ROBERTO DI MEGLIO, MARCO MAGGI & FRANCESCO NEPITELLO - A GAME BY
Page content transcription
If your browser does not render page correctly, please read the page content below
4 • War of the Ring — Collector Collector´s Edition Everywhere he looked he saw the signs of war. The Misty Mountains were crawling like anthills: Orcs were issuing out of a thousand holes. Under the boughs of Mirkwood there was deadly strife of Elves and Men and fell beasts. The land of the Beornings was aflame; a cloud was over Moria; smoke rose on the borders of Lórien. Horsemen were galloping on the grass of Rohan; wolves poured from Isengard. From the havens of Harad ships of war put out to sea; and out of the East Men were moving endlessly: swordsmen, spearmen, bowmen upon horses, chariots of chieftains and laden wains. All the power of the Dark Lord was in motion. The Fellowship of the Ring by J.R.R. Tolkien, Book II, Chapter 10.
Chapter I: Introduction • 5 W elcome to the Collector’s Edition of the War of the Ring strategy board game. NUMBER OF PLAYERS Since its first publication in 2004, War of the Ring has been hailed by many War of the Ring is a game for 2 to 4 players. The Lord of the Rings enthusiasts and hobby forces involved in the conflict are divided into two gamers alike as the most engaging recreation of the world- sides: the Free Peoples and the Shadow. When renowned fantasy saga by J.R.R. Tolkien. playing with three players, one player controls the Free Peoples and the remaining two control the This edition revisits the already high-level presentation of Shadow, sharing tasks. When playing with four the game with unique, superior-quality components: larger- players, all participants evenly share the forces of the sized playing cards; a new design for the game board, two sides. re-painted for this edition by John Howe and enhanced by hand-written elvish calligraphy; and a full set of hand- Please note that these rules refer to games played painted figures. The components and additional rules with only two players. To play games with more introduced in the expansion set Battles of the Third Age than two players, see Chapter 11, Multiplayer Rules are also included in this collector’s item, and are equally (page 65). enhanced. ORIGINAL AND EXPANDED OBJECT OF THE GAME GAME In War of the Ring, up to four players take part in the The rules contained in Chapters 1 to 11 detail struggle between the armies of the Free Peoples and the the game as originally presented in its first release. heroic Companions of the Fellowship of the Ring, against Chapter 12, Twilight of the Third Age (page 69), the dark host of the Shadow and the powerful Minions of presents the rules first introduced in the Battles of the Dark Lord. During the course of the game, the fate the Third Age game expansion. of Middle-earth will unfold, as armies clash on the fields of battle and the Fellowship of the Ring finds its way to Refer to that chapter to use the expansion Mordor and the Mountain of Fire. components and introduce new opportunities of play, after you have mastered the game in its original In each game of War of the Ring, the player controlling form. the Shadow attempts to use his superior military might to conquer Middle-earth in one fell swoop. On the side of the Shadow gather the hosts of Sauron, the hordes of the Southrons & Easterlings, and the forces of the wizard Saruman, three nations ready to field their troops at a With the passing of turns, one side will eventually emerge moment’s notice. Against it assemble the armies controlled victorious: will the Shadow conquer enough of its enemies’ by the Free Peoples player: an allegiance of Elves, Dwarves, cities and strongholds, or will the Fellowship succeed in the riders of Rohan, men of Gondor, and men from the destroying the Ring before this happens? Will the Ring- North, a fragile union that can be fortified only at the bearers fail and be corrupted, or will the Free Peoples turn expense of great efforts. the tide and conquer the enemy’s strongholds themselves, buying time for Frodo to reach Mount Doom and drop the During play, both sides attempt to organise their forces, by Ring into the Fire? mustering troops and leaders and deploying them in key regions, to either strike to conquer—or to resist where the hammer will fall. Meanwhile, the nine Companions of the Fellowship of the Ring travel towards Mordor, carrying the One Ring of the Dark Lord to destroy it at the Mountain of Fire. Controlled by the Free Peoples player, the Fellowship is his true chance of winning, as the military forces of the Shadow will crumble to dust together with its master if the Ring is undone. But the Quest is fraught with peril, as the Eye of Sauron is always bent on finding the Ring and the Shadow player has many ways to delay the Fellowship, from trying to kill Companions to corrupting the Ring-bearers.
8 • War of the Ring — Collector Collector´s Edition COMPONENTS LIST — 20 figures representing Free People Leaders and 8 figures representing the Nazgûl Inside your War of the Ring box you will find an extensive — 8 figures representing the Ring-bearers set of components. The material necessary to play the basic (Frodo and Sam) and their Companions version of the game is listed under the heading Main Game — 3 figures representing the Minions of the Components, while those introduced in the expansion are Shadow found under Expansion Components. — 1 figure representing Gollum — 76 cardboard counters and markers, including: — 24 Hunt Tiles (16 Standard Hunt Tiles and 8 MAIN GAME COMPONENTS Special Hunt Tiles) — This Rulebook — 20 Settlement Control markers — 2 Player Aids — 1 Fellowship Progress counter — 1 Game Board, composed of two fold-out sections — 6 Army markers — 1 Cloth Bag — 1 Corruption counter — 6 Free Peoples Action Dice — 2 Leading Player tokens (used in the 3- and — 10 Shadow Action Dice 4-player games) — 10 six-sided Combat Dice, 5 for each player — 3 Elven Rings counters — 10 Companion Cards (Free People Characters) — 8 Political counters — 1 Gollum Card — 7 Companion counters — 3 Minion Cards (Shadow Characters) — 1 Aragorn-Heir to Isildur marker — 96 Event Cards (divided into 4 decks of 24 cards each) — 1 Gandalf the White marker — 205 plastic figures representing the Armies and — 2 Victory Points counters Characters of the War of the Ring, including: — 90 figures representing Shadow Army units — 75 figures representing Free People Army EXPANSION COMPONENTS units — 41 plastic figures, including: — 6 plastic figures representing the defensive Siege Engines of the Free Peoples — 6 plastic figures representing the offensive Siege Engines of the Shadow — 1 plastic figure representing the Balrog — 1 plastic figure representing the Witch-king: Chief of the Ringwraiths — 1 plastic figure representing Lady Galadriel — 8 plastic figures representing the Ents of Fangorn — 12 plastic figures representing the Hillmen of Dunland — 6 plastic figures representing the ships of the Corsairs of Umbar — 1 Sméagol Companion counter — 2 Sméagol Hunt Tiles — 1 Sméagol Event Card — 2 Minion Cards — 3 Faction Cards — 14 Event Cards — 2 Companion Cards See the Twilight of the Third Age expansion rules (page 69) for a full explanation of the expansion components.
