Post by magicgeek on Jul 1, 2007 2:55:15 GMT 1
The Actual Rules with Expansion By Magic Geek
Set Up
Choose sides, lay out the map.
Put the Fellowship in Rivendell.
Put the Fellowship Progress Counter on Step 0 of the Fellowship Track, with the hidden side up.
Put the Corruption Counter on the same place, Step 0 of the Fellowship Track.
Put all 7 companions in the Fellowship of the Ring box.
Put Gandalf the Grey in the Guide of the Fellowship.
Put the 3 Elven Rings on the 3 Elven Rings box.
Separate all Minion and Character cards that are yet to be mustered.
Add 2 expansion cards, number 25 and 26, to each deck of cards.
Upgrade the 3 Ent cards to their expansion versions.
Upgrade the 3 Expansion Shadow cards. (Balrog, Rage of Dunlendings & Corsairs of Umbar).
The Expansion Version has a “B” after their card number.
Separate, shuffle and place all 4 event decks.
Place the 16 standard hunt tiles in an opaque cup, with the 2 Sméagol Tiles.
Shadow get 7 red Action Dice.
Free get 4 blue Action Dice.
Put all Shadow nations on the Political Track, face up.
Put all Free nations on the Political Track, face down.
Activate the Elves by turning them face up.
Put the Companion Counters in the Hunt Box.
Complete the Army Set Up as listed on page 8.
The Game Turn
Step 1, Draw Event Cards
Free and Shadow each draw a Character card and a Strategy card.
Step 2, Fellowship Phase
The Fellowship may declare they are up to their progress counter in regions away from their current location, move the Fellowship Figure, and reset to 0 the progress counter. When declared in a Stronghold or City, the fellowship heals a point of corruption and that nation is activated.
Step 3, Hunt Allocation
Shadow may place as many Action Dice in the Hunt For The Ring as they choose, up to the number of companions remaining in the fellowship. Place allocated dice in the Hunt For The Ring box, with the Eye displayed.
Step 4, Action Roll
Both sides roll unallocated Action Dice, put Eye results with allocated Eyes.
Step 5, Action Resolution
Starting with the Free, each side uses one Action Dice to perform an action.
If a player has fewer Action Dice than their opponent they may pass and take no action.
If a side use all their actions, the other side uses all of their actions one after the other.
Ninety percent of the game is in this step, and Free will pass in most turns.
Step 6, Military Victory
After all Action Dice have been used, check for a Military Victory.
The Game Board
Every regions has a name and is equal for movement purposes.
A Region can be empty, contain a Fort, a Town, a City, or a Stronghold.
A Town, a City, or a Stronghold is called a Settlement.
A black line between 2 regions means they are not adjacent.
A black line means impassable terrain between two areas.
All Sea is impassable.
Game Pieces
Every nation has regular and elite army units.
All Regular units are the same. All Elite units are the same.
All Free leaders are the same.
The Nazgul are leaders for the Shadow.
Free characters are called Companions. Shadow Characters are called Minions.
Each character has a unique figure and a card.
Characters act like leaders, but, they can often move further and ignore enemy armies.
All units in each region are a single army.
Tracks and Boxes
The Hunt box stores dice allocated to Hunt For The Ring, and dice used by the Fellowship to move this turn.
The Political Track displays the political state of each nation.
The Stronghold boxes display armies under siege.
The Action Dice
Shadow start with seven red dice in their dice pool.
Free start with four blue dice in their dice pool
Mustering and Eliminating Characters changes the number of Action Dice rolled next turn.
Hunt Allocation and Action Roll
Shadow can place dice with the Eye side up in the Hunt For The Ring box.
Shadow can place an Eye for each companion still with Frodo and Sam.
Shadow can always place an Eye because Gollum comes once the last companion has left.
Using Action Dice
Starting with the Free, each side picks an Action Dice and performs the action made available by that specific dice result. The Action Dice is put aside until the start of next turn. If a dice was used to move the Fellowship, place the dice in the Hunt for the Fellowship box.
A player may pass and take no action instead if they have fewer dice than their opponent.
If one side, usually the Free, uses all their dice before the Shadow, the Shadow play out all their remaining dice one after the other
The Elven Rings
Only one Elven Ring can be used per turn by each side.
The Free control all three Elven rings at start.
Each Elven ring counter starts ring side up in the Elven Rings box.
When an Elven Ring is used, place it in the Shadow Elven Rings box.
The Shadow may then use the Elven Ring once and remove it from the game.
A player may use an Elven Ring to change an Action Dice result from result to another.
Important : An Elven Ring cannot change a dice into a Will of the West.
Any red dice can be changed into an Eye, but an Eye can not be changed into something else.
The Event Cards
Both sides have a Strategy Deck, and a Character Deck of cards.
The Character Deck has a sword on its back, the Strategy Deck has an Army Banner.
The Character Deck has Character cards.
The Strategy Deck has both Muster cards and Army cards, as shown in their top right.
