Honour Guard

  • Player Card Categories 
    • Damage Control
    • Valour
    • Beorn Support

The most flexible damage cancelation card. I wish there were more like it.


The art depicts a Guard of the Citadel much like the Leadership ally of the same name. Honour Guard is still apt as guarding the citadel and the White Tree was the highest honor and duty to the guards in Minas Tirith. They couldn’t leave their posts for any reason except if commanded by their lord. They could wear Elendil’s livery of the White Tree with a silver crown and stars on a field of black. They also wore mithril helms with wings of sea birds.

Card Theme

One of the more obvious mechanism and thematic links with the guard meant to protect those in the Tower of Gondor. The card can protect characters in the game by canceling a damage or 5 in Valour directly.

Card Synergies and Interactions


Beorn hero is not an obvious synergy since he is immune to player card effects. Fortunately, Honour Guard’s effect targets the damage much like ally Dori. Per the FAQ, that clarified that Dori’s ability can redirect damage dealt to Beorn because it targets the damage, Honour Guard’s ability can cancel damage to Beorn too.

Ally Readying

The ability to cancel a damage requires a player to exhaust the Honour Guard. Readying effects that target allies then allow the ability to be used more than once per round. Players can use the Core Set Leadership cards of Ever Vigilant to ready a single ally and Grim Resolve to ready all characters. Many other single target and global readying cards work as well like Narya, To Arms!, Strength of Arms, Elwing’s Flight, and Leadership Faramir hero. The only issue is these effects are all actions. They can’t ready Honour Guard immediately after he is exhausted to cancel 2 points of damage. A player will have to wait until the next action window and then the Honour Guard can use its ability the next time a character might take damage. A couple have an additional timing limitation. For example, Elwing’s Flight is a quest phase action or Leadership Faramir’s response typically will occur during the Encounter Phase.

Quest Specific

Much like hero Beorn, there are several objectives and objective allies that take damage but are immune to player card effects. Canceling damage on these objectives is incredibly helpful because often times if they enough damage the players lose the scenario.

A Journey to Rhosgobel is a noted early example as Wilyador takes 2 damage each round. He can also take additional damage from other encounter effects. An advantage Honour Guard has here over healing effects is that it will not be removed from the game by Stage 2’s Forced effect. This quest infamously has a surprise loss condition if Wilyador is not fully healed by Stage 3. Wilyador only taking 1 damage per round gives the players more time to find enough Athelas for him.

Flight to the Ford is very similar to A Journey to Rhosgobel. The Ring-bearer will take 1 damage per round and there are more encounter effects that can add more. If the Ring-bearer runs out of life, the players lose. Canceling that 1 damage at the end of each round takes some pressure off the players to rush through the quest.

The Antlered Crow, Race Across Harad, The Crossings of Poros, Roam Across Rhovanion, and The Land of Sorrow all feature objective allies that if they leave play, that player is eliminated or the players lose. There are other objective allies and scenarios that also have this condition like Nalir in Trouble in Tharbad. These scenarios and allies in particular benefit from Honour Guard’s damage cancelation more than others because they have good stats, useful abilities, and/or damage from undefended attacks has to be assigned to them.

Chief Turch notably can defend without exhausting and has decent defense of 2 and large hit point pool of 5. An Honor Guard or two can make Turch defending multiple enemies much safer and a viable strategy. Tamed Mumak in Race Across Harad is usually best to quest with considering the quest limits progress if you don’t. The quest can be very combat heavy if many enemies pile up in the Orc area and then engage when they catch up to the players. Honour Guard can help the players take undefended attacks safely since they’re assigned to Mumaks and help clear out the orcs enemies. Urdug and Tiny are also no slouch at defending and only get better with some damage cancelation. Lastly, Arador in The Land of Sorrow is well set to be a secondary defender with 3 defense, 5 hit points, and built in readying for defending but risky if he takes too much damage. Honor Guard mitigates the risk of losing to a bad shadow which are a few in the quest to be wary of.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I rate Honor Guard at 2 rings. Damage cancelation is a very useful ability to counter attack boosting shadows, direct damage shadow and treachery effects, high attack enemies, Archery damage, and other direct damage effects that quests might throw at the players. It can be used for any character and repeatable putting ahead of other damage cancelation cards like Raven-winged Helm or Mithril Shirt that are limited to the attached hero. The damage cancelation has a slight timing advantage over healing since it responds to the damage because this can prevent a character destruction from direct damage from treacheries and shadows. Healing usually needs to happen in action window before or after such effects, but it is not always possible if the character just has so few hit points. The only downside to the ability being damage cancelation versus healing is that it doesn’t benefit from Elrond hero’s healing boost.

