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Utulien aure!

At last I have a scanner, books, software,

will and a little time to spare.

This is my first release so it's surely not perfect,

here are some flaws:

-fonts differ from the original ones

-there is no circumflexes in some names

-some pictures are slightly rotated

There is still active community playing this game,

you can find other players and national communities through

www.councilofelrond.org

Watch out for upcoming releases - the next one will be

Middle-Earth: The Liddless Eye Companion (june 2007).

Search ED2K/Kad and/or stay in touch with the community.

thief!thief!thief!

may 2007

__________________________________________

Note: I find digital copies more practical, especially

when quick refference is needed. Having this file,

while you don't own original book is little unfair

and probably breaks a law in your country.

___________________________________________
CREDITS
Designer: Karina Swanberg
Contributing Authors: Steve Arensberg, Tim Frankovich, Mike Hess,
Cy Holladay, Craig "Ichabod" O'Brien, Jorrit Tyberghein
Cover Art: Rob Alexander

Project Specific Contributions: ICE Staff-


Series Editor. Michael Reynolds; Sales Manager: Deane Begiebing;
Middle-earth Content Editor. Jessica Ney-Grim; Managing Editor: Coleman Charlton;
Project Editor: Bob Mohney; President: Pete Fenlon;
Pagemaking: Ben Dooley; CEO: Bruce Neidlinger;
Graphic Art: Nick Morawitz; Editing, Development, and Production Staff:
Art Direction: Jessica Ney-Grimm; John Curtis, Donald G. Dennis, Wendy Frazer,
Jason Hawkins, Bob Mohney, Nick Morawitz,
Cover Trade-dress: Jessica Ney-Grimm;
Jessica Ney-Grimm, Michael Reynolds,
Cover Graphics: Wendy Frazer; Sherry Robinson;
Content Contributions: Bob Mohney, Print Buying and Rights Director: Kurt Fischer;
Michael Reynolds;
Sales, Customer Service, and Operations Staff:
Proofreading: Bob Mohney, Craig O'Brien, Becky Blanton, Arthur Brill, Steve Hardy,
Michael Reynolds; Olivia Johnston, Dave Platnick, Karina
Production Assistants: Ben Dooley, Swanberg, Monica Wilson;
John McMullen. Shipping and Receiving: Chad McCully,
Dave Morris, Daniel Williams.

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.

First U.S. Edition 1997 Stock #3341 ISBN 1-55806-315-3


CONTENTS
Introduction...............................................3 IX. Advanced Scenario..................................32
I. The Starter Game vs. To the Ends of Middle-earth........................32
The Standard Game....................................4 X. Theme Decks............................................38
Bringing Characters into Play.......................4 Joyous Fog/Drake........................................39
Influencing an Opponent's Cards..................4 Magic Rings/Undead..................................40
Marshalling Points........................................5 XI. Appendix................................................
Movement.....................................................5 Playing Against Tournament Decks...........41
II. Avoiding Common Mistakes.....................6 The Basics of Tournament Decks.................41
Automatic-attacks ........................................6 Clarifications and Errata..............................42
Characters ....................................................6
Dead Characters............................................6
Discarding and Drawing Cards .....................7
Events ..........................................................7
General Influence & Mind Stat Totals ...........7
Hazards ........................................................8
Site Cards......................................................8
Site Paths and Creature Play..........................9
Storing and Transferring Items .....................9
III. Strategy Hints.........................................10
Corruption Cards.........................................10
Fellowship...................................................10
Hazard Creatures ........................................10
No Playable Cards in Hand? ......................10
Rules Question? Tell a Story! .....................10
IV. Your Location Deck.................................11
Use a Map ..................................................11
Resources Around Specific Regions............11
Less Useful Sites.........................................11
V. Beginning Decks........................................12
Common & Fixed Cards Only Deck............12
Four Constructed Decks .............................13
Friends and Allies.................................14
To Each His Own.................................15
The Artifacts of Gondor.......................16
And a Dwarf Shall Lead Them.............17
Basic Deck Template ..................................18
VI. Beginning Scenarios................................19
Companions of the Heart.............................19
"This Cannot Be Borne!"............................21
VII. Advanced Deck......................................22
"Behold Isuldur's Bane!" ...........................22
VIII. Advanced Solitaire Scenarios..............23
Burglar Wants a Good Job...........................23
The Mark of Trolls' Stony Boots.................28
Welcome to the wonderful world of J.R.R. Tolkien's Arm yourself with Orcrist and the Great Shield of
Middle-earth! With a Middle-earth: The Wizards Casual Rohan with The Mithril-coat as your armor! Gather a
Companion™ and a Middle-earth: The Wizards™ starter company of Elves, Hobbits, and Dwarves to your side!
deck, you will travel the world of Middle-earth with your Enter The Lonely Mountain to battle Smaug for his
favorite characters, battling Sauron and his evil minions Dwarven treasure, The Arkenstone ! Muster the factions
every step of the way. of Middle-earth including the Ents of Fangorn, Rangers
The Casual Companion stresses game play through of the North, and the Iron Hill Dwarves for your fight
storytelling. Creating a deck strategy becomes very against Sauron and all he stands for! Search the vast
easy when all you need to do is choose where you wish expanse of Middle-earth for The One Ring and destroy it
to travel within Middle-earth, the people you wish to in the Cracks of Doom ! All this and more is possible
travel with, and what you plan to do while you're with the Middle-earth Collectible Card Game™
traveling. With the Casual Companion is it's not (MECCG™)!
whether you win or lose, it's how you play the game!
It's important to note that the Casual Companion is not
the Middle-earth: The Wizards rulesbook. You must
familiarize yourself with the rules included in the Middle-
earth: The Wizards starter deck before using the Casual
Companion.
The Casual Companion is designed to create more
fun than marshalling points and to help the beginning
player feel confident in his game play by offering simple,
yet fun, deck strategies, scenarios, and solitaire games.
The Casual Companion does this by utilizing the main
card set, Middle-earth: The Wizards™ (METW), and its
two expansion sets, Middle-earth: The Dragons™ (METD)
and Middle-earth: Dark Minions™ (MEDM). Because this
book is intended as an instructional tool for beginning
players and to minimize the initial cost of purchasing
cards, most of the deck and strategy suggestions come
from the main set, METW, utilizing fixed, common, and
uncommon cards.
When you first start to play METW, don't be surprised
if one game takes a little while. The time span will, of
course, improve as you get to know the game better and
you get more experienced. It will become easier to recall
what each card's effect is during the course of play, and
your efficiency in selecting the right card combinations
will improve. An average single-deck game between two
experienced players normally takes 30 minutes to an hour
to play to completion.
There are various differences between the starter game Example: John is trying to destroy The One Ring. It is
and the standard game of MECCG. Both styles of play are important to his deck strategy that he have Gollum on his
covered in the Casual Companion so it's important to note side. However, John's opponent, Beth, has already put
the differences: the starter game has been streamlined to Gollum into play. Following the influencing guidelines,
shorten the learning curve; while the standard game adds all John's company travels to the site where Gollum is in play
and tries to convince Gollum to join his cause instead of
the details a serious gamer requires. This section is not a
Beth's. If John is successful in his influencing attempt, then
strategy guide, it's an outline on the differences between the Gollum joins John's company, and John is much closer to
games. destroying The One Ring and winning the game.

BRINGING CHARACTERS INTO


PLAY
STARTER GAME
All characters, except Hobbits, can be brought into play
at any Haven or their home site. Hobbits, unless they are in
the starting company, can only be brought into play at their
home site.

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.

INFLUENCING AN OPPONENT'S CARDS


STARTER GAME
Influencing characters, allies, factions, and items away
from an opponent is not allowed.

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.

DISCARDING AND GENERAL INFLUENCE AND


DRAWING CARDS MIND STAT TOTALS
There are at least two times throughout the course
Each player is allowed a total of 20 points of gen-
of a player's turn that cards are discarded and/or
eral influence to control characters throughout the
drawn:
course of game play (unless modified by specific
The first discard/draw period is at the end of each
cards in play). You may not bring additional char-
company's movement/hazard phase. At these times,
acters into play using general influence if, by the
each player must discard or draw until he is holding
end of your organization phase, the total mind of
eight cards.
your characters in play under general influence
Example: John has six cards in his hand so he would exceed 20. You may temporarily exceed 20
draws two more. Beth has ten cards in her hand so mind during your organization phase if you can
she must discard two cards. move characters under direct influence at that time
Keep in mind that some cards allows a player to to fix this
keep more than 8 cards in his hand. In this case, a If, during the course of play, the total mind of
player discards or draws until he is holding the your characters under general influence exceeds 20,
number of cards he is allowed to keep. Sometimes, or if your general influence is reduced below the
the number of cards a player can keep is called his total mind of your characters under general influ-
hand size. ence, this situation need not be reconciled until your
If you have multiple companies in play, each next organization phase. At that time, character(s)
company gets a separate movement/hazard phase. must be discarded or controlled with direct influ-
In other words, you would reveal where one com- ence to bring the total mind to equal to or less than
pany is going, draw cards (if that company is mov- your general influence.
ing), deal with any hazards played against that com-
pany, and then draw up or discard down to hand size
for each company in turn.
During John's turn, he realizes the only site he
has left in his location deck where a greater item
can be played is Moria. To enter the site Moria
and play the greater item, John's company must
first face both the regular automatic-attack and
the second automatic-attack of the Balrog. John's
characters defeat both automatic-attacks, but
because John originally played the Balrog, he will
not get the 5 marshalling points for defeating the
creature. The Balrog of Moria is placed in Beth's
out-of-play pile.

