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Timing_Sequence_for_Lord_of_the_Rings_LCR2

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0% found this document useful (0 votes)
6 views

Timing_Sequence_for_Lord_of_the_Rings_LCR2

Uploaded by

Mh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TIMING SEQUENCE FOR LORD OF THE RINGS LCR 4.

TRAVEL PHASE (PAGE 15) Player Actions

New Phase
Players may Travel to one Location if there is no Active Ð
RESOURCE PHASE Location. Check for Travel Effects. Determine Combat Damage
Framework Step: Ð Ð
Players cannot interrupt with Player Actions Player Actions
Actions but Responses can be played
if their conditions are met. 5. ENCOUNTER PHASE (PAGE 16)
Ð
Characters lose Defender status.
Note that Forced and When
Players may choose to Engage one Enemy each. Repeat this sequence with the next Enemy Engaging
Revealed Effects must be triggered.
Ð the current Player until all Engaging Enemies have
Player Step: attacked. Then proceed clockwise to the next Player
Player Actions
Any player can play Actions until all Players were attacked by Engaging Enemies.
generally. Ð
Engagement Checks: Ð
1. RESOURCE PHASE (PAGE 12) Check for each Enemy if it Engages a Player Starting Player attacks Enemies:
(Check if Starting Player is Engaged by Enemy with
Each player adds 1 Resource token to each of his Heroes’ highest Engagement Cost, then clockwise; then check if Declare Target and declare Attackers
Resource pools, and draws 1 card. Starting Player is Engaged by Enemy with 2nd highest (Characters gain Attacker status)
Ð Engagement Cost, then clockwise, etc.) Ð
Player Actions Player Actions
Note: Whether by choice, Effect or Engagement Check –
the status is in any case “Enemy Engages the Player” Ð
2. PLANNING PHASE (PAGE 12) AND “Player Engages the Enemy” Determine Attack Strength
Starting Player plays Ally and Attachment cards. Ð Ð
Player Actions
Ð Player Actions
nd
2 Player plays Ally and Attachment cards, etc. Ð
6. COMBAT PHASE (PAGE 18) Determine Combat Damage
3. QUEST PHASE (PAGE 14) Deal Shadow Card(s) to each Enemy. Ð
Players commit Characters to Quest. Ð Player Actions

Ð Player Actions Ð
Staging: Reveal 1 Encounter card per Player. Ð Characters lose Attacker status.
Restart this sequence (current or next Player until all
Ð Resolve Enemy Attacks against Starting Player:
Players have attacked).
Player Actions Choose an Enemy
Ð Ð Ð
Quest Resolution: Compare Willpower with Threat Player Actions
Player Actions
Strength and add Progress tokens to Location and/or
Quest card.
Ð 7. REFRESH PHASE (PAGE 22)
Declare Defender (Characters gain Defender status)
Ð Ð Each Player refreshes all cards he controls.
Quest Advancement Each Player raises his Threat Level by 1.
Player Actions
Ð Ð
Starting Player token is passed.
Player Actions Ð
Resolve Shadow Card(s) Player Actions
Ð

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