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The Lord of the Rings: Adventure to Mount Doom

The Lord of the Rings: Adventure to Mount Doom Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Setup
    • Setup Notes
  • Overview of the Course of Play
  • The Course of Play in Detail
  • The Black Encounter Dice
  • The Colored Companion Dice
  • End of a Stage
  • Battles
  • The Final Stage to Mount Doom
  • Game End
  • The Encounter Cards
  • Variants
    • Easier Game: Friends in Need
    • Greater Challenge: Without Protection and With Personal Friends
  • A Closer Look at Some Cards
  • Credits

Game Components

42 Encounter cards (7 each for the stages to Lothlórien, Rohan, Helm's Deep, Gondor, Minas Morgul, Mount Doom)

5 Gandalf cards, 1 Boromir card, 2 Overview cards

5 Companion figures (the Ring-bearer Frodo & Sam, plus Merry & Pippin, Aragorn, Legolas, Gimli)

9 Nazgûl figures (1 Witch-king of Angmar and 8 "ordinary" Nazgûl)

6 Uruk-hai figures (1 Uruk-hai leader and 5 Uruk-hai warriors)

20 stands (in the colors of the figures)

1 game board

2 marker tokens (1 Gandalf, 1 Treebeard)

1 "One Ring" (as a marker for the Ring-bearer's resolve)

1 dice tray (in the shape of an open book)

8 dice (5 colored "companion dice" with pips, 2 black "encounter dice" with numbers, 1 "battle die" with various symbols)

Setup

Before your first game, carefully punch all the pieces out of the punchboard and put the figures into the stands matching their colors.

This is how the game board is set up:

  1. Place the game board in the middle of the table.
  2. Place the 5 companions on the Rivendell starting space.
  3. Place the Uruk-hai leader on the space at Isengard that shows the leader.
  4. Form a supply with the 5 Uruk-hai warriors near Isengard, next to the game board. During the game they move between the spaces at Isengard and back into their supply.
  5. Place the Witch-king of Angmar on the space at Minas Morgul that shows the Witch-king.
  6. Form a supply with the 8 Nazgûl next to the game board, near Minas Morgul. If one of these figures is placed on a space at Minas Morgul, it stays there. It does not move back into the supply.
  7. Shuffle the 5 Gandalf cards face down. Whoever among you is the oldest receives a random card, lays it face up in front of themselves, and reads the text aloud. Place the remaining Gandalf cards face down as a stack next to the game board.
  8. The Boromir card is also immediately available to you. Whoever among you is the youngest receives this card, lays it face up in front of themselves, and reads the text aloud.
  9. Sort the 42 Encounter cards by stage according to their backs, shuffle them separately, and lay out 5 face-down stacks next to the game board. The bottom stack consists of the "Rohan" cards, above it lie the "Helm's Deep" cards, then "Gondor", "Minas Morgul", and finally the "Mount Doom" cards. There are 7 cards for each stage.
  10. The sixth stack consists of 7 "Lothlórien" cards. The Lothlórien cards form the first stage. Lay them out along the encounter row at the bottom of the game board. Place a card at each die number from 1 to 6: face down at 1 and 6, face up at the others. Lay the cards out so they cover the symbols beneath the die number. Put the one remaining card back in the box unseen.
  11. Lay out the 8 dice (5 colored companion dice, 2 black encounter dice, 1 battle die) as the dice supply next to the game board.
  12. Next to that goes the dice tray, which shows four spaces for placing dice.
  13. The "One Ring" is placed on its starting space (the ring symbol) on the resolve track. It moves back and forth along this track. It can never be pulled beyond the topmost or bottommost circular space.
  14. The 2 tokens "Gandalf" and "Treebeard" are placed next to the game board.
  15. The 2 Overview cards are placed next to the game board, visible to everyone. You may look at them at any time.

Your adventure can begin!

Setup Notes

  • The figure with the orange stand shows the two hobbits Frodo and his best friend Sam. This figure is referred to as "the" Ring-bearer.
  • The orange stand is a reminder that the Ring-bearer must reach the orange game board space at Mount Doom in order to win the game.
  • For gameplay reasons, the game board does not depict the original map from the novels. Nevertheless, the route leads the companions to the familiar places.

Overview of the Course of Play

Each turn consists of two phases: the dice phase and the resolution phase, which are carried out one after the other.

