Turn Sequence • Play cards from your hand. • Total up your Power

Turn Sequence • Play cards from your hand. • Total up your Power
Turn Sequence
•Play cards from your hand.
•Total up your Power and purchase cards with combined cost less than or equal
to that total.
•As soon as you buy or gain a card, place it into your discard pile,
unless instructed otherwise.
•You may play additional cards even after making purchases.
End of Turn
•Resolve any “at the end of your turn” effects.
•Place all the cards you played and any remaining cards from your hand into your discard pile, and draw a new hand of five cards.
•Fill each empty slot in the Path with a card from the top of the main deck.
•If the top card of the Archenemy stack is face down, flip it face up and read aloud
the next Archenemy’s Group Ambush.
Do not reshuffle your discard pile just because you have no cards in your deck.
Wait until you must draw, discard, or reveal a card from your deck. Then shuffle your discard pile, and it becomes your new deck.
The game ends immediately when either of the following two conditions is met:
•The final Archenemy, The Eye of Sauron, is defeated.
•You are unable to refill all five slots of the Path.
Impossible Mode
•Place destroyed Corruptions back onto the Corruption stack instead of removing
them from the game.
•When the player to your right is Ambushed by a card in the Path, you may play a
Defense card to protect them.
© 2014 New Line Productions, Inc. All rights reserved. The Lord of the Rings: The Fellowship of the Ring, The Lord of the Rings: The Two Towers, The Lord of the Rings: The Return of the King
and the names of the characters, items, events and places therein are trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises under license to New Line Productions, Inc.
THE HOBBIT: AN UNEXPECTED JOURNEY: © WBEI ™ Middle-earth Ent. Lic. to New Line.
(s14)
©2014 Cryptozoic Entertainment. 25351 Commercentre Drive Suite 250, Lake Forest, CA 92630.
www.cryptozoic.com
Made in China.
Overview
In The Lord of the Rings: The Return of the King™ Deck-building Game, you take on the
role of Frodo Baggins™, Aragorn™, or one of the other brave and heroic members of the
fellowship of the ring and their allies Éowyn and King Théoden. While you begin armed with
only the Courage of the free peoples of Middle-earth™, as the game progresses, you will add
new, more powerful cards to your deck, with the goal of defeating as many Archenemies as
you can. Defeating Archenemies will cause The Ring to move closer to Mount Doom. But
ambushes and other calamities can move The Ring away from its destiny. Can you destroy
The One Ring™ in time to save Middle-earth? In the end, the player who has accumulated
the most Victory Points (VPs) from the cards in his or her deck wins the game.
Cont e n t s
224 Game Cards
•31 Courage Starting Cards
•16 Despair Starting Cards
•114 Main Deck Cards
•16 Valor Cards
•12 Archenemy Cards
•20 Corruption Cards
•7 Unique Hero Starting Deck Cards
•8 “Impossible Mode” Archenemy Cards (For advanced players only!)
7 Oversized Hero Cards
1 Rulebook
1 Final Journey of The One Ring Map and Ring Token
Set up f o r Y o ur First Game
I JUST WANT
LOOK AT IT
TO
1. Heroes and Starting Decks
Each player is dealt a random Hero. (Or, as an option,
players choose their favorite character.) Every Hero
has a starting card unique to that Hero. You begin the
game with your Hero’s starting card, 6 Courage cards
and 3 Despair cards. Shuffle your 10-card deck.
MANEUVER
Pippin Starting Card
+1 Power
Reveal the top card of your deck. If it has cost 0,
additional +1 Power.
You will use your Courage cards to buy more powerful
cards to add to your deck. As the game moves along,
players improve their decks.
0
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Despair cards cause Fellowship members to weaken
and falter. It’s best to get rid of them as soon as possible (more on how to do that later).
COURAGE
COURAGE
COURAGE
COURAGE
COURAGE
COURAGE
DESPAIR
DESPAIR
DESPAIR
STARTER
STARTER
+1 Power
STARTER
+1 Power
STARTER
+1 Power
STARTER
+1 Power
STARTER
+1 Power
STARTER
STARTER
STARTER
0
1
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0
+1 Power
0
0
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to New
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to New
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CZELine.
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0
0
0
0
0
0
0
0
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TYPE S OF C A R D S
DESPAIR
PIPPIN
COURAGE
HOBBIT ™ HERO
STARTER
STARTER
Card Type
You start the game with
I Just Want to Look At It in your deck.
+1 Power
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0
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0
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HERO
STARTer CARDS
GURITZ
ENEMY
LEVEL 2 ARCHENEMY
10
Cost
OSGILIATH
ENEMY
LOCATION
+3 Power
Attack: Each other player discards a card.
