Tournament rulings are modifications and additions to the rules presented 
in the Unlimited Edition rules book that are required for sanctioned Council 
of Lorien tournament play.
General
   Dice must be used to obtain random numbers.
   There is a required 30 card minimum for both resources and hazards for 
sanctioned tournament play.
   All Ringwraith/Sauron players always have +5 unused general influence at 
all times. This bonus general influence can never be used to control 
characters.
The Character Draft
   The starting character pool consists of 10 characters.
   Each player reveals one character at a time from their pool, simultaneously 
with their opponent. Non-duplicated characters go into the starting companies, 
duplicated characters are put aside and not allowed in either starting 
company. Each player continues until they want to stop, they have 20 points of 
mind in their starting company, or they have five characters in their starting 
company.
   Ringwraith players may start with 6 characters in the character draft
   If one player stops revealing characters, the other one may continue to 
reveal characters.
   No player may reveal a character that would bring his starting company's 
total mind over 20.
   When players are finished, each may put up to 10 characters into their 
deck, including characters from his starting pool that did not end up in the 
starting company.
   Characters left over from the character pool may be placed either in the 
play deck, or out of play, but may not be placed in the sideboard.
Deck Construction
   Cards that can be played as either hazards or resources may count as either 
for purposes of deck construction.
   Each deck must contain at least 12 creatures.
   The following count as 1/2 a creature for deck construction: hazards that 
can be played as creatures or events, At Home Dragon manifestations, Ahunt 
Dragon manifestations, and agents. Note that agents count as characters in 
Ringwraith decks, not as 1/2 creatures.
   Up to 3 copies of one Wizard or Ringwraith is allowed in a play deck, or up 
to 2 copies of one and 1 copy of another. One copy each of three different 
Wizards or Ringwraiths is not allowed.
   You may place Ringwraiths or Wizards in your sideboard, as long as only one 
of them is duplicated in the deck and sideboard combined, and you have only 
Ringwraiths or only Wizards in the deck and sideboard combined.
@  You may include hero items in a Ringwraith deck even in a Ringwraith vs.
Ringwraith game.
Great Secrets Buried There
   If you play this card as a hazard on your opponent, you must be able to 
provide your opponent with a copy of any uncommon Under-deeps sites if he does 
not have a copy in his location deck.
   If you give an Under-deeps site to your opponent, it will return to your 
location deck when he is done with it, unless you have also used the site, in 
which case it returns to your discard pile.
Movement
   Maps of the regions of MECCG may be used in place of region cards in 
Council of Lorien tournaments. If two or more companies move on the same turn, 
then each company does not have to determine the site path to its new site 
until the beginning of it's movement/hazard phase.
   Wizard companies cannot use starter movement to or from sites in Gorgoroth. 
If using region movement to or from sites in Gorgoroth, they must move from a 
site in Imlad Morgul, through either Nurn or Udun, or use a movement enhancer 
like Ash Mountains or Eagle-mounts. Such sites may be reached normally with 
Under-deeps movement.
Starting Companies
   Ringwraith/Sauron players may have starting companies at Dol Guldur and/or 
Minas Morgul. A Ringwraith may also be brought into play at Dol Guldur, Minas 
Morgul, or his home site.
Victory Conditions
@  Eliminating a Wizard or Ringwraith does not end the game. An eliminated 
Wizard or Ringwraith is placed in the out-of-play pile, and gives -5 MP to
the final total. That player may not reveal another Wizard or Ringwraith.
This includes Wizards who fail corruption checks.
The Weakest Link Method
   If there is a tie at the Free Council, add one corruption point to each 
non-Wizard in play. Each character then makes a corruption check and 
marshalling points are recounted.
   Continue this until there is no longer a tie or until all non-Wizard 
characters are corrupted away.
-------             "The Crossing-guard of Mordor"            -------
Craig "Ichabod" O'Brien, www.cstone.net/~ichabod/, ich...@cstone.net
Assistant Editor, ICE                          Me:CCG Official Netrep
"Home isa where you hanga your hat!"              -Dr. Emilio Lizardo
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