RulesPal
Chat
Rulebook
Gondor: The Siege of Minas Tirith thumbnail

Gondor: The Siege of Minas Tirith

Gondor: The Siege of Minas Tirith Rulebook

Table of Contents

Table of Contents

  • Standard Rules (for Gondor and Sauron)
    • 1.0 Introduction
    • 2.0 Game Equipment
      • 2.1 The Game-Map
      • 2.2 Game Charts and Tables
      • 2.3 The Playing Pieces
      • 2.4 How to Read the Units
      • 2.5 Parts Inventory
      • 2.6 Glossary of Terms
    • 3.0 Sequence of Play
      • Outline of the Sequence of Play
    • 4.0 Movement
      • 4.1 Movement Allowances
      • 4.2 Movement Limitations
      • 4.3 Terrain Effects Chart
    • 5.0 Stacking
    • 6.0 Zones of Control
      • 6.1 General Effects of Zones of Control
      • 6.2 Effects of ZOC on Movement
      • 6.3 Effect of ZOC on Combat
    • 7.0 Combat
      • 7.1 Missile Combat
      • 7.2 Leader/Individual Combat
      • 7.3 Melee Combat
      • 7.4 Melee Combat Tables
      • 7.5 Movement After Combat
      • 7.6 Displacement
      • 7.7 Retreat Before Combat
    • 8.0 Leaders
      • 8.1 Leaders and Stacking
      • 8.2 Leaders and Combat
      • 8.3 Rallying
      • 8.4 Special Formations
      • 8.5 Magic
    • 9.0 Demoralization
      • 9.1 Unit Demoralization Value
      • 9.2 Mechanics of Demoralization
      • 9.3 Effects of Demoralization
    • 10.0 Night Turns
  • Gondor Exclusive Rules
    • 11.0 Introduction
    • 12.0 Game Length
    • 13.0 Initial Deployment of Units
      • 13.1 Sauron Initial Forces
      • 13.2 Westernesse Initial Forces
    • 14.0 Reinforcements
      • 14.1 Sauron Reinforcements
      • 14.2 Westernesse Reinforcements
      • 14.3 Mumakil
    • 15.0 Minas Tirith
      • 15.1 City Levels

Standard Rules (for Gondor and Sauron)

1.0 Introduction

The Game System for the Battle Games Gondor and Sauron simulates two important battles from the fictional Lord of the Rings fantasy by J.R.R. Tolkien. The playing pieces in each individual game represent combat units that participated in the battles, while the game-map represents the terrain over which the battle was fought.

Two rules folders are provided. The first contains Standard Rules, which are common (with a very few noted exceptions) to both battle games. The second folder contains Exclusive Rules pertaining to each individual game only.

2.0 Game Equipment

2.1 The Game-Map

The 22" x 17" mapsheet portrays the area in which the battle was fought. It includes all the significant terrain. A hexagonal grid is superimposed over the terrain features printed on the mapsheet in order to regularize movement and combat. To make the map lie flat, it will help if you back-fold it against the creases.

2.2 Game Charts and Tables

Various visual aids are provided for the Players in order to simplify and illustrate certain game functions. These are the Terrain Effects Chart, the Casualty Probability Table, the Casualty Results Table, the Leader/Individual Combat Results Table, the Leader Rally Tables, and the Turn Record/Reinforcement Track. The Exclusive Rules may contain additional tables or charts.

2.3 The Playing Pieces

The cardboard pieces represent the various military units, magical units, and leaders that took part in the battle. The letters and numbers printed on each unit counter represent Attack Strengths, Armour Protection, and Morale of the various combat units (see Case 2.41). Leaders have a Rally Rating printed on them, while Magical Leaders have an additional Magic Capability number. Certain combat units are capable of both Melee and Missile fire Combat and thus have two Attack Strength letters. Missile strengths are in lower case letters; e.g., e; units that have only a lower case letter strength may not attack in a Melee Phase.

2.4 How to Read the Units

2.41 Sample Units. A combat unit counter (front) shows its Nationality, a unit-type symbol, Melee Attack Strength, Missile Attack Strength, Armour Protection Rating and Morale Rating (for example "B3Z"). The back of the counter shows the Reduced Strengths and Ratings. A Leader unit shows the leader's name and its Rally Rating (and, for Magic Leaders, a Magic Capability Rating).

2.5 Parts Inventory

Game map; die-cut counter sheet (Gondor 200 counters, Sauron 100); Standard Rules (1); Exclusive Rules for the game; Chart Sheet (2); Plastic Die (2); Folio (folder).

2.6 Glossary of Terms

Certain terms are used in the game which may be unfamiliar to players. The following are basic definitions used for the purpose of familiarizing players with the language of the game.

Attack Strength: The ability of a unit to inflict casualties. A lower case letter attack strength (e.g., e) shows Missile Fire Capability - the ability to fire a weapon at a unit over a distance. The best Attack Strength is A; the worst is E.

Armour Protection Rating: The ability of the armour (or lack thereof) worn by the unit to protect that unit. The best armour is rated 4; the worst, 1.

Demoralization Level: The maximum number of Demoralization Points a Player may collect before his units lose good morale and become demoralized. Players keep track of the Demoralization Points accumulated as the game progresses.

Morale Rating: The ability of a unit to withstand casualties. The higher a unit's morale, the less serious the casualties it will sustain in battle. The best Morale is W; the worst, Z.

Movement Allowance: The number of Movement Points a unit may expend towards movement in a Game-Turn. Movement Allowances are not printed on the counters; they are found in the rules.

Magic Capability Rating: The maximum number of Magic Capability Points a Magic Leader may expend in a game.

Rally Rating: The numerical ability of a Leader to rally a disrupted unit. It is also used in Leader Combat.

Unit Demoralization Value: A numerical value representing the Demoralization Points accumulated by a Player when he has lost that unit in combat. The value is added to the total points lost to reach the Demoralization Point Sum. (See Demoralization Level.)

3.0 Sequence of Play

Players should first punch out their playing counters and place them on the map according to the initial set-up given in the Exclusive Rules.

Each game is played in a series of Game-Turns. The number of Game-Turns which comprise a complete game is given in the Exclusive Rules for that game. Each Game-Turn consists of eight (Gondor) or seven (Sauron) separate Phases. These Phases take place in the sequence listed, and the Player performing the function of that Phase is called the Phasing Player. All actions must take place within the appropriate Phase and in the Sequence given.

Outline of the Sequence of Play

A. Initial Magic Leader Movement Phase: Leaders with a Magic Capability Rating may either move or attempt to cast a Spell. Westernesse Leaders go first in this Phase.

B. Forces of Sauron Siege Phase (Gondor only): The Phasing Player may use his Siege Engines to engage in Siege warfare. Units used for this purpose may not move in the Game-Turn in which they are so used.

C. Forces of Sauron Movement Phase: The Sauron Player may move as many of his units as he wishes, excluding units used in Sieges, within the restrictions of the Movement rules. Magic Leaders may not move in this Phase.

D. Forces of Sauron Combat Phase: Combat units of the Sauron Player may attack by either Missile or Melee Combat units of the Westernesse Player (see Section 7.0). All Missile Combat is resolved first, followed by Individual Leader Combat and finally Melee Combat.

E. Second Magic Leader Movement Phase: Players repeat Phase "A" with the following exceptions: Leaders that cast Spells in "A" may not do so in this Phase; and the Sauron Magic Leaders move (or cast Spells) first in this Phase.

