EXPANDED
RULEBOOK
This is an expanded
version of the rulebook that comes in starter products. The description of each phase of
the turn has an outline describing each step of that phase. The section of the rules about
The One Ring has been rewritten for clarity. (This version of the rulebook does not
include alternate rules for the 7-site game.)
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 playing 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 Baggins, bearer
of the One Ring, faced on his fateful journey from Hobbiton to Mount Doom to destroy the
Ring.
The
premiere set, The Fellowship of the
Ring,
represents the first part of Frodos journey from Hobbiton to Amon Hen on the Anduin
River.
INTRODUCTION
Each
players cards include his own fellowship, a group of companions, each represented by
a different card. Some other cards representing allies, possessions, artifacts, events,
and conditions support and defend the fellowship.
On
each players turn, a marker representing that players fellowship advances
along the adventure path, a sequence of sites, each representing the scene of an episode
in the adventure. All players, using cards that might be played from any players
adventure deck, share the same adventure path.
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 characters and
minions.
The
minions of evil become more numerous as the fellowship moves farther into the wild lands
of Middle-earth, resulting in greater risks to the fellowship and the Ring-bearer himself.
In dire need, the Ring-bearer can save himself by putting on the Ring . but this puts him
in 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
Site
cards
Each
player has an adventure deck with nine site cards. These cards are used to chart the
progress of the game.
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
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
COMPANION
A
companion is
a character who is a member of your fellowship. This includes both the Nine Walkers who
comprised the Fellowship of the Ring and others who fought alongside them or traveled with
them.
ALLY
An
ally is
a character who helps your companions from afar but does not move with them. Each ally has
a home, where that ally may fight alongside your companions.
MINION
A
minion is
a Shadow character that attacks other players fellowships. Minion cards have a site
number where a companion might have a signet.
POSSESSION
A
possession or
artifact is
a weapon, suit of armor, or other kind of object used by a character. (There are no
artifact cards in The Fellowship of the
Ring set,
but later products will have them.)
Many
possession cards (and condition cards) play on a character. We say that the character
bears the possession or condition (and is also called the bearer
of that card).
Place
these cards beneath the bearer, with the left edge of the possession or condition showing.
The card title and any strength or vitality bonuses will therefore be visible during play.
EVENT
An
event is
a card played from your hand that represents an important occurrence. Discard an event
when you are done playing it.
CONDITION
A
condition is
a card representing a significant change in the world, which stays in play until something
discards it. Sometimes conditions are played on opponents characters.
SITE
You
bring a set of nine sites in your adventure deck. Each of those must have a different site
number, with one for each number from 1 to 9. Sanctuary sites, numbered 3 or 6, have a
different colored template from other sites.
CULTURE
Most
cards are part of a specific culture. A cards color, its background texture, and an
icon in its upper right corner indicate its culture.
Youll
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.
Here
is a listing of all the cultures currently available:
Free
Peoples cards Shadow cards
Dwarven
Elven
Gandalf
Gondor
Shire
Isengard
Moria
Ringwraith
Sauron
You
dont have to memorize these names, since cultures are always referred to with
symbols. All you have to do is match the icons.
SIGNET
Some
of the Free Peoples character cards have a signet icon, found in the lower left corner of
the card. Cards
Each
signet is based around an important character in the story. The available signets in The
Fellowship of the Ring set
are Aragorn, Frodo, and Gandalf.
VITALITY
All
characters in the game have vitality. This number represents that characters 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
Healing
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. You may not heal a character that does not have at least one wound.
Generally,
your fellowship only heals (removes wounds) at a site with the keyword sanctuary.
At the start of your turn when your fellowship is at a sanctuary, you may heal up to 5
wounds from your companions.
Allies
do not heal in this way. There are allies that heal other allies, such as Elrond,
Galadriel, and Hobbit Party Guest.
Killed
When
the number of wounds on a character equals his vitality, that character is immediately
killed. Place killed Free Peoples characters (companions and allies) in your dead pile.
The dead pile is
separate from and next to your discard pile. Place killed Shadow characters (minions) in
your discard pile.
When
you have a unique companion or ally in your dead pile, you may not play another copy of
that card, or any other card with the same title.
(You
may play another copy of a non-unique card which is in your dead pile.)
A
unique card has a dot ()
in its card title.
When
you discard a companion or ally to use its game text or as a result of some other effect,
dont place that card in the 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, though both require placement of a
wound token. Cards that prevent wounds may not prevent a wound token placed by exerting.
