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T
HE
L
ORD
OF
THE
R
INGS
™
Trading Card Game
Comprehensive Rules 4.0
T
HE
L
ORD
OF
THE
R
INGS
™
I
MPORTANT
C
ONCEPTS
K
INDS
OF
C
ARDS
Most cards in
The Lord of the Rings
TCG are
one of two basic kinds: Free Peoples or Shadow.
There are also sites and The One Ring, which are
neither Free Peoples cards nor Shadow cards.
S
ITE
T
RADING
C
ARD
G
AME
C
OMPREHENSIVE
R
ULES
4.0
If you have never played a trading
card game...
The best way to learn is from a friend who
already knows how to play. If your friends aren’t
players yet, we suggest you begin with a
Starter
Rulebook
, which is included in starter decks and
available for download.
If you have played this game before...
These
Comprehensive Rules
provides complete
documentation of all rules for
The Lord of the
Rings
TCG as of October 2004. It replaces and
supersedes all previous rulebooks. It is divided
into three sections.
Section One
is a chronological overview of
gameplay.
Section Two
provides complete rules
to the game, organized alphabetically by topic.
Section Three
provides entries on individual
cards, including errata and clarifications.
W
HAT
’
S
N
EW
?
All material from the
Shadows
Starter Rulebook
is included here. The most important updates
are:
• Changes in the Open format to the way sites are
played on the adventure path, and the addition
of regions. (See Section One: “Moving your
fellowship,” “Playing sites,” “Adding twilight
tokens for movement,” and “Building Your
Deck”; or Section Two: “building your deck,”
“moving your fellowship,” “region,” and “site.”)
• The increased role of resistance in the game,
and the effect that has on burdens. (See
“resistance” in Section One or Two.)
• The addition of the keywords “lurker,”
“muster,” and “toil.” (See the Section Two
entries for those terms.)
Note that none of these new rules take effect
until the release of
Shadows
. Until then, Open
format games continue to use King block sites,
and players still play them to the adventure path
and add pool as before – that is, as defined for
the Fellowship block, Tower block, and King
block formats. (See Section One: “Formats” or
Section Two: “format.”)
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.
Site cards represent locations in Middle-earth,
and are used to chart the progress of the game.
Nine sites are placed in your adventure deck, and
are kept separately from the other cards you draw
and play during the game, which are placed in
the draw deck.
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.
C
ARD
T
YPES
There are nine different card types in the game:
The One Ring, site, companion, ally, minion,
possession, artifact, event, and condition.
Companion, ally, and minion cards are also
collectively referred to as character cards.
T
HE
O
NE
R
ING
Site cards have a dark compass in
the upper left corner.
This symbol is used on sites from the
Shadows
expansion set onward, differentiating
them from sites found in previous sets (which use
a different compass symbol, and may also use a
block symbol).
C
OMPANION
A companion is a Free Peoples character in your
fellowship.
A
LLY
This card type 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.
There are several versions of The One Ring,
represented by different cards, but you’ll only use
one version at a time.
S
ECTION
O
NE
: O
VERVIEW
This section of the Comprehensive Rules
mirrors the presentation of a Starter Rulebook.
Important concepts are explained first, followed
by game setup and an explanation of the turn
sequence in order.
This section is offered only as a chronological
overview of gameplay. There are few examples of
play, and few specific rulings. For such material,
refer to Section Two.
Again, if you are not familiar with the game,
we strongly suggest you begin with a Starter
Rulebook, rather than the Comprehensive Rules.
An ally is a character that helps your companions
from afar but does not move with them.
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Trading Card Game
Comprehensive Rules 4.0
M
INION
E
VENT
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.
When you “wound a character,” you place only
one wound.
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
When a wound is removed from a character, this
represents resting or healing. When you “heal a
character,” you remove one wound.
Generally, your fellowship only heals at a
sanctuary – that is, a site 3 or site 6 – you reach
on the adventure path. At the start of your turn
when your fellowship is at a sanctuary, you may
heal up to 5 wounds from your companions (not
allies).
Killed
When a character’s vitality is reduced to zero,
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
minions in your discard pile.
When you have a unique companion or ally 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 non-unique
card that is in 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.
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). If the effect of an
action says a character “must exert” and that
character is exhausted, then nothing happens. To
exhaust a character means to exert that character
as many times as you can.
R
ESISTANCE
A minion is a Shadow character that attacks
other players’ fellowships.
P
OSSESSION
An event is a card played from your hand
representing an important occurrence, which you
discard after you play it.
C
ONDITION
A possession is a weapon, suit of armor, or other
kind of object used by a character.