Ambush: Discard two cards, then move the Ring
token backwards one space.
When you play this card, leave it in front of you for
the rest of the game.
2
6
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CORRUPTION
Corruption cards reduce your score at the end of
the game.
Ongoing: Courage cards you play have +1 Power.
Abilities
© NLP ™ Middle-earth Ent. Lic. to New Line.
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Card Type
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6
Archenemy Level
+1 Power for each card you play or have played this
turn with cost 4 or less.
Group Ambush: Each player gains a Corruption
for each Enemy in the Path.
SHAGRAT
2
6
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-1
Victory Points
ARCHENEMY
0
Victory Points
ENEMY
LOCATION
COURAGE IS THE
BEST DEFENSE
MERRY, ESQUIRE
OF ROHAN
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CORRUPTION
PALANTÍR
THE
REFORGING
ANDÚRIL
OF
Card Name
MANEUVER
ARTIFACT
FORTUNE
+1 Power
If you play or have played an Enemy this turn, draw
a card.
+2 Power
Defense: You may discard this card, or reveal it and
discard a Courage to avoid an Attack or Ambush. If
you do, draw a card.
Each player (including you) reveals the top card of
his deck. Play up to two cards revealed this way,
then return them to the top of their owners' decks.
Gain each Corruption revealed this way.
When you buy or gain this card, play it immediately,
then destroy it.
Gain an Artifact from the Path or destroyed pile and
put it into your hand. Move the Ring token forward
one space.
1
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Victory Points
ALLY
2
1
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3
1
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Abilities
ALLY
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Cost
MANEUVER
ARTIFACT
FORTUNE
The different card types that you can play are: Starter, Enemy, Location, Ally, Maneuver,
Artifact, and Fortune. Corruption cards have no card type.
2
2. The Main Deck
Most of the cards that you will add to your deck as the game progresses come from
the main deck. Shuffle the main deck and place it in the middle of the table. None of
the following cards should ever be placed into the main deck: Archenemy, Courage,
Despair, Valor, Corruption, the unique Hero Starting Cards, or the oversized Hero
cards. The main deck is made up of every other card in the game (114 cards total).
3. The Archenemy Stack
There are twelve different Archenemy cards
available to use each game. Typically, eight
Archenemy cards are used for a standard
game. For a longer game, use more than eight.
No matter how many you use, you will always
use Saruman, the Defeated. On that card is
text that reads, “This card starts the game on
top of the Archenemy stack.”
The Archenemies are broken up into five Levels:
•There is a single Level 1 Archenemy (Saruman, the Defeated)
•There are four Level 2 and five Level 3 Archenemy cards
•There is a single Level 4 Archenemy (The Witch-king of Angmar)
•There is a single Level 5 Archenemy
(The Eye of Sauron)
The Eye of Sauron is the lone Level 5
Archenemy, and he will be the last Archenemy
you face each game. Place his card face down.
Place the lone Level 4 Archenemy, The Witchking of Angmar, face down on top of him.
SARUMAN, THE DEFEATED
ENEMY
LEVEL 1 ARCHENEMY
You may put a card from your discard pile into your
hand. If you choose not to, +3 Power.
(This card starts the game on top of the Archenemy
stack.)
4
THE
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8
EYE OF SAURON
Next, shuffle the five Level 3 Archenemies.
Randomly select three cards. Place them face
down on top of the Level 4 card. Set the rest
of the Level 3 Archenemies aside, still
face down.
Then, shuffle the four Level 2 Archenemy
cards. Randomly select 2 cards and place
them face down on top of the Archenemy
stack. Gather the unused Level 2 and Level
3 cards and set them aside face down (in the
game box is recommended).
Finally, place Saruman, the Defeated face up
on top of the Archenemy stack. In a typical
eight-Archenemy game, the stack will now
appear as: Level 1, followed by two Level 2
cards and three Level 3 cards, and ending
with one Level 4 and one Level 5.
3
ENEMY
LEVEL 5 ARCHENEMY
Ongoing: If the Ring has been destroyed, pay 10 less to defeat
this Archenemy.
Group Ambush: This Ambush can't be avoided. Each player
reveals his hand. Each player with more cards of a type than all
other players discards each of those cards.
(This card starts on the bottom of the Archenemy stack.)
11
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Destroy a random card in your discard pile. +Power
equal to that card's cost.
If there are no cards in your discard pile to destroy,
+2 Power instead.
MANEUVER
HAIL THE VICTORIOUS
DEAD
1
© NLP ™ Middle-earth Ent. Lic. to New Line.
