t be able to reshuffle your draw deck.
Game Setup Summary
� Each player places his adventure deck on the table.
� Determine randomly who goes first.
� First player plays a site from his adventure deck.
� Each player puts his player marker on that site.
� Each player places his starting fellowship on the table.
� Each player shuffles his draw deck and draws 8 cards.

PLAYING THE GAME

Each player, going clockwise around
the table, takes a turn according to
the following 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, the next player in
clockwise rotation (to his left) takes a turn and so on.
Although the turn order rotates to the left (clockwise), note
that many other procedures in the game actually rotate to
the right (counter-clockwise).

START OF TURN

When your turn begins, reset the twilight pool. (Remove
all tokens from the twilight pool. The pool begins the game
empty, so this is not necessary on the first turn of the game.)
Then you complete any start of turn actions. Each of these
actions may be performed only once per turn.

1. FELLOWSHIP PHASE

During your fellowship phase, you may perform fellowship
actions, including playing most Free Peoples cards. Finally,
move your fellowship forward along the adventure path.

Perform fellowship actions

If you are the Free Peoples player, you may perform
fellowship actions during this phase, in any order.
Two fellowship actions are always available:
� Play a Free Peoples companion, possession, artifact, or
condition from your hand to the table.
� �Discard to heal.� Spot a unique companion or unique ally
with at least one wound and discard a card from your hand
with the same card title (it may have a different subtitle) to
heal that character.

A unique card has a dot (�) in its card title.
You may find other fellowship actions on events in your
hand, or as special abilities on cards you already have in play.

Paying costs

To play a Free Peoples card, add a number of twilight
tokens to the twilight pool equal to the card�s twilight cost.

Playing companions

Play companion cards in a row, near the other members of
your fellowship already in play.
You cannot play a card from your hand to replace another
card in play, even if those cards have the same card title or
represent the same personality.

Playing possessions

Play Free Peoples possessions under a character, with the
left edge of the card visible for its card title and attribute
bonuses (modifiers for the character�s strength and/or
vitality, written with a plus sign like �+2�). Some possessions
play to your support area (a row of cards behind your
fellowship, see table layout on pages 20-21).

Class

Each character may bear one possession or artifact of each
class at one time. For example, a character may bear only
one hand weapon, only one ranged weapon, only one
armor, only one cloak, and only one staff.
Some possessions do not have a class. There is no limit to the
number of possessions without a class that a character may bear.

Playing conditions

Play Free Peoples conditions either under a character (like a
possession, if the card says, �Bearer must be...�) or to your
support area, as indicated in by condition card.

Moving your fellowship

During each of your fellowship phases, when you are
finished performing fellowship actions, your fellowship must
move forward to the next site on the adventure path.
All players use the same adventure path for their player
markers. The cards that make up that path are taken from
the adventure decks of the players.
Place your player marker on the next site on the adventure
path. If there is no site there yet (as is the case for the first
player in the first turn), then a new site must be played from
one of the Shadow players� adventure decks, as described
below under �playing sites.�
When you move your player marker to the next site, first
perform any actions triggered by leaving the old site. Then
perform actions that say, �When the fellowship moves...�
Then, perform actions that occur when moving to the new
site. Finally, add tokens to the twilight pool, as described
below under �adding twilight tokens for movement.�

Playing sites

If your fellowship moves to a site that has not been played
yet, one of the Shadow players must place a new site on the
adventure path. To determine which player, look at the site
you are moving from. Each site has an arrow at the bottom
center of the card. This indicates who is to play the new site,
with meaning the Shadow player to your right
and meaning the Shadow player to your left.
(In a two-player game, there is only one Shadow player at a
time, so that player always plays the new site.)
That player looks through his adventure deck and chooses
any site to play as the next site. It takes on the next
consecutive number on the site path as its site number. It
also takes on a region number: sites 1-3 are in region 1,
sites 4-6 are in region 2, and sites 7-9 are in region 3.
The first time the first player moves during the game, a Shadow
player looks through his adventure deck and chooses the next site
to place on the adventure path. It becomes site 2. The next time
a site is added after that, it will be site 3. Both of those sites are
in region 1.
You may play a copy of a site on the adventure path even if
an opponent�s copy is already there. The copies are treated
as different sites, with each given a different site number.

