FORCES OF LIGHT FORCES OF SHADOW
Aragorn and Arwen Cave Troll and 2 Goblins
Boromir and Denethor Gollum and Shelob
Éowyn and Merry Gothmog and 2 Orcs
Faramir and 2 Rangers Lurtz and 2 Uruk-hai
Frodo and Sam Saruman and Grima
Gandalf and Pippin Sharku and 2 Warg Riders
Legolas and Gimli Witch King and 2 Orcs

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ARAGORN AND ARWEN

Aragorn
17 HP
Blue Deck (10 cards, melee)

Arwen
10 HP
Minor Brown Deck (9 cards, melee)

Aragorn Talent Cards (8)

3x Anduril
A6*, *If SHARDS OF NARSIL REFORGED has been played this game, the attack value of this card is
9.

2x Army of the Dead
Choose an opponent. All of that opponent’s characters receive 3 damage.

1x There is Always Hope
D10, Search your draw pile for any card. Set that card aside and shuffle the remaining cards in
your draw pile. After shuffling, place the chosen card on top of your draw pile.

2x Return of the King
You may move all allied characters in play up to 4 spaces. Then you may shuffle your discard pile
into your draw pile.

Arwen Talent Cards (4)

2x Strength of My People
A5, Draw a card.

1x Athelas
Choose one allied character adjacent to Arwen. That character recovers up to 3 damage. If no
allied characters are adjacent to Arwen, Arwen recovers up to 3 damage.

1x Shards of Narsil, Reforged
Draw until you have 5 cards in your hand.

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BOROMIR AND DENETHOR

Boromir
16 HP
Red Deck (10 cards, melee)

Denethor
10 HP
Minor Brown Deck (9 cards, melee)

Boromir Talent Cards (9)

4x Valor
A4, After attacking, Boromir receives 2 damage. Playing this card does not count as an action.

1x Blood of Gondor
A*, *The attack value of this card is equal to the amount of damage Boromir has received.

2x Heroic Sacrifice
D2*, *If Denethor has been destroyed, the defense value is 0. After taking the attacker's damage,
Boromir does 3 points of damage to the attacking character.

2x Horn of Gondor
Boromir recovers 4 damage. You may move Boromir up to 4 spaces. Then move Denethor up to 4
spaces.

Denethor Talent Cards (3)

2x Eyes of the White Tower
Choose any opponent. That opponent must reveal all but 2 cards of his/her hand. Then choose 2 of
the revealed cards. Your opponent must discard the chosen cards.

1x Gondor Will See It done
You may move Boromir adjacent to any character. Boromir and that character each receive 3
damage.

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ÉOWYN AND MERRY

Éowyn
15 HP
Red Deck (10 cards, Melee)

Merry
7 HP
Minor Brown Deck (9 cards, Melee)

Éowyn Talent Cards (9)

4x Shield Maiden
A*/D*, *The attack and defense values of this card are equal to the number of cards in your
opponent's hand, not including any attack or defense card just played.

2x Ride With Me
You may move Eowyn up to 3 spaces in a straight line. Eowyn does 2 damage to all opponent's
characters adjacent to any space in Eowyn's movement path, including starting and ending spaces.
If Merry is still in play, those characters receive an additional 1 damage.

2x Courage
You may move Éowyn up to 6 spaces. If she moved adjacent to Merry at any time during her
movement, you may move Merry to any space adjacent to Éowyn. For each character that moves to
a new spot, draw a card.

You may move Eowyn up to 6 spaces. If she moved adjacent to Merry at any time during her
movement, you may move Merry to any space adjacent to Eowyn. For each character that moves to
a new spot, draw a card.

1x I Am No Man
A5*, *If, after playing this card, you have no cards in your hand, the attack value of this card is 10.

Merry Talent Cards (3)

2x Desperate Strike
A7, After attacking, discard every card in your hand, except one card.

1x Well-Earned Comforts
You may divide the recovery of up to 4 damage between Merry and any adjacent allied hobbit. If no
allied hobbits are adjacent to Merry, Merry recovers 3 damage.

