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Middle Earth The Wizards Casual Companionpdf
Middle Earth The Wizards Casual Companionpdf
www.councilofelrond.org
thief!thief!thief!
may 2007
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CREDITS
Designer: Karina Swanberg
Contributing Authors: Steve Arensberg, Tim Frankovich, Mike Hess,
Cy Holladay, Craig "Ichabod" O'Brien, Jorrit Tyberghein
Cover Art: Rob Alexander
Middle-earth: The Wizards Casual Companion is a publication produced by IRON CROWN ENTERPRISES, INC. (ICE), Charlottesville, Virginia USA, the
exclusive holder of the worldwide adventure games license based on J.R.R. Tolkien's The Hobbit and The Lord of the Rings.
Copyright © 1997 TOLKIEN ENTERPRISES, a division of THE SAUL ZAENTZ COMPANY, Berkeley, CA. Middle-earth: The Wizards, Middle-earth: The
Dragons, Middle-earth:Dark Minions, Middle-earth: The Wizards Casual Companion, Middle-earth, The Hobbit, The Lord of the Rings, and
The Return of the King, and all characters and places therein, and the Burning Eye are trademark properties of TOLKIEN ENTERPRISES.
The characters "Alatar" and "Pallando" appear in Unfinished Tales. They appear here with specific permission of the Estate of J. R. R. Tolkien.
The copyright to Unfinished Tales is held by HarperCollins Publishers, in succession to George Allen & Unwin (Publishers) Ltd. and on behalf
of Christopher Reuel Tolkien and Frank Richard Williamson, the Executors of the Estate of J.R.R. Tolkien.
The Middle-earth Collectible Card Game is made for ICE in Belgium by Carta Mundi.
The character symbols ( ), region symbols ( ), and site symbols () are trademark properties of IRON
CROWN ENTERPRISES. All rights reserved.
The Fellowship of the Ring — Copyright © 1955, 1965 by J.R.R. Tolkien. Copyright © renewed 1982 by Christopher R. Tolkien, Michael H.R.
Tolkien, John F.R. Tolkien and Priscilla M.A.R. Tolkien. The Hobbit — Copyright © 1937, 1938, 1966 by J.R.R. Tolkien. The Two
Towers — Copyright © 1954, 1965 by J.R.R. Tolkien. Copyright © renewed 1982 by Christopher R. Tolkien, Michael H.R. Tolkien,
John F.R. Tolkien and Priscilla M.A.R. Tolkien. The Return of the King — Copyright © 1955, 1965 by J.R.R. Tolkien. Copyright ©
renewed 1983 by Christopher R. Tolkien, Michael H.R.
Tolkien, John F.R. Tolkien and Priscilla M.A.R. Tolkien. Unfinished Tales —
Copyright © 1980 by George Allen & Unwin (Publishers) Ltd.
STANDARD GAME
The above is true, unless your Wizard is in play. Once
your Wizard is in play, characters can only be brought into
play using general influence at the same site where your
Wizard is located. A character can be brought into play
using direct influence at his home site or any haven, even if
your Wizard is in play at a different site.
STANDARD GAME
Influencing characters, allies, factions, and items away
from an opponent is allowed and can become critical
throughout game play.
MARSHALLING POINTS
STANDARD GAME
STARTER GAME In the standard game, you have the option of
Count them as you see them. There are no modi- using "region movement" in addition to starter
fications to marshalling points for unique cards, and movement. With region movement, a player does
no marshalling points are doubled after the Free not have to move to a Haven every other turn he
Council is called. moves. The disadvantage is that a map or region
cards must be used to keep track of the site path
STANDARD GAME used. When using region movement, it's important
At the Free Council, a player may reveal any to remember that a company can only travel a total
unique card in his hand that matches a unique card of four regions (unless special cards in play modify
his opponent has in play. Each such revealed card this number). The four regions include the starting
reduces the opponent's final marshalling point total and ending regions.
by one. Under region movement, if your opponent wish-
If your opponent has zero or negative marshalling es to key a hazard to a specific region, he may play
points for any one type of marshalling point, your hazards keyed to any of the regions the company
points for that type of marshalling points is dou- moved through.
bled. This rule does not apply to kill points or mis-
cellaneous marshalling points.
No more than half (round up) of your final mar-
shalling points can come from any one type of mar-
shalling point. If one type of your marshalling point
is over half your total, reduce the points for that
type until they are only half or less of your total.
MOVEMENT
STARTER GAME
In the starter game, "starter movement" must be
used. Starter movement can be used three ways:
moving from a Haven to a Haven (assuming the
Havens list one another); or, moving from a Haven
to a non-Haven site that lists the Haven as its
"Nearest Haven;" or, moving from a non-Haven
site, to a to its "Nearest Haven." The advantages to
starter movement are: the site path is listed on the
cards that are in play (no maps or region cards are
needed), and wounded characters heal quicker
because they are at Havens more often. Also, under
starter movement, if your opponent wishes to key a
hazard to a specific region, rather than a region
symbol, he may only play hazards keyed to the spe-
cific regions listed on the site cards themselves.
AUTOMATIC-ATTACKS the automatic-attack must be faced—before play-ing an
If a site has an automatic-attack, it must be faced in item. John plays well and successfully defeats the
automatic-attack. He taps one untapped character and
order to play anything during the site phase at that site.
plays Orcrist under that character. This action taps the
Once an automatic-attack has been faced and there is at
site. John then taps the second untapped character and
least one untapped, unwounded char-acter available, then
plays under him the minor item, Shield of Iron-Bound Ash.
an item, ally, or faction may be played at that site. The site phase now ends and the players move on to the
An automatic-attack does not need to be defeated in end-of-turn phase.
order to play an item at a site. As long as there is at least
one character left that is not tapped or wounded after
facing the attack, that character may play an item, ally, or CHARACTERS
faction at the site. The maximum company size is seven. Keeping in mind
Once successfully at a site, a company of charac-ters that Hobbits count as half rounded up for company size,
does not have to enter the site and face the auto-matic- you can play the nine characters of the Fellowship of the
attack but may choose to camp outside the site for any Ring in one company: Gandalf, Aragorn II, Boromir,
number of turns. It is important to note that although a Legolas, Gimli, Frodo, Sam Gamgee, Merry, and Pippin.
company may stay at a site for more than one turn, during Of course, you will need some direct influence enhancers
each turn that company is at a site it will still have a as well. The MEDM card, An Unexpected Party, pre-sents
movement/hazard phase. Note that no cards are drawn an exception to this company size rule.
