Middle-earth: The Lidless Eye Quick Reference Sheet

by Matthias Weeks

SEQUENCE OF PLAY

UNTAP PHASE
Each of your characters may do one of the following:
Heal (if at a Darkhaven) or Untap
Untap all of your other tapped non-site cards unless stated otherwise

ORGANIZATION PHASE
Play one Character or Ringwraith
Reorganize companies
Store items at Darkhavens/appropriate site (requires a corruption check)
Transfer items between characters (requires a corruption check)
Store other cards at their designated site
Play a new site card or stay at current site
Tap to attempt to remove corruption cards (you may opt to take -3 penalty to stay untapped [or if the characters is tapped already], one removal attempt per card)

LONG EVENT PHASE
Remove your long event resources
Play new long event resources
Remove opponent’s long event hazards

MOVEMENT/HAZARD PHASE (each company has its own M/H phase)
Reveal new site
Draw cards as indicated on new site card (if moving to a darkhaven draw cards as indicated on site you are leaving)
Play hazard long events
Play all other hazards and on-guard cards (as indicated by region types and site path)
Play resources
Discard all tapped non-haven site cards
Resize hand (usually to 8)
If a company did not move - hazards may only be keyed to the existing site

SITE PHASE
You may choose to not enter the site
You may enter the site
If you enter the site, you must face all auto-attacks as indicated on site card
Resolve all on-guard cards
Untapped characters may attempt to play an item, faction or ally that is playable at the current site. Tap character and site.
Make influence attempts vs. opponents items, factions or allies

END OF TURN PHASE
You may discard one card from your hand
Resize hand (usually 8)

GENERAL INFORMATION

COVERT/OVERT

Overt: Any company containing an Orc, Troll or a Ringwraith in Fell Rider mode.
Covert: All other companies not containing the above (i.e. Men, Elves, Dwarves and Dúnedain).

RINGWRAITH INFORMATION

COMBAT SEQUENCE

  1. Reveal a creature hazard
  2. Defender may cancel creature hazard
  3. If attack is not canceled, attacks are assigned to characters by defender unless stated otherwise on creature hazard card.
  4. Assign strikes - defender chooses which untapped characters will face the strikes unless otherwise noted on creature hazard card.
  5. Attacker assigns remaining strikes to any tapped or wounded characters (if any - maximum of one total strike per character from steps 4 and 5)
  6. Attacker may now choose to assign any extra strikes to characters (i.e. the number of strikes was greater than the number of characters)
  7. Defender may now cancel strikes a character is facing
  8. Characters not facing a strike from an attack may tap to support a character facing a strike
  9. Roll dice for each strike and apply results

COMBAT MODIFIERS

Character chooses to stay untapped -3
Character is already tapped -1
Character is wounded -2
Each extra strike assigned -1
A character that tapped to support +1

DETAINMENT ATTACKS

The following are considered detainment attacks against minion companies:

A successful detainment attack causes the target of the attack to only tap. Detainment attacks never wound [and are never defeated].

BODY CHECKS

If a strike is successful against a character they must immediately make a body check.
The following applies to all body checks:

COMBAT RESOLUTION

In order to defeat a creature you must:

If an attack is defeated (i.e. all strikes and body checks were defeated), you may:

Trophies Effect
1 +1 Direct Influence
2 +1 Prowess, +1 Direct Influence
3 +1 Prowess, +2 Direct Influence
4 +2 Prowess, +2 Direct Influence

An attack that is defeated, does not contain an ‘*’ and cannot be taken as a trophy (i.e. the attack was defeated by Men, Dwarves, Dúnedain, Elves or a Ringwraith) is placed in your opponent’s out-of-play pile.

CORRUPTION CHECKS

The following apply to all corruption checks:

Unofficial ME:LE Quick Reference Sheet by Matthias Weeks. Inspired by Jeff Clark.