Dark Minions

MEDM Rules Insert

This insert provides expansion rules and clarifications for use with all Middle-earth Collectible Card Game (MECCG) products.

Minion Cards (Clarification)

MEDM includes minion cardsa new type of card with a new type of templatethe background is iron with a "rusted" purple tint. In MEDM, minions are used as hazards called agents. An agent is a hazard that represents an individual that has been sent on a covert mission by the Dark-lord or one of his Dark Lieutenants. However, not all agents are minions. The two agents on the normal hazard template are "non-Minion agents:" My Precious and Lobelia Sackville Baggins.

The concept of minions used in a non-agent fashion will be introduced in Middle-earth: The Lidless Eye (a stand-alone expansion due out in the Spring of 1997). In The Lidless Eye, minions will be used like characters, but each minion will be under the influence of one of Sauron's Dark Lieutenants.

Permanent-events (Clarification)

If one of your companies splits into two or more companies, you may place any resource permanent-events that were on the original company (as a whole) with any of the resulting companies. Some events of this type must be discarded (as specified) when a company splits (e.g., Fellowship).

You may not make an influence attempt on an item with a permanent event on it.

Placement of cards "off to the side" (Clarification)

Certain cards and effects require other cards be placed "off to the side" (for example, Sacrifice of Form from Middle-earth: The Wizards). Cards placed off to the side are placed on the playing surface off to the side of the normal area of play. Such cards are kept with their host permanent- event that caused this effect. Any card placed off to the side absolutely cannot be targeted or otherwise affected by the game except by cards that specifically affect cards placed "off to the side."

Cards placed off to the side are in play for the purposes of uniqueness. Unless stated otherwise, when a host permanent-event is removed from the playing surface, any cards placed off to the side under it are discarded.

Usually the host card will state some mechanic that affects the cards placed off to the side with it. Unless stated otherwise on its host card, a card placed off to the side will give its marshalling points to its owner. However, the cards typical with Middle-earth: Dark Minions are "taking prisoners" cards, and characters taken prisoner yield negative marshalling points.

The Under-deeps


Note: Created by streams of molten rock and expanded by geothermal eruptions of super-hot gas, the Under-deeps are a result of a combination of natural and supernatural forces. The hand of Morgoth joined what was once a collection of countless, sundered cavern complexes. His greater servants used this maze of tunnels and chambers to travel surreptitiously throughout Endor.

Although Endor changed during the Elder Days, the core of the Under-deeps survive. Though travel between the underground sites is now difficult, if not impossible, for all but the greatest (and luckiest) explorers. Blocked or twisting away from their original course, the Under-deeps seem broken. Junctions and strongholds seem lost. Many appear as simple caves or side passages, no longer resembling their past grandeur. Others lie hidden behind veils of rock. Nearly all are still there, though, awaiting discoveryas is their creator.


An Under-deeps site card has "Under-deeps" in the section that normally gives a site's region, and its name contains "...-deeps" or "Under-..." An Under-deeps site is just like any other site with the following exceptions:


Example: Legolas taps and plays Glamdring (a major item) at The Under-grottos and the site taps. At this point, Gimili could only tap to play a minor item at a non-Under-deeps site. But The Under-grottos is an Under-deeps site, so Gimili can tap to play anything playable at The Under- grottos: a minor item, a major item, or a gold ring. He taps and plays a Precious Gold-ring.


Under-deep Site Movement

One of your companies that begins its turn at the surface site of an Under- deeps site can move normally or it can move to its adjacent Under-deeps site (i.e., the company moves to an Under-deeps site from its surface site). One of your companies that begins its turn at an Under-deeps site may only move to one of the adjacent sites listed on the Under-deeps site card.

Each adjacent site is followed by a number in parenthesesthis number indicates how difficult it is to move from the Under-deeps site to the adjacent site. When an adjacent site is revealed by one of your companies whose site of origin is an Under-deeps site, you must make a roll (2D6). If the result is greater than or equal to the number in parentheses following the adjacent site as listed on its site of origin, the movement/hazard phase proceeds normally. Otherwise, the company returns to its site of origin and the movement/hazard phase proceeds as if the company had not moved.


Note: A company moving from a surface site to its Under-deeps site does not need to make a roll.

Example: A company that starts at Carn Dm can move normally or it can move to The Iron-deepsThe Iron-deeps lists Carn Dm as an adjacent site. Similarly, a company that starts at The Iron-deeps may attempt to move to any adjacent site listed: Carn Dm (0), The Under-leas (6), or The Under-vaults (7). However, after committing to movement, the moving player must roll a 6 or better to successfully move to The Under-leas or a 7 or better to successfully move to The Under-vaults.


Manifestations

Certain entities (e.g., the Balrog, Gollum, Lobelia, etc.) have several different manifestations, each represented by a different MECCG card.