Once placed, wound tokens are identical,
No
player may exert a character that is exhausted (only
one wound away from death). Such a character cannot be chosen as a character who must
exert.
Sometimes
a card will allow you to exhaust a character. To exhaust a character means to exert that
character as many times as you can.
When
you exert a character to have an effect at that characters site, this usually
represents physical exertion of some kind: working, fighting, stress, and so on. However,
sometimes a character will exert to provide an effect at some other site, and in this case
the exertion is symbolic (and may even represent something that theoretically happened in
the past).
For
example, Farmer Maggot can exert to heal Merry or Pippin. This is because in the story,
Merry and Pippin stole vegetables that Farmer Maggot had worked hard to plant and
cultivate. In the game, however, those vegetables had been planted at some time in the
past.
When
Merry or Pippin conceptually eats them to regain some strength, for simplicity you place a
token on Farmer Maggot at that moment. This is a symbolic way of recognizing how his labor
ultimately benefits the Fellowship.
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 token 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 cards 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 cards
twilight cost.
When
your opponent plays a Shadow card, he must remove a
number of twilight tokens from the twilight pool equal to that cards twilight cost.
A Shadow card may not 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 Add (1) which means, Add 1
twilight token to the twilight pool.
As
the fellowship grows and gains more power, its detection by Saurons forces becomes
easier.
However,
as Sauron directs his minions to search for the Ring, the Dark Lord expends valuable
resources. The twilight pool represents these dynamic changes in the game.
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.
Tokens
can be coins, glass beads, paper clips, orc teeth, or any small common possession.
BUILDING
YOUR DECK
Each
player brings to the game at least 71 cards
Ring-bearer
You
must start the game with one copy of Frodo (any version will do) bearing The One Ring
(again, any version). These two cards are not part of your draw deck and do not count
against your total of Free Peoples cards.
Draw
Deck
Your
draw deck must have at least 60 cards and must have an equal number of Shadow cards and
Free Peoples cards, shuffled together. You may not have any copies of The One Ring or
sites in your draw deck.
You
may have up to four copies of each card title (ignoring subtitles) in your draw deck.
You
may have four copies of Aragorn, King in Exile in your draw deck, or you may have two
copies of that card and two copies of Aragorn, Ranger of the North. You may not have four
copies of each of those cards, since they have the same title (although they have
different subtitles).
Exception:
Since
one copy of Frodo is always part of your fellowship, you may have only three copies of
Frodo in your draw deck.
Adventure
Deck
Your
adventure deck has nine different site cards, one for each of the nine site numbers. No
other player may look through your adventure deck during the game.
You
do not have to keep your adventure deck in any particular order. When you need to get a
card from your adventure deck, look through it to get the correct one.
Its
easy to tell who each site card belongs to, since only one copy of each site number is
played to the adventure path. For example, site number 4 belongs to the player who has no
site number 4 in his adventure deck.
If
a site is replaced, take the old site from the adventure path and put it back in its owners
adventure deck.
GAME SETUP PROCEDURE
WHO GOES FIRST?
Players
will place secret bids for the right to determine who goes first in the game. The bidding
is done with black tokens, which will become burdens on
your Ring-bearer.
Dont
bid too high, or your Ring-bearer will start with too many burdens and be close to being
corrupted. (If he accumulates a number of burdens equal to his resistance, you lose the
game.)
Each
player places a number of burdens in his hand (you may bid zero). When all players are
ready, simultaneously reveal the bids. The highest bid wins the right to choose where he
goes in the turn order. Any choice is available.
Next,
the second highest bidder chooses from the remaining positions in the turn order, and so
on. Keep track of each players bid, as these tokens will become burdens on his copy
of Frodo.
If
there are any ties, then the tied players resolve randomly who chooses first among them.
Tom,
Chuck, Tim, and Mike are playing, and the initial bids are Tom 3, Chuck 4, Tim 3, and Mike
1. Chuck wins the right to choose, and he chooses to go first (placing 4 burdens on
Frodo). Tom and Tim are tied, so they flip a coin, and Tom wins the tiebreak. He chooses
second (placing 3 burdens on Frodo). Tim chooses to go fourth (3 burdens), leaving third
for Mike (1 burden).
The
first player sits down, and the others then sit in clockwise order around the table
according to their choices.
Place
your adventure deck (face down) and Frodo (face up) on the table. Place The One Ring under
him (so the title is showing) and place the burdens that you bid on Frodo.
