The Fellowship of the Ring
The Fellowship of the Ring Rulebook
Table of Contents
Table of Contents
- 1.0 INTRODUCTION
- 2.0 DEFINITION OF TERMS
- 3.0 GAME COMPONENTS
- 4.0 A GENERAL DESCRIPTION OF GAME PLAY
- 5.0 SEQUENCE OF PLAY
- 6.0 THE STATUS PHASE
- 7.0 RUMOR GENERATION AND MOVEMENT
- 8.0 SEARCHES AND ENCOUNTERS
- 9.0 COMBAT
- 10.0 INITIAL SETUP
- 11.0 VICTORY CONDITIONS
- 12.0 THE FORCES REPRESENTED BY THE CARDS
- 13.0 OPTIONAL SCENARIOS
- 14.0 SUGGESTIONS FOR A SIMPLER GAME
- 15.0 OPTIONAL RULES
- 16.0 GAME NOTES
- Tables and Charts
- T.1 Table 1 - Maximum Movement Table
- T.2 Table 2 - Terrain Effects Table
- T.3 Table 3 - Acquisition Table
- T.4 Table 4 - Area Activity Table
- T.5 Table 5 - Search Table
- T.6 Table 6 - Random Group Table
- T.7 Table 7 - Character Data (Damage Record Sheet)
- T.8 Table 8 - Evil Power Data (Damage Record Sheet)
- The Fellowship Player Display - Turn Track
1.0 INTRODUCTION
The Fellowship of the Ring (FOTR) is a game based upon J.R.R. Tolkien‟s three-volume epic, The Lord of the Rings, with the focus on the action in the first volume, The Fellowship of the Ring. The game is played by two players: the Fellowship Player (FP) and the Enemy Player (EP). Action takes place in Western Middle-earth; bounded on the north by the Northern Wastes, on the east by Mordor and the plains around the Sea of Rhûn, on the south by the Bay of Belfalas and the great desert, and on the west by the Great Sea.
The action in the game centers on The Ring. The Ring is the One True Ring, the Ruling Ring, the greatest focus of power in Middle-earth. Its possession by The Enemy (Sauron of Mordor) would allow him to destroy all of his foes and completely rule Middle-earth. Conversely, its destruction by the Fellowship would utterly annihilate Sauron and his minions, and thus would free Middle-earth from his domination and influence.
The game starts with the Ring located in the Shire in the possession of a Hobbit, Frodo Baggins the Ringbearer. The other characters of the Fellowship are nearby, approaching, or waiting in Rivendell. The FP must attempt to gather the Fellowship together and transport the Ring and the Ringbearer from the Shire to the vicinity of Mordor; in Mordor it can be destroyed in the Cracks of Doom. In order to accomplish this he must avoid, deceive and misdirect the EP and his forces.
The EP starts with his minions scattered around the board searching for the Ring; agents in most of the population centers, monsters (Guardians) in the wilderness, and the Nazgûl searching for the Shire and Baggins. The EP‟s goal is to mobilize his forces, find The Ring, wrest it from the naive dupes of the Valar, and return it to the control of its creator and rightful master, the Dark Lord, Sauron of Mordor.
This game covers the early periods of The Lord of the Rings: the flight of the Hobbits from the Shire, the formation of the Fellowship, the approach to the vicinity of Mordor, and the dissolving of the Fellowship. The game does not concentrate on the actual entry into Mordor (and Mt. Doom); the FP need only get a competent, healthy Ringbearer near Mordor within a certain amount of time to win. A FP win represents the Fellowship‟s main objective in Tolkien‟s trilogy: to escort the Ringbearer as far as they could and to protect him, not necessarily to actually destroy the Ring.
2.0 DEFINITION OF TERMS
Agents: These are human minions of the Enemy player, who start in population centers and are especially adept at ambush.
Hex: A hex is a section of the board that is bounded by one hexagon; this section is the basis for movement and searching. Distances are measured in terms of hexes; a hex that is adjacent to hex B is “one hex from hex B”.
Hexside: A hexside is one of the sides of the hexagon that bounds a hex; movement is executed by crossing hex sides.
Active: An active hex indicates that a search roll must be made each search phase if a FP group is in the hex or attempting to move through the hex.
Battlefield Hex: A hex with a crossed sword symbol in it.
Boat: Groups may move by boat along rivers, as opposed to ships that move at sea.
Characters: Characters are FP forces; each character has a card showing its capabilities and limitations. Characters include the Fellowship members and their allies: decoys and other beings.
Coastal Hex: A hex containing part land and part water (excluding rivers and swamps.
Counter: A counter is a half-inch by half-inch cardboard marker that is used to indicate the status of certain forces and features of the board.
Damage Number (DN): The damage number of a combatant indicates how many points of damage a successful attack by that combatant normally delivers.
Decoy: A decoy is an unnamed character who is available for play. These decoys represent a general group of individuals that are willing to aid the Fellowship.
Defensive Rating (DR): The defensive rating of a combatant indicates how much is subtracted from an attacker‟s offensive rating to determine the roll needed for the attacker to successfully attack.
Dormant: A dormant minion (or character) is a minion that has not yet been mobilized and is incapable of any movement (and is often not even on the board).
Elf Haven: One of the following hexes: Rivendell, the Grey Havens, Lórien, Edhellond, or Thranduil‟s Caverns.
Enable: During each turn the EP may enable certain of his mobilized minions to move (mobilized Nazgûl and agents are automatically enabled), minions that have not been enabled may not move.
Endurance Box: Each character (and minion) has a number of endurance boxes on the damage record equal to his endurance number; one endurance box is marked off for each point of damage that a character receives.
Endurance Number (EN): The endurance number is the number of damage points that a character (minion) can take before becoming unconscious. If a character takes over twice his EN in damage, he dies.
Enemy Player (EP): The Enemy Player is the player that controls the forces of Darkness, Sauron of Mordor‟s minions.
Feature: A feature is a type of terrain that negates the terrain of a hexside if it is used during movement, i.e., a ford is a feature that allows a group to cross a river.
EP Ringbearer: Any minion who possesses The Ring (see 6.413) is called the EP Ringbearer.
Fellowship Player (FP): The Fellowship Player is the player that controls the forces of Light, the Fellowship and their allies.
Group: A group is a band of characters (or minions) that are represented on the map board by a single marker and have their cards in a single box on the card display.
Haven: A Haven is a type of hex that minions cannot enter (though some begin the game in them) and where FP groups are fairly secure.
Istari: Istari are servants of the Valar (the demi-gods of Middle-earth) sent to Middle-earth during the 3rd Age to help resist the influence of Sauron. The Istari are Wizards of great power who appear to be men but are actually Maiar (lesser Valar).
Marker: A marker is a plastic playing piece (actually a die) that is used to represent the presence of a group or rumor in a hex on the map board.
Minions: Minions are EP creatures (beings); they each have a card showing their capabilities and limitations.