  1. In the dice phase, the person whose turn it is rolls a selection of dice twice. From each roll, one black encounter die and one colored companion die are chosen, and both are placed on the dice tray.
  2. In the resolution phase, these four placed dice are resolved one after another.

After that, it is the turn of the next person clockwise, who likewise begins their turn with the dice phase.

By choosing dice, you determine which enemies or friends the Fellowship of the Ring encounters and how far it advances on its journey to Mount Doom. The journey is divided into several stages; each stage has its own Encounter cards.

Note: In your first games you will get to know the various enemies and friends. Let yourselves be surprised by whom you meet on your journey.

The final stage to Mount Doom has somewhat different rules, which you only need to read once the Ring-bearer has arrived in Gondor.

Whoever received the Gandalf card goes first. After that, play proceeds clockwise around the table until you have won or lost together.

You win if the Ring-bearer reaches the orange space of Mount Doom.

You lose if the One Ring would have to be pulled beyond the last circular space on the resolve track in the direction of the dark heart.

You also lose if the last Nazgûl is placed at Minas Morgul.

The Course of Play in Detail

When it is your turn, place the dice tray in front of you. Then take the 2 black encounter dice as well as, of your choosing, 2 of the colored companion dice, and roll them.

Example: You have chosen the red and the blue die and roll them together with the two black encounter dice.

Then you decide on 1 encounter die and 1 companion die from your roll and place them on the left side (side 1) of the dice tray. Place the black die on the upper space and the colored one on the lower space.

Example: You decide on the black 2 and the blue die. You place both on the left side of the dice tray.

After that, take the 2 dice you did not place on the dice tray, and choose 1 more of the 3 remaining companion dice. Then roll these 3 dice together.

Example: From the remaining companion dice you choose the green die and roll it together with the red and the black die.

Once again you place the black die and one of the two rolled companion dice on the dice tray, this time on the right side (side 2). The unused third companion die goes back into the dice supply.

Example: You place the second black die on the right side of the dice tray and choose the red die, which you also place on the right side. The green die goes back into the supply.

Note: Everyone may advise you on which dice you should choose. In the end, however, you alone decide which dice you take.

After that, you resolve the dice on the dice tray, first side 1 from top to bottom, then side 2 in the same way. Put each individual die back into the supply directly after it has been resolved.

Then it is the turn of the next person clockwise. They receive the dice tray and carry out their turn. This is repeated until the final stage to Mount Doom, which is played by its own rules.

The Black Encounter Dice

The black dice refer to the 6 cards on the encounter row. There you find enemy cards (red symbol in the upper card corners) and friend cards (green symbol in the upper card corners).

With the result of each black die you activate the Encounter card lying at the corresponding position. If the rolled card is lying face down, that is, at die position "1" or "6", you first turn it face up and resolve it immediately.

Example: If you had placed one of the black encounter dice showing a "6" on the dice tray, you would turn face up and resolve the Encounter card at "6".

If you activate a friend card, you take it from the row, read it aloud, and lay it face up in front of yourself. These cards are advantageous for the Fellowship and very useful in certain situations. Whoever's turn it is may use one or more friend cards, both their own and those of others.

Important: A friend card that has been received is always available to everyone on their turn!

Each friend card (as well as Gandalf cards) can only be used once. After that it goes back into the box.

Example: With the black encounter die "2" you activate the friend card "Elrond". You take it from the encounter row and lay it face up in front of yourself.

If you activate an enemy card, you read its instruction aloud and carry it out. As a rule, these harm the Fellowship. Some enemy cards are removed from the game and put back in the box after a single encounter. They have this symbol at the bottom right of the card:

(a door/exit icon)

Most enemy cards, however, remain in place after being activated, so repeated encounters with that enemy can occur.

Important: In most cases, the card texts explain unambiguously what happens. For some Encounter cards there are more detailed explanations on page 8 of this rulebook (see "A Closer Look at Some Cards" below).

If you roll a position on the encounter row where no card lies anymore, you instead carry out the symbol depicted there. There are two kinds of symbols:

  • Nazgûl: You must place 1 Nazgûl on a free Nazgûl space at Minas Morgul.
  • Companion: You may move the depicted companion figure 0, 1, or 2 spaces forward.

Example: After "Elrond" has been taken from the encounter row, this symbol becomes visible at space "2". If later you again roll a "2" with an encounter die and place it on the dice tray, Merry & Pippin may stay in place (0) or move forward 1 or 2 spaces.