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3
+2 Power
Attack: Each other player reveals his hand and
discards a card with cost 0.
ENEMY
ORC ARCHER
1
© NLP ™ Middle-earth Ent. Lic. to New Line.
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6
ALLY
+5 Power and reveal the top card of your deck. If
it has an
even cost, destroy this card at end of turn. (0 is even.)
+1 Power for each Lembas Bread you have
played this turn.
Defense: You may put this card on top of your
deck to avoid an Attack or Ambush. If you do,
put all Lembas Bread from your discard pile into
your hand.
FARAMIR, THE VALIANT
ARTIFACT
LEMBAS BREAD
Once you have arranged the main deck, the Path, and the other stacks, it will look something like the above. Your
opening five cards in the Path will vary. At the start of the game, there should be 16 Valors, 8 Archenemies, and 20
Corruptions in their respective stacks.
1
When you play this card, leave it in front of you for
the rest of the game.
Ongoing: The first time you play an Ally on each
of your turns, draw a card.
LOCATION
MINAS TIRITH
T HE P AT H
Next, place the Valor, Archenemy, and Corruption stacks at the end of the Path. You may want to turn these stacks
perpendicular to the board so that everyone can reach them. The Valor stack always starts with 16 cards and the
Corruption stack starts with 20, no matter how many players are in the game. The number of Archenemy cards you use
will vary based on your desired game length. Valor and Archenemy cards are always available to be bought or defeated
during your turn (while cards remain in their stacks). Corruptions are never bought; they are gained only through
unfriendly card effects. The main deck and the three stacks of cards on the end are not part of the Path.
NOTE: The player taking the first turn is unaffected by Ambush cards that entered the Path during Setup. Also, if there
are any Fortune cards in the Path at the start of the game, put them on the bottom of the main deck and replace them.
After shuffling the main deck, place the top five cards from the main deck into the Path face up. The Path is where the
members of the Fellowship will have dangerous and fantastical encounters. There is no board necessary to play this
game; just reserve space for each card.
4. The Path
MAIN DECK
4
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LEVEL 1 ARCHENEMY
33
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of
endofof
theend
atthe
scoreatat
yourscore
Corruption
cards
reduce
your
score
the
end
reduceyour
cardsreduce
Corruptioncards
Corruption
the
game.
Corruption
cards reduce your score at the end of
game.
the
the
game.
the game.
CORRUPTION
ION
CORRUPT
CORRUPTION
CORRUPTION
4
You may put a card from your discard pile into your
hand. If you choose not to, +3 Power.
(This card starts the game on top of the Archenemy
stack.)
ENEMY
SARUMAN, THE DEFEATED
11
1
+2 Power
+2 Power
Power
+2
MANEUVER
MANEUVER
MANEUVER
VALOR
VALOR
VALOR
THE STACKS
5. The Final Journey of
The One Ring Map
As The Return of the King movie opens, Sam
and Frodo are in Ithilien, so the Ring token
begins the game there. Each time the Ring
token moves one space, it moves to the next
area shown. Page 8 has the full explanation
of the Map.
There is an area on the Map to hold your
destroyed cards. All destroyed cards should
be placed into this one area, as there are
some cards that interact with the destroyed
card pile.
GAMEPLAY
Randomly determine a player to go first. Each
player begins by shuffling his or her deck and drawing five cards. Players take turns in clockwise
order.
Each turn, you may buy cards from the Path, Valor cards, and/or the top card of the Archenemy
stack to improve your deck. Cards you buy or gain are always immediately placed into your discard
pile unless you are instructed otherwise. Discard piles are always face up. Soon they’ll be shuffled
into your deck, and then you’ll be drawing these newer, more powerful cards into your hand so
you can play them. Buying powerful cards builds up the effectiveness of your deck. That’s why it’s
called a “deck-building game.”
You can buy any number of available cards with combined cost less than or equal to the amount
of Power you have for the turn. For example, your Courage cards each give you +1 Power. If you
draw four of them and no other cards with any Power bonuses, your total Power for the turn is 4.
You can buy a single card with cost 2, 3, or 4, or even two cards each with cost 2, assuming these
options are available. Valor cards are (usually) available if the cards in the Path are too expensive,
and you may buy more than one during your turn if you wish. You may pass if you can’t buy or do
not wish to buy any cards.
Despair and Corruption cards provide no Power. Since they weaken your draws and deck, you
should try to destroy them as soon as possible (more on how to do that later). You may play them
if you wish, but they have no effect when played. They are not discarded until the end of your turn
when you discard all cards you have played and any cards that you have kept in your hand.
