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Ringgeister

Ringgeister Rulebook

Table of Contents

Table of Contents

  • Components
  • Rules of the Game
    • 1) Description of the Game Elements
      • 1.1 The Game Board
      • 1.2 The Cards
      • 1.3 The Figures
      • 1.4 The Counters
      • 1.5 The Mountain of Fire
    • 2) How to Play
      • 2.1 The Paths to Follow
      • 2.2 Possible Moves
      • 2.3 Missions and Goals
    • 3) Changes in Middle-earth
      • 3.1 The Magic Points
      • 3.2 The Secret Passages of the Dwarves
      • 3.3 The Great Storm
    • 4) Reactions of the Black Figures
      • 4.1 When Do They Move?
      • 4.2 In What Direction Do They Move?
      • 4.3 How Far Do They Go?
      • 4.4 The Special Power of the Spirits of the Ring
    • 5) The Encounter with the Figures
      • 5.1 Black Figure of Greater Strength
      • 5.2 Black Figure of Equal Strength
      • 5.3 Black Figure of Lesser Strength
    • 6) The Ringbearer
      • 6.1 The Magic Power of the Ring
      • 6.2 The Danger Emanating from the Ring
    • 7) Summary of the Rules

Components

The game contains:

  • 12 hexagonal tiles and 11 square tiles, used to form the game board (see the board-size notes at the end of this rulebook).
  • 9 light figures:
    • 4 Hobbit figures (one per player), the small light figures
    • 4 Man figures (one per player), the medium light figures
    • 1 figure representing Gandalf, the large white figure
  • 18 black figures:
    • 1 Gollum figure, the smallest black figure
    • 8 Orc figures, the medium black figures
    • 9 Spirits of the Ring figures, the largest black figures
  • 12 hexagonal counters (3 per player)
  • 24 cards. The six cards shown in the source for the green player are the cards in which the green player is the Ringbearer. There are three other sets of cards with the same symbols, for the other players. [Translator's note: the source text reads "green" twice here. The four player colours are yellow, orange, purple and green (see section 1.3), so the three other sets are for the yellow, orange and purple players.]

Rules of the Game

1) Description of the Game Elements

1.1 The Game Board

First, the players assemble the game board together. It is made of four borders, twelve octagonal elements and eleven square elements representing the landscape. In this way it is possible to form long rivers, huge mountain ranges, vast forests and powerful fortresses. [Translator's note: the source says "octogonaux" (octagonal) here, but the component list says hexagonal tiles. Translated as printed.]

Already at this stage, it is important to lay out favourable lines of communication leading to the Mountain of Fire. This mountain is located in one corner of the game board.

1.2 The Cards

Next, the cards are shuffled and placed face down in a pile next to the game board. Only the top card is turned face up and placed beside the pile. The face-up card applies to all players. Its three images show:

  1. In which direction the black figures will move.
  2. Which Hobbit is holding the Ring at that moment.
  3. The new lines of communication possible in Middle-earth.

1.3 The Figures

Many fantastic creatures live in Middle-earth. The Hobbits and the envoys of the other peaceful peoples of Middle-earth are represented by the eight coloured figures. The white figure represents Gandalf the Wizard.

Each player receives two figures of the same colour (yellow, orange, purple or green), one small and one medium-sized. The chosen coloured figures, together with Gandalf, the large white figure, are placed at random on the various white starting points, ringed by a circle, that are located in one corner of the game board.

If there are fewer than four players, the coloured figures and cards of the colours not used are not needed and are removed from the game.

The white figure and the coloured figures are called light figures, as opposed to the black figures.

The starting points of the 18 black figures are also ringed by a circle, but they have five arrows in addition. They are spread over the whole game board, but are easy to find, as they are all situated next to a rock. At the start of the game, the 18 black figures are placed at random on the black starting points.

The movement of the light figures across Middle-earth often provokes reactions from certain black figures. The type of reaction is determined by the various black arrows shown on the game board and by the black hand shown on the card that is face up at that moment.