Adding twilight tokens for movement

Each time your fellowship moves to a new site, you must
add twilight tokens to the twilight pool for each of the
following:
� Add the number of twilight tokens indicated by the
Shadow number of the site you�re moving to.

Add 3 twilight tokens if you are in region 2, or 6 twilight
tokens if you are in region 3. (You may find it easier to
remember this: add 3 if you�ve passed the sanctuary at site
3, or add 6 if you�ve passed the sanctuary at site 6).
� Add 1 twilight token for each companion in your fellowship.
You move a fellowship of four companions to a site 5 that
has a Shadow number of 2. You add 2 twilight tokens for
the Shadow number, 3 tokens for the region (region 2), and
4 tokens for your companions, for a total of 9 twilight tokens
added to the twilight pool.

Movement Summary

� A Shadow player places the next site card, if needed.
� Move your player marker to the next site.
� Perform �When you move from...� actions.
� Perform �When the fellowship moves...� actions.
� Perform �When you move to...� actions.
� Add twilight tokens equal to the new site�s Shadow
number.
� Add 3 twilight tokens if the new site is in region 2; or 6 if
it is in region 3.
� Add 1 twilight token for each companion.

2. SHADOW PHASE(S)

Each other player in the game, starting with the player
immediately to your right, has one Shadow phase.
During each player�s Shadow phase, that player may
perform Shadow actions, including playing most Shadow
cards. Each Shadow player may perform Shadow actions in
any order desired during his or her Shadow phase.

Perform Shadow actions

There is one Shadow action that is always available:
� Play a Shadow minion, possession, artifact, or condition
from your hand to the table.
Each Shadow player may perform any Shadow actions
during his Shadow phase. When he has completed all of
the Shadow actions he wishes to perform, the next Shadow
player to his right (if any) then performs a Shadow phase.

Playing Shadow cards

A minion is played to the center of the table, across from the
active fellowship. Artifacts, possessions, and conditions state
in their game text where they play. The Shadow player must
remove twilight tokens from the twilight pool as required
when playing Shadow cards.
A Shadow player cannot play a Shadow condition,
possession, or artifact on another Shadow player�s minion,
or to another player�s support area. However, Shadow cards
may give bonuses or other game effects to other players�
Shadow cards, and Shadow players may play events for other
players� Shadow cards as appropriate.
A Shadow player�s minion may receive a strength bonus from
another Shadow player�s condition.
Each minion is normally played to a certain range of sites
beginning with the minion�s site number. Thus, if the
minion is played to (or currently at) a site that has a lower
site number, that minion is roaming. The player must pay
a roaming penalty by removing an additional two twilight
tokens when playing that minion.
A minion with a site number of 4 must remove 2 more twilight
tokens to play at site 3. If that same minion plays to site 4, there
is no roaming penalty. If he survives the fellowship�s first move
to 3, he would no longer be roaming when the fellowship moves
to site 4.
When the first Shadow player completes his Shadow phase,
the next Shadow player does so. All Shadow players pay for
cards by using the same twilight pool. The second Shadow
player uses twilight tokens left over from the first Shadow
player, and so on.
When all Shadow players have each completed a Shadow
phase, it is time for the maneuver phase. (If there are no
minions in play at the end of the final Shadow phase, then
skip directly to the regroup phase.)

3. MANEUVER PHASE
Perform maneuver actions
Players may perform maneuver actions (special abilities
on cards in play with �Maneuver:� and events with that
keyword) using the action procedure.
When all players consecutively pass, proceed to the archery
phase.

