Fighting Fires
If there are no fires burning on friendly areas, then this card is ignored, and another card is drawn WITHOUT expenditure of impetus.
Friendly units adjacent to fires may elect to fight fires. Entire unit is disorganized. Each figure in unit has a chance to extinguish one fire. Fire is extinguished on a roll of 1 -3 on d20
Fighting Fires
If there are no fires burning on friendly areas, then this card is ignored, and another card is drawn WITHOUT expenditure of impetus.
Friendly units adjacent to fires may elect to fight fires. Entire unit is disorganized. Each figure in unit has a chance to extinguish one fire. Fire is extinguished on a roll of 1 -3 on d20
Fighting Fires
If there are no fires burning on friendly areas, then this card is ignored, and another card is drawn WITHOUT expenditure of impetus.
Friendly units adjacent to fires may elect to fight fires. Entire unit is disorganized. Each figure in unit has a chance to extinguish one fire. Fire is extinguished on a roll of 1-3 on d20
Fighting Fires
If there are no fires burning on friendly areas, then this card is ignored, and another card is drawn WITHOUT expenditure of impetus.
Friendly units adjacent to fires may elect to fight fires. Entire unit is disorganized. Each figure in unit has a chance to extinguish one fire. Fire is extinguished on a roll of 1-3 on d20
The Horns of Rohan
Arrival of Rohan
Rohan armies arrive anywhere on the North or West map edges. (set up within 8 inches of the edge of the Rohan player's choice)
A new turn begins. All cards are reshuffled. Rohan begins the new turn with +4 to impetus die roll. If the roll is won, then the first 4 impetus points must be used by the Rohan forces.
The Horns of Rohan
Arrival of Rohan
Rohan armies arrive anywhere on the North or West map edges. (set up within 8 inches of the edge of the Rohan player's choice)
A new turn begins. All cards are reshuffled. Rohan begins the new turn with +4 to impetus die roll. If the roll is won, then the first 4 impetus points must be used by the Rohan forces.
Doom of the Witch King
If, at any time during this turn following play of this card, Eowyn engages the Lord of the Nazgul, she does so at an offensive CF of 8 and defensive CF of 5.The Lord of the Nazgul cannot evade. This card will continue to be reshuffled for the remainder of the game, so long as the Lord of the Nazgul and Eowyn both live.
Fighting Fires
If there are no fires burning on friendly areas, then this card is ignored, and another card is drawn WITHOUT expenditure of impetus.
Friendly units adjacent to fires may elect to fight fires. Entire unit is disorganized. Each figure in unit has a chance to extinguish one fire. Fire is extinguished on a roll of 1-3 on d20
Fighting Fires
If there are no fires burning on friendly areas, then this card is ignored, and another card is drawn WITHOUT expenditure of impetus.
Friendly units adjacent to fires may elect to fight fires. Entire unit is disorganized. Each figure in unit has a chance to extinguish one fire. Fire is extinguished on a roll of 1-3 on d20
Fighting Fires
If there are no fires burning on friendly areas, then this card is ignored, and another card is drawn WITHOUT expenditure of impetus.
Friendly units adjacent to fires may elect to fight fires. Entire unit is disorganized. Each figure in unit has a chance to extinguish one fire. Fire is extinguished on a roll of 1-3 on d20
Fighting Fires
If there are no fires burning on friendly areas, then this card is ignored, and another card is drawn WITHOUT expenditure of impetus.
Friendly units adjacent to fires may elect to fight fires. Entire unit is disorganized. Each figure in unit has a chance to extinguish one fire. Fire is extinguished on a roll of 1-3 on d20
Fighting Fires
If there are no fires burning on friendly areas, then this card is ignored, and another card is drawn WITHOUT expenditure of impetus.
Friendly units adjacent to fires may elect to fight fires. Entire unit is disorganized. Each figure in unit has a chance to extinguish one fire. Fire is extinguished on a roll of 1-3 on d20
The Banner of the King
Arrival of Aragorn
Aragorn and his reinforcements arrive anywhere on the South West map edges. (set up within 8 inches of the corner)
All Gondor Units recover from adverse morale effects
Command Indecision
All remaining impetus cancelled
Roll initiative die again.
Command Indecision
All remaining impetus cancelled
Roll initiative die again.
Command Indecision
All remaining impetus cancelled
Roll initiative die again.
Command Indecision
All remaining impetus cancelled
Roll initiative die again.
Command Indecision
All remaining impetus cancelled
Roll initiative die again.
Command Indecision
All remaining impetus cancelled
Roll initiative die again.
Command Indecision
All remaining impetus cancelled
Roll initiative die again.
