The Lord of the Rings: The Card Game – The Flame of the West
The Lord of the Rings: The Card Game – The Flame of the West Rulebook
Table of Contents
Table of Contents
Component Overview
The Lord of the Rings: The Flame of the West includes the following components:
- This rules insert
- 165 cards, consisting of:
- 3 Hero Cards
- 32 Player Cards
- 118 Encounter Cards
- 9 Quest Cards
- 3 Campaign Cards
Expansion Symbol
The cards in The Lord of the Rings: The Flame of the West Saga Expansion can be identified by this symbol before their collector number.
Campaign Mode
Included in The Flame of the West are new campaign cards, boons and burdens that allow players to play the 3 scenarios included in this box in campaign mode as part of The Lord of the Rings campaign they began in The Black Riders Saga Expansion. The scenarios in The Flame of the West are played after completing The Land of Shadow.
The Lord of the Rings Saga Expansions are designed to encourage campaign play, but players can still play the scenarios as standalone adventures if they choose. To read the rules for how to play the scenarios in The Flame of the West outside a campaign, skip to the Scenarios section below. The complete rules for campaign mode can be found in The Lord of the Rings: The Black Riders, which is required to play campaign mode.
Campaign Cards
The campaign card serves to place a scenario within the larger campaign. When setting up a scenario in campaign mode, the players must place the campaign card for that scenario next to the quest deck and follow any additional setup instructions on the front of the card. After the players defeat that scenario, turn over the campaign card and follow any resolution instructions, updating their Campaign Log accordingly.
Card diagrams (the campaign card front and back, and the boon and burden examples) are not reproduced.
Boons and Burdens
Boons and burdens are two card sub-types for use only when playing campaign mode. These cards are special player cards and encounter cards that represent the consequences of player choices, both good and bad, and they have a unique set of rules.
Boons are neutral player cards that must be earned by playing through a scenario in campaign mode in order to be used. Players are not allowed to include these cards in a game until after they are earned, unless a scenario directs them to do otherwise.
Burdens are encounter cards that can be earned when playing through a scenario in campaign mode and subsequently included in the encounter deck. Instead of an encounter set icon, burdens have a "burden set icon" used to identify which burden set they belong to. Burdens do not belong to an encounter set and they should not be included in an encounter deck until the players are instructed to include them (even if the burden set icon is the same as an encounter set icon used for the scenario).
Saga Expansion Player Cards
The Lord of the Rings: The Flame of the West features new cards that players may use to customize their decks when playing the scenarios in The Lord of the Rings Saga Expansions. While most of the included player cards are fully compatible with all published The Lord of the Rings: The Card Game scenarios, a select few are only intended for use when playing the scenarios presented in The Lord of the Rings Saga Expansions. These are the Fellowship sphere cards: Aragorn and Banner of Elendil, as well as the boon cards: Esquire of Rohan and Esquire of Gondor.
New Rules
Setting Up the Game
When setting up any scenario in The Flame of the West expansion, the first player must take control of the Fellowship sphere Aragorn included with this expansion.
The Fellowship Sphere
The Fellowship sphere, denoted by its sphere icon, is a sphere of influence in The Lord of the Rings: The Card Game with its own set of rules. The Fellowship sphere emphasizes the sacrifice and determination of the valiant heroes who took up the quest to destroy The One Ring and bring an end to the menace of Sauron.
Heroes belonging to the Fellowship sphere can only be used when playing the scenarios in The Lord of the Rings Saga Expansions. Also, only one hero from the Fellowship sphere can be played at a time. Therefore, it is not possible for there to be more than one hero belonging to the Fellowship sphere in play at any time.
Aragorn
The Lord of the Rings: The Flame of the West features Aragorn, a hero who belongs to the Fellowship sphere. When using this version of Aragorn, players cannot start with any other version(s) of Aragorn as a starting hero or include any other version(s) of Aragorn in their decks.
As a hero, this version of Aragorn collects 1 resource during the resource phase. In addition to paying for cards that match the Fellowship sphere, resources from Aragorn's pool may be spent to pay for neutral cards as well.
Aragorn also has the text: "If Aragorn leaves play, the players lose the game." This text cannot be modified by player card effects or encounter card effects.
Because this version of Aragorn belongs to the Fellowship sphere, he cannot be used as a hero when playing any scenario from a product other than The Lord of the Rings Saga Expansions.
