The Lord of the Rings: The Card Game – Ered Mithrin Campaign Expansion
The Lord of the Rings: The Card Game – Ered Mithrin Campaign Expansion Rulebook
Table of Contents
Table of Contents
- Component Overview
- Expansion Symbol
- Campaign Mode
- Rules & New Terms
- Ered Mithrin Campaign Rules
- Scenario 1: Journey Up the Anduin
- Scenario 2: Lost in Mirkwood
- Scenario 3: The King's Quest
- Scenario 4: The Withered Heath
- Scenario 5: Roam Across Rhovanion
- Scenario 6: Fire in the Night
- Side Quests
- Scenario 7: The Ghost of Framsburg
- Scenario 8: Mount Gundabad
- Scenario 9: The Fate of Wilderland
- Achievement List
Component Overview
The Ered Mithrin Campaign Expansion includes the following components:
- This rulebook
- 353 cards, consisting of:
- 37 Quest Cards
- 270 Encounter Cards
- 9 Campaign Cards
- 37 Boon and Burden Cards
Expansion Symbol
The cards in the Ered Mithrin Campaign Expansion can be identified by the expansion symbol before each card's collector number.
Campaign Mode
The Ered Mithrin campaign expansion can also be played in campaign mode. When doing so, the nine quests in this expansion are played in sequential order, using the campaign cards, boons, and burdens to modify each quest. For campaign mode rules, see pages 30–31 of the Learn to Play book included in the core set and page 3 of this rulebook. Haldan cannot be used as a hero in this campaign.
Rules & New Terms
The following new keywords and card types appear in multiple scenarios in this expansion. Rules that are unique to a specific scenario are included alongside that scenario's narrative and setup text later in this rulebook.
The Caves Deck & Deep Keyword
To create the Caves deck, take each card from the Lost Caves encounter set and shuffle them together. This is the Caves deck.
Deep is a keyword that appears on some locations in this expansion. After the players travel to a Deep location, they discard it and replace it with the top card of the Caves deck. That location then becomes the active location. If there are no cards remaining in the Caves deck, the Deep keyword is ignored.
Guarded (X)
Guarded (X) is a new version of the guarded keyword that appears on objective cards. X is a card type: enemy or location. When a card with guarded (X) enters play, discard cards from the encounter deck until an encounter card with the matching type is discarded. Then, add that card to the staging area and attach the guarded (X) card to it as a guarded objective. Once attached, an objective with guarded (X) works just like an objective with the original guarded keyword. If the encounter deck is empty while resolving the guarded (X) keyword, shuffle the encounter discard pile into the encounter deck and finish resolving the guarded (X) keyword.
"Immune to player card effects"
Cards with the text "immune to player card effects" ignore the effects of all player cards. Additionally, cards that are immune to player card effects cannot be chosen as targets of player card effects.
Ered Mithrin Campaign Rules
Treasure
Treasure is a new type of player card that represents some of the rare and valuable items your characters can find while adventuring in Middle-earth. Treasure cards cannot be used in a player's deck right out of the box. Instead, players must discover treasure cards in a scenario, after which they are able to use the discovered cards in later scenarios during that campaign.
A player is permitted to add a treasure card to their player deck before the game begins if that treasure card is marked in the campaign log. When the players discover a treasure during scenario resolution, they write that treasure's title in the campaign log alongside the boons they have earned. No more than 1 copy of any treasure card, by title, can be added to a player's deck. Treasure cards added to a deck do not count towards that deck's 50 card minimum.
During some scenarios, card abilities may instruct players to select one of three random undiscovered treasures and attach it to an encounter card as a guarded objective. Once that treasure is free of encounters, the players claim it and may use it for the remainder of the scenario. If they win the scenario, they discover it and may use it for the remainder of the campaign.
Encounter Cards in Campaign Pool
Some burdens and campaign cards add encounter cards that are not boons or burdens to the campaign pool. When an encounter card is added to the campaign pool, write the name of that card in the campaign log. If it is already in the campaign log, mark that a second (or third, etc.) copy of that card has been added to the campaign pool. The players cannot add more copies of a card to the campaign pool than they own in a single collection.
When constructing an encounter deck, add the noted number of copies of each card listed in the campaign log to the encounter deck, regardless of encounter set.
Scenario 1: Journey Up the Anduin
Difficulty level = 5.
Setup
The Journey Up the Anduin encounter deck is built with all the cards from the following encounter sets: Journey Up the Anduin, Grey Mountain Goblins, Hills of Wilderland, Lost in Wilderland, Journey Along the Anduin, and Wilderlands (these last two sets can be found in The Lord of the Rings: The Card Game core set).