F. Westernesse Movement Phase: Same as "C," using Westernesse units.

G. Westernesse Combat Phase: Same as "D," using Westernesse units.

H. Joint Rally Phase: Both Players may use their Leaders to attempt to rally combat units that are disrupted.

At the conclusion of the above sequence (A through H) the Game-Turn Marker is moved to the next turn and the sequence is begun again for the next Game-Turn.

4.0 Movement

General Rule: During a Movement Phase, the Phasing Player may move as many or as few of his units as he desires. They may be moved in any direction or combination of directions, up to the limit of the unit's Movement Allowance.

Units are moved one hex at a time, tracing a path of connecting hexes through the hex grid. As a unit enters each hex it pays one or more Movement Points from its Movement Allowance according to the schedule on the Terrain Effects Chart. Units do not have to move, and sometimes their movement may be restricted.

4.1 Movement Allowances

The Movement Allowance of a unit represents the total number of Movement Points a unit may expend during a given Movement Phase. Movement Allowances are not printed on the counters.

4.11 All cavalry units and Leaders have a Movement Allowance of six. Magic Leaders may expend their Movement Allowance during both Magic Leader Movement Phases if they do not cast a Spell; they may not move in the Phase in which they attempt to cast a Spell.

4.12 All infantry units have a Movement Allowance of four.

4.13 See the Exclusive Rules (13.0 and 14.0) for an example of a cavalry unit. All other units, except for Leaders, are considered to be infantry for the purposes of movement.

4.2 Movement Limitations

4.21 The number of Movement Points which a unit may expend during a single Movement Phase may not exceed that unit's Movement Allowance.

4.22 A Player's combat and leader units may be moved only during their designated Movement Phases. They may never be moved out of sequence (Exceptions: see Cases 7.5 and 7.6 and Siege rules for Gondor).

4.23 No combat may take place during a Movement Phase.

4.24 A unit may expend any portion of its Movement Allowance during a Movement Phase, but unused Movement Points may not be accumulated for use in subsequent Movement Phases or transferred to other units.

4.25 Movement from one hex to another must be consecutive; i.e., units may not skip hexes during movement.

4.26 If the Terrain Effects Chart calls for the expenditure of more Movement Points than the unit has left to enter a particular hex, that unit may not enter that hex.

4.27 Hexes occupied by Friendly units (units controlled by a Player) or their Zones of Control (see Section 6.0) have no effect on the movement of a Friendly unit through any of those hexes. A Friendly unit may never enter an Enemy-occupied hex. There is no limit to the number of units that may move through a hex in a Movement Phase.

4.28 All stacking restrictions (see Section 5.0) must be met by the Phasing Player at the end of his Movement Phase.

4.29 Terrain Effects on Movement (and combat) are covered in the Terrain Effects Chart, Case 4.3.

4.3 Terrain Effects Chart

Terrain TypeMovement Point Cost to Enter or CrossEffect on Combat
Clear1 MPNo effect
Road1/2 MPDepends on other terrain in hex
Slope1 additional MPIf a defending unit is attacked through an up-slope hexside, add 1 to defender's Armoured Protection Rating
Crater (Sauron only)May not enterNot allowed
MountainMay not enterNot allowed
Tunnel (Gondor only)1 MPAllowed only through tunnel hexside
Plowed Fields (Gondor only)2 MP; cavalry and siege towers may not enterNo effect
Grove (Gondor only)

5.0 Stacking

The placing of more than one unit in a hex is called "stacking." No two units may ever occupy the same hex (except under certain circumstances). Stacking restrictions always apply at the end of a Player's Movement Phase. Units may always move through Friendly occupied hexes. There are certain exceptions to stacking restrictions:

a. Leaders do not count toward stacking restrictions; they may stack freely with combat units or other Leaders.

b. When using special Formations (see Case 8.4) more than one Friendly unit may be in a hex.

c. Siege equipment (Gondor) is another stacking exception. See Gondor's exclusive rules.

6.0 Zones of Control

General Rule: The Zone of Control (ZOC) of a combat unit is defined as the six hexes adjacent to and surrounding the hex that the combat unit is occupying. As soon as a Friendly combat unit enters an Enemy combat unit's ZOC, that Friendly unit must stop; it may not move for the rest of that Movement Phase. Friendly units in an Enemy ZOC at the beginning of a Friendly Combat Phase must engage in Melee Combat with one Enemy unit (see Case 7.31).

6.1 General Effects of Zones of Control

All Combat units exert a ZOC throughout the game, regardless of the Phase. The effects of ZOCs are never negated by other Friendly units, or otherwise.

6.11 Once a Friendly unit enters an Enemy ZOC it must cease all movement. There are only two ways to leave an Enemy ZOC: by Retreat or Advance after Combat (see Cases 7.5 through 7.7) or by eliminating the Enemy unit exerting the ZOC.

6.12 If there are both Friendly and Enemy ZOCs exerted in the same hex, both ZOCs co-exist and that hex is controlled by both Players. There is no additional effect for having more than one unit exerting a ZOC into a single hex.

6.13 ZOCs extend into all six hexes adjacent to the controlling unit's hex. However, ZOCs do not extend into or through Mountain hexes nor into or out of Tunnel hexes. ZOCs do extend through Wall, Gate or Tower hexsides that have been Breached (see Gondor Exclusive Rules: Sieges).

6.14 Demoralized units (see Section 9.0) do not exert a ZOC.

6.15 Leaders of any type neither have nor are affected by ZOCs.

6.16 Friendly ZOCs never affect Friendly units.

6.2 Effects of ZOC on Movement

It does not cost any additional Movement Points to enter an Enemy ZOC. Furthermore, paths of Retreat may never be traced through an Enemy ZOC regardless of the presence of Friendly units and/or their ZOCs.

6.3 Effect of ZOC on Combat

A Friendly unit must attack one Enemy unit if there are one or more Enemy units exerting a ZOC on such Friendly unit (see Case 7.31).

7.0 Combat

General Rule: There are three different types of combat:

Missile Combat is the firing of projectiles (e.g., arrows) by the Phasing Player's units capable of Missile Fire. Enemy units must be within range of the units firing missiles.

Leader/Individual Combat represents "hand-to-hand" combat between two adjacent Leaders.

Melee Combat takes place whenever a Phasing Player has a Combat unit in the ZOC of an Enemy combat unit.

A given unit may move, fire missiles, and then melee during the same Game-Turn. All Missile Combat is resolved first in the Combat Phase; then any Leader/Individual Combat is resolved, followed by any Melee Combat.

7.1 Missile Combat

7.11 Only combat units with a Missile Capability (an Attack Strength in small letters; e.g., e) may engage in Missile Combat. In addition, Catapults may be used for Missile Combat when not being used for Sieges (Gondor only). Missile-firing units may fire only at an Enemy unit within Range (see Case 7.12).

7.12 The range for Archers or Bowmen is two hexes. Catapults used as anti-personnel units have a range of four. This range includes the target hex, but excludes the firing unit's hex.

7.13 Missiles may not be fired through Tower, Grove, or Mountain hexes, or over hexes occupied by Siege Towers. Missiles may be fired through wall hexsides and hexes occupied by other units, and into or out of Tunnel hexes if they follow the path of the tunnel.

7.14 Missile units may fire only once per Game-Turn.

7.15 Units that are capable of only Missile Combat (i.e., have only a small letter Attack Strength) may never voluntarily enter an Enemy ZOC.

7.16 All Missile Combat initiated by the Phasing Player is resolved in his Combat Phase before any other type of combat.

7.17 Missile Combat is resolved in the same way as Melee Combat (see Case 7.33) with the exception that the opposing units need not be adjacent. Players will note that all units capable of Missile Fire have a Missile Attack Strength of (e).