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).

SITE PATHS AND


CREATURE PLAY
When using starter movement, the site path is on
the left-hand margin of all non-Haven cards, and in It's important to say what site type or site path
the text portion of Haven cards. you are keying a creature to. There are many cards
"Keying" a creature to a site path or site, when in MECCG that can cancel attacks or strikes keyed
using site movement, means that you match up one to specific region and site types. Be careful when
symbol on the hazard creature to a symbol on the you state what you are keying the creature to, lest
site card. Many times there is more than one sym- you give your opponent the opportunity to cancel
bol on a hazard creature. You do not have to match the attack.
all symbols on the creature card to the symbols on When a company leaves a site during the move-
the site card; only one symbol has to match. The ment/hazard phase, hazards cannot be keyed to the
exception to this rule is when a symbol on the crea- site the company is traveling from.
ture card is shown more than once. This means that
creature must be keyed to a site path that has at least STORING AND
the same number of particular symbol. TRANSFERRING ITEMS
Example: Giant is a hazard creature with two A successful corruption check must be made
wilderness symbols on the card. This means that a before a character transfers or stores an item during
company must pass through at least two wilder- the organization phase.
ness to run into a Giant. The two wildernesses do If a character fails the corruption check when
not have to be consecutive on the site card. You storing or transferring an item, both the character
could think of it as the Giant being a deep-woods and all items that character controls are discarded.
creature or that if you walked through two wilder-
Once an item is stored, it cannot be removed from
ness you 'd have a better chance of running into
storage (unless a card allows it).
one.
CORRUPTION CARDS RULES QUESTION? TELL A
When playing both creatures and corruption cards STORY!
during your opponent's movement/hazard phase, play the
If you and your opponent cannot find a rule that
creatures first. This is in case you are successful in killing
specifically settles a dispute, or are having trouble
a character, you would not want to loose the benefit of the
understanding a rule, talk the situation out in story form. If
corruption card you had just placed on that character.
the situation sounds plausible when told like a story,
odds are it's legal. If the situation sounds really wrong or
FELLOWSHIP silly when told in story format, odds are it's not legal.
When bringing a Fellowship card into play, be sure you Remember, the emphasis in casual play is on having fun.
have already brought any needed character into play first. If
you play a Fellowship, and then bring in a character,
Fellowship will be discarded.

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.

NO PLAYABLE CARDS IN-HAND?


If you do not have any playable cards in your hand
during your movement/hazard phase, move your company
to a site where many different types of cards are playable.
During the movement/hazard phase, cards will be drawn
and hopefully a usable card will come into your hand that
can be played at the site you are moving to. Remember, a
site does not tap if it is not used. If you are not successful
in drawing a playable card, you can return to the nearest
Haven during your next turn and the site card will be
returned to the location deck.
Along with selecting the right cards to play, it is also on your part regarding deck design. It is very annoying
imperative to select the right sites to play them at. to discover that you didn't bring that much needed site
Selecting the right site and planning your movement can be to a game.
one of the most time consuming tasks of the game. Here At the same time, some sites are less useful than others
are some useful tips for increasing your site selection in particular decks. For example, several sites are only
speed. intended to play one faction bring in a character or two,
and nothing else, like Beorn's House/Beornings/Beorn
USE A MAP and Thranduil's Halls/ Wood-elves/Thranduil. If you don't
Unless you are planning to remember the whole have the respective factions or characters in your resource
geography of Middle-earth, one of the most important deck, put the sites at the very back of your location deck.
tools to help you select your sites and plan your movement This way, you don't have to search through them to find
is a map such as the MECCG Play Map™ available from sites you are more likely to need.
ICE. With a map you can plan your movement and site Sites that you consider too dangerous to play with your
path at the same time. current party can also be moved to the back of the location
Please note, some regions are separated by a river, deck. Barad-dur and Shelob's Lair are very dangerous and
like the Anduin, or by mountain ranges, like the Misty there are often better and eas-ier sites to go to. Mount
Mountains, and are not considered to be adjacent during Doom, for example, is only needed if you plan to play and
game play. There are cards like Anduin River and Misty destroy The One Ring.
Mountains that make these regions adjacent under certain If you are not playing a ring strategy (gathering magic
circumstances. rings for marshalling points), you will not need all the
sites where gold rings are playable. If you don't have any
information cards such as Dreams of Lore, you won't
RESOURCES AROUND SPECIFIC REGIONS
need information-only sites. These potentially unusable
A good resource deck is often designed around a specific
sites can also go to the back of your location deck.
area. For example, you can base an item deck around the
What you are left with after less useful sites are placed
northeast corner of Middle-earth, dragon country! Dragons
to the back of your location deck is a lean, mean location
love to hoard their treasure. Major and greater items like
deck totally suited to your resource deck strategy. This will
Glamdring and Orcrist can often be found in their
increase your confidence as a player by allowing you to
hoards. You could create a warrior only, faction gathering
pull sites quickly and easily during your organization
deck based in the southeast corner of Middle-earth. That is
phase, leaving plenty of time to put into play your
where the stronger, fiercer factions like The Easterlings,
successful resource strategy.
Southrons, and the Variags of Khand live. Or create a Tree-
In short, how you sort your sites depends on what you
Hugger deck based around the Haven Lorien and the Ents
have in your resource deck. If, for example, you have a
of Fangorn !
resource deck based mostly on gold ring items, you are
going to want to have easy access to the ring sites in your
LESS USEFUL SITES location deck, and other item sites might be put at the back
It's very important that you always include every site of your deck. It helps if you select in advance what the
you have in your location deck. Even if you don't plan to most likely use of each site is going to be.
use a particular site, put it in the location deck. You never
know when you may be forced to use a site your weren't
originally planning to due to your opponent's hazard
strategy or a simple error
The decks and scenarios in this section are very simple Don't forget about Radagast's 10 points of direct
and easy to master for the beginning player. Basic strategy influence! This can be a great asset to help bring factions
and the use of common and uncommon cards, versus the into play. Another possibility would be to play Thranduil
use of rare cards, were the main factors in the construction as a follower of Radagast to free up 8 points of general
of these decks. Advanced players might even pick up an influence.
idea or two! The Wizard, Radagast, was chosen for his ability to
generate cards while traveling through wilderness. You
COMMON & FIXED CARDS ONLY DECK may not always want to take advantage of this ability, but
This deck is an exercise in minimum values; all the if you aren't drawing the right combination of cards, it
cards used in this deck are common or fixed cards can be very helpful.
originating from four METW starter decks. It is important The sites chosen, besides the faction sites, are all Ruins &
for beginning players to understand that even if you Lairs. This takes advantage of the three Secret Passages
don't have a lot of cards to work with, you still have the included in the deck. With Secret Passages and evasive
potential to create a powerful deck. cards like Concealment and Dark Quarrels, traveling from
The resource side of the deck is based completely site to site should be a snap!
around the Haven Lorien, with the bulk of the
marshalling points coming from five factions. There are
also two Swords of Gondolin and two Dreams of Lore.
Several minor items have been added to take advantage
of the rule that states, "When a resource that taps the site
is successfully played at a site, a second character can tap
to play a minor item."
When organizing your starting company, you may
want to play Kill as a follower of Thranduil. This will
free up 3 points of general influence while you play. This
unused general influence can then be used throughout the
course of play as a modifier for certain dice rolls.
Keep in mind that Thranduil's direct influence can
also be used to help bring factions into play. During the
organization phase when you know you are going to
recruit a faction that turn, take Kill out of Thranduil's,
direct influence and put him back into the general
influence pool. Thranduil will get a +3 modification to the
dice roll for the attempt at influencing the faction.
During the organization phase of your next turn, Kill can
go back under Thranduil's direct influence.
Only 20 marshalling points are required to call This deck is a good, strong example of how the
the Free Council in a one-deck game. As it current- Middle-earth Collectible Card Game can be played
ly stands, this deck has the potential to generate 29 without using rare or uncommon cards. As your
marshalling points, not counting the additional card collection grows, tweak your decks with some
characters. You also want to keep in mind that mar- of the more powerful rares. You'll bring yourself,
shalling points can be generated from creature kills and your opponent, to a whole new level of chal-
as well. lenge for the game! Please keep in mind, though,
The hazard side of the deck is almost completely that rare cards do not mean better cards. Rare cards
creature based. High prowess creatures were chosen simply provide a deck with more options. Anyone
due to lack of prowess modifiers for them in the would be hard pressed to find a rare card more pow-
original four starter decks. The few other event erful than the common card Muster.
cards are there to annoy your opponents and to slow
them in their chosen course.

COMMON AND FIXED ONLY DECKS


Resources Hazards Characters Main Sites

Concealment (x3) Abductor Starting Characters Amon Hen


Dark Quarrels (x3) Ambusher (x2) with Minor Items Barrow-downs
Dodge Call of Home (x3) Adrazar with Shield of Edoras
Dreams of Lore (x3) Cave-drake (x3) Iron-bound Ash Henneth Annun
Elven Cloak Despair of the Heart Faramir with Healing Herbs Lorien (x3)
Ents of Fangorn Giant Spiders (x3) Kili Minas Tirith
Fair Travels in Wilderness Giant(x3) Thranduil Rivendell (x3)
Fellowship (x3) Huorn The Lonely Mountain
Ford (x3) Lost in the Wilderness Wizard The Wind Throne
Healing Herbs (x2) Lure of Nature (x2) Radagast (x2) Thranduil's Halls
Miruvor Lure of the Senses Weathertop
Muster Muster Disperses Additional Characters Wellinghall
Rangers of Ithilien River Bard Bowman
Riders of Rohan Twilight (x3) Boromir II
Secret Passage (x3) Wargs (x2) Elrohir
Sword of Gondolin (x2) Wolves (x2) Erkenbrand
Tower Guard of Minas Tirith Gildor Inglorion
Wood-elves

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).