because there is no movement. Hazards played can only be Non-Hobbit characters can be brought into play at any
keyed to the company's current site and not to the site Haven or their home site.
path on the card. If not starting characters, hobbits can only be brought
into play at their home site Bag End; not at Havens. This is
Example: John's company of three characters has just
stated on each hobbit's cards. The card, A Chance
arrived at the site, Cam Dum, from Rivendell to play the
greater item, Orcrist. Due to the suc-cessful hazard Meeting, presents the exception to this rule and would
strategy of his opponent, Beth, one of his characters is allow a player to bring a Hobbit into play at a site other
wounded and two of his char-acters are tapped. John than its home site.
knows that he must have untapped (unwounded) Wizards can only be brought into play at their home
characters to play any item or gather factions and allies site or Rivendell. You cannot have a Wizard as a starting
during the site phase. John chooses to camp his company character.
outside Cam Dum and does not face the automatic-attack
within the site (Orcs/4 strikes/and 7 prowess). He,
DEAD CHARACTERS
therefore, moves on to the end of turn phase.
During John's next turn, two of his characters untap, If all of the characters in your party are killed or
one stays wounded, and the company con-tinues through corrupted away, don't despair—the game is not yet lost!
the phases of a normal player turn. After successfully You will continue to draw cards during your opponent's
making it through the move-ment/hazard phase with his movement/hazard phase. Eventually you will draw a
two unwounded char-acters staying untapped, John character that can be played at a Haven or the character's
chooses to enter the site to attempt to play Orcrist. It is at home site.
this time that
The second discard/draw period is during the
end-of-turn phase. At this time, each player may
choose to discard one card and then bring his hand-
size back to eight (or more if allowed by another
card in play). You must choose whether or not to
discard a card before any cards are drawn. It is ille-
gal to bring your hand back to eight cards, and to
then choose to discard a card and draw another.
EVENTS
Resource short and permanent-events can be
played at any time during your turn (unless stated
otherwise in their text). Resource long-events may
only be played during the resource long event phase
of your turn. Hazard events, whether they be short,
long or permanent, may be played at any time dur-
ing your opponent's movement/hazard phase.
Remember, you will only play resource cards dur-
ing your own turn; and you will only play hazard
cards during your opponent's turn.
Short-events are immediately implemented and
then discarded. However, some will have an
effect on play until the end of the turn. Be sure to
read each card carefully.
Long-events stay in play for two turns. Hazard
long-events are in play for your opponent's turn
and then your turn. Resource long-events are in
play for your turn, and then your opponent's turn.
Keep this in mind when playing long-events-
they affect both you and your opponent.
Permanent-events, whether they are resource or
hazard, stay in play until they are canceled by
another card or situation. Permanent-events
affect both players.
SITE CARDS
There are two types of site cards in MECCG:
Haven, and non-Haven sites.
The four Havens of Middle-earth are the safest
places to be. When at a Haven, a company of char-
acters can do any or all of the following: heal, store
items or information, transfer items between char-
acters, or split a company into two or more compa-
nies. When playing the standard game, items can be
transferred and companies can split at non-haven
sites as well. When an MECCG game begins, all
companies start at the Haven Rivendell.
Non-Haven sites are where the bulk of items,
information, allies, and factions are gathered. The
further a site is into enemy territory, the stronger the
automatic-attacks.
You may have only one site card of any non-
Haven site in your location deck; plan your deck
strategy out accordingly. Once a site is used and
tapped, it is placed in your discard pile and may not
be used again until your deck is played through.
Example: John just drew the last card from his
play deck. To continue play, John shuffles his dis-
HAZARDS card pile and return all site cards to his location
The number of hazards playable on a company is deck. The shuffled discard pile is now his play
equal to the company's size. A company's size is deck.
equal to the number of characters in the company, In order to keep a tapped site in play, you can
with Hobbits counting as half a character each, leave a company at the site, since the site does not
rounded up. Allies do not count toward company go to your discard pile until all of your companies
size. have left it. In the standard game, you can also split
Example: A company contains a Dwarf, an Elf your company at a site, and leave a character at a
and two Hobbits. The number of hazards playable tapped site to stop the site from being discarded.
on this company is three. It is beneficial, but not The character becomes a company of one and the
necessary, to have an even number of Hobbits in a normal movement/hazard sequence applies.
company. You may have any number of Haven cards in
Hazard cards can only be played on your oppo- your location deck.
nent during the movement/hazard phase. You may Example: Beth has a company containing five
not play hazards on yourself to gain marshalling characters at the Haven Rivendell. To gain mar-
points. If you defeat a permanent event with an shalling points quickly, she chooses to split the
attack that you put into play, you do not gain those company of five into two companies moving to sep-
marshalling points. arate sites: one company has two characters, and
the other company has three characters. To show
Example: John plays the permanent event that
that there are now two companies at the Haven
has an attack, Balrog of Moria, during his oppo-
Rivendell, one Rivendell site card is used for each
nent's movement/hazard phase. Beth chooses a
company.
character to face the Balrog's strike and the char-
acter is wounded. Because Beth's character did
not defeat the Balrog, it stays in play.
Havens do tap for certain special cards. Havens,
however, do not untap. Once a company leaves a
tapped Haven—the tapped Haven goes back to the
location deck and can be used again. A tapped
Haven is never discarded.
When using starter rules and you are moving
from a Haven to a non-Haven, double check the
"Nearest Haven" text on the non-Haven site card.
You may have to move to another Haven before you
travel to your chosen site.
Example: Your company is at the Haven Rivendell
and wishes to move to the non-Haven site, Bandit
Lair. Since Lorien is the "Nearest Haven" to
Bandit Lair, the company must first move to the
Haven Lorien. Reaching Bandit Lair from
Rivendell will take two turns, one turn to reach
Lorien from Rivendell, one turn to reach Bandit
Lair from Lorien.
Be sure that for each resource in your play deck
that requires a site to be played, you have an appro-
priate site card in your location deck.
Example: If you wish to play a greater item, you
must have a site card in your location deck where
a greater item is playable. If you wish to bring the
ally Quickbeam into play, you must have the site
Wellinghall in your location deck.
Bringing a character in at a site, whether it is the
character's home site or a Haven, does not tap the
site. When the character leaves the site, the site card
goes back to the location deck (if it is still
untapped).
