Riddle of the Ring
Riddle of the Ring Rulebook
Table of Contents
Table of Contents
- RULES FOR THE BASIC GAME
- Game Parts
- Introduction
- Set Up a Game for 2 to 8 Players
- How to Win
- Start at the Shire
- Travel: Extra Moves
- What to Do During Your Turn
- How to Get Started Quickly
- Spaces on the Board
- How to Move on the Different Spaces on the Board
- How to Pick Up Cards from the Deck and End Your Turn
- Hold Up to 10 Cards in Your Hand
- How to Use Cards
- How to Get Cards from Other Players
- How to Have a Battle
- LIMBO
- SUPPLEMENTARY RULES
- QUESTIONS & ANSWERS
- KEY TO THE BOARD (playing aid sheet)
- LIST OF CARDS AND MARKERS
RULES FOR THE BASIC GAME
This booklet, along with the sheet with Key to the Board on one side and List of Cards on the flip side, contains complete instructions for playing the game of Riddle of the Ring. Do not use the other rule booklet (Supplementary Rules) until you have played the Basic Game several times and are familiar with it.
Complete Fantasy Game for 2 to 8 Players, Ages 12 to Adult.
Game Parts
- The Game Board
- A Deck of 80 Cards
- 8 Individual Player Markers
- 1 Six-sided Die
- List of Cards (on flip side of Key to Board)
- Key to the Board (on flip side of List of Cards)
- Rules for the Basic Game (booklet)
- Supplementary Rules (booklet)
- Questions & Answers (booklet)
Introduction
The Game, Riddle of the Ring, starts at this point in the story. Each player chooses to be one of the Hobbits or one of the Black Riders. He then tries to get The Ring (The Ring card) to the Cracks of Doom or Barad-Dur (in the red area, lower right corner of the board).
Set Up a Game for 2 to 8 Players
To begin, each player chooses to be a particular Hobbit or Black Rider. He selects the marker which represents the Hobbit or Black Rider he wants to be. (See Hobbits and Black Riders on List of Cards & Markers). There does not have to be an equal number of Hobbits and Black Riders in a game. Each player competes with all the other players to win.
Cards: All the cards are shuffled and each player is dealt two cards to start his hand. The remaining cards are placed face-down to form a pick-up stack. Players will pick up more cards from this stack as they play the game and move to different cities. These cards can be used to help a player move on the board, pick up more cards on a later turn, or have activities with other players.
How to Win
Object of the game for Hobbits: For a player who has chosen to be a Hobbit to win the game, he must first end one of his turns on the Cracks of Doom space. He may not win on that turn. He wins the game by showing The Ring card at any time during his next turn while he is on the Cracks of Doom.
Object of the game for Black Riders: For a player who has chosen to be a Black Rider to win the game, he must first end one of his turns on the Barad-Dur space. He may not win on that turn. He wins the game by showing The Ring card at any time during his next turn while he is on Barad-Dur.
Players may go to the Cracks of Doom or Barad-Dur with or without The Ring card in their hands. If they have, or can get, The Ring at any time during their next turns, and show it while on the Cracks of Doom (Hobbits) or Barad-Dur (Black Riders), they win the game.
Note: With more than 4 players in a game, use Variations 5 or 6 in the Advanced Rules for shorter games.
Start at the Shire
When the game starts, each player rolls the die to see who has the first turn. Play goes in a clockwise direction, starting with the highest roller.
Players place their markers at The Shire (red space, upper left corner) one at a time, when their first turns come. They then roll the die to start their individual turns.
Use the die count to move: When a player rolls the die, he may use the number shown to move his marker on the board. The number shown is called the total number of die counts he has. For example, a 6 has 6 die counts.
When a player moves, he does not have to use all the counts shown on the die. He may use any number of counts up to the number rolled. For example, if he rolls a 4, then he may use 1, 2, 3, or all 4 counts as he wishes.
How to move your marker: A player may move first, or he may choose to do some other activity before moving. For example, he may use one of his cards and then move. He does not have to move immediately after rolling the die.
A player may move in any direction on the board, and must move at least one space per turn. No player may begin and end a turn on the same space, unless he is on The Cracks of Doom or Barad-Dur and wins the game on that turn. Players may move on, and stop on, spaces occupied by another player's marker. Movement is generally from one space to an adjacent (touching) space with each count of the die. For example, with a 3 a player may move up to 3 spaces in any direction. See the Key to the Board sheet for instructions on how to move on the different kinds of spaces.
Travel: Extra Moves
In addition to making moves with the counts on the die, a player may make extra moves by using cards such as Horses, Eagles and Dragon Birds. (Read instructions on some of these cards). As with the counts on the die, a player is not required to use the full number of counts shown on a Horse card. He may use any number up to the number shown.
Stopping and Starting: During his turn, a player may choose to stop on a particular space and do an activity. He may then move again during that same turn if he has some other means of moving. For example, a player may move using his counts on the die, stop and do an activity, and then move again using a Horse card. Or, he may use the Horse and then the die.
Unused Counts: A player may not stop and then move again using any unused counts of the die, Horse card, or other card that got him there. He must use an extra means of travel to move again if he has stopped. A player may stop and then move again as many times as he has a Horse, Eagles or Dragon Birds card to use in addition to his counts on the die.
Note: No player may begin and end a move, including an extra move, on the same space. Each move must end on a different space.
What to Do During Your Turn
See the section titled "Play During Your Turn" on the sheet with "Key to the Board" for a quick summary. A player is only required to do two things during any turn: (1) move his marker at least 1 space on the board, and (2) have a Friendly Exchange when he stops on, or beside, the space occupied by another player. In a Friendly Exchange each player draws one card at random from the other's hand.
During his turn, a player has many options available. He may use any number of cards to help move his marker, and he may have 1 or 2 Power Plays before and/or after moving. Once a player picks up cards from the deck, his turn is over. He must immediately discard 1 card from his hand and pass the die to the next player. If a player is unable to pick up cards on a particular turn, he simply passes the die to the next player after doing everything else he chooses to do. All these things are described in more detail in the rest of this booklet and on the "Key to the Board" and "Play During Your Turn" sheet, which is a playing aid.
Different players will favor different strategies and styles of play, making the game as simple or as complex as they choose. Some will seek active interactions with other players, while others will try to keep at a safe distance from the action and accumulate cards. New players are encouraged to try different strategies so they can learn which work best in each situation.
How to Get Started Quickly
To get started, players should move their markers to cities on the board so they can pick up cards. Players should try to pick up cards every turn, even if it may temporarily take them out of their preferred directions. Hobbits will be safer on Good Cities and Black Riders will be safer on Evil cities in case of battle, but any player may use any city.
Sooner or later, one player will pick up The Ring card. Other players use cards in their hands to discover who has The Ring and take it from him.
As players pick up cards and build up their hands, they should work their way towards The Cracks of Doom and use cards according to their instructions. Cards help players move on the board and gain advantages over other players. For example, a player with Gollum can take The Ring from any player. Having the character card of another player gives you an advantage over him. You can give him his card, see his entire hand, and take the card of your choice from his hand. These are just a few examples.
The object is to have a good time. Don't be afraid to make a mistake. By using some of the cards in your hand, you will learn from experience.