1.4 The Counters

Each player must first choose a step on the path leading to the Mountain of Fire. To do so, the player places a counter of the colour of his figures on one of the nine hexagonal spaces drawn on the game board, it does not matter which one. In choosing this space the player must act intelligently and consider all the paths leading to it, since both of his figures must travel there.

There are also various possible variants of play with different levels of difficulty (see the box below).

Counters that are not needed for this game are removed.

Variants

  • A) New players and Hobbits without experience should, for their first journey across Middle-earth, begin without a step counter and take the direct route to the Mountain of Fire.
  • B) Hobbits who know Middle-earth somewhat may try their luck with 2 counters each.
  • C) Experienced Hobbits who have already made several journeys across Middle-earth may each use three counters. This variant is only possible with three players at most.

If players have more than one counter (that is, in variants B and C), they place their counters one at a time, in turn, on the game board. The youngest Hobbit player begins. Players travel to where their counters are, without being obliged to follow any particular order.

1.5 The Mountain of Fire

The final and most important goal for the players is the end point, in grey, located on the Mountain of Fire.

2) How to Play

2.1 The Paths to Follow

All figures may, during their movement, only use the lines of communication by land and by water traced on the game board. It is therefore not permitted to leave the marked lines.

The light figures may, at each intersection or fork, take whichever direction they want. Even at forks marked with three black arrows they may turn in the opposite direction to the arrows (that is, to the left).

Along the various routes there are also small round points in grey and black.

2.2 Possible Moves

Figures always move from one point to another. A point can only hold one figure. On the way, figures may in no case stop between two points, nor at the entrance to underground passages or at forks.

The players take turns. When it is a player's turn:

  1. He moves his two coloured figures, one after the other, in any order, as far as the next grey point. In doing so he may never pass over an unoccupied point.
  2. Or he moves only Gandalf, the white figure. Gandalf may pass as many grey points as he wants without being obliged to stop, and so can travel a long way. He must however stop at the first black point he meets. Often he has the possibility of avoiding black points by taking detours, and can thus cover great distances.

Each time a light figure moves, it may immediately trigger disruptive events: the black figures start to move, or new cards are turned over (see further on in the rules).

The only case in which nothing happens is when Gandalf stops on a magic point (marked with a white rectangle).

Important: light figures may jump over all points occupied by other light figures. So the more the light figures stay grouped together during their journey, the faster each of them advances.

On the other hand, light figures may never attack black figures, nor pass over them, nor take their place.

2.3 Missions and Goals

The first mission of the players is to bring their figures to where the hexagonal counters bearing their colour are. When the three arrival points surrounding a counter have been occupied by two light figures of the corresponding colour and by another light figure of any colour, the mission is complete and the counter is removed from the game board immediately. This third figure may be Gandalf, the white wizard, or a figure belonging to another player. Occupying these three points almost always provokes disruptive events.

The only path leading to the Mountain of Fire, the final destination of the journey, is the secret passage. On the game board, this secret passage is marked by a black spider. It is in fact guarded by a dangerous giant spider, which always lets black figures pass. The secret passage nevertheless remains closed to almost all light figures. Only the four small Hobbits are discreet enough to slip past without the spider seeing them.

A Hobbit may only cross the secret passage if no counter of its colour is still on the game board.

The game ends when a Hobbit has reached the last grey point on the Mountain of Fire, but only the Hobbit who holds the Ring at that precise moment, according to the card, may step onto this point and destroy the Ring, thereby accomplishing his great mission.

3) Changes in Middle-earth

3.1 The Magic Points

The small white rectangle symbolises a new card. Each time a player places one of his two light figures on a magic point, he must immediately draw a new card and place it on the card previously face up. This new card applies to all players. When all the cards have been turned over, they must be shuffled again and put back in a face-down pile.

The lower image of the card that has just been turned over may change some lines of communication in Middle-earth.

3.2 The Secret Passages of the Dwarves

The galleries of the old kingdom of the Dwarves run deep underground and are therefore not shown on the game board. However, their entrances and exits are marked with symbols. But a powerful spell keeps them normally closed.

