A.   Introduction

B.    General Synopsis of Play (Character Game)

C.   How to Set Up the Character Game

C.1              How to Prepare the Game Map

C.2              How to Set Up the Counters

C.3              How to Set Up the Cards

D.   Character Game Sequence of Play

D.1             Ring Phase

D.2             Events Phase

D.3             Search Phase

D.4             Fellowship player's turn

D.5             Dark Power player's turn

D.6             Game Turn Indication Phase

E.    Characters

E.1              The Counters

E.2              The Character Cards

E.3              How to use the Endurance Level Chart

E.4              Aragorn II

E.5              Boromir

E.6              The Hobbits:

E.7              Gandalf

E.8              Gimli and Legolas

E.9              Gollum

E.10           Saruman

E.11           Sauron

E.12           Servants of Sauron E.13 Nazgūl

E.14  Lord of the Nazgūl

E.15  Gothmog

E.16  Mouth of Sauron

F.    Movement of the Characters

F.1              The Game Map

F.2              How to Move the Counters

F.3              The Movement Point Allowance and

Terrain Types

F.4              Impassable Terrain and Special

Restrictions on Movement

F.5              Movement of Nazgūl

F.6              Movement "Interruptions": Servants of

Sauron and the Nazgūl

F.7              Terrain Effects Chart

G.   Individual Combat

G.1             How to Resolve Individual Combat G.2 When more than Two Characters are

Involved in Individual Combat

G.3 When Individual Combat is Caused by an Attempt to Seize The Ring G.4 Orcs and Combat (Character Game Only)

G.5 Individual Combat Results Table

H.   Sorcery

H.1             Sorcery and Individual Combat

H.2             Sorcery and Army Combat (Campaign

Game Only)

H.3             Sorcery Table


I.     Shadow Points: Limitations on the Eye I.1 The Use of Shadow Points

I.2  Shadow Points Table

I.3  Shadow Point Cost Schedule (Character

Game)

I.4  Shadow Point Cost Schedule (Campaign

Game)

J.    Search, Capture, and Escape

J.1               Search Procedure During the Search Phase J.2 Search Procedure During the Fellowship player's turn J.3 Deployment of Orcs

J.4  Capture

 

J.5  Escape

J.6  How Long Characters Remain Spotted J.7 Search Table

K.   Reduction of Citadels (Character Game

Only)

K.1             Mobilization of Mordor

K.2             Citadel Reduction and Fellowship Leader Intervention

K.3             Effects of Citadel Reduction

L.    Magic Cards

L.1              Possession of Magic Cards by Characters

L.2              How the Fellowship player Gets Magic

Cards from Magic Card Boxes

L.3              How Magic Cards May be Exchanged

Between Characters

L.4              The Three Palantiri

L.5              The Three Elven Swords

L.6              Lembas

L.7              Mithril Mail

L.8              Elven Cloak and Elven Rope

L.9              Galadriel's Light

L.10           Athelas

L.11           Shadowfax

M.  The Ring

M.1            The Ring-bearer

M.2            Wearing the Ring

M.3            Attempts to Seize the Ring

M.4            Semi-Ringwraiths

M.5            Destruction of the Ring

N.   Event Cards

N.1             Picking Event Cards

N.2             Holding Event Cards

N.3             Discarding Event Cards

N.4             Playing Event Cards

N.5             Misty Passes

N.6             Fierce Storms

N.7             Rivers Flooded

N.8             Elven Boats

N.9             Pipeweed Cache Discovered

N.10           Gates of Morannon N.11 Saruman Summons Gandalf

N.12  Wizard Employs Palantir

N.13  Eagles!

N.14  Shadow of Sauron

N.15  Boromir Attempts to Seize the Ring

N.16  Gollum Attempts to Seize the Ring

N.17  Sauron Employs a Palantir

N.18  Tom Bombadil Intervenes

N.19  Nazgūl's Flying Beast Killed

N.20  Escape from Orcs

O.   How to Win the Game

O.1             Fellowship Victory

O.2             Dark Power player Victory

P.    Introduction to the Campaign Game: How it Differs from the Character Game

P.1              Campaign Game Sequence of Play

P.2              Additional Campaign Game Rules

Q.   How to Set Up the Campaign Game

Q.1             The Game Map

Q.2             How to Set Up the Counters

Q.3             How to Set Up the Cards For the

Campaign Game

R.   Additional Characters and Events

R.1              Elven Leaders: Celeborn, Galadriel,

Thranduil, and Elrond

R.2              Dain II

R.3              Brand III

R.4              Steward of Gondor: Denethor ll

R.5              Princes of Gondor: Faramir and Imrahil

R.6              Leaders of Rohan: Theoden, Theodred,

Eowyn and Eomer

R.7              Chief of the Dunlendings

R.8              Wormtongue Bemuses Theoden

R.9              Orcs in State of Battle Frenzy

R.10           Dead Men of Dunharrow R.11 Ents Vent Rage

R.12  Saruman Resurrects Orcs

R.13  Rohan Mobilizes

R.14  Gondor Mobilizes

R.15  Woses Ally with the Free Peoples

R.16  Aragorn Uses Palantir: Sauron

Challenged!

R.17  Denethor Peers in Palantir and Sees

Doom!

R.18  Corsairs of Umbar

R.19  Saruman Escapes to the Shire

R.20  Mind Battle: Elrond and Galadriel

Distract Sauron

S.    Armies

S.1              Army Units

S.2              Movement of Army Units

S.3              Army Combat

S.4              Siege Combat

S.5              Effects of Terrain on Combat

S.6              Character Leadership of Armies

S.7              Death of Characters Through Army

Combat

S.8              Effect of Armies on Character Movement and Individual Combat S.9 Army Combat Results Table

S.10 Percentage Loss Table

T.    Mobilization and Reinforcements

T.1              Rohan

T.2              Gondor

T.3              Elves, Dwarves and Western Allies

T.4              Saruman's Forces

T.5              Mordor and Allies of Sauron

U.   How to Win The Campaign Game

V.   The Three player Game Sequence of Play

V.1             Ring Phase

V.2             Events Phase

V.3             Search Phase

V.4             Saruman player's turn

V.5             Fellowship player's turn V.6 Dark Power player's turn

V.7 Game Turn Indication Phase

W.  The Ring in the Three-player Game

W.1            Saruman and the Ring

W.2            Controlling Nazgūl

X.   Political Considerations

X.1             Alliances

X.2             Exchanging Cards

Y.   Special Rules for the Three-player Game

Y.1             Search

Y.2             Saruman and Combat

Y.3             Persuasion of Fellowship Characters

Y.4             Mind Battle

Y.5             Restrictions on the Dark Power player

Y.6             Card Changes in the Three-player

Campaign Game

Z.    Victory Conditions for the Three-player

Game


A. Introduction

War of the Ring basically is a two-player game concerning. the struggle between Sauron (the Dark Lord) and the Free Peoples of Middle Earth at the end of the Third Age, as recounted in J.R.R. Tolkien's Lord of the Rings. The Dark Power player controls the forces of Sauron and his allies, and the Fellowship player is in command of the coalition of Elves, Dwarves, Men, and Hobbits opposing the Dark Lord. Each player can move and direct in combat the pieces representing the individual characters who took part in the struggle. The Dark Power player can win either by actually gaining control of Middle Earth by force of arms or by seizing the Ruling Ring, thereby attaining sufficient power to assure the supremacy of the will of Sauron. The Fellowship player wins by preventing this, either by thwarting Sauron's designs on the field of battle or by destroying the Dark Lord's Ruling Ring, and, thus, his basis of power. As the game begins, the Ring has come into the possession of Frodo, a Hobbit. In order to destroy it, one of the Fellowship player's characters must carry it into the heart of Mordor, Sauron's land, and cast it into the Crack of Doom.

War of the Ring can be played with or without utilizing rules that detail the deployment and utilization of the various armies that took part in the conflict. The "Character Game”, which omits armies and Army combat, concerns only the immediate struggle of the Fellowship to destroy the Ruling Ring before Sauron's agents can regain it for him. The "Campaign Game", which depicts the military aspects of the struggle for Middle Earth, includes rules covering additional individual characters and events. These rules add somewhat to the complexity and length in playing time of the game, as well as significantly broadening the scope, accuracy, and, not incidentally, the strategic options available to each of the players. In addition, there is a three-player version of the "Campaign Game" in which the forces of Saruman, Sauron's strongest and most unreliable ally, are controlled by an independent player.

We suggest laying out all of the game's components and looking them over prior to reading the rules, and then manipulating the components to illustrate the rules and examples given as the rules are read. Learning the Character Game from scratch should take 30 to 40 minutes (less to teach it). Playing time for the Character Game is under two hours. The Campaign Game will take approximately three hours to complete.

The Rules themselves are formatted in such a way as to segregate historical commentary from the main body of the rules. Starting with Section C, How to Set up the Character Game, each major Section of the rules has a summary set off by a star («), and any historical commentary is printed in italicized type.

Should any questions arise that cannot be resolved with reference to the rules, rely above all on common sense as well as on your knowledge of the book. 

The  Character Game

B. General Synopsis of Play (Character Game)

Setting up the Game

After the players decide which side each of them shall play, they prepare the game map, distribute the cards used in the Character Game, and place the cardboard playing pieces (counters) in the indicated hexagonal spaces (hexes) on the game map, according to the instructions for preparing for play of War of the Ring. The players then proceed to the first turn ( game turn) of the game.

The Game Turn Begins

At the very start of each game turn, the Dark Power player rolls the die to determine which player will control Gollum, a Character whose allegiance may shift back and forth between the players, for the current game turn. After that die roll is made and Gollum's allegiance determined, the Fellowship player may roll the die to resolve an attempt by the Character who is wearing the Ring to remove it. (While wearing the Ring increases a Character's combat abilities, it is dangerous for a Character to wear it for long.)

The players Draw Event Cards

Starting with the Dark Power player, the players in turn draw an Event Card. The Event Cards represent possible eventualities, such as "Fierce Storms”, or "Boromir Attempts to Seize the Ring”. An Event Card comes into play only if the player who picks it elects to play it; if a player picks an Event Card he does not want to play, he may discard it or (up to a maximum of three Event Cards) hold it to play later (or just to keep it out of the hands of his opponent). Event Cards may be played virtually any time during the course of the turn.

The Dark Power player Gets Shadow Points  The Dark Power player rolls the die to determine how many Shadow Points he has for the current game turn.

Shadow Points are used by the Dark Power player to move his Characters and execute certain other actions. He keeps tabs on the Number of Shadow Points he has expended on the Shadow Points Track printed on the game map.

The Dark Power player Conducts Search

At this point, the Dark Power player may search for Fellowship player controlled Characters. He draws a Search Card, and may attempt to Spot any characters in any of the Provinces listed on the card. If he is successful in spotting any Characters, he may attempt to Capture them.

The Fellowship player Moves His Forces and Individual Combat (if any) is Resolved

The Fellowship player may first resolve Escape for any of his Characters who have been Captured. Then, he may move his Character's counters on the game map. If he moves any of them into a hex containing the word "Magic" transliterated into Elven letters  , then the movement of his Characters may be interrupted and he may acquire and distribute among his Characters a Number of Magic Cards. If the moves any of his Characters into a hex containing. Dark Power player controlled forces, then the movement of the Fellowship Characters may be interrupted while the Dark Power player conducts Search. If he moves any Character(s) into a Servant of Sauron hex, then movement is interrupted and Individual Combat is resolved, if a Servant of Sauron is present. Any surviving Characters may complete their movement. After the Fellowship player has completed all movement, any Individual Combat between Characters that either of the players initiates is resolved.

The Dark Power player Moves his Forces and Individual Combat and Citadel Reduction are Resolved

The Dark Power player moves any of his forces on the game map, expending the required Number of Shadow Points for each movement. After the Dark Power player has completed all his movement, any Individual Combat initiated by either player is resolved. Then, the Dark Power player may attempt Citadel Reduction. Citadel Reduction is the way in which the Dark Power player captures Fellowship player controlled Citadels (if he captures all three, he wins the game). In order to resolve a Citadel Reduction attempt, the Dark Power player must expend Shadow Points.

The Game Turn Ends

The Dark Power player marks the completion of the game turn by adjusting the game turn Marker on the game turn Track on the game map.

C. How to Set Up the Character Game

Before setting up War of the Ring, the players should determine which side each of them will play. Then, in accordance with the following Section, they should prepare the game map, the cardboard playing pieces, and the cards for play.

C.1 How to Prepare the Game Map

Players should lay the game map out flat on a table. The mounted version of the game includes three map sections which abut each other when laid parallel, running north to south. With the three map sections properly aligned, a person observing the map from its southern edge would have the map section including Hobbiton (W1412) on the left, the section including Isengard (W2421) in the middle, and the section with Barad-dūr (El128) on the far right. The unmounted version of the game map is composed of two sections, the first a 22” x 34” map sheet encompassing the same area included in the left and middle sections of the mounted version, and a second 11” x 34” map sheet covering the same area as the mounted version's far right map section. The smaller map sheet in the unmounted version slightly overlaps the eastern edge of the larger map sheet. Payers with the unmounted version may find it helpful to back-fold the map sheets against the creases and use a few pieces of masking tape to anchor the game map flat on the table.

Players will note that a hexagonal grid has been superimposed over the terrain on the game map. This is used to regulate the positioning and movement of the pieces in the game. The hexes are according to a system based on the hex-rows that run across the length of the game map north to south. Note that the hex numbers on the eastern map section duplicate numbers on the western map. In order to avoid confusion, the following convention is utilized: numbers of hexes on the eastern map section are preceded by an "E" while numbers of hexes from the western section(s) are preceded by a "W”. For example, Isengard is located in hex "W2421;" Baraddūr is in hex "E1128”.

Players will also note that in addition to the map of Middle Earth, several boxes are printed on the game map as well as the Turn Record Track and the Shadow Points Track. The boxes hold certain groups of cards, as explained in the appropriate Rules Sections. The Turn Record Track is used to record the passage of game turns. Each game turn in War of the Ring represents one week of real time. A marker is used to indicate the current game turn on the Turn Record Track. Use of the Shadow Points Track is explained in Section I.

Generally, the Dark Power player will sit at the southern edge of the game map, while the Fellowship player will sit at the northern edge.

C.2 How to Set Up the Counters

Each player should remove the counters that represent the Characters used in the Character Game, as well as the Shadow points Marker, the game turn Marker, Gollum, and Gandalf the White counter from the die cut sheets.

The Fellowship player places the counters for the nine members of the Fellowship on the game map at Rivendell (hex W2812). This includes Gandalf the Grey, Aragorn, Boromir, Legolas, Gimli, Frodo, Sam, Merry, and Pippin. Note that each of these counters has "W2812" printed on its back to facilitate set up. Each of these counters is placed on the game map face down (i.e., so the Dark Power player cannot see which counter is which).

The Dark Power player sets up his counters face up as follows:

At Barad-dūr:

(El128)

Mouth of Sauron

At Durthang:

(E0727)

Nazgūl 7, 8, and 9

At Minas Morgul:

(E0729)

Lord of the Nazgūl, Gothmog, Nazgūl 3

At Dol Guldur: (W3218)

Nazgūl 4, 5, and 6

At Isengard: (W2421)

Saruman

Place the Shadow Points marker to the side for the timebeing, as well as the counters representing Gandalf the White and Gollum. Most of the remaining counters are used only in the Campaign Game.


C.3 How to Set Up the Cards

Divide the cards into four piles as follows:

Character Cards:

Cards1-10, 22-34, 36-42

Magic Cards:

Cards 43-56

Event Cards:

Cards 57-82

Search Cards:

Cards 97-112

All the Magic Cards and Search Cards are used in the Character Game. The Character Cards 11-23 and 35, and the Event Card 83-96 are not used in the Character Game, and should be placed back in the game box.

The Fellowship player receives Character Cards 1-9 (the Fellowship) and 36 (Gollum). Card 10 (Gandalf the White) should be placed to the side, as it may be used later in the game. The Dark Power player gets Character Cards 24-34 (including the Nine Nazgūl, Mouth of Sauron, and Saruman). Character Cards 37-42 (Servants of Sauron) are turned face down and thoroughly mixed, and then distributed one apiece at random to the six Servant of Sauron boxes on the game map in such a way that neither player knows which Servant of Sauron Card is in which box.

The Event Cards are shuffled and placed face down in the "Event Deck" box on the game map. The Search Cards are similarly mixed and placed face down in the "Search Cards" box.

The Ring (Card 43) is given to the Fellowship player. Separate the three Palantiri (Cards 44, 45, and 46) from the other ten Magic Cards. All 13 Magic Cards are then placed face down on the game map in the Magic Card boxes as follows:

W2421 box:

Palantir of Orthanc (45)

W2624 box:

2 Magic cards

W2812 box:

4 Magic cards

W2918 box:

2 Magic cards

E0428 box:

Palantir of Minas Tirith (44)  1 Magic card

E0529 box:

1 Magic card

E1128 box:

Palantir of Minas Ithil (46)

Where "any" Magic Card(s) is indicated, deal the called for Number of Magic Cards onto the game map (into the designated box) from among the group of ten. These Cards are dealt onto the game map at random; neither player should know which box any of these ten Cards is in. The Palantir cards are placed according to the list above, and may be face up or face down as the players so wish.

Each player lays his Character Cards on the table. The Fellowship player places the Ring (Card 43) under the Character Card representing Frodo to indicate that the Ring is in Frodo's possession at the start of the game (see L.1. Possession of Magic Cards by Characters).

The Dark Power player draws the top three Event Cards, taking care not to reveal them. The Fellowship player draws the next three Event Cards. The Dark Power player places the game turn Marker on the Turn Record Track to indicate the beginning of the first game turn (week of 25 December 3018). The game has now begun, and the players follow the Sequence of Play listed in Section D.

D. Character Game Sequence of Play

War of the Ring is played in turns called game turns. Each game turn is equivalent to one week of real time. During each Game Turn, the players have the opportunity to move and conduct combat with each of the pieces they control, and to influence the fortunes of war through the judicious play of Event Cards and Magic Cards. In order to fairly regulate the player’s activities into a competitive and playable framework, each game turn is divided into six segments (Sequence of Play) as outlined below. All actions by the players must proceed strictly according to the Sequence as outlined; any action taken outside the Sequence of Play is a violation of the rules.

D.1 Ring Phase

The Dark Power player rolls the die to determine Gollum's "allegiance" for the current game turn. The Fellowship player may also roll the die to resolve an attempt by a Character who has put on the Ring to remove it. Note that should a Ring Phase end with a Fellowship player controlled Character lit the Crack of Doom (E0929) in possession of the Ring and not wearing it, the game ends in a Fellowship player victory.

D.2 Events Phase

The Dark Power player draws an Event Card. He may discard or play it, or discard or play any other Event Card he possesses, as desired. If he has fewer than four Event Cards (including the one he has just drawn), he may simply keep the card. Then, the Fellowship player draws an Event Card and discards or immediately plays one as he chooses, or he may keep them all, if he has fewer than four. 

Note: Event Cards may also be played at any time during the course of the game turn.

D.3 Search Phase

The Dark Power player secretly selects a Shadow Points Letter and rolls the die and consults the Shadow Points Table to determine the Number of Shadow Points he will be able to expend during the course of the current game turn. The Dark Power player then draws a Search Card and conducts any Searches that are allowed (except in the very first game turn of the game, in which no Search Card is drawn).

D.4 Fellowship player's turn

The Fellowship player may roll the die to resolve Escape attempts by any of his Characters who may have been captured. Then, he moves any of his Characters he wishes to on the game map. The Dark Power player may conduct Search if any un-spotted Fellowship player controlled Characters are moved into hexes containing Orcs or Nazgūl. After all movement has been completed, any Individual Combat is resolved.

D.5 Dark Power player's turn

The Dark Power player moves any of his Characters, expending the requisite Number of Shadow Points for each move. After all movement has been completed, any Individual Combat is resolved. Then, any Citadel Reduction that the Dark Power player wishes to attempt (and expends Shadow Points for) is resolved.

D.6  Game Turn Indication Phase

The Dark Power player shows the Fellowship player the Shadow Point Letter that he wrote down during the Search Phase earlier that game turn. He then advances the game turn Track to mark the passage of one game turn, and the beginning of the next. The players proceed to the Ring Phase and play through the rest of the next game turn in the same sequence of actions.