Following these guidelines and the information on the sheet with Key to the Board and Summary of the Rules, you may want to begin playing immediately. Refer to the Basic Rules in the rest of this booklet as needed. There is an index on the back page of this booklet.
Although you can get started without reading the rest of this booklet, at least one player in each group is encouraged to read the entire Basic Rules. When reading the rules for the first time, refer to the board and the cards. Simply by reading instructions on the cards, players will quickly become familiar with most of the activities in the game.
Spaces on the Board
The Riddle of the Ring board (which represents Middle Earth) is made up of a variety of spaces. These include Open Country, Roads, Forests, Mountains, Rivers, Oceans, Lakes and Cities.
Players will find it easy to move on some of these spaces and difficult to move on others. For example, Roads are easy to travel on, while Mountains and Forests are more difficult. Refer to the Board and the Key to the Board sheet to identify these spaces.
The Key to the Board sheet also summarizes how to move on the different kinds of spaces. For more comprehensive instruction, refer to the next two pages of this booklet.
Note: The letters C, G, and S on the board are not used in the Basic Game. Simply ignore them and use the spaces as if the letters were not there. After becoming familiar with the Basic Game, players may want to play the Recommended Game in which these symbols are used.
Sample card (Tom Bombadil):
- Any player may use this card to move to any space within 6 spaces of his marker, regardless of forests, mountains or water. To stop in water, a boat is also needed. Discard.
- Any player may pick up 6 cards from the deck at the end of his turn. Discard.
How to Move on the Different Spaces on the Board
OPEN COUNTRY: In open Country, players move 1 space per count on the die. Open Country travel is normal travel.
ROADS: Players may move 1 or 2 spaces per count on the die along roads. To move 2 spaces, both spaces must be connected by road. It takes 1 count of the die to get on, or off, a Road. Road travel is fast.
FORESTS: When a player moves into any Forest space, he must stop if he does not have a Cloak card. He must stop on the first Forest space he enters and may not move again until his next turn, no matter what he rolled on the die. Even if he has a Horse, Eagles or Dragon Birds, he cannot leave that space during that turn without a Cloak.
With a Cloak card, a player does not have to stop. He may use the Cloak to move in Forests as in Open Country - 1 space per count on the die. (See a Cloak card)
MOUNTAINS: When a player moves into any Mountain space, he must stop if he does not have a Rope card. He must stop on the first Mountain space he enters and may not move again until his next turn, no matter what he rolled on the die. Even if he has a Horse, Eagles or Dragon Birds, he cannot leave that space during that turn without a Rope.
With a Rope card, a player does not have to stop. He may use the Rope to move in Mountains as in Open Country - 1 space per count on the die. (See a Rope card)
FORESTS & MOUNTAINS without a Cloak or Rope: Players may go through Forests or Mountains without a Cloak or Rope card, but only at the rate of 1 space per turn.
ROADS in Forests & Mountains: Treat roads through Forests & Mountains like roads through Open Country. Use Road travel rules to move 1 or 2 spaces per count on the die. You do not need a Rope or Cloak.
RIVERS (Moving across Rivers): To move across a River, a player must use a Boat card, or he must cross at a bridge. Otherwise, he cannot cross.
At a Bridge, he simply ignores the River and moves across, using the Open Country or Road rules that apply.
With a Boat card, a player may cross a River at any point to an adjacent space on the other side. This takes 1 count of the die. If he then enters a Forest or Mountain space, he must follow the Forest or Mountain rules that apply.
RIVERS (Moving in Rivers): To move in a River, a player must use a Boat card. Enter and exit Rivers only at the red dots in the Rivers (River Dots). Get on or off a River Dot only at one of the 3 spaces which come together at the River Dot. Getting on or off a River Dot takes 1 count of the die. River dots are separate water spaces. Once in a River, move from one River Dot to the next with 1 count on the die. River travel is fast.
RIVERS in Forests & Mountains: When a player is using a Boat card to move from one River Dot to the next in a River through Forests or Mountains, he does not need a Cloak or Rope card.
Cities with a River Dot: Spaces at the end of a River with a River Dot in the middle of a City are special. They are both land spaces and River Dot spaces at the same time. Players do not need a Boat card to stop on them. A player landing on such a space follows the rules for Open Country, Roads, Forests or Mountains that apply.
With a Boat card, a player on such a space is both on the City and already on the River Dot. He may follow the rules for moving in Rivers or on land as he chooses.
OCEANS & LAKES: To move into any Ocean or Lake space, a player must have a Boat card. Without a Boat, no player may enter any water space. It takes 1 count of the die to go from land to an adjacent water space. To get back on land, use 1 count of the die to move from a water space to an adjacent land space.
With a Boat card, move 1 or 2 spaces per count of the die once in the Ocean or a Lake. Ocean travel is fast.
OCEANS to RIVERS: A player may use the same Boat card to move from the Ocean or Lake to a River, and vice-versa. Getting on or off the River Dot takes 1 count of the die.
FLYING with Eagles & Dragon Birds: Eagles and Dragon Birds are very powerful cards that allow players to move to any space on the board at any distance. Players may fly over Forests, Mountains and water.
FLYING to and from Forests, Mountains & Water: Players may fly out of Forests, Mountains or Water spaces to any space. When a player flies to a Forest or Mountain space, he must stop on that space, and may not move again during that turn without a Cloak or Rope card. (See Forest and Mountain rules). To land on a water space, a Boat is also needed.
Hopping with Tom Bombadil: Tom Bombadil allows a player to pick up his marker and place it on any space within 6 spaces of his position. As with flying, he may move over Forests, Mountains or Water, but to land on a water space, a boat is also needed.
Summary to This Point
At this point, players should know:
- How to choose their Markers and start their first turns
- How to move their markers on the different spaces on the board
- The object of the game and how to win
Players still need to know:
- How to pick up cards from the deck and end their turns
- How to use cards from their hands
- How to get cards from other players
How to Pick Up Cards from the Deck and End Your Turn
Picking up cards from the deck ends a player's turn. Because of this, players must do all their moving and have all their activities with other players before picking up any cards from the deck for that turn. They will be unable to use any cards they pick up until their next turns.
There are only 2 ways to pick up cards from the deck:
- When a player ends his turn on a city, he may pick up 3 cards
- or when a player ends his turn, he may use certain character cards (such as Tom Bombadil or Saruman) to pick up cards from the deck. Each of these cards will say who may use the card and how many cards to pick up. Use these character cards from any space on the board.
Players may use only 1 city or 1 character card per turn to pick up cards from the deck - never a City plus a card or more than 1 card.
A player does not necessarily get to pick up cards at the end of every turn. For example, if he did not end his turn on a city or use a character card at the end of his turn. A player who is unable or chooses not to pick up cards ends his turn by passing the die to the next player, after doing everything else he is able to do, or chooses to do, during his turn.
City spaces are shown on the board as Good City, Evil City and Neutral City symbols.
Any player may use any city to pick up 3 cards. (Good and Evil values are for battles.) A player may not go back and forth between two Cities picking up cards. He must pick up cards from at least 2 other Cities before returning to pick up again from a City he has already used.