Only the card currently face up can show the few entrances and exits that may be used temporarily. If light figures use these entrances, they can sometimes cover long distances without being seen. They may only leave the underground kingdom of the Dwarves by the exits marked with the same magic symbol (the one shown on the card). There are several of these on the game board.

3.3 The Great Storm

When a card is turned over that shows a black starting point, instead of a Dwarf door, Middle-earth is devastated by a storm. All the landscape elements marked with a black dot and not occupied by a figure are momentarily removed from the game board, each is turned a quarter turn clockwise, and then they are put back in place. In doing so, many lines of communication are changed. The quarter turn is symbolised by four arrows circling the point.

The black starting points are all situated close to a rock. With the help of these rocks, it is easy to lift the landscape elements off the game board, turn them, and then put them back in place.

At the start of the game, all the black starting points are occupied, so the storm cannot yet cause any damage.

4) Reactions of the Black Figures

4.1 When Do They Move?

All black points and many grey points are marked with an arrow. This is the arrow showing the direction of the wind. It indicates one of the four cardinal points.

Each time a light figure comes to rest on one of the black or grey points marked with an arrow, the spirit of the winds awakens. The wind then begins to blow from that point in the direction of the arrow, and there are then two possibilities:

  1. If, at that moment, a black figure stands precisely in the direction of the wind, it will sense the light figure, even if it is very far away and other points separate them, and even if those points are occupied by other light figures. The nearest black figure awakens and plays.
  2. If no black figure is in the direction of the wind, it is Gollum, the smallest black figure, who then plays.

By stopping on a point marked with an arrow, a light figure (including Gandalf) always provokes a reaction from a black figure.

4.2 In What Direction Do They Move?

The arrows on the black points do not only indicate the direction of the wind. When a black figure occupies a black point, the arrow also determines the direction in which this figure moves.

It may move either forward, in the direction of the arrow, or backward, against the arrow. The direction, forward (in the direction of the arrow) or backward (opposite to the arrow), is defined by the black hand visible on the card that is currently face up.

4.3 How Far Do They Go?

When a black figure moves, it may cover a long distance across Middle-earth, always searching for the Hobbits and the Ring. To do so it jumps over all grey points and also over the other black figures.

At each fork and crossing it goes straight on (waterways are therefore forbidden to it). Unlike light figures, black figures, at crossings marked with three direction arrows, always follow these black arrows. They are therefore obliged each time to turn right.

When it moves, the black figure advances until it reaches a new black point.

4.4 The Special Power of the Spirits of the Ring

Even the largest black figures, the powerful Spirits of the Ring, obey these rules each time they play.

But when one of these Spirits reaches a black starting point at the end of its movement, the surrounding landscape is bewitched. The landscape element is then lifted from the game board, just as in the Great Storm, is turned a quarter turn clockwise, and is put back in place, even if light figures are standing on it. The rocks again serve as the point of orientation and handle.

On the other hand, Orcs and Gollum cannot change the landscape. Nor may elements bearing only a single black point be turned. They do not, moreover, carry any rock.

5) The Encounter with the Figures

Light figures may never attack a black figure, but it may frequently happen that they are attacked by black figures. If, at that moment, a light figure is defeated, it must return to one of the white starting points and set out again from there.

For this reason, it is recommended to think carefully before playing onto a point marked with an arrow, since this always provokes a reaction from a black figure. Light figures that are attacked may defend themselves and show their strength. Light figures, like black figures, come in three sizes, which correspond to three degrees of strength.

5.1 Black Figure of Greater Strength

Any attacking black figure of a large size can defeat any light figure of a smaller size. An Orc, for example, is therefore stronger than a Hobbit.

If the smaller light figure is defeated on a black point, the attacking black figure takes its place. This is in fact the first black point it reaches during its movement.

If, on the other hand, the light figure is defeated on a grey point, the attacking black figure continues on its way until it reaches a black point. It can thus, in a single movement, attack several light figures.