Multiplayer Rules - Aragorn
Aragorn has the text: "The first player gains control of Aragorn." When the first player token passes during the refresh phase, the first player gains control of Aragorn, all resources in Aragorn's resource pool, and all cards attached to Aragorn.
If Aragorn is the last hero under a player's control, and he leaves that player's control, then that player is immediately eliminated from the game.
Campaign Mode Rules - Aragorn
When setting up a scenario in campaign mode, if a player had previously recorded Aragorn as one of his heroes in the campaign log, that player loses control of that version of Aragorn. That player may choose a different hero to replace Aragorn without incurring the +1 threat penalty. Record the new hero in the campaign log. Any cards with the permanent keyword that were attached to the previous version of Aragorn are transferred to the Fellowship sphere Aragorn.
If Aragorn had previously been added to the list of fallen heroes, remove his name from the list and each player incurs a permanent +1 threat penalty.
Campaign Mode Rules - Frodo
When playing the scenarios in The Flame of the West in campaign mode, players cannot use any card titled "Frodo Baggins."
Campaign Staging Rules
When playing the scenarios in The Lord of the Rings Saga Expansions, players reveal encounter cards individually in player order during the Staging Step of the Quest Phase. Beginning with the first player, each player reveals 1 encounter card and resolves its staging before the next player reveals a card. If an encounter card has an effect that uses the word "you" then the encounter card is referring to the player who revealed the card. If the revealed encounter has the Surge keyword, the player who revealed that card reveals an additional encounter card before play proceeds to the next player. Encounter cards with the Doomed X keyword still affect each player.
Game Terms
Immune to Player Card Effects
Cards with the text "Immune to player card effects" ignore the effects of all player cards. Additionally, cards that are immune to player card effects cannot be chosen as targets of player card effects.
Archery X
While a card with the archery keyword is in play, players must deal damage to character cards in play equal to the specified archery value at the beginning of each combat phase. This damage can be dealt to characters under any player's control, and it can be divided among the players as they see fit. If there is a disagreement as to where to assign archery damage, the first player makes the final decision. If multiple cards with the archery keyword are in play, the effects are cumulative. Remember that defense does not block archery damage.
For example: Sean and David are playing the scenario "The Battle of the Pelennor Fields," and there are two copies of Orc of the Eye in play. Orc of the Eye has the keyword archery 1. This gives a cumulative archery total of 2. At the beginning of the combat phase, the players decide to deal 1 of that damage to Sean's ally, Prince Imrahil, and the remaining 1 damage to David's hero, Beregond.
Peril
When a player reveals an encounter card with the Peril keyword, he must resolve the staging of that card on his own without conferring with the other players. The other players cannot take any actions or trigger any responses during the resolution of that card's staging.
Scenarios
The Passing of the Grey Company
While Frodo, Sam and Gollum journeyed through the glades of Ithilien, Aragorn and his companions fought the battle of Helm's Deep and rode to the wreck of Isengard to deal with the traitor, Saruman. During their parley, the Wizard's servant, Grima, hurled a Palantir from a high balcony, narrowly missing them. Aragorn left Saruman and his servant in the care of the Ents who guarded the tower of Orthanc, but the orb he took with him back to Helm's Deep, and in the high tower of the Hornburg he looked into the Seeing Stone and learned much of the Enemy's movements.
In the Palantir he saw a fleet of Corsairs drawing near to the coast of Gondor just as the army of Minas Morgul marched to war against Minas Tirith. Seeing how the White City would fall if help could not reach the coast in time, the Heir of Isildur resolved to take the most direct route through the mountains to Pelargir: The Paths of the Dead.
A name of dread among those who dwell near to its entrance, The Paths of the Dead were said to be haunted by the ghosts of men from the second age of Middle-earth; Oathbreakers who refused to join Isildur when he summoned them to war against Mordor. Isildur cursed them for their unfaithfulness and doomed them to linger in the shadowy hills until their oath was fulfilled.
It was uncertain whether they would help or hinder Isildur's Heir, but Aragorn was determined to reach the coast by the speediest way...
"The Passing of the Grey Company" is played with an encounter deck built with all the cards from the following encounter set: The Passing of the Grey Company. This set is indicated by the following icon:
Encounter set icon (The Passing of the Grey Company) is not reproduced.
Phantom Keyword
Phantom is a new keyword that appears on the Undead enemies in The Passing of the Grey Company. The Phantom keyword represents the mysterious and terrifying nature of the Undead oathbreakers that the Grey Company encountered on their journey through the Paths of the Dead.