HAZARD CREATURES
When playing creatures against your opponent during
the movement/hazard phase, play the creatures with the
highest prowess first. This usually causes your opponent to
choose the toughest characters to defend against the
attack and hopefully cause them to tap in the process.
When possible, watch for possible card combinations to
strengthen weaker cards.
Example: Orc-lieutenant is a 7/- creature. If other Orcs
are played prior to Ore-lieutenant, the Ore-lieutenant's
stats change to 11/-.
Undead creatures and corruption cards work well
together. Many of the Undead cards force corruption
checks throughout the course of play. Add that possibility
to corruption cards like Lure of Nature and you have a
potent combination.
FOUR CONSTRUCTED DECKS The decks were constructed using the following
With the Middle-earth Collectible Card Game, guidelines:
it's not important to own all of the cards to be able No Under-deeps hazards or resources were used. A
to play a good game. What is important is learning functional Under-deeps strategy requires more
to work with the cards you have. This section is cards specific to it, and a well-tuned resource
devoted to deck design using a limited number of strategy capable of handling the added danger to
cards. The cards used in this example for each deck characters the Under-deeps present.
were: No Agents were selected for hazards. Agents are an
1Middle-earth: The Wizards™ Starter advanced hazard strategy which utilize a number
2Middle-earth: The Wizards™ Boosters of card combinations. They are best used with the
1 Middle-earth: The Dragons™ Booster Standard Rules.
1 Middle-earth: Dark Minions™ Booster Creatures are the most prevalent hazards in these
decks. Mastery of creature hazards is the first step
to designing potent hazard strategies which com-
bine creatures, creature enhancers, environments,
and corruption.
Feel free to substitute favorite cards from your The Dwarven Ring of Thrar's Tribe is another 4
collection in these decks, to make them more fun to MPs (6 if you can get it on a Dwarf just before the
play, and to refine and strengthen their strategies. Council). Wizard's Test is best, but Test of Lore or
FRIENDS AND ALLIES Gandalf's special ability will work in a pinch. Don't
count on many marshalling points from creatures;
Your starting company is Merry and Pippin with
you want to avoid most of them.
Thranduil, a tough Elf Lord, as their protector.
Your hazards are keyed mostly to wilderness.
Since the Hobbits only count as half a character,
Look for opportunities to play your triple wilder-
your company size is two. Only two hazards may be
ness Were-worm and Winged Cold-drake on an
played on the company during the movement/haz-
unsuspecting company. Dwar of Waw has three
ard phase, and they may benefit from Stealth.
functions in this deck: you can play him as a crea-
Much of your marshalling point strategy is based
ture if your opponent travels dangerous routes; you
on two factions and two items. Thranduil can han-
can use his permanent-event ability and give +1
dle the Wood-elves faction (he has a +6 bonus), and
prowess to your Wolves, Wargs, and Crebain; or
either of the Hobbits can use Tempering Friendship
you can discard him (if in play as a permanent-
to recruit the Ents of Fangorn automatically. Your
event) to boost your Orc, Troll, and Men attacks
first big item is the Scroll of Isildur (it's only mar-
with Scimitars of Steel.
shalling points to you, but if it thwarts your oppo-
nent's The One Ring strategy, so much the better).
Block (x3) Clouds (x2) and Eyes Starting Characters with Goblin Gate
Concealment (x3) of the Shadow or Minor Items Iron Hill Dwarf-hold
Fellowship (x3) Eyes of the Shadow 1 high prowess character Lorien
Gollum (x2) and Clouds 2 scouts, both with a Rivendell
Iron Hill Dwarves Doors of Night (x3) Dagger of Westernesse The Lonely Mountain
Old Friendship (x3) Hobgoblins (x3) on them Wellinghall
Risky Blow (x3) Minions Stir (x3) 2 or 3 sites where
Quickbeam Orc-lieutenant (x3) Additional Characters greater items are
Sacrifice of Form Orc-patrol high prowess characters playable
Smoke Rings (x3) Ore-raiders (x3) (x2) or (x3) home sites for any of
The Old Thrush (x3) Orc-warband (x3) scouts (x2) or (x3) the characters that
Thorough Search Ore-warriors (x3) need them
Any 4 major or greater Twilight (x3) Wizards
items Two or Three Tribes Pallando (x2)
Present (x2)
The following two scenarios were designed as solitaires, GOAL
but can also be played as a complete deck against an The War of the Ring is over. Gimli & Legolas must
opponent as well. When playing the scenarios as solitaires, fulfill their bargain to each other and then rally their people
please refer to the solitaire rules in the Middle-earth: The to help Aragorn II rebuild Minas Tirith. But there are many
Wizards Rulesbook for specific instructions. Please note inhabitants of Middle-earth who still oppose the new King,
that most of the scenarios in the Casual Companion and it is often after a great victory that one becomes
utilize special rules for unique play; don't confuse these weary and vulnerable to despair and other trials...
unique rules with general game play!
MOVEMENT
COMPANIONS OF THE HEART Select the following sites in this order: Minas Tirith,
any site in Rohan, Glittering Caves, Wellinghall, Lorien,
" 'You move me, Gimli,' said Legolas. 'I have never any site in Anduin Vales, Thranduil's Halls, The Lonely
heard you speak like this before. Almost you make me Mountain, and Henneth Annun.
regret that I have not seen these caves. Come! Let us make
Gimli and Legolas must begin at Minas Tirith and travel
this bargain—if we both return safe out of the perils that
to each of these sites in the course of the game. They
await us, we will journey for a while together. You shall
visit Fangorn with me, and then I will come with you to must visit the Glittering Caves and Wellinghall before
see Helm's Deep.'" attempting to influence a faction. They may only move
—LotRIII one region at a time (e.g., from Minas Tirith to the site in
Rohan, then to Glittering Caves, etc.), except from The
Lonely Mountain to Henneth Annun. After Henneth Annun,
return to Minas Tirith for the last turn.
STEP 3
Return to Dimrill Dale for battle (see special rule
below).
SPECIAL RULES:
Burglary: The Burglar may make a burglary
attempt at any site in lieu of facing its automatic-
attacks. In this scenario, the Burglar is not
required to play the card Burglary, only to use the
ability represented on the card. He may use this
ability each turn at the site phase, if he desires.