The ally itself has a beefy 3 hit points and far less vulnerable to direct damage than many healing allies and especially compared to Warden of healing. It is a very fair costed 2 resources. It has the Gondor and Warrior traits that both are very useful for benefiting from global boosts and qualifying for attachments. Even better it is in the Tactics sphere that is the most combat focused sphere, but healing effects are exclusively in Lore. This makes a multiplayer mono-Tactic battle deck much more self-sufficient in handling all combat. Lore and Tactics can be a difficult combination to build together in a deck because both don’t have many resource acceleration cards and have less strong willpower or willpower boosting options than Spirit and Leadership. In true solo or a strong balanced willpower and combat deck Spirit or Leadership often are better to include.

  • Dave – 2
  • Grant – TBR
  • Ted – 2
  • Matt – 2
  • Average – 2

External Links

Sample Decks

Legolas Shoots Locations aka Mono Tactics v4

Mono Tactics deck for Heirs of Numenor and Against the Shadow cycle. I tweaked the deck as I played through the cycle and through the various iterations it beat every quest. It definitely settled into a final form by Encounter at Amon Din. The games I’ve played with it with earlier iterations are featured on the blog as well.

Main Deck

Hero (3)
Beregond (Heirs of Númenor)
Éowyn (The Flame of the West)
Legolas (Core Set)

Ally (24)
2x Beechbone (The Battle of Carn Dûm)
2x Bofur (Over Hill and Under Hill)
3x Defender of Rammas (Heirs of Númenor)
3x Derndingle Warrior (Escape from Mount Gram)
3x Dúnedain Hunter (The Lost Realm)
3x Eagles of the Misty Mountains (Return to Mirkwood)
2x Gandalf (Core Set)
3x Honour Guard (The Wastes of Eriador)
3x Knights of the Swan (The Steward’s Fear)

Attachment (17)
2x Arod (The Treason of Saruman)
3x Dagger of Westernesse (The Black Riders)
3x Favor of the Valar (The Battle of Carn Dûm)
3x Gondorian Shield (The Steward’s Fear)
3x Rivendell Blade (Road to Rivendell)
3x Secret Vigil (The Lost Realm)

Event (9)
3x Feint (Core Set)
3x Foe-hammer (Over Hill and Under Hill)
3x Hands Upon the Bow (Shadow and Flame)

3 Heroes, 50 Cards
Cards up to The Flame of the West


Hero (1)
Aragorn (The Lost Realm)

Ally (10)
1x Gandalf (Core Set)
3x Grimbold (The Flame of the West)
3x Legolas (The Treason of Saruman)
3x Vassal of the Windlord (The Dead Marshes)

Attachment (5)
3x Dwarven Axe (Core Set)
2x Horn of Gondor (Core Set)

Event (9)
3x Sterner than Steel (The Flame of the West)
3x The Eagles Are Coming! (The Hunt for Gollum)
3x Thicket of Spears (Core Set)

Decklist built and published on RingsDB.

Power grimbeorn the old nightmare by Grant

Grant’s go to Grimbeorn multiplayer battle deck. It’s survived Assault on Dol Guldur epic multiplayer.

Main Deck

Hero (3)
Grimbeorn the Old (The Withered Heath)
Hirgon (Beneath the Sands)
Théodred (Core Set)

Ally (21)
2x Beorn (Core Set)
3x Beorning Guardian (The Crossings of Poros)
3x Beorning Skin-changer (The Withered Heath)
1x Erestor (The Long Dark)
3x Giant Bear (Fire in the Night)
1x Grimbold (The Flame of the West)
2x Honour Guard (The Wastes of Eriador)
3x Legolas (The Treason of Saruman)
2x Warrior of Dale (The Wilds of Rhovanion)
1x Yazan (The Mûmakil)

Attachment (22)
2x Armored Destrier (Temple of the Deceived)
2x Bow of Yew (The Wilds of Rhovanion)
2x Cram (Over Hill and Under Hill)
3x Dúnedain Mark (The Hunt for Gollum)
3x Dúnedain Warning (Conflict at the Carrock)
2x Hauberk of Mail (The Wilds of Rhovanion)
2x Raven-winged Helm (The Wastes of Eriador)
2x Secret Vigil (The Lost Realm)
2x Steward of Gondor (Core Set)
2x Warrior Sword (The Ghost of Framsburg)

