Lord of the Rings Online

Lord of the Rings Online

17.10.2013 18:56:14
Lord of the Rings Online
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~~~~~~~~~~~~~ Lord of the Rings Online: Trading Card Game ~~~~~~~~~~~~~~~
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Starter Deck Guide
Version 1.0
PC (online game)
Written by Devon Kerkhove aKa Skye7707
Last updated on 09/21/2005

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

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

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

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

Fellowship of the Ring
Gandalf Starter
Aragorn Starter
Deluxe Starter

The Mines of Moria
Gandalf Starter
Gimli Starter

Realms of the Elf-lords
Legolas Starter
Boromir Starter

The Two Towers
Aragorn Starter
Theoden Starter
Deluxe Gandalf Starter

Battle of Helm's Deep
Eowyn Starter
Legolas Starter

Ents of Fangorn
Witch-king Starter
Faramir Starter

The Return of the King
Aragorn Starter
Eomer Starter

The Siege of Gondor
Merry Starter
Pippin Starter

Mount Doom
Frodo Starter
Sam Starter

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

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

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The Fellowship of the Ring Gandalf Starter Deck Card List

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

Adventure Deck (9 cards)
Westfarthing
Ettenmoors
Council Courtyard
Mithril Mine
The Bridge of Khazad-dûm
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

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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-dûm
Galadriel's Glade
Silverlode Banks
Pillars of the Kings
Slopes of Amon Hen

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

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

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The Fellowship of the Ring Deluxe Starter Deck Card List

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

Adventure Deck (9 cards)
East Road
Bree Streets
Ford of Bruinen
Moria Stairway
The Bridge of Khazad-dûm
Lothlórien 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
Úlairë Lemanya, Lieutenant of Morgul x3
Úlairë Nelya, Lieutenant of Morgul
Úlairë Nertëa, Messenger of Dol Guldur x2
Úlairë Otsëa, Lieutenant of Morgul

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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

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Mines of Moria Gimli Starter Deck Card List

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

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

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

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

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Realms of the Elf-lords Legolas Starter Deck Card List

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

Adventure Deck (9 cards)
Westfarthing
Breeland Forest
House of Elrond
Pass of Caradhras
The Bridge of Khazad-dûm
Lothlórien Woods
Silverlode Banks
Anduin Banks
Tol Brandir

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

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

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Realms of the Elf-lords Boromir Starter Deck Card List

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

Adventure Deck (9 cards)
Hobbiton Woods
Bree Gate
Rivendell Terrace
Eregion Hills
The Bridge of Khazad-dûm
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 Númenor x3
Swordsman of the Northern Kingdom x3
Might of Númenor x2
What Are They? x2

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

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The Two Towers Aragorn Starter Deck Card List

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

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

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

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

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The Two Towers Theoden Starter Deck Card List

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

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

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

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

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The Two Towers Deluxe Starter Deck Card List

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

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

Free Peoples (30 cards)
Behold the White Rider
Éomer, Sister-son of Théoden x2
Éowyn, 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 Rhûn x2
On the March x4
Southron Scout x4

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Battle of Helm's Deep Eowyn Starter Deck Card List

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

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

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

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

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Battle of Helm's Deep Legolas Starter Deck Card List

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

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

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

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

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Ents of Fangorn Witch-king Starter Deck Card List

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

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

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

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

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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

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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
Mûmakil of the Harad x4
Red Wrath x2
Southron Bandit x3
Southron Captain x3
War Towers x2

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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)
Éomer, Valiant Warchief x2
Éowyn, Restless Maiden
Merry, Rohirrim Squire
Elite Rider x2
Hobbit Sword x2
Knights of His House x4
Long Spear x4
Morning Came x2
Riding Armor x2
Rohirrim Guard x2
Swift Steed x4
Theoden, Leader of Spears
Wind in His Face x4

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

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The Siege of Gondor Merry Starter Deck Card List

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

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

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

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

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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

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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

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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

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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-dûm x 4
Frenzied Orc x 3
Demoralized x 2

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The Shadows Éowyn 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)
Éowyn, Shieldmaiden of Rohan x 2
Éomer, 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

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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)
Úlairë Lemenya, Fifth of the Nine Riders x 4
Úlairë Nelya, Third of the Nine Riders x 4
Úlairë Cantëa, Fourth of the Nine Riders x 4
Úlairë Toldëa, Eighth of the Nine Riders x 4
Úlairë Nertëa, 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

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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-dûm x 2
The Lady's Blessing x 4
Hobbit Sword x 2
Farewell to Lórien 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

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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
Éomer, Guardian of the Eastmark x 1
For the Mark x 2
Measure of Comfort x 2
War Now Calls Us x 4
Éored Warrior x 4
Rohirrim Mount x 3
Hobbit Sword x 2
Merry, Loyal Companion x 1
Théoden, 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

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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 ², the
Shadow player who owns that minion may add ².
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.
 
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