The rules for such an attempt are as follows (and
are identical to those printed on the Burglary
card):
Tap a character to make a burglary attempt at a
site in lieu of facing its automatic-attacks. Tap the
site and make a roll (or draw a #) modified by +2
if the character is a scout and by +3 if he is a
Hobbit. If the result is greater than 10, an item
normally playable at the site may be played with
the character. If the attempt fails, the character
must face all automatic-attacks alone.
The Burglar must successfully perform a bur-
glary on a site to receive marshalling points for
the item which is played. An successfully played
resources after an automatic-attack is faced or
canceled does not satisfy the requirements for the
burglary task, and no marshalling points are
earned for that item.
Factions: In this scenario, a faction may be stored
in the same manner as an item or information
event. The play of a faction in this scenario rep-
resents information about the people, rather than Exception: if another character is in the
the people themselves. Burglar's company, only cards which cancel an
Long-events: All long-events remain in play for attack yield marshalling points. If the other char-
two turns. acter(s) must face a strike from the attack, the
Marshalling Points: The Burglar receives no mar- Burglar receives no marshalling points, regard-
shalling points for hazard creatures defeated. less of the outcome of the strike. Cards like
Instead, he receives marshalling points for crea- Stealth, Hiding, and Secret Passage may not be
ture hazards he avoids by stealth; i.e., hazards used to earn marshalling points in this way, since
that are canceled by the use of the following no attacks occur which can be canceled.
items or events: Elven Cloak, Magic Ring of The Burglar only receives marshalling points
Stealth, Concealment, Trickery, Halfling Stealth, for items/factions/events which directly relate to
Many Turns and Doublings (if the Burglar is also his tasks; i.e. he receives marshalling points for
a Ranger), or The One Ring. the two burgled items, one faction (his spy infor-
mation), and one Rescue Prisoners. He only
receives marshalling points for those resources
when they have been stored at a haven during his
organization phase. Any other marshalling points
the Burglar earns must come from avoiding crea-
ture hazards, as explained above.
Other Characters: Other characters, the Burglar's OPTION FOR A LONGER GAME:
Hands, are played as resource long-events, with When your resource deck is exhausted once:
the following exception: they may be played any reshuffle your resource discard pile into a new
time during the organization phase, and leave at resource deck, shuffle any discarded hazards back
the end of the organization phase two turns later. into the hazard deck, and return all discarded sites
Any items which the Hand bore are automatical- to your site deck. Continue play as above with the
ly returned to the Burglar when the other charac- following changes:
ter leaves play in this fashion. At each movement/hazard phase, draw one haz-
If the Hand is discarded or eliminated prior to ard card in addition to the number indicated on the
the end of the two turns, the following occurs: site card.
if discarded or eliminated by corruption, all There is no hazard limit. Any hazard in the haz-
items/events with the Hand are discarded. If ard hand which is playable on the moving company
killed, one item of the player's choice is automat- must be played, in the order it was revealed.
ically transferred to the Burglar. The Employers' Council begins at the end of the
Up to three Hands may be in play at one time. turn in which your play deck is exhausted a second
Hands may not perform burglaries, nor may they time. Victory conditions are as listed above, except
bear the Rescue Prisoners. They may assist the the marshalling point requirements for the three
Burglar's spying (i.e. a player may use Thranduil levels of victory are increased to 14, 18, and 22,
to recruit the Wood-elves faction; the Burglar still respectively.
receives the marshalling points). This represents You lose if your Burglar is eliminated by death or
the Burglar using his associate as a cover to more corruption.
easily obtain the information he needs.
SAMPLE DECK
Resources Hazards Sites
Beautiful Gold Ring (x2) Ambusher Bag End
Beornings Awaken Denizens Bandit Lair
Concealment (x3) Awaken Minions Beorn's House
Dodge Brigands (x2) Dancing Spire
Fast Asleep (x2) Cave-drake (x2) Lorien
Halfling Stealth (x3) Crebain Moria
Halfling Strength (x3) Doors of Night (x2) Mount Gundabad
Magic Ring of Stealth Fell Winter Ost-in-Edhil
Orcrist Ghouls Rivendell
Rescue Prisoners (x2) Giant Sarn Goriwing
Secret Passage Giant Spiders The Lonely Mountain
Sword of Gondolin (x2) Half-trolls of Far Harad Thranduil's Hall
Test of Lore (x2) Lost in the Wilderness
Torque of Hues Lure of the Senses (x2) Character with
Trickery Olog-hai (Trolls) minor item
Wood-elves Orc-lieutenant Robin Smallburrow with
Orc-patrol (x2) Elven Cloak
Ore-raiders
Ore-warriors (x2) Additional Characters
Slayer Beorn
Wargs Gandalf
Weariness of the Heart (x2) Thranduil
Wolves
2) The Mark of Trolls' Stony Boots is a solitaire
scenario in Troll country—Rhudaur and the wild
lands just west of the Misty Mountains. You will
need the following to play this scenario:
VICTORY CONDITIONS
Elrond's adventurers successfully complete their
mission when they defeat "Bert," "Tom," and
"William," rescue the waylaid character, recover
the lost weapon, and warn the local people of the
danger of marauding Trolls (recruit either the
Hillmen or the Dunlendings).
The company fails if all characters in the compa-
ny are killed.
5. Site phase:
A.Choose whether or not the company will enter
the site. If the site is not entered, go below to 6,
End-of-Turn Phase.
B. The company faces any automatic-attacks.
C. The company enters the site.
D.If "Bert," "Tom," or "William" are at the site,
they are faced immediately. If more than one is at
the site, they are faced in the following order:
"William" first, then "Bert," then "Tom." If
defeated, place their card with the company (as
proof that they were defeated).
E. If "Bert," "Tom," or "William" was defeated at
the site, any untapped character in the company
may tap to receive one of the following cards
from the sideboard:
• The first troll defeated in the game allows the
character to be rescued (played with the com-
pany). He enters play tapped.
• The second troll defeated allows the weapon to
be played with the company, on the character
who taps to receive it. This item may be played
even if the site does not normally allow play of
an item of that type.
• The third troll defeated allows the faction to be
recruited at their site. (If the site where the
third troll is defeated is not the faction's site,
the company must travel to the faction's site to
recruit them.)
SPECIAL RULES: Movement: The company may use either starter or
Assigning Strikes: Assign normal strikes in the region movement, although the company may not
following order, against untapped characters first, move to any site for which they have no site card.
then tapped characters, then wounded characters. They may not move to a Troll hideout more than
Assign prowess modifications (from extra once during the game. They may move to
strikes) in the same order. Rivendell as many times as the player wishes.
