The Two Towers Demonstration Video Script
Starting a Game of The Lord of the RingsTrading Card Game
Welcome to a short demonstration on how to play The Lord of the Rings
Trading Card Game. Each player will take one turn in this demonstration
to illustrate how to start a game, what the basic mechanics of the game
are, and how to resolve some of the main action sequences of the game. After
that, we encourage you to continue to play with the starter decks how we
have set them up and follow the game to its conclusion.
It would be a good idea to print out, or have on hand, The
Two Towers rulebook for any questions that might arise; just stop the
video and look up anything you have a question on. We will try to explain
as much as possible in this video, but we can't anticipate every question
you might have. This demonstration assumes that you have looked through
the rulebook at least once and have a passing knowledge of some game terms
for The Lord of the Rings Trading Card Game.
Before we get into the demonstration, let me also say that these decks
that we are using for this demonstration, The
Two Towers Théoden and Aragorn starter decks, will soon be available
for download on www.decipher.com. However, they will not be available for
free download until December 18th, so until that time it would be best if
you had the real starter decks with you, arranged in the order that we have
specified. This is very important that you arrange the decks in the order
listed as you will not be able to follow along if they are not in the proper
sequence.
The first thing we need to tell you about is how you win the game; once
you know that, the rest will fall into line. There are three ways to win
a game of The Lord of the Rings Trading Card Game. You can win by
either corrupting your opponent's Ring-bearer with burdens, kill your opponent's
Ring-bearer and taking the ring for yourself, or you can be the first person
to get your Ring-bearer safely to the end of the Adventure Path.
The Adventure Path is a pre-selected set of nine cards that represent
the path of your characters in their quest to destroy the One Ring. These
cards are made up of sites that are numbered 1 - 9 and each represents a
place in Middle-earth. The first person to run through these sites and keep
their Ring-bearer alive is the victor.
Both players will need their own decks to play. A deck is built out of
equal parts bad-guy cards (Shadow) and good-guy cards (Free Peoples). When
it's your turn, you represent the Free Peoples of Middle-earth, which are
basically the good guys. When it's your opponent's turn you represent the
Shadow, or the bad guys. It's easy to tell the difference between good and
bad-guy cards as they have different symbols in the upper left-hand corner
of each card, a circle for the good guys and a diamond for the bad guys.
Here is how to start a game:
Each of you will need to determine who will be player one and who will
be player two. Player one will be playing the Théoden starter deck
and player two will be playing the Aragorn starter deck, both brand new
products from The Two Towers expansion. The Théoden starter is based
around the Rohan culture and the evil Uruk-hai of Isengard. The Aragorn
starter is based around the three hunters, Aragorn, Gimli, and Legolas,
and also features the evil men of Dunland.
When you begin play, you have to start by determining who goes first.
Each player secretly selects a number of tokens to bid with. The player
with the higher number of tokens gets to determine who goes first. These
tokens also represent a number of burdens that your Ring-bearer will start
the game with. When your Ring-bearer has 10 burdens he is corrupted and
you lose the game. So be careful not to bid too high as cards will also
add burdens throughout the game.
Each player selects their opening bid then simultaneously reveals the
bids to determine who goes first.
For this demonstration player one will bid 2 and player two will bid 1.
Player one will choose to go first.
Now both players reveal their starting Frodo and One Ring and put their
bid on Frodo to determine starting burdens. Player one should now have two
burdens and player two should have one burden on Frodo.
Next, the player that goes first (player one for this demonstration) gets
to choose which site 1 they want to begin the game at. All sites have two
numbers on them; the number in the top left corner is the site number. All
sites have to be played in order, so for instance site 1 has to be in play
before site 2 shows up, etc.
Since player one is playing the Théoden deck, their site 1 is Horse
Country. As both players continue to move down the site path, you'll alternate
playing the next few sites in numbered order. For this demonstration, you'll
only be going as far as site 3, but in a regular game of The Lord of
the Rings Trading Card Game, players might get as far as site 9 where
the game must end.
After site 1 is chosen, both players get to choose what's called your
starting fellowship. Your starting fellowship will consist of any number
of companions, as long as their total cost isn't greater than 4.
Player one's starting fellowship will be Éowyn and Éomer.
Player two will start with Aragorn.
Now both players draw their opening hand of 8 cards.
Player one will have:
Uruk Regular
Still They Came
Heavy Chain
Brego
Herugrim
Hobbit Sword
Work for the Sword
Player two will have:
Death to the Strawheads
Iron Axe
Dunlending Madman
Legolas, Elven Comrade
Gimli, Unbidden Guest
Hobbit Sword
Ranger's Sword, Blade of Aragorn
Once all the set up of the game has begun, we can start the game.
