LOTR LCG is a co-operative card game that is played over a
series of rounds that are comprised of 7 phases.
1. Resource Each player, adds 1 resource token to each Heros resource pool. draws 1 card from his player deck into his hand. If the player deck is ever emptied, it is not reset/refilled.
2. Planning Each player, starting with the First Player, can spend resource tokens to play Ally & Attachment cards from their hand into their play area. Attachment cards are assigned to one of the players cards & are placed face up & overlapped by the card they are attached to. A player can share the resource tokens of each hero that is within the same Sphere of Influence. Neutral cards can be paid for with the resource tokens from any of the players Heros resource pools.
3. Quest Each player, starting with the First Player, exhausts the Heroes & Allies that they want to commit to the quest. Cards are revealed from the Encounter deck, equal to the number of players & are placed face up in the Staging Area. If the Encounter deck is emptied, shuffle the discard deck & place it face down as the Encounter deck. The sum of the willpower ( ) of all committed characters is compared with the sum of the threat strength ( ) of all cards in the Staging Area. = no further action is required. > the difference is added in Progress tokens to the current stage of the quest or Location card, if in play. > the difference is added to each players Threat Tracker. A player is eliminated if the players Threat value reaches 50
4. Travel One Location card can be moved from the Staging Area & placed alongside the current Quest card, provided no other Location card is in play. Any Progress tokens that are earned are placed on the Location card whilst it is in play.
5. Encounter Each player, starting with the First Player, has the option to engage one enemy from the Staging Area. The engaged enemy is moved in front of the player. Starting with the First Player, an Engagement Check is made against all enemies in the Staging Area. Each enemys Engagement value, from highest to lowest, is compared to the current players Threat Tracker value (Threat level). If the Engagement value is less than or equal to the current players Threat level, the enemy engages the players Heroes/Allies. The enemy is moved in front of the player. Engagement Checks alternate between players until all enemies in the Staging Area, that can be engaged, have been engaged.
6. Combat All enemy attacks are resolved first. An Encounter card is placed face down on each engaged enemy card in order from the enemy with the highest Engagement value to the lowest. No cards are placed if the Encounter deck is emptied in the Combat phase. Players may play Event & Action cards at any stage of the Combat phase. Beginning with the First Player, each player resolves all enemy attacks as follows, choose an enemy whose attack is to be resolved. choose one Hero or Ally as the defender. The character is exhausted. The player can choose to let the attack go undefended. flip over the Encounter card that was placed on the enemy & resolve Shadow effects if any. resolve the combat by comparing the attacking cards strength ( ) with the defending cards strength ( ). >= - no damage dealt. > - the difference is added in damage tokens to the attacked card. Undefended damage must be dealt to a Hero. the character dies if the number of Damage tokens on the card equals the cards Hit Points. The card is removed from play. Beginning with the First Player, each player resolves all of their Hero/Ally attacks as follows, choose a character or characters that will attack an enemy. Character(s) is/are exhausted. resolve the combat as above. Once all combat has been resolved, shadow cards are discarded. enemies that have not been killed remain engaged with the player, but are no longer engaged with specific characters.
7. Refresh All exhausted cards are readied. Each players Threat value is increased by 1. The First Player token is passed to the left.
Overview The Lord of the Rings: The Card Game is a co-operative game in which players work together to complete a quest. Each quest consists of a set of cards that represent the stages of the quest & players work together to acquire Progress tokens to complete each of the stages. However, the partys progress needs to be balanced with the need to deal with enemies & treacheries that appear along the way. If at least one hero remains alive once the quest has been completed, then the players win, otherwise the players have been defeated by the game.
Set Up Players Each player, takes a player deck of one of the Spheres of Influence & the 3 associated Hero cards. places the 3 Hero cards face up in front of themself. takes a Threat Tracker. sets the value of their Threat Tracker to the accumulated threat cost of their heroes. shuffles their player deck. draws a starting hand of 6 cards. Players may reject their starting hand once, by returning their initial hand into their player deck, shuffling it & drawing a new starting hand. Players choose a start player & give that player the First Player token. Quest Players choose a quest and, take the set of Quest cards. turn all Quest cards to their A side, stacking them, in numeric order with the lowest number on top & place them near the Staging Area. take the decks of Encounter Set cards that are shown on the Quest cards. draw cards from the Encounter cards, as shown in the Setup text on the 1A card & place them in the Staging Area. turn the 1A card of the quest to its 1B side. shuffle the remaining Encounter cards & place them face down in the Staging Area. Place the Damage, Progress & Resource tokens in a pile next to the Encounter deck.
Spheres of Influence
- Lore
- Spirit
- Leadership
- Tactics
Definitions Threat Tracker Used to determine when enemies will engage the characters of a player. A player is eliminated if the value of the Threat Tracker reaches 50. Readied vs Exhausted All Hero & Ally cards start each round as Readied, which is in the normal upright position. Players commit their Heroes & Allies to actions during the various phases of each round. This commitment is called exhausting the card. The card is turned 90 & cannot be reused in the current round unless the status is reset as the result of another card. Staging Area An area in the middle of the play field, whose elements represent potential dangers that players might face in the progress of their quest. Card Keywords Planning Restricted a character can only be equipped with 2 restricted attachments. If a third restricted attachment is to be applied, one of the current attachments must be discarded. Quest (effects take place when the card is revealed) Doomed X each player must raise the value of their Threat Tracker by X. Guarded appears on Objective cards. An Encounter card is drawn and attached to the objective. Once the attached card is dealt with, the player can claim the Objective card. Surge reveal 1 additional Encounter card. Combat Characters Ranged may attack enemies that are engaged with other players. Sentinel may be declared as a defender for an enemy attack on another players character. Encounter Cards Shadow an effect added to an enemies attack. Victory X victory points that are gained by the entire party upon defeat of the enemy. Other Response an optional action that players can make in response to a specified game occurrence. Forced an effect that occurs whenever its specified prerequisite condition are met. When Revealed an effect that occurs when the card is revealed. Lasting Effects most effects last a single round unless otherwise stated. Ownership & Control a player owns all of his cards, including Heroes. He controls them unless, a card effect allows another player to take control of one of the players Allies. The Ally is moved to the other players area. the player assigns an attachment to one of another players characters.