Beruflich Dokumente
Kultur Dokumente
Dedicated to Gandalf
Long may his friendship be with us
IV The Emperor
The struggle for independence. Refusal to submit to others authority. Pushing back external
influences which encroach upon ones territory.
Reversed: Too headstrong. Unable to heed
the advice of others.
V The Hierophant
Powerful teachers and teachings enter ones life.
Influences behind the scenes. Rituals and ceremonies which work to influence objective reality. Rites of passage; shamanistic influences.
Reversed: Stuck in tradition.
VI The Lovers
Intensity. Choices in relationships. Devotion
to whatever or whoever is sacred in ones
heart. Sexuality as expression. Physical love.
Reversed: Obsessive love. Flightiness.
VII The Chariot
Focus all your resources on attaining what is
most important, one step at a time. Pull
together disparate forces to create a semblance
of order. Discipline, especially self-discipline.
Reversed: Unable to finish anything.
VIII Strength
Allowing ones immediate impulses to be
directed by the use of reason. Creating bridges
between this realm and the realm of higher
energies. Opening oneself as a channel for
these forces.
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XIII Death
Clearing away negative conditions in order
for something better to flow in. Giving up
something of lesser value in exchange for
something of much greater long term value.
The spirals of lifes progression.
Reversed: Unable to free oneself from the
influences of the past.
XIV Temperance
Looking into the past in order to be able to
better understand the present. Using ones
experience in order to deal more effectively
with present problems. Healing, self-analysis.
Reversed: Unable to learn from the past.
XV The Devil
Dont let your own negativity hold you back.
Become aware of your own invisible ceilings
and thermostats. Avoid self-sabotage. Those
around you are negative.
Reversed: Suppressive, invalidating influences.
XVI The Tower
The need to build upon solid foundations,
i.e., principles of honesty, truthfulness, and
humanity. Putting the interests of what you
believe in before your own interests.
Reversed: Anger, possible danger.
XVII The Star
Peace, serenity, realization. Understanding
ones purpose in life.
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Queen of Wands: Able to act despite limitations and pressure to succumb. Independent/
dynamic female/male energy. Resistance leading on to resolution of an old scenario.
King of Wands: A man/masculine archetype
of leadership. Having to be strong in times of
challenge. Being strong by experiencing
ones emotions, not denying them.
CUPS
This suit represents the element water, and
shows emotions and feelings.
Ace of Cups: Emotional fulfillment at finding
ones destiny. The value of love in ones life.
Two of Cups: A new relationship starting, or
a new stage in an existing relationship.
Friendship, loyalty, togetherness.
Three of Cups: Reunion with old friends.
Celebration, taking down the barriers.
Four of Cups: Reaching out for new friendships and associations. Realizing the value of
what is being offered by others, and of what
oneself has to offer.
Five of Cups: Disillusionment with what has
happened, having to make new plans to
accommodate a seeming setback. Negative
emotional states.
Six of Cups: Learning to share on an emo18
King of Cups: One who is emotionally fulfilled, and able to help and support others.
COINS
Coins represent earth and the material and
financial conditions of life.
Ace of Coins: A new doorway opening up,
work-wise. Dealing with the material questions of life with a new spirit of adventure.
Two of Coins: The same line of work, in a
different place. Juggling with finances, keeping several different things on the move at
the same time.
Three of Coins: Learning new skills and
developing new abilities. Study, application,
love of books, and appreciation of other peoples ideas.
Four of Coins: Getting financial and material
conditions organized. Accounting for what
has been spent; budgeting for future costs.
Putting a bridge between two different
realms so that people can move from one
realm to another.
Five of Coins: Unforeseen expenses/difficulties. The unexpected barrier, which is not a
barrier at all, but rather a doorway. Turning a
problem into an opportunity. People banding
together to form a column of mutual support
against whatever the future might hold.
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MEDITATIONS
In The Lord of the Rings there is a huge supply of symbolism that we can meditate upon.
The value of meditation is that we can learn
how to be still within our own minds, so as to
open the doorways for greater realization to
flow through. The tarot, particularly when filtered through the symbolism of Tolkiens
world, is quite potent for such purposes. The
archetypes (the characters in the story) are
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2
8
4
7
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of Dark Points; and the score sheet (pp. 4243) to keep track of the scores after each
round and determine the overall scores at
the end of the game.
Please also refer to the Quick Reference
rule guides on pages 38-40, and the Quick
Guide to Victory Points card included with
the deck.
Object of the Game
In their quest to reach Mount Doom, players
try to acquire the highest number of Victory
Points.
5 Victory Points are awarded at the end of
each round to:
The first player to go out (play all the
cards in their hand).
The player who has earned the least Dark
Points at the end of each round. (5 bonus
Victory Points are awarded if the Ring
Affiliation is Free.)
The player who has earned the most Dark
Points at the end of each round. (5 bonus
Victory Points are awarded if the Ring
Affiliation is Dark.)
The player who is the Ring Bearer at the
end of the round.
Note: If players are tied in any of these
Victory Point conditions, they are each
given the full 5 Victory Points.