FRIENDS AND ALLIES


Resources Hazards Characters Main Sites
Bridge Abductor Starting Characters Bag End
Dark Numbers Arouse Denizens with Minor Items Bandit Lair
Dreams of Lore Awaken the Earth's Fire Pippin with Barrow-downs
Dwarven Ring of Bairanax Ahunt Elven Cloak Gladden Fields
Thrar's Tribe Call of Home Merry Lorien
Elven Cloak Corpse-candle Thranduil with Rivendell (x3)
Ents of Fangorn Crebain Dagger of Westernesse Tharbad
Fellowship Despair of the Hear The Lonely Mountain
Flatter a Foe Doors of Night Wizards The Wind Throne
Gates of Morning Doubled Vigilance Pallando Thranduil's Halls
Great-road Dwar of Waw Gandalf Weathertop
Habergeon of Silver Ghosts Wellinghall
Hauberk of Bright Mail Giant Additional Characters
Here Is a Snake Hobgoblins Oin
Lucky Strike Land-drake Gloin
Precious Gold Ring Lure of Expedience Erkenbrand
Quiet Lands Lure of Nature Ghan-buri-Ghan
Rebuild the Town Orc-guard Robin Smallburrow
Red Book of Westmarch Orc-raiders Boromir II
Reforging Ore-watch Gildor Inglorion
Risky Blow River(x2)
Scroll of Isildur Scimitars of Steel
Shield of Iron-bound Ash Slayer
Stealth Thunder's Companion
Sting Wargs (x2)
Tempering Friendship Were-worm
Test of Lore Winged Cold-drake
Thorough Search Wolves
Trickery
Wizard's Test
Wood-elves
To EACH HIS OWN Pallando is your preferred Wizard, as he lets you
Each of your starting characters has a particular hold an extra card. This helps most with the Gold
function in this deck: Bilbo is your ringbearer (for Ring/Ringlore/Dwarven Ring combination. Try not
the Dwarven Ring of Thelor's Tribe); Aragorn II to head to Minas Tirith to recruit the Men of
and Boromir II each have a faction to recruit; and Anorien until you have the Sapling of the White
Hama is your expendable warrior. Bilbo is also your Tree. You can recruit the faction one turn and store
sage (for Ringlore and Dreams of Lore). Bilbo and the Sapling the next organization phase.
Aragorn II have negative marshalling points if For hazards, Long Winter, Fell Winter, and
eliminated, so protect them at all costs. Daelomin Ahunt will slow your opponent, but be
The Dwarven Ring and the two factions are your careful when you play these lest you thwart your
major source of marshalling points, along with own resource strategy. Wake of War will boost your
either Orcrist or Narsil. You have only one site Wolves, Carrion Birds, and Giant Spiders. Play Two
where greater items are playable, The Lonely or Three Tribes Present when you have a hand full
Mountain, so you can only play one or the other. of Orcs and Trolls. Use Choking Shadows with
Orcrist gets the nod in marshalling points and Doors of Night to make more sites/regions to which
prowess. Save your Escape for the Dragon auto- you can key your Ore-watch and Half-trolls of Far
matic-attack here, or send Hama to fight it. Harad. Indur Dawndeath (as a permanent-event),
Greed, Call of Home, and the two Lures of Nature
will help eliminate your opponent's key characters
and items.

TO BACH HIS OWN


Resources Hazards Characters Main Sites

Barrow-blade Arouse Denizens Starting Characters with Amon Hen


Beautiful Gold Ring Brigands Minor Items Bandit Lair
Block Call of Home Aragorn II with Bree
Concealment Carrion Birds Dagger of Westernesse Ettenmoors
Dark Quarrels Cave-drake Bilbo Gondmaeglom
Dodge Boromir II with Isengard
Dreams of Lore (x2) Choking Shadows Dagger of Westernesse Lorien
Dwarven Ring of Thelor's Daelomin Ahunt Hama Minas Tirith
Tribe Doors of Night Rivendell (x2)
Escape Doubled Vigilance Wizards The Lonely Mountain
Fair Gold Ring Fell Winter Pallando The Wind Throne
Ford Ghouls Saruman Weathertop
Gates of Morning Giant
Habergeon of Silver Additional Characters
Healing Herbs Giant Spiders Annalena
Hundreds of Butterflies Greed Elladan
Many Turns and Doublings Half-trolls of Far Harad Haldir
Men of Anorien Long Winter Kili
Mistress Lobelia Lure of Nature (x2) Legolas
Narsil Orc-raiders (x2)
Orcrist Orc-warriors (x2)
Potion of Prowess
Precious Gold Ring Ore-watch
Rangers of the North Pukel-men
Ringlore Ren the Unclean
Sapling of the White Tree "Tom" (Tuma)
Secret News Twilight
Sun Two or Three Tribes Present
Tempering Friendship Wake of War
Test of Form Wolves
THE ARTIFACTS OF GONDOR in play, your company should be able to handle
Your starting company is three tough warriors, most creature hazards. Defeating creatures will add
with Robin Smallburrow to be your Star-glass user to your marshalling points as well. Alatar can use
and big item bearer. Your marshalling point strate- The Hunt to pick off a choice hazard for even more
gy centers around the Red Arrow/Riders of Rohan marshalling points. Be careful of corruption with all
combination, and the Palantir of Osgiliath. Your the items; Fellowships will help with those eventu-
marshalling points for characters plus these three al checks.
resources gets you to 16 points (once the Palantir is Your hazard mix is mostly creatures, many of
stored). Two Swords of Gondolin and the Barrow- which are keyed to wilderness or double wilder-
blade permanent-event on your Dagger of Wester- ness. You also have cards for taking away your
nesse should round out your company's strength opponent's hard-earned marshalling points, like
and your marshalling point total. Muster Disperses for factions, Call of Home for a
Note that the Palantir requires at least 4 charac- heavy-hitting character, Tookish Blood for Hobbits,
ters in the company that bears it because it is so and a smattering of corruption cards to remove
large. You have a lot of extra characters in your characters and items. Abductor is also useful for
deck to make sure casualties don't take you below removing a pesky, low-prowess character. Be sure
this total. to soften up your opponent's company first. Lastly,
Your starting company is strong. With a weapon Smaug and Agburanar Ahunt are included, in case
or two, your Wizard revealed, maybe one or two your opponent is daring, or foolish enough, to risk
more characters, and one or both of the Fellowships The Lonely Mountain and its surrounding area.

THE ARTIFACTS OF GONDOR


Resources Hazards Characters Main Sites

Barrow-blade Abductor Starting Characters Amon Hen


Beautiful Gold Ring Agburanar Ahunt with Minor Items Bag End
Block "Bert" (Burat) Celeborn Bandit Lair
Concealment Brigands (x2) Elrohir with Edoras
Dark Numbers Call of Home Dagger of Westernesse Ettenmoors
Dark Quarrels (x2) Cave-drake Imrahil Lorien
Dreams of Lore Despair of the Heart Robin Smallburrow with Lossadan Cairn
Escape Doors of Night Star-glass Minas Tirith
Fair Gold Ring Doubled Vigilance Moria
Far-sight Dragon-sickness Wizards Mount Gram
Fellowship (x2) Giant Spiders Alatar Rhosgobel
Gates of Morning Giant(x2) Radagast Rivendell (x2)
Healing Herbs Greed Sarn Goriwing
Lucky Strike Hobgoblins Additional Characters The Wind Throne
Magic Ring of Stealth Land-drake Adrazar
Palantir of Osgiliath Lost in the Wilderness Bifur
Potion of Prowess Lure of Expedience Galdor
Red Arrow Lure of Nature Halbarad
Riders of Rohan Muster Disperses Merry
Risky Blow Orc-lieutenant Pippin
Secret News Orc-raiders Theoden
Sting Ore-warriors
Sword of Gondolin (x2) Smaug
Test of Form Thunder's Companion
The Hunt Tookish Blood
Tower Guard of Minas Tirith Wargs
When You Know More Weariness of the Heart
Wolves
AND A DWARF SHALL LEAD THEM and untapping characters; park one of the low mind
For this deck, Beorn and Gimli are your front characters, like Orophin, there to keep the Haven
line, with Merry and Annalena to provide stealth. from being discarded. You can free up three gener-
Your big marshalling point gains will come from al influence by making Annalena Gimli's follower.
the Palantir of Amon Sul and the Iron Hill Dwarves, This hazard mix relies on Wake of War to boost
with the rest rounded out with 1 or 2 point items, your Wolves, Wargs, and Lesser Spiders; and Tribal
factions, or events. You should get a few points Banner to increase the chances of your Orcs elimi-
from creature kills as well. Lossadan Cairn is a nating characters. Use Morgul Night with Doors of
great site to play the Palantir; it's one turn out of Night to play Ore-guard, Ore-watch, and Ghosts
Rivendell, and the automatic-attack is not too tough more frequently. Winged Fire-drake then could be
if you use Beorn and Gimli. Your Gold Ring items played in double wilderness. Exhalation of Decay
are just marshalling points; you have no special will pull those Ghosts, or Wisp of Pale Sheen, back
rings to play. Store them at a Haven to avoid carry- to your hand for an encore.
ing the corruption. Hall of Fire is great for healing