Mobilize: A minion must be mobilized in order to move and in some cases in order to appear on the board.
Mode: Each marker on the board must have a travel mode indicating the type of transport that it is utilizing.
Nazgûl: The Nazgûl are minions who are Ringwraiths; the undead creatures who have been taken over and corrupted by the Nine Rings that Sauron created to dominate men.
Offensive Rating (OR): The offensive rating of a combatant indicates the roll needed for the attacker to successfully attack (the defender‟s defensive rating may modify this rating).
Player-turn: The part of a turn in which a specific player performs his status updates, movement, searches and combat.
Phase: Each player turn consists of a status phase, a movement phase, a search phase, and a combat phase.
Race: Each character has a race (Elf, Dwarf, Hobbit, or Man) that determines what combat capabilities he may use without revealing his actual identity.
Random Creatures: These random creatures represent the animals, brigands and monsters that inhabit the wilds of Middle-earth.
Random Group: If a FP group is in an active hex, they may be attacked by a group consisting of random creatures.
Region: A space on the edge of the map board that is used for off-board movement.
Ringbearer: The Fellowship character who possesses and carries The Ring.
Roll: A roll is a die roll made on a 20-sided die to obtain a result between 1 and 10 for resolving occurrences in the game.
Round: Combat is resolved in a series of rounds. During a round each player organizes and performs his attacks.
Rumor: A rumor is a marker on the map board that does not represent an actual group. A rumor is used to represent the uncertainty as to the exact location of a real group.
Ship: Groups may move by ship in sea and coastal hexes, as opposed to boats, which move along rivers.
Turn: This game is played in a series of turns. During a turn each player may perform the full cycle of his activities in his player-turn.
Type of Hex: Each hex on the board has a classification that indicates its status for searches.
The types of hexes are: Havens, Civilized, Border-1, Border-2, Wild-1, Wild-2, Wild-3, Sauronic Activity, and Garrisoned.
Type of Marker: Markers are one of four types: Fellowship (green), Sauronic (red), Guardian (black), and Saruman (white).
3.0 GAME COMPONENTS
The following components are included with this game:
One 21”x26” game map (6 pieces)
One rules booklet
72 small cards
150 large cards
65 plastic playing pieces (markers)
One 20-sided die
One set of counters
Two sets of stickers
Two display boards
Two charts and table sheets
3.1 THE GAME MAP
The game map is a 21”x26” representation of Tolkien‟s Western Middle-earth. The map is mounted and jigsaw cut into 6 pieces. To assemble, merely put the 6-piece jigsaw puzzle together. The map is divided into one and one-eighth inch hex-shaped hexes, 3 half-hex hexes (The Old Forest, Rivendell, and Minas Tirith), and 6 off-board regions. The terrain represented is abstracted to make game play and mechanics easier. Thus terrain such as rivers, mountain chains, and hills (rough) often follow very regular patterns corresponding to the hexsides.
The map has a coordinate system with the numbers 1-26 labeling the columns and the letters a-r labeling every other row. There are two types of row coordinates: either a labeled row designated by a single letter, a, b, c … q, r or a row between two labeled rows designated by the letters of the two labeled rows ab, bc, cd, de … pq, qr. For example on the map below the hex marked I (Barad-dûr) has coordinates 24, m; while the hex marked II (Mt. Doom) has coordinates 23, mn. Likewise the hex marked III (Nomanlands) has coordinates 21, kl; and the hex marked IV (Udûn) has coordinates 22, l.
3.2 THE CARDS
There are four separate types of cards included in this game:
50 Fellowship player cards,
50 Enemy player cards,
50 Event cards,
72 Random creature cards.
Individual cards are discussed in more detail in sections 9.1 and 12.0.
3.21 THE FELLOWSHIP CARDS
These cards represent the characters in The Lord of the Rings and some of their allies. Each card has one side showing only the race of the character and one side showing the actual character, his specific capabilities, and his starting location.
3.22 THE ENEMY CARDS
These cards represent the minions of the Enemy, Sauron of Mordor. They include cards for the Nazgûl, fell creatures, Sauron‟s agents, Saruman‟s forces, and certain independent evil creatures (called Guardians) that Sauron can arouse and dominate. Each card has one side representing its type, and one side showing the minion, his specific capabilities, and his starting location.
3.23 THE RANDOM CREATURE CARDS
These cards represent the animals, brigands, and creatures that inhabit the lands of Middle-earth. The creatures include 7 subgroups: wolves (and wargs), spiders, men (and the Mûmakil), Orcs (and half-orcs and Uruk-Hai), Trolls (and Olog-Hai), assassins, and bats (and crows and Crebain). Each card has one side representing its subgroup, and one side showing its type and combat capabilities. These cards represent broad classes of creatures and are always available for selection to participate in a combat (see 8.4), even if killed in a previous combat.
3.24 THE EVENT CARDS
These cards represent special or unusual events that can occur during play. Each card has one side marked “EVENT”, and one side with the details of two specific related events. In general one event is beneficial for the FP and one for the EP. There are two identical cards for each of the event pairs.
3.3 THE CARD DISPLAYS
Each player has his own card display board. During the play of the game, each player arranges his cards on his board in accordance with the rules of play. The FP display board has a turn track for monitoring mobilizations and the current game turn.
3.4 THE MARKERS AND THE STICKERS
Each player has a number of plastic markers (dice) to be used on the game map for representing groups and rumors. The FP‟s are green (28 markers). The EP‟s markers are a different color for each type of minion: white for Saruman‟s forces (8), black for the Guardians (14), and red for the rest (15). The players are limited to using the markers provided with the game, and may not introduce extra markers. The number of markers provided is a design feature intended to balance play.
Each color of marker has stickers that must be placed on the markers before play can begin. Two sets of stickers are included (the second set is a spare set). The stickers labeled 1-12 are to be placed on 12 of the red markers. The stickers labeled 1-5 are placed on 5 of the white markers. The stickers labeled with the two letter combinations corresponding to the names of the Guardians (Balrog-BR, Fire Drake-FD, etc.) are placed on 9 of the black markers. The stickers labeled A-N are placed on 14 of the green markers. Stickers should be placed on the sides of the cubes corresponding to one (1).
The markers with stickers represent groups on the game map. The cards for the members of such a group are placed in the box on the display board that is labeled the same as the marker. The markers without stickers and any labeled markers without cards in the corresponding display box are rumors.
