Mark's MECCG Notes Source http://mark.random-article.com/meccg/ All credit goes to the original author Mark Whitley's v. 1.1 - Layout,& Editing: Oliver “Bagoz”
1 - Deck Building This page contains some rudimentary advice on how to construct a deck for the Middle-Earth Customizable Card Game. MECCG is a decidedly more complicated game than most other CCGs, and a newcomer to the game might find the task of deck construction to be a bit thorny. Experienced players will likely scoff at this advice; this is not for you. Rather, this is advice for novices or folks who have trouble paring down the size of their decks (like me). Note that I only address Hero decks here, as I never never got into playing Minions. Minions. (I just don't like playing the bad guys.)
Core Resource Cards Firstly, let's tackle the problem of which regions, sites, characters, and Marshalling Point cards you should be playing. It all boils down to basically one thing: location is everything. Choosing your Sites
The first step in getting started is to pick an area on the map where you will do most of your travelling. You should confine it to about 6-12 regions which are all adjacent. If you spread out your sites, it will take longer to move around and makes you more susceptible to being roadblocked. Some areas suggest themselves: Mirkwood, Dragon Country, Gondor, Rivendell, etc. Gather all the site cards in those regions. Find the nearest Haven and include it. You may end up with a handful, but you will thin them out later. In the final analysis, you should only need about a dozen sites, so take this opportunity to shrink the area you will travel in. It might help to organize them by: item sites, faction sites, and information sites.
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Choosing your Marshalling Point Cards
The next thing to do is to select Marshalling Point (MP) cards playable at the sites you will visit. These need to be appropriate. If you have no hoard sites, you shouldn't include any items that require a hoard site. Likewise, if there are no Information sites, you will not be able to play Information MP cards (such as Dreams of Lore). Also, remember that you need a blend of the different categories of points so that your opponent's points don't get doubled for a particular category). You should end up with about 10 MP cards that total around 25 points. (All you need is 20, but it's good to stay on the safe side.) Breaking it Down
In general, shoot for: Two Factions (in case one gets "Muster Dispersed" away) Three Items (not minor, they give no MPs) One Ally (Noble Hound is always a good choice) One "Miscellaneous" source (Rescue Prisoners is a good choice) This leaves 3 empty slots. Fill them as you wish. This allows you to play more factions, more allies, more items, etc. Notes on Items
A few more words need to be said about items. You should try to cover the following bases: One big weapon to help you with strikes. (Two big weapons is usually a good idea.) Glamdring / Orcrist are always good bets. If you're travelling in Dragon Country, Wormsbane is a must-have. One item that grants additional direct influence (you may be able to do without this, or get it with a minor item, but more DI is never a bad thing.) One item that helps keep your characters untapped, unkilled or otherwise ready. Examples: an item that cancels strikes (i.e. Torque of Hues), an item that gives plusses to body (i.e. Mithril Mithril Coat), or an item that allows allows a character to remain untapped against a strike (i.e. Great Shield of Rohan). You will need one site card per MP card (10) plus 2 or three more just to be on the safe side (i.e. if one gets tapped because of a Fell Winter.) Take this opportunity to thin your site deck a bit.
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Choosing your Marshalling Point Cards
The next thing to do is to select Marshalling Point (MP) cards playable at the sites you will visit. These need to be appropriate. If you have no hoard sites, you shouldn't include any items that require a hoard site. Likewise, if there are no Information sites, you will not be able to play Information MP cards (such as Dreams of Lore). Also, remember that you need a blend of the different categories of points so that your opponent's points don't get doubled for a particular category). You should end up with about 10 MP cards that total around 25 points. (All you need is 20, but it's good to stay on the safe side.) Breaking it Down
In general, shoot for: Two Factions (in case one gets "Muster Dispersed" away) Three Items (not minor, they give no MPs) One Ally (Noble Hound is always a good choice) One "Miscellaneous" source (Rescue Prisoners is a good choice) This leaves 3 empty slots. Fill them as you wish. This allows you to play more factions, more allies, more items, etc. Notes on Items
A few more words need to be said about items. You should try to cover the following bases: One big weapon to help you with strikes. (Two big weapons is usually a good idea.) Glamdring / Orcrist are always good bets. If you're travelling in Dragon Country, Wormsbane is a must-have. One item that grants additional direct influence (you may be able to do without this, or get it with a minor item, but more DI is never a bad thing.) One item that helps keep your characters untapped, unkilled or otherwise ready. Examples: an item that cancels strikes (i.e. Torque of Hues), an item that gives plusses to body (i.e. Mithril Mithril Coat), or an item that allows allows a character to remain untapped against a strike (i.e. Great Shield of Rohan). You will need one site card per MP card (10) plus 2 or three more just to be on the safe side (i.e. if one gets tapped because of a Fell Winter.) Take this opportunity to thin your site deck a bit.
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Rules of Thumb for MP Cards
"Generic" MP cards are more easily played than site-specific cards. Glamdring is easier to play than the Book of Mazarbul because Glamdring can be played at any Major Item site whereas the BoM can only be played at Moria. Likewise, Noble Hound is easier to bring into play than Leaflock because the Hound can be found at any Border Hold whereas Leaflock can only be played at Wellinghall. Site-specific factions are unavoidable (but Roac the Raven or Old Road can help). Non-unique MP cards are "safer" than unique unique cards because if your opponent has already played it, you won't be able to unless you can find a way to get your opponent's card off the table. A Sword of Gondolin is "safer" than Orcrist because the SoG is non-unique. Unique items do, however, typically grant higher bonuses, so there is a trade-off there. Allies with movement restrictions require more attention to the site deck than nonrestricted allies. Restricted allies usually have better bonus-game effects, so there is a trade-off. Factions and Allies do not give corruption points, items do. Choosing your Characters
In general you want to play characters that have home sites in the traveling area you picked earlier. This allows them to join your traveling companies more easily or to quickly bring in a faction at their home site. You should probably include the home site for each of your starting characters whose home site is located within your starting geographical region.
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Size Matters
Character cards can be roughly broken down into three categories: Low-Mind characters (those with a mind attribute of 1, 2, or 3), Medium-Mind characters (those with a mind attribute of 4, 5, or 6), and High-Mind characters (those with a mind attribute, of 7 to 10). Here are some rough proportions for character selection: For each High-Mind character you should have: 1-2 Medium-Mind characters and 2-3 Low-Mind characters From this pool you will decide which characters will be in the starting party (discussed below), and which ones will go into the deck. Remember that the more characters you have in your deck, the less likely you will be to draw a resource card, so keep it slim. A starting pool of a dozen (give or take) is about right. If there are some characters that you think you won't need, put them in your sideboard instead of your deck. You might bring in some out-of-towners (i.e. characters whose home site is not in the geographic area you selected at first) to accommodate these size guidelines. General & Direct Influence
The rationale for the above breakdown is for helping you make the best use of your direct influence. General Influence is a limited source (20) and, with few exceptions, cannot be increased. (Saw Further and Deeper w/o a Wizard and Emerald of Doriath are the only ways I know of.) Direct influence, by contrast is a much more flexible resource: there are numerous items that grant DI bonuses (Red Arrow, to name but one); some resource cards grant additional DI (such as Helm of Her Secrecey); many characters start with some DI; and some characters have "specialized" DI that can be used against specific races or characters (such as Thorin or Arwen). Your starting party will probably have one of each type of character (High, Medium, and Low), and the High-Mind character will probably be able to dominate the LowMind character right away. After retrieving your DI bonus item (see above), the HighMind character will be able to dominate the Medium-Mind character. A starting Minor Item that grants DI bonuses or a character with race-specific DI bonuses might allow the High-Minder to control the Med-Minder right away. In some cases, you may be able to get the Med-Minder to dominate a High-Minder! (Such as Arwen dominating Aragorn.)
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Skills
The characters you pick need to have a variety of different skills so as to round out your company. If you are deficient in a skill area, your game will suffer. The most important skills to have are listed in order: Ranger - for preventing roadblocks and canceling attacks with Many Turns and Doublings. Every moving company needs one (maybe two). Sage - for playing Marvels Told, if nothing else. These can stay at havens or other "safe" sites, such as home sites. (Having one Low-Mind sage in your deck is usually a good idea.) Scout - for milking a site with Thorough Search, and playing Concealment to cancel an attack. Every moving company should have one of these. Diplomat - only really useful if you have a heavy faction deck. (I know, Pledge of Conduct... Whatever.) (Some might quibble about where I ranked Sage and Scout.) Warrior is not included in the list because it is impossible to avoid, being by far the most common skill. That having been said, it is always a good idea to have Warriors in your company for Warrior-only Items and Risky Blow, Lucky Strike, and Dodge support cards. As before, you might bring in some out-of-towners (i.e. characters whose home site is not in the geographic area you selected at first) to accommodate these skill guidelines. Dealing With The Weak Guys
You will quickly encounter the problem of what to do with the weaker characters in your group. There are several strategies that boil down to one (double-edged) question: do you need to keep the weak guys around for any special services they provide (such as the Hobbit pack-horse for high-corruption items or burgling sites), or can you afford to throw them away? The "beef 'em up" strategy, where you arm them with weapons. (Giving a Hobbit a big sword changes the game considerably). The avoidance strategy, which comes in two forms: the "cancellation" approach (Elven Cloak, Torque of Hues, Hobbit Stealth, Concealment); and the "putting something between the weak guy and the bad guy" approach (Noble Hound, Many Foes He Fought).
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Lastly, we have the tissue paper strategy, where the weak guys are only there to draw fire. Itangast is attacking us? All yours, Oin! *FWOOM* Way to take one for the team, Oin! Make a decision now about which weak guys are important and which aren't and plan accordingly. Picking a Starting Party
Four characters is a good size for the starting party, give or take one. Be sure to have one tough guy (High-Mind) at least one Ranger in the group, and probably a Scout. If you play with the optional starting home site rule, you can start your party at one of the sites in your deck rather than Rivendell, which can help speed things up. What About the Other Characters?
What you basically want to do with the remaining characters you selected is clone your starting party twice, such that you have a 1st string, 2nd string, and 3rd string line. The 1st string is your starting party, the 2nd string goes in your deck, and the 3rd string goes in your sideboard. Choosing Your Wizard
The traveling area and MP items you selected should tell you what Wizard you should choose. If you're doing rings, Gandalf is a good choice, for Palantri, Saruman is a good choice. If you're going through lots of Wilderness areas, Radagast is a good choice. If your MP items will require big combinations, Pallando is a good choice.
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Choosing Your Starting Minor Items
These can be broken down based on who will use the items: a weak character that you want to protect or a tough character that you want to beef up even further. There may be some special-purpose considerations as well. Good starting Minor Items for weak characters who you want to stay alive
Shield of Iron-Bound Ash (arguably the best Minor Item because it gives bonuses to two stats.) Elven Cloak (good cancellation card) Star Glass (another good cancellation card) Dagger of Westernesse Healing Herbs (preparing for the worst) Good starting Minor Items for tough characters
Black Arrow (make it easier to kill big creatures) Dagger of Westernesse (max prowess is 8) Cram (keep the tough guy untapped) Special-purpose Minor Items
Elf Stone (if you're playing with Elves and you can make use of the DI bonus right away) Horn of Anor (if you're playing a Faction-heavy deck) Cram (if your main travelling area is a ways a way from Rivendell and you're in a hurry to get there, i.e. Mordor, Gondor, Dragon Country) Athelas (if you're starting with Aragorn) Healing Herbs (if you're starting with Ioreth)
Rules of Thumb for Minor Items
If you foresee corruption as an issue (i.e. you're playing with Dwarves) you may want to choose starting minor items that can be discarded (Cram, Healing Herbs). If a minor item won't help you, don't use it. Minor items give corruption points but no Marshalling Points. If the starting Minor item won't help you attain your MP cards, choose some different ones that will help you. Remember that some Minor items can be "upgraded" (such as Dagger of Westernesse -> Barrow Blade or Star Glass -> Phial of Galadrial), making them more useful and simultaneously giving you an MP.