Player 1's Turn:
Fellowship Phase:
Player 1:
Plays Herugrim on Théoden - add 2 to the twilight pool
Plays Brego on Théoden - add 1 to the twilight pool
Plays Heavy Chain on Éomer - add 1 to the twilight pool
Plays Hobbit Sword on Frodo - add 1 to the twilight pool
Move to site 2 - Player 2 plays Rohirrim Village on the Adventure Path
Add 3 to the twilight pool for the Shadow number of Rohirrim Village
Add 3 to the twilight pool for Player 1's three companions
No more actions
There are now 11 tokens in the twilight pool
Shadow Phase:
Player 2:
Plays Dunlending Robber - remove 5 from the twilight pool
Plays Dunlending Madman - remove 4 from the twilight pool
Plays Iron Axe on Dunlending Madman - remove 1 from the twilight pool
No more actions
There is now 1 token in the twilight pool
Maneuver Phase:
Both players pass on maneuver actions
Archery Phase:
Both players pass on archery actions
Assignment Phase:
Player 1:
Assigns Dunlending Robber to fight Théoden
Assigns Dunlending Madman to fight Éomer
Skirmish Phase:
Player 1 chooses to resolve Théoden's skirmish first
- Player 1 plays Work for the Sword from hand to increase Théoden's
strength to 10 - adds 1 token to the twilight pool
- Player 2 passes
- Player 1 passes
- Théoden wins the skirmish and the Dunlending Robber takes 4 wounds
and is killed.
- Player 2 places the Dunlending Robber in the discard pile
Player 1 now chooses to resolve Éomer's skirmish
- Player 1 passes his first action
- Player 2 passes his first action
- Dunlending Madman wins the skirmish and Éomer takes 1 wound
- Dunlending Madman is now fierce.
Fierce Assignment Phase:
Player 1 assigns the Dunlending Madman to fight Théoden in the fierce
skirmish
Fierce Skirmish Phase:
Player 1 chooses to resolve Théoden's fierce skirmish
- Player 1 passes their first action
- Player 2 passes their first action
- Dunlending Madman wins the skirmish and Théoden takes 1 wound
Regroup Phase:
Both players pass on regroup actions
Player 2 reconciles hand discards Death to the Strawheads then
draws 4 cards:
Swiftly and Softly
Best Company
Pippin, Woolly-footed Rascal
Band of Wild Men
Player 1 announces that they are not going to move again and draws 5 cards:
Ferocity
Broad-bladed Sword
Orthanc Warrior
Broad-bladed Sword
Uruk Stalker
Dunlending Madman and Iron Axe are discarded
Player 1's turn is now done
Player 2's Turn:
Twilight pool is now emptied
Fellowship Phase:
Player 2:
Plays Legolas - adds 2 to the twilight pool
Plays Gimli - adds 2 to the twilight pool
Plays Pippin, Woolly-footed Rascal - adds 1 to the twilight pool
Plays Ranger's Sword, Blade of Aragorn on Aragorn - adds 1 to the twilight
pool
Plays Hobbit Sword on Frodo - adds 1 to the twilight pool
Move to site 2 - Rohirrim Village
Add 3 to the twilight pool for the Shadow number of Rohirrim Village
Add 5 to the twilight pool for Player 2's five companions
No more actions
There are now 15 tokens in the twilight pool
Shadow Phase:
Player 1:
Plays Uruk Regular - remove 5 from the twilight pool
Plays Uruk Stalker - remove 5 from the twilight pool
Exert Uruk Regular to play Orthanc Warrior for 1 less twilight
Plays Orthanc Warrior - remove 3 from the twilight pool
Play Broad-bladed Sword on Orthanc Warrior - remove 1 from the twilight
pool
Play Broad-bladed Sword on Uruk Regular - remove 1 from the twilight pool
No more actions
There are now 0 tokens in the twilight pool
Maneuver Phase:
Both players pass on maneuver actions
Archery Phase:
Both players pass on archery actions
Player 1 must assign 1 archery wound to a minion for Legolas's archery
keyword
Player 1 places 1 wound token on Uruk Stalker
Assignment Phase:
Player 2:
Assigns the Uruk Stalker to skirmish Gimli
Assigns the Uruk Regular to skirmish Frodo
Assigns the Orthanc Warrior to skirmish Aragorn
Skirmish Phase:
Player 2 chooses to resolve Aragorn's skirmish first
- Player 2 passes their first action
- Player 1 passes their first action
- Aragorn wins the skirmish and the Orthanc Warrior receives 1 wound
Player 2 chooses to resolve Gimli's skirmish next