Command Indecision
All remaining impetus cancelled
Roll initiative die again.
Command Indecision
All remaining impetus cancelled
Roll initiative die again.
Confused Withdrawal
One command unit of the enemy's choice that is engaged with the enemy will disengage and retreat a half move in disorder.
Confused Withdrawal
One command unit of the enemy's choice that is engaged with the enemy will disengage and retreat a half move in disorder.
Battle Lust
Engaged Units MUST resolve close combat. No initiative required for combat resolution.
Subtract 1 from all combat die rolls.
Heavy units and cavalry within charge move of enemy must attack, unless defending fortified position.
Battle Lust
Engaged Units MUST resolve close combat. No initiative required for combat resolution.
Subtract 1 from all combat die rolls.
Heavy units and cavalry within charge move of enemy must attack, unless defending fortified position.
Battle Lust
Engaged Units MUST resolve close combat. No initiative required for combat resolution.
Subtract 1 from all combat die rolls.
Heavy units and cavalry within charge move of enemy must attack, unless defending fortified position.
Battle Lust
Engaged Units MUST resolve close combat. No initiative required for combat resolution.
Subtract 1 from all combat die rolls.
Heavy units and cavalry within charge move of enemy must attack, unless defending fortified position.
Fighting Fires
If there are no fires burning on friendly areas, then this card is ignored, and another card is drawn WITHOUT expenditure of impetus.
Friendly units adjacent to fires may elect to fight fires. Entire unit is disorganized. Each figure in unit has a chance to extinguish one fire. Fire is extinguished on a roll of 1 -3 on d20
Fighting Fires
If there are no fires burning on friendly areas, then this card is ignored, and another card is drawn WITHOUT expenditure of impetus.
Friendly units adjacent to fires may elect to fight fires. Entire unit is disorganized. Each figure in unit has a chance to extinguish one fire. Fire is extinguished on a roll of 1 -3 on d20
Fire! Attack Siege Engine
Any existing fires add 1 to size. (Both Sides)
If an enemy engine of war (other than Grond) is adjacent to the wall of Minas Tirith you may attempt to set fire to the engine. Successful on d6 of 1-2.
Leader Check
Check leader survival for leaders attached to any units which have sustained casualties this phase. Both sides roll d6, Leader adds CF. If Leader loses he is dead; a tie puts the leader out of action for the remainder of the Turn. Surviving leaders may attempt to rally units within their command span; and may attach and detach themselves to units; and may move and may cast spells. Impetus cost is one point for each such action performed. Leader Check
Check leader survival for leaders attached to any units which have sustained casualties this phase. Both sides roll d6, Leader adds CF. If Leader loses he is dead; a tie puts the leader out of action for the remainder of the Turn. Surviving leaders may attempt to rally units within their command span; and may attach and detach themselves to units; and may move and may cast spells. Impetus cost is one point for each such action performed.
Leader Check
Check leader survival for leaders attached to any units which have sustained casualties this phase. Both sides roll d6, Leader adds CF. If Leader loses he is dead; a tie puts the leader out of action for the remainder of the Turn. Surviving leaders may attempt to rally units within their command span; and may attach and detach themselves to units; and may move and may cast spells. Impetus cost is one point for each such action performed.
Leader Check
Check leader survival for leaders attached to any units which have sustained casualties this phase. Both sides roll d6, Leader adds CF. If Leader loses he is dead; a tie puts the leader out of action for the remainder of the Turn. Surviving leaders may attempt to rally units within their command span; and may attach and detach themselves to units; and may move and may cast spells. Impetus cost is one point for each such action performed.
Leader Check
Check leader survival for leaders attached to any units which have sustained casualties this phase. Both sides roll d6, Leader adds CF. If Leader loses he is dead; a tie puts the leader out of action for the remainder of the Turn. Surviving leaders may attempt to rally units within their command span; and may attach and detach themselves to units; and may move and may cast spells. Impetus cost is one point for each such action performed.
Leader Check
Check leader survival for leaders attached to any units which have sustained casualties this phase. Both sides roll d6, Leader adds CF. If Leader loses he is dead; a tie puts the leader out of action for the remainder of the Turn. Surviving leaders may attempt to rally units within their command span; and may attach and detach themselves to units; and may move and may cast spells. Impetus cost is one point for each such action performed.
Leader Check
Check leader survival for leaders attached to any units which have sustained casualties this phase. Both sides roll d6, Leader adds CF. If Leader loses he is dead; a tie puts the leader out of action for the remainder of the Turn. Surviving leaders may attempt to rally units within their command span; and may attach and detach themselves to units; and may move and may cast spells. Impetus cost is one point for each such action performed.
