Post by magicgeek on Feb 28, 2007 23:41:45 GMT 1
The Actual Rules By Magic Geek
** Setting Up The Game**
Decide who will play which side, and lay out the map.
Place the Fellowship in Rivendell.
Place the Fellowship Progress Counter on Step 0 of the Fellowship Track, with the hidden side up.
Place the Corruption Counter on the same place, Step 0 of the Fellowship Track.
Place all 7 companions in the Fellowship of the Ring box.
Place Gandalf the Grey in the Guide of the Fellowship.
Place the 3 Elven Rings on the 3 Elven Rings box.
Separate all minion and character cards that are yet to be mustered.
Separate, shuffle and put on the board the 4 event decks.
Place the 16 standard hunt tiles in an opaque cup.
Give the Shadow 7 red action dice.
Give the Free 4 blue action dice.
Place all Shadow nations on the Political Track, face up.
Place all Free nations on the Political Track, face down.
Activate the Elves by turning them face up.
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 players roll all remaining action dice. Place rolled Eye results with allocated Eyes.
Step 5, Action Resolution
Starting with the Free, each player 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.
The Free should pass at some point 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.
All Sea is impassable.
A black line denotes impassable terrain between two areas.
A black line between 2 regions means they are not adjacent.
A Region can be empty, contain a Fort, a City, a Town, or a Stronghold.
A City, a Town, or a Stronghold is called a Settlement.
** Game Pieces**
Every nation has regular and elite army units.
All units in each region are a single army.
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.
**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 shows the current 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
If a Character or Minion is eliminated, so is their additional dice.
**Hunt Allocation and Action Roll**
Shadow can place dice with the Eye side up in the Hunt for the Ring box.
Shadow can place as many Eyes as there are companions still with Frodo and Sam.
Shadow can always place one Eye because Gollum comes once the last companion has left.
**Using Action Dice**
Starting with the Free, each side picks an action dice to use and performs the action made available by the specific dice result. The dice is then 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 top part of these cards is called an Event, the bottom section is a Combat Card.
The Character Deck has Character cards.
The Strategy Deck has both Muster cards and Army cards, as shown in their top right.
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.
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 picked, they must be played 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.
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 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.
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.
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.
No more than 5 dice may ever be rolled in combat, regardless of any card.
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 announces if they are playing a card.
Both sides secretly pick their cards, and reveal.
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
Both sides may reroll as many missed Combat Dice as they have leadership.
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.
*Forts & Cities*
Forts and Cities are functionally the same in combat.
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 any further rounds each player hits on a 5, like normal.
Forts are in Os-Giliath and The Fords of Isen
*Field Battle*
A Field Battle is resolved normally as described above.
*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*
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.
In siege battle, the attacker hits on a 6, the defender hits on a 5.
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.
Ownership of Settlements
Every nation owns their starting settlements.
If all conquering units leave a conquered settlement, place a Settlement Control Marker on it to display conquered state. Remove the Settlement Control Marker if the original nation ever liberates the settlement.
A captured settlement or Stronghold cannot be used for mustering troops or advancing the Political Track.
** Politics**
The starting positions of each nation are displayed on the game board’s political track.
All Free nations are passive, and start face down, except the Elves who start face up and active. When a Free nation becomes active, turn their counter face up. Free nations must be active before they can advance into the “At War” box.
A Free nation becomes active when a region of that nation is entered.
A Free nation becomes active when it’s army is attacked.
A Free nation becomes active when the fellowship declares in a city or stronghold of that nation.
A Free nation becomes active when a companion capable of activating enters a city or stronghold of that nation. Read the character cards carefully. Gandalf, Arargorn, Merry and Pippin activate all nations, the rest are more specific and shown by the symbol on the lower right hand corner of the Character’s card.
If the fellowship declares at a City or Stronghold, that nation is activated by turning over its nation counter. Specific separated companions going to a City or Stronghold of their nations will activate them and turn over their nation’s counter.
Only the Elves start activated among the Free. All Shadow nations start activated.
**Advancing a Nation**
A Muster dice can be used as an action to advance a nation one box toward “At War” on the political track. A nation must be Active to enter the final “At War” box.