E. Characters

Crucial to the outcome of War of the Ring are the actions and interactions of individual Characters. Each player controls several Characters, which are represented in the game both by die-cut pieces (counters), which are deployed on the game map, and by Character Cards, which are retained by the player controlling the particular Character. The counters are used to mark the geographical location and to indicate any movement of the Character in Middle Earth; the Character Cards summarize the attributes of each Character and are used in the resolution of Individual Combat, Capture and Escape attempts, and utilization of the Ring. Following a brief description of the counters and cards and an explanation of the working of the Endurance Level Chart is a series of descriptions of the Characters appearing in the Character Game, as well as a list and/or explanation of any special rules pertaining to each Character. Also mentioned are any additional rules pertaining to each Character which are used in the Campaign game.

E.1 The Counters 

Each counter that represents a Character has printed on it the name of that person as well as two Numerical values. The first of these values is the Character's Morale Value. Generally speaking, the higher the Morale Value, the better a Character will fare in combat. The second Number on the Character counters is each Character's Movement Point Allowance. Basically, this indicates how far the player controlling the Character can move him or her on the game map during any one game turn,

E.2 The Character Cards

 

Twenty eight Character Cards are used in the Character Game, of which ten are controlled by the Fellowship player, seventeen by the Dark Power player, and one is variably controlled by either player (see Section C, How to Set Up the Character Game). Printed on each

Character Card are ratings for up to six attributes: Combat Value is a rating of the Character's fighting ability, which is used to resolve Individual Combat (see Section G), along with the Morale Value and Endurance Level

Morale Value (also printed on each Character's counter) is a generalized rating of the Character's fortitude and leadership capacity. A Character whose Morale Value is not enclosed in parentheses (e.g., Aragorn) is considered to be a Leader, and can affect Citadel Reduction (see K.2) and, if the Campaign Game is played, Army Combat (see Section S.6).

Endurance Level is a measure of a Character's ability to withstand pressure, both physical (wounds) and psychological. Characters who participate in Individual Combat, or who wear the Ring, may suffer adverse effects which cumulatively lower their Endurance Levels; players must keep track of such effects. An Endurance Level Chart listing all the Characters in the game can be found at the center of the Rules book; photocopied facsimiles of this can be made in order to facilitate keeping track of each Character's Endurance Level (see E.3, How to Use the Endurance Level Chart).

Ring Rating is an evaluation of a Character's potential ability to perform the onerous task of Ring-bearer, as measured by that Character's capacity to remove the Ring at will once it has been put on. (Note: it is possible for a Character to "bear" the Ring without wearing it. See Section M, The Ring.) The Ring Rating for each Character is a Number, either 5, 4, 3, or 0 (zero). The Number is the highest die roll that the player controlling that Character can roll during the Ring Phase and still remove the Ring, if he is wearing it. For example, if Frodo, with a Ring Rating of 5, were wearing the Ring, and the Fellowship player rolled any Number between 1 and 5 in an attempt remove the Ring during the Ring Phase, Frodo could take off the Ring. If the player rolled a 6, the Ring would remain on Frodo's finger. See Section M for an explanation of the advantages and disadvantages of wearing the Ring.

Capture/Escape Range is a measure of how easily

Captured and held prisoner a particular Character is. The Capture/Escape Range consists of two numbers separated by a slash. The first Number delineates the Capture Range, and the second Number the Escape Range. A Character with a "2" before the slash has a Capture Range of 1-2. An attempt to capture that Character would succeed on a die roll of "1"or "2", and fail on a roll of "3", "4", "5", or "6". Similarly, a Character with a "4" after the slash has an Escape Range of 4-6, and would need a roll of "4", "5", or "6" to escape if captured.

Sorcery Rating is an evaluation of a Character's ability to utilize magic as a weapon. The Sorcery Rating is a letter, A, B, C, or D. Note: a Character without a Sorcery Rating cannot use Sorcery.

E.3 How to use the Endurance Level Chart

Each Character who is represented in War of the Ring is listed by name on the Endurance Level Chart (see centerfold of rules booklet). After each name is printed a Number of boxes:

 

The Number of boxes is equal to the Character's Endurance Level. Characters may incur wounds as a result of participating in Individual Combat (see Section G, Individual Combat Between Characters). For every such wound incurred, one box on the Endurance Level Chart is marked, in pencil, with an "x" as follows:

 

In the above example, Aragorn has received two wounds. players should note that wounds reduce a Character's ability to participate in Individual Combat (see Section G, Individual Combat). Whenever all of a Character's boxes on the Endurance Level Chart are marked for wounds, that Character is considered to have been killed, and is removed from the game.

A Character may also suffer Ring fatigue, if he wears (not just carries) the Ring. At the beginning of any Ring Phase in which a Character is wearing the Ring, one box on the Endurance Level Chart is marked off with a Ring symbol as follows:

 

In the above example, Aragorn has worn the Ring in one Ring Phase. Whenever all of a Character's boxes on the Endurance Level Chart are marked with Ring symbols, that Character becomes a Semi-Ringwraith (see Section M, The Ring).

Note: The Number of wounds a Character has incurred never affects his ability to wear the Ring, and conversely, the Number of boxes that are marked off for Ring-fatigue never affects a Character's ability to participate in combat.

 

In the above example, Aragorn has two wounds, which reduce his Combat Differential for any Individual Combat in which he is involved by two (see Section G). He has worn the Ring during three different' Ring Phases, and if he wears the Ring three more times, he will become a Semi-Ringwraith. He could safely wear it twice more. If Aragorn were to wear the Ring during another Ring Phase:

 

He would reduce the Number of times he could safely wear it to one. His Combat Differential, which is used for the Resolution of Individual Combat, would remain unchanged (still reduced by two due to the wounds).

Nazgūl are a special case. First of all, Nazgūl cannot suffer Ring-fatigue; second of all, Nazgūl can be killed only by Elven Swords or Sorcery, although they may incur wounds from any Individual Combat. But when a Nazgūl incurs a wound not caused by an Elven Sword or Sorcery, it is marked with a slash:

 

In the above example, the Nazgūl has incurred two wounds, each caused by something other than an Elven Sword or Sorcery. When a Nazgūl incurs a wound that is caused by an Elven Sword or Sorcery, it is marked:

 

It is possible for a Nazgūl to have both types of wounds at once. E.g., a Nazgūl got into combat with one Character with an Elven Sword and killed that Character, suffering two wounds as a result. However, prior to that, the same Nazgūl was involved in a fight with a Character who did not have an Elven Sword and was incapable of using Sorcery and the Nazgūl had incurred a wound from that. Consequently, the Endurance Level Chart reads as follows:

 

Whenever a Nazgūl who has incurred one or more wounds not caused by Elven Swords or Sorcery is in Barad-dūr (E1128) or Dol Guldur (hex W3218) during any Ring Phase, all those wounds marked with slashes are erased from the Endurance Level Chart. For example, if the Nazgūl in the example directly above were moved to Barad-dūr and remained there through a Ring Phase, the Endurance Level Chart would be adjusted to read as follows:

 

Note: wounds caused by Elven Swords or Sorcery are never erased.

For a Nazgūl to be killed, all his boxes must be marked with X's. If all are marked, but one or more are marked with slashes (indicating wounds not caused by Elven Swords or Sorcery), the Nazgūl is not considered dead, and is not removed from the game. (Note, however, that a Nazgūl with all boxes marked for wounds may not participate in Individual Combat, see Section G.1, How to Resolve Individual Combat.)

IMPORTANT: Players may want to skip this descriptive section on characters and continue with the rules, returning to this section later.

E.4 Aragorn II

Aragorn, a man, is controlled by the Fellowship player. The heir of Isildur,         Aragorn           is          the        sole surviving member of the House of

Elendil,       a      decimated      and

submerged royal lineage which can be traced back further than three millennia. After decades of a harried underground existence, he has openly announced his identity and his claim to the throne of the Southern Kingdom (Gondor). His aspiration to reclaim the Throne, which has been in the hands of a ruling line of Stewards for nearly 1,000 years, is inextricably tied to the ultimate fate of Sauron, for the very existence of independent Kings and Kingdoms is anathema to the Dark Lord.

Campaign Game Only: Aragorn can Challenge Sauron

(see R.16), can lead Armies (S.6), can enable the Fellowship player to utilize the Dead Men of Dunharrow (R.10), and has the power of Healing (the last only if he is in a Citadel hex, see R.1).

E.5 Boromir

Boromir is the first-born son of Denethor II, ruling Steward of Gondor. He is, therefore, somewhat ambivalent vis a vis Aragorn's sudden appearance, which the

latter has orchestrated at the Council of Elrond, just as play of War of the Ring begins. Aragorn's presence bodes ill both for Sauron, who threatens Gondor, and for the prospects of Boromir's own presumed ascension to rule, if Gondor survives.

Boromir is basically controlled by the Fellowship player, as are all of the Members of the Fellowship. However, Boromir can be made to attempt to seize the Ring at the behest of the Dark Power player. This can be done in any Game Turn during which the counter representing Boromir is in the same hex on the game map as the counter representing the Ring-bearer, providing the Dark Power player plays the appropriate Event Card. The play of that Event Card (75, "Boromir Attempts to Seize the Ring") allows Boromir to initiate Individual Combat with the Ring-bearer, regardless of the presence of any other counters in that hex. 

Note: Boromir is incapable of forcing combat with a Ring-bearer who is wearing the Ring. 

If Boromir is successful in killing the Ring-bearer, he gains control of the Ring. He must be moved by the Fellowship player directly to Minas Tirith, utilizing the shortest possible path (as agreed by the players) during the Fellowship player's immediately subsequent Movement Phase(s).

Exception: If Minas Tirith has been captured by the Dark Power player, the Fellowship player is free to move Boromir anywhere he chooses. In any event, if faced with Individual Combat while in possession of the Ring, Boromir will put on the Ring and avoid combat if possible, or fight to the death if not. If Boromir succeeds in reaching Minas Tirith, he will put the Ring on (if he hasn't already), and may not be moved again by the Fellowship player (within five Game Turns, he will become a Semi-Ringwraith, and can then be moved by the Dark Power player, see Section M, The Ring).

Effectively speaking, only Gandalf, Saruman, Gollum, or a Nazgūl can remove the Ring from Boromir, and only by killing him.

If Boromir fails in his original attempt to kill the Ringbearer and survives, he reverts to the complete control of the Fellowship player. There is no limit to the Number of times that the Dark Power player can play the "Boromir Attempts to Seize the Ring" Event Card, other than the durability of Boromir, his proximity to the Ring-bearer, and the Number of times the Dark Power player plays the card. Boromir can also affect Citadel Reduction (see Section K.2).

Campaign Game Only: Boromir can lead Armies (see

S.6).

E.6 The Hobbits:

Frodo, Samwise, Meriadoc & Peregrin

Hobbits are "halflings", closest of all the Free Peoples to men in outlook and perspective. By nature self-occupied and concomitantly respectful of the independence of others, they are the most able to bear up to the task of "bearing" the Ruling Ring without being tempted to make use of its evil powers of coercion. Frodo is the Ringbearer at the start of the Game.

E.7 Gandalf

Gandalf is a wizard and, as such, one of the five members of the White Council. Over the course of the preceding decades, Gandalf has realized that his life purpose of opposing the will of Sauron is almost totally dependent on the fate of the recently rediscovered Ruling Ring. The struggle over the Ring becomes for him, earlier and more totally than for any other person in the West, save the Ring-bearer, the focal point of his entire existence.

Gandalf can attempt to seize the Ring at the behest of the Fellowship player. This can be done in any Fellowship player's turn during which the counter representing Gandalf is in the same hex as the counter representing the Ring-bearer. Gandalf can initiate Individual Combat with the Ring-bearer whether or not the Ring-bearer is wearing the Ring, and regardless of the presence of other Characters (or, in the Campaign Game, Armies) in that hex. However, Gandalf cannot seize the Ring from any Character controlled by the Fellowship player other than Boromir or Gollum. (See Section G.3, Individual

Combat Caused by an Attempt to Seize the Ring.)

Gandalf can also be "resurrected" (once) if he is killed. At the beginning of the game, Gandalf is "the Grey". If Gandalf the Grey is killed, roll one die and Gandalf "the White" appears that Number of Game Turns later. The counter representing Gandalf the White is placed on the game map by the Fellowship player during the Fellowship player Turn of the designated Game Turn in either W3013 or W2812.

Gandalf can utilize Sorcery (see Section H, Sorcery) and use a Palantir (see Section L.4). He can affect Citadel Reduction (see Section K.2).

If Gandalf becomes a Semi-Ringwraith (an unlikely eventuality), the game is over and the Dark Power player has won (see Section M).

Campaign Game Only: Gandalf can lead Armies and can utilize Sorcery to affect Army Combat.

E.8 Gimli and Legolas

The struggle to destroy Sauron's Ring is a joint struggle, and the cooperative character of the effort is symbolized by the presence of a Dwarf (Gimli) and an Elf (Legolas) in the Fellowship, as well as Hobbits and Humans and the Wizard, Gandalf. Gimli is of Durin's line. His father, Gloin, was one of the members of the company which accompanied Frodo’s famous uncle, Bilbo Baggins, on the adventure described in The Hobbit, during which the Ring was originally recovered. Legolas' father is Thranduil, King of the Woodland Realm (who, incidentally, is represented in the Campaign Game). Both Gimli and Legolas were present at the Council of Elrond at Rivendell, and that is when they were chosen members of the Fellowship of the Ring.

E.9 Gollum

Gollum is one of a long line of individuals to have been corrupted by the power of the Ruling Ring.

Unusually avaricious and unsociable for a Hobbit, he was immediately affected by the Ring when it was discovered on the bed of the river Anduin by a companion. Treacherously murdering his fellow Hobbit to gain its possession, Gollum withdrew from society and retreated with the Ring deep into the caverns under the Misty Mountains, where he survived by consuming raw fish and an occasional very sadly lost traveler. Over the course of hundreds of years, the Ring attained complete control of his being, even as it unnaturally lengthened his life. When he lost the Ring to Bilbo Baggins, who at the time happened to be very sadly lost (see The Hobbit for an account of that adventure), the loss devastated him. At length, driven by a desperate, all consuming obsession to regain his "Preciousss", he left his dark refuge and reentered the hated world of light and people. In all of the history of the Ring, there is no character so fascinating, so ambivalent, and as important as Gollum.

At the start of the game, no counter is used to mark Gollum's position on the game map. Instead, no matter who is in control of Gollum, he is considered always to be in the hex containing the counter represented by the Ringbearer, whomever and wherever that may be. The Fellowship player holds Gollum's Character Card at the start of the game and, nominally, controls him. However, the ambivalence and virulent self-interest of Gollum is reflected in the fact that it is uncertain who will control Gollum in any given Game Turn. During the Ring Phase at the beginning of each Game Turn, the Dark Power player rolls the die and consults the Control of Gollum Table to determine which, if either, player controls Gollum for the remainder of that Game Turn.

Gollum can be made to attempt to seize the Ring by either player. This can be done in any Game Turn during which Gollum is controlled by that player and during which he plays the appropriate Event Card. Play of the "Gollum Attempts to Seize the Ring" Event Card (Card 76) allows Gollum to initiate Individual Combat to the death (only) with the Ring-bearer, whether or not that Character is wearing the Ring, regardless of the presence of any other counters in that hex. (See Section G.3, Individual Combat Caused by an Attempt to Seize the Ring).

If Gollum succeeds in killing the Ring-bearer, he is considered to have seized the Ring, and the counter representing him is placed face up on the game map in the hex in which the Ring-bearer was killed. Players no longer roll for control of Gollum in this case. Instead, he must be moved by the Dark Power player directly to hex W2910 (his lair in the Misty Mountains), utilizing the shortest possible route during the Dark Power player's immediately subsequent Movement Phase(s). If faced with Individual Combat, Gollum will put on the Ring and avoid combat if possible, or fight to the death if necessary. Once he reaches his lair (hex 2910), he will don the Ring (if he hasn't already) and cannot be moved (until he becomes a Semi Ringwraith, see Section M).

The Fellowship player may, if he controls Gollum, use him to guide Characters into and out of Minas Morgul (E0729), without a Dark Power Search being allowed. Note that Minas Morgul is a Servant of Sauron hex: the Fellowship player must draw a Servant of Sauron card if he moves a Character into that hex. Unless Gollum is the Ring-bearer, he may never be involved in Individual Combat, as opposed to an attempt to seize the Ring.

E.10 Saruman

Saruman had come to Middle-Earth some two thousand years prior to the War of the Ring expressly to oppose the then waxing power of Sauron. The first among five wizards then comprising the White Council, Saruman, too, had gradually and imperceptibly been corrupted by the lure of the Ruling Ring, until his resolve to oppose the will of the Dark Lord was synonymous with his intention to supplant Sauron as the subjugator of all Middle Earth. Pretending publicly to maintain an alliance with the Free Peoples of the West, and in private communication with Sauron, whom he disingenuously agreed to aid; Saruman surreptitiously built a powerful Army of his own and plotted to obtain the Ring himself in order to oppose Sauron directly, and gain control of Middle Earth.

Unless the three player version of the Campaign Game is being played (in which case Saruman and his forces are controlled by an independent player), Saruman is controlled by the Dark Power player. At the behest of the Dark Power player, Saruman can attempt to seize the Ring. This can be, done during any Dark Power player's turn during which the counter representing Saruman is in the same hex on the game map as the counter representing the Ring-bearer, if the Ring-bearer has been spotted (see Section J, Search, Capture, and Escape). Saruman can initiate Individual Combat with the Ring-bearer, whether or not the Ring-bearer is wearing the Ring, and regardless of the presence of other Characters (or, in the Campaign Game, Armies) in that hex. If Saruman kills the Ringbearer and gains control of the Ring, the Dark Power player must move him directly to Isengard (W2421), utilizing the shortest possible path during the Dark Power player's immediately subsequent Movement Phase(s). If faced with Individual Combat, Saruman will put on the Ring and avoid combat if possible, or fight to the death if necessary. Once he reaches Isengard, he will don the Ring (if he has not already done so), and may not be moved until he becomes a Semi-Ringwraith (see Section M, The Ring). Saruman can also utilize Sorcery (see Section H, Sorcery), and also use a Palantir.

Campaign Game Only: Saruman can lead Armies, and can use Sorcery to affect Army Combat.

E.11 Sauron

Sauron's place in the history of Middle Earth is a long and unhappy one. Sauron was originally a subservient but potent ally of Morgoth, the fallen Valar whose First Age seizure of the Elven silmarils set off a war comparable in scope to the War of the Ring. The First Age ended with the defeat of Morgoth; but Sauron survived this debacle, and in the early centuries of the Second Age he was able to build himself a power base in Middle Earth. It was at this time that he tricked the Elves of Eregion into collaborating on the forging of the Rings of Power.

Together, they caused sixteen Rings to be made, and these were distributed, seven to the Dwarves and nine to Men. Then, leaving the Elves to forge three more Rings of Power for themselves, Sauron secretly began the making of the Ruling Ring.

Three Rings for the Elven-kings under the sky,

Seven for the Dwarf-lords in their halls of stone,

Nine for Mortal Men doomed to die,

One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie.

One Ring to rule them all, One Ring to find them One Ring to bring them all And In the darkness bind them

In the Land of Mordor where the Shadows lie.

-THE LORD OF THE RINGS

By donning the Ring and incanting these words, Sauron at one stroke gained absolute control over the Nine and the men who bore them (they eventually became Nazgūl), neutralized the Seven and the Dwarves who possessed them, and made it impossible for any Elf to use any of the Three without Sauron being fully aware of his or her mind, and being able to use this awareness to undo anything accomplished (which is why the Elves refused to wear the three Elven Rings). With this act, Sauron effectively declared his intention to subjugate Middle Earth, and began a struggle that finally culminated in the War of the Ring.

By the time of the War of the Ring, nearly five millennia after the forging of the Ruling Ring, Sauron was without true physical form. Separated for 3,000 years from his Ring, which he had lost in the confrontation at Barad-dūr that ended the Second Age, his spirit nevertheless remained vengefully potent, and his control over the Nazgūl firm. In order to triumph, however, he needed to regain the Ring, the literal existence of which had become the focus for his own non-corporal existence. He sensed this, and realized, by the fact of his own continued existence, that even after all this time, the Ring still existed.

In the game, Sauron is not represented by either a card or counter. The Dark Power player is Sauron. His spirit is considered centered in Mordor, and if the Ring is brought to Barad-dūr by a Character under his control, the game ends in a Dark Power player victory.

E.12 Servants of Sauron

«    There    are    six

"Servants of Sauron" cards in the game.

Four     of         these represent a variety of extremely anti-social beings who, while not necessarily acting directly at the behest of Sauron, nonetheless serve his ends. The other two cards represent mere rumors and fearful uncertainty.

