Rules & errata for the dream card event
Posted: Sat Jun 28, 2008 12:47 pm
Hi all, on popular demand I am willing to have a new sticky with all rules in on place so to say:
all generel rules will be in post & download, set rules, deck contruction and so forth will be in download attachments
new edited rules are marked in bold
mfg Nicolai
the generel rules start here:
GENERAL OPPONENT DREAM CARD TOURNEY
The Tournament Idea and a general overview
1. Build your own deck using cards from all of known/existing Dream Card expansions.
MEDF - Middle-earth: Durin’s Folk – Dwarf-lords and the events in the Hobbit.
MEFB - Middle-earth: Firstborn – Elf-lords and the lost items of Eregion.
MEGW - Middle-earth: The Great Wyrms – Dragonlords and the Struggle for Power in Wilderland
MEKN - Middle-earth: The Kingdom of the North – Elessar in Arnor and the events in the Shire after Sharkey’s death.
MENM - Middle-earth: Nine for Mortal Men Doomed to Die – The Nine Rings of Power and the search for them in Barad-dûr.
MENW - Middle-earth: The Northern Waste – The Frozen North of Middle-earth where elf and man struggle to survive
against Morgoth’s legacy to the north.
MERK - Middle-earth: The Return of the King – Gondor’s battle against Mordor and the Hobbit’s quest to Mount Doom.
METF - Middle-earth: The Fellowship – Frodo’s flight from the Shire and the forming of the Fellowship
METN - Middle-earth: The Necromancer – Sauron’s search for The One Ring under the cover identity of the Necromancer.
METT - Middle-earth: - The Two Towers – The struggle for Rohan’s survival against Saruman’s forces.
The expansion marked in bold should mainly be used for deck building. Only cards marked with a # before the name are actually available for printing, so please stick to these cards for deck construction (or even better find some decent artwork for the card and submit it to Nicolai Willinek, so that he can finish the card up for you)
1. All alignments, except for Lidless Eye or Sauron are permitted (2 deck generel opponent (30 cards resource/hazard minimum with 20 cards sideboard)), though THE NECROMANCER is permitted. Three minor starting items are permitted.
@edit
Again here is a short rules update & clarification:
Sites in Mordor & Gondor are no longer banned, all may be used, but her comes the catch
Barad-dur is still in Ruins
Mount Doom in still inactive
For hero this means, that The One Ring must still be destroyed in the Under-forges in the Northern Waste
All hero resource cards referring to Mount Doom, exclusively apply to the Under-forges.
all hero resource cards referring to Barad-dur apply either to Minas Morgul/and or Dol Guldur (last ruling lies with the judge, yeah that is me)
e.g. The Ithil-stone was kept in Minas Morgul up to the day when it was transferred to Barad-dur; on his other hand Sauron keeps his Rings for Mortal Men with other favorite possessions in Dol Guldur.
To prevent a bore all heros must use the Balrog Version for Minas Morgul & Dol Guldur.
for minions this means:
Barad-dur is a ruins&lairs and nothing is playable there (no unique items, factions, characters etc.)
minion resources referring to Barad-dur apply to either Dol Guldur or Minas Morgul or both
e.g. Helm of Fear could be played on a ringwraith either at Dol Guldur or Minas Morgul
at all other sites in Mordor only non-unique resources may be played (so most likely no factions), with the exception of Minas Morgul & Shelob's Lair
2. At least 33% (at least 30% resources & 30% hazards, 3 % free use) of the deck must consist of Dream cards. Site cards are not counted as they are just a necessity for most decks. Players trying for fun or innovative decks won’t have too much trouble to reach these numbers of cards.
Decklists are therefore only needed for the dreamcards you use (site as well please), as we would like to have some stats on what cards were used the most.
3. Overall to keep the matches interesting and to cut down on squatting. For better planning, a new territory map file will be available to all players, which still needs to be updated
4. Consequently THE ONE RING must be destroyed in THE UNDER-FORGES, (all cards playable only at Mount Doom may be play at this site) an under-deep site in the Northern Waste.
Minions must bring The One Ring to Dol Guldur, as the Necromancer is in residence there.
