Component Overview Expansion Symbol Web Resources

Component Overview Expansion Symbol Web Resources
™
“We must press our Enemy, and no longer wait upon him
for the move. See my friends, when I had mastered the
Stone, I learned many things. A grave peril I saw coming
unlooked-for upon Gondor from the South that will draw off
great strength from the defense of Minas Tirith. If it is not
countered swiftly, I deem that the City will be lost ere ten
days be gone.”
—Aragorn, The Return of the King
Welcome to The Lord of the Rings: The Flame of the West
Saga Expansion for The Lord of the Rings: The Card
Game! Unlike other The Lord of the Rings: The Card Game
expansions which explore new adventures set in Middleearth, the Saga Expansions give players the opportunity to
directly participate in, or even recreate, the narrative events
described in the classic novels written by J.R.R. Tolkien.
The Lord of the Rings: The Flame of the West allows players
to join Aragorn and his companions as they race across
Gondor to stop the army of Minas Morgul from destroying
Minas Tirith. In this follow up to The Land of Shadow, you
will find three scenarios spanning the first half of The Return
of the King. The adventure continues in The Lord of the
Rings: The Mountain of Fire Saga Expansion with scenarios
that bring to life the events from the second half of The
Return of the King.
Component Overview
The Lord of the Rings: The Flame of the West includes the
following components:
• This rules insert
• 165 cards, consisting of:
- 3 Hero Cards
- 32 Player Cards
- 118 Encounter Cards
- 9 Quest Cards
- 3 Campaign Cards
Expansion Symbol
The cards in The Lord of the Rings: The Flame of the West
Saga Expansion can be identified by this symbol before their
collector number:
Web Resources
There is an online tutorial for the game available at:
http://www.fantasyflightgames.com/lotr-tutorial
You can enter and track your plays and scores of these
scenarios and others online through The Lord of the Rings:
The Card Game Quest Log at:
http://www.fantasyflightgames.com/lotr-questlog
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Campaign Mode
The Lord of the Rings Saga Expansions are designed to
encourage campaign play, but players can still play the
scenarios as standalone adventures if they choose. To read the
rules for how to play the scenarios in The Flame of the West
outside a campaign, skip to page 4. Pages 2-3 include card
diagrams for the campaign cards, boons and burdens.
Campaign Card
back
Included in The Flame of the West are new campaign cards,
boons and burdens that allow players to play the 3 scenarios
included in this box in campaign mode as part of The Lord
of the Rings campaign they began in The Black Riders Saga
Expansion. The scenarios in The Flame of the West are played
after completing The Land of Shadow.
front
The complete rules for campaign mode can be found in
The Lord of the Rings: The Black Riders, which is required
to play campaign mode.
Campaign Cards
The campaign card serves to place a scenario within the larger
campaign. When setting up a scenario in campaign mode, the
players must place the campaign card for that scenario next to
the quest deck and follow any additional setup instructions on
the front of the card. After the players defeat that scenario, turn
over the campaign card and follow any resolution instructions,
updating their Campaign Log accordingly.
Illus. Yoann Boisso
nnet
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© 2016 Middle-earth
Enterprises © 2016
FFG
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Boons & Burdens
Boons and burdens are two card sub-types for use only when playing campaign mode. These cards are special player
cards and encounter cards that represent the consequences of player choices, both good and bad, and they have a unique
set of rules.
Boons are neutral player cards that must be earned by playing through a scenario in campaign mode in order to be used.
Players are not allowed to include these cards in a game until after they are earned, unless a scenario directs them to do
otherwise.
Burdens are encounter cards that can be earned when playing through a scenario in campaign mode and subsequently
included in the encounter deck. Instead of an encounter set icon, burdens have a “burden set icon” used to identify which
burden set they belong to. Burdens do not belong to an encounter set and they should not be included in an encounter
deck until the players are instructed to include them (even if the burden set icon is the same as an encounter set icon used
for the scenario).
Boon Card
Illus. Romana Kendelic
Burden Card
© 2016 Middle-earth Enterprises © 2016 FFG
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Illus. Micah Epstein
© 2016 Middle-earth Enterprises © 2016 FFG
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Saga Expansion Player Cards
The Lord of the Rings: The Flame of the West features
new cards that players may use to customize their decks
when playing the scenarios in The Lord of the Rings Saga
Expansions. While most of the included player cards are
fully compatible with all published The Lord of the Rings:
The Card Game scenarios, a select few are only intended for
use when playing the scenarios presented in The Lord of the
Rings Saga Expansions. These are the ☺ Fellowship sphere
cards: Aragorn and Banner of Elendil, as well as the boon
cards: Esquire of Rohan and Esquire of Gondor.