7.18 If a defending unit is fired on (during a Missile Combat Phase) through a wall hexside that is part of the hex the defending unit is in, then the defending unit adds one to its Armour Protection Rating. However, a four Armour Protection Rating remains a four.

7.2 Leader/Individual Combat

7.21 Following the resolution of all Missile Combat (see Case 7.1), Players may engage in Leader Combat; i.e., Leader units may fight each other. Any of the Phasing Player's Leaders may, if he wishes, attack any Enemy Leader to whom he, or she, is adjacent. Leader Combat is always optional.

7.22 To engage in Leader Combat, the defending Leader subtracts his Rally Rating from that of the attacking Leader. The result - either a plus or minus number (or a zero) - is the Combat Differential. The Phasing Player then rolls one die and cross-references that die roll with the Combat Differential on the Leader Combat Results Table (7.26) to get the result. All results are applied immediately.

7.23 If a Leader engaging in Leader Combat is stacked with a combat unit and that Leader suffers any combat result, then the combat unit must retreat two hexes. If it cannot do so, it is either flipped over to its reduced strength or, if already flipped over, it is eliminated.

7.24 Leaders may attack only once per Combat Phase. A given Leader may be attacked any number of times per Combat Phase (see Case 7.32).

7.25 Leaders may not attack Enemy combat units and vice versa.

7.26 Leader Combat Results Table

Combat Differential (Attacker minus Defender). Columns: +6 | +4 or +5 | +2 or +3 | +1 | 0 | -1 | -2 or -3 | -4

Die+6+4 or +5+2 or +3+10-1-2 or -3-4
1Dr2-Ar2Ar2A1/2eA1/2eAeAe
2D1/2eDr2-Ar2Ar2A1/2eA1/2eAe
3D1/2eD1/2eDr2-

Key: Dr2 (Ar2) = Defender (Attacker) retreat two hexes. D1/2e (A1/2e) = Defender (Attacker) reduced to half-strength; the affected Leader must use its back-printed strength for the rest of the game. If the Leader is already in a reduced state, he is eliminated instead. De (Ae) = Defender (Attacker) eliminated. "-" = No effect.

Notes: Differentials greater than +6 are treated as +6; differentials less than -4 are treated as -4.

7.3 Melee Combat

7.31 In a given Combat Phase, after all Missile and Leader Combat has been resolved, each Phasing combat unit that is in the ZOC of one or more Enemy combat units must attack one of the Enemy combat units whose ZOC the Phasing unit is in. The Phasing combat unit does not have to attack all the Enemy combat units; it must attack one.

7.32 If more than one Friendly combat unit is adjacent to an Enemy unit, each Friendly unit may Melee that Enemy unit, with each attack being resolved separately. The Phasing Player must, however, state which of the adjacent units are attacking the defending unit, and the Phasing units allocated to that attack may not attack any other Enemy units during that Combat Phase regardless of the outcome of the individual battle.

7.33 Melee Combat is resolved in two steps. First, the Phasing Player cross-references the Attack Strength of his unit with the Armour Protection Rating of the defending unit, using the Casualty Probability Table (7.41). The numbers listed under that cross-reference include the total which the Phasing Player must throw with two dice to produce a casualty. If the total of two dice thrown by the Phasing Player is not listed, there is no casualty. If that total is amongst those listed, the Phasing Player then proceeds to the Casualty Results Table (7.42). There the Phasing Player throws one die and cross-references that throw with the Morale Rating of the defending unit. The result is the type of casualty inflicted on the unit.

Example: A "B" unit attacks a "3" unit. Looking at the Casualty Probability Table we see that the attacker will need to throw a 2, 3, 4, 5, 6, or 7 with two dice to inflict a casualty. If he throws, say, a 10, nothing has happened and that combat is finished. If he throws a 7, there is a casualty, and he proceeds to the Casualty Results Table to see what has happened. Let's say the "3" unit had a "Y" Morale Rating. If the attacker now throws a 3 with one die, the defending unit must retreat one hex and, in addition, flip over to its reduced strength.

7.34 No combat unit may attack/melee more than once per Combat Phase. A defending unit may be meleed more than once (see Case 7.32).

7.35 Combat units may not melee/attack through unbreached Wall or Tower hexsides, unless the attacking unit is using a Siege Tower or a Ladder or if the attacking unit is on a city level higher than the defending unit. This rule applies mainly to the Gondor game.

7.36 Units may not melee through prohibited hexsides or into a prohibited hex. E.g., a cavalry unit (in Gondor) may not attack an Enemy unit in a Grove hex.

7.37 Combat units that become fanatical (see Case 9.33 and Section 10.0) do not use the Casualty Probability Table when they attack. They automatically cause casualties and proceed immediately to the Casualty Result Table, regardless of whom they attack.

7.4 Melee Combat Tables

7.41 Casualty Probability Table

Number required on a roll of two dice to inflict a casualty (e.g., "6-9" means that the total of both dice must equal 6, 7, 8, or 9 to inflict a casualty).

Attacker's StrengthDefender's Armour 1234
A2-103-92-84-7
B4-94-82-73-6
C4-82-74-74-6
D2-75-86-82-5
E4-76-83-65-6

Note: A unit defending behind a wall hexside during the Missile Combat Phase adds one to its Armour Protection Rating to a maximum rating of 4 (see Case 7.18).

7.42 Casualty Results Table (roll one die; cross-reference with the defender's Morale Level)

DieWXYZ
11/2E, r11/2E, r2EE
21/2E, r11/2E, r1EE
3r21/2E, r11/2E, r1E
4r1r2r2E
5r1r1r2r2
6

Key: 1/2E = Defending unit is inverted and now uses the values on its reverse side; if already using its reverse side, the unit is eliminated. E = Defending unit is immediately removed from play and is counted toward Demoralization. r1 (r2) = Defending unit must retreat one (two) hex(es). Example: "1/2E, r1" calls for the defending unit to be inverted and retreated one hex.

7.5 Movement After Combat

7.51 Whenever a hex is vacated as a result of Melee (only) Combat the victorious unit may advance into that vacated hex. This advance is made regardless of Enemy ZOCs.

7.52 After advancing a unit may not be attacked or attack during the remainder of that Combat Phase.

7.53 Combat units may advance across a Wall or Tower hexside only if they are on ladders, in Siege Towers, or if the wall, tower or gate hexside is breached.

7.54 Certain Results on the Casualty Result Table require the defending unit to retreat a number of hexes. This is done by moving the defending unit the required number of hexes out of the ZOC of any Enemy units. Neither advances or retreats after combat require the expenditure of Movement Points.

7.55 The Player whose unit is retreating decides the course of retreat. However, the retreating unit may not enter an Enemy ZOC, Enemy-occupied hex, prohibited hex, or pass through an impassable hexside.

7.56 Units that must retreat which are unable to fulfill the requirements of Case 7.55 are eliminated.

7.57 Units that have retreated are considered disrupted. Disrupted units may not move or attack in any fashion until rallied by a Leader (see Case 8.3). Disrupted units defend normally. However, a disrupted unit that is forced to retreat is eliminated instead. Thus, disrupted units may not use displacement (see Case 7.6). Place a marker with a large D on disrupted units.

7.6 Displacement

7.61 If the only hex available for retreat is occupied by a Friendly combat unit (remember stacking restrictions) then the unit in that hex may be displaced to make way for the retreating unit. Displacement is handled exactly as if it were a normal retreat (see Case 7.5).

7.62 Displaced units follow all the rules of retreat.

7.63 If the displacement of a unit would cause the displaced unit's elimination, the retreating unit is eliminated instead.