MEDF, MEFB, MEGW, and MENW contain most of my 500+ dream cards and it is there that you will find most useful and playtested cards. The other expansion wield only few new cards, but some can be quite powerful in the right decks.
So if you are familiar with some dream cards, try and build an Dwarf-lord or an Elf-lord deck. If you prefer minion play, give Durlach, a Balrog trapped in the Northern Waste, a try. Not stopping there, try a Dragonlord deck (quite experimental) and let it Burn, Burn, Burn.
Playaids:
Before a player starts building he should have the following files (via email or download from the FTP server from Nicolai Willinek)
The 10 expansion files discribed above
The new Territory Map
The Northern Waste Map
When it comes to the building, depending on the stock of dreamcards you already have, you probably need at least some, maybe even many dream cards to print out. So start to build your decks in advance to the tourney so that Nicolai Willinek will be able to send you the Dreamcard picture files (trust me that is what really is the best part about it, brand new cards with new art). Depending on your card stock and the deck you are trying for, that every player will need about 45 new cards. If the tourney has 10 players, these 450 cards have to be arranged to be send away the week before the event (around the 10th of Juli). So remember that, since building a deck entirely from dreamcards is not what we are aiming for here (unless you already have the cards and there is no extra work involved for me).
As many might already know an FTP-server was setup for an easy download for all participants (for the login email me)
Below are some extra rules which go even beyond some UEP’s, so read them before deck building. Most changes were introduced to speed the game up or to cut down on things we don’t like (basta)
Meccg Special Rules & Errata/UEPs
• Characters at havens are automatically healed (e.g. from wounded to untapped) during the untap phase
• up to three minor items may be included in the starting company if you start with at least three characters
• if using starter movement, hazards may be keyed to all regions moved through (e.g. not only to the region you start from and to the region containing the new site);
• drake/dragon attacks are never handled as detainment attacks
• you may include up to one agent character in your starting company when playing minions or fallen wizard. Every further agents may be brought into play at their home sites as well as in a haven
• when in CVCC, Aiglos retains his +5 bonus on prowess, if Doors of Night is in play.
• a coastal symbol cannot be changed by any hazard or resource effects
• when fallen-Radagast is in Winged-Change-Master mode, Gwaihir, roac and carc (or any other ally with flying or winged ability) may be in his company and move with his company
• hobbits may use stealth when entering a site (optional rule)
• the game is lost, when the avatar of one player dies (this can/will be agreed on by all participants before the start of the tourney)
• characters may always be brought into play at their home sites under general influence, even if you have already revealed your avatar
• your company can start at any site, when each character in the company has this site as its home site
• body checks to discard an orc or troll character increase and decrease with the body of the orc/troll
• Creature of an older world is non unique and can be brought in play at Dol Guldur or Minas Morgul
• People diminished and Tempests of fire are not balrog specific
●Fealty under Trial may only be played on a non moving minion
● all stage cards played directly on the wizard are put off to the side together with the wizard, when he played sacrifice of form. When he is revealed again, put the cards under the wizard again
• cards can never be played twice for the same effect (no multiple Fellowships or multiple Command cards on the same Leader are to be seen)
• Ghan-buri-ghan, Pon-ora-Pon and Om-buri-Om are considered to be wose characters
● add to cruel caradhras: attack type Rock Fall; weapons do not modify
● there are no restrictions for cards which are included in the sideboard
● the hazard player may decide to use half of his hazard limit, to put cards in his play deck/ discard pile, before cards are drawn
● a character does not have to tap anymore when using healing herbs
● Fool's Bane cannot be played vs Elf-lords.
● Dwarven Travelers only permits maia, which are manifastation of wizards, to be played after them.
another one I forgot:
@edit 3rd of Juli
● There is no such thing as a long-event phase (for resources of course), you can play long events during any of your phases, they last always till the end of opponent's turn
UEP Accepted List 3 (End Jul 2006 - End Oct 2006)
This is the list of accepted unofficial errata. To be included on this list a UEP has to be accepted following the correct procedure at the time of acceptance.
Categories:
• Balance:
o Multiple Rivers only require one ranger
River
Playable on a site. If a company that has moved to this site this turn does not tap a ranger, it must do nothing during its site phase.