New Rules
Setting Up the Game
When setting up any scenario in The Flame of the West
expansion, the first player must take control of the Fellowship
sphere Aragorn included with this expansion.
The Fellowship Sphere
The Fellowship sphere, denoted by the ☺ icon, is a sphere
of influence in The Lord of the Rings: The Card Game with
its own set of rules. The Fellowship sphere emphasizes the
sacrifice and determination of the valiant heroes who took
up the quest to destroy The One Ring and bring an end to the
menace of Sauron.
Heroes belonging to the Fellowship sphere can only be used
when playing the scenarios in The Lord of the Rings Saga
Expansions. Also, only one hero from the Fellowship sphere
can be played at a time. Therefore, it is not possible for there
to be more than one hero belonging to the Fellowship sphere
in play at any time.
Aragorn
The Lord of the Rings: The Flame of the West features
Aragorn, a hero who belongs to the Fellowship sphere.
When using this version of Aragorn, players cannot start
with any other version(s) of Aragorn as a starting hero or
include any other version(s) of Aragorn in their decks.
As a hero, this version of Aragorn collects 1 resource during
the resource phase. In addition to paying for cards that match
the Fellowship sphere, resources from Aragorn’s pool may be
spent to pay for neutral cards as well.
Aragorn also has the text: “If Aragorn leaves play, the players
lose the game.” This text cannot be modified by player card
effects or encounter card effects.
Because this version of Aragorn belongs to the Fellowship
sphere, he cannot be used as a hero when playing any
scenario from a product other than The Lord of the Rings
Saga Expansions.
Multiplayer Rules - Aragorn
Aragorn has the text: “The first player gains control of
Aragorn.” When the first player token passes during the
refresh phase, the first player gains control of Aragorn, all
resources in Aragorn’s resource pool, and all cards attached
to Aragorn.
If Aragorn is the last hero under a player’s control, and he
leaves that player’s control, then that player is immediately
eliminated from the game.
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Campaign Mode Rules - Aragorn
Campaign Staging Rules
When setting up a scenario in campaign mode, if a player
had previously recorded Aragorn as one of his heroes in the
campaign log, that player loses control of that version of
Aragorn. That player may choose a different hero to replace
Aragorn without incurring the +1 threat penalty. Record the
new hero in the campaign log. Any cards with the permanent
keyword that were attached to the previous version of
Aragorn are transferred to the Fellowship sphere Aragorn.
When playing the scenarios in The Lord of the Rings Saga
Expansions, players reveal encounter cards individually in
player order during the Staging Step of the Quest Phase.
Beginning with the first player, each player reveals 1
encounter card and resolves its staging before the next player
reveals a card. If an encounter card has an effect that uses
the word “you” then the encounter card is referring to the
player who revealed the card. If the revealed encounter has
the Surge keyword, the player who revealed that card reveals
an additional encounter card before play proceeds to the next
player. Encounter cards with the Doomed X keyword still
affect each player.
If Aragorn had previously been added to the list of fallen
heroes, remove his name from the list and each player incurs
a permanent +1 threat penalty.
Campaign Mode Rules - Frodo
When playing the scenarios in The Flame of the West in
campaign mode, players cannot use any card titled “Frodo
Baggins.”
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Game Terms
Immune to Player Card Effects
Cards with the text “Immune to player card effects” ignore
the effects of all player cards. Additionally, cards that are
immune to player card effects cannot be chosen as targets of
player card effects.
Archery X
While a card with the archery keyword is in play, players
must deal damage to character cards in play equal to the
specified archery value at the beginning of each combat
phase. This damage can be dealt to characters under any
player's control, and it can be divided among the players as
they see fit. If there is a disagreement as to where to assign
archery damage, the first player makes the final decision.
If multiple cards with the archery keyword are in play, the
effects are cumulative. Remember that Ú does not block
archery damage.
For example: Sean and David are playing the scenario
“The Battle of the Pelennor Fields,” and there are two
copies of Orc of the Eye in play. Orc of the Eye has the
keyword archery 1. This gives a cumulative archery
total of 2. At the beginning of the combat phase, the
players decide to deal 1 of that damage to Sean’s ally,
Prince Imrahil, and the remaining 1 damage to David’s
hero, Beregond.