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Achieving Harmony
Getting the Core Cards taken care of is something of a balancing act. You might find yourself sifting and sorting a bit. Stay focused by not worrying about the resource support (non-MP) cards or hazards just yet. Remember to keep it slim: 10 MP cards, about a dozen sites, and about a dozen characters (this includes the starting party). There should be a unity to the cards you choose: characters should have home sites where factions are playable, all sites should be within two or three regions of each other, and the starting minor items should help you get it all done. It may seem a bit involved at first, but the more familiarity you gain with the guards, the easier it becomes.
Doors of Night / Gates of Morning Before you get started on the rest of your deck you need to make a decision about something that will affect the course of the whole game: Whether to play with a Gates of Morning strategy or a Doors of Night strategy. You really should pick one or the other, otherwise you surrender to your opponent control over the time, the weather, and the site path. The area you've decided to travel will help you make the decision as to whether you'll choose Doors or Gates. After you choose Doors or Gates, you will devote up to 5 cards from either your resource portion or your hazard portion (or both). If you go with Doors of Night, most of the cards you devote to the Doors strategy will come from your hazard portion, if you go with Gates, most of the cards you devote to Gates will come from your resource portion. Be on the lookout for any card that has a secondary effect if Doors / Gates is in play because it makes the card more playable. You should probably have one card to cover the other side of the equation though, just to keep your bases covered. Example: If you decide to go with Gates, you might just include a Praise to Elbereth, just to make sure you have some bonus if your opponent gets his Doors strategy in place before you can get your Gates strategy going. Keep in mind that many Environment cards are long events which can be difficult to bring into play, because you can end up shooting yourself in the foot. Remember that anything that hurts / helps you will hurt / help your opponent too. Also remember that Echo of All Joy can make one Gates-related resource long event permanent and Will of Sauron can make all Doors-relates hazard long events permanent.
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Reasons for Choosing Gates of Morning
The primary reasons for going with Gates of Morning are to: 1. Improve the site path, thereby making it harder for your opponent to play hazard creatures. 2. Give you some advantage in combat. 3. Help vs. Corruption. You would probably want to go with a Gates strategy if
You're going to Mordor. You're going to Dragon Country. You have a weak party and you don't want them to face strikes. The creature hazards you have chosen are playable in "good" site paths: Borders, or Free Holds. Men are an excellent example. Gates of Morning Support Cards Making the site path more "good"
Moon Stars Fog (both sides toward the middle) Combat Advantage
Cloudless Day (defender always chooses strikes) Dark Quarrels (# strikes from any attack reduced by half) Clear Skies (+2 to prowess) Sun (all hazards & auto-attacks are -1 to prowess) Not at Home (reduce # strikes in auto attack by 2) More Alert Than Most (# strikes from attack that chooses defending characters is reduced by 2) Vanish in the Sunlight (reduce prowess of Und ead / Nazgul) Star of High Hope (I think) Other good Gates cards
The Cock Crows (discard any hazard permanent event) The Sun Unveiled (discard all hazard permanent events on a character)
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Reasons for Choosing Doors of Night
The primary reasons for going with Doors of Night are to: 1. Make the site path more evil, thereby making it easier for you to play hazard creatures on your opponent. 2. Boost the playability / prowess of hazard creatures. 3. Enhance a roadblock strategy. You would probably want to go with a Doors strategy if
You're traveling to Gondor. You're staying near Rivendel. You have a strong party and plenty of resource cards to help you in combat. The creature hazards you have chosen are playable mainly at Shadow / Dark domains, i.e. Orcs, Trolls, Undead, Nazgul. You've chosen Dragons or Drakes for your creature hazards. You have a good defense against a Roadblock strategy (yet another reason for choosing a tight geographical area for the majority of your travels, and yet another reason for having a Ranger in each moving company.) You've got 3 Twilights in your deck. Making the site path more evil
Morgul Night (long: middle to lower) Fell Winter (long?: upper to middle) Choking Shadows (short: middle to lower) Gloom (short: upper to middle) New Moon (upper to middle) (*) Withered lands (short: both sides toward the middle) Enhancing a Roadblock Strategy
No Way Forward (reduce region movement to 2) Foul Fumes (shadow / dark in site path forces return, unless Ranger) Snowstorm Long Winter (long) Winds of Wrath (seas) Drowning Seas
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Boosting the playability / prowess of hazard creatures
Dragon's Desolation (if you're playing with Dragons) Rank Upon Rank (Men / Giants) Clouds (+2 to each hazard creature) Night (+1 to prowess of attacks, -1 to prowess of Men / Dunadan) Minions Stir (+1 to prowess / strikes of Orcs) Other Doors-related hazard cards
Shadow of Mordor (increases hazard limit) Eye of Sauron (boosts prowess of auto-attacks) Resource cards that work well when Doors is in play
Praise to Elbereth
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Resource Utility Cards After you've picked your core cards and decided on doors or gates, you should have chosen around 10-15 resource cards already. You should now pick about 20 support cards (2 for every 1 MP card) that will help you get your MP cards. Some Rules of thumb on event types
Short Events are the easiest and often most useful kinds of cards to play. Favor these. Permanent or Long Events require more forethought and will help your opponent as well as you. Minor items do not give MPs, only bonuses and corruption. Do not put additional minor items in your resource support portion unless they will help you get your MPs. Basic-Utility Resource Cards
The following table contains some resource cards that are useful in nearly any deck. They are divided into categories that address common tactical situations that you will likely always have to deal with. Especially good ones have a light yellow background. Combat Related
Risky Blow Lucky Strike Block Fellowship Dodge Cancellation - Th ese shou ld be used pri mar il y to cancel auto-attacks
Dark Quarrels Many Turns and Doublings Concealment Riddling Talk Trickery Escape Healing
Houses of Healing
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Help with Corruption / Factions
Fellowship A Friend or Three New Friendship Elf Song Help with Movement
Fair Travels in... (Chose this based on your travel area. Wilderness is usually the most useful) Secret Entrance Secret Passage Milking a Site
Thorough Search Lucky Search Card Manipulation
Smoke Rings Secret News Far Sight Miscellaneous
A Chance Meeting (you should have one of these for every three characters in your deck) Marvels Told (every deck needs at least two) And Forth He Hastened
What's Left?
You should now have 5-10 empty slots left. Try to pick cards that you think will help cover a weak area (such as corruption) or a blind spot. You could just fill the empty spaces with more general purpose cards. Some other good choices are cards that are race or character specific (i.e. Skin Changer for Beorn) Look below at “Choosing Cards for Your Sideboard ” for further ideas.
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Core Hazard Cards Let's now tackle the problem of making the Hazard portion of your deck. The key point to remember is that the hazard portion must not conflict with your resource portion. This is especially true for the creature portion, but applies to other parts as well. Another point: the guidelines presented here are for a general-purpose Hazard deck. As such, I try to cover all the bases. You could probably achieve a more deadly hazard portion by focusing in more tightly on one area (such as corruption) at the expense of neglecting another (such as roadblock). Hazard Creatures
Council of Lorien rules state that you need to have at least 12 creatures, so these can be considered the "Core" cards of the hazard portion of your deck, analogous to the Marshalling Point cards in the resource portion. The best way to make a creature portion is to pick a certain class of creature (such as Drakes, Men, Orcs, Undead) and then pick cards that are variations on that theme. Your priorities in selecting creatures are: 1. Frequency of Play: You want to be able to get them out of your hand quickly. To that end, you don't want to have to work at making them playable. Remember that the most common region type is Wilderness and the most common site type is Ruins / Lairs. 2. Covering the Bases: You don't want to leave a "blind spot" for any particular region. Cover the most common regions / sites first (Wilderness & Ruins are the most common region / site), but make sure you have some coverage for Border / Free and Shadow / Dark (and possibly even Costal). You may be able to cover some of the extreme ends of the spectrum with non-creature cards (such as Lost in Free Domains).
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Good General-Purpose Creatures
Regardless of what creature theme you chose, the following creatures are often good choices because they help cover blind spots (keyable to areas you may have missed) and are usually readily playable: Keyed to Wilderness / Ruins
Cave Drake Neeker Breekers Watcher in the Water (also Costal) Rain Drake (also Costal) Keyed to Free / Border Lands
Ambusher Slayer Assasin Keyed to Shadow / Dark Domains
Corpse Candle (also forces a corruption check) Little Snuffler (prevents Scout cards from being played) Any Nazgul
Half Creatures
"Half Creatures" are dual-purpose cards that function either as creatures or as permanent events. Examples include: Nazgul, Dragon Ahunt / At Home Manifestations, and other creatures like Shelob, Spider of the Morlat, and the Balrog. Per Council of Lorien rules, these count as half a creature toward the total 12 so you could have 10 regular creatures and 4 table creatures. An advantage with half-creatures is that you can put down on the table as soon as you draw them. One strategy in choosing half-creatures is to enhance the creature theme you have already selected. For example, if you're going with Wolf / Spider / Animal creatures, choose Dwar of Waw, Shelob, Barinax at Home and Spider of the Morlat as your halfcreatures. There's almost always a Nazgul and a Dragon At Home card that can help enhance your creature selection. Another strategy is to choose half-creatures that have good general-purpose effects. Good examples are Uvatha the Horeseman (let's you retrieve a hazard card from the discard pile) and Anduphanel (make a character tap).
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You probably want to have a couple Nazgul because they are so versatile. In addition to whatever permanent event effects they have, they can always be played keyed to Dark Domains / Holds, a Fell Beast or Morgul Horse support card can make them playable at Shadow lands and they can be used to bring in a card from the sideboard. Creature Enhancement Cards
These are short / long / permanent event cards that help improve your creature portion. The following are examples of various different types of creature enhancements. Enablers: which make it easier to bring your creatures into play. If you're playing creatures with a low frequency of play (FoP), you may need to devote quite a few cards to this category. Dragons Desolation with Dragons is an example, Host of Bats with Orcs is another, In Great Wrath with Nazgul is another. Sometimes making the site path more evil is all the enabling you need. Hazard Limit Boosters: allowing you to play more than the normal number of hazards. Two or Three Tribes Present is the quintessential HLB. Prowess Boosters: which beef up your creature attacks. Most of your creature support cards will be of this type. Fury of the Iron Crown with Men is an example, Words of Power and Terror with Nazgul is another. Aftershocks: They might also provide some nasty follow-up effects. Carrion Birds / Wolf Riders + Orcs is an example. Recyclers: Cards that allow you to revive a creature from your discard pile. The Nazgul Are Abroad with Nazgul, frex.
There are other creature support cards that don't fit neatly into the above categories. You should probably choose about 5-10 creature enhancement cards. Some creatures need more enhancing than others.