Every time a player picks up any cards from the deck, he must discard 1 card from his hand. His hand includes the cards just picked up. If he uses a card to pick up from the deck, he must still discard 1 card from his hand in addition to the card used. After picking up from the deck and making the required discard, a player's turn is over. He should pass the die to the next player.
Discards & the Discard Stack
All discards are placed face-up in a stack, one at a time, for all players to see. When all cards in the pick-up stack are gone, shuffle the discard stack and place it face-down to the table to become the new pick-up stack. Then start a new discard stack. Cards are kept in continuous play. Players should not look through the discards - only the top card should show.
Hold Up to 10 Cards in Your Hand
Cards picked up from the deck and cards taken from other players are kept in a player's hand above the table with only the backs showing. Most players hold cards in a fan, but players may also arrange their cards in a stack.
A player may hold up to 10 cards in his hand after his turn ends. Sometimes he may pick up cards which will make his hand total more than 10 cards.
If he has over 10 cards, he must discard any cards he chooses so that he will be left with exactly 10 cards at the end of his turn.
If another player catches a player with over 10 cards after his turn has ended, that player goes immediately to Limbo. Players always have the right to count the cards in another player's hand. Cards taken after an incorrect Riddle do not count against the 10 card limit.
Note: No player may give others information about another player's hand. Table talk is unfair and may unduly prolong the game.
How to Use Cards
How to use each card is written on the face of the card. Use cards to:
- Help move your marker on the board
- Have activities with other players
- Pick up cards from the deck
- Win the game
A player may use cards in his hand at any time during his turn. He may use cards before or after moving his marker. When a player uses a card, he should place it face-up on the table before him and read the use of the card aloud. If he is using it to have an activity with a particular player, he should name that player. No card should be placed on the table unless it is used immediately.
Many cards have only one use, but some cards have more than one use. Each card tells what it is used for and who may use it. The card also tells what to do after the card is used:
- If "Retain" is written after the use, a player should return the card to his hand for future use.
- If "Discard" is written after the use, a player should place the card face-up in the Discard Stack, out of play.
Note: Cloak, Rope and Boat cards remain face-up on the table if the player using them ends his turn on a Forest, Mountain or Water space respectively. Once on the table, these cards are never considered part of a player's hand. The player may use the same card over and over again as long as he ends each turn on such a space. If he is not on the proper space at the end of his turn, the Rope, Cloak or Boat is placed face-up in the discard stack. (See a Rope, Cloak or Boat card).
How to Get Cards from Other Players
There are only 2 ways to get cards from another player. A player may get a card from, or lose a card to, another player through either a Friendly Exchange or a Power Play. These are also the only two ways in which one player may have an activity with another player.
Friendly Exchanges
When a player stops on, or beside, the space occupied by another player, he must immediately have a Friendly Exchange with that player. The Exchange must take place immediately, before anything else is done. The player whose turn it is may not move again, have Power Plays, or do anything else until he has the Exchange.
Each player draws 1 card from the other player's hand so that they swap 1 card in an exchange. If a player has no cards, there is no exchange.
When a player stops on or beside 2 or more players, he must have a Friendly Exchange with each of them. The player whose turn it is gets to choose the order of having exchanges with the others. The card received from the first exchange is put in his hand before the beginning of the second exchange.
There is no limit on the number of Friendly Exchanges a player may have during his turn by using extra moves. Each time he uses an extra move, such as a Horse card, to stop on or beside a space occupied by another player, a Friendly Exchange must take place.
Drawing: When cards are held in a fan, the other player draws the card he wants seeing only the backs of the cards. When held in a stack, the other player says how many cards up from the bottom or down from the top the card he wants is. Examples: Second card from the top, bottom card.
Power Plays
Power Plays are activities with other players. Except for a Friendly Exchange, which is not a Power Play, every activity which one player has during his turn with another player is a Power Play.
Players may make up to 2 Power Plays per turn. They may have 2 Power Plays with the same player or 1 with 2 different players. Players do not have to make any Power Plays, but they cannot have over 2 per turn.
There are 5 different kinds of Power Plays. The 2 Power Plays per turn may both be the same kind or 2 different kinds, as a player chooses. All Power Plays require a player to use at least 1 card from his hand.
The five kinds of Power Plays are listed below. Players do not need to memorize this list. Instructions for using cards to make Power Plays are on the cards. Use this list for reference during the game.
- CLAIRVOYANCE: Use a Wizard, Elf Ring, or Palantir to see all the cards in another player's hand. The other player may resist an Elf Ring or a Palantir by showing only The Ring or his own character card instead of his entire hand. Other players should not see the card used to resist. The Wizards (Gandalf, Sauron, Galadriel, Balrog) are especially powerful and cannot be resisted, even by another Wizard. Each attempt to see another player's hand, whether resisted or not, is 1 Power Play. Seeing two players' hands is 2 Power Plays.
- RIDDLES: Use a Riddle card to draw 1 card at random from another player's hand and try to guess its title. Titles are in large print at the top of each card. If you guess right, you keep the card and may try to guess another card in that player's hand, or you may end the Riddle. If you guess wrong, the other player draws a card from your hand at random to keep and the Riddle ends. Note: If the only card in your hand is a Riddle card, do not use it. You must have 1 other card to lose in case you guess wrong. Each Riddle card used, no matter how many cards you get with it, is 1 Power Play.
- GOLLUM: Use the Gollum card to take The Ring from any one player of your choice. Instructions are on the Gollum card. Use of Gollum counts as 1 Power Play, whether or not you get The Ring.
- HOBBIT & BLACK RIDER CARDS: Use the character cards of Hobbits and Black Riders to draw 1 card at random from any player's hand, or to take the card of your choice from a particular player when you give him his card and see his hand. Note: With only 2 or 3 players in a game, consider Variation #13 in the Advanced Rules to restrict draws. Each Hobbit or Black Rider card used to take or draw a card is 1 Power Play.
- BATTLES: Use cards with Battle Points (Armies, The Ring, Eagles, Dragon Birds, and most character cards) and cities to attack another player after having a Friendly Exchange with him. Each Battle is 1 Power Play.
When to make Power Plays: Make Power Plays before and/or after moving, as you choose, but not while moving. Once started, a Power Play may not be interrupted by any other activity, such as another Power Play.
Where to make Power Plays: Most Power Plays may be made with your marker at any distance from the other player's marker. Only Elf Rings and Battles require both players to be near each other on the board.
How to Have a Battle
Battles are just one kind of Power Play, but certain steps must be followed to have a battle.
When to Start a Battle: Any player may attack any other player after landing on, or beside, the space occupied by another player and having a Friendly Exchange with him. No player may start a battle at the very beginning of his turn, before moving. If a player has no cards for a Friendly Exchange, he cannot be in a battle.
Battle Forces: Any player may attack any other player with the proper kinds of forces. The kinds of battle forces are Good, Evil and Neutral. Neutral forces may be either Good or Evil, as a player using them chooses.
The Attacker (the player whose turn it is) always uses forces opposite in kind to the defender. All players attack a Hobbit with Evil and Neutral forces. All Players attack a Black Rider with Good and Neutral forces.