Assign "Attacker chooses" strikes in the The company must move to a new site each
reverse order: against wounded characters first, turn, unless an undefeated "Bert," "Tom," or
then tapped characters, then untapped characters. "William" remains at the site which the company
could not defeat on the turn they arrived at the
Corruption: No corruption checks are required
site. In this case, the company may remain at the
during this scenario, even when transferring
site for a maximum of one turn for each unde-
items between characters.
feated "Bert," "Tom," or "William" at the site.
Marshalling Points: Marshalling points are not They must face the site's automatic-attack each
counted for this scenario. turn, before facing "Bert," "Tom," or "William."
THE OBJECT
The object of the game is to visit each site listed
on the mission sheet and carry the information
found there back to Rivendell.
Sites listed on your mission sheet are called
"objective sites." To gain the information at an
objective site, the character must enter the site as
normal, either through facing the attacks normally,
or through burglary. Once inside the site, the player
may tap the site and put it under any of the charac-
ters that entered the site. It is now that site's infor-
mation. A minor item may then be played with any
character in the company and the turn ends.
Primary Site
Dol Guldur / Special: Orcs +1 Strike; Trolls +1
Strike, +1 Prowess
Secondary Sites
Bandit Lair / Special: Men +6 Prowess
Dead Marshes / Special: Undead +2 Strikes
Iron Hill Dwarf Hold / Special: Iron Hill Dwarf
Hold information may tap to allow bearer to play
one extra item playable at a site during the site
phase at any Ruins & Lairs.
Shrel-Kain / Special: Assassin; 1 Strike, 11
prowess, attacker chooses defending character
MISSION #2 — THE TEETH OF
MORDOR
Even if rumor did not report that Sauron has
taken up his abode in his former stronghold at
Barad-dur, one need only visit the surrounding
lands to feel the power of the Lidless Eye watching
over the lands. Some brave soul must find a way to
penetrate this impenetrable fortress and bring back
word of the enemy's ancient stronghold. Rumor is
not enough. Apparently some of Thranduil's people
have some information that may be helpful in
allowing you to get into Barad-dur, but Thranduil
has asked that you also scout out Sarn Goriwing
near his eastern border. Since you will be in that
area, it would be helpful to find out what is hap-
pening in the Desolation of Smaug.
Primary Site
Barad-dur
Secondary Sites
Easterling Camp / Special: Assassin; 1 strike at 11
Prowess, attacker chooses defending character.
Sarn Goriwing / Special: Orcs +1 Strike, +2 Prowess
The Lonely Mountain
Thranduil's Halls / Special: Thranduil's Halls infor-
mation may be tapped to cause one long-event
resource to become permanent. This effect is can-
celed and the long event is discarded when the
card is stored.
MISSION #4 —SHELOB'S LAIR
The name of Cirith Ungol inspires fear in all
parts of the Middle-earth. Nannies whisper horror
stories to their charges with fireside tales of the evil
that abides there. But the dangers are more than
mere fireside tales. Someone must get into Cirith
Ungol and bring back a report of what terrors reside
there, and how well guarded is the pass through
Imlad Morgul. The most dangerous part of this mis-
sion may be the need to pass into Shelob's Lair
itself to see if you can divine the nature of the rela-
tionship between that evil creature and the Dark
Lord. Obviously, our allies in Dol Amroth will be
willing to help, but help would be invaluable from
the Southrons as well. And now that the treachery of
Isengard is known to all, it would be a very good
idea to see if you can gain some insight into the
nature of that relationship as well.
Primary Site
Cirith Ungol / Special: Extra Attack; Trolls: 3
Strikes at 9 Prowess
Secondary Sites
Dol Amroth / Special: Dol Amroth information may
be tapped to cancel one attack against bearer's
company.
Isengard / Special: Wolves +5 Prowess
Shelob's Lair / Special: Orcs +2 Strikes
Southron Oasis / Special: Assassin; 1 strike at 11
MISSION #3 — THE WITCH-KING'S REALM Prowess, attacker chooses defending character.
Scouts on the Northern border recount grave dan-
ger from the region of Angmar. It has been noted
with deep concern that forces are amassing at Carn
Dum and that Angmar is once again on the rise;
Carn Dum must somehow be infiltrated. It is
rumored that the Blue Mountain Dwarves, being
close neighbors, may have some information con-
cerning this mustering of forces. Some force of
arms may also be coming out of the Goblin-gate,
which has been suspect ever since the Battle of Five
Armies. You may be able to recruit some help from
a faction at Lond Galen to the south. Also, though it
is out of your way, we need someone to scout out
the region of Withered Heath. It will have to be you
because we have no one else to spare.
Primary Site
Carn Dum / Special: Extra attack; Wolves 3 Strikes
at 9 Prowess
Secondary Sites
Blue Mountain Dwarf Hold / Special: Blue Mountain
information may be tapped to search play deck or
discard pile for one major or hoard item.
Caves of Ulund / Special: Dragon +1 prowess
Goblin-gate / Special: Orcs +1 Strike, +1 Prowess
Lond Galen / Special: Assassin; 1 strike at 11
Prowess, attacker chooses defending character.
MISSION #5 — MORGUL VALE
Once a proud sister city to Minas Tirith, Minas
Anor, the Tower of the Moon, long ago fell into the
hands of the enemy, and was renamed Minas
Morgul. It is believed that this is a stronghold of the
Black Riders. More traffic has been seen going in
and out of there even than Barad-dur itself. It is
possible that the best way into the evil city might be
to come in from the southeast, through Nurn. This
is not only to help draw attention away from our
other scouts operating west of there, but also
because you may be able to get some help from the
Variags of Khand. Though they are wild men, they
are proud, and they have never loved Sauron,
though they have often bent to his will. It may be
best if you take the route through Minas Tirith.
That city may also be able to spare some reliable
help. To avoid duplicating others efforts, it may
be wise to take a different pass through the
mountains. It is thought that we need some infor-
mation about Moria anyway, and though it is a
name of great dread, you should probably take that
route on your way. You may also take the southern
route through the Stone-circle. Whichever way you
choose, the other should probably be your route
back, to keep the enemy's spies off of your trail.
Primary Site
Minas Morgul / Special: Extra Attack; Wargs: 2
Attacks at 10 Prowess
Secondary Sites
Minas Tirith / Special: Minas Tirith information
gives +2 Prowess to bearer.