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Hazard Utility Cards The following table lists some Basic utility cards are cards that most decks should not be without. After you've selected your creature, half-creature, and creature support cards, you should have chosen about 20-25 out of 40. Pick about 10 or so from this list to help fill in the remaining slots. The points made earlier about short events vs. long events also apply here. Entries with a light yellow background are especially useful. Roadblock
River Seige Snowstorm Long Winter Foul Fumes Chance of Being Lost No Way Forward Auto-Attack Enhancers
Arouse / Awaken / Incite Denizens (ruins, higher FoP) Arouse / Awaken / Incite Minions (shadow / dark, lower FoP) Eye of Sauron (all, long event, so be careful) Fell Winter (border, long - be careful) Corruption
Lure of Nature Lure of the Senses Lure of Expedience Lure of Creation Despair of the Heart Force a Corruption Check
Greed Weariness of the Heart Ren the Unclean Increase Hazard Limit
Two or Three Tribes Present Lost in... (Wilderness has highest FoP)
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Anti-Faction
Muster Disperses Foolish Words Call of Home Gnaw with Words Card Manipulation
Mouth of Sauron Aware of Their Ways An Unexpected Outpost Uvatha the Horseman Miscellaneous
Twilight (you gotta have at least 2 in every deck) Call of Home (target Rangers / High DI characters) c haracters) Fell Beast (if you're playing with Nazgul, and why wouldn't you?) Fury of the Iron Crown (good general-purpose creature enhancer) Many Sorrows Befall
Harmonizing the Hazard Portion
As with the core / resource portion, putting the hazard portion together is something of a balancing act. Familiarity helps. Organizing your collection helps too. Soon you'll see some patterns emerge. Some examples of hazard strategies that work in harmony ha rmony are: Wolf, Spider, Animal creatures all work well together, combined with a Doors / Gates strategy that turns the site path all to Wildernesses. (Either Doors of Night and Withered Lands or Gates of Morning Morning and Fog.) Undead, Nazgul, and Corruption all work well together, along with a Doors of Night + Morgul Night / Choking Choking Shadows to make the site path more evil. Orcs and Trolls all work well together, along with a Doors of Night + Morgul Night / Choking Shadows Shadows to make the site path more more evil. Dragons and Drakes work well together. Doors of Night is usually all you need to make them more playable. Men combined with Gates of morning + some events that make the site path more "good". Roadblock + Auto-Attack enhancement complement each other nicely.
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Choosing Cards for Your Sideboard Cards that belong in your sideboard are: Extra characters that you only need if other ones die. Any cards you can't use until after your Wizard is revealed. The latter parts of a multi-part strategy (i.e. the White Tree). "Contingency" cards (i.e. Costal / Under-Deeps Hazards). Any card that you think might help cover a potentially exploitable weak spot. Weak creatures that need table enhancement cards put down beforehand. (i.e. Crebain)
Review Following this advice, you should have a deck constructed like so: [up to 30] Core Cards
12 Site cards 12 Characters: 4 for your starting party, 4 in your deck, and 4 in your sideboard. (possibly more) 2 Starting Minor Items 2 copies of the same Wizard. Optionally, one different Wizard in your sideboard. 10 Marshalling Point Cards
2 Factions 2 Weapons 1 DI item 1 Cancelation / Armor 1 Ally (Noble Hound) 1 Miscellaneous (Rescue Prisoners) 2 Others (whatever's handy) [5] Gates of Morning (unless going with Doors of Night)
2 copies of GoM 2 or 3 Gates-related cards optionally, 1 Echo of All Joy to make one permenant. [5] Doors of Night (unless going with Gates of Morning)
2 copies of DoN 2 or 3 Doors-related cards optionally, 1 Will of Sauron to make them permenant. [25-30] Resource Utility Cards
5 Combat Helpers (Risky Blow, Lucky Strike, Block, Dodge, Houses of Healing) 19
3-4 Corruption Helpers (A Friend or Three, New Friendship) 4-5 Cancellation 4-5 Movement / Site helpers 2 Chance Meeting 2 Marvels Told 1 Smoke Rings (or Far Sight) maybe 2-4 Char / Race specific or Faction helpers maybe a few "contingency" cards. These will probably go in your sideboard. [20-25] Core Hazard Cards
10 Creatures 4 Half-Creatures (2 of these will prolly be Nazgul) 6-11 Creature Enhancers [15-20] Hazard Utility Cards
5 Roadblock (including Auto-Attack enhancers) 5 Corruption 5 Something to get his cards off the table (Muster Disperses, Call of Home, Twilight) or recyle yours (Mouth of Sauron) Maybe 5 To cover blind spots. These will probably go in your sideboard.
Like all other rules, these are made to be broken. With any luck, it will help you with deck construction. Ideal Scenario
Ideally, when it's your turn you should be able to play around 5 cards: One card on the table during the org phase that helps your company (i.e. Fellowship / Cloudless Day) or gets one of your opponents cards off the table (i.e. Marvels Told, GoM). Maybe one card that helps movement. One card that helps with combat. One card that cancels an Automatic Attack. One MP card. Maybe, one card that helps you get another MP card out, i.e. Thorough Search and another item or Chance Meeting and another character. Failing any of that, you should be able to play a manipulation card that lets you peek at a hand / deck (Secret News) or pull something from a deck (Smoke Rings / Far Sight). Ideally, when it's your opponent's turn you should be able to play around 5 cards: 20
One card on the table at the beginning of his movement phase that hurts him (Roadblock, Corruption, Half-Creature, etc.) or one that removes one of his cards from the table (Twilight, Call of Home, Muster Disperses). One or two creatures plus one or two enhancers. Failing any of that you should be able to play a manipulation card that manipulates his cards (Aware of Their Ways) or lets you recycle one of yours (Mouth of Sauron).
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2 - Basic Utility Cards Put these in every deck. Resource Utility Cards Category
Combat Related
Most General Purpose
More Specific
Risky Blow
The Old Thrush
Lucky Strike
The Dwarves are Upon You
Fellowship
Kindling of the Spirit Dark Quarrels Many Turns and Doublings Trickery
Cancellation
Concealment Escape
Riddling Talk Hiding The Cock Crows Rebuild the Town Elven Cloak (minor) Star Glass (minor)
Healing
Houses of Healing Great Road
Healing Herbs (minor)
A Friend or Three
Corruption Help
New Friendship
Elf Song
Fellowship Fair Travels in *
Reducing Hazards
Horses Secret Passage
Secret Entrance Ford (tap a Ranger) Elf Path (tap an Elf) Riddling Talk
Untapping / Non-tapping
Block
Hundreds of Butterflies
Dodge
Healing Herbs (minor) Cram (minor)
And Forth He Hastened Waybread (minor) Washed and Refreshed Athelas (minor) Hall of Fire
Swash-Topped Boots (minor)
22
Fireworks Look More Closely Later Thorough Search
Milking a Site
Lucky Search A Chance Meeting
Here There or Yonder Noble Hound (1 ally MP) Noble Steed (1 ally MP) Rescue Prisoners (3 misc MP) Knowledge of the Enemy (1 misc MP) Barrow Blade (1 item MP)
Removing Perm / Long Events
Card Manipulation
Marvels Told Twilight Smoke Rings Favor of the Valar
Horns, Horns, Horns
23
Hazard Utility Cards Category
Most General Purpose
More Specific Despair of the Heart
Lure of Nature
Corruption
Lure of Expedience Lure of the Senses Greed
Lure of Creation Weariness of the Heart (forces check) Traitor (perm) Ren the Unclean (forces check) Itangast At Home (+1 CP greater items) Scorba At Home (+1 CP major items)
Call of Home
Anti-Faction
Muster Disperses
Gnaw with Words
Foolish Words Call of Home River
Roadblock
No Way Forward (perm) Long Winter Foul Fumes
Lost in Free Domains Drowning Seas Adunaphel (half-creature) (?) Chance of Being Lost
Seige (perm) Doubled Vigilance (perm)
Auto-Attack
Tidings of Bold Spies Incite Denizens
Fell Winter (long) Eye of Sauron (long)
Incite Minions Two or Three Tribes Present
Increase Hazard Limit
Daelomin At Home (perm, +2 haz lim) Eyes of the Shadow (perm) Power Built By Waiting (perm)
Lost in * Bring our Curses Home Uvatha the Horseman (half-creature)
Card Manipulation
Mouth of Sauron
The Nazgul Are Abroad (perm)
An Unexpected Outpost
Aware of Their Ways
Long Dark Reach
Smaug at Home (half-creature) Khamul The Easterling (half-creature)
Removing Table Cards Many Sorrows Befall
Twilight (if not in resource portion
24
Gates of Morning Category
Most General Purpose
More Specific
Dark Quarrels
Combat Help
Cloudless Day (long)
Vanish in the Sunlight (short)
Clear Skies (long)
Echo of All Joy
More Alert than Most (perm)
Improving Sites / Site Path
Quiet Lands
Vanish in the Sunlight (short)
Moon
Fog (long)
Stars
Echo of All Joy
The Cock Crows
Corruption / Haz Perm Evt Help The Sun Unveiled Glamour of Surpassing Excellence
Doors of Night Category
Most General Purpose Snowstorm
Roadblock
Long Winter (long) Foul Fumes (long) No Way Forward (perm)
More Specific
Will of Sauron Eye of Sauron Drowning Seas Winds of Wrath (seas)
Morgul Night (long) Fell Winter (long)
Degrading the Site / Site Path Choking Shadows Gloom
Withered lands Witch King of Angmar
New Moon
Boosting Creatures Prowess
Resources
Clouds (long)
Rank Upon Rank (Men / Giants)
Night
Minions Stir (Orcs)
Eye of Sauron
Hoarmurath Of Dir (+1 any strike)
Praise to Elbereth
Twilight (extra)
25
3 - Mark's METW Hazard Deck Ideas Some of Mark's ideas for assembling a general purpose hazard deck for METW. This is a deck that you can use regardless of where your opponent is going or what he is doing. It's got a little bit of everything. Credit where it's due: I milked this web page for all it was worth coming up with this one. (http://fan.theonering.net/morgulrats/hazards.html) Note: "Missing" means: Missing from the collection I use but I'd like to find 'em and use 'em someday.
Categories: Corruption (3/7 + 3/5) Corruption cards are especially good to play on buff groups who would otherwise handily beat hazard creatures that you throw at 'em. Main Hazards
(first string) Lure of Expedience Lure of Nature Lure of the Senses (second string) Lure of Creation Despair of the Heart The Burden of Time Icy Touch (support?) Support Cards
(first string) Traitor The Balance of Things Ren the Unclean 26
(second string) Weariness of the Heart Greed Corpse Candle Missing
(main) Alone and Unadvised Covetous Thoughts Black Breath Bring Our Curses Home Foes Shall Fall In the Grip of Ambition Longing for the West Morgul-knife The Pale Sword (support? -- Do we have this one?) (support) The Roving Eye Echoes of the Song Dragon-sickness Note: Many of the cards in the "Undead" section complement the corruption cards nicely in that they force corruption checks if not canceled.