When in use the markers are placed with the sticker or “one” side towards their player, unless the “six” side is face up (forcing the one side to be down). This allows the owning player to see the stickers on his markers, while the opposing player cannot. The number of the cube that is on the face up side indicates the transport mode (see 6.12) or mobilization status of the marker. For the FP player a two indicates sneak mode, a three indicates foot mode, a four indicates horse mode, a five indicates ship (if at sea) or boat mode (if on a river), and a six indicates flying mode (with eagles only and then only for one player-turn). For the EP a two indicates flying mode, a three indicates foot mode, a four indicates horse mode, a five indicates ship or boat mode, and a six indicates a dormant minion (or rumor) that is on the board; this can only occur for the Nazgûl, Guardians, and rumors that start the game on the board.
| Die side face up | Fellowship Player | Enemy Player |
|---|---|---|
| 1 | NA | NA |
| 2 | Sneak Mode | Flying Mode |
| 3 | Foot Mode | Foot Mode |
| 4 | Horse Mode | Horse Mode |
| 5 | Ship/Boat Mode | Ship/Boat Mode |
| 6 | Flying Mode | Dormant |
3.5 THE COUNTERS
The game includes a set of cardboard playing pieces called counters. These pieces are used to indicate the status of groups, hexes and terrain during game play.
When indicating the status of a hex, counters may note active search hexes and the weather in hexes. If indicating modifications to terrain features on hexsides, counters may note new features or destroyed features. During combat, the numbered counters indicate how much damage certain combatants have taken. Alternatively, blank markers not in play may be used to indicate damage taken during combat (by using 1-6 face up).
3.6 THE CHARTS AND TABLES
Some charts and tables are included in the rules book. Those that are most frequently used are printed on the Charts and Tables sheet (2 copies).
The Damage Record Sheets (T.7 and T.8) are included in the rules book. The players have permission to photocopy extra copies.
4.0 A GENERAL DESCRIPTION OF GAME PLAY
The Fellowship of the Ring (FOTR) is a game for two players: the Fellowship Player (FP) and the Enemy Player (EP). The FP goal is to move The Ring to the vicinity of Mordor and then end the game by splitting the Fellowship (thus sending the Ringbearer and possibly one or two companions on their desperate way into Mordor). For the purposes of this game the Fellowship is any group accompanying the Ringbearer. The EP goal is to obtain The Ring and transport it to one of his garrisoned hexes; failing that, he is to delay the arrival of The Ring in the Mordor vicinity as long as possible (thus allowing his armies time to crush the pitiful forces of those who oppose the true ruler of Middle-earth).
The game is played in a series of up to 20 turns. Each turn is further divided into two player-turns, the FP player-turn and then the EP player-turn. Each player-turn is subdivided into four phases in which the player whose player-turn it is performs activities such as movement, searching and combat. The player first updates the status of his characters (or minions) and certain parts of the terrain. Then he generates rumors and moves his forces and rumors. Next all searches are made and resolved. Finally any combats resulting from movement or searches are fought in a series of combat rounds. Then play proceeds to the next player-turn.
Play ends when one of three things happens: the limit in the number of turns is reached; the FP declares that the Fellowship is dissolved, or The Ring is captured and taken to a garrisoned hex.
Movement takes place from hex to hex, with the moving marker‟s transport mode and the terrain indicated on the hex side determining the distance that can be moved and the chance of moving.
Information is gained and combat initiated by searches conducted in certain hexes during each search phase.
Combat is highly abstracted. The EP‟s tactical aims are to kill or wound FP characters, while the FP tries to drive off the attackers or run away.
4.1 USING THE CARDS, MARKERS AND DISPLAYS
The forces consist of individual beings, not armies, controlled by the FP and the EP. It is assumed that the armies active in the War of the Rings could be avoided by small groups of individuals, and if not avoided such groups would encounter only small patrols. The individual beings controlled by the FP are referred to as characters, while the forces of the EP are referred to as minions (of the Dark Lord). In the following discussion we will refer to characters, but the same statements also apply to minions.
Cards, markers, the game board and the displays organize groupings and locations of characters. Each character is represented in the game by a separate card that summarizes its capabilities in terms of the play of the game. For each labeled marker there is a box on a display board that has the same label. The locations of specific groups of characters are indicated on the game board by labeled plastic markers (dice). All of the cards representing the characters in such a group are placed together on the appropriate display in the box that is labeled the same as the marker for the group. Thus, only the markers move on the game board and the cards remain in the display boxes.
It is crucial that each player keep his opponent from learning the exact locations and compositions of his groups. This is essential for the FP and very helpful for the EP. Because of this the cards, markers, and rules are designed to keep this information secret unless revealed by the circumstances of play (searches and combat).
The markers are cubes with labels (stickers) only on one side. This side is placed towards its player, so that the other player cannot see the label. To facilitate this the players should sit on opposite sides of the game board. Extra markers without labels (rumors) are also provided to be introduced into play as indicated in the rules. These markers are indistinguishable from group markers to a player‟s opponent. Thus as the markers are moved around the board, a player should not be able to determine which of his opponent‟s markers are groups and which are rumors, unless such information is revealed through play. Labeled markers may also be used as rumors if no character cards are in the display boxes that correspond to them.
Often information can be obtained by looking at an opponent‟s display (e.g. the number of cards in a box, the race of the top card, etc.). Each player is provided with some blank cards (blank on one side) to help prevent this (and to provide spares). A player may freely use his blank cards by putting them in boxes with group cards and in empty boxes. If both players agree, a display may be covered (use the game box or a piece of cardboard) or placed so that the opposite player cannot see it.
Another technique for hiding information on the display board is to take the cards of a group and split them into two display boxes. The labeled marker for one of the group‟s display boxes is placed on the game board, then the labeled marker for the other display box is placed in the display box whose marker is already on the board. Thus it is clear that the labeled marker on the board corresponds to its display box, which contains some of the group cards and a labeled marker indicating which display box contains the rest of the group cards. This process can be extended so that a group‟s cards are split over more than two display boxes.
The cards themselves are also designed to hide information. One side of each card contains the information unique to a particular character or minion The other side is the same for certain classes of characters (or minions): the FP cards have the race of the character (see 9.121), the Guardian cards have a special symbol, the Saruman cards have another special symbol, and the other EP cards have their own symbol. The FP has another option open to him to keep his characters‟ identities secret; he may use the generic race combat capabilities on the race side of a card in combat so that the EP will not find out that character‟s identity.
When it is necessary to mix a certain number of cards and then have the other player pick some of them at random, the faces of the cards may be hidden by fanning them and covering the end card with your hand. This is usually done when drawing FP cards, so that the races are obscured.
4.2 DIE ROLLS
At certain times during play (movement, search, combat, etc.), results are determined by the roll of a die. All of these rolls are made on a 20-sided die: however the twenty sides are labeled with two sets of 1, 2, 3, 4, 5, 6, 7, 8, 9, 0 (the 0 is treated as a 10). So the obtainable results are one through ten. If a roll between 1 and 5 is required (this will be specified) just roll the 20-sided die and divide the result (1- 10) by 2 and round up. The 6-sided dice are markers and are never rolled in the course of play.
5.0 SEQUENCE OF PLAY
The game is played in a series of up to 20 turns. Each turn is further divided into two player-turns, the FP player-turn and then the EP player-turn. Each player-turn is subdivided into four phases: a status phase, a movement phase, a search phase, and a combat phase.