ACTION PROCEDURE

As the Free Peoples player, you get the first opportunity
to perform an action, and then the player on your right
gets an opportunity, and so on counter-clockwise around
the table.
If a player does not wish to perform an action, he may
simply pass. Passing does not prevent a player from
performing an action later in the same phase.

4. ARCHERY PHASE

Players may perform archery actions (special abilities on
cards in play with �Archery:� and events with that keyword)
using the action procedure.
When all players consecutively pass, proceed to archery fire.

Archery fire

All Shadow players count the number of all their minions
with the keyword archer to determine the �minion archery
total.� No matter how many Shadow players there are, there
is only one minion archery total.
As the Free Peoples player, you also count the number of
your Free Peoples archer companions to determine the
�fellowship archery total.�
There is always a �default� archery total of zero for each
side. A card may add to your archery total even though you
have no archers in play at that time.
The Free Peoples player assigns wounds to his or her
companions, one at a time, equal to the minion archery
total. The Shadow player then assigns wounds to his or her
minions, one at a time, equal to the fellowship archery total.
When all archery wounds have been placed, proceed to the
assignment phase.

5. ASSIGNMENT PHASE

During your assignment phase, you may assign companions
to defend against attacking minions. When the assignment
phase is complete, each companion being attacked will lead
to a separate skirmish phase.

Assign defenders

You may now assign companions to defend against
attacking minions in any order (without needing events
or special abilities). A player cannot assign more than one
companion to the same minion.
Frodo and Aragorn face a single Uruk-hai. The Free Peoples
player assigns Aragorn to the Uruk-hai, protecting Frodo from
harm. He cannot assign both companions to the Uruk-hai.
When the Free Peoples player assigns one of his characters
to skirmish a minion with the keyword ambush �, the
Shadow player who owns that minion may add �.
If your Man with ambush � is assigned by the Free Peoples
player, you may add two tokens to the twilight pool.
All assignments of characters are on a one-to-one basis, with
the following two exceptions:
� If your assigned companion has the keyword defender +1,
you may assign that character at this time to one additional
unassigned minion. Defender +2 allows that companion to
defend against two additional unassigned minions, and so
on. A character with defender +2 (or greater) satisfies any
requirement for defender +1.
Frodo and Aragorn face two Uruk-hai. The Free Peoples player
could assign Aragorn to one and Frodo to the other. However,
Aragorn has defender +1, so he may be assigned to defend
against both minions, leaving Frodo again unharmed.
� When you have informed the Shadow players that you are
done making assignments, they may assign any unassigned
minions to any companions (even if those companions
are already assigned). The first Shadow player on your
right may assign any of his unassigned minions, and so on,
counter-clockwise around the table.
Frodo and Aragorn face four Uruk-hai. The Free Peoples
player uses Aragorn�s defender +1 and assigns him to defend
against two minions. He assigns Frodo to another. This leaves
one unassigned Uruk-hai, so the Shadow player assigns the last
minion to Frodo, trying to kill the Ring-bearer.

Assignment Phase Summary

� Free Peoples player may assign defending companions to
minions.
� Shadow players may assign l

6. SKIRMISH PHASE(S)

When the assignment phase is complete, each defending
companion will fight in a separate skirmish phase. In an order
decided by the Free Peoples player, skirmishes are resolved
one at a time by conducting a skirmish phase for each.
During each skirmish phase, players may perform skirmish
actions, and then that skirmish must be resolved. All
skirmish actions must be complete before proceeding to
resolve the skirmish.
Once a skirmish phase has finished, the Free Peoples player
must select another defending companion, and perform
another skirmish phase.

Perform skirmish actions

Players may perform skirmish actions (special abilities
on cards in play with �Skirmish:� and events with that
keyword) using the action procedure described in the
maneuver phase.
Each skirmish action lasts only for a single skirmish. When all
players consecutively pass, proceed to resolve that skirmish.