The Dark Power player takes the six cards at the beginning of the game and thoroughly mixes them, and then places each of them face down into one of the six servants of Sauron boxes on the game map at random. Each of these boxes corresponds to a hex on the game map (see Section C.l for an explanation of the hex grid Numbering system). Whenever a Character or group of Characters controlled by the Fellowship player is moved into a hex on the game map corresponding to one of the Servant of Sauron boxes (each such hex is marked with an "Eye" symbol), the Fellowship player must turn over the Servant of Sauron card in the appropriate box, and if it is "real”, Individual Combat is resolved immediately

(see     Section    G,    Individual     Combat     Between

Characters). If the card is a "rumors" card, or if it is a "real" Servant of Sauron who is then killed in Individual Combat, the card is removed from the game map, and the Fellowship player may move Characters into that hex for the rest of the game. However, if a "real" Servant of Sauron survives Individual Combat, the card remains, face up, in its box on the game map, and if another Character is moved through that hex, will cause Individual Combat again. The four "real" Servants of Sauron include Balrog, Shelob, Barrow-wights, and a Giant Renegade Troll. 

Note: Gollum may never be matched against a Servant of Sauron.

Campaign Game Only: If the Fellowship player moves an Army through any hex containing a Servant of Sauron Eye, he does not have to stop and conduct Individual Combat, even if he has Individual Characters along with the Army. In this case, the Servant of Sauron card would not be revealed.

E.13 Nazgūl

There are nine Nazgūl in the game, including the Lord of the Nazgūl and Gothmog. The Nazgūl are Ringwraiths, enslaved undead spirits of the men to whom Sauron originally gave the Nine Rings of Power. They are the chief agents of Sauron, to whom they are absolutely beholden.

The Ring-bearer cannot avoid combat with Nazgūl by putting on the Ring. Should a Nazgūl succeed in killing the Ring-bearer, and thereby gain control of the Ring, he gains no benefit from the Ring (see Section M, The Ring). No Nazgūl can ever wear the Ring. However, if a Nazgūl succeeds in bringing the Ring to Barad-dūr, the Dark Power player automatically wins the game (see Section O, How to Win the Game).

Within certain restrictions explained in Section F.4, the Dark Power player can move a Nazgūl from any hex to any other hex during the Dark Power player's turn. Nazgūl can search the hex they occupy (see Section J). In Individual Combat, Nazgūl incur wounds as other Characters, but a Nazgūl can never be killed unless all it Endurance Level Chart boxes are marked off with wounds from Elven Swords or Sorcery (see E.3). A wound not caused by an Elven Sword or Sorcery that is incurred by a Nazgūl can be erased by the Dark Power player whenever he moves that Nazgūl to Dol-Guldur (W3218) or Barad-dūr (E1128). A Nazgūl whose Endurance Level Rating is "zero" (i.e., all boxes on the Endurance Level Chart are marked off) cannot participate in Individual Combat (see Section F). Nazgūl can utilize Sorcery (see Section H). Nazgūl may retreat Before Individual Combat (i.e., they may refuse combat with any Character simply by flying back to any Dark Power Citadel). However, once combat is joined, they may not retreat.

E.14 Lord of the Nazgūl

The most powerful Nazgūl of the Nine, the Lord of the Nazgūl was a sorcerer in his own right, a renegade from Numenor who came to Middle Earth late in the Second Age and became prominent and powerful as an independent ally of Sauron. It was to this Sorcerer ally that Sauron treacherously gave the greatest of the Nine Rings of Power, thus forever enslaving the Numenorian to his every whim, until the one or the other of them was killed. The Lord of the Nazgūl labored long and potently in the service of the Dark Lord, destroying the northern kingdom which Aragorn would have inherited had it lasted.

The Lord of the Nazgūl, like the other Nazgūl (see Section E.13), has unlimited movement, can execute Individual Combat against a Character wearing the Ring, perform searches, can be killed only by an Elven Sword or Sorcery, and can himself utilize Sorcery.

Campaign Game Only: The Lord of the Nazgūl can lead armies.

E.15 Gothmog

Gothmog was the second most powerful Nazgūl. He became the chief Lieutenant of Minas-Morgul (nee Minas Ithil) after that city was wrested from Gondor by Sauron's minions following a two year siege a millennium prior to the War of the Ring.

As with the other Nazgūl (see Section E.13), Gothmog can search, can fight a Character wearing the Ring (in Individual Combat), has unlimited movement, can only be killed by an Elven Sword or Sorcery, and can himself utilize Sorcery.

Campaign Game Only: Gothmog can lead Armies.

E.16 Mouth of Sauron

Another            renegade          Numenorian drawn to Sauron's service, the Mouth of Sauron, acted as the Dark Lord's ambassador and spokesman.

Like the Nazgūl, the Mouth of Sauron was an accomplished Sorcerer and Lieutenant of Barad-dūr.

Mouth of Sauron can utilize Sorcery (see Section H). Note that the Mouth of Sauron is not a Nazgūl (i.e., he may be killed "normally”.)

Campaign Game Only: The Mouth of Sauron can lead Armies. 

F. Movement of the Characters

During his player's turn, each player may move any of his Characters. How far a particular Character can be moved depends on that Character's Movement Point Allowance and/ or the Terrain Type moved through. A player may move only his own Characters, never his opponent's, and may move them only during his own Player Turn. In addition, the Dark Power player may be restricted as to the Number of Characters he can move by a limit on the Number of available Shadow Points (see Section I, Shadow Points: Limitations on the Eye). Mobilization (Section T) may restrict the movement of certain units in the Campaign Game.

F.1 The Game Map

The game map depicts Middle Earth as of the last years of the Third Age. Included on the game map is all terrain that in any way affects the play of War of the Ring. A hexagonal grid has been superimposed over the game map to regulate the positioning and movement of the counters representing the Characters. Each Character in the game is at all times considered to be "in" some hex on the game map. The counter representing that Character is, therefore, always positioned in that particular hex.

See the Terrain Key printed on the game map for a complete illustration of the different terrain types. The effects of each type of terrain on Movement (and, in the Campaign Game, on Army Combat) are listed on the Terrain Effects Chart (See separate sheet of charts).

F.2 How to Move the Counters

During his player's turn, a player may move all, some, or none of his Characters' counters, as he chooses (but see Section I, Shadow Points: Limitations on the Eye). Each counter (or group of counters starting the player's turn in the same hex) is moved individually, from hex to adjacent hex in a continuous path. No skipping or jumping over hexes is allowed (Exception; see F.5, Movement of Nazgūl). Counters may be moved in any direction or combination of directions, the path of a Character's movement may be as straight or as crooked as the player moving it desires.

F.3 The Movement Point Allowance and Terrain Types

Each Character in the game has a Movement Point Allowance. This is a Number (printed on the Character's counter, see Section E.1) which is equal to the Number of clear terrain hexes the Character may be moved into in any one player's turn. Clear terrain is a Terrain Type which "costs" one Movement Point per hex to enter. Other Terrain Types "cost" varying amounts of Movement Points per hex to enter. As a Character counter is moved from hex to hex. Movement Points are said to be "expended" according to the "cost" (in Movement Points) of the Terrain Type of each hex. See the Terrain Effects Chart, F.7 (printed on the separate sheet of charts), for a listing of these costs. Example:

Example: During his player's turn, the Fellowship player moves Frodo from hex W2820 to hex W2823, expending a total of five Movement Points (which is the maximum Number Frodo is able to expend in one player's turn). These are expended as follows: two to enter hex W2821 (a Forest hex), one to enter W2822 (a clear terrain hex), one to enter hex W2823 plus one to cross the River between hexes W2822 and W2823 (a River hexside).

A Character may be moved into any hex or hexes by the player controlling that Character during his player's turn, so long as the total Movement Points expended does not exceed the

Character's Movement Point Allowance. Note that the total Movement Points expended in each

Game Turn may be less than or equal

to the Movement Point Allowance, but can never exceed it (however, see F.5, Movement of Nazgūl). ln the example above, Frodo could have stopped in hex W2822 (expending only three Movement Points instead of five); once he was moved into W2823, however, he could not be moved any further that player's turn, as it required the expenditure of all five of Frodo's Movement Points to reach that hex.

For a list of the Movement Point costs of all the various Terrain Types, refer to the Terrain Effects Chart, F.7. Note that some terrain is considered to be "in" a hex (e.g., the Forest as in hex W2821), while other terrain is considered to be "along the side" of a hex (e.g., the River in the example). The Terrain Effects Chart lists the Movement Point costs is "enter" or "cross" such terrain, respectively.

Note: Some Terrain Types are totally impassable, and that some Terrain Types and particular places limit movement of one player's forces or the other's. See Section F.4, Impassable Terrain and Special Restrictions on Movement.

Note: In order to initiate combat, a player must move his Characters into a hex containing Characters controlled by the other player. See G and S (Campaign Game only).

F.4 Impassable Terrain and Special Restrictions on Movement

Mountain hexes and hexsides and Lake and Sea Hexes and hexsides are impassable. Players may not move their forces into or through such hexes (exception: see Section L.8, Elven Cloak and Elven Rope).

The Dark Power player may not move Nazgūl into any hex containing Characters controlled by the Fellowship player unless one or more of them has been spotted (see Section J, Search, Capture, and Escape), unless that hex contains a Citadel.

Players should note that they are, under most circumstances, allowed to move into a hex occupied by a Character controlled by the other player.

Towns and Citadels. Dark Power player controlled         Characters        (except for Nazgūl) may not be moved into any hex containing a Town or Citadel that is controlled by the Fellowship player.(At the start of the game, all Citadels and Towns are controlled by the Fellowship player except for Isengard, Dol-Guldur, Umbar, and the Citadels in Mordor. The Dark Power player may gain control of other Citadels, however, see Section K, Citadel Reduction.) Nazgūl may always be moved into a Citadel hex. Campaign Game: Armies (with any accompanying Characters) may be moved into Citadels.

Rivendell and Lorien. The Dark Power player may not move any of his forces into Rivendell (W2912) or the Province of Lorien. 

Campaign Game Only: The Dark Power player may move armies and any accompanying Characters into Lorien.

Paths of the Dead. The Fellowship player may not move any of his forces from Dunharrow (W2625), to W2626 unless Aragorn is among the forces so moved. No forces may ever be moved from W2626 to Dunharrow.

The Paths of the Dead may only be traversed once.

Misty Passes. No Characters may be moved into the

Misty Passes (hex W2912) unless a player has played a "Misty Passes Open" Event Card during the current Game Turn. Armies may never be moved through the Misty Passes (Campaign Game only).

Orodruin (Mt. Doom). No Armies may ever be moved to

Orodruin (E0929) by either player (Campaign Game only).

Morannon. Characters and (in the Campaign Game)

Armies may only be moved from E0726 to E0826 and vice versa at the pleasure of the Dark Power player. Exception: see Section N.10, Gate of Morannon. Roads and Trails. Roads and Trails may be used by

Characters (and Armies in the Campaign Game) in order to move faster and farther. A Character moved into a Road hex through a hexside crossed by a Road expends only ½ a Movement Point; a Character moved through a hexside which a Trail runs through expends one Movement Point only, regardless of the other terrain in that hex. If the hexside is not crossed by the Road (or Trail), then the full amount of Movement Points normally required for that terrain type must be expended.

Example: Boromir and Frodo move along a trail. Boromir reaches hex E0420, one Movement Point per Trail hex and half a Movement Point for hexes E0320 and E0420 for a total of five (his allowance). Frodo reaches E0319, he would need two Movement Points to reach E0416, because the trail in that hex does not intersect the hexside between E0415/E0416. Frodo moves along the trail to E0319 at one Movement Point per hex.

F.5 Movement of Nazgūl

Nazgūl are mounted on flying beasts, and do not expend Movement Points when moved. To move a Nazgūl, the Dark Power player must expend Shadow Points (see Section I, Shadow Points: Limitations on the Eye). Assuming he has the Shadow Points to expend and chooses to do so, the Dark Power player may move any of his Nazgūl from any hex on the game map to any other hex (excluding impassable terrain). He simply picks up the counter representing the Nazgūl and redeploys it on the chosen destination hex, (See Section F.4, Impassable Terrain and Special Restrictions on Movement), for limitations on the movement of Nazgūl.

F.6 Movement "Interruptions": Servants of Sauron and the Nazgūl

Whenever a Character is moved into a hex containing a Servant of Sauron symbol (an Eye), his movement may be interrupted while the Fellowship player determines whether or not a Servant of Sauron is present and if so, while Individual Combat is resolved (see Section E.12). Unless the Character is killed in a Duel with a Servant of Sauron, the player may then complete his movement, up to his Movement Point Allowance. Similarly, whenever a Character is moved into a hex containing one or more Nazgūl, his movement is interrupted while the Dark Power player conducts a Search (if he elects to do so, see Section J.2, Search Procedure during the Fellowship player's turn). He can then be moved on. Campaign Game Only: If the player moves a character or group of Characters into a hex containing only Armies that are not controlled by him, his movement is interrupted while the Dark Power player conducts a search, exactly as if the hex were occupied by one or more Nazgūl.

F.7 Terrain Effects Chart

(See separate sheet)

G. Individual Combat

« Whenever Characters controlled by opposing players are present in the same hex during a player's turn, at the option of either player, Individual Combat may be initiated after all movement of Characters has been completed. (Exception: Fellowship player Characters that have not been spotted via Search may not be engaged in Individual Combat unless the Fellowship player initiates it; see Section J, Search Capture, and Escape.)

As long as one player desires to have Individual Combat, the other must also have his Characters fight. Only if both players wish not to fight is Individual Combat stopped. (Exceptions: The Ring-bearer, who may terminate combat by donning the Ring; Nazgūl, who may retreat before combat, see Section E.13.) furthermore, there are two exceptions to the Combat after Movement rule: Combat with Servants of Sauron and an Attempt to Seize the Ring. The former occurs during movement and movement may continue after combat is resolved. The latter may occur at any time; see Section G.3.

G.1 How to Resolve Individual Combat

Individual Combat always consists of one or more Duels between opposing sets of Characters. A Duel is fought in Rounds. Each player adds the Combat Value and Morale Value of his Character together and then subtracts from that sum the Number of wounds (if any) marked for that Character on the Endurance Level Chart (see Section E.3, How to Use the Endurance Level Chart). The resulting totals for each Character are compared: each player subtracts the total of the other player's Character from his own Character's total to obtain a Combat Differential. Players should note that a Character's total can be zero. Referring to the Individual Combat Results Table (G.4), each player rolls the die, and cross references the result with the column corresponding to the Combat

Differential. The players record any resulting wounds on the Endurance Level Chart. This completes one Round of Individual Combat. If both players desire to stop, the Duel is ended; if not, it continues an indefinite Number of Rounds until one or the other Character (or both) has all his boxes on the Endurance Level Chart marked for wounds (in which case, he is dead, unless he is a Nazgūl; see Section E.3).

Example: During the Dark Power player's turn, Nazgūl 3 is moved into a hex containing Frodo, who has been spotted (see Section J, Search, Capture, and Escape) and can thus be attacked. After the Dark Power player has finished moving all other Characters, he decides to engage Frodo with the Nazgūl in a Duel. Neither Character has any wounds marked on the Endurance Level Chart. The Dark Power player totals the Nazgūl's Combat Value and Morale Value (subtracting nothing for wounds, as the Nazgūl has none): 3+(2)-0=5 . The

Fellowship player totals Frodo's Combat Value and

Morale Value (also subtracting zero for wounds): 1+(3)0=4. These totals are subtracted from each other to determine the Combat Differential for each Character. For the Nazgūl, the Dark Power player subtracts Frodo's total from Nazgūl 3's total (5-4=+1); inversely, the

Fellowship player subtracts Nazgūl 3'sꞏ total from

Frodo's to determine the Hobbit's Combat Differential (45= -1). Each player now rolls the die for an attack by his Character on the other's and consults the appropriate column on the Individual Combat Results Table, (G.4; printed on the separate Chart Sheet). Assume the Fellowship player rolls a three for Frodo's attack and the Dark Power player rolls a one for the Nazgūl's attack. A die roll of three on the, 1 column (Frodo's attack) calls for a result of one wound for the defender (Nazgūl 3). A die roll of one on the 1 column (the Nazgūl's attack) calls for a result of no effect (i.e., no wounds for either Character). The Nazgūl's first box on the Endurance Level Chart is marked off (see Section E.2), completing one Round of the Duel.

The Fellowship player now offers to cease the Duel, but the Dark Power player insists on continuing. As both players do not agree to end the Duel, a second Round is necessary.

Both players again determine their Character's respective Combat Differentials (they must take account of any changes due to wounds). Each adds the Character's Combat Value to his Morale Value, subtracts the Number of wounds, and compares the resulting total to the opposing player's Character's total. For Frodo, Combat Value plus Morale Value minus wounds equals four (1+(3)-0=4). For the Nazgūl, Combat Value plus Morale Value minus wounds equals four, (3+(2)-1=4). Therefore, the Combat Differential for each Character is the same; zero (4-4=0). Consulting the "O" column of the Individual Combat Results Table, the Fellowship player rolls a five while the Dark Power player rolls a two. The Fellowship player's die roll for Frodo's attack calls for a result of one wound for the attacker (Frodo) and two for the defender (Nazgūl 3). The Dark Power player's roll for the Nazgūl's attack results in one wound for the attacker. Thus, Frodo's first box on the Endurance Level Chart is marked, while both of the Nazgūl's remaining boxes are marked. As all of the Nazgūl's boxes on the Endurance Level Chart are now marked, the Duel is over (although, if the Dark Power player has additional Characters in the same hex as Frodo, Individual Combat may continue, see Section G.2). Note that as Frodo is not using an Elven Sword, the Nazgūl is not dead, even though he may no longer fight. See Section E.3.

G.2 When more than Two Characters are Involved in Individual Combat

When one player has a Character, and the second player has more than one Character present in a hex, the second player can select any one Character to oppose the first player's Character.

When both players have more than one Character present, the player with fewer Characters chooses which of his Characters will fight first, and then the second player selects which of his Characters will fight. Ift he Number of opposing Characters is even, the player whose player's turn is in progress chooses first.

Whenever a Character is killed, if the owning player has another Character(s) present in the hex, he must continue the Individual Combat with that (his choice of) Character unless the opposing player agrees to cease Individual Combat. Individual Combat continues, with further Duels as necessary until only Characters belonging to one player remain in the hex, or both players agree to halt it. Note: A player may only choose which of his own Characters in a hex will first participate in Individual Combat; he may not choose among his opponent's Charactersꞏ that is up to the other player's preference'. Exceptions: (see Sections E.5, E.7, E.9, and E.10).

G.3 When Individual Combat is Caused by an Attempt to Seize The Ring

An Attempt to Seize the Ring (see M.3 for details on how this occurs and who may do it) is a specialized form of Individual Combat, and players should be careful to differentiate it from Individual Combat with the Ringbearer. In the latter instance, such Individual Combat with the Ring-bearer takes place in the normal course of events (at the end of all Movement); "furthermore, the player whose Character is fighting the Ring-bearer may have no idea that the Ring-bearer is actually the Ring-bearer! That combat is resolved normally, unless the Ring-bearer chooses to put on the Ring (which would, for most opponents, end all combat as they couldn't then see the Ring-bearer).

In contrast to standard Individual Combat, an Attempt to Seize the Ring always involves two Characters only in a fight to the death. The Character who is victorious gets the Ring, regardless of who else is in the hex, and unless it is the right time for standard Individual Combat, that winner, the new Ring-bearer, may not be attacked again (unless it is another Attempt to Seize the Ring).

G.4 Orcs and Combat (Character Game Only)

Orc bands that are transporting captives, etc., back to Mordor or any other place, may not be attacked by the Fellowship player.

Furthermore, they may not attack Fellowship Characters. They are used solely for Search, Capture and transporting captives. Fellowship characters are free to enter hexes occupied by Orc bands; however they will be subject to Search and Capture if they do so.

G.5 Individual Combat Results Table

(See separate sheet)

H. Sorcery

Several Characters who took part in the War of the Ring were accomplished at sorcery. Chief among these were the wizards, Gandalf and Saruman; also powerful were the bearers of the Elven Rings of Power, Galadriel (who wore Nenya, the Ring of Waters) and Elrond (who wore Vilya, the Ring of Firmament). (Gandalf wore Narya, the Ring of Fire).

Among the followers of Sauron, the most potent was the Lord of the Nazgūl, whose career as a Sorcerer pre dated his acquisition of the most powerful of the Nine Rings of Power. The other eight Nazgūl (including Gothmog) all had some aptitude as Sorcerers as well. Finally, the Mouth of Sauron, although he was not a Ringwraith, was a minor sorcerer.

