Post by magicgeek on Jul 1, 2007 10:49:20 GMT 1
Actual Expansion Rules by Magic Geek
Setup
Add the 2 Sméagol Tiles to the Hunt Pool
Add 2 expansion cards, number 25 and 26, to each deck.
Replace the 3 Ent cards, and the 3 Shadow cards with the Expansion Version, labeled with a “B” in their card number.
New Characters - Sméagol, Tamed Wretch
When a Sméagol tile is drawn for the Hunt, damage equals zero and Sméagol becomes the guide to the Fellowship. Place the Sméagol card in the Guide of the Fellowship box, and add the Sméagol Companion Counter.
If Gollum is the Guide and a Sméagol tile is drawn, discard it and draw again.
If Sméagol is the Guide and a Sméagol tile is drawn, hunt damage is zero and the tile is returned to the Hunt
If a Sméagol tile is drawn after Sméagol has left the game, discard it and draw again.
Sméagol must always be the Guide when in the Fellowship.
Sméagol can be taken as a Hunt casualty like any other companion.
Sméagol’s level is equal to the highest level companion in the Fellowship.
Sméagol is not Gollum and cannot be used to play Gollum cards
If Sméagol leaves play, Gollum may enter play as normal.
If Sméagol is eliminated, the We Shall Get It Shadow event enters play.
If Sméagol is the only Companion in the Fellowship, replace him with Gollum and We Shall Get It does not enter play.
Sméagol is eliminated if separated.
Sméagol is eliminated if the Fellowship declares in a Free Peoples City or Stronghold.
Sméagol allows the Shadow to place an extra Eye at start of turn because he is a companion in the Fellowship.
Sméagol does not need a figure because he is always only Guide of the Fellowship.
Sméagol has leadership 0.
When Sméagol is the Guide, a Character Action Die can be used to declare the Fellowship. If The Fellowship is declared in Minas Morgul or Morannon, the Fellowship is moved onto the Mordor Track.
When Sméagol uses a character Action Die to declare on a Free Peoples City or Stronghold, corruption is not healed.
Lady Galadriel, Keeper of Nenya
If Sauron or the Elves are At War, use a Muster Dice to play Galadriel in Lorien.
Galadriel adds one Action Die to the Free People, unless Gandalf the White is in play.
When Galadriel is in play and a standard Eye tile is drawn, the Free may use an Elven Ring to completely remove that Eye from the game, and draw a replacement tile.
When the Elves are at war and Galadriel is in play, Elven units can be mustered in Lorien when Lorien is under siege.
Galadriel cannot ever leave Lorien.
Galadriel has Level 0 and Leadership 2.
Galadriel is a Level 3 Companion for Combat Cards. {Bottom bit of cards}
Galadriel is not a Companion for Events. {Top bit of cards}
{Currently this means she cannot summon Eagles, Total}
The Witch-King, Chief of the Ring Wraiths {aka Mr Hunty}
Muster the Chief in the region with the Fellowship for a Muster dice.
The Chief cannot be mustered in a Free Peoples Stronghold.
The Chief cannot be mustered if The Witch King : The Black Captain has ever been in play.
The Chief is an alternate version of The Witch King : The Black Captain and can use all of the same cards. The Chief adds one Action Die to the Shadow.
If The Chief is in play, each Nazgul in the same region as the Fellowship grants one Hunt re-roll, including The Chief .
If The Fellowship declare outside a Free Peoples Stronghold, The Chief may move to the same region as the Fellowship.
The Chief has a level of infinite and Leadership 2.
The Balrog Of Moria, Evil Of The Ancient World
Muster The Balrog in Moria for a Muster dice.
The Balrog cannot be mustered if either Witch King is in play.
The Balrog adds one Action Die to the Shadow, unless either Witch King is in play.
When The Balrog is mustered, play one Troll or one Orc in Moria.
When The Balrog is mustered, advance the North, Dwarves and Elves one box on the political track.
The Balrog has a level of 0 and Leadership 3.
