The Lord of the Rings™ TCG Help Clinic
Part 5 - Archery

by Mark Tuttle (elrond@decipher.com)

The Lord of the Rings is frequently described as "sword and sorcery" fantasy. This brings up the image of wizards throwing spells back and forth and the clanging of steel on steel. However, anyone living in this fantasy world would be well advised to listen for the whistle of arrows! Archery has always been an important part of fantasy gaming, as it's usually the first volley in an attack. This is also the case in The Lord of the Rings TCG. In fact, archery is a powerful technique that every player should master to be successful!

THE SLINGS AND ARROWS OF OUTRAGEOUS FORTUNE
Rule Summary:
Once the maneuver phase is over, you enter the archery phase. The archery phase begins with archery actions. These are indicated by the "Archery:" special ability text. There are many cards that utilize this text and many can cause damage that you can direct toward the minion of your choice. Let's look at a few examples:

Legolas, Greenleaf
This is probably the ultimate example of the power of an "Archery:" special ability.
Card Text: Archery: Exert Legolas to wound a minion. Legolas does not add to the archery total.
Assuming that Legolas is at full vitality, then he can be exerted twice. Let's say the Shadow player has played two 1 vitality Goblin Warriors. In the archery action phase, you can exert Legolas, Greenleaf once to wound, thus killing the first Goblin Warrior. Then, when it's your action again, you could exert him again to wound and kill the second Goblin Warrior. For the cost of two exertions, you've cleared all the minions before you even get to the assignment phase!

Or, you could exert Legolas two times to put two wounds on the same minion. It's your choice where you decide to place these wounds.

Note that the above example also works for Aragorn (either version) bearing Aragorn's Bow. Even better, Aragorn has one more vitality than Legolas so he can exert three times! However, there is a downside to both Legolas, Greenleaf and Aragorn's Bow. Should you decide to use this archery special ability, you do not add to the archery total with these cards. We'll cover that in just a moment.

Orophin and Rumil
These are two powerful allies that have very specific archery special abilities. Both have the ability similar to Legolas, Greenleaf that lets you direct wounds to specific minions. However, Orophin may only wound an Uruk-hai and Rumil may only wound an Orc (Moria or Sauron). You're probably thinking that's somewhat limiting, and it is. However, notice the text. Using the archery special ability on these two allies does NOT prevent them from adding to the archery total. When the fellowship is at site six, the home site for these two allies, not only can they use their archery special ability, but they also add to the archery total. If you have both of them in play, and fully healed, at site six, Orophin and Rumil may do 3 wounds each, or a combined 6 wounds to attacking minions! That's more than Legolas, Greenleaf!

One last note about these two cards. The rules specify that you may use the special ability text on allies at any site, not just their home site. When you have these two in play, you may exert them to wound their target minions at any site the fellowship is at.

As with other phases, the Free Peoples player gets the first action in each phase. However, the Free Peoples player isn't the only player with possible actions in the archery action phase. Let's look at a Shadow card example.

Bitter Hatred
This Moria culture card allows you to spot a Moria Orc archer to wound an Elf. In the above example with Legolas, Greenleaf, I was careful to indicate that each time you exert Legolas is a separate action. As we learned in the last Help Clinic article on the maneuver phase and the action procedure, when the Free Peoples player resolves an action, the Shadow player gets an action. So when Legolas exerts to wound an Orc, the Shadow player would then be able to play Bitter Hatred to wound Legolas. Since that would be two wounds on Legolas, he would be exhausted and could not "fire" again.

A few other cards have archery special abilities that take place during this first part of the archery phase. They are self-explanatory. Most of them add to the archery total, which we'll use in the second part of the phase.

Participating in Archery Fire
There is another example of cards that get special consideration in the archery phase. Several cards allow allies to participate in archery fire and skirmishes, even when the fellowship is not at their home site. It's very important to understand exactly what this means, and doesn't mean. Let's look at two examples.

Swan-ship of the Galadhrim
Card text: Maneuver: Exert an Elf ally whose home is site 6. Until the regroup phase, that ally is strength +3 and participates in archery fire and skirmishes.
First, this special ability must be used in the maneuver phase. If you try to do this when you get to the archery phase, it's too late. This allows one of your home site 6 allies to participate in archery fire and skirmishes with the fellowship regardless of what site the fellowship is at. This means that cards like Orophin could add to the archery total at any site, 1-9. Plus, he is eligible to have archery wounds assigned to him and then assign and skirmish.

Let's look at another card that offers a different situation.