If a character who can employ Sorcery is present in a hex in which Individual Combat or Any Combat (Campaign Game only) occurs, the player controlling that Character can use Sorcery to affect the resolution of any Individual Combat involving that Character and/or any Army Combat (Campaign Game only) in which that Character acts as a Leader (see Section S.6).

H.1 Sorcery and Individual Combat

Whenever a player has a Character with a Sorcery Rating involved in Individual Combat, he has the option of having that Character utilize Sorcery. The player must decide whether or not Sorcery will be utilized prior to rolling the die for the combat resolution, and so inform the opposing player.

Rather than referring to the Individual Combat Results Table to determine the effects of the Character's attack, the player rolls one die and refers to the column of the Sorcery Table corresponding to that Character's Sorcery Rating. Cross referencing the die roll with the column, the player finds a result which is the Number of wounds applied to the opposing player's Character. The opposing player's Character's attack is resolved normally.

In the event that both players elect to use Sorcery in the same Individual Combat, both players roll the die and refer to the Sorcery Table, and compare the results obtained from the Table. The difference between the lower result and the higher result is the Number of wounds inflicted on the Character belonging to the player who obtained the lower result. The Character belonging to the player who obtained the higher result is unscathed. If the results are equal, then neither Character is reduced any Endurance Levels.

H.2 Sorcery and Army Combat (Campaign Game Only)

Players may have a Character with a Sorcery Rating utilize Sorcery when acting as a Leader in Army Combat (see Section S.6). Before the Attacking player rolls the die, he must announce whether or not his Leader is using Sorcery. He then gives the Defending player the opportunity to say if his Leader will do so. Any player choosing to utilize Sorcery rolls the die and cross references the die roll with the appropriate column. The resulting Number is added to the Leader's Morale Value for this Combat resolution die roll (only). Note that only a Character who is acting as the Leader of an Army may utilize Sorcery to affect Army Combat.

H.3 Sorcery Table

(See separate sheet)

I. Shadow Points: Limitations on the Eye

Sauron cannot attend to everything at once. There are the Nazgūl to direct, Saruman to watch, Denethor to debilitate, the Ring-bearer to search for, the southern allies to keep in line, and his enemies to cope with. Thus the eye, the Dark Power player, despite nearly unlimited potential power is limited in what can be accomplished at any one time.

Each Game Turn, the Dark Power player receives a certain Number of Shadow Points. Each time the Dark Power player moves his forces or involves them in combat, Shadow Points are expended. The Dark Power player can only perform actions for which there are Shadow Points available to be expended. Therefore, the actions that can be accomplished by the Dark Power player in any one game turn are limited by the Number of Shadow Points that are available.

I.1 The Use of Shadow Points

Most varieties of movement and combat by his forces require the Dark Power player to expend Shadow Points. For example, to move one of the Nazgūl costs the Dark Power player two Shadow Points (see Section 1.3, Schedule of Shadow Point Costs); if he has no Shadow Points to expend on such a movement, he could not carry it out.

Each game turn, at the beginning of the Search Phase, the Dark Power player secretly selects and records a Shadow Points Letter (A, B, C, D, E, or F) and then rolls the die and consults the Shadow Points Table (1.2). Cross referencing the die roll with the Shadow Point letter selected yields the Number of Shadow Points available. For example, if the Dark Power player selected an A, and rolled a 2, he would have ten Shadow Points available, a Number that he keeps secret until the end of his player's turn.

The Dark Power player does not have to expend all his Shadow Points during any given Game Turn. However, unused Shadow Points cannot be accumulated; if any are not used by the end of the Game Turn, they are lost and may not be used the following Game Turn.

The Dark Power player must keep track of the Number of Shadow Points expended as the Game Turn progresses, and take care not to expend more than he has available. Printed on the game map is a Shadow Points Track. Using the Shadow Points Marker, the Dark Power player marks the Number of Shadow Points which he expends, in effect keeping a running tally. Thus, if he were to move one of the Nazgūl, at a cost of two

Shadow Points, he would move the marker from the "zero" box of the Shadow Points. Track to the "two" box, indicating that he has used two Shadow Points.

During the Game Turn Indication Phase, the Dark Power player must reveal to the Fellowship player the Shadow Point Letter which he secretly selected, in order to demonstrate that he has indeed not expended more Shadow Points than were available. If, inadvertently, the Dark Power player uses more Shadow Points in a Game Turn than he had available, he forfeits all Shadow Point allotments for the remainder of the game.

I.2 Shadow Points Table

(See separate sheet)

I.3 Shadow Point Cost Schedule (Character Game)

(See separate sheet)

I.4 Shadow Point Cost Schedule (Campaign Game)

(See separate sheet)

J. Search, Capture, and Escape

Fellowship player controlled Characters cannot be attacked (see G) or captured until they are spotted. In order to spot a Fellowship player controlled Character, the Dark Power player must conduct a successful search of the Province occupied by that Character.

During the Game Turn, the Dark Power player has two opportunities to search: during the Search Phase and

during the Fellowship player's turn. Also, during the Search Phase and during the Fellowship player's turn, spotted Characters may be captured by Dark Power player controlled Orcs. During the Fellowship player's turn, captured Characters may attempt to escape. Limitations. The Dark Power Player may not conduct search or attempt capture during his own player's turn. There is no Individual Combat allowed during the Search Phase (exceptions: see Sections E.5, E.9). The Fellowship player may attempt escape only at the beginning of his player's turn (prior to any movement). Search may not be conducted in Town or Citadel hexes.

Note: The Dark Power player controlled Characters are always considered spotted; hence the Fellowship player never conducts searches.

Campaign Game only: Fellowship controlled Characters that are in the same hex as a Fellowship controlled Army are never considered to be spotted and can never be captured.

J.1 Search Procedure During the Search Phase

Immediately after the Dark Power player has determined how many Shadow Points he will have for the current game turn, he draws the card from the bottom of the Search Card deck and places it face up on the top of the deck. Each Search Card lists a force of either three Nazgūl or a certain sized group of Orcs, as well as several Provinces. If one or more of the listed Provinces contain Fellowship player controlled Characters who have not been spotted, then the Dark Power player may (by expending the requisite Number of Shadow Points) use the Nazgūl or Orcs to search for the Characters. Note: Searches in Gorgoroth and Nurn are automatic in that the Sauron player need not draw a card to search in Mordor.

Search. For any hex in a Province listed on the Search Card containing one or more Characters who are not spotted, the Dark Power player may expend sufficient Shadow Points to move the listed force to that hex and roll the die and consult the Search (Table J.7) to determine if he has spotted the Character(s). 

A, 1 die roll modifier is subtracted to the Search roll on character groups that used a road during movement. 

If more than one hex in a Province (or in more than one Province) listed on the Search Card contain Characters who are not spotted, the Dark Power player may split the listed force in any manner he sees fit to search is split to search two hexes, the Dark Power player must expend two Shadow Points. (Splitting Nazgūl is not more expensive, as in the Character Game each Nazgūl moved costs two Shadow Points anyway.)

Spotting. The counter of any Character who is spotted, excepting any Hobbit, is immediately turned face up and his identity revealed. The identity of any Hobbit spotted is not revealed; merely the fact that he is a Hobbit. (Note that as the counters of both spotted and unspotted Hobbits remain face-down, the Fellowship player must keep track of which Hobbits are spotted at any point in the game.)

The results of being spotted remain in effect until the end of the game turn in which the search occurred.

Placement of Orcs and/or Nazgūl during the Search Phase. If the Dark Power player succeeds in spotting one or more Characters in a hex, he may place the searching force of three (fewer if split) Nazgūl or listed Number of Orcs (see Section J.3) in that hex. Or, if previously spotted Characters are present in any hex in a listed Province, the designated Number of Orcs (see J.3) or Nazgūl may be placed in that hex (at the appropriate cost in Shadow Points). Note that if a search attempt fails to spot any Characters, then no Orcs or Nazgūl may be placed on the game map, despite the expenditure of Shadow Points (the Orcs or Nazgūl are assumed to have moved through the Province and returned home having seen nothing).

Example: The Dark Power player draws this Search Card:

There are three unspotted Fellowship player controlled Characters in hex W2724 (in Rohan). The Dark Power player decides to attempt to search for them. He indicates the expenditure of six Shadow Points on the Shadow Points Track (two for each Nazgūl, see Section I.2, Schedule of Shadow Point Costs), and rolls the die, obtaining a 3. Consulting the Search Table (J.7) it is seen that he has failed to spot the Characters. Therefore, he may place no Nazgūl in hex W2724, and if he has no further search attempts to resolve, the Search Phase is over.

If a 2 had been rolled instead, then the Dark Power player's search would succeed in spotting the Characters. The Fellowship player turns two of the three counters face up, to reveal Gimli and Legolas, and informs the Dark Power player that the third Character is a Hobbit. The Dark Power player places three Nazgūl selected from anywhere on the map in hex W2724. Unless the Dark Power player has more search attempts to resolve, the Search Phase is over. Remember: Nazgūl cannot attempt capture.

J.2 Search Procedure During the Fellowship player's turn

During the Fellowship player's turn, the Dark Power player may search any hex containing Nazgūl or Orcs entered by unspotted Fellowship Characters (a hex in which unspotted Characters begin the Turn may not be searched unless the Fellowship Characters are not moved from the hex or other Fellowship Characters enter it). It costs no Shadow Points to Search during the Fellowship player's turn. During the Turn, any non-Nazgūl Dark Power Character equals one Search Point.

J.3 Deployment of Orcs

If the Dark Power player succeeds in spotting Fellowship Characters during the Search Phase (see Section J.1), he may have the option of deploying Orcs on the game map. Examine the counters depicting Orcs.

Each counter represents a certain Number of Strength Points of Orcs. If the Dark Power player has the option to deploy counters representing Orcs on the game map, he merely selects the appropriate Number of Strength Points of Hand Orcs or Eye Orcs from among the counters not in play and places them on the game map. Each Search Card lists the Number of Strength Points of Orcs and the type to be deployed. Note that the listed Number of Orcs may be split between two (or more) hexes; see Section J.1. Note: Uruk-hai are considered to be Orcs for all game purposes, including search.

J.4 Capture

During any Search Phase or Fellowship player turn, Fellowship controlled Characters may be captured by the Dark Power player. They may be captured only if they have been spotted, and only Orcs may capture Characters. Nazgūl may not capture Characters. To effect a capture, the Orcs must be in the same hex as the Character(s).

In resolving an attempt to capture a Character, the Dark Power player makes use of the Search Table and Capture Ratings of his intended victims. A Capture Rating of "3" means the Character has a Capture Range of 1-3. If the Dark Power player has successfully Searched the hex, and the die result obtained enables him to try a Capture (see J.7), he then rolls the die again; if that result falls within the Capture Range of the spotted, intended victim; that character is captured. 

A +1 die roll modifier is added to Capture rolls on character groups in a rough or forest hex.

There may not be more than one capture attempt for a given Character in any hex that Character is moved to during a player's turn. If the Character begins the player's turn in a hex with Orcs and is moved out, there may not be any attempt to capture. If such a Character is not moved out of the hex, then there may be a capture attempt. If a Character is captured, place his counter under the capturing unit.

At the beginning of the Dark Power player's turn, any Orcs that do not "possess captives" are removed from the game map (Character Game only). Any Orcs that do possess captives may be moved along with their captives up to their printed Movement Point Allowance by the Dark Power player, assuming he expends the required Shadow Points. (If he does not, he cannot move them that game turn.) Captive Characters may not be moved by the Fellowship player, nor may they engage in or be engaged in Individual Combat so long as they remain captured. Eye Orcs are controlled by Sauron, and must attempt to bring any captives to Barad-dūr. Hand Orcs are controlled by Saruman, and attempt to transport any captives to Isengard. In the Campaign Game, Orcs without captives are not removed.

If a Character is captured, the Dark Power player must be informed as to any Magic Cards in the possession of the Character. However, if the Character subsequently escapes, he is assumed to successfully retain all magic items (see Section L.1, Possession of Magic Cards by Characters).

The precise identity of any captured Hobbit need not be revealed to the Dark Power player (only that it is a Hobbit). The counter is never turned face up.

J.5 Escape

At the beginning of the Fellowship Player Turn, the Fellowship player may have any captive Characters attempt to Escape. For each such Character, he rolls the die and consults the Character's Escape Range (see Section E.2). If the die roll result falls within the Escape Range, then the Character has succeeded in escaping and may be moved normally that player's turn. If not, the Character remains captured. (See also Sections N. 13 and N.20).

Citadels: It is not possible to Escape from Barad-dūr. Escape from lsengard is possible only by using 'Eagles!'. Characters add a +1 die roll modifier to Escape rolls for when held at a citadel.

J.6 How Long Characters Remain Spotted

A character remains spotted if he stays in the Province in which he was spotted, unless he moves into a Citadel hex. A Character who escapes is considered to have been spotted in the Province in which he escaped. (and therefore remains spotted until he leaves that Province or enters a hex containing a Citadel). When a spotted Character is moved out of the Province he was spotted in or into a hex containing a citadel, his counter is once again inverted.

Note: Dark Power Characters are always considered to be spotted, and are always deployed on the game map with the face of the counter up.

J.7 Search Table

(See separate sheet)

K. Reduction of Citadels (Character Game Only)

Certain hexes in the game contain Citadels, strongholds in which characters can stay in relative safety Previous rules have discussed the effects of Citadels on movement, search and combat. In the Character Game, in which Orc Armies are not used for Military purposes, the Citadels may be reduced and captured only by Nazgūl, and only after Mordor has been "mobilized" (see Section K). Citadel Reduction is undertaken during the Dark Power player's turn; it is resolved after all other movement and combat.

There are three Citadels controlled by the Fellowship player that must be reduced and captured for the Dark Power player to attain a Military Victory. See Section O.

K.1 Mobilization of Mordor

Mordor is considered to be mobilized immediately after any Hobbit is spotted (see Section J, Search, Capture, and Escape), or on game turn Seven (5-11 February), whichever comes first. Until Mordor is mobilized, the Dark Power player is prohibited from moving any Nazgūl into Citadel hexes controlled by the Fellowship player (see Section F.4).

K.2 Citadel Reduction and Fellowship Leader Intervention

The Dark Power player must have at least four Nazgūl present in a Citadel hex to attempt Citadel Reduction. Citadel Reduction attempts are resolved during the Dark Power player's turn, after all movement has been completed (if any) and after all Individual Combat (if any) has been resolved. To attempt Citadel Reduction, the Dark Power player must expend one Shadow Point for each Nazgūl present in the hex. (Note that this cost is for Nazgūl that are present in the hex, i.e., it is additional to the Shadow Point cost of moving the Nazgūl to that hex.) After these Shadow Points are expended (and the Shadow

Points marker adjusted accordingly), the Dark

Power player may resolve any Citadel Reduction attempt(s) using the following procedure:

The      Dark     Power   player subtracts 3 from the total Number of Nazgūl in the Citadel hex.     This      is          the             Citadel Reduction Total. The Dark

Power player rolls the die. If the result of the die roll is less than equal to the Citadel Reduction Total, the Citadel is considered to have been reduced, and is controlled by the Dark Power player for the remainder of the game.

The Fellowship player may affect the Citadel Reduction Total of a hex if he has Aragorn, Boromir, and/or Gandalf present in that hex. For each of these Characters present, the Citadel Reduction Total is reduced by l.

For example, assume Boromir and six Nazgūl are present at Minas Tirith (E0428) at the beginning of the Dark Power player's turn. After all movement and Individual Combat is resolved, the Dark Power player determines to attempt Citadel Reduction of Minas Tirith. (Note that as Minas Tirith is Friendly to the Fellowship player, the Nazgūl cannot engage Boromir in Individual Combat unless the Fellowship player initiates it, as Boromir is not spotted; (see J.6.) The Dark Power player expends six Shadow Points and rolls the die. The Citadel Reduction Total is 2, six Nazgūl minus three minus one for Boromir equals 2.On a die roll of 3, Minas Tirith is not reduced and remains Friendly to the Fellowship player. On a die roll of 2, the Dark Power player would capture the Citadel.

K.3 Effects of Citadel Reduction

If the Dark Power player succeeds in capturing a Citadel, that Citadel is controlled by him for the remainder of the game. Any Fellowship controlled Character(s) in a Citadel hex successfully reduced by the Dark Power player may be engaged immediately in Individual Combat by the Nazgūl in that hex or placed in any adjacent hex at the discretion of the Dark Power player. He is considered spotted. But also (see Section N.13, Eagles!) (Remember that this rule is in effect only for the Character Game; in the Campaign Game, Section S.4 applies.)

L. Magic Cards

« There are 14 Magic Cards in the game, each of which is designated by the Elven transliteration of the word

"magic" on the back. Each Magic Card represents some item or artifact with special properties. A Magic Card may be "possessed" by a particular Character, and that Character's abilities may be augmented because of it. Under certain circumstances, Magic Cards may be exchanged between

Characters. Note that there is a Rules Section detailing specific rules for Magic Card 43, Section M, The Ring.

L.1 Possession of Magic Cards by Characters

Only Characters controlled by the Fellowship player (excluding Gollum) can "possess" Magic Cards (exception, see Section M, The Ring). Whenever a Character is "in possession" of a Magic Card, the Fellowship player places that card under the card representing that particular Character. For example, at the start of the Character Game (see Section C.3, How to Set up the Cards), Card 43 (the Ring) is placed under Card 3

(Frodo). No Character can ever possess more than three Magic Cards at once.

If a Character in possession of a Magic Card is killed in combat, the Magic Card is removed from the game and the item it represents is considered lost, unless another Fellowship player controlled Character is present in that hex (exception: see Section M, The Ring). In that case, the other Fellowship player controlled Character may "retrieve" the item and gain possession of the Card. However, a Character may only "retrieve" a Magic Card after all Individual Combat in that hex has been completed. If the second Character already has three Magic Cards, he may only retrieve a fourth by surrendering one he already has, which is then removed from the game.

Unless the Fellowship player chooses to reveal ownership of a Magic Card (either by playing a particular Event Card or by demonstrating an advantage in Combat), he never has to reveal which Magic Cards (if any) are possessed by a particular Character, or even which ones any of his Characters possess. Of course, the Dark Power player does know that Frodo has the Ring at the start of the game.

A character who is captured does not lose any Magic Cards possessed, although the Dark Power player must be informed what Magic Cards (if any) any Character who is captured possesses (excepting the Ring). However, if the Character succeeds in escaping (see Section J.5, Escape), he is assumed to escape with any Magic items intact. Exception, see Section L.11.

L.2 How the Fellowship player Gets Magic Cards from Magic Card Boxes

At the start of the game, all of the Magic Cards except the Ring are placed in Magic Card boxes on the game map according to the list in Section C.3. Each box corresponds to a hex on the game map. Whenever the Fellowship player has one or more Characters in a hex corresponding to one of the Magic Card boxes, he may take and distribute any Magic Cards (excepting the three Palantiri: see below). No Character may possess more than three Magic Cards at once. Note that during his very first player's turn, the Fellowship player can take the four Magic Cards from the Magic Card box corresponding to Rivendell (W2812) and distribute the cards among his Characters before he moves his Characters out of that hex. Once taken from a Magic Card box, a Magic Card may not be returned to that or any other Magic Card box. Once all Magic Cards have been taken from a box, no more can be obtained by a Character in that hex. A Character need not take a Magic Card he is incapable of using (e.g., Hobbits cannot use Shadowfax). In such a case, a card may be left where it is for later use.

In the Character Game, a Fellowship player controlled Character in hex E0428 may acquire the Palantir of Minas Tirith (Card 44) simply by moving to hex E0428. No Fellowship player controlled Character may ever get either of the other two Palantiri. In the Campaign Game, a Fellowship player controlled Character in hex E0428 may acquire the Palantir of Minas Tirith if, and only if, Denethor has been killed. The Palantir of Orthanc (Card 45) may be acquired by a Character in hex W2421 if Isengard has been captured. The Palantir of Minas Ithil (Card 46) may never be acquired by a Fellowship player controlled Character. If Barad-dūr (El 128) is captured, the Palantir is considered destroyed, and the Card in the corresponding Magic Card box is removed from the game.

L.3 How Magic Cards May be Exchanged Between Characters

If the Fellowship player has two or more Characters in the same hex, he may have them exchange Magic Cards. He may do this freely and without any other limitation at any point during the Game Turn, except whenever one of his Characters is involved in Individual Combat (i.e., the die has been rolled at least once). The Fellowship player simply moves the Magic Card(s) in question from under one Character Card to another. The Ring may not be so exchanged, see Section M.