At the beginning of the game, the board is placed between the two players and the components are sorted. Any groups starting the game on the game board are organized on the displays and their markers are placed on the board. Each player then draws 3 event cards and play begins.
The following is an outline of the activities that may take place in each player-turn and phase. These activities are performed in the order given below. TURN SEQUENCE FELLOWSHIP PLAYER-TURN 1) Status Phase:
Draw event card.
Mobilize Fellowship characters.
Roll results for markers in off-board regions.
Change transport modes.
Update health status.
Update combat status.
Discard excess event cards.
Dissolve the Fellowship and end the game.
- Movement Phase:
Split groups and generate rumors.
Move mobilized markers.
- Search Phase:
Make roll to activate hexes.
Make a search roll for each active hex with a FP marker.
Make off-board region rolls if any.
- Combat Phase:
Resolve any fights indicated.
Combine any markers in the same hex after retreats.
ENEMY PLAYER-TURN 1) Status Phase:
Draw event card.
Challenge FP markers.
Mobilize minions and enable minions for movement.
Activate hexes for searches.
Place weather modification markers.
Modify transport mode.
Roll results for markers in off-board regions.
Update health status.
Discard excess event cards.
End the game if the Ring is in EP control in a Garrisoned hex. 2) Movement Phase:
Split groups and generate rumors.
Move mobilized Nazgûl and agent markers.
Move other markers enabled for this turn.
- Search Phase:
Make a search roll for each active hex with a FP marker.
- Combat Phase:
Resolve all initiated combat.
Combine any markers of the same type in the same hex after retreats. END OF TURN:
If it is turn 20, end the game; otherwise, advance the turn indicator to the next turn and proceed to the FP player-turn.
6.0 THE STATUS PHASE
During the status phase of their respective player-turns, both players may perform a variety of activities that result in the modification of the status of characters, minions, hexes, groups, weather and the victory conditions.
6.1 FELLOWSHIP STATUS PHASE
The Fellowship player has several options during his status phase; he may mobilize certain characters, attempt to acquire transportation, heal wounds, upgrade combat capabilities and monitor victory conditions.
6.11 MOBILIZATION OF CHARACTERS
Characters must be mobilized in order to appear on the board and move. Certain characters start the game already mobilized and on the board. These characters may be moved freely. All other characters are dormant until mobilized and are not placed on the board. The starting locations of characters are listed in section 10.0. Dormant characters may be mobilized at the beginning of any FP status phase in which one of the following four conditions is met:
-
If a marker (rumor or group) which is already mobilized is in the appropriate hex.
-
If this is the turn when a specific character is mobilized (e.g. Aragorn on turn 3 and Glorfindel on turn 4).
-
If a FP marker is present in a Mirkwood hex and an acquisition roll is successfully made (see 6.121 and table T.3), Radagast may be mobilized in that Mirkwood hex.
-
If Gandalf the White is mobilized in the hex. He mobilizes three turns after Gandalf the Grey‟s “death”, in the closest haven to his dying hex (if more than one are closest, the FP may choose one).
When mobilized the card(s) of the character(s) is combined with the cards of the characters already in the hex (if any) and a single marker is placed in the hex.
6.12 CHANGING TRANSPORT MODE
A marker’s movement capacity is dependent upon its transport mode . In order to change the movement capabilities of a group, the FP may attempt to change its transport mode by either acquiring or disposing of transport during the status phase. Each turn each group may either dispose of transport or make one acquisition attempt. Only one type of transport may be used at a time.
Any marker may automatically dispose of transport and revert to its base transport mode. Base transport mode is foot mode for all non-guardian groups; guardians have theirs printed on their cards. Any marker attempting to acquire transport must be revealed to be a non-rumor, but once transport is acquired rumors may be generated in that transport mode. The FP may also change the transport mode of a marker to sneak mode if the marker is already on foot (it will only be able to move one hex). Thus, a marker may have one of the following transport modes: foot mode, sneak mode, horse mode, flying mode, or boat/ship mode.
6.121 The Acquisition Roll
To acquire transport a roll must be made. In order to attempt to acquire transport a group must be in a hex of the appropriate type: on the coast for a ship, next to a river for a boat, in any land hex for horses and in the same hex as the Eagles‟ Eyrie for the Eagles. A roll (1-10) is made and then any applicable modifications given in table T.3 are added to the roll. The modifications for Gandalf and/or Aragorn do not have to be used unless the FP desires; however, if they are used Gandalf and/or Aragorn must be revealed. The roll may be made, and then Gandalf or Aragorn revealed if their modification is needed. If this modified roll is less than or equal to 2, the transport is successfully obtained and the transport mode is changed.
6.122 Restrictions on Transport Acquisition
Some groups may not use certain transport modes. Groups which contain more Hobbits and Dwarves than other characters may not use horse mode. Such groups may not acquire horse transport; if a group already in horse mode falls under this classification (usually due to combat or splitting), it immediately reverts to foot mode.
A FP group consisting of all Hobbits is immediately placed into sneak mode.
6.123 Result of Successful Acquisition
The side of the marker which is face-up indicates transport mode. When a group obtains transport, the marker of the group is rotated so that the side of the marker indicating the transport mode is on the top (see 3.4).
6.124 Sneak Mode
Any marker already on foot may change its transport mode to sneak mode. A marker in sneak mode may only move one hex during movement, but it receives a -1 modification to any search rolls. A marker in sneak mode which uses terrain features (bridges, fords, passes, etc.) to negate terrain effects does not receive this -1 modification. A FP group consisting entirely of Hobbits may only use sneak mode.
6.125 Carrying Characters
Certain groups may move or retreat with unconscious characters. Unconscious (and dead) characters may move (be carried) with a group of conscious characters, but the transport mode determines the allowed ratio of conscious to unconscious characters. An unlimited number of unconscious characters may be carried in ship or boat mode, as long as one character is conscious. If the group is in horse or flying mode, the group may carry as many unconscious characters as it contains conscious characters (1 to 1 ratio). In foot mode there must be at least twice as many conscious as unconscious characters (2 to 1 ratio); and in sneak mode the allowed ratio is at least 3 to 2. For these purposes Hobbits count as one-half of a normal person (e.g. a Man in normal foot mode could carry a Hobbit; a Man (1) to a Hobbit (½) is a 2 to 1 ratio).
If these restrictions are not met, the group containing the unconscious characters may not move unless they leave enough unconscious characters behind to drop the ratio to acceptable levels. Groups consisting only of unconscious characters are placed into sneak mode and may not move or generate rumors; otherwise they are treated as normal groups.
These restrictions also apply to retreats (see 8.5).