Event (5)
2x Feint (Core Set)
3x Sneak Attack (Core Set)

Player Side Quest (2)
1x Gather Information (The Lost Realm)
1x Send for Aid (The Treachery of Rhudaur)

3 Heroes, 50 Cards
Cards up to The Ghost of Framsburg


Ally (4)
1x Faramir (Core Set)
3x Gandalf (Core Set)

Attachment (10)
1x Celebrían’s Stone (Core Set)
2x Necklace of Girion (The Wilds of Rhovanion)
3x Song of Travel (The Hills of Emyn Muil)
1x Steward of Gondor (Core Set)
3x Unexpected Courage (Core Set)

Event (3)
3x The Galadhrim’s Greeting (Core Set)

Decklist built and published on RingsDB.

Horseback Archer

Horseback Archer, a nostalgic core set card. Anyone who’s played the classic Tactics deck from the original core set has held this card in their hand. At the time it was somewhat of a special card as it was one of two ally cards including the “Ranged” keyword. Furthermore, it has a fair line of stats, as far as core set cards are concerned, and only cost 3 resources to put into play. Horseback Archer is also one of three Rohan allies in the core set, and one of three allies with the “Archer” trait. Add that to the cool artwork and Horseback Archer becomes an instant classic. Or does it? A quick show of hands, how many people still use Horseback Archer? As the game had aged, so had the meta and power creep. The question now becomes has Horseback Archer aged like fine wine, or like the ruins of Weathertop or the Dead Marshes? Let’s take a look, shall we?

Background / Lore

It is evident in the lore that horseback archers actually existed. The quote on the card references The Two Towers, specifically from “The Uruk-Hai” chapter. We all now the scene. Merry and Pippin are held captive by Uglúk and his band of Uruk-Hai near Fangorn while on their way to Isengard. They stop for camp, have a little “disagreement” with the orcs from Mordor, talk about what’s on the menu for dinner, and then next thing you know it they’re surrounded by the Rohirrim who could care less about Uruk dinner etiquette. Well, that’s how Peter Jackson told the story anyway. In the movie I don’t recall a single horseback archer in that scene. They are in the books, though. The book reads:

“A few of the riders appeared to be bowmen, skilled at shooting from a running horse. Riding swiftly into range they shot arrows at the Orcs that straggled behind, and several of them fell; then the riders wheeled away out of the range of the answering bows of their enemies, who shot wildly, not daring to halt.”

—The Two Towers

Here we get a glimpse of Rohirrim tactics demonstrated by the horseback archers. In their effectiveness they provided the shock value needed to allow Merry and Pippin escape. I’m sure Eomer slaying Uglúk helped too, but that will be for another review. In any case we get a strong sense of the important role of the horseback archer, both in the above quoted text and in the battle of Pelennor fields.

Card Theme

Horseback Archer fits quite nicely in some of the Rohan-themed battles in the game. For example, they would most certainly be thematic in “The Uruk-Hai” and “Battle of Pelennor Fields” quests where they are specifically mentioned in the book. The trouble may come if you’re trying to build around them. In which case you will be up against a challenge. First off, you are going to want to ensure you’re playing multiplayer to make use of Horseback Archer’s “Ranged” keyword which is strongly tied to their theme. Merry and Pippin would be excellent choices for heroes in the adjacent deck if playing a thematic multiplayer game. Unfortunately, Horseback Archer cannot wield any bow in the game which ends up being a thematic setback. Somehow they forgot how to use the “Bow of Yew” used by their ancestors I guess? It ends up being reasons like these that the use of Horseback Archer in thematic builds might be based on quest theme versus effectiveness. 

Now, that is not to say there aren’t any thematic options for Horseback Archer. You could really throw them in any Rohan deck with special consideration for multiplayer games. For this you’re going to want to include ***Theoden who allows Horseback Archer to enter at a reduced resource match. Playing him this way makes his cost palatable whereas the 3-cost is hard to justify at times. The goal here would be to put him into play solely for his Ranged keyword which could make quite a big impact in many scenarios. 