Chapter II: Game Components • 9 M A I N G A M E C O M P O N E N T S OV E RV I E W id Aid Edition: Player — Collector´s War of the Ring War of the Ring W — Collector´s AT T L E Edition: Player VING A B AT Aid THE GAME TURN R E S O LV Event Cards Phase 1) Draw Phase Phase 2) Fellowship ACTION D ICE REFER ENC E C H A RT ARMY EVENT Allocation Phase 3) Hunt CHARACTER PEOPLES TI NG FREE A C T I VA VAT N ATTIONS Roll Phase 4) Action Resolution Phase 5) Action SPECIAL Free Peoples only MUSTER MUSTER/ ARMY L POLITICA VA ADV ANCING A POSITION EYE OF SAURON Only for Nations “At War” WILL OF THE WEST Check Phase 6) Victory Shadow only This Rulebook 2 Player Aids 1 Game Board, composed of two fold-out sections 76 Cardboard counters 1 Cloth Bag 6 Free Peoples 10 Shadow 10 six-sided 205 plastic figures representing the Armies and Action Dice Action Dice Combat Dice, 5 Characters of the War of the Ring for each player GIMLI GOLLUM SARUMAN ELVEN CLOAKS SHELOB’S LAIR SON OF GLOIN SLAVE OF THE RING CORRUPTED WIZAR IZARD West. If are no If Isengard is “At special Hunt Lair” special Hunt Captain of the add one As soon as therethe Fellowship, thanc is The “Elven Cloaks” The “Shelob’s Gimli is in a battle, Companions in War” and Orthanc strength of add Gollum to the controlled by the Shadow tile is now in play. tile is now in play. to the Combat Army immediately siege), you the Hunt Pool the Hunt Pool the Free Peoples my (you Fellowship. (even if it is under Action Add the tile to is on the Add the tile to is on the maximum of the Guide of may use one Muster when the Fellowship when the Fellowship can still roll a Gollum becomes uman in Die to place Saruman 5 Combat dice). p. Mordor Track. Mordor Track. the Fellowshi Orthanc. If Gimli on Dwarf of Erebor.may use a “Reveal” icon uman cannot leave Orthanc. Guide. Only special Saruman is in Erebor,, you advance the an Eye tile or on a Shadow . to any Action Die on the Political tile can reveal the Fellowship uman. As Saruman. ves one step the The Voice of is under your Dwarves does not reveal thanc Track. If a Hunt tile may choose to long as Orthanc use a Muster Fellowship, you Hunt damage control, you may uit one Regular recruit reveal it to reduce Action Die to in everyy Isengard Isengard unit by one. Settlement or Regular to replace two two IT IS A GIFT FOR THE DARK thanc with in Orthanc ONE LORD Isengard units Play if the defendingas Elite units. same region Army Army is in the p. Play if the defending as the Hand. Each the Fellowshi region vants of the White to be is in the same Fellowship. Servants unit is considered for all on your Combat Isengard Elite Add 1 to all dice Leader re-roll. as an Army unit roll and on your Combat a Leader as well Add 1 to all dice Leader re-roll. combat purposes. movement and roll and 3 3 10 Companion Cards 1 Gollum Card 3 Minion Cards 96 Event Cards (Free People Characters) (Shadow Characters) (divided into 4 decks of 24 cards) E X PA N S I O N C O M P O N E N T S O V E R V I E W 1 Sméagol counter 2 Sméagol Hunt Tiles 41 plastic figures MORIA THE BALROG OF W ENTS AWAKE: THE CORSAIRS WE SHALL A ROCK AND ARE UPON US! LADY GALADRIEL E KEEPER YA ENYA OF N GET IT STONE itch-king is If the Witch-king of Umbar the Elves are “At may use Play if the Corsairs If Sauron or the White not in play,, you result ar”, and Gandalfmay use a Play on the table. Die a Muster Action and recruit of Fangorn Play if the Ents and Gandalf faction is in play. War”, you Guide, after a any or all of the is not in play,, faction is in playplay. You may move may move one Die result to If Gollum is the drawn, you to play the Balrogin Moria. in Muster Action in Lórien. Hunt tile has been to one Sauron unit the White is Ships. Then, you containing play Lady Galadriel e Shall Get It” Advance the Elven, Dwarven in Fangorn. You Army from a region may discard “We tile. Apply th Nations one Place two Ents free for the Hunt and the North and attack with a Ship to a region movement which Whenever a draw another tile, then step on the Political rack. Track. may then move Lady of Light. is drawn, use fects of the second Hunt the effects Draw a Hunt the Ents. purposes of Army standard Eye tile tile to the Fire and Shadow. was revealed also contains a Ship. token to cancel return the first n is in Fangorn, If a Companio draw another with an Elven Ring another tile Pool. tile if the Fellowshipa result has as or may then move or attack fects and draw its effects or declared, and moving you may play You manentlyy permanentl is card. that Army. instead. Remove play for the moved through, into a region Character Event during the first that Eye tile fromgame. from, or is moving If a battle starts, Balrog. Ignore Peoples player remainder of the occupied by the on the tile. If the tile round the Free any “Reveal” icon the Balrog and the Combat card. cannot play a You can People. Y is an Eye, eliminate alour of the Elven if it is under Guide. in a ENTS’ RAGE Valour uit in Lórien even recruit If the Balrog is Flame of Udûn. the Combat strength to Play if the defending DEADLY STRIFE siege. battle, add two my (you can still roll Rohan region, Army Army is in a 2 to all Both Armies add roll and is a Level 3 of the Shadow 5 Combat dice). Fangorn or Orthanc. Lady Galadriel effects. ef a maximum of dice on their Combat re-roll. Combat card a Minion for the on your Combat Companion for The Balrog is not Gandalf the White. Add 2 to all dice roll. Leader purpose of playing play, the the White is in itch-king is in While the Witch-king While Gandalf add 1 die to the does not Balrog does not play, Lady Galadriel Action Action Pool. add 1 die to the 3 3 Pool. 1 Sméagol Event Card 2 Minion Cards 3 Faction Cards 14 Event Cards 2 Companion Cards
10 • War of the Ring — Collector Collector´s Edition C O U N T E R S U M M A RY Hunt Tile Standard Special (Fellowship) Special (Shadow) Back Army Counter Free Peoples (front) Free Peoples (back) Shadow (front) Shadow (back) Elven Rings Counter Corruption Counter Front Back Front/Back Companion & Character Counter Fellowship Progress Counter Front Back Front Back Nation Political Counter Free Peoples (front) Free Peoples (back) Shadow (front) Shadow (back) Settlement Control Marker Victory Points Marker Leading Player Token Free Peoples Shadow Free Peoples Shadow Free Peoples Shadow
Chapter II: Game Components • 11 PLASTIC FIGURES Dwarves Elves Regular Elite Leader Regular Elite Leader Gondor The North Regular Elite Leader Regular Elite Leader Rohan Companions Regular Elite Leader Boromir Legolas Strider/Aragorn Companions Gandalf Gimli Meriadoc Peregrin The Ring-bearers Gollum/Sméagol Isengard Sauron Southrons & Esterlings Regular Elite Regular Elite Regular Elite Minions Ringwraiths Saruman The Witch-king The Mouth of Sauron Nazgûl