L.4 The Three Palantiri 

The Palantiri were ancient "seeing stones”, rendered eons prior to the War of the Rings by Elven craftsmen. They were globes of crystal which, when peered into, could transport the perceptions of the user to any time or space desired. Originally seven in Number, only three remained useful at the time of the War of the Ring, and these were more or less under the influence of Sauron.

The three Palantiri include the Palantir of Minas Tirith (Card 44), the Palantir of Orthanc (Card 45), and the Palantir of Minas Ithil (Card 46). At the start of the game, they are each placed in a Magic Card box on the game map.

Fellowship player controlled Characters may acquire a Palantir under circumstances detailed in Section L.2. In the Character Game, there are two Event Cards which bear on the disposition of Palantiri: "Wizard Employs a Palantir" and "Sauron Employs a Palantir.'' In the Campaign Game, two additional Event Cards that require Palantiri are used: "Aragorn Uses a Palantir: Sauron Challenged" and "Denethor Peers in Palantir and Sees Doom.

In addition to having the Palantiri activated by the above Event Cards there is an additional, special circumstance under which a Palantir may be used. Once, and once only, any unspotted Fellowship Character in possession of a Palantir (it matters not which one) may peer into the Palantir. This has the following results:

a.       The opposing player (in the Three player game, the player designated by Fellowship player), if in possession of another Palantir, must reveal to the Fellowship player at least half of the Event Cards he has in his hand. Thus, if the player has three Event Cards, he must reveal two of them; if he was two or one, he reveals only one. These cards are not discarded; they are simply revealed.

b.       The Fellowship player must reveal to the opposing player the name of the Character using the card, his location, and any Magic Cards possessed by that Character.

c.       If the opposing player is the Dark Power player then the Dark Power player must use one Shadow Point, unless he has already used his maximum allotted for that Game Turn.

L.5 The Three Elven Swords

The three Elven swords are

"Sting" (Card 47), "Glamdring" (Card 48), and "Anduril" (Card 49). Sting was acquired from a cache of treasure gathered by Trolls by Frodo's cousin, Bilbo Baggins, on the latter's celebrated journey "There and Back Again" (see The Hobbit). The same cache also contained Glamdring. Anduril was a new name for an ancient sword (nee "Narsil") that had been broken at the siege of Baradur late in the Second Age when Sauron defeated Elendil, Aragorn's ancestor, in hand-to-hand combat (although Sauron lost that decisive battle and his Ruling Ring was cut from his hand by the broken hilt of Narsil, thus setting the stage for the War of the Ring more than 3000 years later).

Each Elven sword augments the combat ability of any Character in possession of it. Any Character possessing one of the Elven swords has his (or her) Combat Value increased by one. For example, if Gandalf the White possessed Glamdring, his Combat Value would be three (instead of two) in any Individual Combat.

Alternatively, if Aragorn (only) possesses Anduril, his Morale Value (not his Combat Value) is increased by one. players will note that this makes no difference, in effect, for Individual Combat, but in the Campaign Game, it increases Aragorn's potency as an Army Leader.

No Character may ever possess more than one Elven sword at any one time. Elven swords (and Sorcery) are the only means of killing Nazgūl (see Section E.13).

L.6 Lembas

Lembas was a tasty and energizing travelers' cake prepared by Elves. It was formed in thick wafers and wrapped in mallorn leaves, and it could remain fresh for weeks. One cake could sustain a traveler for a full day.

Lembas increases a Character's ability to move for one game turn. All passable terrain can be moved through at a rate of one Movement Point expended per hex entered (see Section F, Movement of Characters). Lembas can be utilized by any Character (or group of Characters that are in the same hex at the start of the game turn) who possess the Lembas Magic Card (50) during any Fellowship player's turn (only). A group of Characters using Lembas may be split up (and each member still receives the Lembas movement benefit).

Lembas can be utilized only once per Game. In any game turn one or more Characters utilize Lembas, the Card must be removed from play for the rest of the game.

L.7 Mithril Mail

Mithril was a mineral that combined the best qualities of silver and steel. It was as bright as the former, stronger than the latter, and lighter than either. It was also extremely rare. The small, finely wrought mail suit and helmet set that is represented by Magic Card 51 was found in the dragon Smaug's hoard of treasure (see The Hobbit).

The Mithril Mail suit allows any Hobbit possessing it to sustain attacks that would otherwise be fatal. Any Individual Combat result obtained against such a Hobbit is reduced in effectiveness. A result calling for one "wound" (see Section G.4, Individual Combat Results Table) against the Hobbit is ignored; any result calling for more than one wound against or the death of the Hobbit causes only one wound to be inflicted.

L.8 Elven Cloak and Elven Rope

These are Elven-wrought items of great craftsmanship. The Elven Cloak (Card 52) is made of a material which blends, chameleon-like, into the background, making the person wearing it very difficult to spot. The Elven Rope (Card 53) is an especially strong length of heavy cord.

Any die roll made by the Dark Power player to resolve an attempt to capture a Character in possession of the Elven Cloak is increased by "two" before it is matched against that Character's Capture Range (see Section J.4, Capture).

Any Character (or group of Characters) who start the game turn in the same hex) who possesses the Elven Rope Magic Card can pass through any one hex on the game map, impassable or not, at a cost of four Movement Points during a Fellowship Player turn (only). No Character can end movement in an impassable hex; he must be moved into and out of such a hex in the same Fellowship player's turn. Elven Rope can be used only once per game. In any Fellowship player’s turn that one or more Characters use Elven Rope, the card must be removed from play for the game's duration. Elven Rope may not be used for tunnels, passes, or gates.

L.9 Galadriel's Light

Galadriel's Light (Card 54) was filled with an amber fluid, and could emit a powerful light.

Any Character (or group of Characters who start the game turn in the same hex) who possess Galadriel's Light can be moved through any tunnel hexside at the cost of + 1 Movement Point. If a Character in Individual Combat with Shelob (Card 39) possesses Galadriel's Light, one is added to that Character's Combat Value in that Individual Combat (only).

L.10 Athelas

Athelas was an herb that grew in scattered areas of Middle Earth. It exhibited potent healing capacities, when properly used.

Any one Character in possession of the Athelas Magic Card (55) can be "cured" of all wounds caused by Individual Combat (i.e., have them erased from the Endurance Level Chart). Athelas can be used at any time during the game turn except when the Character in possession of it is involved in Individual Combat. Athelas affects only wounds caused by Individual Combat; it has no effect on Ring Fatigue (see Section M).

Athelas can be used only once per game. In any game turn that the Character possessing Athelas uses it to "cure" his wounds, the card must be removed from play for the remainder of the game

L.11 Shadowfax

Shadow was a silver grey horse of Rohan who could run faster and longer than any other. The Rohirrim being a semi nomadic people, with a high regard for horses, this put Shadow in class all his own.

A Character in possession of the Shadowfax Magic Card (56) can be moved up to eight Movement Points per Fellowship player's turn.

A Hobbit cannot possess Shadowfax (i.e., ride him alone), but a Hobbit may be carried by Shadowfax in addition to the Character in possession of the horse.

Shadowfax may never enter any impassable terrain (hex or hexside), Mordor or tunnel hexside, nor may the horse be transported by Eagles. Should the Character in possession of the horse either pass through an impassable terrain or escape from captivity utilizing Eagles (see Section N.13), the Shadowfax Magic Card is removed from play for the remainder of the game.

M. The Ring

The "One" or "Ruling" Ring is the raison d'etre for the entire war. Forged nearly 5,000 years before by Sauron, possession of the Ring lends a person of powerful presence a tremendous enhancement of his natural ability and inclination to imposeꞏ his will upon others. Corrupting the best of intentions by granting the power to enforce them unconditionally upon others, the Ring gradually saps the bearer's ability to discriminate means from ends until eventually, only one imperative is left to him, the need to dominate. Conversely, the corruptive quality of the Ring totally overwhelms a person of lesser natural power, until he is no longer the master of his own fate. Although the Ring may be his to have, it is he who belongs to the Ring.

The Ring was lost to Sauron at the end of the Second Age, and now its disposition is crucial to the Dark Lord. In forging the Ruling Ring, Sauron actually imbued it with a great portion of his own potent life force. It is the continued existence of the Ring, even far away and in someone else's possession, which now sustains the existence of his spirit and will, eons after the demise of his own physical form. Were he now to gain possession of the One Ring, reuniting substance with essence, his power would be beyond imagination, and his domination would be complete. On the other hand, were the Ring to be destroyed, the last potential material focal point for Sauron's spirit would be gone, and he would at last scatter away into nothingness.

« At the start of the game, the Ring is possessed by a Fellowship player controlled Character. The Character can either wear the Ring (which has both advantages and disadvantages) or simply carry it. Should that Character (or any other Fellowship controlled Character in possession of the Ring) be moved to Orodruin (E0929) and throw the Ring into the Crack of Doom, the Fellowship player wins the game. On the other _hand, should any Dark Power controlled Character carry the Ring to Barad-dūr (Ell28), the Dark Power player wins the game.

M.1 The Ring-bearer

« Any Character in the game who has a Ring Rating may carry the Ring. A Character carrying the Ring is called "the Ring-bearer”. A Ring-bearer may never voluntarily surrender the Ring. The only way a different Character can become the Ring-bearer is if the first Ring-bearer is killed. At the start of the game, the Ring-bearer is Frodo.

Selecting a New Ring-bearer. Should Frodo (or any subsequent Ring-bearer) be killed, the Fellowship player may select a new Ring-bearer after any Individual Combat has been resolved (exception: M.3, Attempts to Seize the Ring). He must then select from among the Characters present in the hex, and the selection must be made in accordance with the following priority list:

1.       Any one of the nine Members of the Fellowship (as designated on the Character Cards)

2.       Gollum

3.       Any Character controlled by the Fellowship player

(Campaign Game only)

4.       Saruman

5.       Any Nazgūl or the Mouth of Sauron.

If No Character is in the Hex. Should none of the

Characters listed be present in the hex, then the Ring is considered to be glimmering prominently in the mud, and the first player to move a Character with a Ring Rating into that hex may have that Character become the Ringbearer.

Identifying the Ring-bearer. The player controlling the

Ring-bearer need not inform the other player as to his or her identity except whenever the Ring-bearer is involved in Individual Combat. Note, however, that when the Ring changes hands as the result of a successful Attempt to Seize the Ring, both players will know that the new Ringbearer is the winner of the duel (see Section M.3).

M.2 Wearing the Ring

« Any Ring-bearer excepting the Nazgūl and the Mouth of Sauron can wear the Ring.

Wearing the Ring lends the Ring-bearer advantages in combat and ability to avoid capture. However, it has disadvantages as well, the chief of which is the danger of becoming a "Semi-Ringwraith”.

Putting on the Ring. The Ring-bearer can put on the Ring at any time. This may occur at any point during a game turn, without, restriction or exception. The controlling player simply declares that the Ring- bearer is now wearing the Ring.

Effects of Wearing the Ring. Wearing the Ring affects the Ring-bearer as follows:

a.       Morale Value increased by two

b.       can always decline Individual Combat with anyone except Gandalf, Saruman, Gollum, or any Nazgūl.

c.       can never be spotted or captured by Orcs (or by any other Armies in the Campaign Game), or, if he puts the Ring on after being captured, automatically escapes.

d.       is always spotted by Nazgūl search

e.       for each Ring Phase during which the Ring-bearer is wearing the Ring at any point (even if he or she removes it during that Ring Phase) a circle is marked in one of that Character's boxes on the Endurance Level Chart. See Section M.4, Semi-Ringwraiths.

Removing the Ring. During the Ring Phase of a game turn, the Fellowship player may have the Ring-bearer (if it is a Character under his control) who is wearing the Ring attempt to take it off, if the Ring-bearer's Ring Rating (see Section E.2, The Character Cards) is greater than zero. The Fellowship player rolls the die. If the resulting Number is less than or equal to the Character's Ring Rating, then the Ring has successfully been removed. Note that prior to a roll to remove the Ring a circle is marked in one of the Character's boxes on the Endurance Level Chart. If that Character thereby becomes a Semi-Ringwraith, then no attempt to remove the Ring by the Fellowship player is allowed (as the Character is now controlled by the Dark Power player, see Section M.4).

M.3 Attempts to Seize the Ring

« Boromir, Gandalf, Gollum, and Saruman can Attempt to Seize the Ring.

Each can force the Ring-bearer to fight a Duel (see Section G.3, When Individual Combat is Caused by an Attempt to Seize the Ring), and if victorious, becomes the Ring-bearer.

Boromir. If in the same hex as the Ring-bearer, the play of Event Card 75 by the Dark Power player enables Boromir to initiate Individual Combat with the Ringbearer, regardless of the presence of any other Individual Character (or, in the Campaign Game, Armies) in the hex. Of course, Boromir cannot force Individual Combat with the Ring-bearer if the latter is wearing or puts on the Ring (see M.2). See E.5, Boromir.

Gandalf. If in the same hex as the Ring-bearer at any point during the Fellowship player's turn, the Fellowship player may have Gandalf initiate Individual Combat with the Ring-bearer regardless of the presence of any other Character (or Armies), and whether or not the Ring-bearer is wearing the Ring. See E.7, Gandalf. Gollum. The Play of Event Card 76 by the Dark Power player enables Gollum to initiate Individual Combat with the Ring-bearer regardless of the presence of other Characters (or Armies) in that hex, and whether or not the Ring-bearer is wearing the Ring. See E.9, Gollum. Saruman. If in the same hex as the Ring-bearer at any point during the Dark Power player's turn, if the Ringbearer has been spotted, the Dark Power player may have Saruman initiate Individual Combat with the Ring-bearer regardless of the presence of other Characters (or Armies) in the hex, and whether or not the Ring-bearer is wearing the Ring. See E.10, Saruman.

When an Attempt May be Tried. Within the constraints noted above, the controlling player may have a Character Attempt to Seize the Ring at any time. Note that the player not controlling the Ring-bearer may not be aware of the identity of the Ring-bearer; he may have a Character Attempt to Seize the Ring anyway. If the hex the Character who makes the Attempt turns out not to contain the Ring-bearer, nothing happens (except the player may have wasted an Event Card); if the Ring-bearer is present, then resolution of the attempt proceeds (see G.3).

If an Attempt Succeeds. If Boromir, Gandalf, Gollum, or Saruman succeeds in an Attempt to Seize the Ring, he immediately becomes the Ring-bearer. Note this is the exception to M.1, Selecting a New Ring-bearer.

M.4 Semi-Ringwraiths

«At the beginning of each Ring Phase, if the Ring-bearer is wearing (not just carrying) the Ring, a circle is marked in one of that Character's boxes on the Endurance Level Chart (see E.3, How to Use the Endurance Level Chart). Should all the boxes on the Endurance Level Chart be marked with circles, that Character becomes a Semi-Ringwraith.

If the Ring-bearer becomes a Semi-Ringwraith, he falls under the power of the Dark Lord. For the remainder of the game (as long as he remains alive), that Character is moved and controlled by the Dark Power player.

Aragorn and Gandalf. If either Aragorn or Gandalf becomes a Semi-Ringwraith, the game immediately ends in a Dark Power player Victory. See 0, How to Win the Game.

M.5 Destruction of the Ring

In all of Middle Earth, only the fiery volcano of Orodruin burned hotly enough to make the One Ring back in the Second Age, when Sauron forged it. Now, the fires of Mt. Doom constituted the only means to unmake the Ring, if someone could carry it there and cast it down into them.

« During the Ring Phase, if the Ring-bearer is controlled by the Fellowship player and is at Orodruin (in E0929), the Ring is considered destroyed. Exception: a Character who is wearing the Ring cannot destroy it.

N. Event Cards

« Event Cards represent various possible things that can happen which may affect the course of play. During the Events Phase, each player draws an Event Card. A player may hold up to three Event Cards in his hand at any one time. A player may play any Number of Event Cards at any time during the course of the game turn, and any results are applicable immediately. A description of each Event Card, including an explanation of its effects, is included in this Section.

N.1 Picking Event Cards

During the Event Phase, each player may pick one Event Card. When it is his Turn to pick an Event Card, a player may either select the top card in the Event Deck box, or select the top card in the Event Discards box if and only if that card is face down. This system is similar to the card game "gin”, where one may pick the top card either from the "unused" deck or the discards. However, note that here, a discard may be selected only if it is face down. First, the Dark Power player picks a card and, after any discard or play of a card by him, the Fellowship player picks a card. Players need not inform each other of which Event Cards they have selected.

If all Event Cards are picked. If all the Cards in the "Event Deck" box are picked, the player whose Turn it is to pick next has two choices. He may select the top card from the Event Discards box (if that card is facedown). Or, he may take all the cards from the

Event Discards box, shuffle them, place them face down in the Event Deck box, and select the top card. If he elects the first choice, then the next player to pick has the same options, and so for.th.

N.2 Holding Event Cards

Each player may hold up to three Event Cards at any one time. These need not be revealed to the other player except if required to be by the use of a Palantir. If a player has three Event Cards and draws a fourth, he must either discard one or play (at least) one immediately, before the other player draws his Event Card.

Similarly, if the Fellowship player draws a fourth Event Card, he must discard one or play (at least) one immediately, before the players proceed to the Search Phase.

N.3 Discarding Event Cards

A player may only discard an Event Card if he has four Event Cards in his hand. (Note that this may only occur during an Event Phase, after a player has just selected an Event Card.) A player discards a card by placing it face down on top of the pile of Event Cards in the Event Discards box on the game map. A player need not inform his opponent of the nature of an Event Card that is discarded. A player may never discard more than one Card in any one game turn.

N.4 Playing Event Cards

Each Event Card is labeled as to which player (or players) use it. Note that the player(s) who may employ the Card in the Three Player Game (only) are listed on each card in parentheses. If an Event Card is labeled as playable by a particular player, that player may play it if he is holding it. He may play such an Event Card at any time during the game turn (unless another Event Card disallowing it has been played earlier that game turn). The player plays a card by announcing he is doing so and laying the card face up on the table. Any effects

mandated by the card and/or any resolution called for are then executed. Of course, such effects or resolutions may in Turn be affected by the play of another Event Card. What is Done With an Event Card After it is Played.

After a player plays an Event Card, if it is one that may be played only once in the game, then it is placed aside (out of play). However, it if is a card that could be played again, it is placed face up on the bottom of the pile of Event Cards in the Event Discard box on the game map. Note that a player picking an Event Card may never select a card which has been played from the Event Discards box, as it would be face up, but that he could select a card from that box that had been discarded, as such a card would be face down (see N.1).

N.5 Misty Passes

The play of Event Cards 57, 58, or 59 enables either player to move, during his player's turn, any of his Characters into hex W2912 at a cost of two Movement Points (the normal cost to move into a Mountain Path hex through a Mountain Pass hexside).

However, a player may not leave any Character in the Misty Passes; i.e., he must move any Character into and out of hex W2912 in the same player's turn (or not move the Character into that hex in the first place).

Only Characters may be moved through the Misty Passes. Shadowfax (and, in the Campaign Game, Armies) may not be moved into hex W2912, whether or not these Event Cards are played.

N.6 Fierce Storms

Play of Event Cards 60, 61, or 62 by a player prevents the play of the "Elven Boats" or "Corsairs of Umbar" (Campaign Game only) cards during the remainder of the current game turn. The Movement Point Allowance of all Characters and Armies is halved, with any fractions ignored, for the current game turn. (Obviously, this has no effect on any Nazgūl who hasn't lost his Flying Beast.) One is added to any Search die roll resolution.

N.7 Rivers Flooded

Play of Event Cards 63, 64, or 65 renders Major Rivers impassable to Characters and Armies and increases the Movement Point cost of Minor Rivers to 2. (Obviously, this has no effect on any Nazgūl who hasn't lost his Flying Beast.)

N.8 Elven Boats

The Fellowship player may play Event Cards 66 or 67 only if he has one or more Characters in either Lothlorien (W2918) or at Thranduil's Palace (E0509) at the start of his player's turn. Either or both Characters or groups of Characters may be moved "by boat" according to the restrictions listed on the card. However, see N.6 and N.9.

N.9  Pipeweed Cache Discovered

Play of Event Card 68 always supersedes "Elven Boats" (Event Cards 66 and 67) and the use of Lembas (see L.6). However, it never affects "Eagles!" (Cards 72 and 73) if they are used for Escape, nor does it affect any Hobbit(s) in Nurn or Gorgoroth.

N.10 Gates of Morannon

Play of Event Card 69 allows a Player to move units freely into and out of hex E0826 for the current game turn. See F.4.