Advance a nation if their troops are in a battle.
Advance a nation if a Settlement of theirs is captured.
**At War**
Armies of a nation that is in the At War box on the political track are allowed to move inside other nations.
At War armies may attack.
At War nations may muster troops using muster dice.
Retreating units can retreat across friendly borders, regards of At War status.
Characters and Nazgul are not effected by a nations at war status, they may always fight.
**The Fellowship**
The Fellowship figure of Frodo and Sam represents the last known position of the Fellowship. The Fellowship starts in Rivendell. The other seven companions start with them, in the The Fellowship of the Ring box. If any companions leave the Fellowship, move their figure onto the board.
Each time The Fellowship is declared or revealed, move the Fellowship to their new location. The Fellowship Progress Counter goes on the Fellowship Track on the game board, with the blue side up on zero. The blue side means hidden, red side means revealed. When hidden, it shows how far The Fellowship has travelled from it’s last known position, and is moved forward each time The Fellowship advances.
The Corruption Counter moves between zero and twelve on the Fellowship Track.
If The Fellowship ever get twelve corruption, the Free lose immediately.
Each Character has a companion card displaying their Level, Leadership, Nationality, Guide Abilities and Special Abilities.
**The Guide of The Fellowship**
Gandalf starts guiding the The Fellowship.
The guide must always have the highest level among the The Fellowship.
When there is a tie, The Free player may choose.
The Free may switch to Strider in the first turn.
Legolas, Gimli are Boromir are level 2, so they all must lead before Meriadoc and Pippin.
The Free may pick a new guide at the end of each Fellowship phase.
The Free may pick a new guide whenever the composition of the Fellowship changes.
Only the ‘If guiding the Fellowship’ abilities of a guiding companion can be used.
Hobbits
If a Hobbit is the guide, that hobbit may separate to reduce hunt damage by one, then the next Hobbit may separate to reduce hunt damage, and then Gollum may ignore the reveal icon of the result using his guide ability.
Gollum
When the seven companions have left the Fellowship, Gollum joins Frodo and Sam as the guide. Place the Gollum Character card in the Guide to the Fellowship box. His guide power may be used immediately. Gollum counts as a companion, so the Shadow can always place one eye in hunt allocation.
**The Fellowship Track**
A Character dice can be used as an action to move a hidden Fellowship.
When The Fellowship moves, advance The Fellowship Progress Counter one step.
The higher the number, the more regions the Fellowship have secretly moved.
Each time The Fellowship moves, the shadow has a chance to Hunt for the Ring.
Each time The Fellowship moves in a turn, the hunt becomes one easier.
The Fellowship figure is moved when the Hunt is successful and reveals The Fellowship.
The Fellowship figure is moved when The Free declare the position of The Fellowship.
When the Fellowship is revealed or declared, The Fellowship Progress Counter is reset to zero.
The fellowship heals one corruption when declared in a Free peoples City or Stronghold not under enemy control. The Fellowship may declare each turn solely to heal.
Only a hidden Fellowship can be declared during the Fellowship phase
When the Fellowship is declared, The Free move The Fellowship figure a number of regions up to the number of the Fellowship Progress Counter, and then return the counter to zero and hidden.
When revealed, turn the Fellowship Progress Counter to its red revealed side.
The Free then move The Fellowship figure a number of regions up to the number of the Fellowship Progress Counter, and then return the counter to zero.
While revealed, The Fellowship figure cannot move to a Free City or Stronghold.
When revealed, The Fellowship cannot move.
A Character dice can be used as an action to hide The Fellowship.
When The Fellowship is revealed going into, from or through a Shadow Stronghold, a Hunt Tile is drawn in addition.
The Fellowship cannot move through a black line, impassable terrain is impassable.
**Separating Companions**
Companions in the Fellowship box are in the region with The Fellowship.
A Character dice can be used as an action to separate any Companions.
Companions separated in Mordor are eliminated.
The separated Companion/s are moved a number of regions equal to the Fellowship Progress Counter plus the highest separating Companion’s Level.