AND A DWARF SHALL LEAD THEM


Resources Hazards Characters Main Sites

A Friend or Three Arouse Denizens Starting Characters with Beorn's House


Beautiful Gold Ring Brigands Minor Items Gladden Fields
Beornings Call of Home Annalena Goblin-gate
Burglary Doors of Night Beorn Iron Hill Dwarf-hold
Cram Exhalation of Decay Gimli with Isengard
Dark Quarrels Ghosts Dagger of Westernesse Lorien (x2)
Dreams of Lore Huorn (x2) Merry with Lossadan Cairn
Elf-path Lesser Spiders Elven Cloak Moria
Fair Gold Ring Light-drake Mount Gundabad
Fair Travels in Border-lands Lure of Nature (x2) Wizards Rivendell (x2)
Fair Travels in Shadow-lands Lure of the Senses Alatar Ruined Signal Tower
Ford Many Sorrows Befall Saruman The Wind Throne
Gates of Morning Morgul Night Weathertop
Great-road Orc-guard Additional Characters
Halfling Strength Orc-raiders Bard Bowman
Hall of Fire Ore-warriors Beregond
Hauberk of Bright Mail Ore-watch Orophin
Healing of Nimrodel River
Iron Hill Dwarves Slayer
Lucky Strike Thunder's Companion
Palantir of Amon Sul Tribal Banner
Precious Gold Ring Wake of War
Reforging Wargs
Risky Blow Weariness of the Heart
Sapling of the White Tree "William" (Wuluag)
Shield of Iron-bound Ash Winged Fire-drake
Stealth Wisp of Pale Sheen
Sting Wolves
Sword of Gondolin
Thorough Search
BASIC DECK TEMPLATE
RESOURCE STRATEGY
This is a good basic deck design that is easily
The resource strategy for this deck is based on
modified with cards on-hand. As you get more com-
marshalling points from major or greater items. It's
fortable with playing and purchase more cards, start
important to get to The Lonely Mountain or another
to tweak the deck and see what you can come up
site where greater items are playable as quickly as
with!
possible. Use Thorough Search and a scout to bring
At this point I would like to mention proxy cards.
in two items in one turn.
A proxy card is usually a common card that has
been written on to denote a rare or uncommon card HAZARD STRATEGY
not owned by a player. The use of proxy cards for The hazard strategy for this deck is to get a Doors
casual play is allowed by ICE as long as the player of Night and an Eyes of the Shadow out and in play.
uses the card for casual play and not for tourna- Then save up your hazards until you have a Clouds,
ments. Any rare cards used in the following decks Minions Stir, Two or Three Tribes Present and a
and scenarios have been shown so that proxy cards bunch of Orcs in your hand. This hand of cards will
can be made if necessary. Please be discreet in the decimate most opponents! The Sacrifice of Form is
use of proxy cards and use them as they are intend- there in case your opponent tries to play Smaug or
ed, to have fun! one of his buddies on you!
The sites listed are the most important sites for
this deck. Your site deck should include one of
every non-Haven card that you possess and two or
three cards of each Haven. You never know when
your resource strategy might change due to an
opponents hazard strategy!

BASIC DECK TEMPLATE


Resources Hazards Characters Main Sites

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.

COMPANIONS OF THE HEART


Resources Hazards* Characters

should include: should include: Starting Characters and Items


A Chance Meeting (x2) Abductor Gimli with Book of Mazarbul
Dreams of Lore Ambusher Legolas with Elven Cloak
Fellowship (x2) Assassin
Gates of Morning (x2) Brigands Additional Characters
Iron Hill Dwarves Call of the Sea Beregond
(See Special Rule #4 below) Despair of the Heart Gloin
Mirror of Galadriel Greed Haldir
Old Friendship (x2) Lure of Expedience
Quickbeam Lure of Nature (x2) Starting Location
Wood-elves New Moon (x2) Minas Tirith
12 other resource cards Slayer
No Musters, The Balance of Things
at least one major item The Burden of Time *Note; Do not include: Nazgul,
Twilight (x2) Orcs, Undead, Muster Disperses,
Wake of War or Doors of Night
Wargs (x2)
5 other hazard cards
SPECIAL RULES VICTORY CONDITIONS
No Wizard is involved in this scenario. Do not include You win a total victory if you muster both factions,
any wizards or spells in the resource decks. store the Book of Mazarbul at The Lonely Mountain and
The other characters in the deck are people that Gimli return to Minas Tirith with 22 marshalling points or
and Legolas may meet along the way. They only travel more. The Dwarves now know the truth about Moria;
with the pair for a short time. Each character may only Minas Tirith will attain a new glory unheard of in previous
travel with the two starting characters for a maximum of years; and the two companions will have sealed their
two turns. They are removed from play on the second friendship forevermore.
organization phase after their arrival.
"After the fall of Sauron, Gimli brought south a part of
Legolas or Gimli may tap in support of each other, the Dwarf-folk of Erebor, and he became Lord of the
giving +1 to an influence attempt or to an attempt to Glittering Caves. He and his people did great works in
remove a corruption card. Gondor and Rohan. For Minas Tirith they forged gates
For purposes of this scenario, The Lonely Mountain is of mithril and steel to replace those broken by the Witch-
considered to be a Border-hold (without an automatic- king. Legolas, his friend, also brought south Elves out
attack). of Greenwood, and they dwelt in Ithilien, and it
The Iron Hill Dwarves are considered to be the became once again the fairest country in all the
Dwarves of The Lonely Mountain and will be influenced westlands."
there. Gimli may store the Book of Mazarbul there. —LotR
Mirror of Galadriel will not be used in the standard
way. Instead, you may play it at Lorien to search
through your play deck for one of the factions. Place this
faction in your hand and re-shuffle your play deck.
"THIS CANNOT BE BORNE!" SPECIAL RULES
"Such was the tale that Nar brought back to No Wizard is involved in this scenario. Do not
Thrain; and when he had wept and torn his beard include any wizards or spells in the resource decks.
he fell silent. Seven days he sat and said no word. The Orcs are determined to stop the Dwarven
Then he stood up and said: 'This cannot be borne!' muster. As such, their patrols are ranging far and
That was the beginning of the War of the Dwarves wide and growing in numbers. To reflect this, use a
and the Orcs, which was long and deadly..." die or counter to keep track of the number of turns
—LotR you take. After the sixth turn, treat all Orc attacks as
if Minions Stir was in play (+1 prowess and strikes
GOAL to each Orc or Troll attack).
Find Durin 's Axe and a Dwarven Ring, then raise Treat the Iron Hill Dwarf-hold and the Blue
Dwarven factions against Azog, The Great Goblin. Mountain Dwarf-hold as Havens for the purposes
Dain II must rally the Dwarves against the Orcs of healing, playing cards (hazards, storing items,
of Moria. Unfortunately, the other Dwarves are etc.), and introducing characters.
reluctant to join the war and can only be convinced When Weariness of the Heart is drawn, it must be
by someone who has both Durin's Axe and one of played immediately as a corruption check against
the Seven Dwarven Rings. Dain II (or your substitute).
Once both factions have been mustered, return to
STEP 1
Dimrill Dale. During the site phase, take Ore-guard
Find Durin's Axe and a Dwarven ring. Dain II or
and The Great Goblin from the side. Your company
a substitute must carry at least one of these.
must first defeat the Ore-guard and then Dain II
STEP 2 must defeat The Great Goblin. Ignore the body
Recruit the Iron Hill Dwarves and the Blue checks against The Great Goblin; if Dain II defeats
Mountain Dwarves. the attacks, he is considered defeated.

STEP 3
Return to Dimrill Dale for battle (see special rule
below).

THIS CANNOT BE BORNE


Resources* Hazards* Characters

Should include: Should include: Starting Characters


Blue Mountain Dwarves Doors of Night (x2) with Minor Items
Dunn's Axe Minions Stir (x2) Dain II (or Thorin II or Thrain II)
Fair Gold Ring Orc-guard Fili
Iron Hill Dwarves Orc-lieutenant Kili
Precious Gold Ring (x3) Ore-raiders (x3)
Test of Form (x2) Orc-warband (x2) Additional Characters
Test of Lore Ore-warriors (x3) Bombur
Any Dwarven Ring Ore-watch Gimli OR Gloin
19 other resource cards Wake of War (x2) Nori
Wargs (x2) Oin
Starting Location Weariness of the Heart Ori
Blue Mountain Dwarf-hold Wolves
9 other hazard cards
*:No Nazgul, corruption cards, or
*:Muster should not be included Muster Disperses
To the Side
Ore-guard
The Great Goblin
This deck creates an alternate universe in which the "But if you'll pardon my speaking out, I think my
bearer of The One Ring is no less than the Elf Lord, master was right. I wish you 'd take his Ring. You 'd put
Elrond. It was chosen for the Casual Companion to show things to right. You 'd stop them digging up the gaffer and
that only your imagination can limit you when playing turning him adrift. You'd make some folk pay for their
MECCG. This deck is included in the advanced section dirty work."
—LotR
due to the choice of cards and the strategies required to
complete the chosen goal. The strategy of this deck is to get Three Golden Hairs,
Emerald of the Mariner, and Phial of Galadriel on Elrond
"BEHOLD ISILDUR'S BANE!" so he can safely bear The One Ring to Mount Doom with
Gollum to destroy it. All the other cards of this deck are
"The face of Elrond was ageless, neither old nor there to make Elrond's quest to Mount Doom easier or
young, though in it was written the memory of many safer. The hazard strategy is designed to annoy and stop
things both glad and sorrowful. His hair was dark as the your opponent in a variety of small ways.
shadows of twilight, and upon it was set a circlet of silver; Although this deck is not for beginners, it's well worth
his eyes were as grey as a clear evening, and in them
striving for. One tip for beginners from this deck's author,
was a light like the stars. Venerable he seemed as a king
crowned with many winters, and yet hale as a tried warrior "The more unpredictable you are, the more you win."
in the fullness of his strength. He was the Lord of
Rivendell and mighty among both Elves and Men."
—LotR