Peril
When a player reveals an encounter card with the Peril
keyword, he must resolve the staging of that card on his own
without conferring with the other players. The other players
cannot take any actions or trigger any responses during the
resolution of that card's staging.
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The Passing of the Grey Company Phantom Keyword
While Frodo, Sam and Gollum journeyed through the glades
of Ithilien, Aragorn and his companions fought the battle
of Helm’s Deep and rode to the wreck of Isengard to deal
with the traitor, Saruman. During their parley, the Wizard’s
servant, Grima, hurled a Palantir from a high balcony,
narrowly missing them. Aragorn left Saruman and his servant
in the care of the Ents who guarded the tower of Orthanc, but
the orb he took with him back to Helm’s Deep, and in the high
tower of the Hornburg he looked into the Seeing Stone and
learned much of the Enemy’s movements.
In the Palantir he saw a fleet of Corsairs drawing near to the
coast of Gondor just as the army of Minas Morgul marched
to war against Minas Tirith. Seeing how the White City
would fall if help could not reach the coast in time, the Heir
of Isildur resolved to take the most direct route through the
mountains to Pelargir: The Paths of the Dead.
A name of dread among those who dwell near to its entrance,
The Paths of the Dead were said to be haunted by the ghosts
of men from the second age of Middle-earth; Oathbreakers
who refused to join Isildur when he summoned them to war
against Mordor. Isildur cursed them for their unfaithfulness
and doomed them to linger in the shadowy hills until their
oath was fulfilled.
It was uncertain whether they would help or hinder Isildur’s
Heir, but Aragorn was determined to reach the coast by the
speediest way...
“The Passing of the Grey Company” is played with an
encounter deck built with all the cards from the following
encounter set: The Passing of the Grey Company. This set is
indicated by the following icon:
Phantom is a new keyword that appears on the Undead
enemies in The Passing of the Grey Company. The Phantom
keyword represents the mysterious and terrifying nature of
the Undead oathbreakers that the Grey Company encountered
on their journey through the Paths of the Dead.
During the ‘determine combat damage’ step of an attack
made by an enemy with Phantom, if any damage would be
dealt by the attack it is canceled and the defending player
raises his threat by an equal amount instead.
For example: Matt is engaged with Shadow Host, a
4 Û enemy with the Phantom keyword. During the
combat phase, he chooses to defend Shadow Host’s
attack with Gimli, who has a Ú of 2. The attack would
deal 2 damage to Gimli, but the damage is canceled
and Matt raises his threat by 2 instead.
Army of the Dead
Army of the Dead is a double-sided card with an enemy
version on one side and an objective-ally version on the
other side. When playing The Passing of the Grey Company,
the Army of the Dead enemy is added to the staging area
when the players advance to stage 3A. The Army of the
Dead objective-ally is a boon card that can only be earned
by defeating the Army of the Dead enemy while playing in
campaign mode.
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The Siege of Gondor
The Battle of the Pelennor Fields
After a harrowing journey under Dwimorberg, Aragorn and
his companions emerged on the southern end of the Haunted
Mountain and rode to The Stone of Erech. There the Heir of
Isildur summoned the Dead Men of Dunharrow to fulfill their
oaths and follow him to Pelargir where the fleet of Umbar
drew nigh.
As Aragorn and his companions raced toward the port of
Pelargir on Anduin, Sauron at last ordered the great assault
that he had long prepared for the destruction of Gondor and
the utter defeat of the West. Orcs issuing from The Black
Gate overran the island fortress of Cair Andros, and the main
host of Mordor marched forth from Minas Morgul led by The
Black Captain, The Witch-king of Angmar.
To the astonishment of his companions, the Army of the
Dead obeyed Aragorn and heeded his commands, but it
was still a hard ride to reach Pelargir in time. The hardship
the companions endured was beyond the strength of most
mortals, but need drove them and the will of Aragorn held
them together.
In five days’ time, they raced more than ninety leagues to
reach the port of Pelargir. At the ford of Gilrain they came
upon the men of Lamedon as they fought with Corsair raiders
who had sailed up the river. Friend and foe alike fled at
their coming for the fear of the dead, but when they reached
Pelargir, the Corsairs turned to give battle.