The Colored Companion Dice

The companion dice show how many spaces you move the figure of that color forward, exactly. You may not move it fewer spaces (there is, however, an exception for the Ring-bearer — see the section "End of a Stage" below).

Any number of figures may stand on the same space.

If a figure ends its movement on an event space, the Fellowship suffers harm:

  • Dark Heart: The Ring-bearer loses resolve. Move the One Ring 1 space on the resolve track toward the dark heart.
  • Nazgûl: You must place 1 Nazgûl on a free Nazgûl space at Minas Morgul.

Important: As long as a figure stands on an event space, the Fellowship is protected from further harm on that space.

Note: It is best to place the first figure that reaches an empty event space on the symbol, so that it is covered.

End of a Stage

If you reach a stage goal (e.g. Lothlórien) with a companion (other than the Ring-bearer) using the exact number, resolve grows. Move the One Ring 1 space toward the bright heart.

If you move a companion (other than the Ring-bearer) to a space beyond the stage goal, resolve does not grow.

If you reach a stage goal with the Ring-bearer using the exact number, you draw the top card from the face-down Gandalf stack. Read its text aloud and lay the card face up in front of yourself. It is available to all of you from now on, once.

Note: At Minas Morgul you can no longer receive a Gandalf card. Sauron's influence there is too great.

If you reach a stage goal with the Ring-bearer without the exact number, he nevertheless stays on that stage goal. In this case you do not receive a Gandalf card. Instead, put the top card from the Gandalf stack back in the box unseen.

Important: Even if the Ring-bearer has reached a stage goal, all dice still lying on the dice tray are still resolved.

Example: After you have resolved the first black encounter die, you move the Ring-bearer 3 spaces further and reach the stage goal Lothlórien exactly. This ends the current stage after this turn, and you receive a Gandalf card. The two dice on side 2 of the dice tray are still resolved.

After that, the next stage is prepared:

  • All figures remain on their spaces.
  • Put all cards still lying on the encounter row back in the box.
  • For the next stage, lay out the 6 associated Encounter cards as described under point 10 of Setup. The 7th card goes back into the box.
  • The dice tray is given to the next person clockwise, and the game continues.

Battles

For Encounter cards showing this symbol, a battle takes place. Each battle consists of two parts:

1. Check support

If you have rolled an enemy, you first check which companions support the Ring-bearer. These are all figures that are standing on the same space as the Ring-bearer or are located on the same stage ahead of him, including the next stage goal. Figures that have already moved past the next stage goal do not provide support.

Example 1: Here the companions Aragorn, Merry & Pippin, Gimli, and Legolas support the Ring-bearer in battle.

Example 2: Here only Gimli and Merry & Pippin support the Ring-bearer. Aragorn is on the route still behind the Ring-bearer. Legolas is already on the next stage.

2. Roll the battle die

Then you roll the battle die. You can also look up the result on the Overview card.

  • If the battle die shows the weapon of a companion who supports the Ring-bearer in battle, you have won the battle.
  • If the battle die shows the weapon of a companion who does not support the Ring-bearer, you have lost the battle. This is the case if that companion is still behind the Ring-bearer on the stage, or has already moved past the current stage goal.
  • If the battle die shows the Sauron symbol, you have lost the battle immediately.
  • If the battle die shows the Gandalf symbol, you have likewise lost the battle — unless you are willing to discard a still-unused Gandalf card that you have received. In that case you win the battle after all. The Gandalf card is then put back in the box. Its text instruction is ignored.

If you have lost the battle, the Ring-bearer loses resolve. On the Encounter card, this loss is indicated by one or more dark hearts, by which you must move the One Ring on the resolve track toward the dark heart.

With some enemies, multiple battles can occur. This applies above all when an Encounter card causes you to activate the Uruk-hai stationed at Isengard. Then you must roll and resolve the battle die for each individual Uruk-hai.

Now you know all the important rules to begin your adventurous journey. For some Encounter cards you will find more detailed explanations on page 8 of this rulebook. When the Ring-bearer reaches the stage goal Gondor, continue reading here and learn how the final stage to Mount Doom is played. So you do not have to read everything now, but you can prepare yourselves in good time on the second-to-last stage, after the Ring-bearer has reached Gondor.

For now, read the section GAME END on page 7.