6.126 The Grey Havens Ship
Once in each game the FP may automatically mobilize the Grey Haven (GH) ship at either of the Grey Havens hexes that has a FP group in it. When mobilized, the card for the GH ship is placed with the cards for the group obtaining the ship. The GH ship is treated as a FP character that may only assume ship mode; it may move alone (it may generate rumors) or it may move in a group. The GH ship will remain in play until the group that it is in suffers a “wreck” result or a “sunk” result (see 8.32). If a search roll is made for the group that the GH ship is in, 2 is subtracted from the roll if the FP chooses to reveal it. If the GH ship is revealed to be with a group, the group may move one more hex each turn than normally allowed.
6.127 The Eagles
The Eagles allow one FP group to assume flying mode for one player-turn. They may be acquired by an event card, or by an acquisition roll made at the Eagle‟s Eyrie hex. In addition Gandalf starts the game with an Eagle (see 10.1).
6.128 Markers in Off-board Sea Regions
A roll must be made during the status phase for each marker in an Off-board sea region. The following results may occur: in the Harlindon Coast region, no result (1-9), wreck (10); in the Forlindon Coast region, no result (1-8), wreck (9), sunk (10); and in the Northern Sea region, no result (1-7), wreck (8,9), sunk (10). These results are immediately applied as described in 8.32. The above information is printed on the map board.
6.13 UPDATING HEALTH STATUS
During the status phase, the FP updates the status of any wounded characters. A wounded character is any character that has endurance boxes marked off as a result of combat (see 9.1). Endurance boxes may be marked in two ways, normal ( / ) or diseased ( X ).
The EP must be informed of each change in health status of each character; however, only the race of each character and how much damage was cured (or taken in the case of diseased wounds) need be revealed, not names or locations.
6.131 Curing Normal Wounds
If a character has any normal wounds, one endurance box with normal damage is recovered. Just erase the normal mark in one endurance box. If the wounded character is in a haven up to 4 endurance boxes with normal damage may be recovered.
6.132 Damage from Diseased Wounds
If a character has any diseased wounds and he is not in a haven, mark as diseased two endurance boxes (one for Hobbits) each FP status phase. If this extra damage puts the character over his endurance level he is unconscious, and if it puts him over twice his endurance level he is dead (actually he might become an undead, which is the same as death for game purposes).
6.133 Damage in the Northern Waste Regions
No characters except Elves and Istari heal in the Northern Waste regions. Instead characters who are not Elves or Istari must mark off two endurance boxes (none if Gandalf is present). This reflects damage (normal not diseased) taken from cold and exposure. Elves and Istari heal normally.
6.134 Curing Diseased Wounds
If a character is in a haven and has a diseased wound, two endurance boxes (three for Hobbits) with diseased damage are recovered each EP status phase.
6.14 UPDATING COMBAT STATUS
Certain characters receive enhanced combat status when they reach specific hexes on the board (usually havens). When such a character reaches the appropriate hex, mark the “enhanced” box on the character record sheet with the current turn number. The EP does not have to be informed when this occurs, only when the enhanced capabilities are used in combat.
6.2 ENEMY STATUS PHASE
During the status phase of the Enemy player-turn, the EP may initiate a number of actions: challenging, mobilization, activating search hexes, altering weather, acquiring transportation, and several other activities.
6.21 CHALLENGING FP MARKERS
The EP may challenge markers that he believes to be rumors. At certain points in the game, it will become obvious to the EP that certain EP markers are rumors (e.g. if Gandalf leaves Orthanc alone and is spotted that turn, then all the other markers that left Orthanc that turn would be rumors). To provide a mechanism for getting rid of these extraneous rumors, the following rule is included.
At the beginning of any EP status phase the EP may challenge any marker that he chooses. This marker is then revealed to be a group or a rumor; if the marker is a group then the EP forfeits the remainder of his player-turn and the next game-turn begins. If the marker is a rumor then it is removed. The EP may challenge as many markers as he wishes, until he challenges a group (and loses the rest of his turn) or until he decides to stop challenging and begin the rest of his turn.
6.22 MOBILIZATION OF MINIONS
Minions must be mobilized to be eligible to move. EP minions consist of Nazgûl, agents, Guardians, Saruman (and his agents) and fell creatures. All of these start the game dormant. Minions may not move while dormant, but they may block (if they are on the board). A certain number of minions may be mobilized each turn: three on turn l, two on turn 2, two on turn 3, two on turn 4, and one every turn after that. Mobilized Nazgûl and Sauronic agents may be moved each movement phase, while the other minions may only be moved if enabled (see 6.25). When Saruman is mobilized so are all of his agents.
6.221 Mobilizing Onboard Minions
Minions starting the game on the board are dormant and must be mobilized to move. Dormant minions that begin the game with a marker on the board (Nazgûl and Guardians) are placed with the dormant side of their marker face up (the 6 side). When such a marker is mobilized it is rotated so that its base transport mode (see 6.262) is face up. The cards of such minions are of course placed in the appropriate places on the display.
If some minions represented by a marker are mobilized and some are left dormant, the single marker is replaced by two markers; one mobilized and one dormant. This is the only way that two markers of the same type (color) may end a turn in the same hex.
When a Guardian is mobilized one of the Guardian rumors is also mobilized. Such rumors may assume foot mode, horse mode, flying mode or ship/boat mode (see 6.262).
6.222 Mobilizing Off-board Minions
When a dormant minion that begins a scenario off the board (fell creatures and agents) is mobilized, the card of the minion is combined with the cards of any minions of the same type (Sauronic, Guardian, or Saruman‟s) already in the hex, and a single marker is placed in the hex.
6.23 ACTIVATING SEARCH HEXES
The EP must activate hexes in order for them to be searched during his search phase. The EP may activate a certain number of hexes for searching each turn. At the beginning of the EP status phase any hex activity counters from the previous turn hex are removed, and any hexes that he decides to activate this turn are marked. Each Enemy status phase, the EP may choose one of the following four options for activating hexes for searching:
-
Activate one type of hex (i.e. Haven, Civilized, Border 1, Border 2, Wild 1, Wild 2, etc.). It only remains activated until the end of the EP player-turn.
-
Activate any three hexes.
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Activate one hex with a + 2 modification to any search rolls.
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Activate one hex with a + 1 modification to any search rolls and one hex with no modifications.
The last three options activate hexes until the status phase of the next EP player-turn (i.e. they remain active through the next FP player-turn).
Indicate an active hex by placing the appropriate search counter in the hex. Indicate an active hex type by placing a search marker on the appropriate portion of the terrain key on the map board.
6.24 MODIFYING WEATHER
The EP may place storms and bad weather in certain hexes. Starting on turn 5, the EP may modify the weather status of a number of hexes (not regions) each turn by placing weather counters in those hexes. He may place a storm in one hex (all adjacent hexes will have bad weather) or he may place bad weather in three separate hexes. Weather affects searches and movement as indicated in tables T.2 and T.5, and sections 7.321 and 8.33. All hexes not marked with a weather counter are clear (normal). All old weather counters are removed at the beginning of the Enemy status phase, and the new counters are then placed. Thus, weather status usually lasts for one complete turn.