Delete the following curent CRF ruling: You must tap one ranger for each River played on the site. Replace with: Tapping a single ranger to meet the requirements of River also meets the requirements of any other Rivers already played and resolved on the same site.
o Sneakin' like a true Stealth
Sneakin'
Scout only. Playable at the end of the organization phase on an untapped scout in a company with a company size less than 3. Tap the scout. No creature hazards may be played on his company this turn.
o Beorning Skin-changers
Beorning Skin-changers
Animals. Men. Bears. Two strikes. As a creature, playable only against minion companies. May also be keyed to Anduin Vales, Western Mirkwood, Wold & Foothills; and to sites in these regions.
Alternatively, playable as a short-event against a hero company moving through mentioned regions or with two wilderness in its sitepath. Unless the company contains Beorn or an untapped warrior with prowess greater than 4, it must return to its site of origin.
o Blackbole playable at non-haven sites
Blackbole
Unique. Playable at any non-haven site in Western Mirkwood, Heart of Mirkwood, or Southern Mirkwood. May not face any strike at a site or from an automatic-attack.
• Ringwraith:
o Khamul the Ringwraith (Avatar).
Khamul the Ringwraith
Unique. Manifestation of Khamul the Easterling. Can use sorcery. -2 direct influence in Heralded Lord mode. +1 prowess in Fell Rider mode. +2 to all body checks resulting from failed strikes against or successful strikes from Khamul. As your Ringwraith, one Ringwraith follower in his company may be controlled with no influence. You may bring this follower into play during your organization phase.
o Dwar Unleashed doesn't require mode card
Dwar doesn't have to be in a mode to use this card.
o A mode card is not required for a Ringwraith to travel to Barad-dur.
A mode card isn't required for a Ringwraith to move to Barad-dur.
o Ringwraith with a mode ally (Black Horse or Creature of an Older World) doesn't return to hand on a body check (bc) of a 7 or 8.
A Ringwraith with a mode ally (Black Horse or Creature of an Older World) will not return to hand on a body check (bc) of a 7 or 8.
o Altered conditions for discarding the Black Rider and Fell Rider Ringwraith mode cards
Black Rider
Discard this card and any other Ringwraith followers in the company during any of your following organization phases the company is at a Darkhaven after having moved from a non-Darkhaven site to a Darkhaven. Cannot be duplicated on a given company.
Fell Rider
Discard this card during any of your following organization phases the company is at a Darkhaven after having moved from a non-Darkhaven site to a Darkhaven. Cannot be duplicated on a given company.
• Balrog:
o Balrog can only play characters from sideboard or discard pile with mind <3 rather than <4.
A Balrog player can only play characters from sideboard or discard pile with mind <3 rather than <4.
• Cheeze reduction:
o Army of the Dead Cheeze extraction
Army of the Dead
Unique. Playable at the Vale of Erech. May only be played by Aragorn II on the same turn that he uses the special movement of Paths of the Dead. May not be influenced by an opponent.
• Consistency:
o Mumak Playability
Mumak (Oliphant)
Animals. May be keyed to Dagorlad, Gorgoroth, Horse Plains, Ithilien, Khand, Nurn, Udun, or Harondor; and may also be played at sites in these regions. May also be played (on the same turn and on the same company as Corsairs of Umbar) keyed to Andrast, Anfalas, Belfalas, Lebennin; and at Ruins & Lairs and Shadow-holds in these regions.
o Flies and Spiders playable on character facing a strike rather than attack.
Flies and Spiders
Playable on a character facing a Spider strike. If the strike is successful, target character is not harmed and is taken prisoner at a Ruins & Lairs. During his untap phase, make a body check for that character modified by +1. If not eliminated, his player then makes a roll adding his body. If the result is greater than 15, the character is automatically rescued into his own company located at the rescue site. Rescue-attack: Spiders - 3 strikes with 9 prowess.
o Hobbit-lore does not require a Haven
Hobbit-Lore
Playable on Gandalf during the organization phase while at a Haven. If untapped, tap Gandalf afterwards. He receives +2 direct influence against Hobbits and Hobbit factions.
