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.