BEHOLD ISILDUR'S BANE


Resources Hazards Characters Main Sites

A Friend or Three (x3) Cave-drake (x3) Starting Characters Bag End


Concealment (x3) Doors of Night (x3) with Minor Items Goblin-gate
Cracks of Doom Giant Spiders (x3) Elrond with Star-glass Lorien
Emerald of the Mariner Lure of Nature (x3) Galadriel with Moria
Free to Choose (x3) Lure of the Senses (x3) Dagger of Westernesse Mount Doom
Gollum Lures of Expedience (x3) Rivendell
Gollum's Fate Rain-drake (x3) Additional Characters The Under-grottos (for
Old Friendship (x3) Weariness of the Heart (x3) Beorn testing The One
Phial of Galadriel Were-worm (x3) (or other Thranduil Ring)
Precious Gold Ring (x3) powerful wilderness 2 sites where greater
Risky Blow (x3) creature) Wizards items are playable
Scroll of Isildur Withered Lands (x3) Pallando (x2) 3 sites where Precious
The One Ring Gold Rings are
Three Golden Hairs playable (preferably
Torque of Hues not dragon homes)
Wizard's Test (x3) 1 site where
major items are
playable
The scenarios in this section were made to be
played as solitaires. There are quite a few rules to
master, but I think you will find them challenging as
opposed to intimidating! If you are a Tolkien fan,
you will recognize familiar storylines from The
Hobbit™ and the Lord of the Rings™ trilogy.
Remember that solitaires aren't designed to be
winnable every time. These scenarios will bring
you many hours of entertainment and be a challenge
and a joy every step of the way!

BURGLAR WANTS A GOOD JOB


"And I assure you there is a mark on this
door—the usual one in the trade, or used to be.
Burglar wants a good job, plenty of Excitement
and reasonable Reward, that's how it is usually
read. You can say Expert Treasure-hunter instead
of Burglar if you like." —Hob

"Now it is the burglar's turn," they said, mean


ing Bilbo. "You must go on and find out all about
that light, and what it is for, and if all is perfectly
safe and canny." —Hob

"If they had still doubted that he was really a


first-class burglar, in spite of Gandalf's words,
they doubted no longer." —Hob
Bilbo Baggins' door was not the first, or the last,
to bear that "queer sign," whether from the inhabi-
The Burglar's test, consisting of four tasks:
tant's own desire, or the scheme of some wizard.
Yet before most employers would accept such a one 2) Steal an item from the hoard of a Dragon and pre-
in their Company, or at least before they would pay sent it to them as proof;
him his "reasonable Reward," they would require 3)Steal an item from an Orcish stronghold and pre-
the burglar to perform several tasks to prove his sent it to them as proof;
abilities. 3. Obtain (by spying) information on one of the
So, before you, Burglar (you can say Expert peoples your employers may encounter on their
Treasure-hunter, or Scout perhaps, instead of upcoming mission, and return to them with this
Burglar if you like), your potential employers have information; and
set the following tasks as a test of your skills, to
4. Rescue one of their comrades in arms, and return
prove your worthiness to accompany them on their
him to them.
great adventure. If you succeed, then, you will
undoubtedly receive "a good job, plenty of In addition, our Burglar must also regale these
employers with tales of his stealthy exploits against
Excitement, and reasonable Reward."
the dangerous creatures of the land.
4) A site deck, which must include at least:
the Burglar's home site (starting location)
Rivendell
Lorien
one Ruins & Lairs site with a Dragon automatic-
attack
• one Shadow-hold or Dark-hold site with an Orc
automatic-attack
• any site where the faction(s) chosen for the
resource deck are playable

It is recommended that the site deck include at


least two, preferably three, different sites that relate
to the Burglar's tasks.
Note that resource and hazard decks are kept sep-
arate in the scenario.

THE TURN SEQUENCE


The Burglar begins play at his home site, with one
non-unique minor item. The player draws a
resource hand of five cards.

Untap Phase: As in Standard Rules


Organization Phase: As in Standard Rules,
except: any character other than the Burglar (a
Hand, see Other Characters below under Special
Rules) who has been in play for two turns leaves
play at the end of this phase.
Long-event Phase: As in Standard Rules (but see
below for Special Rules)
Burglar Wants a Good Job is a solitaire scenario
which highlights the skills of those stealthy com- Movement/Hazard Phase: As in Standard Rules,
panions, the scouts. You will need the following: except the following sections replace those in the
Standard Rules:
4)Starting Company 1 scout character (the If the company is not moving, no resource cards
Burglar) with 1 non-unique minor item may be drawn. One card is drawn from the hazard
5)A Resource Deck of no more than 30 cards, deck and placed in the hazard hand as indicated
which must include: above.
If the company is moving to a non-haven site,
•At least 1 faction, at least 2 major or greater items,
you must draw a number of cards from the hazard
at least 1 Rescue Prisoners.
deck as indicated by the site the company is moving
•Select other resources to include, with the follow- to, and place them in the hazard hand. The hazard
ing limitations: hand consists of cards drawn from the hazard deck,
You may include no more than 1 of any unique which are placed face down in a row at the top of
card, and no more than 3 of any non-unique the playing surface, in the order they were drawn.
card in the deck. Hazards are played on the company from this hand,
You may include up to 3 other characters, one of one at a time, in the order they were drawn. There
which may be a wizard. is no limit to the size of the hazard hand. No cards
are in the hazard hand at the start of the game.
3) A Hazard deck of 30 cards, which must You may draw up to the number of resource cards
include: indicated by that site card (you must draw at least
20 creatures: one card).
5 keyable to Free-domain or Border-land; If the company is moving to a haven site, you
must draw a number of cards from the hazard deck
10 keyable to Wilderness or Double Wilderness;
as indicated by the site the company is moving
5 keyable to Shadow-land or Dark-domain; and 10 from, and place them in the hazard hand as indicat-
non-creature hazards. ed above.
You may draw up to the number of resource cards
indicated by that site card. You must draw at least
one card.
Hazard cards are played on the company in the
following manner: Starting with the first card
drawn, turn over cards one at a time until a playable
hazard is revealed. This hazard is immediately
played on the company and resolved.
Repeat this procedure until the hazard limit is
reached, or until no playable hazards remain in the
hazard hand.
If the hazard limit is reached before all the cards
in the hazard hand are revealed, those unrevealed
cards remain face down until revealed in a subse-
quent turn in the manner described above.
The hazard limit is equal to the size of the com-
pany or two, whichever is larger (Hobbits count
half, round up). The hazard limit is determined for
each company at the beginning of the
movement/hazard phase (e.g., it remains fixed).
Play each hazard in a manner which is best for
the hazard; i.e., if the creature is keyable to
Wilderness or Shadow-land and your Burglar has
an untapped Elven Cloak, key the creature to
Shadow-land. If the hazard has more than one
effect, choose whichever effect would be most
detrimental to the Burglar that turn.
You must discard any cards in excess of five in
your resource hand. If you have fewer than five
cards in your resource hand, you must draw cards
until your resource hand has five cards. You do not
discard or draw cards for the hazard hand at this Recruit a faction and "store" it at a Haven. See
time. Special Rules below.
Site Phase: As in Standard Rules Task #4: Rescue one of their comrades in arms, and
End of Turn Phase: You may discard one card return him to them:
from your resource hand. Then you must draw or Successfully play Rescue Prisoners, and store
discard cards until your resource hand has five it at a Haven.
cards. In addition, our Burglar must also regale these
employers with tales of his stealthy exploits
SCENARIO OBJECTIVES FROM YOUR against the dangerous creatures of the land:
POTENTIAL EMPLOYERS: The Burglar must earn at least 18 marshalling
points from the items/factions/events indicated
Task #1: Steal an item from the hoard of a Dragon
above, and from creatures he avoids by stealth
and present it to them as proof:
(see Special Rules: Marshalling Points).
At a Ruins & Lairs site with a Dragon auto-
matic-attack, successfully play (using Burglary, VICTORY CONDITIONS:
see below for Special Rules) a major or greater When the resource deck is exhausted once, the
item, and store it at a Haven. Employers' Council is called at the end of that turn
Task #2: Steal an item from an Orcish stronghold to discuss the fate of the Burglar:
and present it to them as proof: •If the Burglar has completed two of the tasks suc-
At a Shadow-hold or Dark-hold site with an cessfully and accumulated at least 10 marshalling
Orc automatic-attack, successfully play (using points, he is hired to accompany the employers
Burglary) a major or greater item, and store it at on a Deed of Minor Import.
a Haven.
•If the Burglar has completed three of the tasks suc-
Task #3: Obtain (by spying) information on one of cessfully and accumulated at least 14 marshalling
the peoples your employers may encounter on points, he is hired to accompany the employers
their upcoming mission, and return to them with on a Matter of Some Urgency.
this information:
•If the Burglar has completed three of the tasks suc-
cessfully and accumulated at least 18 marshalling
points, he is hired to accompany the employers
on a Grand and Perilous Adventure..
•You lose the game if the Burglar is eliminated by
death or corruption.