N.11 Saruman Summons Gandalf

This card may only be played if Gandalf is alive and if neither Saruman nor any of his Armies (Campaign Game only) have been moved. Play of Event Card 70 necessitates an immediate die roll. Place the Gandalf counter in Isengard immediately. On a roll of 1or 2, nothing happens. On a die roll of 3, Gandalf is considered to have persuaded Saruman to bide his time for a while, and the latter, along with any of his Armies (Campaign Game only), may not be moved for two game turns in addition to the current one. On a toll of 4, 5, or 6, Gandalf is considered to have failed to dissuade Saruman from acting against the West and to have been imprisoned at Isengard. Until and unless he escapes, Gandalf may not be moved or in any other way utilized by the Fellowship player. If and when Gandalf escapes, he is considered to escape with any Magic Cards he possessed when captured (see L.1). This card is removed from play after being used. A Character can escape Isengard only by Eagles.

N.12 Wizard Employs Palantir

Event Card 71 may be played by a player controlling either Saruman or Gandalf only if that wizard possesses a Palantir. Saruman is considered to "possess" a Palantir for the purposes of this Event Card so long as the Palantir of Orthanc is present in. the W2421 box. The player playing the card may select two Event Cards at random from each opponent to see.

N.13 Eagles!

Play of Event Cards 72 or 73 enables one or more Characters in the same hex to escape or (in the Campaign Game) affects one combat resolution. "Eagles!" can be used to rescue a Character from a Citadel which has been captured by the enemy.

N.14 Shadow of Sauron

The play of Event Card 74 doubles the terrain cost of each hex within five hexes of Barad-dūr for any movement of the Ring-bearer (only). There is no effect if this card is played when the Ring-bearer is not within five hexes of Barad-dūr.

N.15 Boromir Attempts to Seize the Ring See M.3 and E.5.

N.16 Gollum Attempts to Seize the Ring

See E.9 and M.3.This card may be played by either player; the Card is in error stating otherwise.

N.17 Sauron Employs a Palantir

Event Card 77 may be played so long as the Palantir of Minas Ithil remains in the El 128 Magic Card box. If any Hobbit is in a hex with a Fellowship Character who possesses a Palantir, then the Hobbit (only) is spotted automatically, and Mordor is considered to be mobilized, if it has not already been (see K.1 or, for the Campaign Game, T.5). In any event, the Dark Power player must be shown one Event Card held by the Fellowship player (or by the Saruman player in the Three Player Game). The Dark Power player may select the Event Card he sees at random.

N.18 Tom Bombadil Intervenes

If Event Card 78 is played to counter Barrow-wights, the latter Servant of Sauron card is removed from the game map, as if it had been killed in Individual Combat (see E.12).

N.19 Nazgūl's Flying Beast Killed

The play of Event Card 79 deprives a Nazgūl involved in Individual Combat of his Flying Beast. The Dark Power player must still expend Shadow Points to move the "grounded" Nazgūl.

N.20 Escape from Orcs

The play of Event Cards 80, 81, or 82 enable ꞏa player to have a Character or group of Characters in the same hex who have been captured to Escape. Any of these cards may be used to escape so long as at least one Strength Point of Orcs is present in the hex (regardless of the presence of any other Characters or Armies). Note that Card 80 may be played only if a Character has a Magic Card to surrender.

O. How to Win the Game

« Each player has different conditions to fulfil to achieve victory. Whoever achieves his victory conditions first is the winner of the game, which is then immediately over. 

O.1 Fellowship Victory

« The Fellowship player wins the game by having one of his Characters cast the Ring into the Crack of Doom. (See M.5, Destruction of the Ring). This is the only way the Fellowship Player can win the game.

O.2 Dark Power player Victory

« The Dark Power player can win the game either one of two ways: by returning the Ring to Sauron or achieving an outright military victory.

Dark Power player Ring Victory. If the Ring at any time is moved into Barad-dūr (E1128), the game ends in a Dark Power player Victory. Regardless of whether or not the Ring is possessed by a Fellowship-controlled Character, if it is ever in Barad-dūr, the Dark Power player wins immediately.

Dark Power player Military Victory. The Dark Power player can win the game by capturing the following Citadels: Minas Tirith (E0428), Dol Amroth (W2631), and Helm's Deep (W2524). (See K, Citadel Reduction).

Dark Power player Automatic Victory. The Dark Power player wins the game automatically if either Aragorn or Gandalf becomes a Semi-Ringwraith (see M.5).

The Campaign Game

P. Introduction to the Campaign Game: How it Differs from the Character Game

«    The Campaign Game uses essentially the same rules as the Character Game, with one significant addition, rules governing the movement and use of Armies. The War of the Ring was a war, pitting the military might of Sauron and his allies against the forces of the West. The Campaign Game allows the players to recreate that aspect of the struggle, and thereby makes possible a much fuller appreciation of the options and problems which the protagonists had in conducting the struggle than does the Character Game.

«    By the same token, the addition of Armies to the game considerably increases the Number of counters which each player has to move, and, therefore, lengthens the game. On the average, experienced players who take one hour to play the Character Game will require three hours to finish a Campaign Game. We suggest that those unfamiliar with simulation gaming gain experience with the Character Game prior to playing the Campaign Game. The Character Game encompasses virtually all the rules used in the Campaign Game, but with far fewer counters per player it is considerably less complex to play. Players familiar with the Character Game will have no difficulty whatsoever playing the Campaign Game.

P.1 Campaign Game Sequence of Play

« The Campaign Game Sequence of Play is identical in outline to that of the Character

Game:

1.         Ring Phase

2.         Events Phase

3.         Search Phase

4.         Fellowship player's turn

5.         Dark Power player's turn

6.         Game Turn Indication Phase

The only difference is that during each player's turn, that player may move Armies and conduct Army Combat.

When Armies are Moved and Army Combat Conducted during the Fellowship player's turn. The Fellowship player moves his Armies during the same time as he moves Characters (i.e., after resolving any Escape attempts and prior to Individual Combat). Only the Fellowship player may move Armies during his player's turn. Any Army Combat is resolved after Individual Combat.

When Armies are Moved and Army Combat Conducted during the Dark Power player's turn. The Dark Power player also moves his Armies at the same time that he moves his Characters, expending Shadow Points as necessary. Only the Dark Power player can move Armies during his Player Turn. Army Combat (which also requires the expenditure of Shadow Points when initiated by the Dark Power player) is resolved after any Individual Combat, and prior to any Siege Combat.

P.2 Additional Campaign Game Rules

« Several additional Individual Characters are utilized in the Campaign Game, as well as some Event Cards. The introduction of Armies into the game necessitates rules governing Mobilization and Reinforcement, as well as a new section for Siege Combat (which in the Campaign Game is accomplished by Armies). Finally, the Military Victory conditions for the Dark Power player are ꞏaltered slightly.

Q. How to Set Up the Campaign Game

« Players should determine which side each of them will play. Then, they should prepare the game map, counters, and cards for the play as explained below;

Q.1 The Game Map

« The procedure for preparing the game map for the Campaign Game is precisely the same as for the Character Game. See C.1

Q.2 How to Set Up the Counters

« Each player places both his Character and Army counters on the game map in the proper hexes as listed below. Players will note that each of the counters used in the initial set up has the Number of the hex it is placed in printed on its back. Other counters (which do not have a hex Number printed on their backs) are used to represent reinforcements or substitute counters and can be placed aside. On the following list, Character counters are referred to by the name of the Character. Army counters are referred to by the type and Number of Strength Points (the first of the two numbers printed on the front) represented by the counter. For example, "2 Strength Points Dwarves" refers to a 2-5 Dwarves Army counter.

Most of the counters used in the Initial Set up have their location (name) printed on the counter; e.g., the Men (W Allies) that set up in Bree have "Bree" written on the counter. This is solely for "historical" purposes .The only important features are the Strength and Movement numbers.

Summary of Combat Units

 


                                 The Fellowship player                                                            The Dark Power player.

The Fellowship player sets up his counters in the locations                  The Dark Power player sets up his counters in the

(and hex numbers) as follows:                                                    locations (and hex numbers) as follows:

Rivendell:

(W2812)

Gandalf the Grey, Aragorn, Boromir,

Legolas, Gimli, Frodo, Sam, Merry,

Pippin, and Elrond  

Ered Luin:

(W0807)

Strength Points of Dwarves

Ered Luin:

(W0815)

Strength Point of Dwarves 

Iron Hills:

(E1408)

Dain II

Strength Points of Dwarves

Lothlorien:

(W2918)

Celeborn, Galadriel

Strength Points of Elves

Thranduil's Palace: (E0509)

Thranduil 

Strength Points of Elves

Dale:

(E0808)

Brand III 

Strength Points of Men (W. Allies)  (note that the counters erroneously read ''E0807' ').

Esgaroth:

(E1810)

Strength Points of Men (W.Allies)

Mirkwood:

(E0213)

Strength Point of Men (W.Allies)

The Shire:

(Wl412)

Strength Points of Hobbits (W. Allies) 

Forochel:

(W1510)

Strength Point of Men (W. Allies)

Bree:

(Wl812)

Strength Points of Men (W. Allies)

Dimrill Dale:

(W3112)

Strength Points of Men (W. Allies)

Helm's Deep:

(W2624)

Theodred

Strength Points of Men (Rohirrim)

Edoras:

(W2624)

Theoden, Eowyn

Strength Points of Men (Rohirrim) 

Strength Points of Cavalry (Rohirrim)

East Emnet:

(W3022)

Eomer

Strength Points of Cavalry (Rohirrim)

Dol Amroth:

(W2631)

Imrahil

Strength Points of Men (Gondorian) 

Strength Points of Cavalry (Gondorian)

Minas Tirith:

(E0428)

Denethor

Strength Points of Men (Gondorian)

Strength Points of Cavalry (Gondorian)

South Ithilien:

(E0630)

Faramir 

Strength Points of Cavalry (Gondorian)

Dol Guldur:

(W3218)

Nazgūl 4, 5, and 6

Strength Points of Orcs

Strength Points of Uruk-hai

Durthang:

(E0727)

Nazgūl 7, 8, and 9

Strength Points of Orcs

Minas Morgul:

(E0729)

Lord of the Nazgūl, Gothmog,

Nazgūl 3

Strength Points of Orcs

Barad-dūr:

(E1128)

Mouth of Sauron

Morannon:

(E0826)

Strength Points of Orcs 

Strength Points of Uruk-hai

Gorgoroth:

(E1028)

Strength Points of Trolls

Gorgoroth:

(E0829)

Strength Points of Orcs

Nurn:

(E1032)

Strength Points of Orcs

Nurn:

(E1529)

Strength Points of Orcs  

Strength Points of Uruk-hai

Isengard:

(W2421)

Saruman

Strength Points of Orcs

Strength Points of Uruk-hai

Q.3 How to Set Up the Cards For the Campaign Game

The cards are set up in the same manner for the Campaign Game as for the Character Game (see C.3), with the following exceptions. Character Cards 11-23 are given to the Fellowship player and Character Card 35 is given to the Dark Power player at the start of the game. Event Cards 83-96 are also used, and are mixed with the other Event Cards and placed in the "Event Deck" box on the game map.

 


R. Additional Characters and Events

« The Campaign Game includes not only the Armies which fought in the War of the Ring, but also those

Armies' principal leaders, as well as Event Cards representing several eventualities with direct bearing on the outcome of military confrontations.

 

R.1 Elven Leaders: Celeborn, Galadriel, Thranduil, and Elrond

In the Third Age, three relatively large communities of Elves could be distinguished in Middle Earth. One of these, Lindon, took little part in the War of the Ring. The other two were Thranduil's Woodland Realm centered in northern Mirkwood, and Lothlorien, which Celeborn and his wife Galadriel oversaw from Caras Galadhon. Another much smaller haven/or Elves was Rivendell (Imladris), which had been established earlier by Elrond. Galadriel, Celeborn, and Thranduil were all Elven Royalty, while Elrond was a Half-elven product of a rare Elf/Human "mixed marriage". Celeborn and Thranduil were accomplished military leaders, and in this capacity each participated in the War of the Ring. While neither Galadriel nor Elrond were field Army commanders, each possessed one of the Three Elven Rings, Galadriel was the Bearer of Nenya, the Ring of Adamant, and Elrond had Vilya, the Ring of Firmament, and thereby commanded considerable power.

Movement of the Elves and Army Leadership. The

Fellowship player may move Celeborn and/or Thranduil (and any Elven Armies) during his player's turn only if the Elves are mobilized (see T.3). Both Celeborn and Thranduil may lead any Fellowship player controlled Armies in Army Combat (see S.6). Galadriel and Elrond may never be moved.

Elven Swords: Both Celeborn and Thranduil have Elven swords.

Use of Sorcery in Individual Combat and Against Armies. Galadriel and Elrond can utilize Sorcery in Individual Combat (see H.1). In addition, the Fellowship player may have Galadriel utilize Sorcery to affect any Army Combat in which Celeborn is the Fellowship player controlled Army's Leader, increasing Coleborn’s Morale Value, as if he possessed Sorcery (see H.2). This can be done for any Army Combat in which Celeborn is involved that occurs within five hexes of W2918, notwithstanding the fact that Galadriel may never be moved from that hex. (Count five hexes from W2918 for the purposes of this rule, e.g., if Celeborn were leading an Army in W2923, Galadriel could utilize Sorcery on his behalf, but not if Celeborn were in W2924.)

Power of Healing. Galadriel and Elrond have the power of Healing. During any Ring Phase in which a Character is in the same hex as Galadriel or Elrond, any one box marked for a wound on the Endurance Level Chart may be erased for that Character. Exception: no box marked for Ring-fatigue (see E.3) may be erased. Only 1 Character per hex may be healed.

R.2  Dain II

Dain Ironfoot was the King of Durin's Folk at the end of the Third Age. His timely arrival at the Battle of Five Armies (T.A. 2941) helped win the day and allowed him to re-establish the Kingdom under the Mountain, which had been wrecked by Smaug the Golden, a great Dragon, some two hundred years before that (see The Hobbit). As the game opens, Dain has left Erebor for the Iron Hills, to gather all the remaining Dwarves of the East to play their part in the War of the Ring.

Dain II can lead any Army controlled by the Fellowship player.

R.3  Brand III

The Grandson of Bard the Bowman, slayer of Smaug, Brand was the third King of Dale restored (Smaug's death had allowed its restoration) and was the most important leader of Men in the North among the forces of the West.

Brand III can lead any Army controlled by the Fellowship player.

R.4 Steward of Gondor: Denethor ll

The institution of the Stewardship of Gondor was created sometime during the second millennium of the Third Age. The Steward was at first appointed by the King, but

eventually the Stewardship became hereditary, as with the Throne itself, passing from father to son. A Steward served as the chief advisor and often as the chief administrator of the realm. Hence, when in T.A. 2050 the King of Gondor, Earnur, was murdered by the Lord of the Nazgūl and left no successor, the existence of the Stewardship averted a disastrous period of Turnult.

While a Steward took office with the vow to "hold rod and rule in the name of the King, until he shall return, "Denethor II was the 26th in a 934-year, unbroken line of Ruling Stewards when he assumed the office in

T.A. 2984. A man of imposing will and possessed of a powerful sense of history, Denethor sensed both the growing strength of the Dark Lord and the relative waning of Gondor. Early in his rule, he dared to use the Palantir of Minas Tirith to expand his vision, despite the fact that Sauron possessed the Palantir of Minas Ithil, which of all the Seeing Stones was the most in accord with Denethor's. Although his will was sufficient to resist any attempts by Sauron to dominate him, the Dark Lord was able to direct which images would be revealed to Denethor. Heavily weighting these with impressions of the might of Mordor and her allies, Sauron gradually succeeded in turning Denethor into a cynical, untrusting defeatist.

Denethor can lead any Army controlled by the Fellowship player (see S.6). Indeed, so long as Denethor is alive, no other Fellowship player controlled Character may be used to lead an Army in Minas Tirith (E0428), excepting Boromir. If neither Denethor nor Boromir is present in Minas Tirith, unless Denethor has been killed, the Fellowship player may not utilize any other Character to affect Army Combat in that hex.

Denethor may not leave Minas Tirith unless it is overrun.

The play of Event Card 93 (see R.17, Denethor Peers in Palantir and Sees Doom!) also may affect Army Combat in Minas Tirith. Denethor is considered to have died at the end of any game turn in which that Event Card has been played.

R.5 Princes of Gondor: Faramir and Imrahil

Faramir was the second son of Denethor and brother to Boromir (see E.5). He was less aggressive than Boromir, but no less courageous and on balance, probably a more considered military leader. Prior to the War of the Ring, he led several guerilla-style raids into South Ithilien to harass columns of Haradrim moving north to join forces with Sauron.

Imrahil was the Prince of Dol Amroth, the position second in importance only to the Stewardship itself in all of Gondor.

Both Fararmir and Imrahil can lead any Army controlled by the Fellowship player.

 

R.6 Leaders of Rohan: Theoden, Theodred, Eowyn and Eomer

The Rohirrim were a dynamic off-shoot of the seminomadic cattle-oriented culture that predominated among men along the northern stretches of the Anduin River. Rohan had been in existence for 500 years at the time of the War of the Ring, ever since a force of the northern men under Eorl the Young had rescued the Army of Gondor from destruction in the battle of the Field of Celebrant, and then been invited to settle in the lands north and northwest of Gondor by Cirion, Ruling Steward at the time.

Theoden, the 17th King of the Mark, had been born in Gondor, but his effectiveness as an ally had been systematically undermined by personal tragedy augmented by the manipulations of Saruman, which combined to sap him of spirit and the will to resist the encroachment of his enemies. Neither his only son, Theodred, nor the adopted children of his youngest sister (whose death had contributed significantly to his depression), Eowyn or Eomer could rouse him.

The Fellowship player must move Theoden and Gandalf into the same hex before he may utilize Theoden as an Army leader. After those two Characters have been in the same hex at some point during a Game Turn, Theoden can lead any Army controlled by the Fellowship player.

Theodred, Eomer, and Theoden (but see above) can lead Armies (see S.6).

The movement of Rohirrim forces may be affected by the play of an Event Card (see R.8, Wormtongue Bemuses Theoden).

R.7  Chief of the Dunlendings

The Dunlendings were descendants of the Men who had occupied the area of Rohan prior to the arrival of the Rohirrim. Their ancestors had constructed Dunharrow. But long before the War of the Ring, they had declined in power and organization, and by the end of the time of Theoden; were themselves not a threat to the existence of the Mark. However, Saruman enlisted their aid ꞏ in his invasion of Rohan.

The Chief of the Dunlendings (whose name is not mentioned in Lord of the Rings) can lead any Army composed of Dunlending and/or Orcs belonging to Saruman (see S.6).

R.8  Wormtongue Bemuses Theoden

Wormtongue's real name was Grima, and he was a man of Rohan who became an agent of Saruman. Glib and grasping, Grima worked his way up to the position of chief advisor to Theoden, where he counseled despair and defeat with notable effect.

Event Card 83 can only be played if Gandalf and Theoden have never been in the same hex at the same time during the game.

R.9 Orcs in State of Battle Frenzy

Orcs for the most part were bullies and cowards. As with any group of warriors composed of bullies and cowards, Orc Armies were notorious for extremes in their morale. When it was good (which was usually, though not always, when the Orcs far outnumbered their opponents) it was very, very good, but when it was bad, it was frightful, so to speak. This is reflected by Event Cards 84 and 85.

R.10 Dead Men of Dunharrow

Corrupted by Sauron, the Men of Dunharrow had reneged on a vow made to Isildur. Hence, the people who had built Dunharrow in the Second Age had a debt so heavy that it weighted down their spirits. The only way to discharge that debt and free themselves from their haunting existence was to render service to an heir of Isildur. Accordingly, Aragorn can "collect the debt". Note: The Fellowship player need not play Event Card 86 (or even have it in his hand) in order to move Aragorn along the Paths of the Dead (hex W2626). Rather, he must move Aragorn through that hex before he can play the card. Event Card 86 may be played only once during the course of the game.

R.11 Ents Vent Rage

The Ents. were the most ancient of the five main races in Middle Earth (Elves, Dwarves, Men, and Hobbits being the others). At first having totally sedentary existences, much like the trees they had fathered, a "consciousnessraising" by the Elves, who taught them to speak, awakened the Ents to the rest of the world, and they began to rove. By the time of the War of the Ring, their Number had dwindled, owing largely to the disappearance of the Entwives late in the First Age. The Ents bore a powerful grudge against Saruman, who since occupying Isengard, had been chopping away at Fangorn Forest for wood to fuel his foul technologies.