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FARAMIR AND 2 GONDORIAN RANGERS

Faramir
HP 15
Orange Deck (10 cards, Ranged, Modified: 5/1 is a 4/1)

2x Gondorian Rangers
HP 4
Minor Orange (9 cards, Ranged, Modified: all 5/1 are 4/1)

Faramir Talent Cards (12)

3x Ithilian Trap
A4, Add 2 to the attack value for each each Gondorian Ranger that may also attack the defending character and is not adjacent to defending character.

2x Aimed Shot
A5, Draw a card.

1x Valiant Charge
Move each of your characters up to 4 spaces. Add 2 to the attack value for any attacks you make
this turn with a basic card on an adjacent target. Playing this card does not count as an action.

3x Hidden Pool
Move Faramir up to 4 spaces each. Then move Gondorian Ranger 1 up to 4 spaces and move Gondorian Ranger 2 up to 4 spaces. If this card is played as your second action, each character moved recovers up to 2 damage.

2x Lying in Wait
Draw 3 cards.

1x In His Stead
Exchange spaces between Faramir and any allied character.

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FRODO AND SAM

Frodo
12 HP
Brown Deck

Sam
13 HP
Brown+ Minor Deck

5 Shared Cards
4 Frodo Cards
3 Sam Cards

Shared Talent Cards (6)

3x Sting
A5. After attacking, you may divide the movement of up to 5 spaces between Frodo and Sam.

2x Light of Earendil
Choose any one character Frodo or Sam can attack. Pick 3 cards at random from the player controlling this character’s hand. That player must discard those cards.

1x The Ring Bearer
Move Frodo up to 6 spaces. Then move Sam up to 6 spaces. If Frodo has been destroyed, Sam may play all THE ONE RING cards as if he is Frodo for the remainder of the game.

Frodo Talent Cards (3)

2x The One Ring
D15, You may move Frodo to any empty space. If Witch King or any Nazgul are in play, the players controlling those characters may move them up to 3 spaces each.

1x Mithril
D10. Draw a card.

Sam Talent Cards (3)

2x For the Shire
A5*. *If Frodo is adjacent to the target, attack value is 7 instead.

1x Lembas
If any allied hobbits are adjacent to Sam, then Sam and all adjacent allied hobbits each recover up to 2 damage. Otherwise, Sam recovers 3 hit points.

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GANDALF AND PIPPIN

Gandalf
16 HP
Green Deck (10 cards, melee)

Pippin
7 HP
Minor Brown Deck (9 cards, melee)

Gandalf Talent Cards (9)

3x Wielder of the Flame
A6, The player controlling the defending character loses an action on his/her next turn.

2x Staff of Light
STAFF OF LIGHT does 3 damage to all characters Gandalf could attack at a distance. Move all of
these characters up to 3 spaces.

2x You Shall Not Pass
D12, All opponents controlling a character adjacent to Gandalf may not move those characters when
they roll the die to move at the beginning of their next turn.

1x Gandalf The Wise
Choose any opponent. That opponent must reveal his/her hand and discard all Power Attack cards.

1x Shadowfax
Move Gandalf up to 8 spaces. Then either move Pippin adjacent to Gandalf or draw 2 cards.

Pippin Talent Cards (3)

1x Guard of the Citadel
A6. Draw 2 cards.

1x Longbottom Leaf
You may divide the recovery of up to 3 damage between Pippin and any adjacent allied hobbit.

1x Palantír
Look at the top 4 cards in your draw pile. Place one card in your hand and put the other 3 back in
any order.

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LEGOLAS AND GIMLI

Legolas
Health 13
Orange Deck (10 cards, ranged)

Gimli
Health 14
Minor Blue Deck (9 cards, melee)

Legolas Talent Cards (6)

3x Competition
A3*, *If the last action played was a COMPETITION card, playing this card does not count as an
action.