During the "determine combat damage" step of an attack made by an enemy with Phantom, if any damage would be dealt by the attack it is canceled and the defending player raises his threat by an equal amount instead.
For example: Matt is engaged with Shadow Host, a 4-attack enemy with the Phantom keyword. During the combat phase, he chooses to defend Shadow Host's attack with Gimli, who has a defense of 2. The attack would deal 2 damage to Gimli, but the damage is canceled and Matt raises his threat by 2 instead.
Army of the Dead
Army of the Dead is a double-sided card with an enemy version on one side and an objective-ally version on the other side. When playing The Passing of the Grey Company, the Army of the Dead enemy is added to the staging area when the players advance to stage 3A. The Army of the Dead objective-ally is a boon card that can only be earned by defeating the Army of the Dead enemy while playing in campaign mode.
The Siege of Gondor
After a harrowing journey under Dwimorberg, Aragorn and his companions emerged on the southern end of the Haunted Mountain and rode to The Stone of Erech. There the Heir of Isildur summoned the Dead Men of Dunharrow to fulfill their oaths and follow him to Pelargir where the fleet of Umbar drew nigh.
To the astonishment of his companions, the Army of the Dead obeyed Aragorn and heeded his commands, but it was still a hard ride to reach Pelargir in time. The hardship the companions endured was beyond the strength of most mortals, but need drove them and the will of Aragorn held them together.
In five days' time, they raced more than ninety leagues to reach the port of Pelargir. At the ford of Gilrain they came upon the men of Lamedon as they fought with Corsair raiders who had sailed up the river. Friend and foe alike fled at their coming for the fear of the dead, but when they reached Pelargir, the Corsairs turned to give battle.
There upon Anduin, the main strength of the Umbar fleet was gathered for the sack of Gondor. A great army of Corsairs stood before them, and the Grey Company was already tired from the long journey, but Aragorn ordered the Army of the Dead to attack and led his companions into battle once more...
"The Siege of Gondor" is played with an encounter deck built with all the cards from the following encounter set: The Siege of Gondor. This set is indicated by the following icon:
Encounter set icon (The Siege of Gondor) is not reproduced.
The Battle of the Pelennor Fields
As Aragorn and his companions raced toward the port of Pelargir on Anduin, Sauron at last ordered the great assault that he had long prepared for the destruction of Gondor and the utter defeat of the West. Orcs issuing from The Black Gate overran the island fortress of Cair Andros, and the main host of Mordor marched forth from Minas Morgul led by The Black Captain, The Witch-king of Angmar.
Denethor, Steward of Gondor, sent messengers to King Theoden in Dunharrow to ask for all his strength to ride to Minas Tirith, and the beacon fires were lit between Gondor and Rohan. Meanwhile, men from the outland fiefs of Gondor marched in to Minas Tirith to bolster the city's garrison. Yet, they sent less strength than hoped for because of the Corsair threat to the coastlands.
So it was that The Witch-king found the men of Gondor not wholly unprepared for the assault, but still greatly overmatched by the host of Mordor. On the eve of the attack Mount Doom belched fire, black clouds darkened the sky, and night fell on Minas Tirith. Unless help beyond hope could reach the White City in time, Gondor would surely fall...
"The Battle of the Pelennor Fields" is played with an encounter deck built with all the cards from the following encounter set: The Battle of the Pelennor Fields. This set is indicated by the following icon:
Encounter set icon (The Battle of the Pelennor Fields) is not reproduced.
Minas Tirith
Minas Tirith is an objective that is put into play when the players reach stage 3A. The objective represents the White City as it comes under attack during The Battle of the Pelennor Fields. If Minas Tirith has damage equal to its hit points at the end of a round, the White City has fallen and the players lose the game.
Several encounter card effects target Minas Tirith. If these effects trigger at stage 2B, while Minas Tirith is not in play, the players must resolve the effects as fully as possible.
For example: Mark is at stage 2B when he reveals the treachery card Spells of Ruin. It reads: "When Revealed: Either deal 1 damage to each exhausted character, or deal 5 damage to Minas Tirith." Since Minas Tirith is not in play, Mark must deal 1 damage to each exhausted character in play.
Assault
Assault is a new keyword that appears on stage 3B of The Battle of the Pelennor Fields. It represents the army of Mordor's relentless attack on the city of Minas Tirith. While stage 3B is in play, progress cannot be placed on that stage by player card effects or by questing successfully. However, progress can still be placed on the active location as normal.