The
first player places his copy of site 1 (from his adventure deck) on the table to begin the
adventure path. Each player places his player marker onto site 1.
Starting
Fellowship
Your
fellowship begins with Frodo bearing The One Ring. You may also begin with other
companions (not allies) from your draw deck (which you may play in any order), as long as
the total twilight cost of your starting companions is 4 or less.
You
could choose Gandalf as your only other starting companion, since his twilight cost is 4.
Alternately, you might choose Gimli and Legolas, who each have a twilight cost of 2.
You
do not add twilight tokens for playing the cards in your starting fellowship. Site text is
not active when the starting fellowships are played. You may use When you play
game text on a starting companion.
Select
and reveal starting fellowships in player order. (In tournament play, you may change your
starting fellowship from game to game.)
Shuffle
your draw deck, give the opponent on your right the opportunity to cut it, and draw eight
cards to form your starting hand.
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
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, note that many other procedures in the game actually
rotate to the right (counter-clockwise).
TIMING WORDS
Before
you learn more about the phases of a turn, you need to know how certain game actions link
to those phases using timing words.
During
each phase of a turn, one or more players are allowed to perform actions that use a timing
word matching the name of that phase. Timing words are printed in boldface and followed by
a colon.
The
phrase skirmish actions means actions that look like this: Skirmish:
Make
a Dwarf strength +2 and damage +1. This is an action you perform during a skirmish
phase.
Each
of these actions lasts for the duration of the phase named in the timing word (unless
otherwise specified).
There
is also a special timing word, response, which is explained later in these rules.
Every
event card has a timing word 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.
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.
Other
types of cards may use a timing word to indicate a part of their game text called a special
ability,
which may be used only while the card is in play. (The timing word defines when you may do
so.) You may use each special ability as many times as you like, even repeatedly during
the same phase.
The
use of any special ability is optional. It does nothing until you choose to use it. You
may only use one special ability at a time.
If
one card says, Fellowship: Play
an Elf to draw a card and another says, Fellowship: Exert
Galadriel to play an Elf for free, you cant do both as one action. You may
draw a card or play for free (or neither), but you cant do both at the same time.
1. FELLOWSHIP
PHASE
During
your fellowship phase, you first reset the twilight pool, and then you perform fellowship
actions, including playing most Free Peoples cards. Finally, you move your fellowship
forward along the adventure path.
FELLOWSHIP
PHASE OUTLINE
Reset
the twilight pool
At
the start of each of your fellowship phases, you must remove all tokens from the twilight
pool. (The twilight pool begins the game empty, so this is not necessary on the first turn
of the game.)
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:
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.
The
phrase fellowship actions means actions that look like this: Fellowship:
Play
an Elf to draw a card.
Actions
that happen at the start of your turn occur before you can take your first
fellowship action.
Paying
costs
To
play a Free Peoples card, add a number of twilight tokens to the twilight pool equal to
the cards twilight cost.
Playing
companions
Play
companion cards in a row, near the other members of your fellowship already in play.
You may
not have more than nine total companions in play and in your dead pile at any time. (Each
copy of a non-unique companion in play or in your dead pile counts as a separate
companion.)
If
you have Merry
(a unique companion) and two copies of Dwarf Guard (a non-unique companion) in your dead
pile, you may not have more than 6 companions in your fellowship.
You
may not 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
allies
Allies
are characters that do not count as members of your fellowship. Play them to a row behind
your fellowship called your support area.
An ally may be played during any of your fellowship phases (you do not have to wait until
your fellowship is at the allys home). There is no limit to the number of allies you
may have in play.
Your
support area represents the whole of Middle-earth. Thus, as the game progresses, this area
may contain Hobbits, Elves, Dwarves, and other characters who conceptually live and work
in very different regions. The support area can also contain other kinds of cards (as
indicated by their game text).
Playing
possessions and artifacts
Play
Free Peoples possessions and artifacts under a character, with the left edge of the card
visible for its card title and attribute modifiers
(bonuses
for the characters strength and/or vitality, written with a plus sign like +2). Some possessions or artifacts say they play to
your support area instead.
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, and only
one cloak.
Some
artifacts and possessions do not have a class. There is no limit to the number of
artifacts and possessions without a class that a character may bear.
Aragorn
may have several copies of the Athelas possession card (which does not have a class), but
he may have only one Hand Weapon and one Ranged Weapon.