The Final Stage to Mount Doom

Note: Already on the second-to-last stage, from Gondor to Minas Morgul, there are no more friend cards (green symbols). Instead there are two special Encounter cards with red symbols that, unlike friend cards, remain lying in the row after being activated: "Denethor" and the "Army of the Dead". While the first card produces an uncertain effect, the "Army of the Dead" is a powerful card that can render the Fellowship useful service.

As soon as the Ring-bearer reaches the stage goal Minas Morgul, the remaining dice on the dice tray are still resolved — as usual. Then this stage ends. From now on, the road to Mount Doom is walked by the Ring-bearer alone.

Regardless of whether the Ring-bearer reaches Minas Morgul with the exact number or would move past it, he stays at Minas Morgul.

Then it is checked how many other companion figures have reached Minas Morgul with the exact number. For each of these figures now standing at Minas Morgul, you immediately move the Ring-bearer forward 1 space toward Mount Doom.

Companions who would have moved past the stage goal Minas Morgul do not help on the final stage. Their figures are placed on the rally space to the left of Minas Morgul.

Example: The Ring-bearer has reached Minas Morgul with the exact number. Legolas and Merry & Pippin have also reached Minas Morgul with the exact number. Therefore the Ring-bearer may advance 2 spaces immediately. Aragorn, in an earlier turn, would have moved past Minas Morgul and was therefore placed on the rally space next to it. He brings the Ring-bearer no further step on the final stage. The same applies to Gimli, who did not reach Minas Morgul by the end of the stage and therefore stays on his space.

The Encounter cards on this final stage are laid out as usual. The 7th card also goes back in the box unseen here. Unlike the other Encounter cards, the cards of this stage have a black symbol in the corners.

These Encounter cards always stay in place. The cards at "1" and "6" are turned face up as usual when they are rolled for the first time.

Taking turns, you roll with only one black encounter die and follow the instruction of the corresponding Encounter card. Companion dice and the battle die are no longer used on this stage!

First the encounter is resolved each time, then you move the Ring-bearer exactly 1 space further toward Mount Doom.

Note: When encountering the giant spider "Shelob", the Ring-bearer is cocooned in webbing and may not move!

Game End

You win together if the Ring-bearer reaches the last stage goal, the orange space at the crater of Mount Doom. You may then take the One Ring from the resolve track and throw it into the crater.

You lose together as soon as you would have to pull the One Ring on the resolve track past the last circular space in the direction of the dark heart.

You also lose together as soon as you have to place the last Nazgûl — the ninth figure — on its space at Minas Morgul.

The Encounter Cards

All friend cards (including Boromir) and Gandalf cards can be used at any time during the game, unless a specific restriction is stated on the card itself (e.g. "Before rolling …").

The symbols on the Encounter cards have the following meaning:

  • Crossed weapons: A battle, or several battles, take place. For each individual battle you must roll the battle die once and then resolve whether you won or lost it.
  • Crossed weapons with an arrow: If you have lost the battle, follow the effect after the arrow.
  • Dark heart: After a lost battle you must move the One Ring on the resolve track 1 space toward the dark heart for each dark heart depicted on the card. Because of some Encounter cards this can also happen without a preceding battle. In that case you must move the One Ring toward the dark heart immediately.
  • Bright heart: The One Ring is moved on the resolve track 1 space toward the bright heart for each bright heart depicted on the card.
  • Door/exit icon: The card is removed from the game after being activated once.

Variants

If you like, you can make the game somewhat easier or more challenging for yourselves with the following two variants.

Easier Game: Friends in Need

At Minas Morgul, before the Mount Doom stage begins, you may move the One Ring on the resolve track 1 space toward the bright heart for every still-unused friend and Gandalf card that lies face up in front of you. You thereby gain resolve.

Greater Challenge: Without Protection and With Personal Friends

  • Throughout the entire journey, the event spaces "dark heart" and "Nazgûl" are never covered. The events therefore also occur for figures arriving later, even if the space is already occupied.
  • Each friend card may only be used by the person who received that card. It is therefore not allowed to use friends that you yourself did not roll. This does not apply to Gandalf cards. These remain available to all of you.

Important: You decide before the game which of these two new rules you want to use, or whether you even want to apply both together.

A Closer Look at Some Cards

Boromir You can use him after a lost battle against one Uruk-hai. Then you roll again and only lose if you roll the "Sauron symbol".