The defender always uses forces of his own kind. Hobbits always defend with Good and Neutral forces. Black Riders always defend with Evil and Neutral Forces.
Cards: Any card with Battle Points printed at the bottom is a Battle force. Symbols at the top show whether the card is Good, Evil or Neutral.
Cities: If either player in the Battle is on, or beside, a Good City or an Evil City, either player may use that City for 1 Battle Point as a Good force if it is a Good City or an Evil force if an Evil City. The player using the City does not have to be on or beside it if the other player is on or beside it. Neutral Cities are not used in a Battle.
Play Battles in Rounds: After a player has moved and had a Friendly Exchange, he may attack from that space at any time during that turn. If he moves again to another space on, or beside, the other player, he must have another Friendly Exchange before attacking.
The attacker presents 1 card from his hand, or shows 1 city, and announces his battle points. Cards used are placed face-up on the table until the end of the battle.
The defender may then present a card, or a city, to match (equal) the battle points just used against him by the attacker.
The attacker may then present another card, or city, and the defender may try to match these points in another round. These rounds may continue until the attacker presents more points than the defender can match, or until the attacker has presented a total of 5 Battle Points. No player may claim more than 5 Battle Points in a Battle.
The attacker wins the battle if he presents more points (up to 5) than the defender can match. If the defender matches all the attacker's points, the battle ends in a tie. The defender may not present more points than the attacker and win a battle.
Only the attacker can win a battle. The defender, however, may counterattack when his own turn comes around, by following the same rules and starting a new battle, after moving and having a Friendly Exchange.
Consequences of a Battle
When the attacker wins a battle, he sees the entire hand of the loser. He then takes 1 card of his choice from the loser's hand and sends the loser to LIMBO.
In a tie, there are no consequences except the discarding of cards used in the battle.
Quitting a Battle
Neither player is required to present battle forces when he wants to quit. The defender may surrender (lose) at any round of a battle by not presenting cards in his hand to match the attacker's points. The attacker may choose to settle for a tie by not presenting cards to start another round after the defender has just matched his points.
Discard after Battles
Cards used in battle by both attacker and defender are placed in the Discard Stack at the end of a battle, except for cards with "Retain" printed after the battle points (The Ring and a player's own character card). Such cards go back into the hands of the players who used them.
Hobbits may attack Hobbits and Black Riders may attack Black Riders, using the rules on correct forces already given. However, a player may not use his own character card to attack one of his own kind.
Friendly Exchanges & Battles may take place across Rivers, in the ocean, or on any other kinds of spaces if both players are on the same, or adjacent spaces. When a player is on a River Dot, only the 3 spaces which come together at that River Dot are adjacent to him.
Multiple Battles: Each battle, no matter how many rounds it has, counts as 1 Power Play. A player may attack 2 different players per turn, but he may not attack the same player more than once per turn.
LIMBO
LIMBO and the Exit Limbo space are not considered part of the board. A player in LIMBO is beyond the reach of others. Players cannot travel to LIMBO voluntarily, or have Friendly Exchanges and Power Plays with those in LIMBO. LIMBO rules are special.
A Player Goes to LIMBO if:
- Another player catches him with over 10 cards (see 10 card limit under Holding Cards)
- He loses a Battle.
The player's marker is placed in the circular LIMBO space when he goes to LIMBO. He keeps the cards he has left in his hand, up to 10.
Turns in LIMBO: While in LIMBO, roll the die when your turn comes around. Pick up 1 card from the deck each turn you end in LIMBO, but do not discard after picking up (unless you have over 10 cards).
While in LIMBO, you may not have a Friendly Exchange or make a Power Play. You may not use cards in your hand, except a Wizard to escape. (See one of the Wizard cards: Gandalf, Sauron, Galadriel or Balrog).
Do not use cards such as Gimli or Ugluk to reroll the die.
Leaving LIMBO: You must leave LIMBO at the beginning of your fourth turn in LIMBO, after a maximum stay of 3 turns.
You may escape from LIMBO by rolling a 6 on the die, or by playing a Wizard after you roll the die.
When leaving or escaping from LIMBO, place your marker on any space within 6 spaces of the Exit LIMBO space (Gray space in the Mountains near the center of the board). Do not have a Friendly Exchange if you place your marker on, or beside, the space occupied by another player. After placing your marker, roll the die and take a regular turn, even if you have already rolled the die in LIMBO earlier during your turn. Until you roll the die to start a regular turn, do not use any cards, and do not have a Friendly Exchange until you have moved.
SUPPLEMENTARY RULES
If you have not yet played the Basic Game, do not use this booklet. Use the Rules for the Basic Game and the sheet with "Key to the Board" and "List of Cards". This booklet contains additions to and variations on the Basic Game for experienced players.
Contents: a. The Recommended Game; b. Variations.
A. The Recommended Game
There are four recommended variations to the Basic Game of Riddle of the Ring. Players are urged to use all four of them together, but they may use them separately or in any combination agreed to by all the players in the game. These variations are:
- Using the "G" spaces to play Gollum
- Using the "C" spaces to see hands of nearby players
- Using the "S" spaces to hide cards
- Allowing the winner of a battle to take the loser captive
With these four additions to the Basic Game, players should get the maximum enjoyment from playing Riddle of the Ring. The Basic Game plus these four additions is called The Recommended Game. Other variations in this booklet may be used separately or in any combination with either The Basic Game or the Recommended Game, as the group decides.
The First Recommended Feature: "G" Spaces
There are several "G" spaces called Gollum spots on the game board. To use the Gollum card, a player must have his marker stopped on any of the "G" spaces. This feature keeps a player with Gollum from automatically getting The Ring and requires him to use some travel power to use Gollum. Note: Most of these Gollum spots are in areas frequented by Gollum, a sly creature who liked out-of-the-way hideouts.
The Second Recommended Feature: "C" Spaces
There are several "C" spaces called Clairvoyance spots on the board. Any player whose marker is stopped on any such "C" space may see the entire hands of 1 or 2 players within 6 spaces of that particular "C" space. The other player may not resist. Each use of a "C" Space to see the hand of 1 player is 1 Power Play; to see 2 players' hands is 2 Power Plays. This feature gives players a chance to see hands of nearby players, at some risk, without a Clairvoyance card. Clairvoyance spots are especially useful when players have The Ring or their own character cards and can resist ordinary clairvoyance with Elf Rings or Palantirs. Most "C" spaces are located on the board in places associated with power or mystic vision in the story of Middle Earth. (Also see Variation #11)
The Third Recommended Feature: "S" Spaces
There are several "S" spaces, called Secret Spots, on the board, mainly in remote areas. Any player who is stopped on an "S" space during his turn may hide from 1 to 4 cards. To do this he takes the cards from his hand and places them face-down, half way under the board in front of him.
Retrieving Hidden Cards: To get back cards from an "S" space, the player who hid them there must stop on that space. He may then pick up some or all of the cards, as he chooses, and put them back in his hand. He may do this at any time during his turn while his marker is stopped on that "S" space. A player may retrieve cards and then hide them again in the same turn, but he may not hide cards and then retrieve them during the same turn.
Hidden Cards are Out of Play: While cards are hidden at an "S" space, they are out of the game and cannot be used or handled by any player, even the player who hid them, until they are picked up.