12 • War of the Ring — Collector Collector´s Edition GAME PIECES — The Nazgûl are unaffected by the presence of an enemy Army in the same region. Characters PLASTIC FIGURES The main heroes of the story and their main antagonists are The Armies fighting for Middle-earth and the heroes and represented by the Character figures. monsters that lead them are represented in the game by painted plastic figures. Characters are personalities with abilities superior to those of simple Leaders. Characters belonging to the Free Armies Peoples are called Companions, while the Characters of The bulk of the armed forces of a Nation are represented the Shadow are called Minions. by Army units. Each Character is represented by a unique figure and a The Army units of a Nation are further divided into either Character Card detailing his special skills. Players should Regular or Elite units, where the first category represents carefully read all of the Character Cards before playing the a fighting force of average warriors and the second a host of game. chosen fighters or powerful monsters. In game terms, Characters act much the same as Leaders, A single Army unit corresponds to a variable number of but they do not suffer the same restrictions and can move warriors, from a few hundred expert fighters to thousands on the game board on their own, ignoring the presence of of Orcs. In game terms, all units of a kind (Regular or enemy Armies. Elite) have the same fighting capabilities as any other of the same kind, regardless of the Nation they belong to. Companions: Legolas, Gimli, Boromir, Aragorn (as Strider), Merry, Pippin, and Gandalf the Grey start the All Army units inside a single region and controlled by game as the Companions of Frodo and Sam (the Ring- the same player are considered a single group and are bearers) and members of the Fellowship of the Ring. As collectively called an Army. the game progresses, they can leave the Fellowship to help An Army can be composed of a maximum of ten units, or rouse the Free Peoples Nations to war and to act as Leaders five units if the Army is inside a Stronghold under siege. for the Free Peoples Armies. Under certain conditions (as described on their Character Free Peoples Leaders Cards), Strider and Gandalf the Grey can be replaced by The captains and chieftains leading the Armies of the Free their more powerful incarnations: Aragorn – Heir to Peoples are represented by Leader figures. Isildur and Gandalf the White. Leaders are unable to move on their own and must always be part of a friendly Army. If at any time a Leader is on the map without an Army, he is immediately removed. The presence of a Leader in an Army provides an advantage in combat and a superior movement capability. There is Aragorn, Heir to Isildur Gandalf the White no limit to the number of Leaders who can be in the same Marker Marker Army. Free Peoples Leaders, regardless of nationality, can lead Armies composed of units from any Free Peoples Nation. When this happens, put the appropriate marker under the plastic figure of the Character to remember his new status. A Leader is not considered an Army unit and cannot be taken as a casualty, nor does the presence of a Leader add to Minions: The more prominent servants of the Dark the Combat Strength of an Army (see page 40). Lord—Saruman, the Witch-king, and the Mouth of Sauron—do not start in play at the beginning of the game. Nazgûl They will enter play later, under the conditions specified on The Nazgûl, also called Ringwraiths, act as Leaders for the their Character Cards. Shadow Armies and each is represented by the distinctive Ringwraith figure mounted on a winged beast. Gollum: Gollum is a very unusual Character. Gollum is always assumed to be following the Fellowship of the Ring, The rules pertaining to the Free Peoples Leaders also apply and he becomes the Guide of the Fellowship if the Ring- to the Nazgûl, with the following exceptions: bearers are alone. When this happens, you may place the Gollum figure together with the Ring-bearers figure as a — The Nazgûl are not obliged to be part of a friendly reminder of his presence. The effects of Gollum’s actions Army and can move on their own, flying to any are represented in the game by the Gollum Character Card region (even regions containing Free Peoples units) and certain Event Cards. on the game board with a single movement (except that a Nazgûl moving without an Army cannot be placed alone in an enemy Stronghold).
Chapter II: Game Components • 13 THE GAME BOARD The diagram of the game board (see pages 16-17) identifies its various parts and shows the spaces where many of the The game board is a view of western Middle-earth at components needed at the start of the game are placed the end of the Third Age. In addition to the playing during setup. area proper, the game board also includes several spaces and tracks used to help the players keep track of various elements and components of the game. N AT I O N S Dwarves Rohan (brown) (dark green) Elves Isengard (light green) (yellow) Gondor Sauron (blue) (red) The North Southrons & Easterlings (light blue) (orange)
14 • War of the Ring — Collector Collector´s Edition REGIONS Settlements The main portion of the game board shows a view of Settlements represent locations that are vital to the western Middle-earth at the end of the Third Age. The economy and defence of a nation. A region containing map is divided into territories called regions. Each region a Settlement gives to the player controlling it several is identified by a name, which usually refers to a site of advantages. note or to an entire geographical area (such as Minas Tirith or Cardolan). Regions are used to regulate movement, Towns represent populated areas that allow the recruitment combat, and the placement of all plastic figures. of troops of a specific Nation. The presence of a Town is shown on the board by the symbol of the appropriate Regions are normally separated by a white line or by a river Nation. between two white lines. A thick black border denotes impassable terrain which cannot be crossed, usually a high mountain range. If the border between two regions is completely divided by such a line, those regions are not considered adjacent for any purpose. Free Peoples Town Shadow Town Some areas of the board are completely blue, either surrounded by a black line or bordered by a white line. Cities represent major urban centres and can also be used These areas are seas or lakes. A sea or lake area is not a region to recruit troops. They also provide an advantage in combat and can never be crossed (except when using the Corsairs of to defending troops. Umbar rules included in the expansion, see page 75). Note: Below the name of the region, you will find its Elven (Sindarin) translation. Free Regions The rules and Event Cards often refer to a free region. A region is free for a player when it doesn’t contain an enemy Free Peoples City Shadow City Army and/or an enemy-controlled Settlement. A region containing a Stronghold controlled by the enemy is also Strongholds represent fortresses, Elven homes, and the free for a player when the Stronghold is besieged by an greatest capitals of Middle-earth. Troops may be recruited Army of that player. in Strongholds, and defenders receive a very strong advantage in battle. NATIONS Note: Each Stronghold on the board is Several regions are grouped and identified as Nations by matched by a Stronghold box with the same their colored borders (see diagram on page 13). Some drawing (or with a generic drawing in the case Nations consist of several separate groups of regions, of Shadow Strongholds). divided and distant from one another. FORTIFICATIONS AND SETTLEMENTS A region can be empty, or contain either a Fortification or one of three types of Settlements. Fortifications A Fortification in a region offers easily defendable positions, such as a ruin, a fort, or a ford crossing a river. There are Free Peoples Stronghold Shadow Stronghold two Fortifications on the map: in the regions of Osgiliath and the Fords of Isen. The Cities and Strongholds of Middle-earth give Victory Points to a player who captures them from the enemy (see page 43). In both Cities and Strongholds, the color of the frame shows which player initially controls it (red for the Shadow, blue for the Free Peoples). The icon in the upper corner Fortification shows which Nation the City or Stronghold belongs to.