Balrog of Moria You must immediately move the One Ring 3 spaces toward the dark heart. You also place the Gandalf token on his space at Helm's Deep. From now on you may not use any Gandalf cards. Only once the Ring-bearer reaches the stage goal Helm's Deep may you use Gandalf cards again. It is also no longer possible to still win a lost battle when the Gandalf symbol is rolled. However, you can still draw Gandalf cards if the Ring-bearer reaches Lothlórien, Rohan, or Helm's Deep exactly.

Éomer and the Riders of Rohan You may use this friend card in a battle instead of rolling. This automatically wins that battle. Should you have to fight several battles due to one encounter, only one battle can be won with this card.

Army of the Dead Whoever rolls this card on the encounter row decides whether the Army of the Dead moves to the card on the left or the right. This card is thereby covered and rendered ineffective. Any resulting gaps in the encounter row are skipped over. The Army of the Dead can move repeatedly, but always only to the next card to the left or right, and not past the left or right end of the encounter row.

Saruman If all Uruk-hai are already at Isengard, nothing happens. The encounter with Saruman then does not harm you.

Uruk-hai You must carry out, one after another, as many battles as there are Uruk-hai (including their leader) at Isengard. Example: There are 3 Uruk-hai and their leader at Isengard. You must therefore fight 4 times; that is, you must roll and resolve the battle die 4 times in a row. If one or more of the battles are won, you remove exactly 1 Uruk-hai from Isengard, but not their leader. He remains there permanently, so that at least one battle occurs at every encounter with the Uruk-hai. Exception: With Treebeard's help you can also defeat the leader. If Isengard has already been freed of all Uruk-hai when you roll this Encounter card on the stage to Gondor or Minas Morgul, you gain 1 resolve (bright heart).

Faramir This card is used at the start of a turn, before rolling. If you thereby move the Ring-bearer to a stage goal, the stage ends immediately. The next stage is prepared directly.

Denethor You must roll one colored companion die again. If 2 companion dice are still lying on the dice tray, you may choose which die you roll again. This result is now valid. If you have rolled Denethor with both black encounter dice, and for the first encounter re-rolled the companion die on side 2 of the dice tray, you must re-roll this die again for the second encounter as well.

Sauron's Eye If the One Ring is already on this space, or if you already had to move it past this space toward the dark heart, nothing happens.

Wormtongue This card refers to all friend cards with a green symbol, therefore also Boromir, but not Gandalf.

Éowyn If Éowyn has defeated the Witch-king of Angmar, the Nazgûl are no longer a threat to you for the rest of the game.

Treebeard If Treebeard is used, you either move the One Ring 2 spaces toward the bright heart, or you place the Treebeard token at Isengard. If a battle with the Uruk-hai then occurs later in the game, you remove 1 Uruk-hai from Isengard after every individual battle won. This also applies to the Uruk-hai leader, whom you may also remove last. Isengard has then been freed of the Uruk-hai and no longer poses a threat. Should you later roll another Uruk-hai card, you only move the One Ring 1 space toward the bright heart.

Gandalf's Vision You can use this card immediately before a next stage begins and new Encounter cards are laid out.

Credits

The author and publisher thank everyone who took part in playtesting, reading the rules, and creating the game.

The Author: Michael Rieneck, born 1966, lives in northern Germany. The freelance game designer and writer is passionate about games of every kind. Many of his games have already been published by KOSMOS. Among his great successes are the games based on Ken Follett's Kingsbridge novels. With the game based on J.R.R. Tolkien's "The Lord of the Rings", he has created an exciting cooperative adventure for the family.

Editorial: Wolfgang Lüdtke and Sebastian Wenzlaff Editorial support: Peter Neugebauer Illustration: Aleksander Karcz Graphics: Antje Stephan Technical product development: Carsten Engel Production: Alicia Kaufmann

© 2023 KOSMOS Franckh-Kosmos Verlags-GmbH & Co. KG Pfizerstraße 5–7, 70184 Stuttgart, Germany kosmos.de/servicecenter

© 2023 Middle-earth Enterprises. Mount Doom, The Lord of the Rings, Der Herr der Ringe, and the names of the characters and places are registered trademarks of Middle-earth Enterprises, LLC, and are used by KOSMOS under license. All rights reserved.

Art.-Nr.: 682804. Made in Germany.