The Balrog adds +2 Combat Strength to his army.
The Balrog is not a Minion for the purpose of playing Gandalf the White.
If the Fellowship is revealed, or declared, and as a result has moved through, is moving from, or is moving into a region with the Balrog, draw a Hunt tile and apply it’s effects, ignoring any reveal Reveal icon. If the tile drawn is an Eye, eliminate the Balrog and the Guide. If Gollum is the Guide, ignore a drawn Eye.
Factions
The Hillmen Of Dunland
Muster The Hillmen faction by placing two Hillmen in Nth Dunland and two Hillmen in Sth Dunland for a Muster dice.
The Hillmen can only be mustered if Isengaurd is At War.
Hillmen can only be mustered by using a Muster dice to place two Hillmen in an Isengaurd or Rohan region containing a Shadow army, unless that army is under siege.
One Hit eliminates Two Hillmen.
Just like one hit eliminates a regular and two hits eliminates an elite.
If only one Hillman in an army, the Hillman is eliminated last.
Hillmen count as full units for the Shadow cards Relentless Assault and Onslaught.
The Corsairs Of Umbar
Muster The Corsairs faction by placing two Corsair Ships in Umbar for a Muster dice.
The Corsairs can only be mustered if The Southrons and Easterlings are At War.
Muster a Ship and a Regular in a controlled Umbar with a Muster dice.
Ships
Ships are not army units and cannot conquer regions.
Ships can only enter Coastal regions.
Ships ignore stacking restrictions and enemy armies.
A Ship is eliminated if a Shadow army it is with retreats, or is eliminated.
Ships can only move using one of the two army moves allowed by spending an Army dice. A group of ships may move up to two provinces.
A Shadow army may move from one region with a ship to another Free region with a ship using one of the two army moves allowed by spending an Army dice, or using a Character dice if the army has leadership.
A Shadow army may attack from one region with a ship into another region with a ship using an Army dice or a Character dice if the army has leadership.
An army attacking using ships cannot retreat.
Eliminate all ships in the attacked region when an attack fails.
If ships are used to transport an army to a besieged shadow army, it is considered as a siege relief attack.
The Ents of Fangorn
Muster The Ents Faction by placing the silver Treebeard Ent in Fangorn for a Muster dice.
The Ents can only be mustered if Saruman is in play and a Companion is in Fangorn.
If a Companion is in Fangorn and The Voice Of Saruman is used, place an Ent in Fangorn. Ents can only be mustered this way, or with one of the 3 Ent cards.
The Ents are not army units and cannot conquer regions.
The Ents ignore stacking restrictions and enemy armies.
An Ent is removed from the game when used to attack.
The Ents are counter mix limited to 8 Ents, ever.
The Ents can attack only with an Ent Card.
The Silver Ent, Treebeard, must always stay in Fangorn.
Each other Ent may be used to attack or move during the same activation triggered by the Ents Awake event. A series of movements and attacks can be made in any desired order as long as there spare Ents still in Fangorn.
To move The Ents, take an Ent from Fangorn and place it in a region adjacent to a region containing an Ent. Ents cannot move into a region containing a Shadow Army.
A Shadow Army in a region adjacent to an Ent can be attacked by The Ents.
A Shadow Army in a region with an Ent can be attacked by The Ents.
To attack with The Ents, eliminate an Ent from Fangorn and roll five Combat Dice, hitting on 5 or 6. Further attacks are made by removing another Ent.
The Shadow cannot respond in any way to an Ent attack.
No Combat cards are chosen and there is no retreat.
If an Ent Attack eliminates the Army at Orthanc, eliminate Saruman.
If an Ent moves into Orthanc eliminate Saruman.
Siege Engines
Siege Engines cannot move.
Siege Engines can be rebuilt when eliminated.
Siege Engines are eliminated if the army they are with is eliminated, or completely leaves.
Shadow Siege Engines are Siege Towers.
Shadow can muster a Siege Tower for a Muster dice outside any Free Controlled Stronghold currently under siege.