Speaking of the Ranged keyword, you could also make a thematic Ranged deck. There is something like 20 Ranged allies in the game across all four spheres. Luckily for Horseback Archer there are several Tactics heroes and allies with the same keyword which would make it a viable option in bigger multiplayer games. The Horseback Archer might be among the more expensive allies with the keyword but it also has good stats to trade off making. This makes him a good deal if you can afford it. Ideally, you are including several allies with Ranged along with several attachments which boost their attack. All of this could add up quickly if the players can control the board state for long enough. Just make sure there is a good questing deck along for the ride!

Card Synergies and Interactions

While thematic options are not too middle-earthshattering, how about general deckbuilding? Horseback Archer is a great addition to early deckbuilding where ranged and Tactics are needed. You could throw him in a lot of decks to achieve combat across the board. Full disclosure: we are going to have to get pretty creative and a bit silly to make him work well. The problem is his value decreases the farther you get into the game. Why? Because later on you get cards like ***Fornost Bowman and ***Marksman of Lorien who are both 3-cost allies with Ranged and perform other functions that often make a bigger difference AND have access to better attachments and synergies. Still, Horseback Archer has a solid 2 attack which is wonderful in the right situation. The only thing you would need to do is add to his attack somehow.

There are a few options to add to Horseback Archer’s combat effectiveness. When trying to recall attachment cards I was surprised to find there were no “attach to a character with ranged” cards that he was eligible to wield. Luckily there are still some good options that I will highlight below.

Spear of the Mark

Spear of the Mark is thematic option, just not in terms of what an “archer” might wield. It does increase his attack by +1 which would significantly increase his value. If you can find a way for him to attack the staging area that would be a +2 boost which ends up doubling his attack. ***Hands Upon he Bow and ***Ithilien pit could be extremely useful combos here as well.

War Axe

War Axe grants you a general increase of +1 attack and +2 with another restricted attachment. That’s potentially a +4 base ranged attack if you have a Spear of the Mark and attacking the staging area. Sure, it takes a few combos but I’d have to say it’s worth it!

Raiment of War

Not quite as powerful in terms of boosting attack but very powerful in boosting overall combat effectiveness. Raiment of War is sometimes a card just sitting in your hand if you already have one out. Attaching it to Horseback Archer would mean you give it the ability to perform a ranged attack better and give yourself the option to defend with 2 defense and 4 HP. Not bad! I would only consider this option if I were playing Spirit Theoden as 5 resources is spendy.

Hands Upon the Bow

No Ranged character is complete without it!

Other Obscene Combos

Keep in mind these are not the most ideal combos. With that being said we are here to have a bit of fun while this game destroys our morale and bank account! So why not have a bit of fun with it? And what better fun than going full Voltron with a Spear of the Mark, War Axe, ***Self Preservation, ***Spare Pipe, and ***Valiant Determination? Better yet, break out that ***Elf-friend and load him up with things like ***Bow of the Galadhrim, ***Rivendell Bow, and ***Rivendell Blade. Amplify this with ***Hands Upon the Bow! Let’s get Rhovanion Wild in here!

Quest Specific

There are not many specific quests that come to mind that Horseback Archer is a “must include” card. I think it really comes down to what your objective is. Multiplayer clearly poses the best scenario where he becomes viable. I personally only use him in Rohan or Ranged archetypes beyond my early days in the game. Let us not forget the thematic quests such as “The Uruk-Hai” and “The Battle of Pelennor Fields” which would make Horseback Archer quite appropriate to use, but still not necessarily a must.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I think Horseback Archer deserves a complex analysis for his ring rating. We have to consider the following variables: use for new players, multiplayer, Rohan decks, and general deckbuilding. 

  • I feel Horseback Archer is a solid option for new players and should be used as a decent attacker and emergency defender. He deserves a 3 for newer players (in part because of a lack of overall options). 
  • Multiplayer, especially a Ranged theme deck, is perhaps his best inclusion. He gets a 4 here for utility. 
  • For Rohan decks, Horseback Archer should really only be included if you need a Ranged or Tactics character, or need more allies in general. A 6 here.
  • For general deckbuilding, he gets a 9. Sorry bud, there are just too many better options. Thankfully for you there are worse options too!
  • This all averages out to a 5.5. If we round up we get a 6 which I feel is fair all things considered.
  • Dave – 10
  • Grant – 8
  • Ted – 9
  • Joe – 6
  • Average – 8.25

External Links

Sample Decks

Deck name and creator

short deck description