Delete while at a Haven
o Many-coloured Robes tapped for effect rather than Saruman
Many-coloured Robes
Unique. Saruman specific. Place this card on Saruman if he is in play. If on Saruman, he may tap Many-coloured Robes during his end-of-turn phase to take Ringlore, Lordly Presence, or First of the Order from his discard pile to his hand.
• Creatures:
o Barrow-wight:
Barrow-wight playable at Barrow-downs
Barrow-wight is playable at Barrow-downs.
o Elf Lord Revealed in Wrath:
Elf Lord Revealed in Wrath playability reduction
Elf Lord Revealed in Wrath
Elf. One strike (detainment against hero companies). +4 prowess versus Ringwraiths. If Gates of Morning is in play, may also be played keyed to Shadow-lands.
• Esthetic:
o Strider can use Athelas like Aragorn
Athelas
A Dunadan can tap and use this item to heal a character in his company (change from wounded to well, character remains tapped). A manifestation of Aragorn II can also tap and use this item to remove a corruption card from a character in his company. Discard after use.
• Nazgul attack strategy:
o Fell Beast counts as half a creature
Fell Beast
The number of strikes of one Nazgul hazard creature is increased by one and its prowess is decreased by 2. Attacker chooses defending characters. Additionally, target Nazgul may be played keyed to a Shadow-land or Shadow-hold. Cannot be duplicated on a given Nazgul. Fell Beast counts as half a creature for the purpose of deck building.
• Promos:
o German Promo Das Pack vor der Tür is legal in games using UEPs
The special german promo German Promo Das Pack vor der Tür is allowed in UEP games.
Das Pack vor der Tür
Playable if Doors of Night is in play. Each non-unique Animal, Spider and Wolf creature may be played in Boder-lands, Border-holds or Ruins & Lairs. The creature must be playable in a non-Coastal Sea region.
o All German Promos except Das Pack vor der Tür are legal in games using UEPs
The special german promos: Scwertmeister, Zwergenaxt, Belegennon, Ringil, Horn der Herausforderung, Baugur, Freca and Wolf, are allowed in UEP games.
• Theme:
o Maximum company size for the Nine Riders is 9
When a minion company consists entirely of Ringwraiths and Black Horses its maximum company size is increased to 9.
@edit: this post was edited/updated on 28th of June 2008
mfg Nicolai
all generel rules will be in post & download, set rules, deck contruction and so forth will be in download attachments
new edited rules are marked in bold
mfg Nicolai
the generel rules start here:
GENERAL OPPONENT DREAM CARD TOURNEY
The Tournament Idea and a general overview
1. Build your own deck using cards from all of known/existing Dream Card expansions.
MEDF - Middle-earth: Durin’s Folk – Dwarf-lords and the events in the Hobbit.
MEFB - Middle-earth: Firstborn – Elf-lords and the lost items of Eregion.
MEGW - Middle-earth: The Great Wyrms – Dragonlords and the Struggle for Power in Wilderland
MEKN - Middle-earth: The Kingdom of the North – Elessar in Arnor and the events in the Shire after Sharkey’s death.
MENM - Middle-earth: Nine for Mortal Men Doomed to Die – The Nine Rings of Power and the search for them in Barad-dûr.
MENW - Middle-earth: The Northern Waste – The Frozen North of Middle-earth where elf and man struggle to survive
against Morgoth’s legacy to the north.
MERK - Middle-earth: The Return of the King – Gondor’s battle against Mordor and the Hobbit’s quest to Mount Doom.
METF - Middle-earth: The Fellowship – Frodo’s flight from the Shire and the forming of the Fellowship
METN - Middle-earth: The Necromancer – Sauron’s search for The One Ring under the cover identity of the Necromancer.
METT - Middle-earth: - The Two Towers – The struggle for Rohan’s survival against Saruman’s forces.
The expansion marked in bold should mainly be used for deck building. Only cards marked with a # before the name are actually available for printing, so please stick to these cards for deck construction (or even better find some decent artwork for the card and submit it to Nicolai Willinek, so that he can finish the card up for you)
1. All alignments, except for Lidless Eye or Sauron are permitted (2 deck generel opponent (30 cards resource/hazard minimum with 20 cards sideboard)), though THE NECROMANCER is permitted. Three minor starting items are permitted.