Order of Playing Your Cards
On your turn, you get to play the cards in your hand in the order of your choice. When you play a
card, its game text resolves immediately. When you have played all the cards you wish to play at
that time, total up the Power you have accumulated and buy what you wish to buy from the Path
or the face-up stacks. You do not have to play all of the cards in your hand before you start making
purchases if you don’t wish to. You may play additional cards even after making purchases.
Most cards you play have simple effects, like +Power, card drawing, or an Attack. The order in
which you play these cards typically does not matter.
5
Ending Your Turn
1.Resolve any “at the end of your turn” effects.
2.Once you have finished your turn, place all the cards you played and any cards remaining in your hand into your discard pile. Any unspent Power from cards
played during the turn is lost. Draw a new hand of five cards and pass the turn
to the player on your left.
3.If any of the slots in the Path are empty, draw cards off the main deck and add them
to the Path. Do not replace empty slots as soon as you buy or gain a card from the Path.
4.If the top card of the Archenemy stack is face down, flip it face up. This will reveal
the next Archenemy out to terrorize the Heroes.
Sample Turn Sequence
After shuffling up your starting cards, you draw a hand of four Courages and one Despair for your
first turn. You may play the four Courages for a total of 4 Power, which is enough to buy Hail the
Victorious Dead from the Path. After buying it, you put it into your discard pile. The Despair
provides you with no additional Power. Once you have played and bought all the cards you want,
discard the cards you have played and any remaining in your hand and then draw a new hand of
five cards. Play then proceeds to the player on your left.
DESPAIR
+
STARTER
COURAGE
COURAGE
COURAGE
COURAGE
=
STARTER
STARTER
+1 Power
STARTER
+1 Power
STARTER
+1 Power
+1 Power
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0
HAIL THE VICTORIOUS
DEAD
MANEUVER
Destroy a random card in your discard pile. +Power
equal to that card's cost.
If there are no cards in your discard pile to destroy,
+2 Power instead.
1
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End of Game
The game ends immediately when either one of the following two conditions is met:
• The final Archenemy, The Eye of Sauron, is defeated.
• You are unable to refill all five slots of the Path.
Once the game has ended, players total up the Victory Points on cards in their deck.
Corruption cards in your deck at the end of the game will subtract Victory Points (VP) from your
total. The player with the highest VP total is crowned the winner! In case of a tie, the player with
more Archenemy cards wins. If there is still a tie, the tied player with the most cards in his deck
is the winner.
After a winner has been determined, all players will need to take apart their decks, placing all of
the cards back into their proper stacks. Be sure to return any cards that were placed into the box
back in their stacks. These will be used in the next game.
6
Additional Rules
ORC ARCHER
Attacks and Defenses
Some cards allow you to make an Attack against the other
players in the game. When you play a card with an Attack ability,
each other player has an opportunity to avoid the Attack with
a card that has a Defense ability. A player using a Defense
card’s ability negates the Attack only for that defending player.
A player may only play one Defense card per Attack. Any
players who don’t avoid the Attack are then affected by the
Attack card’s ability. Avoiding an Attack does not negate any
other abilities (like +2 Power) of a card, unless an ability
specifically counts the players successfully hit by the Attack.
ENEMY
+2 Power
Attack: Each other player reveals his hand and
discards a card with cost 0.
GUARD OF THE CITADEL
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UNIFORM
1
Example: The person playing Merry to your right buys two
cards from the Path. He ends his turn, and you flip the top
two cards of the main deck into the Path. One of them has an
Ambush. You resolve the Ambush, then continue your turn.
If you are Ambushed by multiple cards, you may choose the
order in which they resolve. After resolving each Ambush
card, your turn continues as normal. Defense cards may be
used to avoid Ambushes, but it takes a separate Defense card
to avoid each Ambush. A player may only play one Defense
card per Ambush.
3
ARTIFACT
+2 Power
Defense: You may discard this card to avoid an
Attack or Ambush. If you do, draw a card.
If you avoid a Group Ambush this way, draw two
additional cards.
Ambush
An Ambush is a type of Attack found on some cards in the
main deck. When a card with the word “Ambush” in its text
box enters the Path between turns and you are the next player
to take a turn, you are Ambushed at the start of your turn. If
a card played during a turn adds new cards to the Path, any
Ambushes do not happen.
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CIRITH UNGOL GUARDS
ENEMY
+2 Power and draw a card.
Ambush: Reveal your hand and discard a card with
cost 6 or greater, then move the Ring token
backwards one space.