The top part of these cards is an Event, the bottom section is a Combat Card.
Drawing Event Cards
At the start of each turn, both sides must draw one Character card and one Strategy card.
A player can spend an Event Dice (the Palantir symbol) to draw a card from either deck.
A player must immediately discard down to six at all times.
If a deck runs out, do not draw. Cards are not reshuffled.
Playing Event Cards
Event cards can be played by using a Palantir dice.
Event cards can be played by using an Action Dice that matches the icon in the top right corner of the card. Character, Muster or Army.
If a card reads Play on Table then the card remains in play until its exit conditions are met. Paying dice to discard a card does count as action. When a Play on Table event no longer satisfies its play conditions, discarded it.
Any card that could remove figures is an attack, and affects the Political Track.
An Event can recruit figures into a region still under its original owner.
An Event can recruit into nations not at war.
If all of the effects of an event card cannot be done, do everything that can be.
Combat Cards
Each event card has a separate area at the bottom, called a Combat Card.
Before each round of combat, both sides may play one Combat Card.
After each round, discard any played combat cards.
Combat cards do not require an Action Dice to play them.
Drawing Additional Cards
Each player must draw a card from each deck at the start of each turn.
A Palantir dice can be used as an action to draw a Character or Strategy card.
Armies and Battles
The units of all friendly nations in a region are an Army.
An army can merge with a friendly army by moving into it.
An army can be divided by moving some of its units into an adjacent region.
Stacking Limit
An army can have a maximum of 10 units.
An army under siege in a Stronghold can have 5 units.
After any action, the controlling player removes to reinforcements any units in excess.
Recruiting Troops
Muster Dice (Helmet) can be used as an action to muster troops for nations at war.
Muster Dice or Event Dice can be used as an action to play an Event card.
Event cards can muster troops for nations not at war.
Recruits are drawn from the reinforcement pool.
New units are placed in a City, Town or Stronghold of their Nation.
Nazgul are recruited only in Sauron Strongholds.
A Muster Dice can recruit from :
* Two Regular Units
* Two Leaders / Nazgul
* One Regular and One Leader
* One Elite
* A Character, as stated on their card.
If Two pieces are mustered, they must be in different regions.
Troops cannot be mustered in a region controlled or contested by the enemy.
Troops cannot be mustered in a contested stronghold region, except with an Event.
If an Event recruits units in a conquered region, the troops are ignored.
Mustering Gandalf, Aragorn and Minions
If Gandalf dies, and a Shadow minion is in play spend a Will of the West result to place Gandalf the White on the board. He is placed in an Elven stronghold controlled by the Free, or Fangorn. Put the White marker under him and the Free gain an Action Dice while he lives.
Strider can leave the Fellowship, go to Minas Tirth, Pelagir or Dol Amroth, and then use a Will of the West to crown him to Aragorn – Heir to Isildur. Put the King marker under him and the Free gain an Action Dice while he lives.
Saruman, The Witch King, and The Mouth of Sauron are all Minions that can all be mustered, and provide an Action Dice for the Shadow.
Lady Galadriel, Keeper of Nenya
Galadriel may only be mustered if Gandalf the White is not in play.
If Sauron or the Elves are At War, use a Muster Dice to play Galadriel in Lorien.
Galadriel adds one Action Die to the Free People, unless Gandalf the White is in play.
When Galadriel is in play and a standard Eye tile is drawn, the Free may use an Elven Ring to completely remove that Eye from the game, and draw a replacement tile.
When the Elves are at war and Galadriel is in play, Elven units can be mustered in Lorien when Lorien is under siege.
Remove Galadriel from the game if Shadow control Lorien.
Galadriel cannot ever leave Lorien.
Galadriel has Level 0 and Leadership 2.
Galadriel is a Level 3 Companion for Combat Cards. {Bottom bit of cards}
Galadriel is not a Companion for Events. {Top bit of cards}
{Currently this means she cannot summon Eagles, Total}
The Witch-King, Chief of the Ring Wraiths {aka Mr Hunty}
Muster the Chief in the region with the Fellowship for a Muster dice.
The Chief cannot be mustered in a Free Peoples Stronghold.
The Chief cannot be mustered if The Witch King : The Black Captain has ever been in play.
The Chief is an alternate version of The Witch King : The Black Captain and can use all of the same cards. The Chief adds one Action Die to the Shadow.
If The Chief is in play, each Nazgul in the same region as the Fellowship grants one Hunt re-roll, including The Chief .
If The Fellowship declare outside a Free Peoples Stronghold, The Chief may move to the same region as the Fellowship.
The Chief has a level of infinite and Leadership 2.
The Balrog Of Moria, Evil Of The Ancient World
Muster The Balrog in Moria for a Muster dice.
The Balrog cannot be mustered if either Witch King is in play.
The Balrog adds one Action Die to the Shadow, unless either Witch King is in play.