Most possessions tell you who their bearer can
be, which is the kind of character you can play
them on.
A
RTIFACT
A condition is a card representing a significant
change in the world, which stays in play until
discarded. Most conditions play to your support
area, though some play on other cards, and tell
you who or what their bearer can be.
C
ULTURE
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. Your deck
may contain cards from several different cultures.
Site cards and The One Ring are not part of any
culture.
Culture names and symbols
Free Peoples cards Shadow cards
∂ Dwarven ≤ Dunland
π Elven
◊ Gollum
∑ Gandalf
Ω Isengard
◊ Gollum
† Men
µ Gondor
∆ Moria
An artifact is a unique weapon, suit of armor, or
other kind of special object used by a character.
Though artifacts are played and used much
like possessions, they are a different card type.
Artifacts are not affected by cards that affect
possessions.
≥ Rohan
¥ Orc
Companion cards have resistance.
∫ Shire
∞ Raider
√ Sauron
This number represents a companion’s
ability to withstand the lure of The
One Ring. Some characters have a ring around
their resistance icon, meaning they can be chosen
begin the game as your Ring-bearer.
Companions preceding the
Shadows
expansion
set (other than versions of Frodo or Sam) do not
¢ Uruk-hai
≈ Wraith
V
ITALITY
All characters in the game have vitality. This
number represents a character’s life force,
stamina, sturdiness, and will to live.
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have their resistance printed on the card. These
companions have a resistance of 6.
Allies have a resistance of zero.
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 on your Ring-bearer
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.
S
IGNET
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 used.
Each phase action must be completely performed
before another phase action can be performed.
Phase actions cannot be combined.
An action labeled with the word “
Response:
” is
not a phase action. Responses are explained later
in this rulebook.
E
VENTS
Most event cards have 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.
S
PECIAL
A
BILITIES
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.
W
HEN
, E
ACH
T
IME
,
AND
W
HILE
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.
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.
S
ETTING
U
P
THE
G
AME
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.
Who goes first?
In the Starter Rules, players decide randomly
who goes first. Normally, however, players bid
burdens to determine this.
Players 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.
Each player secretly 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 player’s bid, as these tokens
will become burdens on his Ring-bearer.
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 his Ring-bearer).
Tom and Tim are tied, so they flip a coin, and
Tom wins the tiebreak. He chooses second (placing
3 burdens on his Ring-bearer). 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.
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.
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.
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 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
In the Starter Rules, players select their starting
fellowships based upon which deck they have.
Normally, however, players customize their
starting fellowships.
Some Free Peoples character cards
have a signet, found in the lower left
corner of the card. Cards with the
same signet generally give bonuses to each other
and work well in the same deck.
Each signet is based around an important
character in the story. The available signets are
Aragorn, Frodo, Gandalf, and Théoden.
T
WILIGHT
P
OOL
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’s 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’s
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’s
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 “Add ⁄”
which means, “Add 1 twilight token to the
twilight pool.”
You must meet any requirements to play a card
(or perform an action) before paying its costs.
P
HASE
A
CTIONS
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
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Your fellowship begins with a character bearing
The One Ring. This can be any character with
the ringed resistance icon, or any version of
Frodo. That character gains the keywords Ring-
bearer and Ring-bound, if he does not already
have them.
Place your Ring-bearer face up on the table.
Place The One Ring under your Ring-bearer
(so the title is showing) and place on him the
burdens that you bid.
You may then play other companions (not allies,
possessions, artifacts, or conditions) one at a time
from your draw deck, as long as the total twilight
cost of these companions is 4 or less. The
twilight cost of your Ring-bearer is not included
in this total.
Don’t place any tokens into the twilight pool for
the cards in your starting fellowship. Site text
is not active when the starting fellowships are
played.
Select and reveal starting fellowships in player
order. (In tournament play, you may change
your starting fellowship from game to game.)
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.
When you draw the last card from your draw
deck, you don’t lose the game. Continue with
the cards you have in hand and in play.
In the Starter Rules, if you have no cards in your
draw deck, you are allowed to reshuffle your
discard pile to make a new one once per game.
Normally, however, you are not allowed to do
this.
Game Setup Summary
• Bid to determine who goes first.
• Each player places his adventure deck on the
table.
• 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, placing the burdens he bid on his
Ring-bearer.
• Each player shuffles his draw deck and draws 8
cards.
P
LAYING
THE
G
AME
Each player, going clockwise around the table,
takes turns according to the following turn
sequence.
1. Fellowship Phase
2. Shadow Phase(s)
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).