1
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5
Fortunes
Fortune cards represent the moments of good luck the
Fellowship encounters. Fortunes have a cost of 0, so even a
player with no cards in hand can buy a Fortune during his
turn. When a Fortune is bought or gained (by any means), it
is always immediately played, resolved, and then destroyed. If
you gain a Fortune during another player’s turn, it will resolve
as usual. After resolving a Fortune, the current player’s turn
continues as normal. A player may choose to buy a Fortune at
any time during his turn or may decline to buy it, just as with
any other card in the Path. Even if you cannot benefit from a
Fortune, you may still choose to buy it to ensure another player
doesn’t benefit from it. Note that if there are any Fortune cards
in the Path during the Setup of a game, you must put them on
the bottom of the main deck and replace them.
7
THE
GIANT EAGLES
SAVE THE DAY
FORTUNE
When you buy or gain this card, play it immediately,
then destroy it.
Put up to three random cards from your discard pile
into your hand.
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Corruption
Some Attack and Ambush cards force the affected players to gain
a Corruption. When this happens, the affected players usually
place the Corruption cards into their discard piles (unless a card
tells them otherwise), effectively adding them to their decks.
Corruption cards have no ability and can be played or kept in
your hand and discarded at the end of your turn. At the end
of the game, each Corruption in your deck subtracts 1 Victory
Point from your VP total, so you’ll need a plan for destroying
them at some point! If the Corruption deck runs out, effects that
would cause a player to gain a Corruption do not do so, but any
other effects those cards have still resolve as usual. A player may
still play a Defense to avoid an Attack or Ambush, even when
there are no Corruptions available to be gained.
CORRUPTION
Corruption cards reduce your score at the end of
the game.
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In Impossible Mode, place destroyed Corruptions back onto the Corruption stack instead
of removing them from the game.
THE PLAINS OF
GORGOROTH
Locations
Location cards go straight to your discard pile when bought or
gained, just like any other card. However, when you later draw and
play a Location, that card will remain face up and in play in front
of you for the rest of the game. Each Location has an effect that will
happen based on the game text of the card. The word Ongoing is a
reminder that this card keeps working for you turn after turn. You
can have any number of Locations in play at once. Once a Location
is in play, it no longer counts as a card in your hand.
LOCATION
When you play this card, leave it in front of you for
the rest of the game.
Ongoing: When you avoid an Attack or Ambush,
draw a card and move the Ring token forward one
space.
2
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5
The Final Journey of The One Ring
Your actions will determine the fate of the Ring. When you defeat an Archenemy, the Ring moves
forward one space on the Map. When you defeat an Archenemy, immediately move the Ring forward
one space on the Map. Don’t wait until the end of your turn to move it. Some Ambushes will move
the Ring backwards.
When the Ring reaches the Tower of Cirith Ungol for the first time, each
player may immediately destroy a card in his hand or discard pile. This
represents the moment when Sam storms the Tower and rescues Frodo.
It’s a turning point in the story, as Sam becomes the main force behind the
movement of the Ring for the rest of the quest.
When (or if) the Ring makes it all the way to The Crack of Doom, The One Ring may now
be destroyed. Any card that can destroy another card can instead destroy the Ring, but only
during your own turn. When the Ring is destroyed, flip it over and place it on your oversized
Hero card. It is worth 5 VPs at end of game. Here is a list of ROTK cards that are capable of
destroying the Ring: Éomer the Lieutenant, Hobbit™-Sized Armor, Gollum™ the Villain, Grond,
Lord Denethor, Mount Doom, Death is Just Another Path, Go Back to the Abyss, The Filth of
Saruman is Washing Away, and Hail the Victorious Dead.
Cards that destroy themselves (Faramir and That Still Only Counts as One) cannot destroy
the Ring. Any extra effect that the card destruction would enable is disabled when you target
the Ring for destruction. For example, if you destroy the Ring using Go Back to the Abyss, you
do not draw any cards. With Grond, draw one card and place one back on top of your deck.
Cards from past sets that destroy other cards may also be used to destroy the Ring.
8
Destroying Cards
Some cards have an ability that allows you to destroy a card
from your hand, your deck, your discard pile, or even the
Path. When you destroy a card, place it into a face-up pile of
destroyed cards on The Final Journey of The One Ring Map,
removing it from your deck. You will often get to choose
which of your cards to destroy. Destroying Despair and
Corruption cards will improve your deck greatly! If Valors
and Corruptions are destroyed, they do not go back to their
respective stacks.
Gaining Cards
When a card tells a player to gain a particular card or a card
of your choice, that card is taken and immediately placed
in that player’s discard pile, at no additional cost, unless
otherwise directed by the card. If a card tells to you gain a
card with a specific name, card type, or cost and there are
none available, you simply don’t gain the card. If you gain
a card from the top of the main deck, show it to all players.