Evil Creatures Deck
To create the Evil Creatures deck, take each enemy card from the Wilderlands encounter set and shuffle them together. This is the Evil Creatures deck. Remove each location and treachery card from the Wilderlands encounter set from the game.
When an enemy from the Evil Creatures deck leaves play, place it in a separate Evil Creatures discard pile, even if it has victory points. If the Evil Creatures deck is ever empty, shuffle the Evil Creatures discard pile back into the Evil Creatures deck.
Scenario 2: Lost in Mirkwood
Difficulty level = 5.
Setup
The Lost in Mirkwood encounter deck is built with all the cards from the following encounter sets: Lost in Mirkwood, Dark Woods, Gathering Gloom, Passage Through Mirkwood, Spiders of Mirkwood and Dol Guldur Orcs (these last three sets can be found in the Lord of the Rings: The Card Game core set).
Scenario 3: The King's Quest
Difficulty level = 5.
Setup
The King's Quest encounter deck is built with all the cards from the following encounter sets: The King's Quest, Fell Beasts, Wild Creatures, Deep Underground, Afraid of the Dark, Dragon Might, and Lost Caves.
Scenario 4: The Withered Heath
Difficulty level = 6.
Setup
The Withered Heath encounter deck is built with all the cards from the following encounter sets: The Withered Heath, Lost Caves, Wild Creatures, and Lost in Wilderland.
Dragon Signs
If a Dragon Sign replaces the active location via the deep keyword, add the Dragon Sign to the staging area and resolve its guarded keyword.
Scenario 5: Roam Across Rhovanion
Difficulty level = 5.
Setup
The Roam Across Rhovanion encounter deck is built with all the cards from the following encounter sets: Roam Across Rhovanion, Fell Beasts, Lost in Wilderland, and Hills of Wilderland.
Indestructible
An enemy with the indestructible keyword cannot be destroyed by damage, even when it has damage on it equal to its hit points.
Scenario 6: Fire in the Night
Difficulty level = 7.
Setup
The Fire in the Night encounter deck is built with all the cards from the following encounter sets: Fire in the Night, Grey Mountain Goblins, Dark Woods, and Gathering Gloom.
Side Quests
Side quests represent secondary adventures that the heroes may undertake while pursuing the main goals of the quest deck. Side quests are never considered to be a part of the quest deck. The top card of the quest deck is called the "main quest."
A side quest with an encounter card back is called an "encounter side quest." An encounter side quest is both a quest card and an encounter card. When an encounter side quest is revealed, it is added to the staging area. During each quest phase, players can attempt to complete a side quest instead of the main quest. Because side quests are quest cards as well as encounter cards, the "when revealed" effects of side quests cannot be canceled by player card effects.
Side Quests in Play
While any side quest is in the staging area, it functions like a quest card with the following exception: when a side quest is defeated, the players do not advance to the next stage of the quest deck. Instead, the side quest is added to the victory display.
At the beginning of each quest phase, if there are one or more side quests in the staging area, the first player may choose one to be the "current quest" until the end of the phase instead of the quest card that is currently active via the quest deck. While a side quest is the current quest, any progress that the players make is placed onto that side quest and any card effects that affect the "current quest" affect that side quest. Progress must still be placed on the active location before it can be placed on a side quest. Any progress that is made beyond the current quest's total quest points is discarded; do not place progress on any other quest card in play.
Scenario 7: The Ghost of Framsburg
Difficulty level = 5.
Setup
The Ghost of Framsburg encounter deck is built with all the cards from the following encounter sets: The Ghost of Framsburg, Wild Creatures, and Afraid of the Dark.
Loot
Loot is a keyword that appears on some objective cards in The Ghost of Framsburg. Objectives with the loot keyword are valuable treasures that can only be discovered by exploring the different locations in Framsburg. A loot card can only enter play by resolving the discover keyword on a location.
If a card with the loot keyword is revealed from the encounter deck, discard it and reveal another card from the top of the encounter deck.
Discover X
The discover keyword represents the heroes' search for Fram's tomb, as well as the unexpected dangers they encounter as they travel to the different locations in Framsburg. When a location with the discover keyword becomes the active location, the first player resolves the following steps in order:
- Look at the top X cards of the encounter deck, where X is the active location's discover value.
- Choose 1 looked at objective with the Loot keyword and attach it to the active location as a guarded objective.
- Randomly select 1 looked at card with the Hazard trait, reveal it and add it to the staging area.
- Place any remaining looked at cards in the encounter discard pile.
If there are less than X cards remaining in the encounter deck when resolving the discover keyword, shuffle the encounter discard pile into the encounter deck and continue resolving the discover keyword.