27
Undead (4 + 2/4) Best thing about Undead is that they force corruption checks, which means they complement the previous corruption cards nicely. They also tend to carry a healthy number of strikes. Main Hazards
(first string) Barrow-wight Corpse-candle Ghosts Ghouls (second string?) Support Cards
(first string) Plague of Wights Icy Touch (second string?) Note: You may need these next ones to bring Undead into play if your opponent doesn't visit any shadow-holds or dark-holds. Doors of Night Reaching Shadow (is that right?) Missing
(main) Stirring Bones Wisp of Pale Sheen (support) Endless Whispers Exhalation of Decay 28
Faces of the Dead Shadow out of the Dark Sleepless Malice The Moon is Dead
Dragons / Drakes (3+/7 + 3/7) Drakes tend to carry high prowess and are very playable in a site path with 2-3 Wildernesses or at a Ruins & Lairs. Main Hazards
(first string) Cave Drake (lots) Cave Worm Ice Drake (second string) Land Drake Light Drake True Fire Drake Winged Fire Drake (big nasty / rare cards) All at home / at hunt manifestations - also noted in "Drop n' Run" below. Support Cards
(first string) Dragon's Blood Dragon's Desolation Rumour of Wealth (second string) Dragon's Breath Fever of Unrest 29
Dragon's Terror Doors of Night - to reduce the # of wildernesses needed in the site path Missing
(main) Marsh Drake True Cold Drake Were Worm Wild Fell Beast (sure this isn't support?) Sand Drake Winged Cold Drake (support) Summons from Long Sleep Withered Lands Deftness of Agility Dragon's Curse Exile of Solitute Frenzy of Madness From the Pits of Angband Foes Shall Fall Memories Stolen Parsimony of Seclusioin Prowess of Age Prowess of Might Subtlety of Guile Velocity of Haste Worm's Stench
30
Men (6/7 + 1) Playable in a variety of situations, including many that can't be reached by other hazard creatures (free holds, border holds and costal regions). Another advantage of Men is that they don't require a great deal of support cards to bring into play (i.e. Doors of Night, Fell Beast, etc.). It's also hard to cancel attacks by men. The downside is that they often need support cards to make them more deadly. Best to play these on small / weak parties. Main Hazards
(first string) Ambusher Assassin Brigands Pick-pocket Theif Abductor (second string) Corsairs of Umbar Support Cards
Fury of the Iron Crown (good for more than just Men) Missing
(main) Lawless Men Beorning Skin-changers Beorning Toll Dunlending Raiders Horse-lords Lord of the Carrock Pirates 31
Sellswords between Charters (support) Helms of Iron Rank Upon Rank Scimitars of Steel Thrice Outnumbered Two or Three Tribes Present
Orcs (5/8 + 3/6) Like men, Orcs are playable on a variety of regions. The downside is that they tend to be low prowess and require support cards to make them more serious threats. Additionally, you may need a DoN / RS combo to bring them into play if your opponent stays away from shaddow / dark holds. Lastly, many characters have plusses versus Orcs, making the support cards that much more necessary. Main Hazards
(first string) Orc Guard Orc Lieutenant Orc Warband Orc Warriors Orc Watch (second string) Orc Patrol Orc Raiders Wolf Riders Support Cards
(first string) Minions Stir 32
Fury of the Iron Crown Daelomin at Home (second string) Doors of Night Choking Shadows The Will of Sauron Host of Bats Missing
(creatures) Hobgoblins Little Snuffler Uruk-lieutenant (support) Pierced by Many Wounds Power Built By Waiting Helms of Iron Scimitars of Steel Tribal Banner Tribal Totem Two or Three Tribes Present Waylaid, Wounded, and Orc-dragged Morgul-night
33
Roadblock (3+/6) Good for slowing your opponent down w/o giving him any MPs. Disad: You can hurt yourself with this one with the permanent / long events. You can also really piss off your opponent doing this. Main Hazards
(first string) River Lost in Free Domains Lost at Sea (There should be a few more "Lost in *" here, non?) (second string?) Song of the Lady Doors of Night Foul Fumes Long Winter Snowstorm The Will of Sauron Twilight Missing
(first string) Baduila Beorning Skin-changers Ranger Agents (for Seek Without Succes) Seek Without Succes The Way Is Shut (second string?)
34
Auto-Attack Enhancement Main Hazards
Minions and Denizens cards: Arouse/Awaken/Incite Support Cards
Tidings of Bold Spies (good for drawing out cancelation cards) Missing Miscellaneous (2/N + 2)
Mini-categories or one-offs. The good thing about most of these cards is that you can easily play them on your opponent and burn through your hazard deck. Note that you can shoot yourself in the foot with these if your resource strategy involves prowling around Dragon country or dark holds. Main Hazards
(first string) Call of Home Muster Disperses Foolish Words (second string) Any Nazgul Any Dragon / at home / ahunt manifestations Doors of Night Traitor Any other permanent events Support Cards
These are support cards that are often useful for bringing any of the above Nazgul / Dragons into play Fell Beast Fury of the Iron Crown 35
Weariness of the Heart Missing
Any agent (dark minions) Any Spawn (Balrog?) Power Built by Waiting (Against the shadow) Wild Fell Beast (is this like "Fell Beast?" but for Dragons?) Note also that the corruption cards listed above are easy to play and fit in well with this strategy.
Summary Corruption (3 /7 + 3/5) Undead (4 + 2/4) Dragons / Drakes (3+/7 + 3/7) Men (6 /7 + 1 ) Orcs (5 /8 + 3/6) Roadblock (3+/6 ) Miscellaneous (2 /N + 3 ) Totals: (26+/35 + 15/32)
Other Tips You should combine the above categories in such a way that they complement each other. Examples: Corruption and Undead go well together because many Undead cards force corruption checks. An Orc hazard strategy is well-complemented with a few Trolls. (Some permevents that give Orcs bonuses also give the same bonuses to Trolls.) Roadblock is complemented well by Men because if your opponent stays away from Wildernesses (as in a Gondor Deck), you can hit him with Men in the border-holds.
36
4 - MECCG Resource Support Cards This is a listing of resource that I normally use by category. Clearly you cannot use all of them in one deck, but this should help get you started picking and choosing the ones you think will work best for you. Good cards that are recommended for any deck have a light yellow background. Cards that could fit into more than one category I have listed in all relevant categories. Cards which have a pre-requisite (such as a skill) are listed in the 'Required' column. A term in parentheses indicates that the card does not have a pre-requisite but is greatly helped by a certain skill / condition. Note: These are only support cards. You should start assembling your resource deck by choosing Marshal Point cards (Factions, Allies, Information, Items, etc.) found in the regions you plan to be wandering in. The cards in this listing tend to be non-marshalling, event-type cards, with the exception of some items, allies, and characters. Character Related Card
Set Type
Requires
Plusses Marshal Corrupt Notes
Direct Influence: Cards help increase direct influence.
The One Ring
TW Special(U) ----
+5 DI
6 MP
6 CP
Narsil
TW Great(H)
----
+1 DI
3 MP
2 CP
Emerald of Doriath
TD Minor(H)
----
+1 DI
0 MP
1? CP
DI only counts against Elves and Elf factions
Trifling Ring
DM Ring
Test
+3 DI
2 MP
1 CP
DI against characters only
Lesser Ring
TW Ring
test
+1 DI
2 MP
1 CP
Magic Ring of Words
TW Ring
Diplomat
+3
3 MP
2 CP
Elfstone
TW Minor
---
+2 DI
0 MP
1 CP
DI only against Elves
37
Red Book of Westmarch
TW Special(U) ---
+2 DI
(1) MP
1 CP
DI only against a Hobbit. Only playable at Bag End. Only get MP if stored at a haven.
Wizard's Staff
TD Great(H)
Wizard
+2 DI
2? MP
2 CP
Red Arrow
TW Major(U)
---
+5 DI
2 MP
2 CP
DI only against any character from Edoras.
Celeborn
TW Char
----
(+6 DI) 2 MP
----
1 general-purpose DI, +5 DI vs. Galadriel (needs 3 more - Gives you 6 mind covering 9 mind)
Arwen
TW Char
----
(+7 DI) 1 MP
----
0 general-purpose DI, but +7 DI vs. Aragorn (needs 2 more -- Gives you 3 mind covering 9 mind)
General Influence: In addition to supporting more characters, more GI helps you combat Muster Disperses & Call of Home.
Emerald of Doriath
TD Minor(H)
Wizard
+2 GI
0? MP
1 CP
+2 to GI if bearer is a Wizard
Saw Further and Deeper
TW Perm
no Wizard
+5 GI
----
----
Should definitely be in your deck if you're playing without a Wizard.
Bringing in More Characters / Allies: The more characters you have in play, the faster you can get the MP.
A Chance Meeting
TW Short
---
----
----
----
Bring in a char at free-hold, border-hold or ruins/lairs.
Here, There or Yonder
TD Short
(Diplomat) ----
----
----
Bring in ally at tapped/untapped Ruins & Lairs if roll (+3 to roll if Diplomat) > 6 + Ally mind stat, and ally allowed in this region.
Red Book of Westmarch
TW Special(U) ---
+2 DI
(1) MP
1 CP
DI only against a Hobbit. Only playable at Bag End. Only get MP if stored at a haven.
Wizard's Staff
TD Great(H)
Wizard
+2 DI
2? MP
2 CP
Red Arrow
TW Major(U)
---
+5 DI
2 MP
2 CP
DI only against any character from Edoras.
Celeborn
TW Char
----
(+6 DI) 2 MP
----
1 general-purpose DI, +5 DI vs. Galadriel (needs 3 more - Gives you 6 mind covering 9 mind)
Arwen
TW Char
----
(+7 DI) 1 MP
----
0 general-purpose DI, but +7 DI vs. Aragorn (needs 2 more -- Gives you 3 mind covering 9 mind)
General Influence: In addition to supporting more characters, more GI helps you combat Muster Disperses & Call of Home.
Emerald of Doriath
TD Minor(H)
Wizard
+2 GI
0? MP
1 CP
+2 to GI if bearer is a Wizard
Saw Further and Deeper
TW Perm
no Wizard
+5 GI
----
----
Should definitely be in your deck if you're playing without a Wizard.
Bringing in More Characters / Allies: The more characters you have in play, the faster you can get the MP.
A Chance Meeting
TW Short
---
----
----
----
Bring in a char at free-hold, border-hold or ruins/lairs.
Here, There or Yonder
TD Short
(Diplomat) ----
----
----
Bring in ally at tapped/untapped Ruins & Lairs if roll (+3 to roll if Diplomat) > 6 + Ally mind stat, and ally allowed in this region.
Keeping Characters On The Table: This section could also be called: "How to counter 'Call of Home'"
Elf Song
TW Long
@Haven
----
----
----
All chars at a haven can't be discarded / removed for any reason.
Noble Hound
TW Ally
----
----
1? MP
0 CP
Discard Noble Hound to cancel effect that would take controlling character prisoner.
Aragorn
----
0 MP
1 CP
Tap Aragorn, discard Athelas to remove corruption card from char in company.
Help vs. Corruption:
Athelas
TW Minor
38
Elf Song
TW Long
@Haven
----
----
----
All chars at a haven may immediately remove 1 corruption card.
Three Golden Hairs
TW Perm
Diplomat
----
? MP
+2 CP
Must be played at same site as Galadriel.
A Friend or Three
TW Short
----
----
0 MP
+1 CP
+1 to corruption check for every char in the company
Emerald of the Mariner
TD Great(H/U) ----
----
? MP
+1 CP
Fellowship
TW Perm
----
0 MP
+1 CP
+1 vs corruption to all chars in company
4+ chars
Palantir of Elostirion
TW Spec
Sage
----
2 MP
2 CP
Tap bearer sage to remove corruption card from Elf or Wizard. PoE is playable at White Towers and cannot be moved from there, so have a 1 mind sage (i.e. Halbarad) sit there holding it. (2 MP, 2 CP)
Any Hobbit
TW Char
----
----
varies
varies
All Hobbits have +2 to +4 CP vs. corruption
Untapping / Non-tapping: Keeping characters fresh and ready.