Taking Cards Hidden by Another Player: Any player who stops on an "S" space where another player has hidden cards will find 1 card each turn while his marker is stopped on that "S" space. He simply picks up 1 card from the hidden cards without looking to see which card it is, and puts it in his own hand. The player who has hidden cards may mix them up, as in a Friendly Exchange, before the other player picks one of them up. If more than one player has cards hidden in the same Secret Spot a third player stopped on that Spot may pick up only 1 card each time he stops there. He may select 1 card from the cards hidden by one player of his choice.
Seeing Hidden Cards with a Wizard: Any player may use a Wizard of his own kind to see cards hidden in any "S" space by any player. A player may do this by looking at the cards just as he would look at the cards in a player's hand with that Wizard, from anywhere on the board. This activity also counts as 1 Power Play. A Wizard is always retained after using it to see hidden cards - even Galadriel and Balrog are retained.
Taking a Captive's Hidden Cards: If a player is in captivity and is taken to a Secret Spot where he has cards hidden, the captor automatically gets all those hidden cards to put in his own hand. See the section on Captivity that follows this section.
Hiding, retrieving or taking hidden cards is never considered a Power Play. Cards hidden by a player are never considered part of his hand while they are under the board. This is true whether he is stopped on the "S" space or not. Such cards are out of the game until picked up.
Secret Spot Strategy: Hiding valuable cards when you are vulnerable, or hiding less valuable cards as a bluff are both good strategies. There are several other excellent Secret Spot strategies which players will learn for themselves. Hiding cards may add to the length of the game, but it will encourage players to use more remote areas of the board and adds to the amount of skill needed to win.
The Fourth Recommended Feature: Captivity
This condition is similar to being in LIMBO, with a few exceptions. The winner of a battle may look at the loser's hand, but instead of sending him to LIMBO and taking 1 card of his choice, the winner may take the loser captive by placing the loser's marker under his own marker.
Riddling the Captive: Instead of taking 1 card from the loser's hand, the captor may Riddle the loser without a Riddle card after looking at the loser's cards and returning them to his hand. He may do this immediately after the battle. Then, each turn that the loser remains in captivity, his captor may Riddle him without a Riddle card once per turn at any time during that turn. The Riddle is conducted exactly like a Riddle with a Riddle card, including the possibility of guessing another card if he has guessed right and losing a card if he guessed wrong.
Since these Riddles of the captor do not use a Riddle card, they do not count as Power Plays. Note: The captor does not get to look at the captive's hand every turn. He may look at the captive's hand only once, immediately after the battle.
Taking a Captive's Hidden Cards: The marker of a player in captivity is moved wherever the captor's marker is moved, by the captor. If the captor takes the captive to a Secret Spot where the captive has hidden cards, then the captor immediately gets all of these cards for his own hand.
Turns in Captivity: The captive may not move his marker. His marker is moved by the captor wherever the captor goes. While in captivity, a player rolls the die when his turn comes around and picks up 1 card every turn he ends in captivity. He does not discard. He may not use cards in his hand (except a Wizard to escape as in LIMBO).
A player in captivity may not have Friendly Exchanges or make Power Plays, and other players may not have exchanges or Power Plays with him. The rules are exactly as in LIMBO.
Escaping from Captivity: A player may escape from captivity by rolling a 6 on the die, or by using a Wizard, as in escaping from LIMBO.
Leaving Captivity: A player must leave captivity at the beginning of his fourth turn in captivity - after a maximum stay of 3 turns, as in LIMBO.
Releasing a Captive: A captor may voluntarily release a captive during the captor's own turn by simply announcing that he wishes to do so. The captive then goes free when his own turn comes around. Between the time of the announcement to set him free and the captive's next turn, he is still in captivity and his marker goes wherever the captor's marker goes. Restrictions on Friendly Exchanges and Power Plays continue.
How to leave or escape Captivity: When leaving, going free, or escaping from captivity, place your marker on any space within 6 spaces of your captor's marker. Then roll the die and take a regular turn, even if you have already rolled while in captivity. (As in leaving LIMBO).
Multiple Captivity: A captor may hold any number of players captive at one time. Being in captivity is exactly like being in LIMBO except that a player goes where his captor takes him and his captor may Riddle him.
If a captor himself is defeated in a battle and sent to LIMBO or taken captive himself, the markers of all his prisoners go into LIMBO or captivity with his marker. These players go free from LIMBO or captivity when their next turns come around. They follow the six space rule for leaving.
Strategy for Captivity: Captivity is useful when the winner of a battle has to choose between more than one key card held by the loser. It gives the winner a chance to get several cards from the loser or even his whole hand. He usually takes this chance at much greater risk than when he just takes 1 card and sends the loser to LIMBO.
Captivity is very useful to get cards hidden by a player or to forcibly move him to some specific area of the board.
B. Variations
The following variations are not part of the Recommended Game, but they may be used separately or in any combination agreed to by all the players in either the Basic Game or the Recommended Game. Each of these variations will change the game in different ways, such as new ways of winning and even working on teams. With larger groups (4 or more) Variation #1, Partners, is the most exciting. Other variations are not as significant, but even small changes can make a big difference in the way the game plays. Each group of players will find variations to suit their particular needs at different times. The most important point is that all players agree on which variations are being used.
1. Partners
Riddle of the Ring may be played by partners against partners (Hobbits vs. Black Riders) with groups of 4 or more players. Hobbits and Black Riders should sit in alternate seats around the board. It is preferable, but not necessary, to have the same number of Hobbits and Black Riders on each team: 2 vs. 2, 3 vs. 3 or 4 vs. 4.
With an even number of Hobbits and Black Riders, the rules are exactly the same as in a game between individuals except that Hobbits may not Riddle or Battle other Hobbits and Black Riders may not Riddle or Battle other Black Riders. When one Hobbit or Black Rider wins the game, then all his team-mates win the game with him.
Whenever a card is drawn at random by a player from one of his partner's hands, a member of the opposite team should mix up the cards without seeing which ones they are and hold the cards while a card is being drawn or selected. This insures a random draw.
With uneven numbers of Hobbits and Black Riders, all rules are exactly the same as with even numbers except that the side having the majority of players may pick up only 2 cards from the deck at each city. They still discard 1 card from their hands after picking up from the deck. This results in each side having rough equivalence in total cards and in an even game with 2 vs. 3 or 3 vs. 4.
Strategy with Uneven Partners: The side with fewer players will build up their hands faster and thus have a slight advantage early in the game, while the side with the more players may accumulate more total cards in a long game and thus gain a slight advantage. Since many games do not last long an optional feature is to start the team with the most players with 1 extra card at the beginning of the game (Deal them 3 cards instead of 2). This minimizes their early disadvantage in hand size.
2. Friendly Exchanges with Partners
May follow the Basic Rules or any of the following variations for more interaction between partners:
a. Each partner may select a card from his own hand that he will give to his partner. Neither partner should see the card he is to receive until he has selected the card he is going to pass.
b. Each partner may make a specific request for a title of a card which he would like to receive from his partner. If the partner does not have it, or chooses not to give it, the basic rule or option "a" given above should be followed.
c. Each partner may take the other's hand, look at it, and select the card of his choice from it. He then returns the balance of the hand to the original owner.