When The Balrog is mustered, play one Troll or one Orc in Moria.
When The Balrog is mustered, advance the North, Dwarves and Elves one box on the political track.
The Balrog has a level of 0 and Leadership 3.
The Balrog adds +2 Combat Strength to his army.
The Balrog is not a Minion for the purpose of playing Gandalf the White.
If the Fellowship is revealed, or declared, and as a result has moved through, is moving from, or is moving into a region with the Balrog, draw a Hunt tile and apply it’s effects, ignoring any reveal Reveal icon. If the tile drawn is an Eye, eliminate the Balrog and the Guide. If Gollum is the Guide, ignore a drawn Eye.
Leaders
Free Leaders must move with an army.
Free Leaders are removed if at any time they are not with an army.
There is no stacking limit for Leaders.
All Free Leaders can lead all Free troops.
A Free leader is not a unit and cannot be taken as a casualty.
Each Leader grants a reroll on a missed combat dice.
The presence of a leader means the army can move with a Character (sword) Action Dice.
Nazgul
Nazgul are not obliged to be part of a friendly army, they may move on their own.
When Nazgul move they may fly to any region, except an unbesieged enemy stronghold.
Nazgul without an army are not affected by enemy units.
Army Movement
An Army Dice can be used as an action to move Two different Armies one region each.
A Character Dice can be used as an action to move One Army one region if that army has a leader, or character in it.
Any figure may stay behind when an army moves off, splitting the Army in two.
At least one leader or character must move with an army moved with a Character Dice.
Characters and Nazgul can be left without units. Leaders die without an army.
No piece can move more than once in a single action.
No piece can be moved by an event card twice in the same action.
Each movement must be separate in a single action.
A region with enemy units must be attacked to be entered.
A Stronghold under siege can be moved into by the besieger.
A region has a stacking limit of 10 units.
Units from a Nation not at war cannot move into another Nation.
Armies, Characters, and the Fellowship cannot move across a Black Line on the map.
A Black Line is Utterly Impassable.
A "Free Region" is a region free of enemy armies and/or enemy controlled Settlements. A Region containing an enemy Stronghold is also considered Free if you are besieging the Stronghold.
Character Movement
A Character Dice can be used as an action to move
* all Companions not in the Fellowship.
* all Nazgul and Minions.
* an army containing a leader, companion or Nazgul.
* The Fellowship
Moving Companions
The Free may move all companions on the map up to their level in regions.
If travelling together, use the highest level.
Companions moving on the map ignore all Shadow forces.
Companions must stop when entering Shadow Strongholds.
Companions cannot leave a Stronghold under siege by Shadow.
Companions cannot enter a Stronghold under siege by Shadow, except using Events.
A Minion moving without an army cannot move into a Free Controlled Stronghold.
A Character with level 0 cannot move, even with an army.
Moving Nazgul and Minions
A Character Dice can be used as an action to move all Nazgul and Minions.
The Nazgul and Witch King can move to any region, except a Free Stronghold that is not beseiged.
Saruman cannot move.
The Mouth can move his level (3).
The Mouth obeys the same restrictions as companions when moving.
Battle Resolution
An Army Dice can be used as an action to attack one enemy army.
A Character Dice can be used as an action to attack one enemy army if the attacking army has leadership.
Some Events start Battles. Only Nations at war can start a battle.
An Attack can be into an adjacent region, a siege on a stronghold or a sortie from a stronghold.
Rearguards
Any figure in an attacking army may be left behind as a Rearguard.
The Rearguard is not involved in the battle and may not advance.
Combat Strength and Leadership
The Combat Strength of an army is the number of Regular and Elite units in it, up to a maximum of 5. Combat Strength determines the number of dice rolled in the combat roll. No more than 5 dice may ever be rolled in combat, regardless of any card.
An army’s Leadership is the number of leaders it has plus the leadership of its characters. Leadership determines the number of dice that can be re-rolled in the Leader Re-Roll.
Resolving a Battle
A battle is resolved in a series of combat rounds.
In each round, both players
* Play combat cards
* Roll combat dice
* Re-roll misses up to leadership.
* Remove casualties
* Cease the Attack, or Retreat.
Combat Cards
At the beginning of each combat round, both sides may play the bottom half of an event card as a combat card.
First the attacker declares if they are playing a card, then the defender declares.
Both sides secretly pick their cards, and reveal together.
Carefully read the text on the requirements, modifiers and use of the combat card before Announcing.
The effects of a combat card are for one round, unless stated.
Combat cards are discarded after they have been used.
When two combat cards interact, apply the defenders first.
Many cards require the forfeiture of leadership
When a companion forfeits leadership, their leadership is not counted for Leader Rerolls.
Combat Roll
Each player rolls dice equal to their Combat Strength.
A hit is scored on a 5 or 6.
Leader Re-Roll
Each player may reroll a missed Combat Dice for each Leadership they have.
A hit is scored on a 5 or 6.