5.2 Black Figure of Equal Strength

If a black figure meets a light figure of the same size, the colour of the point on which the attacked light figure stands decides the outcome of the fight. On a black point, the black figure wins and, on a grey point, the light figure wins.

Thus, Gollum can defeat any Hobbit standing on a black point, whereas the dangerous Spirits of the Ring cannot defeat Gandalf when he stands on a grey point.

5.3 Black Figure of Lesser Strength

A light figure can, of course, defend itself against the attacks of a black figure of smaller size and put it to flight. For example, Gandalf can easily repel any Orc.

If a black figure attacking a light figure is repelled by the latter, it must turn about in front of it and continue its way in the opposite direction. At the next fork it will naturally follow the black arrows and turn right. It will continue its route until it reaches an unoccupied black point. In doing so, it may still attack other light figures.

6) The Ringbearer

6.1 The Magic Power of the Ring

It is impossible for light figures to jump over a black figure, with one exception:

The Hobbit who is, according to the card turned over, currently the Ringbearer, may make himself invisible for a moment thanks to the magic Ring. He is able to slip past right under the noses of the Orcs and of Gollum. He is therefore the only light figure able to jump over a black figure of small or medium size.

Only the powerful Spirits of the Ring cannot be passed unnoticed by the Ring-holder, since they immediately detect the power of the magic Ring.

6.2 The Danger Emanating from the Ring

Only the Hobbit who is the Ringbearer at that moment of the game may occupy the last grey point on the Mountain of Fire and thereby win the game. The effect of this is that the closer the Hobbits come to their goal, the harder it becomes for them to stand together and resist the evil forces.

There is one mandatory rule that all players must observe when they play, which is as follows: if the Hobbit who is the Ringbearer is caught during his adventurous journey across Middle-earth by a Spirit of the Ring, the game ends immediately. The Dark Lord has definitively carried out his dark designs... and no player has won.

7) Summary of the Rules

The players assemble the game board together, shuffle the cards and place the figures on their starting points. Thanks to the hexagonal counters, they are able to define a fairly long route across Middle-earth.

Each player moves either his coloured figures (each of them as far as the next free point). Light figures may jump over other light figures and may turn as they wish at each crossing or fork (even at those marked with black arrows). They may also temporarily use certain galleries built by the Dwarves (see the card). The Hobbit who is the Ringbearer (see the card) is the only figure that may jump over black figures (the Orcs and Gollum).

If a light figure is placed on a magic point (marked with a white rectangle), the card at the top of the pile is turned over. It applies to everyone and defines, through three images: (1) the direction in which black figures will move from now on, (2) the Ringbearer, (3) the changes to the lines of communication (new Dwarf galleries or a great storm).

If a light figure or the white figure occupies a point marked with an arrow indicating the direction of the wind, it awakens the nearest black figure located in the direction of the wind (otherwise it is Gollum). The black figure then follows the direction indicated by the black hand (shown on the card) and on the way it follows the black arrows placed at the forks. It passes all the grey points, jumps over the other black figures, and goes as far as the next black point.

If, on its way, a Spirit of the Ring (a large black figure) arrives on a black starting point (ringed by arrows), the landscape element must be turned (a quarter turn to the right) with the help of the rock.

If, during its movement, a black figure attacks a light figure, the size of the two opponents is decisive, as is the colour of the point on which they meet. If the black figure is defeated, it turns about. It must then go as far as the next black point (following the arrows placed at the forks). It may therefore still attack other light figures. If a Spirit of the Ring defeats the Ringbearer, the game is lost for everyone.

The Hobbit who first reaches the Mountain of Fire while in possession of the Ring is the winner. A Hobbit may only enter the secret passage guarded by the spider if he has rid himself of all his hexagonal counters. To do so, three light figures (including two of the correct colour) must manage to reach these counters.

Example

  • Example of a square tile forming the game board.
  • Example of a hexagonal tile forming the game board.
  • Tile sizes: square = 8 x 8 cm; hexagon = 12 x 12 cm.
  • The assembled game board measures 60 x 60 cm (actual size).