2x Bow of the Galadhrim
A5, After attacking, you may move Legolas up to 5 spaces.

1x Side By Side
Move Gimli to any empty space adjacent to Legolas. Playing this card does not count as an action.

Gimli Talent Cards (5)

3x Competition
A3*, *If the last action played was a COMPETITION card, the attack value of this card is 6.

1x My Axe is Notched
A7*, *After attacking, if you destroy the defending character, draw 3 cards.

1x We Can Take’em
Move Gimli up to 3 spaces. Then, Gimli does 2 damage to all characters he can attack.

Shared Talent Cards (1)

1x Keeping Score
A3/D3*, *Add 1 to the attack or defense value for each COMPETITION card that has been played
this game.

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CAVE TROLL & 2 MORIA GOBLINS

Cave Troll
24 HP
Red Deck (10 cards, melee)

Moria Goblins
3 HP
Weak Melee Minor Deck (9 cards, melee)

3x Smashing Blow
A8, After attacking, you must choose and discard a card.

3x Battle Sweep
Cave Troll does 3 damage to all adjacent characters. Then you may move Cave Troll up to 2 spaces.

2x Battle Frenzy
A4*, *After attacking, all opponent's characters adjacent to Cave Troll are attacked with this card. Attack each character clockwise, and the players controlling any adjacent characters may defend as normal.

2x Stomp
A4, The defending character cannot move on his/her next turn.

2x Drums in the Deep
You may move Cave Troll up to 3 spaces. Draw 2 cards.

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GOLLUM AND SHELOB

Gollum
12 HP
Brown Deck (10 cards, melee)

Shelob
16 HP
Minor Red Deck (9 cards, melee)

Gollum Talent Cards (8)

3x Treachery
Choose an opponent. That opponent must choose and discard until he/she has only 5 cards. If
Gollum is adjacent to one of that opponent's characters, they must choose and discard until he/she
has only 4 cards instead.

2x Deceit: Choose an opponent. You and the chosen opponent draw cards until you both have 8
cards in hand, but you may not draw more than 4 cards.

1x My Precious
A5, After attacking, you may move Gollum up to 8 spaces.

2x Waylay
Gollum does 3 damage to one character he can attack. Then move Gollum up to 5 spaces.

Shelob Talent Cards (4)

2x Stinger: A3. If Shelob does damage with this card, the defending character cannot move and the
player controlling the defending character cannot play cards until that player chooses and discards 3
cards.

2x Web: Choose any one character Shelob could attack at a distance. The player controlling this
character must discard a card at random and loses 1 action on his/her next turn.

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GOTHMOG AND 2 ORC ARCHERS

Gothmog
16 HP
Blue Deck (10 cards, melee)

2x Orc Archers
4 HP Each
Weak Ranged Minor Deck (9 cards, ranged)

Gothmog Talent Cards (12)

3x Form Ranks
Move Gothmog up to 4 spaces. Then you may move all allied Orc minors to any empty space
adjacent to either Gothmog or another Orc minor. Each Orc moves only once. Draw a card.

3x Coordinated Attack
A5*, *Add 1 to the attack value of this card for each of Gothmog's Orc Archers that may also attack
the defending character.

2x Fire At Will
Gothmog and each of Gothmog's Orc Archers do 2 damage to all opponent's characters they can
attack.

2x Time of the Orc
Draw 3 cards. If both Orc Archers are still in play, draw an additional card.

1x Grond
Choose an opponent with a character adjacent to Gothmog. Opponent reveals his hand and discards all basic cards with a defense value greater than 1.

1x They Come By River
Return up to 2 of Gothmog's destroyed Orc Archers back in play at full health to any empty space
adjacent to Gothmog.

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LURTZ AND 2 URUK-HAI CROSSBOWMEN

Lurtz
15 HP
Orange Deck (10 cards, ranged)

2 Uruk-hai Crossbowmen
Minor Orange deck (9 cards, ranged)

Lurtz Talent Cards (12)

3x Crippling Shot
A4*, *If Lurtz does damage with this card, the player controlling the defending character cannot
draw cards during his/her next turn.