Chapter II: Game Components • 15 The symbol appearing on a City is a reminder that control of this region is worth 1 Victory Point to the opponent. The symbol appearing on a Stronghold is a reminder that MAP EXAMPLES control of this Stronghold is worth 2 Victory Points to the opponent. A white line is the normal border between two regions. TRACKS AND BOXES In addition to the regions of Middle-earth, the game board also contains various boxes and tracks used during the game to keep track of different activities. These areas include: — The Fellowship Track, to keep track of the progress A river between two white of the Fellowship and the Corruption of the Ring- lines is also a common style bearers of border between two regions. — The Hunt for the Ring box (also called the “Hunt box”), to display the dice that the Shadow player allocates to hunt the Fellowship and to keep track of the number of times that the Fellowship moves during a turn A thick black line represents a mountain border, which — The Political Track, to keep track of which Nations can never be crossed. of Middle-earth are at War — The Guide of the Fellowship box, to display the Character Card of the Character who is guiding the Fellowship A colored line running — The Fellowship of the Ring box, to display the along a border shows the figures and counters of the Companions composing border of a Nation. the Fellowship — The Elven Rings box, to display the Elven Rings counters — The Event Deck boxes, to hold the four Event Card Decks When two Nations are neighbours, two colored — The Stronghold boxes, to display those Army units lines run along each other, involved in a Siege Battle. separated by the white border. — The Army boxes, to hold figures when there is not enough space in a region. — The Victory Points Track, to keep count of the Sea areas are not regions conquests of each player. and can never be crossed. Regions bordering the large sea area on the left side of the board are called coastal regions. Larger letters in the name of a region show that the region includes a City or Stronghold.
16 • War of the Ring — Collector Collector´s Edition T H E G A M E B OA R D 1 Free Peoples Character Event Cards Area 3 2 Free Peoples 1 2 Strategy Event Cards Area 3 Elven Rings Area (controlled by the Free Peoples player) 4 Army Boxes 5 5 Stronghold Boxes 6 4 Hunt Box 5 5 7 Elven Rings Area (controlled by the 6 Shadow player) 8 Victory Points 7 Track
Chapter II: Game Components • 17 9 Fellowship Track 9 10 Guide of the Fellowship Box/ 10 Fellowship of the Ring Box 11 11 Political Track 12 Mordor Track 12 13 Shadow Character Event Cards Area 13 14 14 8 Shadow Strategy Event Cards Area
18 • War of the Ring — Collector Collector´s Edition
War of the Ring — Collector´ss Edition • 19 CHAPTER III SETTING UP THE GAME
20 • War of the Ring — Collector Collector´s Edition B efore you start playing, you should decide who STEP 8 will play the Free Peoples and who will play the Separate the Free Peoples and Shadow Event Cards into Shadow. Character and Strategy Decks according to the back of each card, shuffle them separately, and place them on the If you play with the basic rules only, set aside all corresponding areas of the game board. the components belonging to the expansion. If you play with the expanded rules, see page 71. STEP 9 Then, get the game ready to play by following these steps. Put the Standard Hunt Tiles (beige) in the cloth bag included with the game: this is the Hunt Pool. Set aside the Special Hunt Tiles (blue and red) for later use. STEP 1 Place the game board on a suitable surface, possibly large enough to leave some room along the sides of the board STEP 10 (to place discarded cards and eliminated pieces and to roll Give seven red Shadow Action Dice to the Shadow player dice). and four blue Free Peoples Action Dice to the Free Peoples player. Set aside the remaining Action Dice for later use. Give to each player a set of five Combat Dice. STEP 2 Place the Ring-bearers figure on Rivendell, its starting point. STEP 11 Place the Political Counter for each Free Peoples Nation on its starting point on the “Political Track”. All of the STEP 3 Free Peoples Nations’ Political Counters except for that Place the Fellowship Progress Counter on Step 0 of the of the Elves are placed with the “Passive” side up. The “Fellowship Track”, with the “Hidden” side up. The Political Counters of the Elves and all the Shadow Army Corruption Counter is also placed on Step 0 of the same Nations are placed with the “Active” side up. As indicated track. by the symbols on the track, place the Rohan, the North, the Elven, and the Dwarven Nations’ Political Counters in the top box, place the Gondor and Southron/Easterling STEP 4 Political Counters in the second box from the top, and Place all Companion Cards in the “Guide of the finally place the Sauron and Isengard Political Counters in Fellowship” box, with the Gandalf the Grey Character the third box from the top—immediately above the “At Card on top, as he is the starting Guide of the Fellowship. War” box. Set aside the cards for Aragorn – Heir to Isildur, Gandalf the White, and Gollum for later use. STEP 12 Sort all the plastic figures by the color of their base and STEP 5 their type and follow the Army Setup diagram on page 23 Place all the Companion figures (except for the Ring- to place each Nation’s initial Army units and Leaders. Set bearers) and their counters in the “The Fellowship of the aside any remaining figures to use as reinforcements, paying Ring” box. Set aside the Gollum figure for later use. attention not to mix them with pieces eliminated from play as the game progresses. Set aside the Army counters for use later in the game. STEP 6 Place the three Elven Ring counters in the Free Peoples’ Keep all the remaining components in the box; they will be “Elven Rings” area of the game board with the “Ring” side used later in the game. up. STEP 7 Set aside all Shadow Minion Cards (the Witch-king, Saruman, and the Mouth of Sauron) and the corresponding figures for later use.