Quests
Some cards have a in the lower left VP area. These
are Quest cards that challenge you to gain certain cards
during the game or accomplish some other in-game task,
such as with Samwise, the Hero shown here. If a card’s
Quest is completed at the end of the game, your Victory
Point reward is listed in the card’s game text. If you fail
to complete the Quest, the card isn’t worth any VPs.
Quest cards allow you to focus your strategy on acquiring
certain cards. But be on the lookout for your opponents
doing the same thing! Sometimes you may need to buy
or gain a card that might not be right for your deck just
to make sure an opponent doesn’t complete their Quest.
Naturally, this is a two-way street...
THE FILTH OF SARUMAN
IS WASHING AWAY
MANEUVER
Destroy a card in the Path and replace it. +Power
equal to the replacement card's VP value ( = 3).
(Ambushes that enter the Path this way have no effect.)
*
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3
STING™, THE SPIDER’S BANE
ARTIFACT
You may gain all Enemies in the Path. If you choose
not to, +3 Power.
2
©2014 CZE
© NLP ™ Middle-earth Ent. Lic. to New Line.
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7
SAMWISE GAMGEE ,
THE HERO
™
ALLY
+2 Power and move the Ring token forward one space.
Quest: At end of game, if the Ring has been destroyed,
this card is worth 3 VPs.
*
©2014 CZE
© NLP ™ Middle-earth Ent. Lic. to New Line.
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3
Resolving Card Abilities
If a card’s ability affects multiple players, and the order matters (for example, an Attack that has
each of three opponents gain a Corruption, with only two Corruptions remaining in the stack),
resolve that ability for each affected player in clockwise order, starting from the player who
played the ability. When you play a card that triggers another effect, such as on a Location you
control, fully resolve the card you are playing before resolving any secondary effects triggered by
your card play.
Shuffling Your Deck
You don’t reshuffle your discard pile into your deck as soon as you run out of cards. However, if
at any point during the game if there are no cards in your deck and you need to draw, discard,
or reveal a card from your deck, immediately reshuffle your discard pile, and it becomes your
new deck.
9
The Archenemies
When you have accumulated enough Power in a turn, you can
choose to defeat an Archenemy. If you do, take the topmost
face-up card from the stack and place it into your discard pile,
unless instructed otherwise. The next card in the Archenemy
stack remains face down until your turn is over, so a player
may only defeat one Archenemy per turn. Archenemy cards
range in cost from 8 to 15, and their stack is randomized
at the start of each game. Check the stack for the current
Archenemy’s cost.
LORD DENETHOR
ENEMY
LEVEL 2 ARCHENEMY
You may destroy an Ally in the Path or your discard
pile. If you do, +Power equal to the destroyed card's
cost. If you choose not to, +3 Power.
Group Ambush: Each player gains a Corruption
for each Ally in the Path.
10
6
While Saruman, the Defeated is content to gaze menacingly
at the players from his lofty perch atop the Archenemy stack,
the rest of the Archenemies take a more hands-on approach. When a new Archenemy
card is revealed, it makes a Group Ambush. On each Archenemy (other than Saruman,
the Defeated), you will find that Archenemy card’s Group Ambush. When revealed on the
Archenemy stack, this Ambush resolves immediately against each player in the game. Any
player with a Defense card may avoid the Group Ambush, unless the card says otherwise. The
Ambush will resolve against any players who do not defend themselves. Group Ambushes do
not happen during any player’s turn and therefore take place before any regular Ambushes
occur. Keep track of the regular Ambushes that will occur after the Archenemy’s Group
Ambush by moving the Ambushing cards slightly out of the Path. After the Ambushes, line
them back up with the rest of the cards.
©2014 CZE
© NLP ™ Middle-earth Ent. Lic. to New Line.
(s14)
Archenemy Cards in Your Deck
Like any other card you acquire, the experience gained
defeating an Archenemy will aid you in your future turns.
When you play an Archenemy card from your hand, the text
at the top of the text box is the relevant text. The Group
Ambush is no longer applicable, as the Archenemy already
performed that when he was first revealed from the Archenemy
stack. Archenemies are Enemy cards. Archenemy is a title,
not a card type, so playing an Archenemy does not count as
playing two different card types.
SHELOB
ENEMY
LEVEL 3 ARCHENEMY
Draw four cards, then discard a random card.
Group Ambush: Each player discards down to
four cards and draws back up to four cards at the
end of each of his turns until this Archenemy is
defeated.
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© NLP ™ Middle-earth Ent. Lic. to New Line.