Place separated companions on the game board.
A separated companion cannot rejoin.
** Setting Up The Game**
Decide who will play which side, and lay out the map.
Place the Fellowship in Rivendell.
Place the Fellowship Progress Counter on Step 0 of the Fellowship Track, with the hidden side up.
Place the Corruption Counter on the same place, Step 0 of the Fellowship Track.
Place all 7 companions in the Fellowship of the Ring box.
Place Gandalf the Grey in the Guide of the Fellowship.
Place the 3 Elven Rings on the 3 Elven Rings box.
Separate all minion and character cards that are yet to be mustered.
Separate, shuffle and put on the board the 4 event decks.
Place the 16 standard hunt tiles in an opaque cup.
Give the Shadow 7 red action dice.
Give the Free 4 blue action dice.
Place all Shadow nations on the Political Track, face up.
Place all Free nations on the Political Track, face down.
Activate the Elves by turning them face up.
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 players roll all remaining action dice. Place rolled Eye results with allocated Eyes.
Step 5, Action Resolution
Starting with the Free, each player 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.
The Free should pass at some point 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.
All Sea is impassable.
A black line denotes impassable terrain between two areas.
A black line between 2 regions means they are not adjacent.
A Region can be empty, contain a Fort, a City, a Town, or a Stronghold.
A City, a Town, or a Stronghold is called a Settlement.
** Game Pieces**
Every nation has regular and elite army units.
All units in each region are a single army.
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.
**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 shows the current 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
If a Character or Minion is eliminated, so is their additional dice.
**Hunt Allocation and Action Roll**
Shadow can place dice with the Eye side up in the Hunt for the Ring box.
Shadow can place as many Eyes as there are companions still with Frodo and Sam.
Shadow can always place one Eye because Gollum comes once the last companion has left.
**Using Action Dice**
Starting with the Free, each side picks an action dice to use and performs the action made available by the specific dice result. The dice is then 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 top part of these cards is called an Event, the bottom section is a Combat Card.
The Character Deck has Character cards.
The Strategy Deck has both Muster cards and Army cards, as shown in their top right.
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.
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 picked, they must be played 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.
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 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.
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.
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.
No more than 5 dice may ever be rolled in combat, regardless of any card.
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 announces if they are playing a card.
Both sides secretly pick their cards, and reveal.
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
Both sides may reroll as many missed Combat Dice as they have leadership.
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.
*Forts & Cities*
Forts and Cities are functionally the same in combat.
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 any further rounds each player hits on a 5, like normal.
Forts are in Os-Giliath and The Fords of Isen
*Field Battle*
A Field Battle is resolved normally as described above.
*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*
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.
In siege battle, the attacker hits on a 6, the defender hits on a 5.
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.
Ownership of Settlements
Every nation owns their starting settlements.
If all conquering units leave a conquered settlement, place a Settlement Control Marker on it to display conquered state. Remove the Settlement Control Marker if the original nation ever liberates the settlement.
A captured settlement or Stronghold cannot be used for mustering troops or advancing the Political Track.
** Politics**
The starting positions of each nation are displayed on the game board’s political track.
All Free nations are passive, and start face down, except the Elves who start face up and active. When a Free nation becomes active, turn their counter face up. Free nations must be active before they can advance into the “At War” box.
A Free nation becomes active when a region of that nation is entered.
A Free nation becomes active when it’s army is attacked.
A Free nation becomes active when the fellowship declares in a city or stronghold of that nation.
A Free nation becomes active when a companion capable of activating enters a city or stronghold of that nation. Read the character cards carefully. Gandalf, Arargorn, Merry and Pippin activate all nations, the rest are more specific and shown by the symbol on the lower right hand corner of the Character’s card.
If the fellowship declares at a City or Stronghold, that nation is activated by turning over its nation counter. Specific separated companions going to a City or Stronghold of their nations will activate them and turn over their nation’s counter.
Only the Elves start activated among the Free. All Shadow nations start activated.
**Advancing a Nation**
A Muster dice can be used as an action to advance a nation one box toward “At War” on the political track. A nation must be Active to enter the final “At War” box.