Great Shield of TW Major(U) Rohan
Warrior
----
2 MP
2 CP
Warrior may tap GSoR to remain untapped against one strike (unless bearer becomes wounded)
Cram
TD Minor
----
----
0 MP
1 CP
Discard to untap bearer.
Healing Herbs
TW Minor
----
----
0 MP
1 CP
Tap bearer, discard item to change char in company from tapped to untapped.
Elf Song
TW Long
@Haven
----
----
----
All chars at a haven may immediately remove 1 corruption card.
Three Golden Hairs
TW Perm
Diplomat
----
? MP
+2 CP
Must be played at same site as Galadriel.
A Friend or Three
TW Short
----
----
0 MP
+1 CP
+1 to corruption check for every char in the company
Emerald of the Mariner
TD Great(H/U) ----
----
? MP
+1 CP
Fellowship
TW Perm
----
0 MP
+1 CP
+1 vs corruption to all chars in company
4+ chars
Palantir of Elostirion
TW Spec
Sage
----
2 MP
2 CP
Tap bearer sage to remove corruption card from Elf or Wizard. PoE is playable at White Towers and cannot be moved from there, so have a 1 mind sage (i.e. Halbarad) sit there holding it. (2 MP, 2 CP)
Any Hobbit
TW Char
----
----
varies
varies
All Hobbits have +2 to +4 CP vs. corruption
Untapping / Non-tapping: Keeping characters fresh and ready.
Great Shield of TW Major(U) Rohan
Warrior
----
2 MP
2 CP
Warrior may tap GSoR to remain untapped against one strike (unless bearer becomes wounded)
Cram
TD Minor
----
----
0 MP
1 CP
Discard to untap bearer.
Healing Herbs
TW Minor
----
----
0 MP
1 CP
Tap bearer, discard item to change char in company from tapped to untapped.
Block
TW Short
Warrior
----
----
----
Doesn't tap against strike unless wounded.
Dodge
TW Short
----
----
----
----
Doesn't tap against strike unless wounded. -1 to body if wounded.
Dwarf
----
5 MP
4 CP
Tap Arkenstone to untap a dwarf, target dwarf makes corruption check at -2.
The Arkenstone TW Great(U)
39
Combat Related Card
Set Type
Requires
Plusses Marshal Corrupt Notes
Increasing / Enhancing Prowess: These cards will help you defeat strikes. The overriding theme is plusses to prowess. (Many are Warrior-only.)
The One Ring
TW Special(U) ----
+5 Pr
6 MP
6 CP
Narsil
TW Great(H)
----
+1 Pr
3 MP
2 CP
Magic Ring of Courage
TW Special
Warrior/test +2
3 MP
2 CP
Warior bearing this ring gets +2 to prowess
Ent Draughts
TW Special
Ent ally/fac +1
0 MP
0 CP
Must be played following an Ent ally or Faction at Wellinghall. +1 to prowess. Cannot be stolen, transferred, stored, or duplicated.
Shield of IronBound Ash
TW Minor
---
+1
0 MP
1 CP
Tap SoIBA to get +1 prowess against one strike.
Praise to Elbereth
TW Short
DoN
+1 Pr
----
----
Chars (all) gain +1 prowess until the end of the turn.
Kindling of the TW Spell Spirit
Wizard
+2 Pr
----
----
+2 to prowess for all chars in Wizard's company. Wizard makes corruption check at -2.
Lore of the Ages
TD Perm
Elf@Haven +1 Pr
0 MP
2 CP
Tap Elf bearer to give +1 to prowess to all chars in company, Elf makes corruption check.
Risky Blow
TW Short
Warrior
----
----
+3 to prowess, but -1 to body.
+3
+5 prowess, max 2 x base prowess
Combat Related Card
Set Type
Requires
Plusses Marshal Corrupt Notes
Increasing / Enhancing Prowess: These cards will help you defeat strikes. The overriding theme is plusses to prowess. (Many are Warrior-only.)
The One Ring
TW Special(U) ----
+5 Pr
6 MP
6 CP
+5 prowess, max 2 x base prowess
Narsil
TW Great(H)
----
+1 Pr
3 MP
2 CP
Magic Ring of Courage
TW Special
Warrior/test +2
3 MP
2 CP
Warior bearing this ring gets +2 to prowess
Ent Draughts
TW Special
Ent ally/fac +1
0 MP
0 CP
Must be played following an Ent ally or Faction at Wellinghall. +1 to prowess. Cannot be stolen, transferred, stored, or duplicated.
Shield of IronBound Ash
TW Minor
---
+1
0 MP
1 CP
Tap SoIBA to get +1 prowess against one strike.
Praise to Elbereth
TW Short
DoN
+1 Pr
----
----
Chars (all) gain +1 prowess until the end of the turn.
Kindling of the TW Spell Spirit
Wizard
+2 Pr
----
----
+2 to prowess for all chars in Wizard's company. Wizard makes corruption check at -2.
Lore of the Ages
TD Perm
Elf@Haven +1 Pr
0 MP
2 CP
Tap Elf bearer to give +1 to prowess to all chars in company, Elf makes corruption check.
Risky Blow
TW Short
Warrior
+3
----
----
+3 to prowess, but -1 to body.
Lucky Strike
TW Short
Warrior
----
----
----
Make 2 rolls to strike, use best.
Fellowship
TW Perm
4+ Chars
+1 Pr
0 MP
+1 CP
+1 to prowess to everyone in a company leaving a haven, size >=4.
Dagger of Westernesse
TW Minor
+1 Pr
0 MP
1 CP
+1 to prowess, max 8
Potion of Prowess
TW Minor
---
+1 Pr
0 MP
1 CP
Discard to give +1 prowess to all chars in bearer's company
Glamdring
TW Major(U)
----
+3 Pr
2 MP
1 CP
+3 to prowess to max 8 (max 9 vs. Orcs) 40
Sword of Gondolin
TW Major
Warrior
+2 Pr
2 MP
2 CP
+2 to prowess, max 8
Orcrist
TW Great(U)
----
+3 Pr
4 MP
2 CP
+3 to prowess, max 9 (+4 to prowess, max 10 vs. Orcs)
Wormsbane
TD Great(U)
---
+2(+4) 4 MP Pr
2 CP
+2 to prowess, max 9 (vs. Dragons / Drakes +4 prowess, max 12 and -2 to creature's body).
Durin's Axe
TW Great(U)
Dwarf
+2(+4) 2(4) MP 2(3) CP +2 to prowess (+4 to if held by Dwarf), max 9. Pr
Wizard's Staff
TD Great(H)
Wizard
+2 Pr
Staff Asunder
TD Short
Wizard/staff +5 Pr
3 MP
2 CP
+2 to prowess, no max 9
3 MP*
0 CP
+5 to prowess, staff is removed from play and goes in your marshalling point pile.
Canceling / Reducing Strikes: In case you don't feel like facing them. Best used vs. Automatic Attacks or big nasties. See also Help vs. Big Nasties “
”
The One Ring
TW Special(U) ----
+?
? MP
? CP
Bearer makes corruption check modified by -2 to cancel a strike. (6 MP, 6 CP)
Magic Ring of Stealth
TW Special
Scout
+?
? MP
? CP
Scout bearing this ring can tap to cancel one strike directed at him. (3 MP, 2 CP)
Magic Ring of Nature
TW Special
Ranger
+?
? MP
? CP
Ranger bearing this ring can tap to cancel any attack against his company. (3 MP, 2 CP)
Escape
TW Short
----
+?
? MP
? CP
Cancels any attack, but one unwounded char becomes wounded.
Sword of Gondolin
TW Major
Warrior
+2 Pr
2 MP
2 CP
+2 to prowess, max 8
Orcrist
TW Great(U)
----
+3 Pr
4 MP
2 CP
+3 to prowess, max 9 (+4 to prowess, max 10 vs. Orcs)
Wormsbane
TD Great(U)
---
+2(+4) 4 MP Pr
2 CP
+2 to prowess, max 9 (vs. Dragons / Drakes +4 prowess, max 12 and -2 to creature's body).
Durin's Axe
TW Great(U)
Dwarf
+2(+4) 2(4) MP 2(3) CP +2 to prowess (+4 to if held by Dwarf), max 9. Pr
Wizard's Staff
TD Great(H)
Wizard
+2 Pr
Staff Asunder
TD Short
Wizard/staff +5 Pr
3 MP
2 CP
+2 to prowess, no max 9
3 MP*
0 CP
+5 to prowess, staff is removed from play and goes in your marshalling point pile.
Canceling / Reducing Strikes: In case you don't feel like facing them. Best used vs. Automatic Attacks or big nasties. See also Help vs. Big Nasties “
”
The One Ring
TW Special(U) ----
+?
? MP
? CP
Bearer makes corruption check modified by -2 to cancel a strike. (6 MP, 6 CP)
Magic Ring of Stealth
TW Special
Scout
+?
? MP
? CP
Scout bearing this ring can tap to cancel one strike directed at him. (3 MP, 2 CP)
Magic Ring of Nature
TW Special
Ranger
+?
? MP
? CP
Ranger bearing this ring can tap to cancel any attack against his company. (3 MP, 2 CP)
Escape
TW Short
----
+?
? MP
? CP
Cancels any attack, but one unwounded char becomes wounded.
Concealment
TW Short
Scout
+?
? MP
? CP
Tap scout to cancel one attack against company.
Tom Bombadil TW Ally
----
+?
? MP
? CP
Can cancel any hazard in various regions surrounding Old Forest
Flatter a Foe
TD Short
(Diplomat) +?
? MP
? CP
Make influence check to cancel attack by Dragon, Men, Drakes, Trolls, Orcs, Elves or Giants (and decrease hazard limit by two)
Many Turns and Doublings
TD Short
Ranger
? MP
? CP
Tap ranger to cancel attack by wolves, spiders, animals or Undead. Alt: w GoM decrease hazard limit by one (no minimum).
+?
41
Wizard's River TW Spell Horses
Wizard
+?
? MP
? CP
Cancels attack against lone Wizard. Wizard makes corruption check at -2.
Dark Quarrels
TW Short
---
+?
? MP
? CP
Cancel one attack by Orcs, Trolls, or Men. Alt: w GoM # strikes / 2
The Cock Crows
TW Short
---
+?
? MP
? CP
Cancels troll attack.
Elven Cloak
TW Minor
---
+?
? MP
? CP
Cancel attack keyed to Wilderness
Star Glass
TW Minor
---
+?
? MP
? CP
Cancel attack by Unded (or -2 prowess to Spiders / Animals / Wolves attack)
Torque of Hues TW Major
---
+?
? MP
? CP
Tap bearer and ToH to cancel any attack. Bearer makes corruption check.
Gollum
TW Ally
Comp<=2
+?
? MP
? CP
Can tap to cancel a strike keyed to Wilderness or ShadowLand.
Noble Hound
TW Ally
---
+?
? MP
? CP
Deflects a strike from the bearing character. Arguably the best ally a Hobbit can have.
Goldberry
TW Ally
---
+?
? MP
? CP
Tap to cancel one attack keyed to Wilderness.