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:

Two non-unique minor items


A site deck which must include:
Barrow-downs
Cameth Brin or Dunnish Clan-hold
Dimrill Dale
Ettenmoors
Goblin-gate
Moria
Mount Gram
Ost-in-Edhil
Rivendell
Tharbad
Weathertop If one of the above sites is
unavailable, you may substitute with any of the
following: Ruined Signal Tower, The White
Towers. All sites but Rivendell are considered
Troll Hideouts.

3) A play deck of 30 cards, which must include:


"William"
"Bert"
"Tom"
Doors of Night (x3)
Minions Stir (x2)
Wake of War (x2)
20 creatures (at least 6 must be of the Wolf,
Spider, or Animal type) 10 keyed to
single Wilderness 5 keyed to double or
triple Wilderness 5 keyed to Shadow-hold
THE MARK OF TROLLS' or Shadow-land 10 Resource Events or
Minor items of your
STONY BOOTS
choice. You may not include Muster. No more
"... I met two of Elrond's people. They were hur- that 1 of each unique card, and no more
rying along for fear of trolls. It was they who told than 3 of each non-unique card may be included
me that three of them had come down from the in this deck.
mountains and settled in the woods not far from the
road; they had frightened everyone away from the 4) A resource sideboard, which must include:
district, and they waylaid strangers." —Hob one character of your choice,
A group of three Trolls have come down from the with a mind of 6 or less one weapon
mountains for mischief, and are waylaying travelers of your choice one faction: either Hillmen
on the road. Elrond, Master of Rivendell, has sent or Dunlendings
out a patrol with the following charge: 5) Resource hand
Find the three trolls and defeat them, rescuing any You start with no cards in your resource hand.
captives and recovering any items;
6) Card Layout
Warn the local peoples of the danger, and convince Lay out all 11 sites on the playing surface in any
them to start their own patrols to secure Rhudaur order you choose. You may wish to group sites by
against further Troll incursions. region or by the order you intend to search them.
1) Characters: No more than three characters, Shuffle the play deck, and deal four cards to each
with a total of no more than 12 mind, and with a of the 10 Troll hideouts. Place the four cards face
Home Site of Bree or Rivendell. At least one must down beneath each site card.
be an Elf. Begin your company at Rivendell.
Hazard creatures (except "Bert," "Tom,"
"William"): The company faces all creatures
playable on the site path or at the destination site.
Creatures are played in a manner that is most dis-
advantageous to the company. If a creature is
defeated, it is eliminated from the game. If the
creature is not defeated or is not playable , it is
put in the discard pile.
"Bert," "Tom," or "William:" Place them at the
site (to be resolved at the site phase).
Resource cards: Place them at the site (to be
received during the site phase). Any minor item
revealed at a site where minor items are not
playable is immediately removed from the game.
If the company is moving to Rivendell:
Shuffle the discard pile. Deal cards one at a
time, up to the company's hazard limit. If the card
is a hazard creature playable on the site path, the
company faces the creature. Otherwise, the card
still counts against the hazard limit, but is
returned to the discard pile unplayed.

THE TURN SEQUENCE


6)Untap Phase: characters may untap if tapped.
Wounded characters may heal only at Rivendell.
7)Organization Phase: You may transfer items
between characters. Choose the site to which the
company will travel this turn.
8)Long-event Phase: Play any resource long-
events. Resource long-events last for two turns in
this scenario.
9)Movement/Hazard Phase: If the company is
moving to one of the ten Troll hideouts: Remove
cards from beneath the destination site card. Turn
over all cards, and play them in the following
order:
Hazard events: any hazard events enter play first.
For this scenario, Minions Stir, Wake of War, and
Lost in the Wilderness are considered permanent-
events. Once in play, they remain in play for the
rest of the game, unless removed by a resource
(such as Marvels Told). Duplicates of events
already in play are discarded.
F. If no trolls were defeated at the site, any untapped
character in the company may tap to receive a
resource found at the site.
If playable, a minor item is played with the
character (see Resource cards in the
Movement/Hazard Phase section above).
A permanent-event or short-event may be
played immediately, or placed in a resource hand
to be played on a later turn. There is no limit to
the size of the resource hand.
Long-events are placed in the resource hand
until they are played during a long-event phase.
6. End of Turn Phase: Any resources not received
by the company are eliminated from the game.
Any of "Bert," "Tom," or "William" not defeated
this turn remain at the site to be defeated next
turn (the company must face any automatic-
attacks again next turn).

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."

MARK OF TROLLS' STONY BOOTS


Resources Hazards Characters Main Sites

Block (x2) "Bert" (Burat) Starting Characters with Barrow-downs


Dark Quarrels (x2) Doors of Night (x3) Minor Items Cameth Brin
Healing Herbs Minions Stir (x2) Gildor Inglorion with Dimrill Dale
Marvels Told Wake of War (x2) Dagger of Westernesse Ettenmoors
Risky Blow (x2) Cave-drake Glorfindel II with Goblin-gate
Tempering Friendship (x2) Dire Wolves Elven Cloak Moria
Giant Mount Gram
Giant Spiders (x2) Ost-in-Edhil
Half-trolls of Far Harad Rivendell
Hobgoblins Tharbad
Olog-hai (Trolls) Weathertop
Orc-guard
Orc-lieutenant Sideboard
Orc-raiders Beretar
Orc-warband Hillmen
Ore-warriors Orcrist
Ore-watch
"Tom" (Tuma)
Wargs (x2)
"William" (Wuluag)
Wolves (x2)
TO THE ENDS OF MIDDLE-EARTH
Times are evil, but there is one hope. Through
immense danger and against unbelievable odds, a party
of four Hobbits, with the help of Strider the ranger,
have managed to find their way to Rivendell with a prize
which the Dark Lord is bending all of his will toward
finding.
It is by coincidence that all of the Free Peoples have
sent representatives to Imladris in the hope of benefiting
from the wisdom of Elrond, master of Rivendell, and a
chief among the Elves. There the Council of Elrond is
held and for the first time, Isildur's Bane, The One Ring,
is revealed to all present. Gandalf insists that even though
The One Ring could mean doom for all who wander free
upon Middle-earth, it could also be their only hope of sal-
vation.
Many councils are taken and many things decided, yet
not enough is known. It appears as though the Nine
Nazgul that pursue the Ring and its bearer have been
unhorsed and unmasked by the flooding of the river, but
none know for sure. What other dangers await them in
the surrounding lands, whether they be spies or agents
of Sauron, nobody knows.
Scouts are chosen to be sent out to the four corners of
Middle-earth to seek out the enemy and divine his
strengths and weaknesses. They must venture out under
This scenario is designed to be played by two players, the eyes of the enemy and attempt to penetrate even his
but can be played with up to five if you have the time! most dreaded of strongholds.
Don't be surprised by the wider range of cards used; this The histories do not record the names of all of these
scenario is for advanced players with fairly extensive scouts. Many are sent in anonymity simply for the purpose
card collections. If you're just starting out with a few of recruiting scouts of greater stature from the towns
Starter decks and boosters and don't have the cards and dales of Middle-earth. Many will never return.
required, that's OK! Use the idea behind the design of this
scenario and create your own campaign against Sauron.
The possibilities and fun are almost endless! You can
make proxy cards to flesh out the needs of this scenario
as written.
SPECIAL RULES
All normal decks size limits apply, except that the
five characters who would normally start will go
into the play deck along with any other characters a
player chooses. You may have up to seventeen total
characters in your play deck. No wizards in this
game.
After decks and characters are chosen, each play-
er will select at random one of the five available
missions. Each mission having a primary goal, and
several secondary goals as well.
During your organization phase, you may play as
many characters as you have in your hand, but they
may only be played at their home sites as listed on
the character's card. You may not exceed a total of
forty mind of characters in play under your general
influence.
Company size is limited to one character and any
other character(s) he can directly influence. This
means if a character has more than two characters
as followers and is killed, those that were under the
controlling character must split during the next
organization phase. The exception would be if one
of the characters could use direct influence on the
other(s).
There is a limit of one hazard creature per char-
acter in a party.
All normal phases of the turn proceed as stated in
the standard rules, with the following exceptions:
You may not use starter movement.
If, at the beginning of any turn, a player does not
have a character in the game, he may draw
cards until one of the following occurs: he
draws a character, he draws a fifth card, or he All corruption points (CP) caused by items,
chooses to stop drawing. If a character is actions, or hazards are halved, rounded up. For
drawn, it must be played immediately. No other example, 1 normal CP is one in this game. 2 Normal
character may be played that turn. CP are still one, and 3 normal CP are two, etc. This
rule does not apply to corruption check modifiers.
•During the site phase, a character need not be
Marshalling points are meaningless, but factions
untapped (but may not be wounded) to play an
can still be used. In this game, a faction must be
item playable at the site.
influenced in the same manner as in normal
MECCG, but when influenced must stay with the
Any card effect or item that requires a character
character as an ally-faction.
to tap may be used, even during combat, without
These factions are not armies, but rather small
tapping the character (even if the character is
bands of scouts. They are not unique, though each
injured). Though any item used in this way must
player may only have one of each faction per deck.
tap, even if it is not normally required. This rule
A faction contains a number of characters equal to
does not apply to the rules of combat themselves,
the number of MPs that faction is worth, and has a
which are applied as usual, including for the pur-
prowess equal to the number stated on the card
pose of choosing defending characters. For exam-
needed to influence it.
ple, combat modifications to prowess due to a char-
acter being tapped or choosing not to tap to face a
strike still apply.
The usual rules apply to playing a minor item at
a tapped site or an item normally playable at an
Under-deeps site. This means you can play two
items on one uninjured character, and more if some
other condition makes more items playable.
All characters in a company must be assigned
strikes before any faction is assigned a strike. A fac-
tion may face a number of strikes equal to the num-
ber of MPs the faction is worth. Any additional
strikes must be assigned to characters (not the fac-
tion) as modifiers. However, if a faction outnum-
bers the strikes the company is facing, the company
may apply each extra strike as a +1 modifier to the
prowess of itself or any character facing a strike
from the attack.
All strikes against a faction are taken care of with
one roll; either they win, lose, or draw. If a faction
is killed, it goes to the discard pile, and is not elim-
inated. Since factions are treated as allies in calcu-
lating company size.