Chapter III: Setting Up the Game • 21
22 • War of the Ring — Collector Collector´s Edition ARMY SETUP Dwarves Erebor: 1 1 Regular, 1 Elite, 1 Leader. Ered Luin: 2 1 Regular. Iron Hills: x2 3 1 Regular. Reinforcements: 2 Regular, 4 Elite, 3 Leader. 15 x1 Elves Grey Havens: 4 1 Regular, 1 Elite, 1 Leader. x1 2 12 x1 x1 Rivendell: 5 2 Elite, 1 Leader. Woodland Realm: 16 6 1 Regular, 1 Elite, 1 Leader. x1 x1 x1 Lorien: 4 7 1 Regular, 2 Elite, 1 Leader. x1 Reinforcements: 2 Regular, 4 Elite. Gondor 2 Minas Tirith: 8 3 Regular, 1 Elite, 1 Leader. x1 Dol Amroth: 9 3 Regular. x1 Osgiliath: 10 2 Regular. 3 Pelargir: 11 1 Regular. 1 Reinforcements: x4 6 Regular, 4 Elite, 3 Leader. 18 The North x1 Bree: x2 12 1 Regular. x1 Carrock: 13 1 Regular. Dale: 14 1 Regular, 1 Leader. North Downs: 15 1 Elite. The Shire: 16 1 Regular. Reinforcements: 6 Regular, 4 Elite, 3 Leader. Rohan Edoras: 17 1 Regular, 1 Elite. Fords of Isen: 18 2 Regular, 1 Leader. Helm’s Deep: 19 1 Regular. Reinforcements: 6 Regular, 4 Elite, 3 Leader.
Chapter III: Setting Up the Game • 23 Isengard Orthanc: 4 Regular, 1 Elite. 1 North Dunland: 1 Regular. 2 South Dunland: 3 9 1 1 Regular. 13 x1 Reinforcements: x1 6 Regular, 5 Elite. 6 x2 x1 x1 3 Sauron 1 Barad-Dûr: 5 4 x1 x1 x1 4 Regular, 1 Elite, 1 Nazgûl. x1 x1 Dol Guldur: x1 5 Regular, 1 Elite, 1 Nazgûl. 5 14 14 Gorgoroth: 3 Regular. 6 8 Minas Morgul: 5 Regular, 1 Nazgûl. 7 x2 x2 Moria: 2 Regular. 8 x5 x2 Mount Gundabad: x1 x1 2 Regular. 9 7 x1 x1 Nurn: 5 2 Regular. 10 Morannon: 15 5 Regular, 1 Nazgûl. 11 Reinforcements: 8 Regular, 4 Elite, 4 Nazgûl. x1 x3 Southrons & Easterlings x1 Far Harad: 3 Regular, 1 Elite. 12 Near Harad: 3 Elite, 1 Regular. 13 x1 x1 x4 19 x5 North Rhûn: x1 17 x1 x1 11 x1 4 2 Regular. 14 South Rhûn: 3 Elite, 1 Regular. 15 x1 10 8 x5 Umbar: x1 x1 3 Regular. 16 x3 7 Reinforcements: x2 10 Regular, 3 Elite. 6 x3 x2 10 9 x1 11 x3 13 x1 16 12 x1 x3 x3 x3
24 • War of the Ring — Collector Collector´s Edition
War of the Ring — Collector´ss Edition • 25 CHAPTER IV THE GAME TURN
26 • War of the Ring — Collector Collector´s Edition T he game is played over a series of turns. Each time the Free Peoples player uses an Action Die to Each turn is divided into six phases. move the Fellowship, he places that die in the Hunt box The phases of the turn are: after completing the action. All other used dice are set aside until next turn. The use of each different Action Die is described in more PHASE 1) DRAW EVENT CARDS detail later. Both players draw 2 cards, one from each Event Deck. PHASE 6) VICTORY CHECK Players now check to see whether either player has achieved PHASE 2) FELLOWSHIP PHASE the Victory Conditions. If not, a new game turn begins. The Free Peoples player may now declare the position of the Fellowship. When all the activities required by the different phases have been concluded, the turn is over and another turn If the Fellowship is in a City or Stronghold of a Free begins (unless one of the players has achieved his Victory Peoples Nation, that Nation is activated (if the Nation is Conditions, in which case the game ends). showing “Passive” on the Political Track, flip the Nation to “Active”) and the Ring-bearers may be healed. Also, during this phase, the Free Peoples player may change THE ACTION DICE the Guide of the Fellowship. The Action Dice play a fundamental role in the game, as they dictate the options available to each player during a PHASE 3) HUNT ALLOCATION turn. The Shadow player may now put a number of Action Dice These dice have special icons on their faces, each icon in the Hunt box located on the game board, but only as representing a different action which the players may many dice as the number of Companions remaining in the choose. The different numbers and types of icons appearing Fellowship. These dice are not rolled during the following on the Free Peoples Action Dice and Shadow Action Dice Action Roll phase. reflect the different attitudes of the two sides fighting the War of the Ring. PHASE 4) ACTION ROLL The Action Dice Icons table, on the facing page, shows the Players roll their Action Dice. The Shadow player meaning of these icons. immediately takes all the dice showing the “Eye” result and Note that the Free Peoples Action Dice have two adds them to the Hunt box. faces which show the “Character” action, and that on these dice the “Army” action only appears on a face combined with the “Muster” action. PHASE 5) ACTION RESOLUTION This phase is the primary game phase of the War of the Ring board game. ACTION DICE POOL It is during this phase that players will utilise the Action The total number of Action Dice rolled by a player in a Dice results to move their Characters and Armies on the turn is called his dice pool. game board, or to take other important actions. The Shadow player starts the game with seven dice in his The results of the rolled Action Dice dictate the actions pool, but may gain additional dice later in the game given the players can take during this phase. Starting with the certain circumstances, up to a maximum of ten. These Free Peoples player, the two players alternate actions, each additional Action Dice enter play when the Shadow player taking one action by selecting and removing one of his brings his Minions into the game (one die for Saruman, available die results. one for the Witch-king, one for the Mouth of Sauron). If a player has fewer unused Action Dice than his opponent The Free Peoples player starts with four dice in his pool. (typically the Free Peoples player will have fewer Action Dice Like the Shadow, he can also gain additional dice later in than the Shadow player), he can pass instead of taking an the game. The Free Peoples player adds one die to his dice action, thus allowing the opponent to take another action. pool when Aragorn – Heir to Isildur enters play and another one when Gandalf the White appears. If a player runs out of actions before his opponent has done the same, the opponent takes all his remaining actions, one Both the Shadow and the Free Peoples player lose the after the other. additional die if the corresponding Character is eliminated.