6.25 ENABLING MOVEMENT
Guardians, Saruman’s forces, and Fell Creatures may move only if enabled. Only minions already mobilized may be enabled (they may be enabled on the turn that they are mobilized). During his status phase, the EP may enable one Guardian and one Guardian rumor or all of Saruman‟s forces or one fell creature and a rumor for it. The minion(s) so enabled remain enabled only for the remainder of that player-turn. Thus only one of the above sets of markers may move each turn.
6.26 ACQUIRING TRANSPORT
To change transport mode an acquisition roll must be made. During his status phase, the EP may attempt to acquire transport for certain of his minions. The process is identical to the process for the FP (see 6.121), except that some minions may not use certain transport modes.
6.261 Transport Acquisition for Nazgûl
Nazgûl may not use ship, boat or foot movement. The Nazgûl start mounted on horses. In addition, Nazgûl have difficulty crossing rivers as described in 7.324.
If a Nazgûl ’s mount is killed in combat the Nazgûl may continue to fight unmounted, but at the end of the combat the Nazgûl is moved to Barad-dûr (24,m). Such a Nazgûl becomes dormant for 5 turns (representing a slow return to Barad-dûr and the acquisition of a fell creature). To determine the turn in which the Nazgûl mobilizes after losing his mount, add 5 to the turn number in which the mount was lost. During the Enemy status phase of that turn the Nazgûl is automatically mobilized along with the fell creature that he is riding (they move as one, flying). These mobilizations do not count towards the automatic mobilizations allowed each turn, and the fell creature is enabled as long as it is with the Nazgûl.
This process is also followed if a Nazgûl receives over his endurance in damage. We assume that the Nazgûl will not fight to the “death” if faced with a force that might destroy it. In this case the Nazgûl will immediately leave the combat and will remain dormant for 8 turns instead of 5 (i.e. add 8 to the turn of combat).
A Nazgûl may return to Barad-dûr through normal movement and exchange his horse for a fell creature. This requires that the Nazgûl be dormant for only 3 turns (i.e. add 3 to the turn the Nazgûl enters Barad-dûr).
6.262 Transport Acquisition for Guardians
Each Guardian has a base transport mode. The Guardian rumors may automatically assume any transport mode desired. The Guardian base transport modes are as follows: the Balrog, the Vampire and the Fire Drake fly; the Werewolf and the Cold Drake move as horses; the Giant Spider moves as if on foot (ignore woods); the Kraken move as ships or boats; and the Corsair Fleet moves as a ship. The Balrog, Vampire, Fire Drake, Werewolf, and Cold Drake markers may start in foot mode; but once they use their fly or horse mode they may not change back. The Giant Spider must always be in foot mode, and the Kraken and Corsair Fleet must always be in boat/ship mode. The base transport mode of each Guardian is printed on its card.
6.263 Transport Acquisition for Agents, the Mouth, and Saruman
All agents, the Mouth of Sauron, and Saruman may acquire and use transport just as FP markers do (see 6.12).
6.27 UPDATING HEALTH STATUS
EP minions heal 1 endurance box each Enemy status phase as described in 6.13. If the minion is in a Garrison hex or Mordor, 3 endurance boxes are healed. Random group creatures and the creatures that fight with certain Guardians are never healed; they do not need to since they come back with full numbers and strength for each subsequent combat.
EP agents in the Northern Waste regions do not heal, instead they must mark off two endurance boxes (see 6.133). Other minions heal normally in the Northern Waste regions.
6.3 SPECIAL EVENT CARDS
At certain points during the course of the game the players may play event cards. Each player draws three event cards during his first status phase. Each of his status phases thereafter, one event card is draw. Each player may keep his cards secret from the other player until they are played. At the end of his status phase, each player may hold no more than three cards. Thus, any excess cards must be played or discarded at the end of the status phase. A card that is played is automatically discarded.
Each card has two separate events. Only one of the events on a card may be used when the card is played. One of these events is usually favorable to the FP and one is usually favorable to the EP. However, unless stated otherwise, either side may use either event.
In general an event card may only be played at the beginning of the phase or round indicated by the PLAY specification on its card. As indicated on specific cards, certain events may be played after search rolls, during the movement phase, or at any time.
The effects of the event terminates as indicated by the ENDS specification on the card. Generally this is at the end of the phase, round or player-turn in which it was played. However, the effects of certain events occur instantly (e.g. Gollum joining the FP)
If a player utilizes a card and his opponent then plays an identical card, the effects of both cards are nullified.
6.4 THE RING
The Ring is the central objective of The War of the Rings and this game. The Ring is the One True Ring, the Ruling Ring, Sauron‟s Ring. The victory conditions (see 11.0) are based upon its location and possession. For the purposes of this game, it gives its wielder enhanced combat and evasion capabilities against all opponents except Nazgûl (and in some cases, Gandalf).
A sighting, spotting, encounter or fight in a hex containing both a Nazgûl and the Ringbearer forces the FP to reveal that The Ring is in that hex if the EP first reveals that a Nazgûl is present. The Ring is represented by a card that should be placed with the group containing the Ringbearer. Whenever the EP, Gollum, or Saruman‟s forces control The Ring (or it is uncontrolled) the exact location of The Ring marked on the map board by placing a marker of the appropriate color sticker-side up in the hex containing The Ring.
6.41 CONTROL OF THE RING
The Ring may be uncontrolled, controlled by the FP, controlled by the EP, controlled by Saruman’s forces or controlled by Gollum. To be controlled, The Ring must be in the possession of a specific character (or minion). The Ring begins the game in FP control and in Frodo‟s possession, and it will remain with him until the game ends or until he is killed. If this occurs and the FP still controls The Ring, a new Ringbearer will be chosen and he will keep The Ring until killed or until a more appropriate Ringbearer is encountered.
If the EP controls The Ring, he can end the game by moving his group possessing The Ring to a Garrisoned hex (see 11.0).
Control of The Ring also determines which player controls Saruman and his forces (see 6.414). If the FP controls The Ring, the EP controls Saruman and his forces (the normal situation). If the EP controls The Ring, then the FP controls Saruman and his forces.
6.411 Fellowship Player Control of The Ring
Under certain circumstances a new (FP) Ringbearer must be chosen. If the Ringbearer is killed in a fight and the FP controls the body at the end of combat (carries it off or wins the fight), one of the characters in the FP group must become the new Ringbearer.
If a Hobbit is present (if more than one, the FP chooses one) he will become the new Ringbearer. Gollum may not take control of The Ring in this fashion (see 6.415). If no Hobbit is present, the FP may choose any character present. The FP must inform the EP if a new Ringbearer is chosen and which character he is. If the Ringbearer dies due to a diseased wound, the same process is immediately followed.
If the FP ends the move of one of his groups in a hex containing The Ring and it is uncontrolled, the same process is immediately followed.
If the EP, Gollum or Saruman‟s forces gain control of The Ring and later the FP kills the minion (or Gollum) controlling The Ring, and wins the battle in which he was killed, the same process is immediately followed.