Advance a nation if their troops are in a battle.
Advance a nation if a Settlement of theirs is captured.
**At War**
Armies of a nation that is in the At War box on the political track are allowed to move inside other nations.
At War armies may attack.
At War nations may muster troops using muster dice.
Retreating units can retreat across friendly borders, regards of At War status.
Characters and Nazgul are not effected by a nations at war status, they may always fight.
**The Fellowship**
The Fellowship figure of Frodo and Sam represents the last known position of the Fellowship. The Fellowship starts in Rivendell. The other seven companions start with them, in the The Fellowship of the Ring box. If any companions leave the Fellowship, move their figure onto the board.
Each time The Fellowship is declared or revealed, move the Fellowship to their new location. The Fellowship Progress Counter goes on the Fellowship Track on the game board, with the blue side up on zero. The blue side means hidden, red side means revealed. When hidden, it shows how far The Fellowship has travelled from it’s last known position, and is moved forward each time The Fellowship advances.
The Corruption Counter moves between zero and twelve on the Fellowship Track.
If The Fellowship ever get twelve corruption, the Free lose immediately.
Each Character has a companion card displaying their Level, Leadership, Nationality, Guide Abilities and Special Abilities.
**The Guide of The Fellowship**
Gandalf starts guiding the The Fellowship.
The guide must always have the highest level among the The Fellowship.
When there is a tie, The Free player may choose.
The Free may switch to Strider in the first turn.
Legolas, Gimli are Boromir are level 2, so they all must lead before Meriadoc and Pippin.
The Free may pick a new guide at the end of each Fellowship phase.
The Free may pick a new guide whenever the composition of the Fellowship changes.
Only the ‘If guiding the Fellowship’ abilities of a guiding companion can be used.
Hobbits
If a Hobbit is the guide, that hobbit may separate to reduce hunt damage by one, then the next Hobbit may separate to reduce hunt damage, and then Gollum may ignore the reveal icon of the result using his guide ability.
Gollum
When the seven companions have left the Fellowship, Gollum joins Frodo and Sam as the guide. Place the Gollum Character card in the Guide to the Fellowship box. His guide power may be used immediately. Gollum counts as a companion, so the Shadow can always place one eye in hunt allocation.
**The Fellowship Track**
A Character dice can be used as an action to move a hidden Fellowship.
When The Fellowship moves, advance The Fellowship Progress Counter one step.
The higher the number, the more regions the Fellowship have secretly moved.
Each time The Fellowship moves, the shadow has a chance to Hunt for the Ring.
Each time The Fellowship moves in a turn, the hunt becomes one easier.
The Fellowship figure is moved when the Hunt is successful and reveals The Fellowship.
The Fellowship figure is moved when The Free declare the position of The Fellowship.
When the Fellowship is revealed or declared, The Fellowship Progress Counter is reset to zero.
The fellowship heals one corruption when declared in a Free peoples City or Stronghold not under enemy control. The Fellowship may declare each turn solely to heal.
Only a hidden Fellowship can be declared during the Fellowship phase
When the Fellowship is declared, The Free move The Fellowship figure a number of regions up to the number of the Fellowship Progress Counter, and then return the counter to zero and hidden.
When revealed, turn the Fellowship Progress Counter to its red revealed side.
The Free then move The Fellowship figure a number of regions up to the number of the Fellowship Progress Counter, and then return the counter to zero.
While revealed, The Fellowship figure cannot move to a Free City or Stronghold.
When revealed, The Fellowship cannot move.
A Character dice can be used as an action to hide The Fellowship.
When The Fellowship is revealed going into, from or through a Shadow Stronghold, a Hunt Tile is drawn in addition.
The Fellowship cannot move through a black line, impassable terrain is impassable.
**Separating Companions**
Companions in the Fellowship box are in the region with The Fellowship.
A Character dice can be used as an action to separate any Companions.
Companions separated in Mordor are eliminated.
The separated Companion/s are moved a number of regions equal to the Fellowship Progress Counter plus the highest separating Companion’s Level.
Place separated companions on the game board.
A separated companion cannot rejoin.