Modifiers to Rolls
Combat Rolls and Leader rerolls are modified by a defender occupying a Stronghold, City or Fort. Combat Cards often affect Combat Rolls and / or Leader rerolls.
A natural “1” always misses, and a natural “6” always hits.
Removing Casualties
The attacker removes casualties first.
Remove a regular for one hit.
Remove an elite for two hits.
Replace an elite with a regular from reinforcements for one hit.
Remove an elite for one hit because there are no available figures.
Replace a Free elite with a regular from the dead for one hit.
When Free units and leaders die, remove them from the game.
When Shadow units and Nazgul die, return them to reinforcements.
When Characters and Minions die remove them from the game.
Only Gandalf the White and Hobbits using their abilities can return.
If all army units die, remove all their leaders, Nazgul and Characters.
Characters outside the Fellowship can only be killed if they are with an army.
Stopping the Attack and Retreating
At the end of each round, the attacker announces if they are continuing.
An army that stops attacking stays where it is.
If the attacker does wish to continue, the defender may retreat to an adjacent region.
An army cannot retreat into an enemy army or enemy controlled settlement.
An army without a region to retreat to cannot retreat.
An army may retreat inside a stronghold from a field battle in the same region, they are then besieged.
A defending army can always stay and fight.
End of Battle
When the attacker stops, the defender retreats or one or both sides are eliminated, the battle is over. If the defender dies or retreats, any of the attacking force may advance. If the defending army retreats into a stronghold, then the stronghold is besieged by the advancing forces.
Field Battle
A Field Battle is resolved normally as described above.
Forts & Cities
In the first round of combat, an attacker must roll a 6 to hit if the defender in a city or fort.
In the second and further rounds, each player hits on a 5, like normal.
Forts and Cities are the same in combat. Forts are in Os-Giliath and The Fords of Isen
Strongholds & Sieges
An Army in a region with a Stronghold may fight a field battle, or retreat into a siege before every round of combat. The defenders are moved to the appropriate stronghold box and are now under siege. The battle is over. The attacker may advance into the region.
Conducting a Siege
A stronghold can hold 5 units, return any more to reinforcements.
A stronghold can hold all leaders and characters.
An army under siege in a stronghold cannot retreat or move.
An army under siege in a stronghold cannot muster, except with cards.
A besieging army may move as if they owned the region.
A siege is broken when the stronghold’s region has no enemy units.
When a siege is broken, return the army in the stronghold to the map.
Siege Battles
In siege battle, the attacker hits on a 6, the defender hits on a 5.
An Army dice can be used to fight a siege battle.
A Character dice can be used to fight a siege battle, if leadership is attacking.
A siege battle can only be done by an enemy army in the named stronghold region.
Siege battles last one round.
At the end of each round the attacker may reduce an elite to a regular to gain an additional round of combat, this can occur as often as there are elites.
If a siege ends with both sides alive, there is still a siege.
Sortie
An army inside a stronghold may attack the army in their region, this is called a sortie.
An Army dice can be used to fight a sortie.
A Character dice can be used to fight a sortie, if leadership is attacking.
A sortie is resolved as a field battle, both sides hit on 5.
If the army in the stronghold stops attacking, they stay in the stronghold.
Placing the figures on the board is the advance of the sortie.
Relieving a Siege
An army in an adjacent region may attack an enemy besieging army in a field battle, the army in the stronghold is not involved in the battle.
A relieving army cannot get to the stronghold until the enemy is removed.
Reinforcing a Siege
The besieging side can move more units into the siege
This is done with movement, not attacks.
Siege Engines
Siege Engines cannot move.
Siege Engines can be rebuilt when eliminated.
Siege Engines are eliminated if the army they are with is eliminated, or completely leaves.
Shadow Siege Engines are Siege Towers.
Shadow can muster a Siege Tower for a Muster dice outside any Free Controlled Stronghold currently under siege.
A maximum of two Siege Towers can be mustered by Shadow outside a stronghold.
Siege Towers are eliminated when a siege is over.
Free Siege Engines are Trebuchets.
The Free may muster a Trebuchet for a Muster dice in a Free Peoples Stronghold of an active nation.
A Trebuchet can be mustered in a Stronghold under siege.
A maximum of two Trebuchets can be mustered by the Free in a stronghold.
Shadow Strongholds cannot build Trebuchets, even if a Free army control them.
Siege Engine Superiority
The side with more Siege Engines at the start of a siege battle has Siege Engine Superiority.
If Free have Siege Engine Superiority, the Free get +1 to their combat roll on the first round, and Shadow cannot extend the siege by reducing an Elite.
If Shadow has Siege Engine Superiority, the Free get -1 to their combat roll on the first round and the siege can be extended free for a second round. An elite can be reduced to further continue.
Siege Engine Tie
If both sides have the same number of Siege Engines, the battle is fought like normal.
If there is a Siege Engine Tie, Free may eliminate a Trebuchet before combat cards are chosen to gain Siege Engine Superiority for the rest of the battle.