3. Table Talk with Partners
Table talk is strictly forbidden in individual play, but there is often great temptation for partners to share information unfairly. Some players may prefer an option allowing unlimited table talk between partners. When using this option, players on one team should respect the time of the other team and not take too long during their turns discussing strategy.
4. Clairvoyance with Partners
When playing partners without unlimited table talk, this option allows partners to communicate at a distance using clairvoyance cards and spots. This rule brings to full potential the power of the Elf Rings, Palantirs and "C" spaces, which were often used in the story to communicate with each other.
Either player may use an Elf Ring or Palantir to see the hand of his partner, as he ordinarily would. If his partner also has an Elf Ring or Palantir, and shows it to all the players, then both partners may see each other's hands and briefly discuss strategy. Communication may continue until the first player (the player whose turn it is) ends his turn. The player whose turn it is discards the Elf Ring or Palantir as usual, but the other partner retains his.
If both partners (any two or more) are on "C" spaces on the board, they may look at each other's hands and discuss strategy as long as they remain on the "C" spaces, no matter whose turn it is. The players may use any "C" spaces - they do not have to be within 6 spaces of each other. Players should limit their discussions during their own turns to allow other players to promptly take their turns as they come up.
5. Wait Only Once to Win
This way of winning differs from the Basic Rule for winning in that once a player ends one turn on the Cracks of Doom or Barad-Dur without winning, he may win the game by showing The Ring on any subsequent turn while on The Cracks or Barad-Dur. For example, a player may visit the winning area early in the game and then come back many turns later with The Ring to win. The Basic Rule requires a player to wait before winning every time he goes to the winning area. This variation is suggested for games with 5 or more players playing as individuals, as it shortens the playing time for larger groups.
6. Win without Waiting
A Hobbit or Black Rider simply shows The Ring any time he is on The Cracks or Barad-Dur. No waiting is required. Suggested for children or for shorter, highly active games.
7. Winning with Elf Rings
This feature increases the value of the Elf Rings, which were, along with The Ring, the main object of Sauron's desire and all three Elf Rings together were a defense against Sauron's power. A player wins the game by showing that The Ring and all three Elf Rings are in his hand during his own turn. He may win from any space on the board (except LIMBO or while in Captivity). Other card combinations might be preferred, but we suggest only this one.
8. Use The Cracks of Doom and Barad-Dur as Cities
Going into the mountain area surrounding Mordor is often costly and punishing to players with limited travel power and character cards for picking up more cards. Some players may want to use The Cracks of Doom and Barad-Dur as cities so that players ending their turns on them may pick up 3 cards. If so, the Cracks of Doom should be a Good City and Barad-Dur an Evil City, each worth 1 Battle Point.
This feature will make some players less timid about going into the Mordor area where the game is won or lost, but will also make it more difficult to stop a player who otherwise would be vulnerable. It may give weak players in that area an opportunity to strengthen their hands and become competitive. While this option may shorten the game, we discourage it because it removes the risk of going into Mordor to win.
9. Shorter Stays in LIMBO with Large Groups
With 6 or more players playing individually, it takes longer for each player's turn to come around and being in LIMBO is more unpleasant than usual. Players may limit stays in LIMBO to 2 turns with 6 or more players playing individually. This rule may also be applied to Captivity.
10. LIMBO and Out of the Game
With 6 or more playing individually, those sent to LIMBO drop out of the game until there are only 5 players remaining in the game. After there are only 5 players, normal Limbo rules apply. Cards of players dropping out are placed face-up in the discard stack, one at a time, for all players to see. If one of these cards is The Ring the player sending him to LIMBO must take The Ring. (This rule may also be applied to Captivity.)
11. Resist "C" Spaces
Make Clairvoyance Spots similar to Elf Rings by allowing players to Resist Clairvoyance from "C" spaces by showing only The Ring or their own character cards instead of their entire hands. This variation increases mystery in the game and makes Wizards more powerful.
12. Once Through the Deck
For a different but not necessarily short game go through the deck only once. All discards are out of the game. The Discard stack is not reshuffled. When a player has no cards in his hand and the pick-up stack is depleted, he is out of the game and his marker is removed from the board.
13. Restrict Player Card Draws
Allow players to draw a card from a Hobbit only with a Hobbit card or from a Black Rider only with a Black Rider card. Ordinarily they can draw from any player with either a Hobbit or Black Rider card. This variation is suggested for experienced players to reduce the number of "free shots" these Hobbit and Black Rider cards allow - especially with only 2 or 3 players in a game. (Read instructions on any Hobbit or Black Rider card).
14. The Enhanced Two-Player Game
This final variation is only for those experienced players who want to use up to four Hobbit markers and up to four Black Rider markers in a two-player game. One player decides to be the Hobbits and another player the Black Riders. Each player starts as in the Recommended Game, with one Hobbit or Black Rider marker and two cards. The rules are exactly the same as in the Recommended Game with the following additions and changes:
After the first turn, each player may either continue to use the hand and marker of the original Hobbit or Black Rider he chose to be, or he may bring in an additional Hobbit or Black Rider (starting with 2 cards) at The Shire and use that character. A player may not use more than one character per turn (move that character's marker and use cards in his hand) even if he has brought in all four Hobbits or Black Riders.
As with partners, a player may not Riddle one of his own kind or Battle him. Any time a player draws a card at random from one of his own characters, the other player should mix the cards up in that hand (without seeing which cards they are). The hands of the four individual Hobbits and Black Riders should be kept in separate stacks on the table, and can be marked with a notecard or heavy object such as a fantasy miniature, rock or coin. The separate hands must be clearly distinguishable.
Friendly Exchanges in this variation may be as in the Basic Game, or as in Variation #3, Friendly Exchanges with partners. The Enhanced Two-Player game may be combined with other variations for additional activities.
Remember, use only one character's hand and move that character's marker per turn. For example, if you are the Hobbit player, you might first use Frodo, then Sam for two turns, then Merry, then Frodo again, etc., as you choose. Players may look only at the cards in the hand of the player they are using during any one turn, unless they use clairvoyance or both players agree otherwise. This puts a premium on memory.
If you are a wargamer, or if you want even more complexity than is offered in the Recommended Game, then this variation may be for you. Note: In this variation all four Hobbits and all four Black Riders do not have to be brought into play. Players may limit each side to 2 or 3 active characters if they choose, for a slightly less complex scenario.
15. Tournaments and Play by Mail
If you are interested in playing Riddle of the Ring by mail or in regional Riddle of the Ring tournament play, please indicate your area of interest -- send your name and address to Fellowship Games. We will send you the pertinent tournament announcements and play by mail requirements as these events are scheduled. Fellowship Games is especially interested in assisting gaming clubs and groups in sponsoring events such as regional tournaments and special events at game conferences.
QUESTIONS & ANSWERS
These are the questions most often asked by players and the answers to them. They are not part of the rules, although some of the answers may clarify points in the rules. Other answers give advice on strategy and information about the story of The Ring.