Help with Body Checks: Most of these are forms of armor.
The One Ring
TW Special(U) ----
Great Shield of TW Major(U) Rohan
----
+?
? MP
? CP
+5 body, max 10 (6 MP, 6 CP)
+?
? MP
? CP
+2 to body, max 9, (2 MP, 2 CP)
Wizard's River TW Spell Horses
Wizard
+?
? MP
? CP
Cancels attack against lone Wizard. Wizard makes corruption check at -2.
Dark Quarrels
TW Short
---
+?
? MP
? CP
Cancel one attack by Orcs, Trolls, or Men. Alt: w GoM # strikes / 2
The Cock Crows
TW Short
---
+?
? MP
? CP
Cancels troll attack.
Elven Cloak
TW Minor
---
+?
? MP
? CP
Cancel attack keyed to Wilderness
Star Glass
TW Minor
---
+?
? MP
? CP
Cancel attack by Unded (or -2 prowess to Spiders / Animals / Wolves attack)
Torque of Hues TW Major
---
+?
? MP
? CP
Tap bearer and ToH to cancel any attack. Bearer makes corruption check.
Gollum
TW Ally
Comp<=2
+?
? MP
? CP
Can tap to cancel a strike keyed to Wilderness or ShadowLand.
Noble Hound
TW Ally
---
+?
? MP
? CP
Deflects a strike from the bearing character. Arguably the best ally a Hobbit can have.
Goldberry
TW Ally
---
+?
? MP
? CP
Tap to cancel one attack keyed to Wilderness.
Help with Body Checks: Most of these are forms of armor.
The One Ring
TW Special(U) ----
+?
? MP
? CP
+5 body, max 10 (6 MP, 6 CP)
Great Shield of TW Major(U) Rohan
----
+?
? MP
? CP
+2 to body, max 9, (2 MP, 2 CP)
Hauberk of Bright Mail
TW Major
----
+?
? MP
? CP
+2 to body, max 9, (2 MP, 1 CP)
Habergeon of Silver
TW Major(H)
----
+?
? MP
? CP
+2 to body, max 10
The MithrilCoat
TW Great(U)
----
+?
? MP
? CP
+3 to body, max 10
Shield of IronBound Ash
TW Minor
---
+?
? MP
? CP
+1 to body, max 8
42
Miruvor
TW Minor
---
+?
? MP
? CP
Discard to give +2 body (max 10) to all characters in bearer's company until the end of the turn.
Healing Help:Get better quicker!(TM)
Houses of Healing
TD Perm
Free Hold
+?
? MP
? CP
Play on Free Hold and site becomes a haven. Card is removed when site is discarded.
Athelas
TW Minor
Dunadan
+?
? MP
? CP
Tap Dunadan, discard Athelas to change char in company from wounded to well / tapped.
Healing Herbs
TW Minor
----
+?
? MP
? CP
Tap bearer, discard item to change char in company from wounded to well / tapped.
Great Road
TW Short
----
+?
? MP
? CP
Takes your company immediately back to a haven after the site phase.
The White Tree TW Perm
SotWT
+?
? MP
? CP
Minas Tirith becomes a Haven. (Handy if you're travelling in that region.)
Ioreth
---
+?
? MP
? CP
Healing cards affect all characters in her company. (She's weak, though; see Canceling Strikes.)
TW Char
Miruvor
TW Minor
---
+?
? MP
? CP
Discard to give +2 body (max 10) to all characters in bearer's company until the end of the turn.
Healing Help:Get better quicker!(TM)
Houses of Healing
TD Perm
Free Hold
+?
? MP
? CP
Play on Free Hold and site becomes a haven. Card is removed when site is discarded.
Athelas
TW Minor
Dunadan
+?
? MP
? CP
Tap Dunadan, discard Athelas to change char in company from wounded to well / tapped.
Healing Herbs
TW Minor
----
+?
? MP
? CP
Tap bearer, discard item to change char in company from wounded to well / tapped.
Great Road
TW Short
----
+?
? MP
? CP
Takes your company immediately back to a haven after the site phase.
The White Tree TW Perm
SotWT
+?
? MP
? CP
Minas Tirith becomes a Haven. (Handy if you're travelling in that region.)
Ioreth
---
+?
? MP
? CP
Healing cards affect all characters in her company. (She's weak, though; see Canceling Strikes.)
TW Char
43
Movement Phase Help - These cards help your movement phase, giving you a speed advantage. Card
Set Type Requires
Plusses Marshal Corrupt Notes
Moving Farther: These let you play additional region cards.
Cram
TW Minor ----
+?
? MP
? CP
Good for playing an extra region card in region movement
Waybread
TD Minor ----
+?
? MP
? CP
Only playable at Lorien. (Works like Cram?)
Moving Again: These cards let you have an additional movement / hazard phase after your first one.
Shadowfax
TW Ally
1(+1/2) chars
+?
? MP
? CP
Tap to allow additional movement / hazard phase after first one.
Reducing Movement Phase Hazards:
Secret Passage
TW Short Ruin/Lair +?
? MP
? CP
Play at end of Org phase. If you move to a Ruin/Lair site, opponent can only play hazards creatures keyed to the site.
Ford
TW Short Ranger
+?
? MP
? CP
Play at end of Org phase. Tap ranger to prevent opponent from playing hazards keyed to Wildernesses.
Hey Come Merry Dol
?
Short ---
+?
? MP
? CP
Play at end of Org phase. Wildernesses in site path are halved (round down)
Fair Travels in *
TW Short (GoM)
+?
? MP
? CP
Reduces hazard limit by 1 (or by 2 if Dark/Shadow and GoM in play) for every instance of a land type in site path. (Only play these if you've got 3+ people in the company, otherwise it's wasted.)
Stealth
TW Short Scout
+?
? MP
? CP
Good for small parties, requires Scout skill
Movement Phase Help - These cards help your movement phase, giving you a speed advantage. Card
Set Type Requires
Plusses Marshal Corrupt Notes
Moving Farther: These let you play additional region cards.
Cram
TW Minor ----
+?
? MP
? CP
Good for playing an extra region card in region movement
Waybread
TD Minor ----
+?
? MP
? CP
Only playable at Lorien. (Works like Cram?)
Moving Again: These cards let you have an additional movement / hazard phase after your first one.
Shadowfax
TW Ally
1(+1/2) chars
+?
? MP
? CP
Tap to allow additional movement / hazard phase after first one.
Reducing Movement Phase Hazards:
Secret Passage
TW Short Ruin/Lair +?
? MP
? CP
Play at end of Org phase. If you move to a Ruin/Lair site, opponent can only play hazards creatures keyed to the site.
Ford
TW Short Ranger
+?
? MP
? CP
Play at end of Org phase. Tap ranger to prevent opponent from playing hazards keyed to Wildernesses.
Hey Come Merry Dol
?
Short ---
+?
? MP
? CP
Play at end of Org phase. Wildernesses in site path are halved (round down)
Fair Travels in *
TW Short (GoM)
+?
? MP
? CP
Reduces hazard limit by 1 (or by 2 if Dark/Shadow and GoM in play) for every instance of a land type in site path. (Only play these if you've got 3+ people in the company, otherwise it's wasted.)
Stealth
TW Short Scout
+?
? MP
? CP
Good for small parties, requires Scout skill
Making the Site Path Less Evil: These cards allow you to "upgrade" more deadly region types into more friendly types.
Fog
TW Long ---
+?
? MP
? CP
Makes going through Dark Lands a little safer
Not Getting Sent Back: See also Removing Permanent Events.
Goldberry
TW Ally
---
+?
? MP
? CP
Tap to cancel effect of hazard that forces return.
44
Site Phase Help Card
Set Type
Requires Plusses Marshal Corrupt Notes
Canceling / Reducing Automatic Attacks: Helps make sure you have some untapped characters when you go in. Can give you a speed advantage. See also Canceling Strikes
Not at Home
TD Short
---
+?
? MP
? CP
Cancel Dragon, Drake or Troll auto-attack or attack keyed to a site. Alt: w GoM, reduce strikes by 2 (to min of 2)
Quiet Lands
TW Short
---
+?
? MP
? CP
Halves number of strikes in auto-attack.
Milking a Site: Untapping a site or pulling more out of it. Can also give you a speed advantage.
Dwarven Ring of Druin's Tribe
TW Special(U) Dwarf/test +?
? MP
? CP
Tap Dwarf bearer to untap a site he is currently at. Bearer makes corruption check a +2. (4(6) MP, 3(5) CP)
Thorough Search
TW Short
Scout
+?
? MP
? CP
Tap Scout to play another item at a tapped site.
Bounty of the Hoard
TD Short(H)
---
+?
? MP
? CP
Play one more minor / major item normally played at a hoard site.
Thror's Map
TD Minor(U) ---
+?
? MP
? CP
Discard to untap a site with a Dragon auto-attack.
Site Phase Help Card
Set Type
Requires Plusses Marshal Corrupt Notes
Canceling / Reducing Automatic Attacks: Helps make sure you have some untapped characters when you go in. Can give you a speed advantage. See also Canceling Strikes
Not at Home
TD Short
---
+?
? MP
? CP
Cancel Dragon, Drake or Troll auto-attack or attack keyed to a site. Alt: w GoM, reduce strikes by 2 (to min of 2)
Quiet Lands
TW Short
---
+?
? MP
? CP
Halves number of strikes in auto-attack.
Milking a Site: Untapping a site or pulling more out of it. Can also give you a speed advantage.
Dwarven Ring of Druin's Tribe
TW Special(U) Dwarf/test +?
? MP
? CP
Tap Dwarf bearer to untap a site he is currently at. Bearer makes corruption check a +2. (4(6) MP, 3(5) CP)
Thorough Search
TW Short
Scout
+?
? MP
? CP
Tap Scout to play another item at a tapped site.
Bounty of the Hoard
TD Short(H)
---
+?
? MP
? CP
Play one more minor / major item normally played at a hoard site.
Thror's Map
TD Minor(U) ---
+?
? MP
? CP
Discard to untap a site with a Dragon auto-attack.
45
Help With Permanent Events Card
Set Type
Requires Plusses Marshal Corrupt Notes
Removing Hazard Permanent Events:
Gates of Morning
TW Perm
Palantir of Osgiliath
---
----
----
----
Removes all hazard environment permanent events in play.
TW Great(U) use
+?
? MP
? CP
Tap PoO to discard any hazard permanent event in play.
The Cock Crows
TW Short
---
----
----
----
w/ GoM, forces discard of permanent-event
Marvels Told
TD Short
Sage
----
----
----
Removes hazard non-environment permanent event. Sage makes corruption check at -2.
Twilight
TW Short
----
----
----
----
Removes hazard or resource environment permanent event.
----
----
----
----
Allows you to play a resource permanent event as though GoM was in play.
no DoN
----
----
----
Makes a resource long event a permanent event
Help with Resource Permanent Events:
Crown Of Flowers
DM Perm
Echo of All Joy TD Perm
Help With Permanent Events Card
Set Type
Requires Plusses Marshal Corrupt Notes
Removing Hazard Permanent Events:
Gates of Morning
TW Perm
Palantir of Osgiliath
---
----
----
----
Removes all hazard environment permanent events in play.
TW Great(U) use
+?
? MP
? CP
Tap PoO to discard any hazard permanent event in play.