Thrarin, Dwarven Smith
Card text: Maneuver: Exert Thrarin to allow him to participate in archery fire and skirmishes until the regroup phase.
This card works very similar to the Swan-ship of Galadhrim. However, one important difference, is that this does NOT give the keyword of archer. In the last example, Orophin was already an archer. Allowing a character to participate in archery fire does nothing more than permit you to assign archery wounds to them if they are not already an archer. Outside of the "bow" possessions, there are no cards that will make a non-archer an archer.

COUNT 'EM UP
Once all of the archery actions have taken place, it's time to finish the archery phase. The second part of this requires us to calculate the archery total.

Rules Summary: All Shadow players total up all of their minions with the "archer" keyword (and any other cards that add to the archery total such as the Sauron culture card Orc Bowmen) to determine the Shadow archery total. Note that in a game with more than two players, all Shadow players total up their archery totals, and then combine that into one Shadow archery total.

Then, the Free Peoples player adds up his archery total using the same criteria. Note that if they fellowship is currently at the home site as any archer allies you count any of them with the archer keyword into that total as well.

Make sure that any cards that affect the archery total, both negatively or positively are factored into the archery total. Cards like Uruk-hai Armory subtract from the fellowship total.

When the archery totals are calculated, it's time to assign wounds based on those numbers. The Free Peoples player assigns wounds to his companions (and allies that are participating) equal to the Shadow player's archery total. Once that is done, the Shadow player then assigns wounds to his minions equal to the fellowship archery total. If there is more than one Shadow player, the current Free Peoples player decides which Shadow player will place those wounds on his own minions.

On either side, wounds may be assigned up to the full vitality of any character, thus killing it. Wounds are assigned one at a time. Thus, if you had a character with two vitality and needed to assign three wounds from archery fire, you could assign two to that character, kill it, and then assign that remaining to another character. You cannot assign more wounds to a character than what would kill it.

Examples:
There are many things going on here, and many points that require some clarification. First, we'll explain the archery totals.

Let's say, for example, the fellowship archery total is four after all modifiers. The Shadow archery total is two. The Free Peoples player assigns two wounds to his companions, one on Aragorn and one on Frodo. The Shadow player then has to assign four wounds. He places two wounds on his Uruk Slayer, which will kill it immediately. He then places one on Lurtz and one on an Uruk Savage.

An important concept here is that archery wounds are decided and placed by the owner of the characters that are being wounded. Meaning, that the Shadow player is sending two arrows over, but the Free Peoples player decides where (or rather, in who) they land. This is in contrast to the archery action special abilities that allow a player to deal that damage directly to the opponent's characters. A smart strategy for archery actions is to try to take out the archers on the other side to prevent them from adding into the archery total later in the phase.

Frequently Asked Questions
A question that is frequently asked is "Why does the fellowship takes archery wounds first?" The best visualization for this comes from the film The Lord of the Rings: The Fellowship of the Ring itself. In the Mines of Moria, when the Fellowship is in Balin's Tomb, two arrows from a Goblin Archer narrowly miss Boromir. The cowardly minions always fire first, with our valiant heroes returning fire.

Here's another interesting point from this example. Let's say that Aragorn and Frodo were the only companions, and both were exhausted. The fellowship player MUST account for both of those wounds. Frodo would then take a wound and be killed, causing the Free Peoples player to lose the game. Due to the text on The Ruling Ring, he could NOT put the Ring on to convert that wound to a burden. However, the other version of the Ring, Isildur's Bane, allows you to put on the Ring anytime in response to taking a wound. Yes, Frodo would take two burdens, but in this specific example, it would prevent the loss of the game.

A last point here relates to timing. Let's replace Aragorn with Legolas in the previous example. Further, we'll assume that the fellowship archery total is 1 from Legolas' archer keyword. If Legolas died due to the Shadow archery, the fellowship archery total is still 1, as it is calculated before the assigning of the archery wounds.

Rules Summary: The last thing to note about the archery phase, is that at the end of the phase, if there are no minions left at the end of this phase, then you proceed directly to the regroup phase. Neither player will be able to play any assignment or skirmish phase actions.

CONCLUSION
Archery is powerful, and can offer a crafty player the ability to decide who will be available for assignment in the next phase. It is a powerful Elven strategy but cards like Aragorn's Bow make it available to other cultures. It is not limited to Free Peoples cards, and you must be wary of minion archers like Lurtz whose creaking bow and sapling-sized arrows delivered many painful blows in The Fellowship of the Ring.

If you have any rules questions, feel free to send them to me at elrond@decipher.com. If there are specific topics you would like to see future Help Clinics on, please let us know!

January 23, 2002

 

 

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