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.

The character must then return the site to


Rivendell and store it there. Site information may be
stored during the site phase. At that time, the char-
acter may be sent back out to another site, stay at
Rivendell and wait to join other characters or be
sent to the discard pile. If a character who has a site
information card under him is killed, he may not
pass the information to any other character.
MISSION #1 — FLIES AND SPIDERS
Even though Sauron has left his stronghold in
Southern Mirkwood, it is rumored that one of his
lieutenants, if not one of the Nine, is fortifying the
stronghold in preparation for war. You must pene-
trate the shadows of Mirkwood and return with the
information you gain there. The surrounding lands
must also be spied out. Mirkwood has long suffered
under the weight of the Dark Lord in his guise as
the Necromancer. It is believed that the shadow of
Dol Guldur stretches even as far as the Withered
Heath. The Iron Hill Dwarves may be able to pro-
vide you with some valuable assistance and it
would also be a good idea to visit Shrel-Kain while
you are out. To make matters worse, some link
seems to exist between Dol Guldur and a Bandit
Lair in the Brown Lands just south of there.

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-

The following two decks are designed around specific


themes found in Middle-earth. One of the great joys of
MECCG is being able to put together decks that draw
heavily from the themes of Tolkien, and which are still fun
to play! There are a fair number of rare cards in these
decks, and unfortunately we were not able to print all of
them for proxy card purposes. There are, however, plenty
of substitutions for the cards you might not have, so
study these decks and enjoy!
egating Gates of Morning to its normal boring roll wham! Doors of Night and Twilight cannot be
as an anti-Doors of Night card, this deck actively played. Your 15 environment cards have the sole
uses the benefits of Gates of Morning, and even purpose of getting this combination into play, so
depends on it. you have no problem using your excess environ-
Therefore, the main defense for Gates of ments to fuel Balance during your organization
Morning, namely Balance Between Powers, phases. Radagast's card drawing ability will help
deserves some special attention. The Fog/Echo of insure you have a good supply of excess environ-
All Joy combination's main vulnerability is from ment cards coming into your hand.
Doors of Night and Twilight. Once you have this
combination in play, you can drop Balance and,

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

A Chance Meeting An Unexpected Outpost (x3) At Start


Beautiful Gold Ring (x3) Barrow-wight (x2) Celeborn w/ Cram
Block (x3) Chill Douser (x3) Cirdan w/ Elf-stone
Easterlings Choking Shadows (x3) Faramir
Fair Gold Ring (x3) Doors of Night (x3) Ioreth
Great-road Exhalation of Decay (x3)
Gollum Ghosts (x2) Other Characters
Hundreds of Butterflies (x3) Ghouls (x3) Dain II
Leaf Brooch (x2) The Moon Is Dead (x3) Dori
Lesser Ring (x2) Morgul Night (x2) Elladan
Magic Ring of Courage (x3) Morgul-rats (x3) Elrohir
Magic Ring of Words (x2) Mouth of Sauron Glorfindel II
Marvels Told (x3) Peril Returned (x2) Halbarad
Men of Dorwinion Plague of Wights (x2) Haldir
New Friendship (x3) Spells of the Barrow-wight (x2) Legolas
Orcrist Stirring Bones (x3)
Pledge of Conduct The Will of Sauron (x2) Wizards
Quickbeam Wisp of Pale Sheen (x3) Gandalf (x2)
Risky Blow (x3)
Test of Lore (x3)
Twilight (x3)
Wormsbane
Even in casual play, you will occasionally come across
another player who wants to know if your deck is tournament
legal. Under the Council of Lorien tournament guidelines, the
deck construction rules have been modified and certain cards
have errata that effect the course of play and the viability of
certain strategies.
As a casual player, you may not be concerned with these
issues, but you out to know at least the basics as a matter of
courtesy. After all, some strategies that work very well in casual
play, will not work well in tournament play. If your opponent is
concerned about this issue, you should at least be able to advise
him what to expect.

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.

If you check over the decks presented here in the Casual


Companion, you will find that they are all tournament legal. In
fact, you can add another wizard as per the third guideline if you
so choose.
(and declare he is facing a strike) before any other
strikes are assigned.
Alatar (errata)—Change "...:he must tap and make a
corruption check immediately following the attack."
to "...: he must make a corruption check immediately
following the attack, and, if untapped, he must tap."
Align Palantir (errata)—Add "May not be duplicated on
a given Palantir.
Assassin (clarification)—If an attack from Assassin is
given more than one strike, each additional strike
becomes an excess strike (-1 prowess modification)
against the attacked character. An Assassin can never
assign strikes to more than one character.
Balrog of Moria (clarification)—The "in addition" sec-
tion of Balrog of Moria is not used if Galadriel is out
of play, even if she is eliminated.
Bane of the Ithil-stone (clarification)—This card cancels
any action that literally causes any player to search
through or look at any portion of any play deck or dis-
card pile outside the normal sequence of play. E.g.,
this card cancels Vilya, which would otherwise allow
Elrond's player to choose 5 cards from his discard pile
and shuffle them into his play deck. This card does not
cancel each player's card drawing option when a com-
pany reveals a new site, but it does cancel Lucky
Search. This card does not affect an action which
allows a player to bring cards from his sideboard into
his discard pile or play deck. This card does not affect
an action which otherwise only causes a player to
reshuffle his play deck.
Bill the Pony (errata)—The body of this ally is 10, not 6.
Book of Mazarbul (errata)—Replace "... tap the bearer
during your organization phase ..." with "... tap Book
of Mazarbul during your organization phase ..."
Burglary (clarification)—If you fail the roll for the
Burglary, you cannot then play an item.
CLARIFICATIONS AND ERRATA Burglary (clarification)—The character who fails the
Certain cards have errata or clarifications that can burglary roll must face the automatic-attack as though
he were a one-character company. This means he can
seriously effect play. Though for casual play you might
receive no combat support other than what he himself
want to ignore this, if you are interested in moving on
can provide. This is a reversal of an earlier ruling.
to tournament play, you might want to familiarize
Others characters in his company cannot tap in sup-
yourself the ones we present here. It is also very useful
port, etc.
to settle disputes.
Burglary (clarification)—Revealing an on-guard crea-
The errata presented here covers the changes
ture or attacking with an agent can be declared when a
between the Limited and Unlimited printings of
character plays burglary. The creature or agent would
Middle-earth: The Wizards, and some of the most attack the entire company after Burglary is resolved.
important subsequent rulings. The complete list is Of course, the site must have an auto-attack to reveal
available on ICE's web site at: www.ironcrown.com. an on-guard creature.
Call of Home (clarification)—Besides the one item
MIDDLE-EARTH: THE WIZARDS
automatically transferrable, all other non-follower
The following list details card errata and clarifi-
cards target character controls are discarded.
cations of cards. This list is official. If a card lists an
Call of the Sea (clarification)—Besides the one item
errata, it means text on the card is wrong or incom-
automatically transferrable, all other non-follower
plete. If a card lists a clarification, it means text on the
cards target Elf controls are discarded.
card could be ambiguous.
Corpse-candle (clarification)—If this attack is cancelled,
Akhorahil (errata)—Change "...gives -1 penalty to the company does not have to make corruption checks.
one..." to "...gives +1 penalty to one..."
Corsairs of Umbar (errata)—May also be played at any
Alatar (clarification)—Alatar can use his "teleport" abil- site in Elven Shores, Eriadoran Coast, Andrast
ity if he is wounded, tapped, or untapped. Alatar Coast, Bay of Belfalas, and Mouths of the Anduin.
always faces a strike when he teleports, regardless of
his wounded or tapped status. Alatar must teleport
Cracks of Doom (errata)—Remove "Otherwise, discard Foul Fumes (clarification)—For the additional effect if
The One Ring and its bearer." Doors of Night is in play, the site path to consider is
Dodge (errata)—Replace "... his body check is modified the one given on the site card.
by -1." with "... his body check receives a +1 penalty." Gates of Morning (clarification)—This card only cancels
Doors of Night (clarification)—This card only cancels hazard environment effects already in play when this
resource environment effects already in play when this card is played. It does not cancel hazard environment
card is played. It does not cancel resource environ- cards and effects played after this card is resolved.
ment cards and effects played after this card is This card cannot be played after strikes from an attack
resolved. This card cannot be played after strikes from have been assigned, if this card would cause the num-
an attack have been assigned, if this card would cause ber of strikes from the attack to change.
the number of strikes from the attack to change. Giant (errata)—Add "Giant."
Dragon's Desolation (clarification)—The second option Goldberry (clarification)—This ally can tap to cancel an
of this card lasts until the end of the turn or until a effect declared earlier in the same chain of effects that
dragon is played with it. The second option must tar- would cause her company to return to its site of origin.
get a Ruins and Lairs site with the site path require- Goldberry (clarifications)—No player may assign strikes
ment. The site path to consider is the one given on the to Goldberry. She may tap to give a character +1 in
Ruins and Lairs site card. This card can be used to combat. Goldberry cannot prevent a company from
attack a company that does not move and is at a Ruins returning to its site of origin that failed its roll to move
and Lairs site with the proper site path requirement. to an adjacent Under-deeps site.
Dragon's Desolation (clarification)—Playing Dragon's Gollum (clarification)—The text on Gollum is an ability
Desolation to make a Dragon playable at a Ruins & that you can choose to use, not an effect that happens
Lairs does not necessarily require you to play a automatically.
Dragon later in the turn.
The Great Goblin (errata)—"Unique. Orc. One strike.
Dwarven Rings [in general] (clarification)—Values in ?5