Moria / Special: Orcs +1 Prowess
Stone-circle / Special: Pukel-man + 5 Prowess
Variag Camp / Special: Assassin; 1 Strike at 11
Prowess, attacker chooses defending character.
JOYOUS FOG
The Joyous Fog deck (as Craig "Ichabod" O'Brien
dubs it) is all about Wilderness. In Tolkien's Middle-
earth, the wilderness was full of dangerous creatures,
and forgotten treasures. Radagast the Brown, however,
was a master at exploring and understanding the dangers
of Middle-earth's wild places.
The deck uses Echo of All Joy to lock down Fog, and
Balance Between Powers protects the investment.
Radagast draws cards like a house on fire while triple
Wilderness drakes come out of the "woodwork" all over
your opponent. Instead of rel-
JOYOUS FOG/DRAKES
Resources Hazards Characters
Balance Between Powers (x3) Assassin (x3) At Start
Blue Mountain Dwarves Aware of Their Ways (x2) Beretar
Concealment (x3) Baduila Kili with Elven Cloak
Crown of Flowers (x3) Cave Worm (x3) Sam Gamgee with Elven Cloak
Eagle-mounts (x2) Cave-drake (x3) Thorin II
Echo of All Joy (x3) Daelomin at Home
Fair Travels in Wilderness (x2) Dragon's Curse (x2) Other Characters
Fifteen Birds in Five Firtrees (x3) Foes Shall Fall (x2) Annalena
Fog (x3) Foolish Words (x2) Beregond
Ford (x2) From the Pits of Angband (x3) Gloin
Gates of Morning (x3) Lost in the Wilderness (x2) Oin
Glamdring Lure of Nature (x3) Thrain II
Goldberry Many Sorrows Befall
Gollum Mouth of Sauron Wizard
Hauberk of Bright Mail (x2) Rain-drake (x3) Radagast (x2)
Herb-lore (x2) Revealed to All Watchers
Lindion the Oronin Twilight (x3)
Orcrist Uvatha the Horseman
Rangers of the North Were-worm (x3)
The Cock Crows (x3) Winged Cold-drake (x3)
Thorough Search Wound of Long Burden (x2)
Torque of Hues
Wormsbane
Woses of Old Pukel-land
MAGIC RINGS/UNDEAD Magic Rings (and even some Lesser Rings) provide
Ever wonder about those rings at the other end of is pretty significant out in the field. The extra direct
the spectrum—the rejects, so to speak, of Sauron influence is very important, because you plan to
and Elven craftsmiths forging the Rings of Power? bring many characters in with your team—more
The rings that did not pass mustard with Sauron characters and more character marshalling points
could be sweet little trinkets for the Free Peoples if than most Wizards would.
a brave soul or two would go find them. Gandalf On the hazard end of it all, your opponent will
said he would even be willing to test any gold ring have one of the most vile challenges he has ever
brought to Lorien (even though technically this is faced—Undead (with a couple rats thrown in)!
his vacation). Choking Shadows can be a little more effective than
This deck accepts the challenge. You, as Gandalf, meets the eye, and always think in terms of recy-
need not move much out of Lorien. What you cling Twilights with An Unexpected Outpost if it
would like to see are your characters in two compa- seems your opponent has a real problem with your
nies or so fanning out of Lorien to all the Gold Ring Doors of Night.
sites, bringing back their Gold Ring treasures so
that you can test them. You know the enhancements
MAGIC RINGS/UNDEAD
Resources Hazards Characters
THE BASICS OF
TOURNAMENT DECKS
Though the Casual Companion will not go into all of the
details of creating tournament decks, the basics can be reduced to
three guidelines:
1) The minimum number of resources/hazards is
raised to 30/30.
2)Your hazard mix must contain at least 12 creature hazards.
Hazards that can be played as either a creature or an event count
as half a creature for these purposes.
3)You may put three copies of the same wizard, or two copies of
one wizard and one of another, in your deck.
The Old Thrush (errata)—Add "Cannot be duplicated Quiet Lands (errata)—Replace "... is reduced to half its
on a given attack." original number (rounded up)." with "... is reduced by
half (rounded up)."
The Old Thrush (clarification)—Can only be used on
agents whose listed prowess is 13 or greater, not Reforging (clarification)—You may only bring back
whose prowess plus dice roll is 13 or greater. minor and major weapons, minor and major armor, or
Presently, there are no agents with this listed prowess. minor and major shields with Reforging. You can use
it on hoard items.
The One Ring (clarification)—"Starting prowess" refers
to the prowess printed on the character card. Ren the Unclean (clarification)—All characters of all
players must make a corruption check when this card
Palantir of Amon Sul (clarification)—If bearer's compa-
becomes a short-event. For those characters whose
ny size goes below two during the movement/hazard
turn it is not, no resource cards may be played to mod-
phase when the company is moving to a new site, dis-
ify the corruption check, though untapped characters
card this card.
may tap to give +1 to another character's check in the
same company.
Ren the Unclean (clarification)—If you tap Ren, then
Tom Bombadil (clarification)—This ally can tap to can-
you cannot play resources to aid your character's cor-
cel an attack. He can tap to cancel an ongoing hazard
ruption checks. Your characters may tap in support.
effect that targets his company or any entity associat-
Rescue Prisoners (errata)—Has errata: This cards gives ed with his company (item, character, site, etc.). He
2 marshalling points, not 3. Add "You receive the mar- can tap to cancel a dice-rolling action declared earlier
shalling points for this card only when it is stored." in the same chain of effects but not yet resolved (e.g.,
Rhosgobel (errata)—Replace "healing cards" with "heal- Call of Home). He cannot tap to cancel a non-dice-
ing effects." rolling effect declared earlier in the same chain of
Ringlore (errata)—Add "Playable only during site effects. For example, Tom Bombadil could not stop
phase. Tap the sage and the site." "Bert" from forcing a wounded player to discard his
items if Tom Bombadil passed on the opportunity to
River (errata)—Remove "Discard at the end of the turn."
cancel "Bert's" attack. However, once a chain of
Rode the Raven (errata)—Remove "—no modifications effects containing a hazard is resolved, he may tap to
to the influence check are required." Replace with "— cancel an effect that is ongoing. For example, Tom
treat this influence check as though it were made by a Bombadil could stop the effect of River, but he could
Diplomat." not keep Adunaphel, activated as short-event, from
Rode the Raven (clarification)—Using this ally to make tapping a character.
an influence attempt does not tap a site, and may be Tolfalas (errata)—Playable: Items (minor, major,
done if his company is at a tapped site. greater*) *Scroll of Isildur only.