There upon Anduin, the main strength of the Umbar fleet was
gathered for the sack of Gondor. A great army of Corsairs
stood before them, and the Grey Company was already tired
from the long journey, but Aragorn ordered the Army of the
Dead to attack and led his companions into battle once more...
“The Siege of Gondor” is played with an encounter deck
built with all the cards from the following encounter set: The
Siege of Gondor. This set is indicated by the following icon:
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Denethor, Steward of Gondor, sent messengers to King
Theoden in Dunharrow to ask for all his strength to ride to
Minas Tirith, and the beacon fires were lit between Gondor
and Rohan. Meanwhile, men from the outland fiefs of Gondor
marched in to Minas Tirith to bolster the city’s garrison. Yet,
they sent less strength than hoped for because of the Corsair
threat to the coastlands.
So it was that The Witch-king found the men of Gondor
not wholly unprepared for the assault, but still greatly
overmatched by the host of Mordor. On the eve of the attack
Mount Doom belched fire, black clouds darkened the sky, and
night fell on Minas Tirith. Unless help beyond hope could
reach the White City in time, Gondor would surely fall...
“The Battle of the Pelennor Fields” is played with an
encounter deck built with all the cards from the following
encounter set: The Battle of the Pelennor Fields. This set is
indicated by the following icon:
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Minas Tirith
Assault
Minas Tirith is an objective that is put into play when the
players reach stage 3A. The objective represents the White
City as it comes under attack during The Battle of the
Pelennor Fields. If Minas Tirith has damage equal to its hit
points at the end of a round, the White City has fallen and the
players lose the game.
Assault is a new keyword that appears on stage 3B of The
Battle of the Pelennor Fields. It represents the army of
Mordor’s relentless attack on the city of Minas Tirith. While
stage 3B is in play, progress cannot be placed on that stage
by player card effects or by questing successfully. However,
progress can still be placed on the active location as normal.
Several encounter card effects target Minas Tirith. If these
effects trigger at stage 2B, while Minas Tirith is not in play,
the players must resolve the effects as fully as possible.
When the players quest unsuccessfully, each player does
not raise his threat. Instead, the players must deal X damage
to Minas Tirith. X is the amount by which the total threat
in the staging area was greater than the total willpower of
each character committed to the quest. (This damage is only
calculated once for the group, not per player.)
For example: Mark is at stage 2B when he reveals
the treachery card Spells of Ruin. It reads: “When
Revealed: Either deal 1 damage to each exhausted
character, or deal 5 damage to Minas Tirith.” Since
Minas Tirith is not in play, Mark must deal 1 damage
to each exhausted character in play.
For example: Luke and Craig have committed a total
of 20 Ò to the quest at stage 3B. At the end of the
staging step there is a total of 25 $ in the staging
area. Instead of each player raising his threat by 5,
they deal a total of 5 damage to Minas Tirith as a
group, reducing Minas Tirith from 50 hit points to 45.
Strategy Tip
When playing The Battle of the Pelennor Fields there are
several triggered effects that need to be observed each
round. In order to provide players with the most rewarding
adventure, and avoid bogging down the game, these effects
were all made to trigger at either the beginning of the quest
phase or at the end of the round. For the best play experience,
we recommend that the players check for triggered effects at
the beginning of each quest phase, and again at the end of the
round.
Cards to look for in particular are:
- Minas Tirith
- The Witch-king
- Grond
- Wraith on Wings
- The Corsair Fleet (campaign mode only)
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Decklists
The scenarios in The Flame of the West represent Aragorn’s desperate quest to reach Minas Tirith before it is overrun by the
army of Mordor. These scenarios are meant to capture the theme of desperation and heroism from the novels, so they can at
times be challenging. To help you on your adventure through The Flame of the West, we have provided a list of cards for two
decks that can be built using the contents of The Lord of the Rings: The Card Game core set, The Black Riders box, The Road
Darkens box, The Treason of Saruman box, The Land of Shadow box, and The Flame of the West box. Because The Lord of the
Rings: The Card Game is a cooperative card game, these decks are designed to complement each other and work best when
played together.
