The Lord of the Rings LCG
Fantasy Flight Games
Cooperative card game against a quest deck. The core-set scenario is modelled completely, including every card used, and plays end to end.
1–4 co-op vs the encounter deck · cooperative
A fixed round of 7 phases with an action window after almost every step. Heroes, allies, enemies and locations are instances with their own state (exhausted, damage, resources, progress). Core Set, scenario Passage through Mirkwood. Both the rules and the card texts are executable: When Revealed, shadow, Forced, Response, Travel and Action effects sit on the card itself as triggers, modifiers and abilities. Rule procedures that come back often (revealing an encounter card, leaving play after damage, exploring a location, advancing the quest) are triggers on an event, so cards can call the same procedure.
Core rules, one to four players (one by default). Starting deck: three heroes and only allies from Leadership and Tactics; events and attachments from the player deck come later. No mulligan. Sentinel and Ranged are modelled (they only matter with more players). Card values: RingsDB (player cards) and Hall of Beorn (encounter cards); the texts below are our own summaries.
Goal and end of the game
- Win Beorn's Path completed and Ungoliant's Spawn not in play
- Win Don't Leave the Path and Ungoliant's Spawn defeated
- Out threat ≥ 50 or all heroes dead
- Loss all players eliminated
How the game goes
Follow the track from top to bottom. ↻ repeats, a side track is a branch; under every step: what you decide there. Tap a step for what you decide there.
All steps in words
- Setup: shuffle, hand, quest 1A
- Round
- 1. Resources
- 2. Planning
- start_planning
- Play allies
- Play an ally or stop
One of:
- play ally
Allowed if an ally in hand that the heroes of its sphere can pay for.
- Choose affordable allies in hand
- done planning
- play ally
- Play an ally or stop
- 3. Quest
- Commit
- Send ready characters on the quest (exhaust)
- Choose ready heroes and allies (zero or more)
- Send ready characters on the quest (exhaust)
- Staging: 1 encounter card per player
- Σ willpower vs Σ threat → progress or threat goes up
- Commit
- 4. Travel
One of:
- travel
Allowed if no active location and a location in staging whose travel cost can be paid.
- Choose reachable locations in staging
- skip travel
- travel
- 5. Encounter
- Optional engagement
- May engage 1 enemy from staging
One of:
- engage enemy
Allowed if an enemy in staging.
- Choose enemies in staging
- skip engage
- engage enemy
- May engage 1 enemy from staging
- Engagement checks
- Per player
- Highest engagement ≤ threat engages
Allowed if an enemy with engagement ≤ threat.
- Highest engagement ≤ threat engages
- Per player
- Optional engagement
- 6. Combat
- Shadow card to each engaged enemy
- Enemy attacks
- Per enemy
- Enemy attacks
Allowed if the enemy is still engaged.
- Defender (exhaust) or undefended
One of:
- defend
Allowed if enemy still engaged and a ready character (own, or another player's Sentinel).
- Choose ready characters
- undefended
Allowed if the enemy is still engaged.
- defend
- Turn over shadow cards
Allowed if enemy still engaged and has shadow cards.
- Damage = attack − defense
Allowed if the enemy is still engaged.
- If there is a hero: choose own heroes
- Enemy attacks
- Per enemy
- Player attacks
- Per engaged enemy
- Choose attackers (exhaust), damage = Σ attack − defense
One of:
- attack
Allowed if enemy still engaged and a ready character (own, or another player's Ranged).
- Choose ready characters
- skip attack
- attack
- Choose attackers (exhaust), damage = Σ attack − defense
- Per engaged enemy
- 7. Refresh
On the table
13 zones and piles
- player deck per player · face down · shuffled
- hand per player · only its owner sees it
- heroes per player · open
- allies per player · open
- attachments per player · open — attachments on this player's characters
- discard per player · open
- engaged per player · open
- staging open
- encounter deck face down · shuffled
- revealed open
- encounter discard open
- shadow cards face down — face-down shadow cards; which enemy each belongs to is kept in enemy['shadows'] (uids)
- active location open
Cards and components
heroes 3 items · structure only
player cards 11 items · structure only
encounter 19 items · structure only
quest 4 items · structure only
Under the hood
These rules are read straight from the game's model: the same data the engine plays with. For the exact expressions, the rules diagram and the model source:
Fan model of a game by Fantasy Flight Games: only the rules structure is shown, in our own words. Cards, scenarios and play are not published without the publisher's permission. Not affiliated with or endorsed by the publisher.