The Cock Crows
TW Short
---
----
----
----
w/ GoM, forces discard of permanent-event
Marvels Told
TD Short
Sage
----
----
----
Removes hazard non-environment permanent event. Sage makes corruption check at -2.
Twilight
TW Short
----
----
----
----
Removes hazard or resource environment permanent event.
----
----
----
----
Allows you to play a resource permanent event as though GoM was in play.
no DoN
----
----
----
Makes a resource long event a permanent event
Help with Resource Permanent Events:
Crown Of Flowers
DM Perm
Echo of All Joy TD Perm
46
Help vs. Big Nasties Card
Set Type
Requires Plusses Marshal Corrupt Notes
Help vs. Nazgul: See also Combating Strikes and Canceling Strikes above.
Vanish in the Sunlight
TW Short
(GoM)
+?
? MP
? CP
-2 prowess to Nazgul (or Undead) (-4 of GoM in play)
Praise to Elbereth
TW Short
1+ Chars +?
? MP
? CP
Tap N chars to cancel N Nazgul attacks.
Marvels Told
TD Short
Sage
+?
? MP
? CP
Can use this to remove Nazgul perm-events. (Sage makes corruption check at -2.)
Wizard's River Horses
TW Spell
Wizard
+?
? MP
? CP
Discards all Nazgul events in play. Wizard makes corruption check at -2.
Barrow-Blade
?
---
+?
? MP
? CP
Item(?)
Arrows Shorn of TD Minor(H) Warrior Ebony
+?
? MP
? CP
Discard to modify strike from hazard creature not keyed to a site by -1 prowess , body -2. Only one strike need be defeated.
Peath
TW Char
---
+?
? MP
? CP
Has prowess of 9 (4 +5) vs. Nazgul and body is halved.
Eowyn
TW Char
---
+?
? MP
? CP
Has prowess of 8 (2 +6) vs. Nazgul and body is halved.
Any Female Man Char
TW Char
---
+?
? MP
? CP
All have +5 to +6 vs. Nazgul and the body is halved.
Help vs. Big Nasties Card
Set Type
Requires Plusses Marshal Corrupt Notes
Help vs. Nazgul: See also Combating Strikes and Canceling Strikes above.
Vanish in the Sunlight
TW Short
(GoM)
+?
? MP
? CP
-2 prowess to Nazgul (or Undead) (-4 of GoM in play)
Praise to Elbereth
TW Short
1+ Chars +?
? MP
? CP
Tap N chars to cancel N Nazgul attacks.
Marvels Told
TD Short
Sage
+?
? MP
? CP
Can use this to remove Nazgul perm-events. (Sage makes corruption check at -2.)
Wizard's River Horses
TW Spell
Wizard
+?
? MP
? CP
Discards all Nazgul events in play. Wizard makes corruption check at -2.
Barrow-Blade
?
---
+?
? MP
? CP
Item(?)
Arrows Shorn of TD Minor(H) Warrior Ebony
+?
? MP
? CP
Discard to modify strike from hazard creature not keyed to a site by -1 prowess , body -2. Only one strike need be defeated.
Peath
TW Char
---
+?
? MP
? CP
Has prowess of 9 (4 +5) vs. Nazgul and body is halved.
Eowyn
TW Char
---
+?
? MP
? CP
Has prowess of 8 (2 +6) vs. Nazgul and body is halved.
Any Female Man Char
TW Char
---
+?
? MP
? CP
All have +5 to +6 vs. Nazgul and the body is halved.
Help vs. Dragons: See also Combating Strikes and Canceling Strikes above.
Alert The Folk
TD Short
Factions +?
? MP
? CP
Discard dragon-land based factions to add their MP to your prowess vs. the Dragon attack.
Dragon's Hunger TD Short
---
+?
? MP
? CP
Opponent must discard hazard creature from hand, limiting hazard limit by one, otherwise Dragon / Drake attack is canceled.
The Old Thrush TD? Short
---
+?
? MP
? CP
-3 to prowess (non-Nazgul) from creature w/ prowess >=13
Dragon Feuds
---
+?
? MP
? CP
Discard Dragon / Drake creature from your hand to cancel a
TD Short
47
Dragon / Drake attack. +?
? MP
? CP
Discard "ahunt" manifestation. Alt: w DoN, decrease # strikes by Dragon / Drake to 1 (to min of 1).
Arrows Shorn of TD Minor(H) Warrior Ebony
+?
? MP
? CP
Discard to modify strike from hazard creature not keyed to a site by -1 prowess , body -2. Only one strike need be defeated.
Wormsbane
+?
? MP
? CP
vs. Dragons / Drakes +4 prowess, max 12 and -2 to creature's body (Normally +2 prowess, max 9)
Sated Beast
TD Short
---
TD Great(U) ---
Dragon / Drake attack. +?
? MP
? CP
Discard "ahunt" manifestation. Alt: w DoN, decrease # strikes by Dragon / Drake to 1 (to min of 1).
Arrows Shorn of TD Minor(H) Warrior Ebony
+?
? MP
? CP
Discard to modify strike from hazard creature not keyed to a site by -1 prowess , body -2. Only one strike need be defeated.
Wormsbane
+?
? MP
? CP
vs. Dragons / Drakes +4 prowess, max 12 and -2 to creature's body (Normally +2 prowess, max 9)
Sated Beast
TD Short
---
TD Great(U) ---
48
Race Specific Card
Set Type
Requires Plusses Marshal Corrupt Notes
Elfstone
TW Minor
----
+?
? MP
? CP
+2 DI against Elves.
Star of High Hope
TD Long
----
+?
? MP
? CP
+1 to prowess for Elves (and Dunadan). (+2 if GoM in play)
? MP
? CP
+2 to prowess (+4 to if held by Dwarf), max 9. (2(4) MP, 2(3) CP)
Elf Helpers:
Dwarf Helpers: See also Help vs. Corruption
Durin's Axe
TW Great(U) Dwarf
The Arkenstone TW Great(U) Dwarf
+?
+?
? MP
? CP
+3 DI vs. Dwarves / Dwarf factions. Can also tap Arkenstone to untap a dwarf, bearer makes corruption check at -2. (5 MP, 4 CP)
Hobbit Helpers:
Hobbit Stealth
TW Short
Hobbit
+?
? MP
? CP
Cancels a strike
Hobbit Strength TW Short
Hobbit
+?
? MP
? CP
Aids in healing or corruption
No Waiting to Wonder
TW Short
Hobbit
St4/Bd-1
---
---
Hobbit must be untapped
Sting
TW Minor(U) (Hobbit) +?
? MP
? CP
Like a Dagger of Westernesse, but +2 prowess for Hobbits
TW Minor(U)
? MP
? CP
+2 DI against a Hobbit
Book of
+?
Race Specific Card
Set Type
Requires Plusses Marshal Corrupt Notes
Elfstone
TW Minor
----
+?
? MP
? CP
+2 DI against Elves.
Star of High Hope
TD Long
----
+?
? MP
? CP
+1 to prowess for Elves (and Dunadan). (+2 if GoM in play)
? MP
? CP
+2 to prowess (+4 to if held by Dwarf), max 9. (2(4) MP, 2(3) CP)
Elf Helpers:
Dwarf Helpers: See also Help vs. Corruption
Durin's Axe
TW Great(U) Dwarf
The Arkenstone TW Great(U) Dwarf
+?
+?
? MP
? CP
+3 DI vs. Dwarves / Dwarf factions. Can also tap Arkenstone to untap a dwarf, bearer makes corruption check at -2. (5 MP, 4 CP)
Hobbit Helpers:
Hobbit Stealth
TW Short
Hobbit
+?
? MP
? CP
Cancels a strike
Hobbit Strength TW Short
Hobbit
+?
? MP
? CP
Aids in healing or corruption
No Waiting to Wonder
TW Short
Hobbit
St4/Bd-1
---
---
Hobbit must be untapped
Sting
TW Minor(U) (Hobbit) +?
? MP
? CP
Like a Dagger of Westernesse, but +2 prowess for Hobbits
Book of Westermarch
TW Minor(U) ----
+?
? MP
? CP
+2 DI against a Hobbit
Fast Asleep
TD Short
---
+?
? MP
? CP
Gives +2 to a buglary attempt
----
+?
? MP
? CP
Dunadan Helpers:
Sun
TW Long
Red Arrow
TW Major(U) ---
+?
? MP
? CP
+5 to bearers DI against any character from Edoras.
Star of High Hope
TD Long
+?
? MP
? CP
+1 to prowess for Dunadan (and Elves). (+2 if GoM in play)
----
49
5 - MECCG Card Manipulation This page describes all the various ways to manipulate cards in the Middle-Earth Customizable Card Game. Separate sections are devoted to peeking and moving cards this way and that. Deck Manipulation: For getting cards from discard pile / play deck into your hand (or vice-versa). For nearly all of these, you must tap the character, ally, or bearer of an item to perform the manipulation. Card
Set Type
Requires Marshal Corrupt Move What
Dwarven Ring of TW Special(U) Dwarf/test 4(6) MP 3(5) CP 1-2 minor items Thrar's Tribe Dwarven Ring of Thelor's Tribe Dwarven Ring of Dwalin's
TW Special(U) Dwarf/test 4(6) MP 3(5) CP 1-2 Minor items
TW Special(U) Dwarf/test 4(6) MP 3(5) CP Major item
From Where
To Notes Where
play/discard hand
Tap Dwarf bearer. Reshuffle play deck after moving cards. Bearer makes corruption check at +2.
play/discard hand
Tap Dwarf bearer. Reshuffle play deck after moving cards. Bearer makes corruption check at +2.
play deck
Tap Dwarf bearer. Major item must immediately be played at current bearer's site. Play item site immediately or discard and
5 - MECCG Card Manipulation This page describes all the various ways to manipulate cards in the Middle-Earth Customizable Card Game. Separate sections are devoted to peeking and moving cards this way and that. Deck Manipulation: For getting cards from discard pile / play deck into your hand (or vice-versa). For nearly all of these, you must tap the character, ally, or bearer of an item to perform the manipulation. Card
Set Type
Requires Marshal Corrupt Move What
Dwarven Ring of TW Special(U) Dwarf/test 4(6) MP 3(5) CP 1-2 minor items Thrar's Tribe Dwarven Ring of Thelor's Tribe Dwarven Ring of Dwalin's Tribe
Dwarven Ring of Bavor's Tribe
TW Special(U) Dwarf/test 4(6) MP 3(5) CP 1-2 Minor items
TW Special(U) Dwarf/test 4(6) MP 3(5) CP Major item
TW Special(U) Dwarf/test 4(6) MP 3(5) CP Major item
From Where
To Notes Where
play/discard hand
Tap Dwarf bearer. Reshuffle play deck after moving cards. Bearer makes corruption check at +2.
play/discard hand
Tap Dwarf bearer. Reshuffle play deck after moving cards. Bearer makes corruption check at +2.
play deck
Tap Dwarf bearer. Major item must immediately be played at current bearer's site. Play item site immediately or discard and reshuffle play deck. Bearer makes corruption check at +2.
play deck
Tap Dwarf bearer. Major item must immediately be played at current bearer's site. Play item site immediately or discard and reshuffle play deck. Bearer makes corruption check at +2.
50
play deck
Tap Dwarf bearer. Major item must immediately be played at current bearer's site. Play item site immediately or discard and reshuffle play deck. Bearer makes corruption check at +2.