Leader Check
Check leader survival for leaders attached to any units which have sustained casualties this phase. Both sides roll d6, Leader adds CF. If Leader loses he is dead; a tie puts the leader out of action for the remainder of the Turn. Surviving leaders may attempt to rally units within their command span; and may attach and detach themselves to units; and may move and may cast spells. Impetus cost is one point for each such action performed.
Leader Check
Check leader survival for leaders attached to any units which have sustained casualties this phase. Both sides roll d6, Leader adds CF. If Leader loses he is dead; a tie puts the leader out of action for the remainder of the Turn. Surviving leaders may attempt to rally units within their command span; and may attach and detach themselves to units; and may move and may cast spells. Impetus cost is one point for each such action performed.
Brilliant Leader
(Wild Card)
Choose One:
Cavalry or Infantry/Elephants move
Cavalry or Infantry/?Elephants Deploy
Siege Engines move
Reload (missile or seige engine)
Close Combat Resolution
Brilliant Leader
(Wild Card)
Choose One:
Cavalry or Infantry/Elephants move
Cavalry or Infantry/?Elephants Deploy
Siege Engines move
Reload (missile or seige engine)
Close Combat Resolution
Brilliant Leader
(Wild Card)
Choose One:
Cavalry or Infantry/Elephants move
Cavalry or Infantry/?Elephants Deploy
Siege Engines move
Reload (missile or seige engine)
Close Combat Resolution
Brilliant Leader
(Wild Card)
Choose One:
Cavalry or Infantry/Elephants move
Cavalry or Infantry/?Elephants Deploy
Siege Engines move
Reload (missile or seige engine)
Close Combat Resolution
The Darkness Breaks
All remaining impetus cancelled. New Phase begins. Gondor Player has +4 on next impetus die roll.
Cavalry Move;
Cavalry may execute turns
Cavalry may change formation
Cavalry may change organization
Cavalry may move in open terrain
Horse Archers may spend an additional impetus pip and move a full move (split up in any way) and fire.
Cavalry Move;
Cavalry may execute turns
Cavalry may change formation
Cavalry may change organization
Cavalry may move in open terrain
Horse Archers may spend an additional impetus pip and move a full move (split up in any way) and fire.
Cavalry Move;
Cavalry may execute turns
Cavalry may change formation
Cavalry may change organization
Cavalry may move in open terrain
Horse Archers may spend an additional impetus pip and move a full move (split up in any way) and fire.
Cavalry Move;
Cavalry may execute turns
Cavalry may change formation
Cavalry may change organization
Cavalry may move in open terrain
Horse Archers may spend an additional impetus pip and move a full move (split up in any way) and fire.
Cavalry Move;
Cavalry may execute turns
Cavalry may change formation
Cavalry may change organization
Cavalry may move in open terrain
Horse Archers may spend an additional impetus pip and move a full move (split up in any way) and fire.
Cavalry Move;
Cavalry may execute turns
Cavalry may change formation
Cavalry may change organization
Cavalry may move in open terrain
Horse Archers may spend an additional impetus pip and move a full move (split up in any way) and fire.
Cavalry Move;
Cavalry may execute turns
Cavalry may change formation
Cavalry may change organization
Cavalry may move in open terrain
Horse Archers may spend an additional impetus pip and move a full move (split up in any way) and fire.
Cavalry Move;
Cavalry may execute turns
Cavalry may change formation
Cavalry may change organization
Cavalry may move in open terrain
Horse Archers may spend an additional impetus pip and move a full move (split up in any way) and fire.
Cavalry Move;
Cavalry may execute turns
Cavalry may change formation
Cavalry may change organization
Cavalry may move in open terrain
Horse Archers may spend an additional impetus pip and move a full move (split up in any way) and fire.
Strategem: Severed Heads
If loaded missile engines are within range of Minas Tirith, the Dark Lord may elect to fire severed heads into the city. All Gondor Die rolls for combat and morale are disadvantaged by 1 for the remainder of the turn.
Infantry/ Elephants/Cavalry Move
Infantry, Cavalry and Elephants may move in open terrain; execute turns; change formation; change organization.
Infantry may deploy into/ out of siege towers
Infantry/ Elephants/Cavalry Move
Infantry, Cavalry and Elephants may move in open terrain; execute turns; change formation; change organization.
Infantry may deploy into/ out of siege towers
Infantry/ Elephants/Cavalry Move
Infantry, Cavalry and Elephants may move in open terrain; execute turns; change formation; change organization.
Infantry may deploy into/ out of siege towers
Infantry/ Elephants/Cavalry Move in Open
Infantry, Cavalry and Elephants may move in open terrain; execute turns; change formation; change organization.