Chapter IV: The Game Turn • 27 ACTION DICE ICONS Free Peoples Will of the West Character Army Muster Event Muster/Army Special Action* Action* Action Action Action Actions Shadow Eye Character Army Muster Event Muster/Army Special Action Action Action Action Action Actions * Note: the Free Peoples Action Dice have two faces which show the Character action. On these dice, the “Army” action only appears on a face combined with the Muster action. When a player gains or loses an Action Die, the gain or USING ACTION DICE loss is only effective in the next turn: the die is added Starting with the Free Peoples, players alternate actions to, or removed from, the dice pool just before the Hunt selecting one of their Action Dice and immediately Allocation phase of the following turn. taking the action made available by the specific die result. HUNT ALLOCATION AND ACTION ROLL Each Action Die is printed with a set of distinctive icons, The Shadow player, during the Hunt Allocation Phase, corresponding to different game actions. Each action is places the number of Action Dice into the Hunt box that detailed later in the rules and summarized in the Action he wants to devote to the Hunt for the Ring. Dice Reference Chart (see page 28; the chart is also included in the Player Aids). The maximum number of dice he can place in the Hunt box is equal to the number of Companions currently When an action has been completed, the corresponding die in the Fellowship (note that the Ring-bearers are not is considered “used” and is set aside until needed again for considered to be a Companion and do not add to this the next turn. maximum). The only exception to this rule is that each time the Free The Shadow player may always place at least one Dice Peoples player uses an Action Die to move the Fellowship, he in the Hunt box, even if all the Companions have left the places that die in the Hunt box after completing the action fellowship – because Gollum (see later) will then count as a rather than setting it aside (note that the die is returned to Companion. the Free Peoples player at the end of the turn). The dice placed in the Hunt box are not rolled, but the A player may choose to pass on his opportunity to take Shadow player rolls the remaining dice in his dice pool, and an action by using a die, but only if he has fewer unused all dice showing an “Eye” result are immediately added to Action Dice than the opposing player (thus a player can the Hunt box as well. pass, letting his adversary take several actions in a row). The Free Peoples player simply rolls his entire Action Dice If a player runs out of actions before his opponent has done pool. the same, the opponent executes his remaining actions one after the other.
28 • War of the Ring — Collector Collector´s Edition A C T I O N D I C E R E F E R E N C E C H A RT This section provides a quick summary of the actions that each player can take using Action Dice. ARMY The Army die result can be used to execute one of the CHARACTER following actions: — Move Armies. Move up to two different Armies The Character die result can be used to execute one of from their region(s) to free adjacent region(s). the following actions: — Attack an Enemy Army. Attack an enemy Army — Leader Moves/Attacks with Armies. Move an in an adjacent region with one of your Armies (or Army with a Leader to an adjacent free region, conduct a Siege Attack or Sortie). or attack an enemy Army using an Army with a Leader. — Play an Event Card. Play an Army Event Card from your hand. — Play an Event Card. Play a Character Event Card from your hand. Free Peoples only — Fellowship Progress. Move the Fellowship MUSTER Progress Counter one step forward on the Fellowship Track. Resolve the Hunt for the ring, The Muster die result can be used to execute one of the and then place the used Action Die in the Hunt following actions: box. — Diplomatic Action. Move the Political Track of — Hide the Fellowship. If the Fellowship was one friendly Nation one step forward (for a Free previously Revealed, it becomes Hidden again. Peoples Nation, the step “At War” can be reached only if the Nation is Active). — Separate Companions. Separate one Companion or one group of Companions from the Fellowship. — Play an Event Card. Play a Muster Event Card The Companion figures are removed from the from your hand. Fellowship box and must move on the map, up to a distance from the Fellowship equal to the step Only for Nations “At War” — Recruit Reinforcements. Place reinforcements number on the Fellowship Track plus the highest into play: Companion Level. — 1 Elite unit in any friendly and free — Move Companions. Move all Companions or Settlement groups of Companions on the map, each up to or a number of regions equal to that of the highest Companion Level in the group. — 2 Leaders in any two different friendly and free Settlements Shadow only or — Move Minions. Move all Nazgûl (including the Witch-king, if in play) anywhere on the map — 2 Regular units in any two different friendly (except into a Free Peoples Stronghold region, and free Settlements unless a Shadow Army is besieging it). Move the or Mouth of Sauron (if in play) up to three regions. — 1 Leader and 1 Regular Army unit in any two different friendly and free Settlements, or — Bring one Character into play according to the rules on his Character Card.
Chapter IV: The Game Turn • 29 THE ELVEN RINGS At the beginning of the game, the Free Peoples player receives three counters, representing the Elven Rings of Power. He keeps each counter in the “Elven Rings” area of the EVENT game board, with the Ring side face up, until he decides to use it. The Event die result can be used to execute one of the When the Free Peoples player uses an Elven Ring, he flips following actions: over the counter to show its “Flaming Eye” side and gives — Draw an Event Card. Draw one Event Card it to the Shadow player. from an Event Deck of your choice. After the Shadow player uses the counter, it is discarded — Play an Event Card. Play any one Event Card from play. from your hand, regardless of its type. Each Elven Ring/Eye counter can thus be used once by its owner in the following way: When a player is about to take an action during the SPECIAL Action Resolution phase, he may use an Elven Ring to change the result shown on an unused Action Die to The Special die results are different on the Shadow dice another Action Die result of his choice. and on the Free Peoples dice: A player that just used an Elven Ring to change a die result then proceeds to take a regular action, choosing any MUSTER/ARMY one Action Die result (not necessarily the one he has just changed with the Elven Ring). Choose any one action from those listed under The use of an Elven Ring is subject to the following "Muster" or "Army". limitations: — Only one Elven Ring may be used by the same player EYE OF SAURON during the course of a single turn. All dice showing the Eye must be put in the Hunt box. — The Free Peoples player may not use an Elven Ring to change an action die to a “Will of the West” result. WILL OF THE WEST — The Shadow player can use an Elven Ring to This result be used as any other Action Die result, as change a die result into an “Eye” result (that die is chosen by the Free Peoples player. immediately moved to the Hunt box). This does not The Will of the West result can also be used by the count as an action, so he may then take an action Free Peoples player for certain special actions, such as normally. However, he cannot do the opposite and bringing into play Gandalf the White or Aragorn – use an Elven Ring to change the result of an action Heir to Isildur. die already showing an “Eye” result. Elven Ring Counters Front: controlled by Back: controlled by the Free Peoples player the Shadow player
30 • War of the Ring — Collector Collector´s Edition
War of the Ring — Collector´ss Edition • 31 CHAPTER V THE EVENT CARDS