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12
Impossible Mode
When you have mastered the game and want to take on a true challenge, a test of your
mettle not unlike Frodo’s grueling march to Mount Doom, then break out the eight
Impossible Mode Archenemies.
When you open the pack, don’t peek at any of the
cards! Remove the warning card, and then leave the
Impossible Saruman, the Defeated face up. The rest of
the Archenemies are in order and ready to go, but looking
at them ahead of time is frowned upon. You wanted
a challenge, so no preparing for the onslaught. When
using the Impossible Mode Archenemies, the regular 12
Archenemies will not be used.
DO NOT OPEN UNTIL ALL PLAYERS ARE VERY FAMILIAR
WITH THE MAIN GAME.
WHEN YOU ARE READY FOR THE MOST TORTUROUS,
DIFFICULT, SOUL-CRUSHING EXPERIENCE ON
MIDDLE-EARTH™, LEAVE THESE ARCHENEMIES SECRET,
WITH ONLY SARUMAN, THE DEFEATED FACE UP ON
TOP OF THE STACK, AND FIGHT THEM IN ORDER.
ADDITIONAL RULES APPLY TO IMPOSSIBLE MODE.
SEE PAGE 11 OF THE RULEBOOK FOR MORE INFORMATION.
10
Impossible Mode Changes:
• When a Corruption is destroyed, return it to its stack instead of removing it from the game.
• When the player to your right is Ambushed by a card in the Path, you may play a Defense card to protect them. However, you still gain any reward listed on your
Defense card. They can’t refuse the aid, but if they play a Defense card of their own,
you cannot also play one. You cannot protect them from an Archenemy’s Group
Ambush, as those aren’t in the Path.
Combining The Return
& The Two Towers
of the
King
with
The Fellowship
of the
Ring
When combining your sets, you could just shuffle all three decks together, but that will
dilute some of the card combos and shuffling that many cards together will be quite a
feat! Once your sets are mixed together, separating them again will be a daunting task.
Here are other ways to create a main deck out of your mix of the three sets.
Plan #1: The next time you set up to play, just create piles of the different card types
until you hit the following counts:
a. Allies: 30
b. Enemies: 30
c. Artifacts: 30
d. Maneuvers: 15
e. Locations: 5
f. Fortunes: 5
Once you hit a listed count, discard additional cards of that type until you have hit
each different card count. That creates a random 115 card main deck in the standard
proportions. There may be more cards from one set, but that’s OK.
Plan #2: Shuffle the 330+ card deck, then split it in thirds. Play a three game match
using all three decks. Choose starting Heroes for the second game based on points scored
in game #1, with the lowest scorer choosing first. You will have some idea of what kind of
cards you might see in game #2 based on what you saw in game #1, as none of them will
be used in game #2. Before game #3, the lowest scoring player gets first choice of Hero.
Combine your scores between the three games to determine the match winner. Use a
different set of Archenemies and Starting Heroes for each game.
A Less Random Plan
The preferred method of combining sets involves choosing card types by set. Combining
these sets of card types then creates a standard sized main deck and keeps the card
synergies intact, while also creating new and exciting ones! This method does require a
bit of sorting before and after each game, however.
11
For your first combined set game experience, we recommend:
The Fellowship of the Ring The Two Towers
Artifacts
Locations
Maneuvers
Heroes
The Return of the King
Allies
Enemies
Archenemies
Fortunes
Whenever you use The Return of the King’s Allies, Enemies, Archenemies, Fortunes,
and/or Locations, use The Final Journey of The One Ring Map. If you don’t wish to use
the Ring Map, just ignore any references to the Ring token and you might not want to use
The Eye of Sauron as your final Archenemy...
Two The Return of the King cards change slightly in some configurations:
FRODO BAGGINS
THE CONFLICTED
™
Samwise, the Hero: This card is worth 2 VPs if the Map
is not being used.
,
Frodo Baggins, the Conflicted: If you have a Corruption
in your discard pile, you gain another one, even though
the Ring didn’t move.
Feel free to follow our advice or come up with your own
crazy ideas on how to mix and match the three sets. Or
custom build your very own main deck!
ALLY
+3 Power and move the Ring token forward one space.
If you have a Corruption in your discard pile, move
the Ring token backwards one space instead and gain
a Corruption.
2
©2014 CZE
© NLP ™ Middle-earth Ent. Lic. to New Line.
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3
Sp e c i f i c C a r d Clarification s
Beacon of Gondor: If you play a second Beacon, it will work for you just that turn, and
then is discarded at the end of your turn. During your turn, it will count the number of
other players with a Beacon in play as usual.
THE
The Broken Horn of Gondor: This card will count itself.