Sacrifice of Form (errata)—Replace "-3 to any body Traitor (errata)—Remove the last paragraph.
checks" with "+3 to any body checks."
True Fana (clarification)—combat modifiers (things that
Sacrifice of Form (clarification)—After Sacrifice of modify prowess only against a strike) do not count
Form is played, you may not play a different Wizard when determining the Wizard's prowess. For example,
and your opponent may not play the Wizard you sac- Risky Blow, tapped or wounded status, etc. do not
rificed. count. Weapons do count.
Secret Entrance (clarification)—If it is shown that at the True Fana (clarification)—when this spell is used
time this card was played, i.e. at the end of its compa- against an agent, the agent does not receive the two 6-
ny's Organization phase, the company had a face sided dice bonus.
down site card that was in a dark-domain, the effects
Twilight (errata)—This card may be played at any time
of this card are cancelled though the sage remains
during any player's turn.
tapped. A long-event, e.g., Morgul Night, in play at the
end of the Organization phase would have to be con- Twilight (clarification)—This card may target an envi-
sidered when determining this. ronment card played earlier in the same chain of
effects. This card may be played as a resource during
Siege (errata)—This card is playable on a border-hold.
opponent's turn, i.e., it would not count against the
Change the border-land symbol in the first line to a
hazard limit.
border-hold symbol.
Twilight (clarification)—Can target a card that has not
Shadowfax (clarification)—Cannot use his special abili-
yet resolved. Can be played as a resource during your
ty if another ally is in the company.
opponent's turn. If played this way it will not count
Silent Watcher (errata)—Gives 1 marshalling point, not 0. toward the hazard limit.
Slayer (errata)—Gives 2 marshalling points, not 0. Use Palantir (errata)—Change text to "Sage only. Tap
Slayer (clarifications)—The target of Slayer can tap to sage to enable him to use one Palantir he bears for the
cancel an attack. If an attack from Slayer is given rest of the turn."
more than one strike, each additional strike becomes Vilya (errata)—Replace "If your play deck has at least 5
an excess strike (-1 prowess modification) against the cards in it, you may take 5 resource cards." with "If
attacked character. A Slayer can never assign strikes to Elrond is at Rivendell and your play deck has at least
more than one character. 5 cards in it, you may take 3 resource cards." Add
Thorin II (clarification)—This character receives a total "Cannot be duplicated on a given turn."
+4 direct influence against Blue Mountain Dwarves. Wizard's Laughter (errata)—Change "Wizard only." to
Thorin II (clarification)—Gets a total of +4 direct influ- "Wizard only during opponent's site phase."
ence against the Blue Mountain Dwarves. Weariness of the Heart (clarification)—Only the first
Thorough Search (errata)—Replace "...to play any item paragraph of this card cannot be duplicated. The alter-
normally found at its current site." with "...to play a native effect of forcing a character to make a corrup-
minor, major, or gold ring item normally found at its tion check does not have the cannot be duplicated
current site." restriction.
Wizard's Ring (errata)—Replace "Ignore any effect that
would discard this item." with "Cannot be stored,
stolen, or transferred."
Wolves (errata)—Change "Animals." to "Wolves."
MIDDLE-EARTH: THE DRAGONS MIDDLE-EARTH: DARK MINIONS
A Short Rest (clarification)—This card only allows the
Baduila (clarification)— Read "If Baduila is discarded"
extra card draw for moving companies that actually
as "If you choose to discard Baduila." It is something
have a site path. If a company moves with Eagle-
you choose to do.
mounts, for example, it does not have a site path and
does not trigger A Short Rest.. Golodhros (clarification)—He may use his special influ-
ence ability only during an opponent's movement/haz-
Cruel Caradhras (errata)—Replace "Minas Morgul"
ard phase, not during the site phase. His tapping to use
with "Imlad Morgul."
his special ability does not count against the hazard
Cruel Caradhras (clarification)—The attack does not limit.
apply to a company starting at a site in the affected Great Secrets Buried There (clarification)—The item
regions. placed under this card is considered in play for the
Dragon's Hunger (errata)—Replace "Otherwise, the purposes of uniqueness.
attack is cancelled." with "Otherwise, the attack is Hidden Knife (clarification)—Hidden Knife is effectively
cancelled and the opponent must reveal his hand." an attack. As per the rule about attacks must be the
Helm of Her Secrecy (clarification)—In fact, you can first items declared in a chain of effects, Hidden Knife
play multiple Helms of Her Secrecy in one chain of must be so played. Thus, if your opponent reveals an
effects. The player must make sure that he does not agent during your site phase and attacks with it, you
take the option of playing Eowyn out of his hand until must wait until after this attack to play Hidden Knife.
the first copy played is resolved. Mallorn (errata)—The first sentence should read:
Ioreth (errata)—Replace "Healing card" with "Healing "Playable at Bag End only if Earth of Galadriel's
effect." Orchard is stored there."
Ioreth (clarification)—Will not duplicate the untap por- Noble Hound (errata)—Add the sentence: "If Noble
tion of a healing effect on tapped but unwounded char- Hound is tapped or wounded, treat it as though it were
acters. untapped for the purposes of assigning strikes."
Magical Harp (clarification)—Can be used at the The Under-galleries (clarification)—This card provides
Council of Lorien. miscellaneous marshalling points.
Many Foes He Fought (clarification)—The penalty is -0 The Windlord Found Me (clarification)—Can be used to
/-0 for the first strike, -1/-1 for the second, -2/-2 for recover a Wizard discarded with Saw Further and
the third, and so on. Deeper is in play.
Master of Water, Wood & Hill (clarification)—The sage
does not have to be in a moving company whose site
path is affected.
More Sense than You (clarification)—If there is only on
character in the company, this will cancel the attack.