Most
possessions and artifacts are carried and used by one person at a time. However, some communal
items, such as pipe weed, are shared by a larger group, and thus their text says to play
them to your support area.
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 the game text of the
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.
How to
move
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 on the first turn), then a new site must be played
from the adventure deck of one of the Shadow players.
Place
new sites in order by their site number. When the first player moves for the first time,
place a site with the site number of 2.
To
determine which Shadow player places the new site on the adventure path (from that players
adventure deck), 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 [right arrow]
meaning the Shadow player to your right and [left arrow] 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.)
Cards
from every adventure deck comprise the adventure path that all players advance through. As
each game unfolds, the path evolves differently.
When
you move your player marker to the next site, add tokens to the twilight pool equal to the
Shadow number on the site you moved to.
In
addition, for each companion in your fellowship, you must add one token to the twilight
pool each time your fellowship moves.
The
forces of Shadow, represented in the game by the Shadow cards in your opponents
hands, now try to find and destroy your fellowship. As your fellowship grows in size, it
becomes easier for the forces of Shadow to take action against you.
When
the fellowship moves, first perform any actions that are triggered when the fellowship
leaves the old site. Then perform actions that occur when the fellowship moves to the new
site (including adding twilight tokens for its Shadow number and the number of
companions).
2. SHADOW
PHASE(S)
Each
other player in the game, starting with the player immediately to your right, has one
Shadow phase.
During
each players 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.
SHADOW PHASE OUTLINE
Perform
Shadow actions
There
is one Shadow action which is always available:
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.
The
phrase Shadow actions means actions that look like this: Shadow:
Play
a [orc] Orc from your discard pile.
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 may not play a Shadow condition, possession, or artifact on another Shadow
players minion or to another players 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.
You
may exert another players minion to pay a cost for your Shadow card or special
ability.
Each
minion is normally played to a certain range of sites beginning with the minions
site number. Thus, if the minion is played to 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 for
that minion. (A few sites reduce the roaming penalty for minions played to that site.)
A
Moria Archer with a site number of 4 must remove 2 more twilight tokens to play at site 2
or 3. If that same Moria Archer is played at sites 4 through 9, there is no roaming
penalty.
That
same Moria Archer could be played to site 3, paying the penalty for being a roaming
minion, and survive the fellowships first move to follow them on a second move to
site 4. At that site, the archer would no longer be a
roaming minion.
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.
Shadow
players may converse and plan among themselves, but they may not actually show each other
the cards in their hands. They can make agreements, but those agreements are not binding.
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
During
your maneuver phase, you and your opponents may perform maneuver actions.
MANEUVER PHASE OUTLINE
Perform
maneuver actions
Maneuver
actions are preceded by the timing word Maneuver:
and appear on cards in play (these are also called special abilities) or on
events.
The
event card What Are They? has a maneuver action that looks like this: Maneuver:
Spot
a ranger to discard a roaming minion.
Players
may perform maneuver actions using the following action procedure:
As
the Free Peoples player, you get the first opportunity to perform a maneuver 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 a maneuver action, he may simply pass. Passing does not
prevent a player from performing an action later in the same phase.
However,
when all players consecutively pass, proceed to the archery phase.
4. ARCHERY
PHASE
During
your archery phase, you and your opponents may perform archery actions and then conduct
archery fire.
ARCHERY PHASE OUTLINE
Perform
archery actions
Archery
actions are preceded by the timing word Archery:
and appear on cards in play (these are also called special abilities) or on
events.
The
ally card Rumil has an archery action that looks like this: Archery:
Exert
Rumil to wound an Orc.
Players
may perform archery actions using the action procedure described in the maneuver phase.
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. You may count archer allies if the
fellowship is at their home, or a card has allowed them to participate in archery fire.
There
is always a default archery total of zero for each side. The game text of a
card (like a site or condition, for example) may add to your archery total even though you
have no archers in play at that time.
You
must then assign a number of wounds equal to the minion archery total to your companions
(and participating allies) in any way you wish.
Archers
fire a volley of arrows, one of which is sure to hit its mark. Veteran commanders place
their hardiest warriors in the front ranks to receive fire, thereby protecting weaker
combatants in the rear ranks.
After
you have assigned archery wounds, you choose one Shadow player who must then assign a
number of wounds equal to the fellowship archery total to his minions in any way he
wishes.
Since
these tokens are assigned as wounds and not from exertion, any player may assign enough
wounds to kill his own minion or companion.