32 • War of the Ring — Collector Collector´s Edition T he Event Cards represent many of the fortunate The effects of an Event Card are explained in its text. (or unfortunate) episodes in The Lord of the Rings, as well as special items, unexpected Often, some kind of requirement must be met for the occurrences, and “what if’s”. effects of the card to apply; if a requirement is not fully satisfied, the card cannot be played. Moreover, each Event Card can also be used for a special combat effect to be employed in battle. When Usually, a card allows a player to take an action that violates an Event Card is used for its combat ability, we refer to the the standard rules; this is intentional, but any rule that is card as a Combat Card. not expressly replaced by the card text still applies normally. Some exceptions to the general rules use the following terminology: EVENT DECKS Each player receives two decks of Event Cards: his — If a card reads “Play on the table”, it means that the Strategy Deck (represented graphically by an army banner) card is not discarded after it is played, and its effects and his Character Deck (represented graphically by a sword). last until a particular condition or requirement is met after which the card is discarded. If discarding a card Cards in the Strategy Deck usually offer military and requires the use of an Action Die, discarding the political options to the player. Cards in the Character Deck card counts as an action. Note that if the condition are often related to the Fellowship and to the actions of required to play such a card ceases to be met, the Companions and Minions on the map. card is immediately discarded. Example: “Denethor’s Folly” is discarded if Minas DRAWING EVENT CARDS Tirith is no longer under siege. At the beginning of each game turn (including the first) — If a card text directs you to “recruit” units or both players must draw one card from each of their decks. Leaders, these units or Leaders are taken from your It is also possible for players to draw cards from either deck available reinforcements. Such Event Cards may be by using an Action Die result during the Action Resolution used even when a Nation is not “At War” and also phase (see page 29). allows you to place units in a Stronghold under siege (where you normally may not recruit units). Other Players may hold a maximum of six cards in their hand restrictions (such as the limit to the number of units at any time and must immediately discard those in excess in a region or the fact that a region must be free as soon as the maximum number is exceeded. Cards are from enemy units) still apply. discarded face down. It can happen that the effects of an Event Card cannot be If a deck is depleted during the game, the discarded cards fully applied. In this case, the card can still be played, and are not reshuffled. It is now no longer possible for the its effects are applied to the maximum extent possible. player to draw cards out of that deck (and thus he may only draw one card from the other deck during the Draw Event Example: The “Knights of Dol Amroth” card Cards phase). allows the Free Peoples player to recruit one Leader and one Elite (or Regular) unit in Dol Amroth. If no Leader is available in the Free Peoples PLAYING EVENT CARDS reinforcements, only the Elite or Regular unit is Event Cards can be played during the Action Resolution recruited. phase in two ways: Event Cards Provoking Casualties 1) by using an Event Action Die result (the Palantir Several cards describe effects that may cause a player to symbol), or remove some figures from play. If all the Army units in an Army are eliminated by the effect of such a card, all 2) by using an Action Die result whose icon matches Free Peoples Leaders are immediately removed, while any the symbol on the upper right corner of the card. Nazgûl, Companions, or Minions are left in the region, Example: For the Free Peoples player to play the unless specified differently in the card text. Strategy Card “Paths of the Woses” he must either use an Action Dice that shows the Palantir symbol (the Event result), or an Action Dice that shows the COMBAT CARDS Banner symbol (an Army result). In addition to their standard Event Text, all Event Cards contain additional text (located at the bottom of the cards) Generally, Event Cards are discarded as soon as their effects representing their use as Combat Cards. are resolved.
Chapter V: The Event Cards • 33 Unlike playing an Event Card for its main use, playing it as Just like with Event Card effects, Combat Card effects a Combat Card does not require taking an action. modify the normal rules of the game, and the text of the card always has precedence over the normal rules. Combat Cards are played as follows: Event Cards used as Combat Cards are always discarded Before each round of battle, each player has the option of immediately after use. selecting a single Event Card to act as a Combat Card in See also Battle Resolution, on page 39, for further details order to use its special bonus for the round. about the use of Combat Cards. THE EVENT CARDS Free People Event Card Shadow Event Card 6 Multiplayer Game WIZARD’S WORMTONGUE Event Title 1 2 1 2 Information 1 STAFF (if present) 3 Play on the table if Gandalf the 3 Play on the table if Saruman is Grey is in the Fellowship. in play. Card Type 2 4 You may discard “Wizard’s Staff” 4 When “Wormtongue” is in Combat Title to prevent the Shadow player from play, Rohan cannot be activated 7 drawing a Hunt tile. except by a Companion’s special ability, or by the Fellowship being 5 You must discard this card from the Event 3 table immediately if Gandalf the declared in Edoras or Helm’s Combat Grey leaves the Fellowship. Deep, or by an attack on Edoras 8 Pre-condition or Helm’s Deep. Pre-condition 5 You must discard this card from the (if present) table as soon as Rohan is activated, or if Saruman is eliminated. (if present) 6 6 Event Text 4 SERVANT OF THE FOUL STENCH Combat Text 7 SECRET FIRE 7 Play if the total Nazgûl 8 9 Play if Gandalf is in the battle. 8 Leadership is 1 or more. If the Nazgûl Leadership equals 9 Event Discard Add 1 to all dice on your Combat 9 5 10 Initiative Number roll. or exceeds the total Free Peoples Leadership, the Free Peoples Condition Leader re-roll is cancelled. (if present) 11 Card Number 10 3 10 3 11 8/24 11 22/24 Free People Event Card Type Shadow Event Card Type ELVEN CLOAKS THE LAST BOOK OF SHELOB’S LAIR RETURN TO THREATS AND BATTLE MAZARBUL VALINOR PROMISES The “Elven Cloaks” special Hunt Play on the table if Aragorn Move any or all Companions who The “Shelob’s Lair” special Hunt Play if you control at least one Play on the table. tile is now in play. or Gandalf the White are with are not in the Fellowship. tile is now in play. Elven Stronghold. Character Army Muster Character Army Muster When “Threats and Promises” is Add the tile to the Hunt Pool a Free Peoples Army in South Then, if a Companion is in Erebor Add the tile to the Hunt Pool For each region with an Elven in play, the Free Peoples player when the Fellowship is on the or North Ithilien, Dagorlad, or Ered Luin, move the Dwarven when the Fellowship is on the Stronghold which is not under cannot advance a passive Nation Mordor Track. Barad-Dûr, Morannon, Minas Nation directly to the “At War” Mordor Track. siege, roll a number of dice equal on the Political Track using a Morgul, Nurn, or Gorgoroth. step, even if the Dwarven Nation to the number of Elven Army Muster Action Die. While this card is in play, Action is not active. units in that region (up to a You must discard this card from Dice used to move the Fellowship maximum of 5) and score one hit the table as soon as a Free Peoples Free People Event Card Back are not added to the Hunt Box. You must discard this card from the Shadow Event Card Back against that Army for each result of “6”. Nation advances on the Political Track either due to an attack table as soon as there is not a Free or due to a Companion's special Peoples Army in at least one of the ability. regions listed above. ADVANTAGEOUS POSITION IT IS A GIFT Play if the defending Army is ONE FOR THE DARK DEADLY STRIFE DEVILRY OF inside the borders of a Free LORD ORTHANC Play if the defending DAYLIGHT Peoples Nation. Both Armies add 2 to all Army is in the same region as Play if the defending Army dice on their Combat roll and Play if an Isengard Army the Fellowship. The Shadow player rolls Subtract 1 from all dice on the Leader re-roll. a maximum of three dice in his is in the same region as the unit is in the battle and Combat roll of the Shadow Fellowship. the defending Army is in a Add 1 to all dice on your Combat Combat roll. player (an unmodified “6” is still Stronghold. roll and Leader re-roll. Add 1 to all dice on your Combat considered a hit for him). roll and Leader re-roll. Add 1 to all dice on your Combat roll. 3 3 3 3 3 3 1/24 1/24 4/24 1/24 1/24 5/24 Character Strategy Character Strategy