7.64 A unit may be displaced more than once per Game-Turn, and a retreating unit may cause the displacement of more than one unit.

7.65 All displaced units are disrupted.

7.7 Retreat Before Combat

Certain units may retreat before melee combat: i.e., if they are in danger of being attacked they may choose to retreat one or two hexes (their choice) before the opposing Player melee/attacks. Retreats before combat follow all standard retreat rules with the exception that they occur before combat takes place. In addition, the attacking unit may, if the Player so chooses, move into the hex vacated by the retreating unit. Units that may retreat before combat are: all bowmen units with only missile capability; and any cavalry unit when attacked solely by an infantry-type unit. Units that retreat before combat are disrupted on a die roll of 1, 2, or 3.

8.0 Leaders

General Rule: Leaders represent the fictional figures from the Tolkien novels that played a prominent part in the simulated battles. Leaders may engage in individual combat, rally combat units, command special formations (Westernesse Player only) and, if given a Magic Rating, cast Spells.

8.1 Leaders and Stacking

Leaders must be stacked with a combat unit at the beginning of a Friendly Combat Phase. Normal (non-magic) Leaders must be stacked with a combat unit of their own "nationality." For example, in the Gondor game King Theoden may stack only with a Rohan unit. See the Exclusive Rules deployment and reinforcement schedules for further information. Magic Leaders - those leaders with a Magic Capability Rating - may stack with any combat unit.

8.2 Leaders and Combat

8.21 Leaders may only be attacked by other leaders (See Case 7.2). Regardless of the result of combat Leaders are never disrupted; they may be reduced in effectiveness (See Case 7.25).

8.22 Leaders do not have a ZOC, nor are they ever affected by the ZOC of any other unit.

8.23 Casualties to Leaders may affect the position of the combat units with which they are stacked (See 7.23). Leaders have no other effect on combat units, except in cases of Rallying (8.3).

8.24 If a combat unit with which a Leader is stacked suffers either a 1/2E or an E result - by Melee, Missile, or Case 7.23 - the Leader suffers the same result if, when the owning Player rolls a die, he rolls a five or six. Otherwise, the Leader is unaffected. If the combat unit is eliminated entirely and the Leader remains, the Leader is transferred to the nearest Friendly combat unit.

8.3 Rallying

Leaders may be used to Rally disrupted combat units during the Joint Rally Phase.

8.31 A Leader may attempt to Rally any disrupted unit of its own nationality (see Case 8.1) to which it is adjacent in the Joint Rally Phase. Leaders may not attempt to Rally units of a different nationality or units in adjacent hexes that are separated by unbreached wall hexsides or like impassable terrain.

8.32 Leaders may attempt to Rally only three combat units per Game-Turn.

8.33 Gandalf, the Lord of the Nazgul, and Sauron may Rally any units. This is an exception to Case 8.31.

8.34 To Rally a unit, the Player announces which Leaders are doing the Rallying. He checks the Rally Rating of the Leader and consults the Rally Table (8.37). He throws two dice; if their total is one of those numbers listed under that Rally Rating, that unit is rallied. Otherwise the attempt is unsuccessful. A Rallied unit is no longer disrupted.

8.35 Combat units may be Rallied whether or not they are in an Enemy ZOC. There is no limit to the number of times a unit may be disrupted and then Rallied.

8.36 Leaders may not combine their Rally Ratings in order to Rally a disrupted unit. Furthermore, each combat unit may have a Rally attempt performed on it only once per Game-Turn.

8.37 Rally Table

Number required on a roll of two dice to rally (e.g., "4-7" means that the total of both dice must equal 4, 5, 6, or 7 in order to rally).

Leader RatingDice Roll Total Needed to Rally
14, 5
26, 7
33-6
44-7
52-7
63-8
73-9
83-10

8.4 Special Formations

Westernesse Leaders - and only Westernesse Leaders - are capable of enabling their combat units to exceed the normal stacking restrictions to make special formations.

8.41 Special formations may not be made by Dark Power/Sauron combat units. Furthermore, special formations may form only in clear terrain. They may move only into clear terrain and may never enter any other type of hex or cross any other type of hexside.

8.42 There are two types of special formations: two cavalry units may form a Wedge or two infantry units may form a Shield Wall. These are the only types of special formations that may be formed.

8.43 To make a special formation, the two units involved must be of the same nationality and Attack, Armour and Morale strengths. They must begin a Movement Phase stacked with or adjacent to a Leader. They may not be in an Enemy ZOC. The two combat units then move into the same hex with the leader, and they are then in Special Formation.

8.44 All Special Formations have an Attack Strength of A and Armour Protection Rating of 4. Their Morale Rating is the same as that of the units making up the formation.

8.45 Wedges have a Movement Allowance of three. Shield Walls have a Movement Allowance of two. Special Formations may not move in the Game-Turn in which they are formed.

8.46 If a Special Formation suffers a 1/2E result, one of the units in the formation is eliminated. If the formation is forced to retreat, then each unit must retreat to a different hex.

8.47 Leaders may not form Special Formations if they are under a Freeze Leader Spell or a Fear Spell. (See Exclusive Rules for these spells.)

8.48 To disband a Special Formation, simply move one of the units to a different hex than the other during a Movement Phase. Leaders are not needed to disband.

8.5 Magic

8.51 Certain Leaders are designated Magic Leaders. These are Leaders with a Magic Capability Rating to the right of their Rally Rating. (Example counters: Lord of the Nazgul 7-8; Gandalf 8-10, i.e., Rally Rating 8 and Magic Capability 10 for Gandalf.)

8.52 Players will note that there are two Magic Leader Movement Phases in a Game-Turn. Thus, Magic Leaders may move twice during a Game-Turn. They may not move in the Magic Leader Movement Phases. They may not move in the Magic Leader Movement Phase in which they cast a spell. (Printed as such in the original.)

8.53 Magic Capability Points are used to cast spells. The number of spells a leader may cast is limited only by his Magic Capability Rating (or what is left of it) and Case 8.52.

8.54 To cast a spell, a Player announces, in his Magic Leader Movement Phase, which Leader is trying the spell and what spell is being attempted. (See the individual Exclusive Rules for the Spells and their cost in points.) The Player then notes the number of Points required to attempt to cast that spell, rolls two dice, and cross-references the number of Points being used with the dice roll to see if the spell succeeds, using the Magic Spell Chart (8.57) for the Exclusive Rules for that game.

8.55 If a Magic Leader does not have sufficient Capability Points left to attempt a certain spell, that spell may not be attempted by that Leader.

8.56 Magic Capability Points used in an unsuccessful attempt are not subtracted from the Leader's total. Magic Capability Points used in successful spells are subtracted from the total, permanently reducing it.

9.0 Demoralization

General Rule: Demoralization simulates the cumulative effect of combat losses on any army. While, for the most part, combat losses dishearten an army, in some instances they spur it on to greater efforts. Each side has a Demoralization Level. When an army, through losses to its units, exceeds its Demoralization Level, it is demoralized. Once demoralized a unit remains so for the rest of the game.

9.1 Unit Demoralization Value

9.11 The Unit Demoralization Value is the numerical value of a given unit which, when added to such value of other eliminated units, is used to determine whether or not losses have forced an army to reach its Demoralization Level.

9.12 To determine a given unit's Demoralization Value the full strength of the unit is used. The Player adds together the numerical strengths for Attack (A = 5, B = 4, C = 3, D = 2, and E = 1), Armour Protection, and Morale (W = 4, X = 3, Y = 2, Z = 1) to obtain the Demoralization Value. Thus, a unit with values of B-3-Y has a Demoralization Value of 9 (4 + 3 + 2 = 9). Units with both Missile and Melee Attack Strengths add both to their value. Only combat units with the above strengths have a Unit Demoralization Value.