6.412 Fellowship Player Transfer of The Ring
Under certain circumstances the FP may attempt to transfer The Ring from one character to another, creating a new Ringbearer. If a Hobbit is in a group containing a non-Hobbit Ringbearer at the end of a FP status phase, the FP must attempt to transfer The Ring to the Hobbit. The FP may also choose to attempt to transfer the ring from a non-Hobbit Ringbearer to another character. The FP may not attempt transfer from a Hobbit to any other character.
Each character has a Ring transfer number, indicating his resistance to The Ring. There is a specific starting Ring transfer number for the members of each race: Dwarf (7), Elf (7), Man (6), Istari (9), and Hobbit (10). The following characters have their own specific Ring transfer numbers: Frodo (12), Sam (11), Aragorn (8), Boromir (5), and Gollum (1). To transfer the ring the FP must roll under the Ringbearer‟s Ring transfer number. Only one transfer attempt may be made per FP status phase.
A character’s Ring transfer number may be lowered during the course of the game. Each status phase that The Ring is possessed by a non-Hobbit Ringbearer, the FP must make a mark next to the Ringbearer‟s name on the Character Record Sheet. These marks indicate how much the Ringbearer‟s Ring transfer number is lowered by. A mark is also made each time that the Ringbearer (even Hobbits) uses The Ring to avoid combat or in combat. A mark is also made for each unsuccessful attempt the Ringbearer (even a Hobbit) makes to transfer The Ring.
In any FP status phase that the number of marks becomes equal to the Ringbearer’s Ring transfer number, the Ringbearer becomes a minion and is controlled by the EP (see 6.413). He may be automatically attacked during the FP combat phase of that player-turn under the normal rules governing The Ring and combat.
The Ringbearer may also be attacked during the combat phase of any FP player-turn in which he has failed a Ring transfer roll. The EP controls the Ringbearer for the purposes of combat. If the Ringbearer is rendered unconscious or killed the Ring may be transferred at the end of combat; if the Ringbearer manages to disengage he becomes the EP Ringbearer (see 6.413). If rendered unconscious, the character comes under normal FP control again and The Ring must be transferred to another character.
6.413 Enemy Player Control of The Ring
A non-Sarumanic minion in possession of The Ring is called the EP Ringbearer. If the Ringbearer becomes a minion as described in 6.412, the EP controls him as if he were a normal minion, and he is the EP Ringbearer.
The marker representing the EP Ringbearer‟s group is always placed sticker side up (i.e. its location is always known to both sides).
The EP may gain control of The Ring if he wins a combat in which the Ringbearer is killed and not carried off. The EP wins a combat if the EP group disengages or is destroyed. If the surviving EP combatants consist entirely of random creatures (see 8.4), fell creatures, and/or Guardians, The Ring becomes uncontrolled.
If the Witch King is present at the combat in which The Ring is taken, he will take possession of The Ring and become the EP Ringbearer. If the Witch King is not present and Saruman is, Saruman will take possession of The Ring and the EP will not control it (see 6.4 14). If Nazgûl other than the Witch King are present and Saruman is not, one of the Nazgûl will take possession of The Ring; if more than one Nazgûl are present the EP chooses one to be the EP Ringbearer. The Mouth of Sauron counts as a Nazgûl for these purposes. If neither Saruman nor any Nazgûl are present, any agent present may take possession of The Ring; if there is more than one agent the FP chooses one. If the agent taking possession is a Saruman Agent, the EP will not control The Ring (see 6.4 14).
If the EP controls The Ring he may transfer it during his status phase from one minion to another if they are in the same group.
The FP may attack the EP Ringbearer group automatically during any FP combat phase that they have characters in the same hex. The FP recovers The Ring if the EP Ringbearer is killed (or in the case of a Nazgûl, takes over his EN) and the FP holds the field (does not disengage).
FP forces may also block terrain features as long as The Ring is not under FP control.
The EP Ringbearer may use The Ring to enhance his combat capabilities and to automatically disengage after one round of combat (see 6.42). He may not use the Ring‟s powers against a FP group containing Gandalf.
If the EP Ringbearer is moved to a Garrisoned hex the game is over.
6.414 Saruman’s Forces and The Ring
If the EP does not control the Ring, Saruman and his agents come under FP control. This happens if The Ring is uncontrolled or if it is controlled by the EP, Gollum (see 6.415), or the Saruman forces. The FP treats these forces as normal characters, except that they may not join normal FP groups and may not participate in any attack that normal FP characters are involved in. If the EP regains control of The Ring, control of Saruman‟s forces reverts to the EP. If Saruman ends a movement phase the same hex as an EP Ringbearer who is a Sauronic agent and no Nazgûl are in the hex, Saruman automatically takes possession of The Ring.
If Saruman or any of his agents gain possession of The Ring (see above and 6.413), the FP takes control of all of Saruman’s forces as specified above. However the group containing The Ring must be moved to Isengard (11, jk) as fast as possible (fewest turns) along the fastest route (the one that takes the least number of turns to traverse assuming all terrain rolls are made). If two routes are equidistant in terms of the number of turns, the FP chooses the route.
Both the EP and the FP may automatically attack (no search roll required) the group containing The Ring with any forces in the same hex as The Ring during their respective combat phases. If the minion with The Ring is rendered unconscious before he can disengage (he will automatically try to disengage after the first combat round), The Ring may be taken and controlled by the attacker.
6.415 Gollum and The Ring
Gollum may take control of The Ring in one of two circumstances. If Gollum ambushes the Ringbearer due to an event card (the Gollum Attacks card or the Ring Tempts Fellowship card) and he knocks the Ringbearer unconscious on the first combat round, he may take control of The Ring if he makes a disengagement roll, normally a 6 or less for Gollum (see 9.241). If a Ringbearer group containing Gollum loses The Ring (see 6.4 13), Gollum leaves the FP group. If The Ring becomes uncontrolled when this happens (i.e. there were only random creatures, Guardians and/or fell creatures in the EP group that caused The Ring to be lost, see 6.413), Gollum will remain in the hex with The Ring and take control of it. If the EP or Saruman‟s forces take control of The Ring, Gollum is removed from play until he is again brought into play by an event card.
If Gollum controls The Ring, he is still controlled by the FP. However, he must be moved in a group by himself to High Pass (14,e) as fast as possible (fewest turns) along the fastest route (the one that takes the least number of turns to traverse assuming all terrain rolls are made). If two routes are equidistant in terms of the number of turns, the FP chooses the route. Once here he will stay unless forced out by an attack.
The marker representing Gollum with The Ring is placed sticker side up. Both the EP and the FP may automatically attack (no search roll required) this group with any forces in the same hex during their respective combat phases. The Ring may be taken from Gollum if he is rendered unconscious before he can disengage. If lie does disengage (he will automatically try after the first combat round), he will return to the High Pass hex as soon as possible.