A maximum of two Siege Towers can be mustered by Shadow outside a stronghold.
Siege Towers are eliminated when a siege is over.
Free Siege Engines are Trebuchets.
The Free may muster a Trebuchet for a Muster dice in a Free Peoples Stronghold of an active nation.
A Trebuchet can be mustered in a Stronghold under siege.
A maximum of two Trebuchets can be mustered by the Free in a stronghold.
Siege Engine Superiority
The side with more Siege Engines at the start of a siege battle has Siege Engine Superiority.
If Free have Siege Engine Superiority, the Free get +1 to their combat roll on the first round, and Shadow cannot extend the siege by reducing an Elite.
If Shadow has Siege Engine Superiority, the Free get -1 to their combat roll on the first round and the siege can be extended free for a second round. An elite can be reduced to further continue.
Siege Engine Tie
If both sides have the same number of Siege Engines, the battle is fought like normal.
If there is a Siege Engine Tie, Free may eliminate a Trebuchet before combat cards are chosen to gain Siege Engine Superiority for the rest of the battle.
Appendix, Revised rulings
Mustering and Eliminating Characters changes the number of Action Dice rolled next turn.
When Play on Table events no longer satisfy their play conditions, they are discarded.
A Character with level 0 cannot move, even with an army.
A Minion moving without an army cannot move into a Free Controlled Stronghold.
Put the Companion Counters in the Hunt Box.
When the Fellowship declares in a Free Peoples Stronghold or City, ignore any reveal icons for tiles drawn because of the declaration.
Resolve each effect of each Hunt tile before resolving the next effect or tile.
Resolve tiles drawn because of Shadow Strongholds last.
When the Hunt reveals the Fellowship, they cannot be revealed in a Free Peoples Stronghold or City, but can reveal in a Free Peoples Town
Conquered Shadow Settlements can be revealed on.
Conquered Shadow Settlements do not heal the Fellowship.
Shadow Strongholds cannot build Trebuchets, even if a Free army control them.
Conquered Free Strongholds do give Hunt re rolls.
Setup
Add the 2 Sméagol Tiles to the Hunt Pool
Add 2 expansion cards, number 25 and 26, to each deck.
Replace the 3 Ent cards, and the 3 Shadow cards with the Expansion Version, labeled with a “B” in their card number.
New Characters - Sméagol, Tamed Wretch
When a Sméagol tile is drawn for the Hunt, damage equals zero and Sméagol becomes the guide to the Fellowship. Place the Sméagol card in the Guide of the Fellowship box, and add the Sméagol Companion Counter.
If Gollum is the Guide and a Sméagol tile is drawn, discard it and draw again.
If Sméagol is the Guide and a Sméagol tile is drawn, hunt damage is zero and the tile is returned to the Hunt
If a Sméagol tile is drawn after Sméagol has left the game, discard it and draw again.
Sméagol must always be the Guide when in the Fellowship.
Sméagol can be taken as a Hunt casualty like any other companion.
Sméagol’s level is equal to the highest level companion in the Fellowship.
Sméagol is not Gollum and cannot be used to play Gollum cards
If Sméagol leaves play, Gollum may enter play as normal.
If Sméagol is eliminated, the We Shall Get It Shadow event enters play.
If Sméagol is the only Companion in the Fellowship, replace him with Gollum and We Shall Get It does not enter play.
Sméagol is eliminated if separated.
Sméagol is eliminated if the Fellowship declares in a Free Peoples City or Stronghold.
Sméagol allows the Shadow to place an extra Eye at start of turn because he is a companion in the Fellowship.
Sméagol does not need a figure because he is always only Guide of the Fellowship.
Sméagol has leadership 0.
When Sméagol is the Guide, a Character Action Die can be used to declare the Fellowship. If The Fellowship is declared in Minas Morgul or Morannon, the Fellowship is moved onto the Mordor Track.
When Sméagol uses a character Action Die to declare on a Free Peoples City or Stronghold, corruption is not healed.