Event Card 87 may only be played if any Hobbit or Gandalf has been moved into Fangorn Forest at some time during the game. (He need not be there when the card is played). The card may only be played so long as lsengard is controlled by the Dark Power player (or by the Saruman player in the Three Player Game).

R.12 Saruman Resurrects Orcs

Event Card 88 is playable only by the Saruman player, and therefore applicable only to the Three Player Game. It may be included in the Event Deck in the Campaign Game and used as a "throwaway" discard, if the players so desire.

R.13 Rohan Mobilizes

Play of Event Card 89 mobilizes Rohan (see T.1). Event Card 89 may not be played if Event Card 83 has been played earlier that Game Turn (see R.8).

R.14 Gondor Mobilizes

Play of Event Card 90 mobilizes Gondor (see T).

R.15 Woses Ally with the Free Peoples

A peaceful and unpretentious society of aboriginal hunters in Druadan Forest, the Woses were prepared to forsake their usual isolation during the War of the Ring, so worrisome were the winds from the East. They know of the Stonewain Valley, a hidden passage running east to west through Druadan Forest.

Once the Fellowship player has played Event Card 91, he may move his Characters freely through Druadan Forest for the remainder of the game without being Searched or Attacked by Dark Power units.

R.16 Aragorn Uses Palantir: Sauron Challenged!

Although Sauron did not know definitely of Aragorn's existence prior to the War of the Ring, rumors of the existence of yet one last true Heir to Isildur reached him, and his obvious desire to locate and kill that person and extinguish the House of Elendil utterly kept Aragorn a virtual fugitive for years.

Knowing that the Ring was in the hands of his enemies, Sauron naturally assumed that if an Heir lived, he would naturally also seek to obtain the Ring, if it wasn't in his hands already. This was his worst fear, and consequently his reaction to the discovery of Aragorn's existence would have to be a massive and immediate effort to defeat and kill him, or at least destroy Gondor, his potential powerbase.

R.17 Denethor Peers in Palantir and Sees Doom!

At the end of any game turn in which Event Card 93 is played, Denethor is considered to have died. See also R.4, Steward of Gondor: Denethor II.

R.18 Corsairs of Umbar

If Event Card 94 is played, up to fifty Strength Points of Haradrim Infantry may be moved to Umbar (hex W2842) by normal means. Once reaching Umbar- they may then be moved instantly to any other Port hex on the game map. Any Number of Strength Points (up to fifty) may be moved, but they must first move to Umbar (or be there) before being shipped out. They all must go to the same hex. This card may be played only once in the game.

R.19 Saruman Escapes to the Shire

If Event Card 95 is played, any Fellowship player controlled Character in lsengard (or subsequently moved to lsengard) may acquire possession of the Palantir of Orthanc (see L.1, Possession of Magic Cards by Characters).

R.20 Mind Battle: Elrond and Galadriel Distract Sauron

Event Card 96 may be played only if both Elrond and Galadriel are alive. (In the game, that is.)

S. Armies

«    Each player in the game controls several Army Units. Each Army Unit has a Combat Value and (as with the Characters) a Movement Point Allowance. Armies are used in the game chiefly to guard and attack key geographical points in the game (such as Citadels and the entrances to Mordor), although it is possible for Army Combat to occur anywhere that opposing. Armies meet. Armies are moved in. virtually the same manner as Characters. The Dark Power player must expend Shadow Points to move Armies.

«    Army Combat occurs between opposing Forces (a Force is one or more Army Units controlled by one player) that are in the same hex. It is resolved during the player's turns. The Dark Power player must expend Shadow Points to initiate Army Combat, and to defend against Fellowship player attacks at full strength.

«    When one player's Force is in a Citadel, Siege Combat, which reflects the defensive advantages of the Citadel, rather than Army Combat is resolved. Other terrain may also affect Army Combat.

«    Certain Characters in the game have the capacity to lead Armies. The presence of such Characters in the hex also affects Army Combat.

S.1 Army Units

« There are basically two sorts of Army Units among the counters included as components in the game. The regular Army Units are those which a player either begins the game with or receives as reinforcements. The replacement Army Units are used as "Change" to break down larger units to reflect losses, or when a player wishes to split a given Force composed of one Army Unit into two or more Forces. All Army Units are color coded to indicate their national (or alliance) allegiance.

Regular Army Units. On the front of each Regular Army

Unit is printed the Unit's Combat Value (expressed in terms of Strength Points), Movement Point Allowance, type symbol, and designation. On the back of each regular Army Unit is printed either the hex it begins the game in or an "R" to indicate that the unit may be utilized as a reinforcement.

Replacement Army Units. All replacement Army Units have one Combat Value printed on the front and another Combat Value printed on the back. When on the game map, the Value that is used is always the value that is face up. The only way a replacement Army Unit may be placed on the game map is if a player wishes to (or has to) "change" an Army Unit with a larger Combat Value into two or more smaller Army Units of equivalent value.

For example, the infantry unit which begins the game in Minas Tirith has a Combat Value of 20. If the Fellowship player wished to "change" that unit, he could replace it with either two Gondor 10-5's or four 5-5's, or a 10-5, 55, 2-5, and three 1-5's, or any other combination of replacement Army Units totaling 20 Strength Points. 

A player may "make change" at any time during either Player Turn. Note that as a result of Army Combat, players will sometimes have to make change to reflect losses to be subtracted from the Army Units on the game map.

Types of Army Units. The following Army Unit Types are in War of the Ring.

Fellowship Player controlled units

Dwarven infantry

Elven Infantry

Hobbit Infantry

Men Infantry Men Cavalry

Dark Player controlled units

Orc infantry

Uruk-hai (elite Orc) infantry

Trolls infantry

Men infantry

Men cavalry

Men Mumakil

Note: Uruk-hai are considered Orcs for all purposes.

S.2 Movement of Army Units

« Army Units are moved by the controlling player during his player's turn at the same time and in the same manner as his Characters are moved. See F, Movement of Characters.

Note: F.4, Impassable Terrain and Special Restrictions on Movement, lists several exceptional circumstances wherein Characters may be treated differently than. Armies.

Whenever a Player moves a Force into a hex controlled by another Player, the moving Force must stop, and can be moved no further during that Player-Turn. It is placed on top of the Force already in that hex. There is no limit to 'the Number of Army Units that may be moved into or occupy a hex.

The Dark Power Player must expend Shadow Points in order to move a Force (see I.4, Shadow Points Cost Table for the Campaign Game). 

S.3 Army Combat

 Army Combat occurs during the player- Turns, after any Individual Combat has been resolved. In any hex containing Forces belonging to both players, the player whose Turn it is must initiate Army Combat. That player is considered to be the Attacker; other player (whose Force was in the hex first) is the Defender. The combat continues until only one player's Force remains in the hex (the other player's Force having been either retreated or eliminated).

Outline of the Procedure for Having Army Combat. The following procedure is used to resolve Army Combat in a hex.

1.       The players determine the odds.

2.       The Attacker rolls the die and players consult the Army Combat Results Table (S.9).

3.       Any losses are subtracted from the Forces.

4.       Either player may retreat his Force. If either does, the Combat is ended. If neither does, begin again with 1.

How the Players Determine the Odds. Both players total all the Strength Points of each of their Army units in the hex. (Only the value on the top side of any replacement Army Units is included in this total.) The Defender's total is modified to account for terrain effects, if any (see S.5, Effect of Terrain on Army Combat). The totals are then compared, and reduced to a simple odds ratio between the Attacker's Force and the Defender's Force. For example, if the Attacker's total were 20 and the Defender's total were 10, the odds would be 2-1; if the Attacker's total were 5 and the Defender's total were 15, the odds would be 1-3. Any fractions are always rounded off in favor of the defender. Hence, 13 to 7 is 1-1; 26 to 9 is 2-1; 9 to 10 is 1-2. 

Note: The odds may be affected by the presence of Characters who can lead Armies in the hex (see S.6, Leadership of Armies by Characters).

Using the Army Combat Results Table. Once the odds are determined, the Attacker rolls the die. The resulting Number is cross indexed with the appropriate odds column of the Army Combat Results Table (S.8). This determines the results of the combat.

How Losses are Subtracted. Losses mandated by the

Army Combat Results Table are given in percentages of the total Force. To determine how many Strength Points a particular Force should lose, consult the Percentage Loss Table (S.10). That Table lists the Number of Strength Points that are eliminated as a result of combat, and which must be removed from the game map.

Players may have to "make change" utilizing replacement Army Units in order to subtract the proper Number of Strength Points from a Force.

Retreats. After any losses are subtracted, the Defender has the option to retreat his Force out of the hex, into an adjacent hex. If he chooses not to do so, the Attacker has the same option. Retreats may be made into an adjacent hex (only). A player may not retreat a Force into an impassable hex, or through an impassable hexside. A force may retreat into an Enemy-occupied hex which he is capable of overrunning. In such case, he overruns that Enemy force. Any Characters accompanying a Force may be retreated with it.

If Neither Player Retreats. Should both players remain in the hex, the players proceed to resolve Army Combat again, starting with the first step in the process (they determine the odds).

Overrun. If a force moves into a hex, other than a Citadel hex, occupied by an Enemy force, and the moving force has an odds ratio of 10-1 or better (after considering the effects of terrain) then the Enemy force is automatically eliminated. The moving force may continue to move at no additional movement cost.

Shadow Point Costs. For each hex in which he initiates

Army Combat during his player's turn, the Dark Power player must expend three Shadow Points. For each hex in which the Fellowship player attacks, he must must expend two Shadow Points in order for his units to defend at full strength, or else they defend at half strength. Despite the Number of die rolls made to resolve Army Combat in a hex, the Dark Power player never has to expend more than three Shadow Points to attack (and/or two to defend) in any one player's turn in that hex.

S.4 Siege Combat

« Siege Combat occurs whenever two opposing Forces are in a Citadel hex. Every Citadel hex on the game map is considered to be controlled by either one or the other Player. Siege Combat is resolved precisely the same way as regular Army Combat, except that the player in control of the Citadel may break off the combat after one (or more) die rolls and need not retreat his Force out of the hex. (It is considered to be safe and sound within his controlled Citadel.) Note that Siege Combat is the only instance in which opposing Forces may remain in the same hex.

When a Citadel is controlled. A Citadel is always considered to be controlled by the player whose Army Unit(s) were the last to solely occupy the hex in which the Citadel is located. Characters are not considered to control a ꞏCitadel. Note that if more than one Force is in a Citadel hex, the Force which moved there first (and would be in control of the Citadel) is kept on the bottom of the resulting stack of units. The player controlling that Force is considered to be in control of the Citadel.

Attacking Out of a Citadel. A player with a Force in a controlled Citadel may attack any opposing Force in that hex during his own player's turn only. If he makes such an attack, he may then retreat out of that hex (thus surrendering the Citadel), or break off the attack and remain in the Citadel.

Relieving a Citadel. If a player should move Army Units into a hex containing a Citadel he controls, then he must attack any opposing Force in that hex with all his Army Units present in the hex. If he breaks off combat at any point, he combines all his Army Units into one Force and may either retreat it out of the hex or leave it (all) in his controlled Citadel.

If a Citadel is Captured. Whenever the only Army Units in a Citadel hex belong to a different player than the one who controls the Citadel, then it is said to have been captured. The Citadel is now considered to be controlled by the player controlling .the Army Units. Any Characters in that hex not controlled by that player may also be captured (see J.4). If they are not captured, or if the player declines to attempt to capture them, such Characters are placed in any adjacent hex at the option of the player who controls them.

Citadel Defensive Benefit. A Force defending in a Citadel hex receives the terrain benefit (being tripled, see S.5) only if the owning player also controls the Citadel.

S.5 Effects of Terrain on Combat

« Some types of terrain make combat more difficult, and so grant a benefit to the Defending Force. See F.7, Terrain Effects Chart. If the Defending Force is doubled, that means the total Number of Strength Points in that Force is doubled before it is compared to the Attacking Force's total to determine the odds.

S.6 Character Leadership of Armies

Some Characters may be used to lead a Force in the same hex as the particular Character. This has the effect of improving the odds for any Army Combat in which the Force is involved.

Which Characters may Lead Armies. A player may have any Character he controls that has a Morale Value that is not enclosed in parentheses lead any Force of his that is in the same hex as that Character. Whenever more than one Character capable of leading a given Force is present in a hex, the player may select any one (only) Character from among them (exceptions: R.4 and R.6). That

Character's counter is placed atop all of the other units in that stack.

Effect of Army Leadership on Combat. Whenever a

Character is leading an Attacking Force, that Character's Morale Value is added to the die roll for any Army Combat involving that Force. Whenever a Character is leading a defending force, that Character's Morale Value is subtracted from the die roll for any Army Combat involving that Force. For example, if Aragorn (Morale Value of 4) were leading a Fellowship player controlled Force in an attack against a leaderless Force of Orcs, the Fellowship player would roll the die and increase the result by 4 before consulting the Army Combat Results Table; i.e., a die roll of 2 would be considered to be a 6, a die roll of 4 would be considered to be an 8. Note that up to two Characters, one per side, may affect any one combat. Hence, if the Defending Force in the above example had been led by Gothmog (Morale Value of 3), the die roll would have been increased by four and decreased by three, for a net increase of 1; i.e., the result would have been either 3(if a 2 had been obtained) or 5 (if a 4 had been rolled). In effect, Aragorn's and Gothmog's leadership abilities have nearly cancelled one another out. Nazgūl in Combat: Two Nazgūl plus a leader shift the combat odds up one column when attacking. All nine Nazgūl together shift the combat odds up two columns when attacking.

S.7 Death of Characters Through Army Combat

Fellowship player controlled Characters (only) may be killed as a result of involvement in Army Combat. Should a result calling for the death of a Character beꞏ obtained on the Army Combat Results Table, the Fellowship player may select any Character in the same hex as the Force involved in the combat (if there are any) as the Character considered to have been killed. That Character is removed from the game. There is no effect if the Army Combat Results Table calls for the death of a Character in a hex containing no Fellowship player controlled Characters. Note that this is the only way in which Army Combat can result in the death of a Character. Should the Army a Character is with be annihilated, the opposing player may attempt to capture that Character, and if unsuccessful, the Character is placed in an adjacent hex at the choice of the owning player.

S.8 Effect of Armies on Character Movement and Individual Combat

«    The presence of Armies does not inhibit the movement of Characters per se. A Fellowship-controlled Character accompanying an Army controlled by the Fellowship player may not be spotted or captured (but see below). A Character or group of Characters alone that is moved into or out of a hex containing Armies controlled by the opposing player may be spotted or captured. All leaders stacked with cavalry have a movement of 7.

«    Characters in a hex containing Armies controlled by the same player may not be forced to participate in Individual Combat, although they may do so at the discretion of the player. Exception: M.3. Characters that are involved in Individual Combat in this manner are considered to be spotted for the purposes of Mobilization (see T), but may still not be captured, so long as they remain in a hex containing an Army controlled by the same player.

S.9      Army Combat Results Table

(See separate sheet)

S.10  Percentage Loss Table

(See separate sheet)

T. Mobilization and Reinforcements

«    A player may move Army Units only if they are mobilized. The Fellowship player has three groups of Army Units, any one (or two) of which may be mobilized independently. The Dark Power player has two groups of Army Units, those under the control of Saruman constitute one group and all the rest (under the control of Sauron) make up the other. Either of these groups may be mobilized independently.

«    If a group of Army Units are mobilized, the controlling player may receive additional Army Units of that nationality as reinforcements. Reinforcements are placed on the game map at the start of the player's turn in which they are due to appear and may be moved by the controlling player that Game Turn. Reinforcements may be delayed and taken later.

T.1 Rohan

« Rohan is mobilized if the Dark Power player moves any Army units (not Searching Orcs, or Orcs with a Combat Strength of 10 or less), into Rohan or East Emnet, Gandalf move to the hex occupied by Theoden, or the Fellowship player plays Eve Card 89. Starting on the game turn following the one on which Rohan was mobilized, Rohirrim reinforcements begin to arrive.

Schedule of Rohan Reinforcements.

Mobilization + 1, and +2:

Rohan:

5-5 and 15-7

East Emnet:

3-5 and 20-7

T.2  Gondor

« Gondor is mobilized if the Dark Power player moves any Army units not Searching Orcs) into Anfalas, Belfalas, Lamedon, Lebennin, or Anorien, or Gandalf moves to Minas Tirith (E0428), or the Fellowship player plays Event Card 90. Starting on the game turn following the one in which Gondor is mobilized ("M + 1"), Gondorian reinforcements begin to arrive.

Schedule of Gondor Reinforcements. Mobilization + 1:

Lebennin:

20-5 and 4-7

Lamedon:

15-5 and 4-7

Anorien:

15-5

Belfalas:

10-5

Anfalas:

10-5 and 4-7

Mobilization + 2:

Lebennin:  20-5 and 4-7

                              Lamedon:    15-5 and 4-7

                                 Anorien:    15-5

                                 Belfalas:    10-5

                                 Anfalas:    4-7

T.3 Elves, Dwarves and Western Allies

« All the Army Units of the Elves,

Dwarves, and Western Allies are mobilized if any of them are involved in Army Combat. Starting on the next game turn, the Eives receive reinforcements.

Schedule of Elven Reinforcements. Mobilization + 1:

Lorien:

20-5

Mirkwood Forest:

Within three hexes of

Thranduil's Palace (E0509)

10-5 and 4-7

Mobilization + 2:

Mirkwood Forest:

Within three hexes of

Thranduil's Palace (E0509)

10-5

T.4 Saruman's Forces

« Saruman's Army Units (including the Dunlendings) are mobilized if the Fellowship player- moves any of his Army Units into Isengard or automatically on game turn Two. Starting one game turn after mobilization, Saruman's forces are augmented by reinforcements.

Schedule of Saruman's Reinforcements.

Mobilization + 1:

Isengard:

15-4 and 3-5

Dunland:

Chief of Dunlendings 15-5

Mobilization + 2:

 

Isengard (W2421):

15-4, and 3-5

Dunland:

15-5

Mobilization + 3, +4, +5:

 

Isengard (W2421):

15-4, and 3-5

T.5 Mordor and Allies of Sauron

« Mordor and a1I of Sauron's allies are mobilized if any Hobbit is spotted by Nazgūl search or spotted due to use of a Palantir or brought (captured) to Mordor by Orcs. In any event, Mordor and all allies are automatically mobilized on game turn Seven. Starting with the game turn after mobilization, the Dark Power player receives Mordor reinforcements.

Schedule of Reinforcements for Mordor and Allies Mobilization + 1:

Moria (W2716):

15-4, and 5-5 Trolls

Dol Guldur (W3218):

10-4, and 2-5

Nurn:

20-4, and 4-5

Minas Morgul (E0729):

15-4, and 5-5

Far Harad:

50-7, 15-5, and 5-6

Khand:

25-5

Rhun:

25-5

Mobilization + 2:

Dol Guldur (W3218):

10-4, and 2-5

Nurn:

20-4, and 4-5

Minas Morgul (E0729):

15-4, and 5-5

Far Harad:

50-7, 15-5, and 5-6

Khand:

25-5

Rhun:

25-5

Mobilization + 3:

Dol Guldur (W3218):

10-4, and 2-5

Nurn:

20-4, and 4-5

Minas Morgul (E0729):

15-4, and 5-5

Far Harad:

50-7, 15-5, and 5-6

Khand:

25-5

Mobilization + 4:

Nurn:

20-4, and 4-5

Minas Morgul (E0729):

15-4, and 5-5

Far Harad:

50-7, 15-5, and 5-6

Khand:

25-5

Mobilization + 5:

Nurn:

20-4, and 4-5

Minas Morgul (E0729):

15-4, and 5-5

U. How to Win The Campaign Game

«    The Fellowship player can win the game by destroying the Ring (as in the Character Game, see 0.1) or through a military victory, by holding all the Dark Power player's objectives for a military victory and capturing Barad-dūr and Isengard.

«    The Dark Power player can win a Ring Victory by getting the Ring to Barad-dūr (as in the Character Game, see O.2) or a military victory by controlling the Citadels Barad-dūr, Isengard, Minas Tirith, Dol Amroth, and

Helm's Deep, as well as E0509 (Thranduil's Palace) and Wl412 (Hobbiton). The Dark Power player also wins the game automatically, should Gandalf or Aragorn become Semi-Ringwraiths (see M.4).