S
TART
OF
T
URN
When your turn begins, 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 “at the start of each
turn” (or “at the start of each of your turns”)
actions. Each of these actions may be performed
only once per turn.
1. F
ELLOWSHIP
P
HASE
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, ally, 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.
You may find other fellowship actions on events
in your hand, or as special abilities on cards you
already have in play.
Some card effects allow you to draw cards in the
fellowship phase. You cannot draw (or take into
hand) more than 4 cards during your fellowship
phase. This is referred to as The Rule of 4.
Playing companions
Play companion cards in a row, near the other
members of your fellowship already in play.
You cannot have more than nine total
companions in play and in your dead pile at any
time. (Each copy of a companion in play or in
your dead pile counts as a separate companion,
whether it is unique or non-unique.) This is
referred to as The Rule of 9.
Playing allies
Allies are characters that do not count as
members of your fellowship. Play them to
your support area (a row of cards behind your
fellowship). There is no limit to the number of
allies you may have in play.
Ally cards have a home site number indicated
just after the card’s type, on the same line
(such as Ally • Home 3 • Elf). These home site
numbers all refer to adventure paths from the
Fellowship block, Tower block, and King block.
Allies have no home sites on adventure paths
from the
Shadows
expansion set onward.
Each ally in your support area is considered to be
at his home site.
Playing possessions
Play Free Peoples possessions under a character,
with the left edge of the card visible for its card
title and attribute bonuses (positive modifiers
for the character’s strength, vitality, and/or
resistance, written with a plus sign like “+2”).
Some possessions play to your support area.
Playing artifacts
Play Free Peoples artifacts just as you play Free
Peoples possessions.
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 and artifacts do not have a
class. There is no limit to the number of cards
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 by the condition card.
Free Peoples conditions are always played during
the fellowship phase, even if they provide a
special ability that is performed during a different
phase.
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.
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.”
Note that when you are playing using the
Fellowship block, Tower block, or King block
formats, the playing of sites and adding of
twilight tokens works differently than what is
explained below. Refer to “Formats,” later in
Section One under “Building Your Deck,” for an
explanation of these differences.
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
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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
adventure 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 was already
played as an earlier site. 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. S
HADOW
P
HASE
(
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 in any order,
including playing most Shadow cards.
4. A
RCHERY
P
HASE
Perform archery actions
During this 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, conduct 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.”
The Free Peoples player then assigns a number of
wounds equal to the minion archery total to his
companions (and participating allies), in any way
he wishes.
He then chooses one Shadow player who
must assign a number of wounds equal to the
fellowship archery total to his minions, in any
way he wishes.
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.
When the fellowship is at an ally’s home site
(or a card has allowed them to participate in
archery fire), you may count archer allies for
the fellowship archery total, and assign archery
wounds to them.
When all archery wounds have been assigned,
proceed to the assignment phase. If there are no
minions left after the archery phase, then skip
directly to the regroup phase.
Archery Phase Summary
• Perform archery actions
• Determine archery totals for each side.
• Free Peoples player assigns archery wounds to
his companions (and participating allies).
• Free Peoples player chooses one Shadow player.
• That Shadow player assigns archery wounds to
his minions.
5. A
SSIGNMENT
P
HASE
Perform assignment actions
During the assignment phase, players may
perform assignment actions (special abilities on
cards in play with “
Assignment:
” and events
with that keyword) using the action procedure.
Many assignment actions assign a minion to a
companion. You cannot do this unless both of
them are unassigned.
When all players consecutively pass, proceed to
assign defenders.
Assign defenders
During your assignment phase, you may assign
companions to defend against attacking minions.
A player cannot assign more than one
companion to the same minion.
Perform Shadow actions
One Shadow action is always available:
• Play a Shadow minion, possession, artifact, or
condition from your hand to the table.
A Shadow player may find other Shadow actions
on events in his hand, or as special abilities on
cards he already has in play.
When one Shadow player 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.
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.
You may use (and exert) another player’s
character to pay a cost for your Shadow card or
special ability.
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.
Each minion is normally played to a certain
range of sites beginning with the minion’s
site number. If the minion is played to (or is
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 Shadow player cannot play a Shadow artifact,
condition, or possession 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.
When all Shadow players have each completed a
Shadow phase, proceed to 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. M
ANEUVER
P
HASE
Perform maneuver actions
During this phase, players may perform
maneuver actions (special abilities on cards in
play with “
Maneuver:
” and events with that
keyword) using the action procedure.
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.
When all players consecutively pass, proceed to
the archery phase. If there are no minions left
after the maneuver phase, then skip directly to
the regroup phase.
Page 5
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