34 • War of the Ring — Collector Collector´s Edition
War of the Ring — Collector´ss Edition • 35 CHAPTER VI ARMIES AND BATTLES
36 • War of the Ring — Collector Collector´s Edition T he vast hordes of the Dark Lord and the stout in the Army box. He then places the Army counter defenders of the West play a central role in number 3 in Lossarnach with the remaining two War of the Ring, and their mustering and figures. Whenever it becomes necessary, the counter employment is crucial. From their initial starting may be replaced by the figures in the box. positions (as described in Setting up the Game), the Armies of both players will swell with reinforcements and move to battle according to the following rules. RECRUITING TROOPS ARMIES AND STACKING RECRUITING NEW UNITS Additional Army units and Leaders are brought into the game during the Action Resolution phase by using ARMY COMPOSITION a Muster Action Die result (a Helmet icon) as an action, All friendly Army units inside a single region form an or by playing an Event Card that recruits new units. Army. To bring reinforcements onto the board when using a An Army can be composed of units belonging to different Muster Action Die result, the new units must belong to a Nations fighting on the same side. Nation “At War” (see later). If a moving Army enters a region occupied by another Using a single Muster Action Die result, a player can bring friendly Army, the two Armies are merged into a single the following units into play: Army. — two Regular units, or Likewise, an Army can be divided by simply moving part of its units into an adjacent region and leaving the rest behind. — two Leaders/Nazgûl, or — one Regular unit and one Leader/Nazgûl, or STACKING LIMIT — one Elite unit, or A single region can contain a maximum of 10 units. — one Character (according to the rules on the specific If, at the end of any action, more than 10 units are in the Character Card) same region, the excess units must be removed from the All newly recruited units and Leaders are taken from the game by the controlling player. player’s available reinforcements and can only be placed in Units removed in this way can re-enter the game later as a City, Town, or Stronghold of the Nation to which the reinforcements. unit belongs. When two regular units or Leaders, or a combination of the two, are brought into play using a Muster Action Die ARMY BOXES result, they can belong to different Nations, as long as Along the left side of the board can be found three both Nations concerned are “At War” (see page 47) and numbered Army boxes. each figure is placed in a City, Town, or Stronghold of the If the size and number of plastic figures happen to be Nation to which the unit belongs. troublesome to physically fit in a single region, the Nazgûl are always recruited in the Strongholds of the controlling player may move some or all his figures from Sauron Nation. a region to a free Army box, placing the corresponding numbered Army counter in the region for identification Using an Event Card to Recruit Troops purposes. Figures can be moved back to the board from the When using Event Cards whose effects allow a player to Army box at any time. recruit units, all regular recruiting restrictions must be Players must be careful not to exceed the stacking limit respected, with the following exceptions: when making use of an Army box. For all game purposes, — If a card instructs a player to recruit troops of a the figures in the box are considered to be in the region Nation and that Nation hasn’t yet reached the containing the Army counter. “At War” step, the player is allowed to recruit Example: The Free Peoples player moves an Army nonetheless. composed of 10 Gondor regular units in Lossarnach, — If a card instructs a player to recruit troops into and finds out that they take up too much space. a Stronghold, the units can be placed even if the Army box number 3 is free, so the player removes Stronghold is under siege. 8 of the Gondor regular figures and places them
Chapter VI: Armies and Battles • 37 Note: when a player uses an Event Card that allow him Splitting an Army to recruit units in a specific region (or regions), the It is not mandatory that you move all units in an Army. An recruitment cannot be made if there is an enemy Army or Army can split itself into two different Armies by moving an enemy Control marker in the region. only a portion of its units to an adjacent region. Example: The “Riders of Théoden” Event Card Free Peoples Leaders can never be in a region without lets a player recruit troops in a Rohan region combat units, so if a moving Army completely vacates containing a Companion. If the region also a region, all such Leaders must follow the Army. If the contains enemy troops, it is not possible to recruit Army splits, Leaders may choose to either move or stay there. behind. When a player uses a Character Action Die result to move an Army and the Army splits, at least one Leader or Recruiting Restrictions Character must join the moving units. — When mustering two regular units or two Leaders using a Muster Action Die result, the two figures Note that, unless used as the subject to move an Army with must always be placed in separate Settlements. a Character Action Die result, Characters (Companions and Minions) and Nazgûl are not obliged to move with an — You cannot muster or recruit troops in a Settlement Army, as they can remain in a region on their own. captured by the enemy (i.e., currently occupied by enemy units or containing an enemy Control Movement Restrictions marker). — The moving units can be chosen freely, as long as no unit is moved twice using the same action (this — You cannot muster troops in a Stronghold besieged includes all movement effectuated by Event Cards, (see page 42) by the enemy, unless you are recruiting unless the card explicitly has different instructions). with an Event Card. Thus, during the same action, it is never possible — Reinforcements are limited to the available figures. to move an Army into a region containing another Thus, if all units of a type are in play, no additional friendly Army (joining the two Armies into one), units of that type can be recruited. Shadow units and then move the new combined Army with the and Nazgûl removed as casualties are placed back second movement allowance, as this would move the among the available reinforcements (thus allowing units in the first Army twice. For purposes of moving for an almost limitless mustering). Free Peoples under one action, these Armies should be kept units, Leaders, and all Characters, however, are separate until both movements have been taken. permanently out of the game if eliminated; they — Any region entered by a moving Army must be free should be placed in an area designated for casualties from enemy units. A region containing an enemy (such as back in the box) and are no longer eligible Stronghold under siege by your units is considered for recruitment. free for the purpose of Army movement. — If a region is occupied by enemy units, it cannot be ARMY MOVEMENT entered but must be attacked (see page 39). — After moving an Army into a region, you can not exceed the stacking limit of 10 units. MOVING AN ARMY Armies are moved on the game board during the Action — If a moving Army includes any units from a Nation Resolution phase by using either an Army Action Die which is not yet “At War” on the Political Track (see result or a Character Action Die result (if the moving page 47), it cannot enter a region that is inside the Army contains a Leader or Character), or an Event borders of another Nation (even if friendly). Card that allows the movement of Armies. — An Army can never move into a region that is A player using an Army Action Die result can move two separated from the region the Army is currently in different Armies, but can not move the same Army twice. by a black line (which denotes impassable terrain). A similar restriction applies to Characters (see page 39) A player using a Character Action Die result can move a and to the Fellowship (see page 52). single Army containing at least one Leader or Character. An Army is moved by simply moving its units to an adjacent region.
You can also read
NEXT SLIDES ... Cancel