When the players quest unsuccessfully, each player does not raise his threat. Instead, the players must deal X damage to Minas Tirith. X is the amount by which the total threat in the staging area was greater than the total willpower of each character committed to the quest. (This damage is only calculated once for the group, not per player.)
For example: Luke and Craig have committed a total of 20 willpower to the quest at stage 3B. At the end of the staging step there is a total of 25 threat in the staging area. Instead of each player raising his threat by 5, they deal a total of 5 damage to Minas Tirith as a group, reducing Minas Tirith from 50 hit points to 45.
Strategy Tip
When playing The Battle of the Pelennor Fields there are several triggered effects that need to be observed each round. In order to provide players with the most rewarding adventure, and avoid bogging down the game, these effects were all made to trigger at either the beginning of the quest phase or at the end of the round. For the best play experience, we recommend that the players check for triggered effects at the beginning of each quest phase, and again at the end of the round.
Cards to look for in particular are:
- Minas Tirith
- The Witch-king
- Grond
- Wraith on Wings
- The Corsair Fleet (campaign mode only)
Decklists
The scenarios in The Flame of the West represent Aragorn's desperate quest to reach Minas Tirith before it is overrun by the army of Mordor. These scenarios are meant to capture the theme of desperation and heroism from the novels, so they can at times be challenging. To help you on your adventure through The Flame of the West, we have provided a list of cards for two decks that can be built using the contents of The Lord of the Rings: The Card Game core set, The Black Riders box, The Road Darkens box, The Treason of Saruman box, The Land of Shadow box, and The Flame of the West box. Because The Lord of the Rings: The Card Game is a cooperative card game, these decks are designed to complement each other and work best when played together.
Leadership & Lore Deck
Heroes
- Faramir
- Denethor
- Pippin
Attachments
- Banner of Elendil x1
- Steward of Gondor x2
- Celebrain's Stone x1
- Roheryn x1
- Ambush x2
- Elf-stone x2
- Protector of Lórien x2
Allies
- Gandalf x2
- Gimli x1
- Anborn x1
- Halbarad x2
- Galadriel x1
- Elrond x2
- Quickbeam x2
- Mablung x2
- Gleowine x2
- Ghân-buri-ghân x2
- Erebor Hammersmith x2
- Guard of the Citadel x3
- Henamarth Riversong x1
- Snowbourn Scout x3
Events
- The Three Hunters x1
- Take No Notice x2
- In the Shadows x2
- For Gondor! x2
- Secret Paths x2
- Sneak Attack x2
- Taste it Again! x2
Tactics & Spirit Deck
Heroes
- Théoden
- Éowyn (tactics)
- Merry
Attachments
- Banner of Elendil x1
- Herugrim x1
- Unexpected Courage x1
- Snowmane x2
- Horn of Gondor x1
- Golden Shield x1
- Dagger of Westernesse x3
- Livery of the Tower x1
Allies
- Gandalf x2
- Legolas x2
- Boromir x2
- Prince Imrahil x1
- Grimbold x2
- Háma x2
- Gamling x1
- Skinbark x1
- Farmer Maggot x1
- Horseback Archer x2
- Bilbo Baggins x2
- Gondorian Spearman x3
- Veteran Axehand x2
- Wandering Took x2
Events
- The Three Hunters x1
- The Galadhrim's Greeting x1
- Feint x2
- A Test of Will x2
- Desperate Defense x2
- Quick Strike x2
- Sterner than Steel x2
- Stand and Fight x2
Game Modes
The Lord of the Rings: The Card Game is intended for both casual players and dedicated enthusiasts. To accommodate different play styles, three modes of play are available: Easy, Standard, and Nightmare.
Easy Mode
Easy mode is ideal for new players and for players who prefer the narrative and cooperative aspects of the game with less challenge. To play a scenario in Easy mode, simply take the following steps during setup of any scenario:
- Add one resource to each hero's resource pool.
- Remove any card with the "difficulty" indicator around its encounter set icon (a gold border) from the current scenario's encounter deck.
Some older scenarios (including those in early printings of the core game) do not have the "difficulty" indicator icon on relevant cards in their encounter decks. Please visit www.fantasyflightgames.com to see which cards should be removed in those scenarios.
Standard Mode
To play a scenario in Standard mode, simply follow the normal setup instructions for that scenario.
Nightmare Mode
Players who desire a truly difficult challenge should consider using the supplemental "Nightmare Decks" (sold separately) for each scenario. More information about Nightmare Decks for The Lord of the Rings: The Card Game can be found at www.fantasyflightgames.com.