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First Round
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The Play
There are four options for play:
1. Play a card from your hand to the Journey
Pile that matches the top card on the
Journey Pile in suit or rank.
2. Play a Major Arcana card to the Ring.
3. Draw a card from the Draw Pile, and then
play a card as described in play option 1 or 2.
4. Draw a card from the Draw Pile, and then
elect to end your turn without playing a
card to either the Journey Pile or the Ring.
Playing onto the Journey Pile brings the
group closer to their goal of reaching Mount
Doom to destroy the Ring.
Playing to the Ring determines the forces
controlling the Ring, i.e., the Free Peoples or
the Dark Forces; playing to the Ring also
determines which player is the Ring Bearer.
1. Play a card from your hand to the Journey
Pile that matches the top card on the Journey
Pile in suit or rank.
Example: Top card is the Two of Cups: play
any Two or any Cup.
The Major Arcana cards are wild cards;
players may play any Major Arcana to the
Journey Pile at any time and declare a new
suit. The next card played must match the
declared suit, or be another Major Arcana card.
Example: Card played on top of King of
Wands is Temperance; player declares
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Exceptions:
The Ring, although a Major Arcana card,
is not considered to have a numerical
rank in this game. The first card played to
the Ring, therefore, may be of any rank.
Although the Fool (0) is the lowest ranking Major Arcana card, it can be played
on top of any other Major Arcana card to
the Ring. Once this is done, any Major
Arcana card of a higher rank than the
Fool (0) may be played on top of it.
When a player places a Major Arcana
card on the Ring, they must immediately
draw a card from the Draw Pile to their
hand to replace that Major Arcana card
(even if the card played empties their hand,
the player must draw a new card and is not
yet out).
Becoming the Ring Bearer:
Whoever plays a Major Arcana to the Ring
gains the honor of becoming the groups
Ring Bearer, placing the Ring in front of
them with the Major Arcana card on top of
it. This player represents the brave traveler
who carries the Ring to Mount Doom. The
player who is the Ring Bearer at the end of
the round will earn 5 Victory Points.
In addition, the Ring Bearer may elect to
add or remove one Dark Point to or from
any players score (including their own) in
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Scoring
The player who goes out first is the best
guide in the group. This player gets 5 Victory
Points for finding the quickest way to Mount
Doom for the group.
The Ring Bearer at the end of the round
has shown tremendous courage in bringing
the Ring to Mount Doom, and gets 5 Victory
Points for bravery.
The player with the most Dark Points has
been influenced by the Dark Forces and has
joined Sauron in his fight against the Free
Peoples, and receives 5 Victory Points as
a reward from Sauron for his loyalty. Add
5 more Victory Points to this players score
if the Ring has a Dark Force card on
it at the end of the roundan extra
bonus from Sauron for keeping the Ring
from being destroyed! This is shown as
Ring Affiliation on the score sheet.
The player with the least number of Dark
Points has remained true to the Free Peoples
of Middle-earth and receives 5 Victory
Points as a reward from Gandalf and the
good forces in Middle-earth. Add 5 more
Victory Points to this players score if the
Ring has a Free Peoples card on it at the end
of the round, as an extra bonus from
Gandalf for helping to destroy the Ring at
Mount Doom. This is also shown as Ring
Affiliation on the score sheet.
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option 1
option 2
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option 3
option 4
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40
PLAYERS----------->
GOING OUT +5
RING BEARER +5
RING AFFILIATION +5
MOST DARK POINTS +5
LEAST DARK POINTS +5
FIRST ROUND TOTALS
GOING OUT +5
RING BEARER +5
RING AFFILIATION +5
MOST DARK POINTS +5
LEAST DARK POINTS +5
SECOND ROUND TOTALS
GOING OUT +5
RING BEARER +5
RING AFFILIATION +5
MOST DARK POINTS +5
LEAST DARK POINTS +5
THIRD ROUND TOTALS
DARK POINTS 1ST ROUND
DARK POINTS 2ND ROUND
DARK POINTS 3RD ROUND
TOTAL DARK POINTS
MOST/LEAST DARK POINTS +5
FINAL SCORES
Also refer to the Quick Guide to Victory Points card included with the deck.
Players may reproduce this score sheet.
PLAYERS----------->
GOING OUT +5
RING BEARER +5
RING AFFILIATION +5
MOST DARK POINTS +5
LEAST DARK POINTS +5
FIRST ROUND TOTALS
GOING OUT +5
RING BEARER +5
RING AFFILIATION +5
MOST DARK POINTS +5
LEAST DARK POINTS +5
SECOND ROUND TOTALS
GOING OUT +5
RING BEARER +5
RING AFFILIATION +5
MOST DARK POINTS +5
LEAST DARK POINTS +5
THIRD ROUND TOTALS
DARK POINTS 1ST ROUND
DARK POINTS 2ND ROUND
DARK POINTS 3RD ROUND
TOTAL DARK POINTS
MOST/LEAST DARK POINTS +5
FINAL SCORES
Also refer to the Quick Guide to Victory Points card included with the deck.
Players may reproduce this score sheet.