Resolve that skirmish

If the total strength of one side is more than the strength
of the other side, the side with the most strength wins that
skirmish. (If there is a tie, the Shadow side wins.) Place one
wound on each character on the losing side.
If Aragorn, with strength of 8, faces two Orcs, each with
strength of 3 (total strength of 6), then Aragorn wins that
skirmish and each losing Orc takes one wound.
When the winning side has one or more characters with the
keyword damage +1, then each losing character takes one
additional wound for each damage +1. (Damage +2 adds
two wounds, and so on.) This is called a damage bonus,
which may be added to or removed by various effects.
To continue the above example, if Aragorn has damage +1,
then each Orc takes two wounds.
But if both Orcs have damage +1 and strength of 4 (thus
winning the skirmish with combined strength of 8), then
Aragorn takes three wounds instead.
If the total strength of one side is at least double the
total strength of the other side, all the characters on the
losing side are killed (regardless of how many wounds
or how much vitality each has). This is also called being
overwhelmed. When a character is overwhelmed, that
character does not take any more wounds - he simply dies.
When the Ring-bearer is overwhelmed, he or she is killed,
regardless of whether he or she wears the Ring. The One
Ring�s ability to convert wounds into burdens does not protect
him from being overwhelmed, since no wounds are placed.
A skirmish phase ends after all actions triggered by winning
or losing that skirmish have resolved.
A surviving minion or companion may skirmish again this
turn if the fellowship makes another move (or if the minion
has the keyword fierce).

Skirmish Phase Summary
� Free Peoples player chooses a skirmish.
� Players perform skirmish actions.
� Resolve that skirmish and assign wounds.
� If any skirmishes are unresolved, repeat this procedure.

FIERCE

After all the normal skirmishes are resolved, surviving
minions with the keyword fierce must be defended against
a second time.
Players perform another assignment phase and then
complete a separate skirmish phase for each fierce skirmish.

Assignment Phase (Fierce)

The Free Peoples player assigns defenders using the same
procedure as before, and then Shadow players assign any
fierce minions that remain unassigned.

Skirmish Phase(s) (Fierce)

When the assignment phase for fierce minions is complete,
each defending companion will fight in a separate skirmish
phase. The procedure for each of these skirmish phases is the
same as for a normal skirmish phase.
Aragorn is assigned to defend against a fierce Uruk-hai. In the
normal skirmish phase, Aragorn wins and the Uruk-hai takes
one wound. During the following fierce skirmish phase, the Free
Peoples player may once more assign a companion to defend
against the Uruk-hai. This companion may be Aragorn or may
be a different companion.
Only when all skirmishes (both normal and fierce) have
been resolved do the players move on to the regroup phase.

7. REGROUP PHASE

During the regroup phase, players may perform regroup
actions (special abilities on cards in play with �Regroup:�
and events with that keyword) and then each Shadow player
reconciles his hand. Then, the Free Peoples player decides
whether to end his turn now or move again this turn.

Perform regroup actions

Players may perform regroup actions using the action
procedure described in the maneuver phase. When all
players consecutively pass, proceed to reconcile the Shadow
players� hands.

Shadow players reconcile

Each Shadow player must reconcile his hand to eight cards,
as follows:
� He may first discard one card from his hand.
� If he then has less than eight cards in his hand, he must
draw cards until he has eight.
� Otherwise (when he has more than eight cards in his hand),
he must discard from his hand until he has only eight.

Free Peoples player chooses

At the end of the regroup phase, if you are the Free Peoples
player, you must select one of the following two choices:
� Move the fellowship to the next site (allowing the proper
Shadow player to place a new site if needed), add tokens to
the twilight pool (for the Shadow number of the new site,
the region of that site, and the number of companions in
the fellowship), and return to the Shadow phase(s).
� Or, reconcile your hand (just as the Shadow players did
above). Then the Shadow players discard all minions in
play (and cards borne by them), and your turn ends.

Move limit

During each of your turns, your fellowship must move at least
once, but may move a number of times up to your move limit.
In a two- or three-player game, your move limit is two. In
a game with four or more players, your move limit is equal
to the number of your opponents when the game begins.
During your regroup phase, you may decide to make
another move, subject to the limit above.