Exception: Different manifestations of the same unique Dragon may be in play at the same time.

Note: If one card says that it is the manifestation of another card, these restrictions apply to both cards.

Example: Gollum (the ally manifestation of Gollum) is in play with one of your characters. So, neither you nor your opponent can play My Precious (the agent manifestation of Gollum) until Gollum is discarded. If your Gollum is eliminated, My Precious and your opponent's Gollum (if any) may never be played.


Taking Prisoners

Certain hazard permanent-events cause a character to be taken prisoner these are called hazard hosts. A character taken prisoner immediately leaves his original company and is placed under its hazard host "off to the side." Additionally, the player playing the hazard host must take a site card from his location deck and place it with the hazard hostthis is called the rescue site. Playing a rescue site is governed by the following rules.

  1. Any restrictions listed on the hazard host must be observed (e.g., it must be a Ruins & Lairs, must have an Orc automatic-attack, etc.).
  2. If the hazard host is played on a character moving with region movement, the rescue site must be a site located in a region in which the character was moving or in a region adjacent to a region in which the character was moving.
  3. If the hazard host is played on a character moving with starter movement, the rescue site must be located in the region containing the site of origin or the new site.
  4. If the hazard host is played on a character not moving, the rescue site must be located in the same region as the character's site.
  5. If the hazard host is played on a character moving to a new site that is an adjacent site of an Under-deeps site, the rescue site can be that Under- deeps site.
  6. If a rescue site is not available within these rules, the hazard host cannot be played!
  7. When removed from the play surface, rescue sites always return to the location deck.

When taken prisoner, a character cannot take any actions (including healing or untapping) and cannot be affected by any cards except for those that specifically affect characters taken prisoner. A character taken prisoner is not controlled (i.e., does not use any influence), and all of his followers revert to general influence (which must be legally reconciled during his player's next organization phase). Any items, allies, or events controlled by a character are discarded when the character is taken prisoner unless the hazard host states otherwise. As an exception, a ring born by an imprisoned character stays with the character.

While a prisoner, a character yields negative character marshalling points equal to the marshalling points he normally would give. If eliminated while imprisoned, the character yields these negative character marshalling points permanently (place the character's card in your marshalling point pile).

Rescue and the Rescue-attack

Hazard hosts that cause a character to be taken prisoner require a company controlled by the player of the imprisoned character to rescue the character in order to return him to a normal status of play. Alternatively, if the hazard host is discarded by a non-rescue mechanism (e.g., by Marvels Told), the character forms his own company at the rescue site. At any point outside of the initial attack or conditions by which a hazard host is played, the hazard host is discarded if there are no imprisoned characters are under it. Whenever, the hazard host is discarded, the rescue site always returns to the location deck.

To rescue a character, the company must be at the rescue site during the site phase and must face any automatic-attacks at the site as normal. The site can be tapped or untapped. The company must next face any rescue-attacks at the site. Rescue-attacks are not considered automatic-attacks. Following the rescue-attack, an untapped character in the rescuing company can tap, and all characters taken prisoner under the hazard host immediately join the company under general influence (which must be legally reconciled during the player's next organization phase)the rescue attempt is successful. The company's site then taps (if untapped), and one minor item may be played with an untapped member of the rescuing company.


Note: If he has one available, a player must use a site from his own location deck to rescue imprisoned characters. If he does not have the site or if the site is in his discard pile, the copy with the hazard host can be used to show the rescuing company's movement (if the rescue attempt is successful, the site would remain in play until the company leaves the site). In this case the site is not available for the rescuing player to use for any purpose (other than to rescue prisoners and play one minor item) until the company leaves the site and his play deck is exhausted.


Agents

An agent has the same attributes as a character: race, skills, direct influence, prowess, body, mind, marshalling points, and special abilities. During play, each agent must be in one of the following states: face-down and untapped, face-down and tapped, face-up and untapped, face-up and tapped, or face-up and wounded.

An agent can be thought of as a hazard that acts as a creature with the following special effects:

An agent is always located at a site. Once an agent has been revealed or has moved to a site that is not one of its home sites, one of your site cards must be used for this purpose. A face-up agent's site card must always be face-up. Agents move and operate alone (i.e., they do not move and operate in "companies").

Each agent is uniqueall normal rules apply. If a specific agent is in play face-up and a second, identical agent is turned face-up (i.e., it is revealed), the second agent is immediately discarded.

Untapping an Agent<>

Each of your agents untaps during your untap phase.

Playing an Agent

To play an agent, place it face-down (and untapped). The agent is assumed to be at any one of its home sites (no site card is required).

Agent Actions

Each of your agents who was already in play at the beginning of your opponent's turn may take one and only one of the following actions each turn.

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