Infantry may deploy into/ out of siege towers
Infantry/ Elephants/Cavalry Move in Open
Infantry, Cavalry and Elephants may move in open terrain; execute turns; change formation; change organization.
Infantry may deploy into/ out of siege towers
Infantry/ Elephants/Cavalry Move
Infantry, Cavalry and Elephants may move in open terrain; execute turns; change formation; change organization.
Infantry may deploy into/ out of siege towers
Infantry/ Elephants/Cavalry Move
Infantry, Cavalry and Elephants may move in open terrain; execute turns; change formation; change organization.
Infantry may deploy into/ out of siege towers
Infantry/ Elephants/Cavalry Move
Infantry, Cavalry and Elephants may move in open terrain; execute turns; change formation; change organization.
Infantry may deploy into/ out of siege towers
Infantry/ Elephants/Cavalry Move
Infantry, Cavalry and Elephants may move in open terrain; execute turns; change formation; change organization.
Infantry may deploy into/ out of siege towers
Infantry/ Elephants/Cavalry Move
Infantry, Cavalry and Elephants may move in open terrain; execute turns; change formation; change organization.
Infantry may deploy into/ out of siege towers
Infantry/ Elephants/Cavalry Move
Infantry, Cavalry and Elephants may move in open terrain; execute turns; change formation; change organization.
Infantry may deploy into/ out of siege towers
Fire!
Any existing fires (either side) add 1 to size.
Fire!
Any existing fires (either side) add 1 to size.
Sortie
Class A Gondor infantry or cavalry anywhere within 2 sectors from the main gate may sortie from the gate. Units may do a charge move, engage in close combat (including breakthroughs) and retreat up to a full move for a cost of 2 impetus. (Units do not have to retreat if they don't want to.) This card is removed from play once used.
Engine of War Reload
Missile firing war engines reload
Engine of War Reload
Missile firing war engines reload
Close Combat Resolution
Engaged Units MUST resolve close combat until initiative is exhausted. This card must remain as the active card until all engaged units have resolved close combat.
Close Combat Resolution
Engaged Units MUST resolve close combat until initiative is exhausted. This card must remain as the active card until all engaged units have resolved close combat.
Close Combat Resolution
Engaged Units MUST resolve close combat until initiative is exhausted. This card must remain as the active card until all engaged units have resolved close combat.
Close Combat Resolution
Engaged Units MUST resolve close combat until initiative is exhausted. This card must remain as the active card until all engaged units have resolved close combat.
Close Combat Resolution
Engaged Units MUST resolve close combat until initiative is exhausted. This card must remain as the active card until all engaged units have resolved close combat.
Close Combat Resolution
Engaged Units MUST resolve close combat until initiative is exhausted. This card must remain as the active card until all engaged units have resolved close combat.
Close Combat Resolution
Engaged Units MUST resolve close combat until initiative is exhausted. This card must remain as the active card until all engaged units have resolved close combat.
Close Combat Resolution
Engaged Units MUST resolve close combat until initiative is exhausted. This card must remain as the active card until all engaged units have resolved close combat.
Close Combat Resolution
Engaged Units MUST resolve close combat until initiative is exhausted. This card must remain as the active card until all engaged units have resolved close combat.
Engine of War Move
War engines may move.
Engine of War Move
War engines may move.
Engine of War Move
War engines may move.
Engine of War Move
War engines may move.
Milling Around
No effect
Milling Around
No effect
Milling Around
No effect
Milling Around
No effect
Milling Around
No effect
Milling Around
No effect
Milling Around
No effect
Missile Troops Reload
All missile troops may reload (1 impetus per unit)
Missile Troops Reload
All missile troops may reload (1 impetus per unit)
Missile Troops Reload
All missile troops may reload (1 impetus per unit)
Missile Troops Reload
All missile troops may reload (1 impetus per unit)
Missile Troops Reload
All missile troops may reload (1 impetus per unit)
Missile Troops Reload
All missile troops may reload (1 impetus per unit)
MuMakal run Amok
Elephant units charge move in a random direction (use scatter arrow) They will attack any unit which is in their path (friendly or enemy)
Heroic Moment
All units recover from adverse morale effects.
Any combat undertaken within the remainder of this phase is at -1 to all die rolls.
Heroic Moment
All units recover from adverse morale effects.
Any combat undertaken within the remainder of this round is at -1 to all die rolls.
Denethor's Madness
Gandalf must travel to the Hallows, taking no other action until he arrives there. The first impetus point of every impetus round must be spent on Gandalf's moving to the Hallows.
All current impetus is lost, Phase is ended. Sauron has +2 on next impetus roll.