Middle-earth: The Wizards™ Unlimited Edition Middle-earth: The Wizards Player Guide™
Winner of the GAMA 1995 Best Card Game, the evocative artwork This product lets you peek into the minds of several accomplished
of Middle-earth: The Wizards (METW™) has received extraordinary experts and learn how to systematically master your own special deck-
praise, and the game has been lauded for the way in which it draws the building and card play strategies. Ideal for both novices and experts, this
players into the world of Middle-earth. METW is a simple, elegant, and guide helps you explore and understand the exciting intricacies of both
intriguing card game for one to five players. Players design their own the game and its rich setting. The METW Player Guide includes:
unique decks and compete in a fierce struggle against the evil of Sauron. Strategy Guide—an excellent teaching tool packed with handy ideas
Each plays one of the five "Istari," the Wizards sent by the Valar to right about deck-building, game mechanics, and tactical and strategic
the Balance of Things in Middle-earth. Each Wizard influences charac planning.
ters, who form companies and fellowships and journey afar to gather Complete Card Analysis—a detailed description and the black and white
"resources"—including allies, factions, artifacts, and lore—all in an ef image of each card, including its relative impact, overall value, and use
fort to strengthen the cause against Darkness. Each player will need a with important card combinations.
76-card starter deck in order to start playing. The Unlimited Edition con League Overview—guidelines for developing a multi-player league.
tains the same 484 cards that comprised the original Limited Edition, • Sample Decks—multiple decks created by award-winning players.
but with the new, beautiful blue border and some text errata corrections. ST #3334_________________________________________________________$14.00
ST #315 Starter Deck (76 cards and rules) $9.95
ST #3015 Starter Display Box (10 of ST #315) $99.50 Middle-earth: The Dragons Player Guide™
ST #316 Booster pack (15 cards) $2.95 Middle-earth: Dark Minions Player Guide™
ST #3016 Booster Display Box (36 of ST #316)_____________$106.20
These player guides for the MECCG feature in-depth analysis and
reference information for METD and MEDM expansions using the same
Middle-earth: The Dragons™ Limited Ed. Expansion format as the METW Player Guide. In each book, the first section is a
This is the first expansion for the award-winning Middle-earth Collect strategy guide which provides insight into deck design and play. The
ible Card Game (MECCG"). The dragons were created by the Black En second section has an entry for each METD or MEDM card—featuring a
emy and brought to Middle-earth to defeat the Valar and their children, B&W reproduction of the card face, a strategy tip, and color text which
the Free Peoples. Now Middle-earth: The Dragons (METD™) brings these places the card in the context of Tolkien's Middle-earth. Finally, the third
terrifying creatures into your deck to challenge you and beckon you to section provides tournament rules, card errata, and extensive tables which
their hoards. You can riddle Smaug like Bilbo the Hobbit, steal a price cross-reference cards and provide useful information at a glance.
less artifact while Scatha lies sleeping, or battle the other drakish mon METD Player Guide introduces new resource strategies using key
sters who once served the Black Enemy, Sauron's ancient master. Ex METD cards such as hoard items, King under the Mountain, and Leg-
pand your collectible card portfolio with this set of 180 tradable game endary Hoard. New hazard strategies emerge by focusing on automatic-
cards. Each booster pack contains 15 cards, and a six page insert with attacks, Dragons, and Drakes.
new rules. This set is illustrated by over 45 renowned fantasy artists. MEDM Player Guide further develops your strategic repertoire by ex-
ST #320 Booster Pack (15 cards) $2.95 panding upon 3 strategies prevalent in MEDM: agent hazard strategies,
ST #3020 Expansion Display (36 of ST #320)_______________$106.20 Under-deeps resource strategies, and prisoner hazard half-strategies. ST
#3337 (Middle-earth: The Dragons Player Guide) $10.00 ST
Middle-earth: Dark Minions™ Limited Ed. Expansion #3339 (Middle-earth: Dark Minions Player Guide) $10.00
This second expansion for the award-winning MECCG features several
themes to enhance and expand play of the game. Foremost is the "Agent," Middle-earth Collectible Card Game Maps™(2)
who is an individual represented as a hazard permanent-event that moves
Each of the two full-color maps in this product can be used as an
from site to site (or stays at one site) hindering companies. Grima
attractive game board and reference tool—this can help players master
Wormtongue and Bill Ferny are two of the more recognizable agents.
both region movement and Middle-earth geography. Printed on a durable
Under-deep sites are also introduced (these are sites like the Under-gates
plastic-paper that resists both stains and normal wear and tear, both maps
of Moria or the Sulfur-deeps of Dol Goldur that are deep in the earth and
include all of the regions and sites from METW, METD, and MEDM The
only accessible from specific "surface" host sites). Certain ancient Lost
17" X 11.5" map is three-hole drilled and folded so that it fits in a stan
Items are only playable in the Under-deep sites. Middle-earth: Dark
dard three-ring binder. The 23.5" X 17" map includes complete informa
Minions (MEDM") also includes Quests which can lead a company into
tion on which types of cards (e.g., factions, allies, items, etc.) are play
the most deadly holds of Sauron. Of course, MEDM is, rife with new
able at each site. The interior of this slip cover can be used as a full-color
hazard creatures. This 180-card set is beautifully illustrated by acclaimed
insert for the cover of a 3-ring binder with clear plastic cover sleeves.
fantasy artists.
ST #3338_________________________________________________________$16.00
ST #330 Booster Pack (15 cards) $2.95
ST #3030 Expansion Display (36 of ST #330)_______________$106.20
Lord of the Rings Poster Map™
This 2' X 3' full-color map is an invaluable companion to anyone inter
Middle-earth: The Wizards Companion™
ested in exploring Tolkien's mythic world—painted by the acclaimed Ger
The perfect reference and resource for expanding your experience with man artist Jo Hartwig and illustrated by Rob Alexander, Eric David Ander
ICE's METW! You'll get the rules from the starter deck rules booklet (in son, Douglas Chaffee, J. Wallace Jones, and Margaret Organ-Keane. This
larger print!). The complete list of all the Limited Edition cards features map's lavish cartography details all of Middle-earth's principal sites and
cross references for cards that can be directly or indirectly associated for geographic features, giving you an incomparable sense of the landscape.
combination plays. You'll find some basic strategy tips, but the unique ST #2024_________________________________________________________$12.00
feature to the METW Companion is the selection of scenarios developed
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Burning Eye Dice™ Pair (1 Red, 1 Black)
full-color insert provides maps of NW Middle-earth to help players locate
These dice feature the Burning Eye of Sauron! One die is marbelized
the regions, sites, and factions from the card game in the big picture of
Middle-earth. red with black engraved pips, and the other is marbelized black with red
ST #3333_________________________________________________________$10.00 pips. These are high quality, injection-molded, European-style dice, made
in the U.K. Please specify if you would prefer a single color pair.
ST #337______________________________________________________$1.50/pair