Scenario 8: Mount Gundabad
Difficulty level = 8.
Setup
The Mount Gundabad encounter deck is built with all the cards from the following encounter sets: Mount Gundabad, Fell Beasts, Deep Underground, Afraid of the Dark, Lost Caves, and Dragon Might.
Creating the Quest Deck
This scenario uses multiple stage 2 quest cards. When setup instructs players to "Prepare the quest deck," players shuffle all stage 2 quest cards together randomly, with side 2A faceup, and place them beneath stage 1. These shuffled stage 2 quest cards are considered to be the "quest deck".
Players will progress through stage 2 quest cards until they have won the game; there is no stage 3. Quest cards are not flipped to side B immediately when revealed. Rather, the current quest card is flipped at the beginning of the quest phase. Flipping a quest card this way causes the B side to be revealed.
The Caves Deck
To create the Caves deck, take Dagnir's Hoard and Throat of the Mountain, plus each card from the Lost Caves encounter set, and shuffle them together. This is the Caves deck.
Bypassing a Quest Card
Players are given the option to bypass some of the quest cards at the end of the combat phase. Bypassing the current quest removes all progress tokens on it, and moves it to the bottom of the quest deck with side 2B facedown. Bypassing a quest is optional, and players may choose to stay on each quest card instead of bypassing it. When a quest stage is bypassed (or defeated), it causes the next stage 2A to be revealed, triggering its "when revealed" effect.
When a quest is completed, players will either add it to their victory display or win the game.
Scenario 9: The Fate of Wilderland
Difficulty level = 6.
Setup
The Fate of Wilderland encounter deck is built with all the cards from the following encounter sets: The Fate of Wilderland, Grey Mountain Goblins, Gathering Gloom, and Hills of Wilderland.
Achievement List
The following is a list of achievements that players can strive toward as they play the Ered Mithrin scenarios and campaign. As the players complete each of these achievements, check the box next to them. Try to complete all of them for the ultimate challenge!
Scenario Achievements
- ☐ See No Evil: Win Journey Up the Anduin after defeating only one Evil Creatures enemy.
- ☐ Back To The Beginning: Win Lost in Mirkwood using only cards from the Core Set.
- ☐ Slain By Greed: In The King's Quest, attach a unique Weapon to the Dragon Hoard, then defeat the Fire-drake with an attack from a hero with that Weapon attached.
- ☐ There Is No Escape: Win The Withered Heath without letting the Cold-drake heal any damage from stage 3.
- ☐ Bad Bodyguard: Win Roam Across Rhovanion by defeating Tiny and Urdug in the same phase.
- ☐ We Didn't Start the Fire: Win Fire in the Night with 10 or fewer damage on Hrogar's Hill.
- ☐ I Ain't Afraid of No Ghost: Win The Ghost of Framsburg after defeating Fram's Shade 3 or more times.
- ☐ This One's For Lake-Town!: Win Mount Gundabad by dealing the final points of damage to Dagnir with a single ranged character's attack.
- ☐ Three Armies: Win The Fate of Wilderland with each player having no heroes that share a trait.
- ☐ Check Every Corner: Win scenario 3, 4, or 8 with no cards in the Caves deck.
- ☐ Caught a Stray: Engage 3 or more Stray Goblins in one phase.
- ☐ Discard 10 or more resources worth of attachments to Weighed Down.
Campaign-only Achievements
- ☐ Loyal to the End: Play all nine scenarios with the same heroes you started the campaign with.
- ☐ The Gang's All Here: Win a scenario with all four boon-allies in play.
- ☐ There And Back Again: Play all nine scenarios with Bilbo Baggins as a hero.
- ☐ Memory Hoarder: Get 15 encounter cards into the campaign pool.
- ☐ Off the Map: Have five or more locations in play from different encounter sets.
- ☐ Not So Hot After All: Add a hero with an Accolade attached to them to the list of Fallen Heroes.
- ☐ Wrong Song: Play a Song boon while no heroes are in play with the matching Accolade.
- ☐ Originalist: Win any of scenarios 4-9 with an encounter deck that contains exactly the cards included during standard setup, with no cards from other encounter sets in it.
- ☐ Not A Threat: Win The Fate of Wilderland with The Threat to Wilderland in play, with no resources on it, without ever raising the players' threat to its effect.
- ☐ Mini-Boss: Defeat Dagnir's Spawn five times throughout the campaign.
- ☐ Expert Treasure-Hunter: Earn all nine treasures.
- ☐ From Another Cycle: Have Turayn and a boon from a different campaign in play at the same time.