Set Up
Choose sides, lay out the map.
Put the Fellowship in Rivendell.
Put the Fellowship Progress Counter on Step 0 of the Fellowship Track, with the hidden side up.
Put the Corruption Counter on the same place, Step 0 of the Fellowship Track.
Put all 7 companions in the Fellowship of the Ring box.
Put Gandalf the Grey in the Guide of the Fellowship.
Put the 3 Elven Rings on the 3 Elven Rings box.
Separate all Minion and Character cards that are yet to be mustered.
Add 2 expansion cards, number 25 and 26, to each deck of cards.
Upgrade the 3 Ent cards to their expansion versions.
Upgrade the 3 Expansion Shadow cards. (Balrog, Rage of Dunlendings & Corsairs of Umbar).
The Expansion Version has a “B” after their card number.
Separate, shuffle and place all 4 event decks.
Place the 16 standard hunt tiles in an opaque cup, with the 2 Sméagol Tiles.
Shadow get 7 red Action Dice.
Free get 4 blue Action Dice.
Put all Shadow nations on the Political Track, face up.
Put all Free nations on the Political Track, face down.
Activate the Elves by turning them face up.
Put the Companion Counters in the Hunt Box.
Complete the Army Set Up as listed on page 8.
The Game Turn
Step 1, Draw Event Cards
Free and Shadow each draw a Character card and a Strategy card.
Step 2, Fellowship Phase
The Fellowship may declare they are up to their progress counter in regions away from their current location, move the Fellowship Figure, and reset to 0 the progress counter. When declared in a Stronghold or City, the fellowship heals a point of corruption and that nation is activated.
Step 3, Hunt Allocation
Shadow may place as many Action Dice in the Hunt For The Ring as they choose, up to the number of companions remaining in the fellowship. Place allocated dice in the Hunt For The Ring box, with the Eye displayed.
Step 4, Action Roll
Both sides roll unallocated Action Dice, put Eye results with allocated Eyes.
Step 5, Action Resolution
Starting with the Free, each side uses one Action Dice to perform an action.
If a player has fewer Action Dice than their opponent they may pass and take no action.
If a side use all their actions, the other side uses all of their actions one after the other.
Ninety percent of the game is in this step, and Free will pass in most turns.
Step 6, Military Victory
After all Action Dice have been used, check for a Military Victory.
The Game Board
Every regions has a name and is equal for movement purposes.
A Region can be empty, contain a Fort, a Town, a City, or a Stronghold.
A Town, a City, or a Stronghold is called a Settlement.
A black line between 2 regions means they are not adjacent.
A black line means impassable terrain between two areas.
All Sea is impassable.
Game Pieces
Every nation has regular and elite army units.
All Regular units are the same. All Elite units are the same.
All Free leaders are the same.
The Nazgul are leaders for the Shadow.
Free characters are called Companions. Shadow Characters are called Minions.
Each character has a unique figure and a card.
Characters act like leaders, but, they can often move further and ignore enemy armies.
All units in each region are a single army.
Tracks and Boxes
The Hunt box stores dice allocated to Hunt For The Ring, and dice used by the Fellowship to move this turn.
The Political Track displays the political state of each nation.
The Stronghold boxes display armies under siege.
The Action Dice
Shadow start with seven red dice in their dice pool.
Free start with four blue dice in their dice pool
Mustering and Eliminating Characters changes the number of Action Dice rolled next turn.
Hunt Allocation and Action Roll
Shadow can place dice with the Eye side up in the Hunt For The Ring box.
Shadow can place an Eye for each companion still with Frodo and Sam.
Shadow can always place an Eye because Gollum comes once the last companion has left.
Using Action Dice
Starting with the Free, each side picks an Action Dice and performs the action made available by that specific dice result. The Action Dice is put aside until the start of next turn. If a dice was used to move the Fellowship, place the dice in the Hunt for the Fellowship box.
A player may pass and take no action instead if they have fewer dice than their opponent.
If one side, usually the Free, uses all their dice before the Shadow, the Shadow play out all their remaining dice one after the other
The Elven Rings
Only one Elven Ring can be used per turn by each side.
The Free control all three Elven rings at start.
Each Elven ring counter starts ring side up in the Elven Rings box.
When an Elven Ring is used, place it in the Shadow Elven Rings box.
The Shadow may then use the Elven Ring once and remove it from the game.
A player may use an Elven Ring to change an Action Dice result from result to another.
Important : An Elven Ring cannot change a dice into a Will of the West.
Any red dice can be changed into an Eye, but an Eye can not be changed into something else.
The Event Cards
Both sides have a Strategy Deck, and a Character Deck of cards.
The Character Deck has a sword on its back, the Strategy Deck has an Army Banner.
The Character Deck has Character cards.
The Strategy Deck has both Muster cards and Army cards, as shown in their top right.