Lady Galadriel, Keeper of Nenya
If Sauron or the Elves are At War, use a Muster Dice to play Galadriel in Lorien.
Galadriel adds one Action Die to the Free People, unless Gandalf the White is in play.
When Galadriel is in play and a standard Eye tile is drawn, the Free may use an Elven Ring to completely remove that Eye from the game, and draw a replacement tile.
When the Elves are at war and Galadriel is in play, Elven units can be mustered in Lorien when Lorien is under siege.
Galadriel cannot ever leave Lorien.
Galadriel has Level 0 and Leadership 2.
Galadriel is a Level 3 Companion for Combat Cards. {Bottom bit of cards}
Galadriel is not a Companion for Events. {Top bit of cards}
{Currently this means she cannot summon Eagles, Total}
The Witch-King, Chief of the Ring Wraiths {aka Mr Hunty}
Muster the Chief in the region with the Fellowship for a Muster dice.
The Chief cannot be mustered in a Free Peoples Stronghold.
The Chief cannot be mustered if The Witch King : The Black Captain has ever been in play.
The Chief is an alternate version of The Witch King : The Black Captain and can use all of the same cards. The Chief adds one Action Die to the Shadow.
If The Chief is in play, each Nazgul in the same region as the Fellowship grants one Hunt re-roll, including The Chief .
If The Fellowship declare outside a Free Peoples Stronghold, The Chief may move to the same region as the Fellowship.
The Chief has a level of infinite and Leadership 2.
The Balrog Of Moria, Evil Of The Ancient World
Muster The Balrog in Moria for a Muster dice.
The Balrog cannot be mustered if either Witch King is in play.
The Balrog adds one Action Die to the Shadow, unless either Witch King is in play.
When The Balrog is mustered, play one Troll or one Orc in Moria.
When The Balrog is mustered, advance the North, Dwarves and Elves one box on the political track.
The Balrog has a level of 0 and Leadership 3.
The Balrog adds +2 Combat Strength to his army.
The Balrog is not a Minion for the purpose of playing Gandalf the White.
If the Fellowship is revealed, or declared, and as a result has moved through, is moving from, or is moving into a region with the Balrog, draw a Hunt tile and apply it’s effects, ignoring any reveal Reveal icon. If the tile drawn is an Eye, eliminate the Balrog and the Guide. If Gollum is the Guide, ignore a drawn Eye.
Factions
The Hillmen Of Dunland
Muster The Hillmen faction by placing two Hillmen in Nth Dunland and two Hillmen in Sth Dunland for a Muster dice.
The Hillmen can only be mustered if Isengaurd is At War.
Hillmen can only be mustered by using a Muster dice to place two Hillmen in an Isengaurd or Rohan region containing a Shadow army, unless that army is under siege.
One Hit eliminates Two Hillmen.
Just like one hit eliminates a regular and two hits eliminates an elite.
If only one Hillman in an army, the Hillman is eliminated last.
Hillmen count as full units for the Shadow cards Relentless Assault and Onslaught.
The Corsairs Of Umbar
Muster The Corsairs faction by placing two Corsair Ships in Umbar for a Muster dice.
The Corsairs can only be mustered if The Southrons and Easterlings are At War.
Muster a Ship and a Regular in a controlled Umbar with a Muster dice.
Ships
Ships are not army units and cannot conquer regions.
Ships can only enter Coastal regions.
Ships ignore stacking restrictions and enemy armies.
A Ship is eliminated if a Shadow army it is with retreats, or is eliminated.
Ships can only move using one of the two army moves allowed by spending an Army dice. A group of ships may move up to two provinces.
A Shadow army may move from one region with a ship to another Free region with a ship using one of the two army moves allowed by spending an Army dice, or using a Character dice if the army has leadership.
A Shadow army may attack from one region with a ship into another region with a ship using an Army dice or a Character dice if the army has leadership.
An army attacking using ships cannot retreat.
Eliminate all ships in the attacked region when an attack fails.