WINNING THE GAME

A player wins the game when his fellowship is at site 9 and
his Ring-bearer survives all skirmish phases. The game ends,
and there is no regroup phase on the last turn.
Alternately, a player may win the game when he becomes
the last player left in the game (see below).

Losing the Game

A player loses the game if his Ring-bearer is killed. A player
also loses the game if his Ring-bearer becomes corrupted by
having burdens reduce his resistance to zero. There are also
cards that can corrupt the Ring-bearer, regardless of how
many burdens he might have.
If a player loses a game and there are at least two other players
remaining, remove his player marker and all of his cards from
play (and discard any opponent�s cards that were on them).
Remove his sites on the adventure path in numerical order,
and replace each with an opponent�s corresponding site, in
counter-clockwise order starting with the player on his right.
The other players complete the losing player�s turn.


OTHER IMPORTANT RULES


ACTIVE CARDS

During your turn, only these cards are active:
� sites on the adventure path,
� your Free Peoples cards,
� your copy of The One Ring, and
� your opponents� Shadow cards.
All other cards are inactive. Inactive cards are not affected by
the game and do not affect the game.
Your companions and your opponent�s minions are active. Your
opponents� companions are not.
Exception: Any cards borne by inactive cards are inactive.
An opponent�s Shadow condition on another opponent�s
companion is not active because that companion is not.
You cannot play another copy of a unique card that is
already in play and currently active.
Sites are always active. A site�s game text cannot be used
unless the fellowship is there, although some cards may copy
and use that game text.
If the game text of a site has a Shadow special ability, you may
use that special ability only when the active fellowship is at that
site and you are a Shadow player.
Exception: Site text is not active when the starting
fellowships are played.


UNIQUENESS


Unique cards

Many character, possession, and artifact cards represent a
thing that there is only one of. Such a card has a dot (�)
before the card title, to tell you that only one of that card
may be active and in play at a time.
You may have only one card with the card title of �Gandalf in
play at one time. Other players may also have a card with the
title of �Gandalf in play, but only one is allowed per player.
Two cards represent the same thing if they have the same
card title (even if their subtitles or collector�s info are
different) or they have the same collector�s info (even if their
titles and subtitles are different).
For Shadow cards, if a copy of a unique card is already in
play and active, you cannot play another card that has the
same title (regardless of subtitles).
You cannot play a card from your hand to replace another
card in play, even if those cards have the same card title or
represent the same personality.
Non-unique cards
All cards that do not have a dot (�) before their card title are
non-unique. This means that all players may have many
copies of those cards in play at one time.

RESPONSES

A special ability or event labeled with the word �Response:�
indicates that you may perform that action whenever the
trigger described in its game text happens.
A response action is not a phase action (because there is no
�response phase�).

THE ONE RING

Frodo begins the game as your Ring-bearer. He bears The
One Ring for you, much as when he carried the Ring in his
pocket or on a chain around his neck.

When can he put on the Ring?

The Ruling Ring, the version of The One Ring in your
starter deck, has a �Response:� special ability. It can be used
during any skirmish phase, even one that doesn�t involve
your Ring-bearer. Before you place a wound token on your
Ring-bearer, you may tell your opponent that your Ringbearer
is putting on The Ruling Ring instead.
When you use the special ability on The One Ring, your
Ring-bearer �wears� the Ring. Using this special ability on
The One Ring is optional.
Remember, wounds are always placed on a character one at
a time. Once activated, this special ability continues to be in
effect as long as your Ring-bearer wears The Ruling Ring.
Your Ring-bearer cannot put on the Ring to save himself
from being overwhelmed. When he is overwhelmed, no
wounds are taken and he is killed.

What happens while the Ring-bearer wears the Ring?

While your Ring-bearer wears The Ruling Ring, each time
he is about to take a wound, a burden is added instead.
While wearing the Ring, your Ring-bearer can perform all
normal actions such as moving and skirmishing. He may
defend against attacking minions as usual.
There are special Shadow cards with powerful effects that
can only be played while your Ring-bearer wears the Ring.