9.13 When a unit is eliminated (i.e., removed from the game), its Demoralization Value is added to the value of other eliminated units to determine that army's current Demoralization Level.

9.2 Mechanics of Demoralization

9.21 An army becomes demoralized when the total value of all units eliminated exceeds its assigned Demoralization Level. (See Exclusive Rules for an army's Demoralization Level.)

9.22 Either or both sides in a game may become demoralized. An army is not prevented from becoming demoralized simply because the other side is already demoralized.

9.23 If both armies become demoralized during the same Combat Phase, they are considered to have become demoralized simultaneously.

9.3 Effects of Demoralization

9.31 Units of a demoralized army may not be Rallied if disrupted.

9.32 All demoralized units with a Morale Rating of Z may not voluntarily enter an Enemy ZOC. Furthermore, they may never attack/melee. They may use Missile fire. They still defend normally.

9.33 Westernesse units (only) with a Morale Rating of W or X become fanatical when their army is demoralized. They remain so for the rest of the game (see Case 7.37).

10.0 Night Turns

Night, as delineated by the Turn-Record Track for the individual games, has a special effect on various units of Sauron's armies. During Night Turns Sauron units are considered fanatical (see Case 7.37). Furthermore, all Leaders of Sauron's armies add three to their Rally Ratings during night Game-Turns.

Gondor Exclusive Rules

11.0 Introduction

Gondor simulates the penultimate - and decisive - battle of J.R.R. Tolkien's fantasy novel, The Lord of the Rings. The simulation depicts a besieged Minas Tirith, capital of Gondor, attempting to hold out against a variety of forces controlled by the Dark Power, Sauron.

12.0 Game Length

Gondor is played for sixteen Game-Turns. Game-Turns two through six are Night Game-Turns (see Section 10.0). The forces attacking Minas Tirith are called Sauron forces; those defending the city and/or coming to her aid are called, collectively, Westernesse forces.

13.0 Initial Deployment of Units

Some of the units start the game on the game-map, while others arrive during the course of the game (see Section 14.0). Each side deploys the units listed in this section according to the general area to which they are assigned. They may be placed anywhere in their assigned area. The Sauron Player always places his units on the game-map first; then the Westernesse Player deploys his units.

13.1 Sauron Initial Forces

The following units, identified by their Strengths, start the game anywhere within four hexes of the Eastern Edge of the game-map:

QtyUnit Type and DesignationStrength
4Orc ArchersEe-3-X
9Light Orc InfantryE-1-Z
9Orc InfantryE-2-Y
3Catapults
3Siege Towers

Also: the Lord of the Nazgul; Gothmog.

13.2 Westernesse Initial Forces

The following units, identified by Strengths, may set up anywhere inside Minas Tirith or within two hexes of its walls:

QtyUnit Type and DesignationStrength
4Gondor SpearmenD-3-X
1Gondor Armored ArcherDe-3-X
1Gondor Mounted Knight (cav)B-3-X
1Gondor Lance Knight (cavalry)B-3-W
1Gondor AxemanB-3-X
1Gondor Bowmane-2-X
3Catapults
3Cauldrons
3

Also: Gandalf; Imrahil.

In addition, the Westernesse Player places his Citadel Guard (D-3-W) in hex 1903.

14.0 Reinforcements

General Rule: Players receive reinforcements according to the schedules below. Units arriving as reinforcements may be placed on the edge of the game-map adjacent to their designated entrance hexes or areas. During the given Player's Movement Phase he may move his reinforcements on to the game-map using all standard movement and stacking rules. The first hex entered on the game-map is treated in the normal fashion in terms of usage of Movement Points. A Player should note that, if he is bringing units on one behind another (visualize a chain), then the first unit expends, say, one Movement Point while the second expends two to enter the game-map, the third, three, etc. This situation is more likely to occur with the Sauron reinforcements, which are too numerous to enter the game-map all at the same time. Reinforcements may be brought in at any time during the Movement Phase, and they may move and attack freely, just as any other unit.

14.1 Sauron Reinforcements

All of the following units arrive during Game-Turn two. They may enter within two hexes of hex 2124 (see General Rule).

QtyUnit Type and DesignationStrength
3Uruk-HaiE-3-Y
2Mordor Bowmene-1-Y
2Mordor CavalryD-2-Y
3Mumakil (Harad)C-4-Y
2Cataphracted Cavalry (Harad)D-3-X
2Heavy Cavalry (Harad)D-3-Y (hand-corrected on the scanned copy; the printed value is struck out)
3Axemen (Harad)B-3-Y (hand-corrected on the scanned copy; the printed value is struck out)
3Mordor OrcsE-2-Y

Also: Grond; King of Harad.

14.2 Westernesse Reinforcements

Westernesse Reinforcements may arrive in Special Formations (see Standard Rules). Furthermore, arriving Westernesse reinforcements may attack Enemy units blocking their passage onto the game-map if necessary.

The following units arrive on any Game-Turn, starting with Game-Turn five, during which the Westernesse Player throws a 5 or 6 with one die. They arrive anywhere along the Northern edge of the game-map.

QtyUnit Type and DesignationStrength
3Heavy Cavalry (Rohan)B-3-W
7Horse Archers (Rohan Cavalry)Be-3-X

Also: Theoden; Eomer; Eowyn.

The following units arrive on Game-Turn ten anywhere along the Southern edge of the game-map.

QtyUnit Type and DesignationStrength
4Heavy Cavalry (Men)B-3-X
6Spearmen (Men)D-3-X
1Light Cavalry (Men)C-2-W

Also: Aragorn.

14.3 Mumakil

Mumakil - Middle Earth elephants (or oliphants) - were very tricky beasts to handle militarily. They couldn't stand the smell of horses, and vice versa. Furthermore, they had a nasty habit of panicking and charging their own men. The following rules take this into account.

14.31 No cavalry unit may ever move adjacent to a Mumakil unit - Enemy or Friendly (however, see Case 14.32), and vice versa.

14.32 If a Mumakil unit suffers a retreat result, instead of simply retreating one or two hexes, the Sauron Player rolls one die and consults the Scatter Diagram. He then moves the Mumakil unit its full Movement Allowance in that direction. It continues to move in that direction until it either leaves the map or moves adjacent to any combat unit. If it does so (and in this case such unit may be a cavalry unit) it attacks that unit - Enemy or Friendly - and then stops, until rallied. The Mumakil unit is now considered disrupted. If it runs into a Wall it is eliminated.

15.0 Minas Tirith

Commentary: Minas Tirith is the great fortified city of Gondor. It is set in the spur of a range of mountains and surrounded by seven rings of walls. Each ring of walls delineates a different "level" of the city.

15.1 City Levels

15.11 Each level of the city is higher than the levels outside it. Thus, the first level of the city (delineated by the Outer Wall and the second wall) is the lowest level; the second level is higher than the outer level but lower than the third, etc. The Citadel is the highest level of the city.

15.12 Units may never move through an unbreached Wall or Tower hexside to a higher level (see Case 15.11) without using Siege Towers or Ladders. They may use a Gate if they control the gate (see Case 15.15).

15.13 Units may move through a Wall or Tower hexside to a lower level. To do so costs that unit its entire Movement Allowance, and a unit may not enter an Enemy ZOC in so crossing a wall.

15.14 Towers are considered higher than any other type of hex adjacent to it and must be treated in accordance with Cases 15.12 and 15.13.

