The Lord of the Rings™ TCG Help Clinic
Part 4 - Maneuver Phase and the Action Procedure

by Mark Tuttle (elrond@decipher.com)

This time around, we're going to discuss the maneuver phase and the timing of actions in The Lord of the Rings TCG. There are some very important lessons to be learned here, especially if you're a relative newcomer to Trading Card Games. You'll see a lot of terminology that will be boldfaced to get your attention. However, I'll give you card-based examples with almost each word to tell you how they're played out in a real game scenario.

Maneuver Phase
The maneuver phase is one of the more misunderstood phases of the game. Many players who don't yet have a lot of cards aren't sure what this phase is for. The reason for this is because there are no rule-based mechanics that take place specifically in the maneuver phases. At the start of your turn, if you're at a sanctuary, you may heal up to 5 wounds on your companions. This is a rule-based mechanic. The maneuver phase contains no such rules. It is currently only a phase for playing card-based actions. There are cards with the timing word "Maneuver:" and text that tells you what to do.

The rulebook specifies that this is when you play maneuver actions, and it tells you how to play them. This procedure is called the action procedure, which we need to discuss first.

Let's See Some Action!
Since the very first TCGs hit the market, timing has become the bane of players and designers alike. Timing is essentially a measure of how fast, or in what order, you play an action and how, and when, your opponent can react to it. I've played TCGs since the beginning, and have actually seen timing arguments come down to fist fights. It can get ugly if the game designers aren't careful to come up with a timing model that is solid and consistent. Fortunately, the designers of The Lord of the Rings TCG have honed the model developed in other Decipher games like Star Wars and Star Trek, and tailored it to the specifics of gameplay in The Lord of the Rings TCG.

The Action Procedure
Upon entering any phase, the current Free Peoples player gets the first opportunity to perform an action. An action is playing a card, declaring game text (such as: "Exert Aragorn to make him defender +1..."), and so on. Once an action is played, the player to the right may play a response to that action. A response is an action that directly affects the previous action played. In The Lord of the Rings TCG, responses are specifically identified by the timing word "Response:".

In a multiplayer game (with three or more players), Shadow players get a chance to respond to a Free Peoples action starting from the Free Peoples' right, and moving around the play circle in a counter-clockwise order. Thus, one action by a Free Peoples player could be responded to by any number of Shadow players.

Once all responses to actions have been finished, the action will resolve when all players pass consecutively. A pass is when a player announces that they have no actions or responses to play. When both players pass, the pending action passes.

This is best described through example:

Let's assume that we're in a skirmish phase featuring "Aragorn, Ranger of the North" and "Lurtz".

The skirmish phase begins:
Aragorn has a strength of 8. Lurtz is strength 13 and is roaming.

FP: plays "Swordsman of the Northern Kingdom". Aragorn is now strength +4, for a total of 12. SH: plays "Lurtz's Battle Cry". Lurtz is now strength -1 for a total of 12 and now damage +1.

This is how you would play it in a friendly game. However, there's more happening here which we'll show you using the action procedure!

Let's use the same setup:

The skirmish phase begins:
Aragorn has a strength of 8. Lurtz is strength 13 and is roaming.

FP: plays "Swordsman of the Northern Kingdom".
SH: has no response and passes. (The Shadow player has no card marked "Response:" that would directly affect the playing of "Swordsman of the Northern Kingdom".)
FP: passes...so the pending action, playing "Swordsman..." resolves and the strength is adjusted. Aragorn is now strength +4, for a total of 12.

Now, the Shadow player gets the chance to play an action, since actions alternate to the right of the FP player.
SH: plays "Lurtz's Battle Cry".
FP: decides to respond by playing a response and plays "Strength of Kings" to cancel that skirmish event. (Note that "Strength of Kings" is a response that will directly cancel "Lurtz's Battle Cry".)
SH: has no response and passes
FP: passes
The pending action, "Strength of Kings," resolves since both players passed consecutively, so "Lurtz's Battle Cry" is cancelled.

When "Strength of Kings" was played, that then becomes the pending action. Responses then can be played until both players pass consecutively when the pending action resolves. You then move up to the previous pending action, which was "Lurtz's Battle Cry", which is cancelled. Since the Shadow player got an action, even though it was cancelled, it's now back to the Free Peoples player to play an action, or the next Shadow player if you're playing a multiplayer (more than 2 players) game.

If you're scratching your head about what just happened, don't worry. It's much more intuitive in our first example. The second, and more detailed example, is just to show you the mechanics of how it's actually playing out. In your neighborhood games, that's how it will play. When you decide to go for the World Championship, you had better have a clear understanding of the details!

Who's On First?
Remember, the Free Peoples player gets the first action in any phase. In addition, when all players pass consecutively, the pending action resolves. Once an action resolves, it's too late to respond to it. Here's another, real game example:

The skirmish phase begins:
Aragorn has a strength of 8. Lurtz is strength 13 and is roaming.

FP: wants to play "Swordsman of the Northern Kingdom" but wants to see what the Shadow player will do and passes.
SH: has no response and passes.
The skirmish resolves and Aragorn takes two wounds.

Huh? What happened?

What happened, is that the Shadow player realized that since Lurtz was already a higher strength, and was already winning the skirmish, all he had to do was pass to force the skirmish to resolve. The Free Peoples player didn't have time to respond since he passed his first action. Remember, when both player's pass consecutively, the pending action resolves! Thus, when you want to play "Hobbit Stealth" to cancel a skirmish with your Ring-bearer, you should play it first! This is a very important point about the pass - pass mechanic! Now, it's entirely possible that the Shadow player could have continued to play skirmish events to go for a fierce skirmish or an overwhelm, but the point is that he forced the skirmish to resolve.

Again, this is a complicated example, but it's also important information.

A Few Maneuvers
Okay, so we've seen how the action procedure works. You may be wondering, why the action procedure is spelled out in the rulebook under the maneuver phase. It's not because this is the only phase where you will do this. Rather, this was a convenient place to put it in the rulebook, and this is the first phase where you'll possibly put it to use.

Conclusion
So, that's really about all there is to the maneuver phase and the action procedure. It might seem overly complicated, but it does offer a blueprint for resolving timing issues when they start piling up. If you get into a timing situation that you and your opponent cannot resolve, just step back, and go step by step using the definition of the action procedure. If you need any help or have questions, please email me at elrond@decipher.com.

January 21, 2002

 

 

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