If ships are used to transport an army to a besieged shadow army, it is considered as a siege relief attack.
The Ents of Fangorn
Muster The Ents Faction by placing the silver Treebeard Ent in Fangorn for a Muster dice.
The Ents can only be mustered if Saruman is in play and a Companion is in Fangorn.
If a Companion is in Fangorn and The Voice Of Saruman is used, place an Ent in Fangorn. Ents can only be mustered this way, or with one of the 3 Ent cards.
The Ents are not army units and cannot conquer regions.
The Ents ignore stacking restrictions and enemy armies.
An Ent is removed from the game when used to attack.
The Ents are counter mix limited to 8 Ents, ever.
The Ents can attack only with an Ent Card.
The Silver Ent, Treebeard, must always stay in Fangorn.
Each other Ent may be used to attack or move during the same activation triggered by the Ents Awake event. A series of movements and attacks can be made in any desired order as long as there spare Ents still in Fangorn.
To move The Ents, take an Ent from Fangorn and place it in a region adjacent to a region containing an Ent. Ents cannot move into a region containing a Shadow Army.
A Shadow Army in a region adjacent to an Ent can be attacked by The Ents.
A Shadow Army in a region with an Ent can be attacked by The Ents.
To attack with The Ents, eliminate an Ent from Fangorn and roll five Combat Dice, hitting on 5 or 6. Further attacks are made by removing another Ent.
The Shadow cannot respond in any way to an Ent attack.
No Combat cards are chosen and there is no retreat.
If an Ent Attack eliminates the Army at Orthanc, eliminate Saruman.
If an Ent moves into Orthanc eliminate Saruman.
Siege Engines
Siege Engines cannot move.
Siege Engines can be rebuilt when eliminated.
Siege Engines are eliminated if the army they are with is eliminated, or completely leaves.
Shadow Siege Engines are Siege Towers.
Shadow can muster a Siege Tower for a Muster dice outside any Free Controlled Stronghold currently under siege.
A maximum of two Siege Towers can be mustered by Shadow outside a stronghold.
Siege Towers are eliminated when a siege is over.
Free Siege Engines are Trebuchets.
The Free may muster a Trebuchet for a Muster dice in a Free Peoples Stronghold of an active nation.
A Trebuchet can be mustered in a Stronghold under siege.
A maximum of two Trebuchets can be mustered by the Free in a stronghold.
Siege Engine Superiority
The side with more Siege Engines at the start of a siege battle has Siege Engine Superiority.
If Free have Siege Engine Superiority, the Free get +1 to their combat roll on the first round, and Shadow cannot extend the siege by reducing an Elite.
If Shadow has Siege Engine Superiority, the Free get -1 to their combat roll on the first round and the siege can be extended free for a second round. An elite can be reduced to further continue.
Siege Engine Tie
If both sides have the same number of Siege Engines, the battle is fought like normal.
If there is a Siege Engine Tie, Free may eliminate a Trebuchet before combat cards are chosen to gain Siege Engine Superiority for the rest of the battle.
Appendix, Revised rulings
Mustering and Eliminating Characters changes the number of Action Dice rolled next turn.
When Play on Table events no longer satisfy their play conditions, they are discarded.
A Character with level 0 cannot move, even with an army.
A Minion moving without an army cannot move into a Free Controlled Stronghold.
Put the Companion Counters in the Hunt Box.
When the Fellowship declares in a Free Peoples Stronghold or City, ignore any reveal icons for tiles drawn because of the declaration.
Resolve each effect of each Hunt tile before resolving the next effect or tile.
Resolve tiles drawn because of Shadow Strongholds last.
When the Hunt reveals the Fellowship, they cannot be revealed in a Free Peoples Stronghold or City, but can reveal in a Free Peoples Town
Conquered Shadow Settlements can be revealed on.
Conquered Shadow Settlements do not heal the Fellowship.
Shadow Strongholds cannot build Trebuchets, even if a Free army control them.
Conquered Free Strongholds do give Hunt re rolls.