15.15 Units may move freely through Gates that are controlled by their side. The last side to have any unit either occupy or pass through both hexes connected by a Gate controls that Gate. However, the Westernesse Player is considered in control of all Gates at the beginning of the game. Uncontrolled gates are treated as walls.

15.2 Special Rules

15.21 All Westernesse combat units (not Leaders) have a Movement Allowance of 5 inside Minas Tirith.

15.22 Cavalry and Mumakil units may never cross a Wall or Tower hexside, whether it is breached or not. They may only enter a different city level through a Gate.

15.23 The Outer Wall of Minas Tirith has special properties. It may never be breached by any type of Siege Equipment; it always remains intact. The Main Gate may be breached - but only by Grond. The Outer Wall may be scaled.

15.24 Combat units attacked in a tunnel hex defend with an Armour Protection Rating of W, regardless of their actual rating.

16.0 Sieges

Commentary: The object of the game, for the Sauron Player, is to get inside Minas Tirith. To do this he must besiege the city and use his Siege Equipment to go through or over the walls. The following rules explain the use of such equipment, as well as other rules pertaining to siege warfare and various means - some rather grisly - used to advance it.

16.1 Siege Equipment

Siege Equipment includes the various counters representing Siege Towers, Catapults, Cauldrons (used against Siege Equipment), and Grond.

16.11 Siege Towers are used to facilitate movement over the walls. They have no combat value in and of themselves. They do have a Movement Allowance of 2. However, for a Siege Tower to move it must be stacked with a combat unit, which is pushing (or pulling) the tower (see Case 16.4 for instructions on how to use Siege Towers). For purposes of 15.1 and 16.74 Siege Towers are lower than Walls and Tower hexes.

16.12 Catapults are used to throw missiles (usually rocks) against the walls or against Enemy units. Catapults may also be used to hurl fireballs or, in the case of the Sauron Player, the severed heads of captured Westernesse men. Catapults have a Movement Allowance of 2 and must be stacked with a Friendly combat unit in order to move. Players should note that Catapults that fire in a regular Combat Phase (missile fire) may not fire in a Siege Phase, and vice versa. They may be fired only once per Game-Turn.

16.13 Grond is a tremendous battering ram forged by the might of the Dark Power, Sauron. Its strength is immeasurable and its might inexorable. It is the only Siege Equipment capable of breaching the Main Gate of Minas Tirith. It has a Movement Allowance of 2 and it must be carried by a Troll or Uruk-Hai unit. For Grond to be used, it must be controlled under spell by the Lord of the Nazgul (see Case 17.13).

16.14 Cauldrons are used to keep the boiling oil at just the right temperature, so to speak. The use of cauldrons is covered in Case 16.7.

16.15 Siege Equipment is used only for Sieges (with the exception noted in Case 16.12). It may not be used - and has no effect on - Melee and has no ZOC.

16.2 Breaching Walls

16.21 Catapults may be used to breach (i.e., break down) the walls of Minas Tirith. Remember, the Outer Wall may never be breached. Catapults fire at Wall hexsides depending on their Range from the Wall hexside. The maximum Range of a Catapult when firing at a Wall hexside is 4.

16.22 To attempt to breach a Wall hexside the firing Player notes which Catapult is firing and the Range from which it is firing (see Case 16.23). He consults the Breach Probability Table (16.3) under the correct Weapon and Range, cross-referencing that Weapon and Range with the target (Wall, Gate, Towers, etc.). The number(s) listed therein are the total needed from a throw of two dice in order for the Wall to be breached. Thus a Catapult firing at a Wall hexside at a Range of 2 needs a throw of nine to breach the target Wall hexside. If the Player throws a nine, the wall is breached for the remainder of the game; if he throws any other number, there is no effect.

16.23 The Range of the Catapult is determined as follows: If the Catapult is adjacent to the hex it is firing at (i.e., the wall forms part of the hexside the catapult is in) the Range is 1. If the Wall is part of a hex one hex from the Catapult the Range is 2, etc. The maximum Range is 4 when firing at walls.

16.24 Catapults may fire through any hex, regardless of terrain or what is in the hex, with one exception: Catapults may never fire through Mountain hexes.

16.25 Catapults may be used to fire at Enemy units, as anti-personnel weapons, in a Missile Combat segment of a Combat Phase. In such case, the range of the Catapult is 2 hexes and it fires with a Missile strength of e. (Note: Standard Rules Case 7.12 gives Catapults used as anti-personnel units a range of four.)

16.26 Catapults may be used for hurling fireballs and Severed Heads (see Cases 16.6 and 16.8).

16.27 To denote that a wall hexside is Breached, the Player should place a Breached Counter in an adjacent hexside with the Arrow pointing toward the appropriate hexside.

16.28 Grond may be used to breach any type of hexside (with the exception of the Outer Wall). Grond must be adjacent to the hexside it is trying to breach and a Troll or Uruk-Hai unit must be in the same hex. Breaches by Grond are resolved in the normal fashion (17.22); however, Grond must be activated by Magic in order to be used.

16.3 Breach Probability Table

Number required on a roll of two dice to create a breach (e.g., "5-9" means that the total of both dice must equal 5, 6, 7, 8, or 9 in order to create a breach). P = Attempt prohibited.

Weapon and RangeTowerWallGateMain Gate
Catapult at 1 hex374, 5P
Catapult at 2 hexes256P
Catapult at 3 or 4 hexesP34P
Grond243-105-9

Notes: The Outer Wall of Gondor (excluding the Great Gate) is impervious to Siege Towers; it may never be breached. Grond must be adjacent to the hexside it is attempting to breach.

16.4 Scaling Walls

There are only two ways to cross unbreached Wall hexsides from a lower to a higher level (see Case 15.12): using Siege Towers or Ladders. Breached Wall, Tower, or Gate hexsides may always be crossed, as per the Terrain Effects Chart, without using such Equipment.

16.41 In order for a Siege Tower to be used to scale a Wall hexside (or Gate or Tower hexside) the Siege Tower must begin the Siege Phase adjacent to the Wall hexside. Any Friendly unit may then enter the hex with the Siege Tower and cross the Wall hexside at a cost of 1 additional Movement Point for crossing the Wall hexside. Note that all movement takes place during the proper Movement Phase; however, the Siege Tower must have started a previous Siege Phase adjacent to the Wall hexside.

16.42 Units meleed while in the same hex as a Siege Tower subtract 1 from their Armour Protection Rating. Units attacked by Missile Fire while in the same hex as a Siege Tower add 1 to their Armour Protection Rating. Units may fire and/or melee out of a Siege Tower normally.

16.43 In order to use Ladders to scale walls, a combat unit moves adjacent to the designated Wall (or Gate, etc.) hexside and places a Ladder Counter in that hex. (Note that units need not carry ladder counters; they are simply available when adjacent to the wall.) On the following Game-Turn, units may use the Ladder to cross the Wall at a cost of 3 additional Movement Points (see Case 17.41).

16.44 Units in Siege Towers and on Ladders adjacent to a Wall hexside do exert a Zone of Control through that wall hexside. This is an exception to the normal ZOC rules.

16.45 Units stacked with Ladders subtract 1 from their Armour Protection Rating when either meleed or attacked by Missile Fire.

16.46 Leaders engaging in individual combat subtract 1 from their Rally Ratings if they are stacked with a Siege Tower or Ladder and engaging in combat through a Wall hexside.

16.47 If a combat unit in a hex with a Siege Tower or a Ladder suffers any adverse combat result from Melee (not Missile Fire) the Siege Tower or Ladder is destroyed. The unit takes casualties normally. Note that the number of Ladders and Siege Towers is restricted by the countermix; once destroyed, Siege Towers and Ladder counters may not be used again.