How does the Ring-bearer take the Ring off?

At the start of the regroup phase, your Ring-bearer takes off
the Ring and simply carries it again.

KEYWORDS

Each card has one or more keywords that identify it. Most
keywords are unloaded keywords, with no special rules
(although they may be referenced by other cards). Keywords
with rules are called loaded keywords. Find the explanation
for each loaded keyword with the index.

Unloaded keywords

Race (such as Man, Elf, Ent, Orc, Uruk-hai, or Wizard) is
an unloaded keyword.
The race of �gMan�h includes women of the appropriate
culture. A possession that requires a . Man bearer may be
borne by a . female character who has the race of �gMan.�h
Note that in The Lord of the Rings TCG, Uruk-hai is a
different race from Orc.
Sites have unloaded keywords like battleground, dwelling,
forest, marsh, mountain, plains, river, and underground.
Other unloaded keywords include knight, ranger, spell,
stealth, and tale. (These are the most common unloaded
keywords, though you will find others on some cards.)
Ring-bound & unbound. Only companions can be
unbound or Ring-bound (not minions). Any companion
without the Ring-bound keyword is an unbound companion.

Loaded keywords

Card type (such as minion or event) and class (such as
staff or hand weapon) are loaded keywords. Other loaded
keywords include ambush, archer, damage +1, defender +1,
fierce, lurker, muster, Ring-bearer, and toil. (Other loaded
keywords are explained in the Comprehensive Rulebook.)


MISCELLANEOUS


Playing cards from your draw deck

Some cards allow you to play a card directly from your draw
deck or discard pile. You must still pay any costs and meet
requirements necessary for playing that card.
When you finish looking through your draw deck, reshuffle
it and give the player to your right the opportunity to cut it.

Spot

The word spot sets up a requirement for playing a card or
using a special ability in conjunction with a noun such as,
�To play, spot an Elf.� This is equivalent to, �An Elf must
be in play and active for you to play this card.�
Cards in your dead pile are active during your turn, but they�re
not in play. You can�t spot a card in your dead pile.
Normally, you don�t have to spot all the cards in play that
meet the requirement if you don�t want to.
If a card says, �for each Elf you spot� and there are 2 Elves
in play (and active), you may choose to spot 2 Elves, 1 Elf, or
none.
However, if a card says, �you can spot,� that means you
don�t have a choice and you have to spot anything and
everything that meets the requirement.
�While you can spot The Balrog, skip the archery phase� means
you can�t make a choice (it either works or it doesn�t).

Replacing sites

Some cards allow a player to play the next site on the
adventure path at times when the fellowship is not moving.
These may be used even when the next site is already there.
In such cases, the new site replaces the old one. The old one
is returned to its owner�s adventure deck. The new site takes
the same site number the old site had, so that there is always
only one site 1 in play, one site 2, and so on.

Lurker

The Free Peoples player must resolve all skirmishes
involving minions who do not have the lurker keyword
before he may choose to resolve any skirmishes involving
one or more minions who do have it.

Muster

At the start of the regroup phase, for each of your characters
who has the muster keyword, you may discard a card from
hand, then draw a card. You must discard all at once. For
example, if you have two muster characters, you cannot
choose to discard a card, draw a card, then discard another
card and draw a card. You must instead choose to discard 0,
1, or 2 cards, then draw that same number of cards.

Toil

When you play a card that has the toil keyword, you may
reduce its twilight cost by the number specified. You do
this by exerting one of your characters of the same culture
as that card. You may exert multiple characters of the same
culture. Each different character you exert reduces the
twilight cost by the number specified. You may exert a given
character only once when playing a toil card.

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    04. Credits
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People who I like to thank:

- CJayC for daily GameFAQs updates.
- The people of my guild on Final Fantasy XI (www.phoenixember.com)
- Worlds Apart

Devon Kerkhove.