@edit
Again here is a short rules update & clarification:
Sites in Mordor & Gondor are no longer banned, all may be used, but her comes the catch
Barad-dur is still in Ruins
Mount Doom in still inactive
For hero this means, that The One Ring must still be destroyed in the Under-forges in the Northern Waste
All hero resource cards referring to Mount Doom, exclusively apply to the Under-forges.
all hero resource cards referring to Barad-dur apply either to Minas Morgul/and or Dol Guldur (last ruling lies with the judge, yeah that is me)
e.g. The Ithil-stone was kept in Minas Morgul up to the day when it was transferred to Barad-dur; on his other hand Sauron keeps his Rings for Mortal Men with other favorite possessions in Dol Guldur.
To prevent a bore all heros must use the Balrog Version for Minas Morgul & Dol Guldur.
for minions this means:
Barad-dur is a ruins&lairs and nothing is playable there (no unique items, factions, characters etc.)
minion resources referring to Barad-dur apply to either Dol Guldur or Minas Morgul or both
e.g. Helm of Fear could be played on a ringwraith either at Dol Guldur or Minas Morgul
at all other sites in Mordor only non-unique resources may be played (so most likely no factions), with the exception of Minas Morgul & Shelob's Lair
2. At least 33% (at least 30% resources & 30% hazards, 3 % free use) of the deck must consist of Dream cards. Site cards are not counted as they are just a necessity for most decks. Players trying for fun or innovative decks won’t have too much trouble to reach these numbers of cards.
Decklists are therefore only needed for the dreamcards you use (site as well please), as we would like to have some stats on what cards were used the most.
3. Overall to keep the matches interesting and to cut down on squatting. For better planning, a new territory map file will be available to all players, which still needs to be updated
4. Consequently THE ONE RING must be destroyed in THE UNDER-FORGES, (all cards playable only at Mount Doom may be play at this site) an under-deep site in the Northern Waste.
Minions must bring The One Ring to Dol Guldur, as the Necromancer is in residence there.
MEDF, MEFB, MEGW, and MENW contain most of my 500+ dream cards and it is there that you will find most useful and playtested cards. The other expansion wield only few new cards, but some can be quite powerful in the right decks.
So if you are familiar with some dream cards, try and build an Dwarf-lord or an Elf-lord deck. If you prefer minion play, give Durlach, a Balrog trapped in the Northern Waste, a try. Not stopping there, try a Dragonlord deck (quite experimental) and let it Burn, Burn, Burn.
Playaids:
Before a player starts building he should have the following files (via email or download from the FTP server from Nicolai Willinek)
The 10 expansion files discribed above
The new Territory Map
The Northern Waste Map
When it comes to the building, depending on the stock of dreamcards you already have, you probably need at least some, maybe even many dream cards to print out. So start to build your decks in advance to the tourney so that Nicolai Willinek will be able to send you the Dreamcard picture files (trust me that is what really is the best part about it, brand new cards with new art). Depending on your card stock and the deck you are trying for, that every player will need about 45 new cards. If the tourney has 10 players, these 450 cards have to be arranged to be send away the week before the event (around the 10th of Juli). So remember that, since building a deck entirely from dreamcards is not what we are aiming for here (unless you already have the cards and there is no extra work involved for me).
As many might already know an FTP-server was setup for an easy download for all participants (for the login email me)
Below are some extra rules which go even beyond some UEP’s, so read them before deck building. Most changes were introduced to speed the game up or to cut down on things we don’t like (basta)
Meccg Special Rules & Errata/UEPs
• Characters at havens are automatically healed (e.g. from wounded to untapped) during the untap phase
• up to three minor items may be included in the starting company if you start with at least three characters
• if using starter movement, hazards may be keyed to all regions moved through (e.g. not only to the region you start from and to the region containing the new site);
• drake/dragon attacks are never handled as detainment attacks
• you may include up to one agent character in your starting company when playing minions or fallen wizard. Every further agents may be brought into play at their home sites as well as in a haven
• when in CVCC, Aiglos retains his +5 bonus on prowess, if Doors of Night is in play.