16.48 Neither Cavalry nor Mumakil units may ever use Siege Towers or Ladders to cross Walls. Nor may Siege Equipment; Siege Equipment may cross walls only through breached or controlled Gate hexsides.

16.5 Advance During Siege Combat

There are special rules concerning movement during the Siege Phase. This movement is in addition to any normal movement and does not cost any Movement Points.

16.51 Any infantry-type unit adjacent to a hexside that has been breached in a given Siege Phase and is stacked with the unit creating the breach may move through the newly breached hexside into the adjacent hex. Such an advancing unit may not enter an Enemy-occupied hex or an Enemy ZOC. Players should note that units stacked with Siege Equipment firing at ranges greater than one may not take advantage of this rule.

16.52 Advance During Siege is treated as Advance After Combat (Standard Rules, Case 7.5). The option to advance must be exercised immediately after the breach occurs. The advance is voluntary, not mandatory. Only units stacked with the Siege Equipment that caused the breach may advance, and advance is limited to one hex.

16.6 Fireballs

During a Siege Phase, a Player may choose to hurl Fireballs with his Catapults rather than use them to knock down walls. Fireballs are always hurled in the Siege Phase and constitute a firing (catapults may fire only once per Game-Turn).

16.61 Catapults may hurl Fireballs up to four hexes. Players count the target and intervening hexes, but not the hex the Catapult is in, to determine range. Fireballs may be thrown over any obstacle, except mountain hexes.

16.62 To hurl Fireballs, the Player simply designates the hex he wishes the Fireball to land in (see Case 16.63) and places a Fire Counter in that hex, providing that the hex is within Range.

16.63 Fireballs hurled three or four hexes are subject to "scatter;" i.e., they may not land where you want them to. Fireballs thrown one or two hexes always hit the target hex. For three or four hexes the player rolls a die. If he rolls a 1, 2, or 3 the Fireball lands in the designated hex. If he throws a 4, 5, or 6, the Fireball scatters. To find out where the Fireball actually lands after scatter, consult the Scatter Diagram on the game-map. Using the intended hex as the center of the Scatter Diagram, throw one die and consult diagram, noting the hex corresponding to the thrown number on the die. This is the relationship the actual hex has to the target hex. E.g., the target is 2906; however the fireball scatters. The Player consults the diagram and throws a "4" on the die. The hex the fireball actually lands in is 2907.

16.64 Fireballs may land five hexes away as the result of scatter.

16.65 Fireballs never cause casualties to "personnel" units, with one exception: if the fireball hits a Catapult, Cauldron or Siege Tower, the Tower, Cauldron or Catapult is destroyed. If there is a combat unit stacked with the Siege Tower it, too, is eliminated. There is no effect on Ladders, Grond, etc.

16.66 Fireballs landing inside the city "burn" for the remainder of the game. Fireballs landing outside the city "burn" only until the next Siege Phase. Thus all Fire Counters outside the city are removed at the beginning of the Siege Phase.

16.67 Units moving into or through a hex containing a Fire Counter expend 3 additional Movement Points.

16.7 Boiling Oil

The defenders of Minas Tirith have the ability to use one of the classic defensive weapons of siege warfare: boiling oil. Poured on Enemy units its effects are, shall we say, stirring.

16.71 The Westernesse Player receives three Cauldron counters as well as three Dummy Cauldron counters. Dummy Cauldrons say "dummy" on their reverse side. Cauldrons are deployed anywhere inside Minas Tirith. They may not be moved at any time after deployment. Dummy Counters have no capability except to confuse the opposing player.

16.72 Each Cauldron counter has stacked with it three Oil counters. (Dummy cauldrons stack with dummy oil counters.) These Oil counters are placed under the Cauldron counter. To pick up an Oil counter (dummy or otherwise) a Westernesse combat unit simply enters the same hex as a Cauldron, "picks up" an Oil counter (dummy or otherwise) and moves off. There is no cost to pick up the Oil or to carry it.

16.73 Cauldrons and their Oil counters do not count against stacking; a combat unit may start a Combat Phase in the same hex as a Cauldron. Cauldrons may be destroyed by Fireballs or by the presence of an Enemy combat unit in the same hex. Sauron units may never use Cauldrons.

16.74 If a Westernesse combat unit carrying an actual Oil counter occupies a hex adjacent to and on a higher level than a hex containing an Enemy combat unit or Siege Tower the Westernesse unit may "pour" the oil on that Enemy Unit/Tower, eliminating the unit and/or the Tower. The Westernesse unit may use his oil on any Sauron combat unit or Siege Tower during the Sauron Movement Phase. This is the only time a unit may be attacked in a non-Combat Phase and is an exception to the no-combat during movement rule. Remember, some of those counters may be dummies!

16.75 Combat units may carry only one Oil counter (dummy or otherwise). Units carrying Oil counters have their Movement Allowances reduced by 1 and their Armour Protection Rating reduced by 1.

16.8 Severed Heads

During the Siege Phase the Sauron Player may use his Catapults to hurl the Severed Heads of captured and killed Westernesse soldiers (from a previous engagement) into Minas Tirith in an attempt to demoralize the opposition.

16.81 Each catapult may fire one Head counter per Siege Phase. The Sauron Player has a maximum of 12 such counters to use during the game.

16.82 Severed Heads are hurled into Minas Tirith under the same exact rules as for Fireballs (Case 16.6).

16.83 For each Severed Head thrown into Minas Tirith, the Westernesse Player adds one Demoralization Point to his Garrison Demoralization Point Total.

16.84 Westernesse combat units in the same hex as a Severed Head have their Morale lowered one level (i.e., from a W to an X, or an X to a Y, etc.) for the Game-Turn they are in such a hex.

16.85 Severed Heads landing in any hex other than a hex inside Minas Tirith are immediately removed from play. Firing Severed Heads does count against the one-fire-per Game-Turn limitation for catapults.

16.86 Heads may be removed only by fire. Whenever a Fireball lands in the same hex as a Severed Head, the Head is removed. This, however, does not remove the Demoralization Point assessed. Severed Heads landing in hexes "on fire" are automatically eliminated with no Demoralization Points assessed. Severed heads landing in cauldrons (dummy or real) are also automatically eliminated.

17.0 Magic and Spells

Players should consult the Standard Rules, Case 8.5, and the Magic Capabilities Chart when using these spells.

17.1 Lord of the Nazgul's Spells

17.11 Fear Spell

  • Cost: 5 points for an automatic cast, less for an attempt
  • Duration: One full Game-Turn
  • Effect: Westernesse units reduced by 1 in Attack Strength and Morale Rating. They may not be rallied during the spell.
  • Allowance: May be successfully cast only twice

17.12 Freeze Leader Spell

  • Cost: First spell: 3 points for an automatic cast, less for an attempt; second and third time: 4 points for an automatic cast
  • Duration: One full Game-Turn
  • Effect: All Westernesse Leaders within three hexes of the Nazgul Lord may not move, rally, cast spells or form special formations
  • Allowance: May be successfully cast three times in a game; note different costs for second and third casts

17.13 Operate Grond

  • Cost: One point for an Automatic Cast; may be used only if Nazgul Lord is within three hexes of Grond and Grond is stacked with a Troll or Uruk-Hai.
  • Duration: Remainder of game
  • Effect: Activates Grond