The Three Player Game

V. The Three player Game Sequence of Play

« The Three-player version of War of the Ring enables the Saruman Character to have a major say in the course of the action. That Saruman was intent on controlling Middle Earth by himself is an integral part of the novel; whether or not he could have done this is a different story. The Three-player game hypothesizes that Saruman was capable of putting force behind his purpose _: whatever his purpose was. There are several minor changes to the basic rules, changes which are noted below. Players should be aware that the Three-player version is possible only if the full Campaign Game is played.

V.1 Ring Phase

The Dark Power player rolls for Gollum's allegiance. The Fellowship player may roll for an attempt by a Character to remove the Ring.

V.2 Events Phase

The order of draw for Events Cards is as follows: Saruman, then the Fellowship player, then the Dark Power player. Rules for use of Events Cards are as in the Campaign Game. In addition, in this phase Alliances between Saruman and either the Fellowship player or the Dark Power player may be formed.

V.3  Search Phase

Both the Saruman and Dark Power player may attempt Searches for Fellowship Characters, much the same as in the standard game.

V.4 Saruman player's turn

V.5 Fellowship player's turn

V.6 Dark Power player's turn

V.7  Game Turn Indication Phase

Note: V.4-7 are performed in the same fashion as the Campaign Game, the Saruman player simply doing with his units what the other players may do with theirs.

W. The Ring in the Three-player Game

W.1 Saruman and the Ring

In the Three-player version Saruman may wear the Ring, and use it. However, in the three-player version he does not become a Ringwraith for wearing the ring too long. He may take the Ring off at will (although there is no reason for him to do so). Once Saruman has the Ring on he may be challenged to combat, in an attempt to seize the Ring, by Gandalf, a Sauron Lord of the Nazgūl, Boromir, Gollum (the last two by card only).

W.2 Controlling Nazgūl

The Nazgūl were beholden to Sauron because of the Ring. Therefore, if Saruman were to get the Ring there is good cause to believe that they would gradually come over to his side. During each Ring Phase that Saruman is wearing the Ring (it has to be on his hand prior to the phase) he may gain control of one Nazgūl. He gains control of Nazgūl 9 first, then 8, and so on down to the Lord of the Nazgūl (if a Nazgūl has been eliminated, it is skipped over). The Nazgūl that Saruman gains control of is immediately placed in the same hex as Saruman. If Saruman loses the Ring, the Nazgūl that he controls remain with him. Players should note that only the Nazgūl fly to Saruman's side; any troops they control remain where they are. In addition, if Saruman has the Ring he rolls for Gollum's allegiance and he, not Sauron, may control Gollum.

Nazgūl controlled by opposing players may engage in individual Combat. They are considered deadly to each other (i.e., the wounds they inflict are equivalent to wounds inflicted by Elven Swords and Sorcery).

X.  Political Considerations

X.1 Alliances

« With three players there is the possibility that two will decide to gang up on the third. This may be done within certain restrictions.

First of all, the Dark Power player may never ally with the Fellowship player. Any other combination is possible. Alliances are declared during the Events Phase and remain in effect until the next Events Phase. They may be cancelled by either party at any time, but they still remain in effect until the next Events Phase. During the Events Phase, the players in the Alliance decide who is to control which units. This decision remains in effect until the next Events Phase, regardless of what happens in between. No unit may be moved more than once per game turn.

If an Alliance is dissolved, and both players have units in the same hex, the player who moves first can take whatever steps he feels are necessary, be it combat, movement or simply standing still. All rules concerning search and capture pertain here, but note that Characters under such circumstances are considered spotted by the other player. Characters that may not be captured should be moved to the nearest unoccupied hex.

X.2  Exchanging Cards

Players who are in Alliance with each other may exchange Events and/or Magic Cards under certain circumstances. Events Cards may be exchanged at any time between the two. Players simply agree to that they want to exchange and do it. If they feel like lying, they may do so. Anything goes. Magic Cards may also be traded, with the exception that they may be traded from one Character to another, and both Characters must be in the same hex at the time of the exchange. Captives may be exchanged in the same way and the standard rules of trading, "let the buyer beware", also apply here. The Ring may never be exchanged. The players should note that the only way for Saruman to obtain Magic Cards is to persuade a

Fellowship Character to give it to him. See Y.3.

Y.  Special Rules for the Three-player Game

Y.1 Search

In the Search Phase both Saruman and the Dark Power player pick a Search Card, with the Dark Power player picking, and searching, first (unless Saruman has the Ring, in which case he goes first). If Saruman's card says Hand Orcs, he may search with them; if it says Eye Orcs, he may not search. If it is a Nazgūl Search Card Saruman may search with Nazgūl if he has any, up to three per Search Card. For Sauron the rules are the same, with the exception that Sauron may not Search with Hand Orcs. (He also may not Search with Nazgūl if he has none.)

Saruman will usually bring his captives to Isengard, but he may bring them to any other place he wishes.

If Saruman and Sauron are allied, both may search with Nazgūl.

Once the entire Search Deck is used, players should shuffle all the Search Cards and use them again, as needed.

Y.2 Saruman and Combat

Saruman may refuse Individual Combat at any time, unless he is the Ring-bearer. In that case he may be attacked by either Gandalf, Lord of the Nazgūl, Gollum, or Boromir (the latter two by card only). If Saruman chooses to avoid combat he is placed in the nearest Citadel which he controls or, if no such Citadel is available, any unoccupied clear terrain hex within five hexes of the where he was challenged. Note that he may not retreat from a Citadel hex. Saruman may not be killed in Army Combat and, if he is the losing (i.e., retreating) commander, Saruman (the Character only) may retreat as above.

Y.3 Persuasion of Fellowship Characters

Saruman had great powers of vocal persuasion, and he may use these to pry information and items from captured Fellowship Characters. During the Saruman player Turn, prior to any movement or combat, Saruman may try to persuade any one captive Fellowship Character to give him either an Event Card or a Magic Card. To do so he must be in the same hex as the captive Character. He then states whether he wants a Magic or an Event Card (remember, he may not hold more than three at any one time so he may have to discard here) and rolls a die. If the die roll is equal to or higher than the present Endurance Level (minus any wounds) of the captive Character, the Saruman player may then choose one Event or Magic Card (whichever he has designated) from those possessed by the Character (if he has any). The Saruman player chooses blindly. Characters are considered to have the owning player's Event Cards for purposes of persuasion.

If the Saruman player uses his persuasion powers, he may not move the Saruman Character in the game turn. Furthermore, persuasion may not be used on Gandalf or on the Ring-bearer.

Y.4 Mind Battle

Saruman was considered the premier wizard in Middle Earth. Though his power was nowhere near that of Sauron, there is a possibility he would wish to divert Sauron's "gaze" by challenging him to a duel of the mind, through the use of the Palantiri. Thus, in any turn in which Saruman is in the same hex as a Palantir which he possesses, he may challenge Sauron to a Mind Battle. ]'his occurs in the Saruman player's turn, before any movement or combat. In any turn in which Saruman uses Mind Battle, the Saruman player may not move any of his units, nor may Saruman use persuasion. To engage in Mind Battle the Saruman player rolls one die; the result on the die is the Number of Shadow Points that the Dark Power player must subtract from those available to him that game turn.

Y.5 Restrictions on the Dark Power player

The Dark Power player may not attack the Saruman player until the Saruman player commits a belligerent act against the Dark Power player. A belligerent act would be Individual Combat, Mind Battle, Army Combat with Dark Power units, forming an Alliance with the Fellowship player (this must be discovered by or announced to the Dark Power player as being in existence), entering the Eastern portion of the game map, or possessing the Ring.

Y.6 Card Changes in the Three-player Campaign Game

Saruman Character, Card 34. Saruman's Combat is considered to be a 3 and his Morale Value 4 for Individual Combat, while a three for Army Combat. His Endurance Level is considered to be 5 and his Sorcery Rating A. While all of these changes are not exactly "realistic" in light of The Lord of the Rings, they are necessary for play-balancing purposes. If Saruman is killed, he returns on the first game turn that Isengard is unoccupied by Enemy combat units at his original valuesꞏ on his Character Card. The only change is that his Morale Value is now considered to be 2. This is a Change much like Gandalf the Grey to Gandalf the White, except Saruman _ regresses rather than progresses.

Chief of the Dunlendings, Character Card 35. The Chief of the Dunlendings Ring Rating is 3 in the Three-player Campaign Game.

Saruman Summons Gandalf, Event Card 70. If this

Event Card is played and a 3 is rolled on the die when determining the result of the Event, the Saruman player's troops do not remain neutral. Instead, the result is treated as a "Gandalf Ignores Summons,'' and nothing happens to the Movement or Combat ability of Saruman's troops. Gandalf does not escape with any Magic

Cards; he must give them all to Saruman if captured this way.

Saruman "Resurrects" Orcs at Isengard, Event Card 88. This Card is used only in the Three Player Game, and its operation is relatively self-explanatory. Note that the units to be resurrected must be ones that have been previously eliminated, and this is further limited by the Number of counters available. This Card may be played by the Saruman player or by one of the other two players if the Saruman player consents.

Ents Vent Rage, Event Card 87. Though the Dark Power player may use this Card in the Three-player Game, he may not use it against Fellowship player units.

Z.  Victory Conditions for the Three-player Game

Dark Power Player. To win the game, the Dark Power player must have the Ring brought to the Barad-dūr hex (EI 128). Or, he may win a military victory by controlling the Citadels of Barad-dūr, Durthang, Minas Morgul, Dol Guldur, Minas Tirith, Dol Amroth, Helm's Deep and Isengard, plus the hexes containing Hobbiton and Thranduil's Palace.

Fellowship Player. The Fellowship player must destroy the Ring (see Section M) to win the game. Saruman Player. The Saruman player must Control all existing Nazgūl plus the Citadels of Isengard and Helm's Deep and the town of Edoras.

Note: If either Aragorn or Gandalf becomes a SemiRingwraith, the Dark Power player automatically wins, unless Saruman has worn the Ring and is still in existence, in which case the Saruman player wins.

More than one player may win the Three-player Game, but it is unlikely that this will occur.

Player's Notes

The following hints and notes on general strategy are meant as a guide for the players of War of the Ring. They embody all the tricks and overall strategy that the play testers of the game have discovered in the course of playtesting and are in no way intended to discourage the individual players from using whatever strategies best suit them. These hints and notes simply represent the general experience of those who have already played the game, and they may prove helpful to those who are unsure of how to approach the game.

The Character Game

Dark Power player: The Dark Power player must devote most of his resources (i.e., Shadow Points) to the discovery through-Search of the Fellowship Characters, and (hopefully) the subsequent Capture or death-by-Duel of those Characters. To this end, Mouth of Sauron and Saruman should always be used to pursue Fellowship Characters, as it costs no Shadow Points to move or engage them in Combat.

The movement of the Nazgūl is a trickier problem. Obviously, the first six Game Turns should be spent in attempting to ensnare the Fellowship Characters, and one of the best tactics is to try to place Nazgūl or other Dark Power Characters directly in the path of Fellowship Characters, so that the exact dispositions of the latter may be discovered. If the Dark Power player is lucky, he will also be able to eliminate some of the Fellowship Characters and reduce the guesswork as to where the Fellowship Characters are. Remember that, much like Sauron in Lord of the Rings, the Dark Power player wishes to delay the progress of the Fellowship and to split them up, so that the Fellowship Characters may be dealt with individually when they are much weaker.

After game turn Seven, the Dark Power player has an option on what to do with his Nazgūl, as Citadel Reduction beꞏ comes an inviting task to send the Nazgūl on. However, the odds are against the Dark Power player winning a Military Victory before the Ring-bearer reaches Orodruin. Therefore, the Dark Power player would be wise to spend little time and few Shadow Points on Citadel Reduction, and to make sure that the Lord of the Nazgūl and Gothmog are always able to be called to Orodruin on short notice should a battle develop there. The Dark Power player should spend just enough Shadow Points on Citadel Reduction to keep the Fellowship player worried. Who knows, the Ring-bearer may be delayed long enough for Military Victory to become a viable alternative.

Fellowship player: The Fellowship player has what seems to be quite a simple task: take the Ring from Point A (Rivendell) to Point B (Orodruin), and from there drop the Ring into the bowels of the earth, never to be seen again. Unfortunately, Sauron does not want this to happen, and he has the resources to stop the Fellowship. However, the Fellowship player may maximize his chances of winning by employing certain stratagems.

On the first game turn, the Fellowship player should attempt to kill Gandalf the Grey. This may startle the average player of War of the Ring, but remember that he will come back as Gandalf the White. So send him against the first Servant of Sauron met. Another object of the Fellowship player is to send Boromir away from the Ringbearer, preferably to a Citadel, from which he may defend against Citadel Reduction. Finally, the Fellowship player should split up into several stacks, one of which contains Aragorn, Legolas or Gimli, Frodo and Sam, and send the other Fellowship Characters to obtain Magic Cards and to lead the minions of Sauron on a wild goose chase. Try to use Lorien as a haven from the Nazgūl and be careful about coming too close to the Mouth of Sauron and Saruman. If possible, avoid moving through a hex containing Nazgūl. Of course, this will become unavoidable as Mordor is approached, but a prudent Fellowship player can preserve his plans from going awry by judicious play before the climactic game turn.

Campaign Game

Dark Power player: Much as in the Character Game, the

Dark Power player must concentrate on destroying the Fellowship. This version of War of the Ring graphically details the problems that faced Sauron at the end of the Third Age. There are Nazgūl to be sent Searching, but there are also Armies to be used in the conquest of Middle Earth. Saruman must be used judiciously, as he does not have the strength of Sauron, and the Dark Lord must constantly be on the watch for the roadblocks that the Fellowship player will place in his path. Aragorn may Challenge the Dark Lord, Elrond and Galadriel may do Mind Battle, etc.; these threats to the Dark Power player must be anticipated, or else the Fellowship player may weaken the Dark Power player to the point that a Fellowship Victory may be achieved.

Again, Military Victory is difficult to gain, but the Dark Power player must seek to capture Minas Tirith and Helm's Deep, at the very least; for if he can enslave the lands of Rohan and Gondor, he will not only be on the way to Military Victory, but will (more importantly) limit the Ring-bearer's access to Mordor. The key to a Dark Power player Victory is to refrain from extending his resources, utilizing them to maximum effect against the Fellowship player.

Fellowship player: Just because the Dark Power player's task has become more difficult does not mean that the Fellowship player's is any easier. The Fellowship player's tactics have not changed that much from the Character Game, but the changes are significant.

First, the question of what to do with Gandalf presents itself on the first Game Turn. Though he will be useful as Gandalf the White, he will not be able to mobilize the forces of the Free Peoples if he is "dead" during the beginning game turns. Another key to play is the use of the Event Cards. Though it may seem that the Event Cards favor Sauron, they can actually be used to thwart his designs rather effectively. Of course, a bit of the luck of the draw is involved here, but the Fellowship player that pays attention to his card play will invariably fare well. The third major concern of the Fellowship player is the deployment of his Armies. While he will usually not be able to mount an offensive against the Dark Power player (Mordor being what it is), an able defense ꞏagainst the Dark Power juggernaut will stymie ꞏSauron's military forces long enough for the Ring-bearer to enter Mordor.

The Fellowship player should take especial care in dealing with Saruman. His military might makes the southern route well-nigh impossible for the Fellowship to traverse, but he also causes considerable problems for the Rohirrim and can also block passage in Provinces as far north as Rhovanion. Saruman is a double threat as he can secure Hobbiton and Dol Amroth, normally inaccessible to the Dark Power player.

Three-player Game

Dark Power player: The Dark Power player's strategy is much the same as in the Campaign Game, but he now has to deal with Saruman. Not only are Saruman's forces removed from his control, thus depriving the Dark Lord of much of his strength and position, but he now has to deal with the treacherous Ally who can gain Victory only by destroying the Dark Power player's leadership: Occasionally the Dark Power player will find himself aiding the Fellowship player if the Saruman player is successful, which will do all sorts of strange things to Sauron's plan.

At the beginning of the game it is best to try for temporary Alliance with Saruman, so that the Fellowship player will not profit too greatly from a rift between Saruman and Sauron.

Fellowship player: The Fellowship player cannot afford to have Saruman and Sauron working hand-in-hand, for the two can at least destroy the Armies of the Fellowship player, and will almost certainly make the Ring-bearer's position untenable. An Alliance with Saruman is best, but one cannot trust the master of guile for too long, for the Saruman player wants what is most precious to the Fellowship player.

In summation, the Fellowship player that plays the Dark Power player off against the Saruman player will profit greatly, even though the Rohirrim will probably be lost to him.

Saruman player: The Saruman player is at the same time the strongest and weakest player in the game. Once the Saruman player realizes that he has little chance to win, his play will greatly improve. The Saruman player must cast himself in the role of the cunning Wizard of Middle Earth, and, if he is successful and somewhat lucky, he can win the game. This places quite a burden on the Saruman player, as the tone of the game is often set by his play.

Generally, the Saruman player should attempt to obtain the Ring in the early going, as the Ring-bearer will probably move away from the immediate vicinity of Isengard, and Sauron's Armies will come forth in great force as the game progresses. If this task proves impossible, then the Saruman player should seek to play the Fellowship and Dark Power players off against each other, using his unique abilities for (primarily) the Saruman player's own benefit. The Saruman player's objective should be to make the game interesting, and, if he should win it, so much the better.

A Note on the Play of the Three-player Game: Two rules introduced in this game may be a little confusing or (in the opinion of some players) a bit "unfair”. The Alliance and Trading rules are intended to allow players to team up against each other and to try and cheat or use other players for personal gain. They are not intended to start fights; in other words, it is advised that players not take the game too seriously if odd events occur. The rules were specifically designed to allow players to be dishonest with each other, but players will find that the game requires cooperation between players to some extent.

Designer's Notes

As expected there are a Number of problems in doing a "simulation" on a well-known story. When creating a simulation on historical subject matter one can check his facts and figures through various primary and secondary sources to reconstruct the course of the conflict and even hypothesize alternative courses of strategy and outcomes. In constructing a simulation on Lord of the Rings it becomes obvious that Tolkien's novel, or for that matter any novel, addresses itself to a continuous story line with only hints of possible alternative outcomes. Proceeding on that line of thought we had to postulate what could happen and give the players the option of exploring the various paths of alternate actions. Would you really want the Balrog to appear consistently in Moria? That latitude was taken to insure that the game becomes a game not just a replay of the book.

The Lord of the Rings is distinguished by the fact that it is not only widely read but almost committed to memory by many Tolkien devotees. Obviously many trained eyes would be scrutinizing the game for flaws and so the research was of paramount importance. Again we ran into the problem that there is only one book, LOTR, but fortunately we did run across two important secondary sources that were extremely helpful: The Guide to Middle Earth and The Tolkien Companion, both of which are a type of encyclopedic glossaries of the Tolkien works.

The essence of the book is in its characters, and we had to ingrate as many of them as possible, but we also knew that not all would make it without cluttering up the game. Our regrets to Radagast the 'Brown, Ghanburighan, Treebeard, etc. Since the characters would be the focal point of the game, it was an obvious decision from the start to individualize the characters, giving them all their attributes so that we could develop the character confrontations, the classic ones and the "what would happen if" ones (Aragorn vs. Balrog, etc.).

The power of the author in a novel is supreme, for he can create disasters for his protagonists and just as suddenly deliver them from the jaws of certain death. That power had to be transmitter into the game in order for the players to relive all the excitement and drama of the story. This has been conveyed through the use of the Event Cards. But it was left in the hands of the players to use them judiciously throughout the game to help themselves or to harry their opponents. The Event Cards rely heavily on the adventures and escapades that are sprinkled through the course of the overall story. The Misty Mountain Passes, Boromir's attempt to Seize the Ring, the Ents, the Dead Men of Dunharrowll have an important role in the story, and their place in the game had to be secured. Again latitude was taken both in the incorporation of additional events and the timing of the play of the events. This was done for play value. The recurring thought was not to make the game

A carbon copy of the book, otherwise it would not become a game nor a true simulation where various strategies or options could be taken. And again that was the intention, create the framework of Tolkien and allow the players to follow the book exactly (or as closely as possibly, like any historical simulation) but also to explore the alternatives.

Design Credits

Game Design:

Howard Barasch, Richard Berg Physical Systems and Graphic Design:

 

Redmond A. Simonsen Game Development:

B.E.         Hessel, Eric Goldberg

Cover and Character Illustrations:

Tim Kirk Acknowledgements:

Scott Rosenberg, The Mythopoeic Society Playtesting:

John Butterfield, Gary Christiansen, Gilbert Colgate, Marty Goldberger, Ben Grossman, Edward Woods Production:

Bill Bauer, Larry Catalano, Manfred F. Milkuhn, Steve

Parsons, Norman Pearl, Bob Ryer