• a coastal symbol cannot be changed by any hazard or resource effects
• when fallen-Radagast is in Winged-Change-Master mode, Gwaihir, roac and carc (or any other ally with flying or winged ability) may be in his company and move with his company
• hobbits may use stealth when entering a site (optional rule)
• the game is lost, when the avatar of one player dies (this can/will be agreed on by all participants before the start of the tourney)
• characters may always be brought into play at their home sites under general influence, even if you have already revealed your avatar
• your company can start at any site, when each character in the company has this site as its home site
• body checks to discard an orc or troll character increase and decrease with the body of the orc/troll
• Creature of an older world is non unique and can be brought in play at Dol Guldur or Minas Morgul
• People diminished and Tempests of fire are not balrog specific
●Fealty under Trial may only be played on a non moving minion
● all stage cards played directly on the wizard are put off to the side together with the wizard, when he played sacrifice of form. When he is revealed again, put the cards under the wizard again
• cards can never be played twice for the same effect (no multiple Fellowships or multiple Command cards on the same Leader are to be seen)
• Ghan-buri-ghan, Pon-ora-Pon and Om-buri-Om are considered to be wose characters
● add to cruel caradhras: attack type Rock Fall; weapons do not modify
● there are no restrictions for cards which are included in the sideboard
● the hazard player may decide to use half of his hazard limit, to put cards in his play deck/ discard pile, before cards are drawn
● a character does not have to tap anymore when using healing herbs
● Fool's Bane cannot be played vs Elf-lords.
● Dwarven Travelers only permits maia, which are manifastation of wizards, to be played after them.
another one I forgot:
@edit 3rd of Juli
● There is no such thing as a long-event phase (for resources of course), you can play long events during any of your phases, they last always till the end of opponent's turn
UEP Accepted List 3 (End Jul 2006 - End Oct 2006)
This is the list of accepted unofficial errata. To be included on this list a UEP has to be accepted following the correct procedure at the time of acceptance.
Categories:
• Balance:
o Multiple Rivers only require one ranger
River
Playable on a site. If a company that has moved to this site this turn does not tap a ranger, it must do nothing during its site phase.
Delete the following curent CRF ruling: You must tap one ranger for each River played on the site. Replace with: Tapping a single ranger to meet the requirements of River also meets the requirements of any other Rivers already played and resolved on the same site.
o Sneakin' like a true Stealth
Sneakin'
Scout only. Playable at the end of the organization phase on an untapped scout in a company with a company size less than 3. Tap the scout. No creature hazards may be played on his company this turn.
o Beorning Skin-changers
Beorning Skin-changers
Animals. Men. Bears. Two strikes. As a creature, playable only against minion companies. May also be keyed to Anduin Vales, Western Mirkwood, Wold & Foothills; and to sites in these regions.
Alternatively, playable as a short-event against a hero company moving through mentioned regions or with two wilderness in its sitepath. Unless the company contains Beorn or an untapped warrior with prowess greater than 4, it must return to its site of origin.
o Blackbole playable at non-haven sites
Blackbole
Unique. Playable at any non-haven site in Western Mirkwood, Heart of Mirkwood, or Southern Mirkwood. May not face any strike at a site or from an automatic-attack.
• Ringwraith:
o Khamul the Ringwraith (Avatar).
Khamul the Ringwraith
Unique. Manifestation of Khamul the Easterling. Can use sorcery. -2 direct influence in Heralded Lord mode. +1 prowess in Fell Rider mode. +2 to all body checks resulting from failed strikes against or successful strikes from Khamul. As your Ringwraith, one Ringwraith follower in his company may be controlled with no influence. You may bring this follower into play during your organization phase.
o Dwar Unleashed doesn't require mode card
Dwar doesn't have to be in a mode to use this card.
o A mode card is not required for a Ringwraith to travel to Barad-dur.
A mode card isn't required for a Ringwraith to move to Barad-dur.
o Ringwraith with a mode ally (Black Horse or Creature of an Older World) doesn't return to hand on a body check (bc) of a 7 or 8.
A Ringwraith with a mode ally (Black Horse or Creature of an Older World) will not return to hand on a body check (bc) of a 7 or 8.
o Altered conditions for discarding the Black Rider and Fell Rider Ringwraith mode cards
Black Rider
Discard this card and any other Ringwraith followers in the company during any of your following organization phases the company is at a Darkhaven after having moved from a non-Darkhaven site to a Darkhaven. Cannot be duplicated on a given company.