Wounds
are assigned one at a time, so a character may not have more wounds assigned than that
characters vitality. Ignore any leftover wounds that cannot be assigned.
If
there are no minions left after the archery phase, then skip directly to the regroup
phase.
5. ASSIGNMENT
PHASE
During
your assignment phase, you and your opponents may perform assignment actions, and then you
may assign companions to defend against attacking minions. All assignment actions must be
complete before proceeding to assign defenders.
ASSIGNMENT
PHASE OUTLINE
When
the assignment phase is complete, each companion being attacked will lead to a separate
skirmish phase.
Perform
assignment actions
Assignment
actions are preceded by the timing word Assignment:
and appear on cards in play (these are also called special abilities) or on
events.
The
event card Frenzy has an assignment action that looks like this: Assignment:
Assign
an exhausted companion (except the Ring-bearer) to skirmish a [orc] Orc.
Players
may perform assignment actions using the action procedure described in the maneuver phase.
Many
assignment actions assign a minion to a companion. All of these assignments are one-on-one
- you cannot assign one character to another unless both of them are unassigned.
When
all players consecutively pass, proceed to assign defenders.
Assign
defenders
After
the assignment actions are finished, there will usually be both minions and companions
still unassigned.
The
Free Peoples may now assign companions to those minions in any order (without needing
events or special abilities). A player may not assign more than one companion to the same
minion.
The
Free Peoples player need not assign any companions to minions at all, leaving the Shadow
players free reign to assign their minions.
Frodo
and Aragorn face a single Uruk Soldier. The Free Peoples player assigns Aragorn to the
Uruk-hai, thereby protecting Frodo from harm. He may not assign both Frodo and Aragorn to
the Uruk Soldier.
All
assignments of characters are on a one-to-one basis, with the following two exceptions:
Frodo
and Aragorn face two Uruk Soldiers. 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 Uruk Soldiers, leaving Frodo again unharmed.
Frodo
and Aragorn face four Uruk Soldiers. The Free Peoples player uses Aragorns defender
+1 and assigns him to defend against two. Frodo must defend against another. This leaves
one more Uruk Soldier, so the Shadow player may assign him as he wishes. He assigns the
last Uruk-hai to Frodo, trying to kill the Ring-bearer.
If
all minions are somehow removed from their assignments, then skip directly to the regroup
phase.
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, you and your opponents may perform skirmish actions, and then you
must resolve that skirmish. 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 skirmish, if
any, and perform a skirmish phase.
SKIRMISH PHASE OUTLINE
Perform
skirmish actions
Skirmish
actions are preceded by the timing word Skirmish:
and appear on cards in play (these are also called special abilities) or on
events.
The
event card Cleaving Blow has a skirmish action that looks like this: Skirmish:
Make
a Dwarf strength +2 and damage +1.
Players
may perform skirmish actions using the action procedure described in the maneuver phase.
When all players consecutively pass, proceed to resolve that skirmish.
Each
skirmish action lasts only for the duration of a single 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.)
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).
In
other words, if the weakers side strength is doubled by the stronger side, the
weaker side is overwhelmed. Some cards require the stronger side to triple the strength of
the weaker side before overwhelming occurs.
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 is killed, regardless of whether he wears the Ring. The
One Rings ability to convert wounds into burdens does not protect him from being
overwhelmed, since no wound tokens are placed.
When
resolving a skirmish, a side with a total strength greater than zero overwhelms a side
whose total strength is zero. If both sides strength is zero, the Shadow side wins
the skirmish (but does not overwhelm).
If
all characters of one side are removed during a skirmish before strength has been totaled,
the skirmish resolves with that side having zero strength.
If
a skirmish is canceled, it ends immediately with no winner or loser.
If
all characters of one side are removed from a skirmish before that skirmish begins, that
skirmish does not occur.
A
skirmish phase ends after all actions triggered by winning or losing that skirmish have
resolved.
Surviving
minions and companions may skirmish again this turn if the fellowship makes another move,
or if there is a fierce skirmish.
Surviving
allies may also skirmish again if there is a fierce skirmish.
FIERCE SKIRMISHES
After
all the normal skirmishes are resolved, surviving minions with the keyword fierce must
be defended against again. Players complete another assignment phase, where they may
assign a defender to each fierce minion, and then complete an additional skirmish phase
for each fierce skirmish.
Lurtz is a fierce Uruk-hai minion. When he attacks, Aragorn is assigned to skirmish him. In the regular skirmish phase, Aragorn wins and Lurtz takes one wound. During the following