- Player 2 exerts Legolas to make the Uruk Stalker strength -2
- Player 1 passes their action
- Player 2 exerts Legolas to make the Uruk Stalker strength -2
- Player 1 plays Ferocity to make the Uruk Stalker strength +2 (player
1 then places Ferocity on the discard pile)
- Player 2 plays Best Company to make Gimli strength +2 (player 2 then
places Best Company in the discard pile)
- Player 1 passes
- Player 2 passes
- Gimli is strength 8 and the Uruk Stalker is strength 6
- Gimli wins the skirmish and the Uruk Stalker takes 2 wounds and is killed
- Player 1 places the Uruk Stalker in the discard pile
Player 2 chooses to resolve Frodo's skirmish
- Player 2 plays Swiftly and Softly to cancel the skirmish - add 1 to
the twilight pool
Regroup Phase:
Both players pass on regroup actions
Player 1 reconciles their hand - draws 6 cards
Rider of Rohan
Uruk-hai Raiding Party
Horse of Rohan
Uruk Rear Guard
Éowyn, Lady of Rohan
Uruk-hai Raiding Party
Player 2 announces that they are going to move again
Player 1 plays their site 3 - Throne Room - on the Adventure Path
Add 1 to the twilight pool for the Shadow number of Throne Room
Add 5 to the twilight pool for Player 2's five companions
There are now 7 tokens in the twilight pool
Shadow Phase 2:
Player 1 plays Uruk-hai Raiding party - remove 6 from the twilight pool
No more actions
There is now 1 token in the twilight pool
Maneuver Phase 2:
Both players pass on maneuver actions
Archery Phase 2:
Both players pass on archery actions
Player 1 must assign 1 archery wound to a minion for Legolas's archery keyword
Player 1 places 1 wound token on Uruk-hai Raiding Party
Assignment Phase 2:
Player 2:
Assigns Uruk-hai Raiding Party to skirmish Gimli
Assigns Uruk Regular to skirmish Pippin
Assigns Orthanc Warrior to skirmish Aragorn
Skirmish Phase 2:
Player 2 chooses to resolve Gimli's skirmish first
- Player 2 passes
- Player 1 passes
- Gimli is strength 6 to the Uruk-hai Raiding Party strength 9
- Gimli loses the skirmish and takes 2 wounds
Player 2 chooses to resolve Aragorn's skirmish next
- Player 2 passes
- Player 1 plays Still They Came exerts the Uruk-hai Raiding Party
and removes 1 token from the twilight pool (Player 1 places Still They
Came in the discard pile)
- Player 2 passes
- Player 1 passes
- Aragorn is strength 12 to the Orthanc Warrior's strength of 12
- Aragorn loses the skirmish and takes 2 wounds
Player 2 chooses to resolve Pippin's skirmish
- Player 2 adds a burden to Frodo to discard Pippin
- Player 1 passes
- Pippin is discarded
- Player 1 passes
- Player 2 passes
- The Uruk Regular wins the skirmish (since Pippin is not there anymore,
Pippin does not suffer wounds and is not overwhelmed and killed)
Regroup Phase:
Both players pass on regroup actions
Player 1 reconciles their hand - draws 2 cards
An Honorable Charge
Orthanc Warrior
Player 2 cannot move again and reconciles their hand draws 7 cards
Merry, Learned Guide
Aragorn, Wingfoot
Dunlending Madman
Pippin, Woolly-footed Rascal
Dunlending Robber
Severed His Bonds
Dunlending Brigand
All minions are discarded
Player 2's turn is now done
The twilight pool is emptied
It would be player one's turn to play cards and move down the Adventure
Path again, but as we said at the beginning of the demonstration, we are
only going to run though one turn each. We encourage you to keep playing
with your decks as we have set them up for you. Take a second to look through
the rulebook again and read the sections on Sanctuaries, and assignment
of excess minions in the Assignment rules. The rulebook should answer almost
every question you might have.
Remember that there are three ways to win the game, be the first player
to get your Ring-bearer to the end of the Adventure Path, kill your opponent's
Ring-bearer, or corrupt your opponent's Ring-bearer with burdens.
We hope you enjoyed this little demonstration and we hope that it have
given you the tools you will need to start playing The Lord of the Rings
Trading Card Game.
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