~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-- ~~~~~~~~~~~~~ Lord of the Rings Online: Trading Card Game ~~~~~~~~~~~~~~~ ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-- Starter Deck Guide Version 1.0 PC (online game) Written by Devon Kerkhove aKa Skye7707 Last updated on 09/21/2005 --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-- 01. Legal Information 02. Starter Decks 03. Starter Rules 04. Credits --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-- 01. Legal Information --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-- This guide is Copyright (c) 2005 to Devon Kerkhove Starter Deck Names & Rules made and (c) by Worlds Apart. --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-- 02. Starter Decks --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-- 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 ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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. --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-- 04. Credits --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-- 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.