parenthesis and brackets apply to Dwarf bearer.


Dwarven Rings [in general] (clarification)—Give +2
(+7) to direct influence.
Dwarven Ring of Thelor's Tribe (errata)—The
prowess/body modifications should read: "+2(4)/+l".
Dwarven Ring of Thrar's Tribe (errata)—The
prowess/body modifications should read: "+2(4)/+l".
Elven Cloak (clarification)—Can cancel a strike keyed to
double (or multiple) Wilderness.
Ent-draughts (errata)—Remove "as a minor item" and
replace with "and only if an ally or faction has been
succesfully played at Wellinghall"
Escape (clarification)—An unwounded character must
be used to satisfy the condition.
Escape (clarification)—Cannot be played on a wounded
character.
The Evenstar (clarification)—The additional effect of
this card if Gates of Morning is in play, that a
Wilderness or Border-land change, is optional. Such a
region or site type need not exist for this card to be
declared.
Eye of Sauron (clarification)—If Doors of Night is in
play, the total prowess modification is +3 to each auto-
matic-attack, not +3 in addition to the +1 listed at the
start of this card.
Fell Beast (clarification)—This card can be played and
resolved before any Nazgul is played with it. A Nazgul
must be played as the first declared action in the chain
of effects following the resolution of Fell Beast. If a
Nazgul is not played immediately following the reso-
lution of this card, this card is returned to its player's
hand. This card cannot be played for no effect just to
discard it. This card can be played on an existing
Nazgul attack, but the extra playability this card pro-
vides would not apply.
Halfling Strength (clarification)—If used to heal a
Hobbit when healing effects affect all characters in a
company, it will heal all other wounded characters in
the company.
Horses (errata)—Add "Playable only at the end of the
organization phase."
Khamul the Easterling (clarification)—The cards are
discarded from opponent's hand.
Leaflock (clarification)—This ally can tap to cancel an
attack. He can tap to cancel an ongoing hazard effect
that targets his company or any entity associated with
his company (item, character, site, etc.). He can tap to
cancel a dice-rolling action declared earlier in the
same chain of effects but not yet resolved (e.g., Call of
Home). He cannot tap to cancel a non-dice-rolling
effect declared earlier in the same chain of effects. For
example, Leaflock could not stop "Tom" from forcing
a wounded player to discard his items if Leaflock
passed on the opportunity to cancel "Tom's" attack.
However, once a chain of effects containing a hazard
is resolved, he may tap to cancel an effect that is ongo-
ing. For example, Leaflock could stop the effect of
River, but he could not keep Adunaphel, activated as
short-event, from tapping a character.
Long Winter (clarification)—For the additional effect if
Doors of Night is in play, the site path to consider is
the one given on the site card.
Lucky Search (clarification)—Playable at a tapped or
untapped site. Does not exhaust play deck if its final
card is revealed.
Lucky Search (errata)—Replace "Discard all revealed
cards except the item." with "Reshuffle all revealed
cards except the item back into play deck."
Great-road (errata)—Change "Opponent draws twice..." Lucky Search (errata)—Add at the end of the first para-
to "Opponent may draw up to twice..." graph "Discard item if the scout is wounded by this
Great Ship (clarification)—A character can tap to cancel attack."
an attack. He can tap to cancel an ongoing hazard Lure of Expedience (clarification)—A ring played in
effect that targets his company or any entity associat- response to a test would also cause a corruption check.
ed with his company (item, character, site, etc.). He Lure of Expedience (clarification)—Will trigger when a
can tap to cancel a dice-rolling action declared earlier gold ring item is tested and a special item is success-
in the same chain of effects but not yet resolved (e.g., fully played. Will trigger when an item is transferred.
Call of Home). He cannot tap to cancel a non-dice-
Lure of Nature (clarification)—The corruption checks
rolling effect declared earlier in the same chain of
from these cards depends on the number of wilder-
effects. For example, a character could not stop a Fell
nesses in target character's site path at the end of his
Turtle from sending his company back to its site of ori-
movement/hazard phase. These corruption checks
gin after a successful strike if no one chose to cancel
may be targetted at any point during his company's
the Fell Turtle's attack. However, once a chain of
movement/hazard phase.
effects containing a hazard is resolved, he may tap to
cancel an effect that is ongoing. For example, a char- Lure of Nature (errata)—Replace "at the end of each
acter could stop the effect of River, though he could movement/hazard phase" with "after all other hazards
not keep Adunaphel, activated as short-event, from have been played."
tapping a character. Lure of Nature (clarification)—The corruption checks
Great Ship (errata)—Add "Tap a character in target com- caused by Lure of Nature happen at the end of the
pany during the organization phase to play Great Ship afflicted character's movement/hazard phase. Of
on that company." Replace "...contains a coastal sea course, the character's player can play resources to
region..." with "...contains a coastal sea region and no modify the corruption checks. The hazard player is
consecutive non-coastal sea regions..." allowed to play hazards in response, if the hazard
player has enough hazard limit remaining. Hazards so
Gwaihir (errata)—"...you may discard Gwaihir during
played must directly affect the corruption checks
the Organization phase to allow his company..."
caused by Lure of Nature. He can play no other haz-
Halfling Strength (clarification)—This card can be ards, no creature, no new corruption cards, etc. The
played to heal all charcters at the site if played to heal spirit of Lure of Nature is that the corruption checks
a Hobbit during the organization phase at a site where happen after everything else the company will face.
healing cards affect all characters at a site.
Mirror of Galadriel (clarification)—This card is playable
if any of your characters is at Lorien.
Morannon (errata)—"This card is used as Dark-hold ( )
site card in the region of Udun that is moved to......"
Morgul-horse (clarification)—The first option of this
card must be declared in response to tapping a Nazgul
permenant-event in the same chain of effects.
Morgul-horse (clarifications)—To bring a Nazgul per-
manent-event back into your hand Morgul-horse must
be declared after tapping the Nazgul is declared and
before it resolves. Regarding only the alternative
effect, this card can be played and resolved before any
Nazgul is played with it. A Nazgul must be played as
the first declared action in the chain of effects follow-
ing the resolution of the alternative effect of Morgul-
horse. If a Nazgul is not played immediately follow-
ing the resolution of this card, this card is returned to
its player's hand. This card cannot be played for no
effect just to discard it.
Mount Doom (clarification)—Hazard creatures keyable
to Mount Doom can be played regardless of any
resources prohibiting their play. Creatures that can be
played at Mount Doom by description can always be
played at Mount Doom regardless of resources in play
(like Stealth, Hiding, etc.). If the site type of Mount
Doom changes, creatures may be keyed to the new site
type, but not to the old site type.
Morgul-knife (clarification)—A wounded character
receives the corruption from this card immediately
following the Nazgul's attack.
Morgul Night (clarification)—Doors of Night is only
required when this card is brought into play. This card
and its effects would be unaffected if Doors of Night
were later discarded.
Palantir of Osgiliath (clarification)—If bearer's compa-
Muster (clarification)—"Warrior only. An influence check ny size goes below four during the movement/hazard
against a faction by a warrior is modified by adding the phase when the company is moving to a new site, dis-
warrior's prowess to a maximum modifier of +5." card this card.
Muster (errata)— Replace entire text with "Warrior The Pale Sword (clarification)—A wounded character
only. An influence check against a faction by a warrior receives the corruption from this card immediately
is modified by adding the warrior's prowess to a max- following the Nazgul's attack.
imum modifier of +5."
Praise to Elbereth (clarification)—When this card is
Muster Disperses (clarification)—Muster Disperses can- played, you must declare which characters are target-
not be revealed as on-guard card. ting which Nazgul events. A cancelled Nazgul event—
Neeker-breekers [promo card] (clarification)—A Wizard as a permanent-event or activated—is discarded and
does not face a strike from this hazard creature. has no effect.
Neeker-breekers (errata)— "Does not effect Wizards." The Precious (clarification)—The player playing this
Old Forest (errata)— "healing cards" with "healing card chooses the character to make the corruption
effects." check.

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
for playing out specific storylines in the Middle-earth setting. An 8-page
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

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