BROKEN HORN
OF GONDOR
Hail the Victorious Dead, Frodo Baggins, the Conflicted:
If you don’t wish to play a card, simply leave it in your hand
until the end of your turn. Then discard it along with any
cards you played during your turn.
ARTIFACT
I Am No Man: X equals the level of the current Archenemy.
So if the current Archenemy is Level 3, X = 3 and you
pay 3 less to defeat Archenemies this turn. You cannot
avoid an unavoidable Ambush, or an effect that is not an
Ambush.
For each different non-Starter card name among
cards you play or have played this turn, +1 Power.
1
©2014 CZE
© NLP ™ Middle-earth Ent. Lic. to New Line.
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5
Palantír: When a card is played from the top of a player’s deck, it is temporarily removed
from that deck until it has fully resolved. Then it is placed back on top before proceeding
with your turn.
If you gain a Corruption from your own deck, it goes to your discard pile like any other
Corruption would.
12
Pippin, Knight of Gondor, Arwen’s Vision, Gothmog, The Reforging of Andúril, There
is Courage Still: Be sure to keep all destroyed cards in a single pile on the Map.
Plains of Gorgoroth: If you avoid an Attack or Ambush with Lembas Bread, you will draw
the Lembas Bread card you placed on top of your deck.
Osgiliath: Courage cards are the Starter cards, not any card with the word “Courage” in its
name.
Shelob: If you avoid the Group Ambush, you will continue to draw five cards at the end of
each of your turns.
Siege Weapons: When this card is discarded from play for any reason, all Courage cards are
discarded along with it.
Side By Side With a Friend: If you play this card along with two Starter cards, this card
provides a total of +2 Power. Note that this card counts as a Maneuver, so you need only play
one additional Maneuver along with it to get an additional +1 Power.
That Still Only Counts as One: If the Attack is avoided, this card is not destroyed.
The Tower of Cirith Ungol: This card works with the Tower Locations from the previous
set. It counts as a Tower. Note that there is no reward for avoiding Attacks or Ambushes
when using this Location.
The Eye of Sauron: With his Group Ambush, if one player has three Maneuvers in his
hand and no one else has three or more, he will have to discard all three Maneuvers. If
two players each have the most at three, neither of them will discard any Maneuvers.
Impossible Spoilers Below
Impossible Lord Denethor: When playing this card, you may destroy an Ally in either
or both of the two zones mentioned. If you destroy at least one Ally, you do not receive
the +4 Power.
Impossible Squadron of Nazgûl: If you don’t have any cards with cost 4 or greater in
your hand, you won’t destroy any cards or gain any Corruptions.
FAQ
Q: What does the term “defeat” or “defeated” mean?
A: You “defeat” an Archenemy when you buy or gain one. That Archenemy has then
been “defeated.” You “defeat” an Enemy when you buy or gain it from the Path.
Q: If I avoid an Ambush that looks for certain cards in each player’s discard pile, do the
other players still look in my discard pile?
A: No
13
CrE DIT S
Game Design
Game Engine Design
Matt Hyra
Matt Hyra & Ben Stoll
Cry p tozoic E nt er t a inment
President & CCO
CEO
Chief Operating Officer
SVP Sales & Business Development
Game Design and Development
Graphic Design
Editing
Director of Operations
Brand Management
Business Coordinator
Office Manager
Cory Jones
John Nee
Scott Gaeta
John Sepenuk
Phil Cape, Dan Clark, Matt Dunn,
Kevin Jordan, Erik Larsen, Matt Hyra,
Ben Stoll, Drew Walker, Chris Woods
Glen Llorin (Lead), Larry Renac,
Nancy Valdez, John Vineyard
Scott Thomas
Leisha Cummins
Adam Sblendorio
Rumi Asai
Vanessa Jimenez
Mark eting and Co mmu nit y
Javier Casillas, Sara Erickson, Drew Korfe
P lay test er s
Christopher Allirot, Richard Brady, Tom Driver, Ryan Dromgoole, Robert Gasio III,
Russ Greenwald, Herb Haneke, Kent Heidelman, Adam Hensch, Shannon Hunt,
Cory Jones, Adam May, Chris Nunn, Melody Nunn, Marcos Payan, Tom Twedell,
Nathaniel Yamaguchi and many, many others.
Cry p tozoic S pecia l T h a nks
Miranda Charsky, Kyle Heuer, Matt Hoffman, Rachel Valverde, Michael Kirchhoff,
Lacy Lodes, George Nadeau, Matthias Nagy, Lisa Villaire,
and MaryCarmen Wilber
Special thanks to Chaz Fitzhugh, Julian Montoya, and Vienna Downes.
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