2x Cruel Blade
A5*, *This card may only be used to attack adjacent characters. If the player controlling the
defending character used less than 2 actions during their last turn, the attack value of this card is 8.

1x Savage Shot
A7 - Draw 2 cards.

3x Unnatural Speed
Move Lurtz up to 5 spaces. Draw a card.

3x Unnatural Speed
Move Lurtz up to 4 spaces. Then move Uruk Hai Crossbowman 1 up to 4 spaces and move Uruk Hai
Crossbowman 2 up to 4 spaces. Draw a card.

1x Alive and Unspoiled
Choose any character adjacent to an Uruk Hai Crossbowman. This character cannot move or attack
any characters at a distance until they take damage, or the adjacent Uruk Hai moves.

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SARUMAN AND GRIMA WORMTONGUE

Saruman
15 HP
Green Deck (10 cards, melee)

Grima
10 HP
Minor Brown Deck (9 cards, melee)

Saruman Talent Cards (9)

3x Saruman's Voice
Choose any opponent. Move each of that opponent's characters up to 3 spaces. Draw a card.

2x Staff of Power
Move any character adjacent to Saruman to any empty space. That character receives 3 damage.

2x Fireball
FIREBALL does 3 damage to any one character Saruman can attack at range. All characters
adjacent to that character also receive 3 damage, and the players controlling these characters must
choose and discard a card.

2x Palantír
Look at the top 5 cards of your draw pile. Put 2 in your hand and put the other 3 cards back on top
of your draw pile in any order.

Grima Talent Cards (3)

2x Leechcraft
Choose an opponent with a character adjacent to Grima. That opponent chooses and discards 3
cards.

1x Betrayal
A7*: *If you do not destroy the defending character with this card, Saruman receives 4 damage.

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SHARKU AND 2 WARG RIDERS

Sharku
14 HP
Red Deck (10 cards, melee)

2 Warg Riders
6 HP
Minor Blue Deck (9 cards, melee)

Sharku Talent Cards (12)

4x Taunt
A6. Draw a card.

4x Ambush
Move Sharku up to 5 spaces. Then move Warg Rider 1 up to 5 spaces and move Warg Rider 2 up to
5 spaces. Draw a card for each Warg Rider that has not been destroyed.

2x Warg Bite
Sharku or either Warg Rider do 3 damage to one opponent's character they can attack.

1x Howl
Choose an opponent. That opponent chooses and discards 2 cards and loses an action on his/her next turn.

1x Tumble
D0*, *Before taking the attacker's damage, Sharku does damage to the attacking character equal
to the value of the attack card. If the attacking character is destroyed, Sharku receives no damage from the attack.

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THE WITCH KING OF ANGMAR AND 2 ORC ARCHERS

Witch King
20 HP
Blue Deck (10 cards, melee)

2 Orc Archers
4 HP
Weak Ranged Minor Deck (9 cards, ranged)

Witch King Talent Cards (12)

3x Sword of Flame
A5, If the Witch King does damage with this card, the player controlling the defending character
must choose and discard cards equal to the amount of damage done, but no more than 3.

2x Great Black Flail
A4. After attacking, GREAT BLACK FLAIL does 2 damage to all enemy characters Witch King can
attack.

2x No Man Can Kill Me
D*. If the attacking character is female or a hobbit, this card has no defense value or effect against
Power Combat cards. Otherwise, Witch King receives no damage from the attack, and the player
controlling the attacking character must choose and discard a card.

1x Morgul Blade
A5, If this attack does damage, place a MORGUL BLADE MARKER on the defending character's
character sheet.

4 Special Cards

2x Terrifying Screech
Pick 2 cards at random from an opponent’s hand. That player must discard those cards. All
characters with a MORGUL BLADE MARKER on their character sheet receive 3 damage.

2x Fell Swoop
You may move Witch King adjacent to any character. That character receives 3 damage.
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