Rules
Firstly: The basic rules on how to play are in the Middle-earth CCG starter deck rule book. Learning to play Middle-Earth CCG before trying this card set would be the easier path to take. This way you will learn the game mechanics from a more balanced set and understand the basis for some of the card abilities in my set. ICE nolonger produces the Middle-earth card game so getting your hands on this great game will become harder over time - here is the online version of the MECCG rulebook
Secondly: Read the DragonLance Chronicles! The whole point of this card game is to play out adventures from the world of Krynn. Read: Dragons of Autumn Twilight; Dragons of Winter Night; Dragons of Spring Dawning. This is the core set, the other Dragonlance books will surely be refered to as the card set expands.
So if you own the chronicles and a stack of METW cards then the following rules will mean something.
The following are alterations to the basic game and some new rules for the Dragonlance world.
- There are no wizard characters. (no god characters)
- The minion player has the first turn. (Takhisis started all the trouble!)
- When Caramon is under Raist's control the following extra ability exists: If Raistlin is assigned a strike Caramon can take the strike instead of Raistlin (regardless of condition, wounded, tapped, etc).
- A council is only called on depleting your play deck 2 times or storing Berem. Heroes take Berem to Neraka, enter the site, if Berem is still in play at the end of the site phase - the game ends. Minions also take Berem to Neraka and store him during an organisation phase to end the game. If Berem is used to end the game in the above fashion then Berem is worth double his normal marshalling points.
- Dragon Ahunt cards you play are hazard attacks against opponent companies and detainment attacks against your companies.
- Each deck must contain 3 copies of Spring Dawning or Autumn Twilight.
- Dragon Allies. When a dragon ally joins a party - the controlling character and dragon must form a new party (char and dragon only) on the next organization phase. No characters can join this party. The dragon and mount have a movement of 6 regions and a hazard limit of 4.
- To help speed up the game there is a special deck for each player that contains resources that can be played as if those cards where in the players hand. The cards making up the pile are resources that at only playable at a particular site except allies.
for the Hero this deck contains - all Factions, Eggs of the good Dragons, Blue Crustal staff, Sturm's Vindication, Frostreaver, WyrmSlayer, Book of Fistandantilus, Footlance, Raistlin [black robe]
for the minions - all Factions except Soth's Legions, the Oath, Corruption of the Eggs, the Missing Orb, Blue Crystal Staff, Nightbringer.
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