17.2 Gandalf's Spells

17.21 Break Darkness

  • Cost: 6 points for an Automatic cast, less for an attempt
  • Duration: One Game-Turn (must be day Turn)
  • Effect: The day Turns of the game are considered to be fought under a sort of Sauron-induced, night-like gloom; this spell tends to dissipate this: no Sauron units may be rallied and the attack strength of all Mordor units is lowered by one.
  • Allowance: May be cast twice in one game

17.22 Stalemate Nazgul

  • Cost: Depends on whether Day or Night Turn (see Case 17.3)
  • Duration: One Game-Turn
  • Effect: Must be cast while Gandalf is adjacent to Nazgul Lord; if successful, Nazgul is placed six hexes away from Gandalf, in an easterly direction (towards the east edge of the map)
  • Allowance: Unlimited

17.23 Revealing Aragorn to Sauron (see Section 18.0)

  • Cost: 4 points for automatic cast, less for attempt
  • Duration: Three Game-Turns
  • Effect: see Case 18.2
  • Allowance: One

17.3 Special Notes on Magic Spells

Players should note that, according to the Magic Capability Chart, the Magic Leader may attempt to cast a spell using a variety of his Magic Points. Certain expenditures of Points produce an automatic cast of the spell. Lesser expenditures need a die roll to produce the spell. If the spell attempt is unsuccessful, there is no expenditure of Magic Capability Points (the Leader has wasted a turn, though).

17.4 Magic Capabilities Chart

Number required on a roll of two dice to successfully cast a spell (e.g., "6-8" means the total of both dice must equal 6, 7, or 8 to cast the spell). A = Spell automatically successful.

Spell1 point2 points3 points4 points5 points
Gandalf: Break Darkness6-85-83-83-102-11
Gandalf: Stalemate Nazgul (Day)4-10AAAA
Gandalf: Stalemate Nazgul (Night)4-64-9AAA
Gandalf: Revealing Aragorn to Sauron5-84-103-10AA

18.0 The Banner of the King

General Rule: This rule simulates The Return of the King (Aragorn) and his revelation to Sauron (through the use of a palantir) in order to distract Sauron from the Ringbearer's mission. The revelation of Aragorn as King and the unfurling of his "Banner" raises Westernesse morale and disturbs the power of Sauron's besieging army.

18.1 Deploying and Placement of the Banner

18.11 The Banner of the King marker may be used any time after the entrance of Aragorn into the game. In order for the banner to be placed on the game-map, Gandalf must expend Magic Capability Points and Cast a Spell (see Case 17.23).

18.12 The Banner is placed with the Aragorn counter as soon as it is brought forth by spell (see Case 18.11).

18.13 The Banner counter may move by itself (it has the same Movement Allowance as a Leader) as long as it ends its Movement Phase stacked with a Westernesse Leader. The Banner follows all standard movement restrictions and prohibitions. It has no ZOC by itself, nor does it have any innate combat strength.

18.14 If the Leader stacked with the Banner is eliminated, so is the Banner.

18.2 Effect of the Banner

18.21 No Sauron Leader may attempt to Rally any Sauron combat unit that is within six hexes of the Banner.

18.22 For the three consecutive Game-Turns in which the Banner is unfurled, any two Westernesse units (per turn) within six hexes of the Banner are automatically rallied.

18.23 The Lord of the Nazgul may not attempt any spells while the Banner is unfurled and in play.

19.0 Demoralization

19.1 Demoralization Levels

19.11 The Demoralization Level of the Forces starting the game inside Minas Tirith (the garrison) is 36 Points. The following Points are added to or subtracted from the Demoralization Point total of the garrison as they occur:

A. Add 10 Points for every level of the city under control of the Sauron Player (see Case 20.2)

B. Add 5 Points when the Main Gate is breached by Grond

C. Subtract 10 Points upon the arrival of the Riders of Rohan (reinforcements)

D. Subtract 10 Points upon the arrival of Aragorn and his reinforcements

19.12 The Demoralization Level for Westernesse Reinforcement units (all reinforcements arriving Game-Turn five or later) is 76 Points. The Demoralization Level of reinforcement units is not affected by nor does it affect the Demoralization Level of the Garrison, and vice versa.

19.13 The Demoralization Level for Sauron's forces is 93 Points. If the Minas Tirith Garrison becomes demoralized at any point in the game 20 Points are immediately subtracted (permanently) from the present total. In addition, for each level of the city controlled by the Sauron Player, 5 Points are subtracted. If he loses control, add the Points back on.

19.14 Players should note that the total Demoralization Points accumulated by a side can fluctuate and thus rise above or fall below their Demoralization Level. Thus a force may possibly become demoralized and then gain morale again, etc., during the course of the game.

19.2 Effects of Leader Losses on Demoralization

Any Leader Rally Points lost as a result of combat are added to the Demoralization Level of a Player. For the Westernesse Player, Gandalf and Imrahil are always considered part of the garrison for these purposes.

20.0 Victory Conditions

20.1 How to Win

For the Sauron Player to win the game, he must do three things. All three things must be in effect after the last Game-Turn:

A. Demoralize the Minas Tirith Garrison

B. Remain Undemoralized himself

C. Control the Road from Minas Tirith to Gondor (East map edge). To control this road, he must be the last Player to have his units occupy or pass through hexes 1918 and 2124.

If the Westernesse Player can prevent any one of these three things, he wins the game.

20.2 Controlling City Levels

Controlling the levels of the city is important to the morale of the Garrison. For the Sauron Player to control a given city level, he must control all gates leading into that level from the adjacent lower level and there may not be any undisrupted Westernesse combat units inside that level.

  • 15.2 Special Rules
  • 16.0 Sieges
    • 16.1 Siege Equipment
    • 16.2 Breaching Walls
    • 16.3 Breach Probability Table
    • 16.4 Scaling Walls
    • 16.5 Advance During Siege Combat
    • 16.6 Fireballs
    • 16.7 Boiling Oil
    • 16.8 Severed Heads
  • 17.0 Magic and Spells
    • 17.1 Lord of the Nazgul's Spells
    • 17.2 Gandalf's Spells
    • 17.3 Special Notes on Magic Spells
    • 17.4 Magic Capabilities Chart
  • 18.0 The Banner of the King
    • 18.1 Deploying and Placement of the Banner
    • 18.2 Effect of the Banner
  • 19.0 Demoralization
    • 19.1 Demoralization Levels
    • 19.2 Effects of Leader Losses on Demoralization
  • 20.0 Victory Conditions
    • 20.1 How to Win
    • 20.2 Controlling City Levels
  • 2 MP; cavalry and siege towers may not enter
    Unit defending in a grove hex add 1 to Armour Protection Rating
    Gate1 MP if under Friendly control; may not cross if under Enemy controlNo Zones of Control through unbreached Gate hexsides (see Case 6.13)
    Wall/Tower (Gondor only)1 additional MP if breached (see Gondor Exclusive Rules, Case 15.1)See Gondor Exclusive Rules, Section 16.0
    Ar2
    Ar2
    A1/2e
    A1/2e
    4DeD1/2eD1/2eDr2-Ar2Ar2A1/2e
    5DeDeD1/2eD1/2eDr2-Ar2Ar2
    6DeDeDeD1/2eD1/2eDr2-Ar2
    r1
    r1
    r1
    r1
    Dummy Cauldrons
    2Mordor AxemenB-3-Z
    2Mordor Light Archerse-1-Z
    4TrollsB-3-Z
    1Siege Tower
    Lord of the Nazgul: Fear Spell4, 54-74-94-10A
    Lord of the Nazgul: Freeze Leader (1st spell)4-63-8AAA
    Lord of the Nazgul: Freeze Leader (2nd spell)4, 54-73-8AA
    Lord of the Nazgul: Activate GrondAAAAA