The top part of these cards is an Event, the bottom section is a Combat Card.
Drawing Event Cards
At the start of each turn, both sides must draw one Character card and one Strategy card.
A player can spend an Event Dice (the Palantir symbol) to draw a card from either deck.
A player must immediately discard down to six at all times.
If a deck runs out, do not draw. Cards are not reshuffled.
Playing Event Cards
Event cards can be played by using a Palantir dice.
Event cards can be played by using an Action Dice that matches the icon in the top right corner of the card. Character, Muster or Army.
If a card reads Play on Table then the card remains in play until its exit conditions are met. Paying dice to discard a card does count as action. When a Play on Table event no longer satisfies its play conditions, discarded it.
Any card that could remove figures is an attack, and affects the Political Track.
An Event can recruit figures into a region still under its original owner.
An Event can recruit into nations not at war.
If all of the effects of an event card cannot be done, do everything that can be.
Combat Cards
Each event card has a separate area at the bottom, called a Combat Card.
Before each round of combat, both sides may play one Combat Card.
After each round, discard any played combat cards.
Combat cards do not require an Action Dice to play them.
Drawing Additional Cards
Each player must draw a card from each deck at the start of each turn.
A Palantir dice can be used as an action to draw a Character or Strategy card.
Armies and Battles
The units of all friendly nations in a region are an Army.
An army can merge with a friendly army by moving into it.
An army can be divided by moving some of its units into an adjacent region.
Stacking Limit
An army can have a maximum of 10 units.
An army under siege in a Stronghold can have 5 units.
After any action, the controlling player removes to reinforcements any units in excess.
Recruiting Troops
Muster Dice (Helmet) can be used as an action to muster troops for nations at war.
Muster Dice or Event Dice can be used as an action to play an Event card.
Event cards can muster troops for nations not at war.
Recruits are drawn from the reinforcement pool.
New units are placed in a City, Town or Stronghold of their Nation.
Nazgul are recruited only in Sauron Strongholds.
A Muster Dice can recruit from :
* Two Regular Units
* Two Leaders / Nazgul
* One Regular and One Leader
* One Elite
* A Character, as stated on their card.
If Two pieces are mustered, they must be in different regions.
Troops cannot be mustered in a region controlled or contested by the enemy.
Troops cannot be mustered in a contested stronghold region, except with an Event.
If an Event recruits units in a conquered region, the troops are ignored.
Mustering Gandalf, Aragorn and Minions
If Gandalf dies, and a Shadow minion is in play spend a Will of the West result to place Gandalf the White on the board. He is placed in an Elven stronghold controlled by the Free, or Fangorn. Put the White marker under him and the Free gain an Action Dice while he lives.
Strider can leave the Fellowship, go to Minas Tirth, Pelagir or Dol Amroth, and then use a Will of the West to crown him to Aragorn – Heir to Isildur. Put the King marker under him and the Free gain an Action Dice while he lives.
Saruman, The Witch King, and The Mouth of Sauron are all Minions that can all be mustered, and provide an Action Dice for the Shadow.
Lady Galadriel, Keeper of Nenya
Galadriel may only be mustered if Gandalf the White is not in play.
If Sauron or the Elves are At War, use a Muster Dice to play Galadriel in Lorien.
Galadriel adds one Action Die to the Free People, unless Gandalf the White is in play.
When Galadriel is in play and a standard Eye tile is drawn, the Free may use an Elven Ring to completely remove that Eye from the game, and draw a replacement tile.
When the Elves are at war and Galadriel is in play, Elven units can be mustered in Lorien when Lorien is under siege.
Remove Galadriel from the game if Shadow control Lorien.
Galadriel cannot ever leave Lorien.
Galadriel has Level 0 and Leadership 2.
Galadriel is a Level 3 Companion for Combat Cards. {Bottom bit of cards}
Galadriel is not a Companion for Events. {Top bit of cards}
{Currently this means she cannot summon Eagles, Total}
The Witch-King, Chief of the Ring Wraiths {aka Mr Hunty}
Muster the Chief in the region with the Fellowship for a Muster dice.
The Chief cannot be mustered in a Free Peoples Stronghold.
The Chief cannot be mustered if The Witch King : The Black Captain has ever been in play.
The Chief is an alternate version of The Witch King : The Black Captain and can use all of the same cards. The Chief adds one Action Die to the Shadow.
If The Chief is in play, each Nazgul in the same region as the Fellowship grants one Hunt re-roll, including The Chief .
If The Fellowship declare outside a Free Peoples Stronghold, The Chief may move to the same region as the Fellowship.
The Chief has a level of infinite and Leadership 2.
The Balrog Of Moria, Evil Of The Ancient World
Muster The Balrog in Moria for a Muster dice.
The Balrog cannot be mustered if either Witch King is in play.
The Balrog adds one Action Die to the Shadow, unless either Witch King is in play.
When The Balrog is mustered, play one Troll or one Orc in Moria.