Q. I have just finished reading the Basic Rules and want to start a game, but I don't think I can remember enough to play correctly. What should I do? A. Go ahead and start a game. You are not expected to remember everything in the basic rulebook. Use the sheet with List of Cards on one side and Key to the Board and Play During Your Turn on the flip side. This sheet is a playing aid designed to quickly get new players into the game. If you have more detailed questions, look them up in the Basic Rules during play.
During another player's turn, read instructions on the cards in your hand and use some of those cards when your own turn comes around. If you are not playing correctly another player will usually help you get started.
Q. Why can't I be Gandalf or Sauron. Why do I have to be a Hobbit or a Black Rider? A. Humble Hobbits and shadowy Black Riders, not the big wizards and kings, were the ones entrusted with taking The Ring to its destination. Gandalf or Sauron would have an unfair advantage over the other players. No need to rise above your station in life - Hobbits and Black Riders can use the big figures to their own ends in this game and they are amply rewarded if they achieve their quest.
Q. Is there an equal chance of winning for both Hobbits and Black Riders? A. Yes. Be good or evil to suit your mood. Some areas of the board are better for Hobbits, while other areas are better for Black Riders. Good and Evil cards are perfectly balanced.
Q. When the game starts and I select my marker, do I also get the card for the Hobbit or Black Rider I've chosen to be? A. No. Not unless that card just happens to be one of the two cards you are dealt before you start your first turn. You might look through the cards to pick out the Hobbit or Black Rider that most suits your personality, before the cards are shuffled.
Q. In the beginning of the game, what is the best strategy? A. Starting strategy depends on the two cards dealt to you, your roll of the die, and whether or not you want to have activities with the other players. Most players should travel to nearby cities to pick up cards and build up their hands. Hobbits will be safer on Good Cities - Black Riders on Evil Cities.
Q. Should I immediately start heading for the Mordor area - the Cracks of Doom and Barad-Dur? A. Build up your hand and gradually work your way towards Mordor as other players do. It is sometimes better to go in another direction to reach a city to pick up cards or avoid another player.
Q. My first turn has come and I have just placed my marker on The Shire. Another player's marker is on an adjacent space (Bree). Do I have a Friendly Exchange with him? A. No. You have not started your turn until you roll the die, and you cannot have a Friendly Exchange until you move. This applies in any situation. If, after rolling the die and moving, you stop on, or beside, the space occupied by another player, then you must immediately have an exchange with him.
Q. How should I shuffle the cards? The deck seems rather bulky and the cards don't handle like regular playing cards. A. The best way to shuffle is to deal the cards into four or five stacks, then put the stacks back together. This is thorough and prevents bending. These cards are twice the size of playing cards. Careful handling will make the cards last a long time - careless handling can ruin them quickly.
Q. How do I know when to use a card, or which one to use? A. Nobody knows exactly when to use every card. Timing is an important part of the game. Use the best judgement you can, and don't be afraid to make a mistake. Players learn by doing.
Even in the beginning of a game, use cards that help you move freely on the board, such as Ropes, Cloaks, and Boats. You will need to use Elf Rings, Palantirs, and Wizards to see cards in another player's hand - before you try to take cards from him. Sometimes you will be forced to use cards, whether you want to or not, to keep another player from winning.
Once you have built up your hand, use cards more freely. Save the key cards (Gollum, character cards of players in the game, Eagles & Dragon Birds) for big plays based on some knowledge of other player's hands, not just a wild guess. After several games, you will have no trouble knowing when to use a card, but you will never be certain you were right.
Q. Which cards are more important? A. It depends on the situation. Sometimes cards like a Rope, Boat or Cloak will be critical. Other times a Horse or Palantir. Generally, Good cards are more valuable for Hobbits and Evil cards for Black Riders.
The key cards that turn the direction of a game are The Ring, Gollum, and the character cards of players in the game. Definitely try to keep track of these. Some players swear by Gandalf and Sauron, others favor the Eagles and Dragon Birds. Don't laugh at old Tom Bombadil or a Riddle. With only one Riddle card, a player can take your whole hand.
By using cards in your hand and experimenting with strategies, you will learn the importance of each card in different situations. After several games you will have your own favorite cards and strategies for using them.
Q. What kinds of spaces are The Shire, The Cracks of Doom and Barad-Dur? A. They are all Open Country. Since they have no city symbols, you cannot use them to pick up cards. Players wishing to use The Cracks of Doom and Barad-Dur as cities should see Variation #8 in the Supplementary Rules. The Shire is never a city.
Q. Some of the "open" spaces on the board are different shades of yellow, others are white, orange or pink. Are all these spaces Open Country? A. Yes. Treat them all the same. Variations in color add texture to the board and make it appear more like real geography.
Q. As a Hobbit, I have just landed on The Cracks of Doom, but don't have The Ring card. How can I possibly win on my next turn? A. Get the Ring from another player with a Riddle or his own character card. Then show it on your next turn. Or, you may even leave the Cracks at the beginning of your next turn, have a Friendly Exchange and Battle and take the Ring, and return using a horse to win. These are just a few examples.
Q. I have just entered a Forest space, but don't have a Cloak. Can I leave that space during the same turn with an Eagle or Dragon Bird? A. No. The same applies in a Mountain space without a Rope.
Q. How do I move on a space with a Road and a Mountain on it? A. Move on the space as though the entire space were road in every direction. The Mountains (or Forests) bordering the road on that space are there to tie in with the surrounding geography.
Q. Where is Bilbo Baggins? A. Asleep in Rivendell, chasing Dragons in his dreams.
Q. When another player gives me my own character card to keep, do I keep the card for the rest of the game? A. Once you put the card in your hand it can be taken from you like any other card, or you may discard it yourself on a later turn.
Q. May I discard any number of cards I choose during my turn? A. During your turn, only discard cards you use with "Discard" after the use. At the end of your turn, discard 1 card after you pick up from the deck, and if you have over 10 cards, discard down to exactly 10.
Q. As a Black Rider, I have only 1 card in my hand, Bill Ferny. If I use him to pick up a card, how many cards will I have left in my hand? A. Zero. When you use Bill Ferny, you must place him on the Discard Stack. Then, you pick up 1 card. You must now discard 1 card from your hand, which is the one you just picked up. The same applies if you are a Hobbit and have only Butterbur. Aren't they swell fellows?
Q. If I guess right in a Riddle, may I use the same Riddle card on another player? A. No. To Riddle another player, use another Riddle card.
Q. I have just landed beside another player and had a Friendly Exchange. I want to battle him during that same turn. May I have another power play before the battle? A. Yes. For example, you may use an Elf Ring to see how many battle points he has in his hand. If you move again, you must have another Friendly Exchange, after landing on or beside that player, before the battle.
Q. Doesn't the rule that only the attacker can win a battle give the attacker an unfair advantage? A. No. This rule evens out the game by allowing weaker players to attack a stronger player. Otherwise, no player would attack a stronger player and risk going to LIMBO. The player with lots of battle points would win the game through intimidation, because no one of the other players would want to be the one to stop him by losing the battle for the others.