Dwarven Ring of TW Special(U) Dwarf/test 4(6) MP 3(5) CP Greater item Barin's Tribe
play deck
Tap Dwarf bearer. Major item must immediately be played at current bearer's site. Play item site immediately or discard and reshuffle play deck. Bearer makes corruption check at +2.
Wizard's Staff
discard pile hand
Dwarven Ring of Druin's Tribe
TW Special(U) Dwarf/test 4(6) MP 3(5) CP Greater item
TD Great(H)
Wizard
3 MP
2 CP
spell/ritual/light enchantment
play deck
Vilya
TW Short
Elrond
----
----
any
discard pile
Sauruman
TW Wizard
----
----
----
spell
discard pile hand
Tap bearer (Wizard) at end of turn. Play deck must have at least 5 cards. Take 5 cards of your choice from discard pile and shuffle them into you play deck. Elrond makes corruption check at -3. Must tap Sauruman, do at end of turn.
play deck
Tap Dwarf bearer. Major item must immediately be played at current bearer's site. Play item site immediately or discard and reshuffle play deck. Bearer makes corruption check at +2.
Dwarven Ring of TW Special(U) Dwarf/test 4(6) MP 3(5) CP Greater item Barin's Tribe
play deck
Tap Dwarf bearer. Major item must immediately be played at current bearer's site. Play item site immediately or discard and reshuffle play deck. Bearer makes corruption check at +2.
Wizard's Staff
discard pile hand
Dwarven Ring of Druin's Tribe
TW Special(U) Dwarf/test 4(6) MP 3(5) CP Greater item
TD Great(H)
Wizard
3 MP
2 CP
spell/ritual/light enchantment
play deck
Tap bearer (Wizard) at end of turn. Play deck must have at least 5 cards. Take 5 cards of your choice from discard pile and shuffle them into you play deck. Elrond makes corruption check at -3.
Vilya
TW Short
Elrond
----
----
any
discard pile
Sauruman
TW Wizard
----
----
----
spell
discard pile hand
Must tap Sauruman, do at end of turn.
Nenselde the TD Ally Wingild
----
? MP
----
resource env short/long event
discard pile hand
Tap Nenselde.
Smoke Rings
Sage?
----
----
resource / char
discard pile
play deck
Tap sage.
----
----
----
all
hand + discard
play deck
Shuffle hand / discard pile into play deck and draw a new hand.
DM Short
Favor of the TW Short(U) Valar
51
Peeking at Cards Card
Set Type
Requires Marshal Corrupt Notes
Peeking at Opponent's Hand:
May look at opponents hand. (Can also duplicate powers of Palantir of Annuminas or Play of Elostirion if either of those are in play.) (3 MP (5 if stored at Haven), 3 CP)
Palantir of Amon Sul
TW Great(u) use
Mirror of Galadriel
TW Short
at Lorien ----
----
May look at opponents hand and top 5 cards of any one play deck.
Secret News
TD Short
----
----
----
Opponent reveals 5 cards from hand
Crebain
TD Short
----
----
----
For each char in the party, opponent must show that many cards in hand.
at Lorien ----
----
May look at opponents hand and top 5 cards of any one play deck.
at Lorien ----
----
May look at opponents hand and top 5 cards of any one play deck.
----
----
Opponent reveals top 5 cards of discard pile. You can chose to remove one from play.
3(5) MP 3 CP
Peeking at Opponent's Play Deck:
Mirror of Galadriel
TW Short
Peeking at Opponent's Discard Pile:
Mirror of Galadriel
TW Short
Their Ways Are TD Short Known to Us
----
Peeking at Cards Card
Set Type
Requires Marshal Corrupt Notes
Peeking at Opponent's Hand:
May look at opponents hand. (Can also duplicate powers of Palantir of Annuminas or Play of Elostirion if either of those are in play.) (3 MP (5 if stored at Haven), 3 CP)
Palantir of Amon Sul
TW Great(u) use
Mirror of Galadriel
TW Short
at Lorien ----
----
May look at opponents hand and top 5 cards of any one play deck.
Secret News
TD Short
----
----
----
Opponent reveals 5 cards from hand
Crebain
TD Short
----
----
----
For each char in the party, opponent must show that many cards in hand.
at Lorien ----
----
May look at opponents hand and top 5 cards of any one play deck.
at Lorien ----
----
May look at opponents hand and top 5 cards of any one play deck.
----
----
Opponent reveals top 5 cards of discard pile. You can chose to remove one from play.
3(5) MP 3 CP
Peeking at Opponent's Play Deck:
Mirror of Galadriel
TW Short
Peeking at Opponent's Discard Pile:
Mirror of Galadriel
TW Short
Their Ways Are TD Short Known to Us
----
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Increasing Hand Size: Something you will probably need to do if you have a lot of combinations in your deck. Unless it says otherwise, each of these will increase your hand size only by one. Card
Set
Elrond
Type
Requires
Marshal
Corrupt
TW Char
at Rivendell
3 MP
----
Galadriel
TW Char
at Lorien
3 MP
----
Ciridan
TW Char
at Grey Havens 3 MP
----
Palando
TW Wizard
----
----
----
Book of Mazarbul
TW Item(U/S)
Sage
? MP
? CP
Emerald of the Mariner
TD
----
? MP
? CP
Great(H/U)
Notes
Only playable at Moria. Tap at Org phase to increase hand size by one.
Increasing Hand Size: Something you will probably need to do if you have a lot of combinations in your deck. Unless it says otherwise, each of these will increase your hand size only by one. Card
Set
Elrond
Type
Requires
Marshal
Corrupt
TW Char
at Rivendell
3 MP
----
Galadriel
TW Char
at Lorien
3 MP
----
Ciridan
TW Char
at Grey Havens 3 MP
----
Palando
TW Wizard
----
----
----
Book of Mazarbul
TW Item(U/S)
Sage
? MP
? CP
Emerald of the Mariner
TD
----
? MP
? CP
Great(H/U)
Notes
Only playable at Moria. Tap at Org phase to increase hand size by one.
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6 - MECCG House Rules The following are some house rules that we play with. Muster gives +Prowess (max 7, I think) to an influence attempt for a Warrior, it is not an automatic success Neeker-Breekers to not affect Wizards (or anyone else with no mind attribute) The Barrow Wight may be played keyed to the Barrow Downs (duh) We use a pretty liberal interpretation of the description on "A Chance Encounter" centered around the key word "may". Basically, we say you can bring in a character in your hand at a Free/Border-Hold or a Ruins/Lairs and have the new char be controlled by an existing char with direct influence, or have the new char control an existing char with the new char's direct influence, or just under general influence (not controlled, not controlling).
6 - MECCG House Rules The following are some house rules that we play with. Muster gives +Prowess (max 7, I think) to an influence attempt for a Warrior, it is not an automatic success Neeker-Breekers to not affect Wizards (or anyone else with no mind attribute) The Barrow Wight may be played keyed to the Barrow Downs (duh) We use a pretty liberal interpretation of the description on "A Chance Encounter" centered around the key word "may". Basically, we say you can bring in a character in your hand at a Free/Border-Hold or a Ruins/Lairs and have the new char be controlled by an existing char with direct influence, or have the new char control an existing char with the new char's direct influence, or just under general influence (not controlled, not controlling). "May". Subjunctive. Read up on it.
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7 - Decks Elves in Rohan - Fairly tight site deck and fast-moving. Wilderness strategy w/ Radagast, Doors of Night, cards to convert the site path all to Wildernesses, Roadblock hazards and Drakes for the creature portion. Elves in Rohan ============== Sites ----Rivendell Lorien (x2) Edoras Wellinghall Beorn's House Hermit Hill Framsburg Bandit Lair Goblin Gate Glittering Caves Sarn Goriwing Isengard Moria Dol Guldur
Starting Company ---------------Galadriel (w Elfstone) Celeborn Haldir Orophin (w Dagger of Westernesse) (All chars have Lorien as home site, so they start there)
Extra Characters ---------------Radagast (x2) Eowyn Eomer Beorn Wacho Annalena Resource Portion ---------------MP Cards
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~~~~~~~~ Orcrist Glamdring Red Arrow Great Shield of Rohan Riders of Rohan Beornings Ents of Fanghorn Barrow Blade Gollum Rescue Prisoners
Support Cards ~~~~~~~~~~~~~ Risky Blow Lucky Strike Praise To Elbereth Fellowship Old Road New Friendship A Friend or Three (x2) Elf Song Houses of Healing Trickery Concealment Many Turns and Doublings Horses Waybread Block Thorough Search (x2) A Chance Meeting (x2) Swash-Topped Boots Marvels Told (x2) Twilight (x2)
Hazard Portion -------------Creatures ~~~~~~~~~ Cave Drake (x3) Rain Drake (x2) Winged Fire-Drake Were-Worm Winged Cold Drake Cave Worm Wild Fell Beast Half-Creatures ~~~~~~~~~~~~~~ Adunaphel Uvatha the Horseman Scorba Ahunt
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Itangast Ahunt Creature Enhancers ~~~~~~~~~~~~~~~~~~ Dragon's Blood Foes Shall Fall Prowess of Age (x3) From the Pits of Angband Two or Three Tribes Present Support ~~~~~~~ Doors of Night (x2) Fell Winter (x2) Long Winter Foul Fumes River Call of Home Incite Denizens Doubled Vigilance Eyes of the Shadow Lure of the Senses Lure of Nature Lure of Expedience
Sideboard --------Characters ~~~~~~~~~~ Erkenbrand Theoden Adrazar Fram Framson Arwen Resources ~~~~~~~~~ Skin-Changer Herb-Lore Helm of Her Secrecy And Forth He Hastened Dagger of Westernesse Hazards ~~~~~~~ Lost in Free-Domains Worm's Stench Withered Lands Snowstorm The Will of Sauron
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Rivendell Recycler - Very tight site deck centered around Rivendell that uses Radagast and lots of recyclers to compensate for the low draws. Orc Hazards with Doors of Night and auto-attack enhancers. Rivendell Recycler ================== Sites ----Rivendell Lorien Bag End The White Towers Old Forest Barrow Downs Cameth Brin Weathertop Bree
Starting Company ---------------Elrond (w Elfstone) Adrazar (w Dagger of Westernesse, under Elrond) Annalena (under Elrond) Elledan
Extra Characters ---------------Strider Beretar Halbarad Barliman Butterbur Elrohir Radagast (x2)
Resource Portion ---------------MP Cards ~~~~~~~~ Wizard's Ring Barrow Blade Tom Bombadil Rangers of the North Dreams of Lore Earth of Galadriel's Orchard Glamdring Hillmen
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Palantir of Elostirion Noble Hound
Support Cards ~~~~~~~~~~~~~ A Friend or Three (x2) Secret Passage Concealment Old Road A Chance Meeting Athelas Elf Song Ford Master of Esgaroth Risky Blow Washed and Refreshed Smoke Rings Fellowship Praise to Elbereth Many Turns and Doublings Safe From The Shadow Great Road Bridge Vilya (x2) Fair Travels in the Wilderness (x2) Marvels Told (x2) Twilight (x2)
Hazard Portion -------------Creatures ~~~~~~~~~ Hobgoblins (x2) Orc Lieutennant Little Snuffler Orc Warband Orc Guard Orc Watch Orc Warriors William Tom Bert Umagaur the Pale
Half-Creatures ~~~~~~~~~~~~~~ Uvatha the Horseman Ren the Unclean Adunaphel Witch King of Angmar
59