When The Balrog is mustered, advance the North, Dwarves and Elves one box on the political track.
The Balrog has a level of 0 and Leadership 3.
The Balrog adds +2 Combat Strength to his army.
The Balrog is not a Minion for the purpose of playing Gandalf the White.
If the Fellowship is revealed, or declared, and as a result has moved through, is moving from, or is moving into a region with the Balrog, draw a Hunt tile and apply it’s effects, ignoring any reveal Reveal icon. If the tile drawn is an Eye, eliminate the Balrog and the Guide. If Gollum is the Guide, ignore a drawn Eye.
Leaders
Free Leaders must move with an army.
Free Leaders are removed if at any time they are not with an army.
There is no stacking limit for Leaders.
All Free Leaders can lead all Free troops.
A Free leader is not a unit and cannot be taken as a casualty.
Each Leader grants a reroll on a missed combat dice.
The presence of a leader means the army can move with a Character (sword) Action Dice.
Nazgul
Nazgul are not obliged to be part of a friendly army, they may move on their own.
When Nazgul move they may fly to any region, except an unbesieged enemy stronghold.
Nazgul without an army are not affected by enemy units.
Army Movement
An Army Dice can be used as an action to move Two different Armies one region each.
A Character Dice can be used as an action to move One Army one region if that army has a leader, or character in it.
Any figure may stay behind when an army moves off, splitting the Army in two.
At least one leader or character must move with an army moved with a Character Dice.
Characters and Nazgul can be left without units. Leaders die without an army.
No piece can move more than once in a single action.
No piece can be moved by an event card twice in the same action.
Each movement must be separate in a single action.
A region with enemy units must be attacked to be entered.
A Stronghold under siege can be moved into by the besieger.
A region has a stacking limit of 10 units.
Units from a Nation not at war cannot move into another Nation.
Armies, Characters, and the Fellowship cannot move across a Black Line on the map.
A Black Line is Utterly Impassable.
A "Free Region" is a region free of enemy armies and/or enemy controlled Settlements. A Region containing an enemy Stronghold is also considered Free if you are besieging the Stronghold.
Character Movement
A Character Dice can be used as an action to move
* all Companions not in the Fellowship.
* all Nazgul and Minions.
* an army containing a leader, companion or Nazgul.
* The Fellowship
Moving Companions
The Free may move all companions on the map up to their level in regions.
If travelling together, use the highest level.
Companions moving on the map ignore all Shadow forces.
Companions must stop when entering Shadow Strongholds.
Companions cannot leave a Stronghold under siege by Shadow.
Companions cannot enter a Stronghold under siege by Shadow, except using Events.
A Minion moving without an army cannot move into a Free Controlled Stronghold.
A Character with level 0 cannot move, even with an army.
Moving Nazgul and Minions
A Character Dice can be used as an action to move all Nazgul and Minions.
The Nazgul and Witch King can move to any region, except a Free Stronghold that is not beseiged.
Saruman cannot move.
The Mouth can move his level (3).
The Mouth obeys the same restrictions as companions when moving.
Battle Resolution
An Army Dice can be used as an action to attack one enemy army.
A Character Dice can be used as an action to attack one enemy army if the attacking army has leadership.
Some Events start Battles. Only Nations at war can start a battle.
An Attack can be into an adjacent region, a siege on a stronghold or a sortie from a stronghold.
Rearguards
Any figure in an attacking army may be left behind as a Rearguard.
The Rearguard is not involved in the battle and may not advance.
Combat Strength and Leadership
The Combat Strength of an army is the number of Regular and Elite units in it, up to a maximum of 5. Combat Strength determines the number of dice rolled in the combat roll. No more than 5 dice may ever be rolled in combat, regardless of any card.
An army’s Leadership is the number of leaders it has plus the leadership of its characters. Leadership determines the number of dice that can be re-rolled in the Leader Re-Roll.
Resolving a Battle
A battle is resolved in a series of combat rounds.
In each round, both players
* Play combat cards
* Roll combat dice
* Re-roll misses up to leadership.
* Remove casualties
* Cease the Attack, or Retreat.
Combat Cards
At the beginning of each combat round, both sides may play the bottom half of an event card as a combat card.
First the attacker declares if they are playing a card, then the defender declares.
Both sides secretly pick their cards, and reveal together.
Carefully read the text on the requirements, modifiers and use of the combat card before Announcing.
The effects of a combat card are for one round, unless stated.
Combat cards are discarded after they have been used.
When two combat cards interact, apply the defenders first.
Many cards require the forfeiture of leadership
When a companion forfeits leadership, their leadership is not counted for Leader Rerolls.
Combat Roll
Each player rolls dice equal to their Combat Strength.
A hit is scored on a 5 or 6.
Leader Re-Roll
Each player may reroll a missed Combat Dice for each Leadership they have.
A hit is scored on a 5 or 6.