Leadership & Lore Deck
Heroes
Faramir
Denethor
Pippin
Allies
Gandalf x2
Gimli x1
Anborn x1
Halbarad x2
Galadriel x1
Elrond x2
Quickbeam x2
Mablung x2
Gleowine x2
Ghân-buri-ghân x2
Erebor Hammersmith x2
Guard of the Citadel x3
Henamarth Riversong x1
Snowbourn Scout x3
Events
The Three Hunters x1
Take No Notice x2
In the Shadows x2
For Gondor! x2
Secret Paths x2
Sneak Attack x2
Taste it Again! x2
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Attachments
Banner of Elendil x1
Steward of Gondor x2
Celebrain’s Stone x1
Roheryn x1
Ambush x2
Elf-stone x2
Protector of Lórien x2
Tactics & Spirit Deck
Heroes
Théoden
Éowyn (tactics)
Merry
Allies
Gandalf x2
Legolas x2
Boromir x2
Prince Imrahil x1
Grimbold x2
Háma x2
Gamling x1
Skinbark x1
Farmer Maggot x1
Horseback Archer x2
Bilbo Baggins x2
Gondorian Spearman x3
Veteran Axehand x2
Wandering Took x2
Events
The Three Hunters x1
The Galadhrim’s Greeting x1
Feint x2
A Test of Will x2
Desperate Defense x2
Quick Strike x2
Sterner than Steel x2
Stand and Fight x2
Attachments
Banner of Elendil x1
Herugrim x1
Unexpected Courage x1
Snowmane x2
Horn of Gondor x1
Golden Shield x1
Dagger of Westernesse x3
Livery of the Tower x1
Game Modes
The Lord of the Rings: The Card Game is intended for both
casual players and dedicated enthusiasts. To accommodate
different play styles, three modes of play are available:
Easy, Standard, and Nightmare.
Easy Mode
Credits
Original Game Design: Nate French
Expansion Design: Caleb Grace
Expansion Development: Matthew Newman
Rules Text: Caleb Grace
Editing: Richard A. Edwards
Easy mode is ideal for new players and for players who prefer
the narrative and cooperative aspects of the game with less
challenge. To play a scenario in Easy mode, simply take the
following steps during setup of any scenario:
Cover Art: Chris Rahn
1) Add one resource to each hero’s resource pool.
Graphic Design: Mercedes Opheim with Monica Helland
2) Remove any card with the “difficulty” indicator around its
encounter set icon (a gold border) from the current scenario’s
encounter deck.
Licensing Specialist: Amanda Greenhart
Art Direction: Zoë Robinson
Managing Art Director: Andy Christensen
Managing Graphic Designer: Brian Schomburg
Expansion Production: Caleb Grace
Production Management: Megan Duehn
Executive Game Designer: Corey Konieczka
Executive Game Producer: Michael Hurley
Publisher: Christian T. Petersen
Some older scenarios (including those in early printings
of the core game) do not have the “difficulty” indicator
icon on relevant cards in their encounter decks. Please visit
www.fantasyflightgames.com to see which cards should be
removed in those scenarios.
Standard Mode
Playtesters: Michael Strunk, Tony Fanchi, Jeremy Zwirn, Craig
Bergman, Luke Eddy, Justin Engelking, Jason Clifford, Tom Duffield,
Ian Martin, Dan Poage, Jean-Francois JET, Tom Howard, Steven
MacLauchlan, Brian Schwebach, Aaron Youngren, Ezra Youngren,
Tyler Parrot, Evn Tomeny, Peter Lazar, Thomas Burns, Landon
Sommer, Chris Crissey, Chris Kraft, Mike Foster-Coode, Mark
Craumer, and Jason Lyle Garrett.
To play a scenario in Standard mode, simply follow the
normal setup instructions for that scenario.
Nightmare Mode
Players who desire a truly difficult
challenge should consider using the
supplemental “Nightmare Decks”
(sold separately) for each scenario.
More information about Nightmare
Decks for The Lord of the Rings:
The Card Game can be found at
www.fantasyflightgames.com.
PROOF OF
PURCHASE
TM
™
MEC54
The Flame of the
West
8413331-0122-0
© 2016 Fantasy Flight Games. No part of this product may be reproduced without specific permission. Middle-earth,
The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered marks of
The Saul Zaentz Company d/b/a Middle-earth Enterprises, and are used, under license, by Fantasy Flight Games.
Fantasy Flight Games, the FFG logo, Living Card Game, LCG, and the LCG logo are ® of Fantasy Flight Games.
All rights reserved to their respective owners. Fantasy Flight Games is located at 1995 West County Road B2,
Roseville, Minnesota, 55113, USA, 651-639-1905. Actual components may vary from those shown. Made in China.
This product is not a toy. Not intended for use by persons 13 years of age or younger.
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