Q. Why are Hobbits allowed to attack Hobbits and Black Riders attack Black Riders? This doesn't make sense to me. A. In the struggle to get The Ring, characters were influenced by the Evil power of the Ring in many ways. Each Hobbit was secretly tempted to take The Ring for himself, and each Black Rider secretly wanted to be the one with the honor of taking The Ring to Sauron. When a Hobbit, for example, attacks a Hobbit, he is not personally fighting him. He is simply releasing evil forces in his hand that naturally seek out and attack that Hobbit. No player may use his own character card to attack one of his own kind.
Q. What is the best number of players to have in a game? A. The game is good with any number from 2 to 8 playing as individuals. With 6 or more players, each player does have to wait longer for his turn to come around and the overall game may last longer. With 6 or more players, consider Variation #5 for shorter games and also #1, Partners.
Q. One player in our group takes too long to complete his turn. How can I make him move along? A. Have patience, or he may take longer. Advise him to read instructions on cards in his hand during another player's turn and plan his own turn ahead.
Q. Can children under the age of 12 play Riddle of the Ring? A. Riddle of the Ring is primarily an adult game, but with some help children who can read instructions on the cards can play. If they are having a good time and improving as they play, don't insist on perfection.
Q. I'm smarter than the other players, but I don't seem to be winning. Why? A. Experienced players have an advantage over new players, even if the new players are more intelligent. A large part of the game is knowing the cards. With players of equal intelligence and experience, luck plays a large part - about half. Even those who have played hundreds of times can learn new tricks and improve their play with experience.
Q. I'm a wargamer. Where's the strategy in this game? A. The first few times you play Riddle of the Ring the strategies and subtleties may not be obvious, especially if you're used to games with lots of die-cut markers and reference charts. Strategy includes intelligent use of what you have to work with, such as your roll on the die, your position on the board in relation to other players and terrain, the cards in your hand, your knowledge of other player's cards, and which cards have already been played, etc. Intelligent tactical play is carried out through good timing in movement, using cards, and especially having Friendly Exchanges and Power Plays in combinations to achieve maximum advantage. Good players always try to work the probabilities in their favor - realizing that luck is mainly knowing how to take advantage of the opportunities that come their way.
Q. Who are the different characters on your cards? I'm not familiar with the story of The Ring and my curiosity is aroused. A. Each of these characters had a role in the story of the Ring. There were others in that story, but the ones we use were among those actively involved in the struggle to take The Ring to its destination.
- Hobbits - (Halflings) a small people from The Shire
- Black Riders - terrifying shadows whose power came from Sauron's wizardry
- Gandalf - the Grey Wizard who chiefly helped the Hobbits
- Sauron - the Evil Power who forged The Ring to rule Middle Earth
- Galadriel - an Elf Queen of great power and will
- Balrog - a shape changing creature of fire and shadow from ages past
- Gollum - a sly creature who once had The Ring and can always find it
- Tom Bombadil - the primal power of Middle Earth, with magic in his songs
- Strider - explorer and leader of men who becomes King if any Hobbit wins
- Mouth of Sauron - Sauron's spokesman who becomes king if any Black Rider wins
- Treebeard - giant leader of the tree-men (Ents)
- Saruman - magician whose greed for The Ring made him increasingly evil
- Legalos - an Elf Prince from the great forest
- Gimli - a stalwart Dwarf Lord and friend of Legalos
- Grishnakh - Sauron's most trusted Orc (Goblin)
- Ugluk - a large Orc captain employed by Saruman
- Boromir - a valiant but impulsive captain of the Good forces
- Wormtongue - Evil counsellor allied with Saruman
- Butterbur - a forgetful innkeeper
- Bill Ferny - Would you buy a used horse from this man?
KEY TO THE BOARD (playing aid sheet)
- OPEN COUNTRY (yellow or pink): Move 1 space per die count. This is normal travel.
- ROAD: Move 1 or 2 spaces per die count along spaces connected by the same road.
- FOREST (green): Move only 1 space per turn, unless you have a Cloak.
- MOUNTAIN (any color): Move only 1 space per turn, unless you have a Rope.
- OCEAN or LAKE (blue): Enter only with a Boat. Then move 1 or 2 spaces per die count in water.
- RIVER (blue) and RIVER DOTS (red): Cross rivers only with a Boat or at a bridge. Otherwise, do not cross. Enter or exit rivers with a Boat at one of the red River Dots. While in river, move 1 River Dot per die count.
- BRIDGE: Cross a river at a bridge without a Boat. With a Boat, cross at any point. River Dots are only for moving in river.
- RIVER ENDING IN CITY: You do not need a Boat to stop on the city, or move on the space. With a Boat, if you are on the city, you are already on the River Dot.
- GOOD CITY, EVIL CITY, NEUTRAL CITY. The letters C, G, S are not used in the Basic Game. Experienced players use them in the Recommended Game.
Any player who ends a turn on any city may pick up 3 cards from the deck. He must then discard 1 card. Good & Evil cities also count as 1 Battle Point, if either player in a Battle is on, or beside, a Good City or an Evil City.
Play During Your Turn
Begin your turn by rolling the die. You must move at least 1 space per turn, in any direction you choose. If you stop on, or beside, the space occupied by another player you must immediately have a Friendly Exchange with him. Anything else you choose to do is up to you. During your turn, you may:
- Use any number of cards to help move your marker on the board.
- Make 1 or 2 Power Plays, before or after moving. Each of the following activities counts as 1 Power Play: using a card to see someone's hand; using a Riddle card; using Gollum; taking a card with a Hobbit or Black Rider card; a Battle.
- Win the Game by showing The Ring card while your marker is on The Cracks of Doom for Hobbits or Barad-Dur for Black Riders, after having ended your previous turn there.
- Pick up cards from the deck by ending your turn on a city or by using one character card at the end of your turn. Then discard 1 card from your hand - your turn is over. If you did not pick up cards, simply hand the die to the next player.
This sheet is a playing aid. See Basic Rules for details.
LIST OF CARDS AND MARKERS
Travel cards:
- 5 Boats - for water travel
- 5 Ropes - for mountain travel
- 5 Cloaks - for forest travel
- 5 Horses - for extra moves
- 2 Eagles - for Hobbits to fly anywhere
- 2 Dragon Birds - for Black Riders to fly anywhere
Army cards: 7 Good Armies, 7 Evil Armies, 4 Neutral Armies
Character cards:
- Hobbits: Frodo (blue marker), Sam (tan marker), Merry (red marker), Pippin (green marker)
- Black Riders: Black Rider 1 (purple marker), Black Rider 2 (black marker), Black Rider 3 (gold marker), Black Rider 4 (silver marker)
- Good Wizards: Gandalf, Galadriel
- Evil Wizards: Sauron, Balrog
- Good Characters: Treebeard, Strider, Boromir, Legalos, Gimli, Butterbur
- Evil Characters: Saruman, Mouth of Sauron, Wormtongue, Grishnakh, Ugluk, Bill Ferny
- Neutral Characters: Gollum, Tom Bombadil
Special cards:
- The Ring - to win the game
- 5 Riddles - to have Riddles
- 3 Elf Rings - to see hands of nearby players
- 3 Palantirs - to see hands of players on cities
Players should use this list to help make guesses in Riddles and keep track of cards during play. Key cards are The Ring, Gollum, and the character cards of Hobbits & Black Riders chosen by players.