Fell Rider
Discard this card during any of your following organization phases the company is at a Darkhaven after having moved from a non-Darkhaven site to a Darkhaven. Cannot be duplicated on a given company.
• Balrog:
o Balrog can only play characters from sideboard or discard pile with mind <3 rather than <4.
A Balrog player can only play characters from sideboard or discard pile with mind <3 rather than <4.
• Cheeze reduction:
o Army of the Dead Cheeze extraction
Army of the Dead
Unique. Playable at the Vale of Erech. May only be played by Aragorn II on the same turn that he uses the special movement of Paths of the Dead. May not be influenced by an opponent.
• Consistency:
o Mumak Playability
Mumak (Oliphant)
Animals. May be keyed to Dagorlad, Gorgoroth, Horse Plains, Ithilien, Khand, Nurn, Udun, or Harondor; and may also be played at sites in these regions. May also be played (on the same turn and on the same company as Corsairs of Umbar) keyed to Andrast, Anfalas, Belfalas, Lebennin; and at Ruins & Lairs and Shadow-holds in these regions.
o Flies and Spiders playable on character facing a strike rather than attack.
Flies and Spiders
Playable on a character facing a Spider strike. If the strike is successful, target character is not harmed and is taken prisoner at a Ruins & Lairs. During his untap phase, make a body check for that character modified by +1. If not eliminated, his player then makes a roll adding his body. If the result is greater than 15, the character is automatically rescued into his own company located at the rescue site. Rescue-attack: Spiders - 3 strikes with 9 prowess.
o Hobbit-lore does not require a Haven
Hobbit-Lore
Playable on Gandalf during the organization phase while at a Haven. If untapped, tap Gandalf afterwards. He receives +2 direct influence against Hobbits and Hobbit factions.
Delete while at a Haven
o Many-coloured Robes tapped for effect rather than Saruman
Many-coloured Robes
Unique. Saruman specific. Place this card on Saruman if he is in play. If on Saruman, he may tap Many-coloured Robes during his end-of-turn phase to take Ringlore, Lordly Presence, or First of the Order from his discard pile to his hand.
• Creatures:
o Barrow-wight:
Barrow-wight playable at Barrow-downs
Barrow-wight is playable at Barrow-downs.
o Elf Lord Revealed in Wrath:
Elf Lord Revealed in Wrath playability reduction
Elf Lord Revealed in Wrath
Elf. One strike (detainment against hero companies). +4 prowess versus Ringwraiths. If Gates of Morning is in play, may also be played keyed to Shadow-lands.
• Esthetic:
o Strider can use Athelas like Aragorn
Athelas
A Dunadan can tap and use this item to heal a character in his company (change from wounded to well, character remains tapped). A manifestation of Aragorn II can also tap and use this item to remove a corruption card from a character in his company. Discard after use.
• Nazgul attack strategy:
o Fell Beast counts as half a creature
Fell Beast
The number of strikes of one Nazgul hazard creature is increased by one and its prowess is decreased by 2. Attacker chooses defending characters. Additionally, target Nazgul may be played keyed to a Shadow-land or Shadow-hold. Cannot be duplicated on a given Nazgul. Fell Beast counts as half a creature for the purpose of deck building.
• Promos:
o German Promo Das Pack vor der Tür is legal in games using UEPs
The special german promo German Promo Das Pack vor der Tür is allowed in UEP games.
Das Pack vor der Tür
Playable if Doors of Night is in play. Each non-unique Animal, Spider and Wolf creature may be played in Boder-lands, Border-holds or Ruins & Lairs. The creature must be playable in a non-Coastal Sea region.
o All German Promos except Das Pack vor der Tür are legal in games using UEPs
The special german promos: Scwertmeister, Zwergenaxt, Belegennon, Ringil, Horn der Herausforderung, Baugur, Freca and Wolf, are allowed in UEP games.
• Theme:
o Maximum company size for the Nine Riders is 9
When a minion company consists entirely of Ringwraiths and Black Horses its maximum company size is increased to 9.
@edit: this post was edited/updated on 28th of June 2008
mfg Nicolai