Modifiers to Rolls
Combat Rolls and Leader rerolls are modified by a defender occupying a Stronghold, City or Fort. Combat Cards often affect Combat Rolls and / or Leader rerolls.
A natural “1” always misses, and a natural “6” always hits.
Removing Casualties
The attacker removes casualties first.
Remove a regular for one hit.
Remove an elite for two hits.
Replace an elite with a regular from reinforcements for one hit.
Remove an elite for one hit because there are no available figures.
Replace a Free elite with a regular from the dead for one hit.
When Free units and leaders die, remove them from the game.
When Shadow units and Nazgul die, return them to reinforcements.
When Characters and Minions die remove them from the game.
Only Gandalf the White and Hobbits using their abilities can return.
If all army units die, remove all their leaders, Nazgul and Characters.
Characters outside the Fellowship can only be killed if they are with an army.
Stopping the Attack and Retreating
At the end of each round, the attacker announces if they are continuing.
An army that stops attacking stays where it is.
If the attacker does wish to continue, the defender may retreat to an adjacent region.
An army cannot retreat into an enemy army or enemy controlled settlement.
An army without a region to retreat to cannot retreat.
An army may retreat inside a stronghold from a field battle in the same region, they are then besieged.
A defending army can always stay and fight.
End of Battle
When the attacker stops, the defender retreats or one or both sides are eliminated, the battle is over. If the defender dies or retreats, any of the attacking force may advance. If the defending army retreats into a stronghold, then the stronghold is besieged by the advancing forces.
Field Battle
A Field Battle is resolved normally as described above.
Forts & Cities
In the first round of combat, an attacker must roll a 6 to hit if the defender in a city or fort.
In the second and further rounds, each player hits on a 5, like normal.
Forts and Cities are the same in combat. Forts are in Os-Giliath and The Fords of Isen
Strongholds & Sieges
An Army in a region with a Stronghold may fight a field battle, or retreat into a siege before every round of combat. The defenders are moved to the appropriate stronghold box and are now under siege. The battle is over. The attacker may advance into the region.
Conducting a Siege
A stronghold can hold 5 units, return any more to reinforcements.
A stronghold can hold all leaders and characters.
An army under siege in a stronghold cannot retreat or move.
An army under siege in a stronghold cannot muster, except with cards.
A besieging army may move as if they owned the region.
A siege is broken when the stronghold’s region has no enemy units.
When a siege is broken, return the army in the stronghold to the map.
Siege Battles
In siege battle, the attacker hits on a 6, the defender hits on a 5.
An Army dice can be used to fight a siege battle.
A Character dice can be used to fight a siege battle, if leadership is attacking.
A siege battle can only be done by an enemy army in the named stronghold region.
Siege battles last one round.
At the end of each round the attacker may reduce an elite to a regular to gain an additional round of combat, this can occur as often as there are elites.
If a siege ends with both sides alive, there is still a siege.
Sortie
An army inside a stronghold may attack the army in their region, this is called a sortie.
An Army dice can be used to fight a sortie.
A Character dice can be used to fight a sortie, if leadership is attacking.
A sortie is resolved as a field battle, both sides hit on 5.
If the army in the stronghold stops attacking, they stay in the stronghold.
Placing the figures on the board is the advance of the sortie.
Relieving a Siege
An army in an adjacent region may attack an enemy besieging army in a field battle, the army in the stronghold is not involved in the battle.
A relieving army cannot get to the stronghold until the enemy is removed.
Reinforcing a Siege
The besieging side can move more units into the siege
This is done with movement, not attacks.
Siege Engines
Siege Engines cannot move.
Siege Engines can be rebuilt when eliminated.
Siege Engines are eliminated if the army they are with is eliminated, or completely leaves.
Shadow Siege Engines are Siege Towers.
Shadow can muster a Siege Tower for a Muster dice outside any Free Controlled Stronghold currently under siege.
A maximum of two Siege Towers can be mustered by Shadow outside a stronghold.
Siege Towers are eliminated when a siege is over.
Free Siege Engines are Trebuchets.
The Free may muster a Trebuchet for a Muster dice in a Free Peoples Stronghold of an active nation.
A Trebuchet can be mustered in a Stronghold under siege.
A maximum of two Trebuchets can be mustered by the Free in a stronghold.
Shadow Strongholds cannot build Trebuchets, even if a Free army control them.
Siege Engine Superiority
The side with more Siege Engines at the start of a siege battle has Siege Engine Superiority.
If Free have Siege Engine Superiority, the Free get +1 to their combat roll on the first round, and Shadow cannot extend the siege by reducing an Elite.
If Shadow has Siege Engine Superiority, the Free get -1 to their combat roll on the first round and the siege can be extended free for a second round. An elite can be reduced to further continue.
Siege Engine Tie
If both sides have the same number of Siege Engines, the battle is fought like normal.
If there is a Siege Engine Tie, Free may eliminate a Trebuchet before combat cards are chosen to gain Siege Engine Superiority for the rest of the battle.