6.42 EFFECTS OF THE RING
The Ring changes the capabilities of the Ringbearer if worn. The Ringbearer must choose at the beginning of each combat round whether or not to wear The Ring. The Ring gives the Ringbearer certain capabilities, but the location of the Ringbearer must be revealed if they are used. These capabilities are only usable if the EP group involved does not contain Nazgûl. The combat capabilities of the Ringbearer are enhanced: 4 is added to his of offensive rating, his defensive rating, and his damage number. In addition, he may automatically disengage after the first round of combat. These capabilities may not be used during the first round of an ambush.
If the FP group containing the Ringbearer fights a group with Nazgûl, the only modification to combat capabilities is to lower the defensive rating (if the Ringbearer by 2 (not any lower than 0) against Nazgûl attacks. If all of the Nazgûl in an EP group are driven off from a combat, the Ringbearer may then use The Ring's enhancements against any remaining minions (to fight or disengage).
The capabilities of the EP Ringbearer, Saruman, a Saruman agent, or Gollum may be enhanced as above if they control The Ring. If a FP group containing Gandalf attacks a group with the Ring, The Ring will not give enhanced capabilities.
7.0 RUMOR GENERATION AND MOVEMENT
During the movement phase, each mobilized marker may generate rumors, and, if it is a group it may split. Then all mobilized and enabled markers may be moved one at a time. Finally, any markers of the same type ending movement in the same hex combine into one marker. Thus each hex should contain at most one marker of each type (FP, Sauronic, Guardian, and Saruman‟s) except during the movement phase.
Once groups have split and rumors have been generated, movement may begin. All mobilized Fellowship markers may be moved during the FP movement phase. All mobilized Nazgûl, Sauronic agents and their rumors may be moved during the EP movement phase, along with the other EP minions enabled for that player-turn (see 6.25). The number of hexsides that a marker may traverse are determined by its transport mode, the terrain being crossed, active hexes, and blocking markers. Markers may utilize land movement, sea movement, river movement, or air movement, depending upon their transport mode.
7.1 SPLITTING A GROUP
At the start of its movement phase, any group may split into two or more groups (at least one character/minion per group). To split, merely separate the group cards into the appropriate new groups and put them in separate boxes on the display. Then put a marker for each group in the starting hex on the board. This process may be combined with rumor generation (see 7.2) so that the other player does not know if rumors are being generated or groups split. However, if this process results in more than two markers in a hex at the end of rumor generation, one marker must be revealed to be a group.
If a group splits all markers resulting must have the same transport mode as the original marker. Only mobilized groups may split; the resulting groups are all mobilized.
7.2 GENERATING RUMORS
A rumor is a marker that does not represent a group of characters. Rumors represent the uncertainty as to the exact location of the actual group that generated them. However rumors move just like groups and can even generate other rumors.
At the beginning of its movement phase, each marker (rumor or group) may generate one rumor. The rumor must have the same transport mode as the originating marker. To generate a rumor merely take a rumor marker and put it in the hex that already contains the marker generating the rumor.
If a Fellowship marker is revealed to be a group, that marker may generate up to three rumors.
As mentioned in section 7.1, rumor generation and group splitting may be combined as long as the above restrictions are met. However, after rumors are generated and groups are split a maximum of four markers may be in any one hex; and a maximum of two markers if a group is not revealed. For example if a group is revealed and splits into two groups, it may only generate two rumors (for a total of 4 markers). It is advisable to “shuffle” the markers in a hex during or after splitting and rumor generation in order to disguise which marker is which. Only mobilized markers may generate rumors; and rumors are always mobilized.
Rumors may be removed at any time by the owning player (usually in order to use them elsewhere). The number of rumors is limited by the number of markers included in the game (see 3.4).
7.3 LAND MOVEMENT
Markers move on land by crossing hexsides that are river, coast, or all land. For land movement markers must be in sneak mode, foot mode, or horse mode.
7.31 MAXIMUM MOVEMENT ALLOWANCE
Only a limited number of hexsides may be crossed by each marker during a movement phase. The maximum number of hexsides that may be crossed by a marker is determined by its transport mode and the type of hexsides (open or non-open) that are to be crossed. A marker may always move less than its maximum if desired or if a terrain roll is not made (see 7.32). For the purposes of land movement, an open hexside is defined to be a clear hexside or a hexside with an unblocked bridge or road (see 7.33).
In sneak mode only one hexside may be crossed (open or non-open). A FP group consisting only of Hobbits may only sneak.
In foot mode two hexsides may be crossed if they are both open or if the first is non-open and the second is open. Otherwise only one hexside may be crossed.
In horse mode four hexsides may be crossed if all four are open. Three hexsides may be crossed if all three are open or if the first is non-open and the other two are open. Otherwise only 2 hexsides may be crossed.
These maximum movement rates are summarized in table T. 1.
7.32 TERRAIN EFFECTS
Each hexside crossable by land movement has a specific terrain: clear, river, rough, mountain, woods or swamp. Coastal hexsides are treated as the terrain of the land portion of their hexside. Certain hexsides have features that modify movement: bridges, fords, towns (ferries), roads, passes, and tunnels (see 7.33). Hexsides may be crossed by using either the terrain or by using the feature (if any).
In normal weather, each terrain and feature either is crossable automatically or has a movement number that determines the chance of crossing that hexside. Clear terrain, rough terrain, bridges, roads, towns, and fords are automatically crossable. Passes have a movement number of 8, wood terrain has a movement number of 7, river terrain and tunnels have movement a number of 5, swamp terrain has a movement number of 3, and mountains have a movement number of 0. These movement numbers are summarized in table T.2.
In order for a marker to cross a hexside that has a movement number, a terrain roll must be made. The roll is 1-10 and the result must be less than or equal to the movement number of the terrain or feature being crossed. If the terrain roll is greater than the movement number, the marker for which the roll was made may move no further in that movement phase. Otherwise the marker crosses the hexside and may continue movement if it has not moved its maximum. Each separate marker in a given hex may make a separate roll to attempt to cross a hexside.
7.321 Effects of Weather
Storms and bad weather affect terrain rolls. If a hexside to be crossed is adjacent to a hex that has bad weather or a storm, then movement across the hexside may not be automatic and its movement number may be lowered. These changes are summarized in table T.2.
7.322 Effects of Haven Hexes and Garrison Hexes
FP markers may leave haven hexes automatically, and may subtract 3 from any terrain roll for hexsides adjacent to a haven. The same applies to EP markers for garrison hexsides.
7.323 No Terrain Roll for Blocked Features
No terrain roll is necessary to enter (attempt to move through) a blocked feature (see 7.33).
7.324 Nazgûl and Rivers
Nazgûl have difficulty crossing water terrain. Groups containing Nazgûl may not cross river or swamp hexsides except at fords, ferries (towns) and bridges. Nazgûl may always cross normally at bridges. Nazgûl must always make a terrain roll to cross at fords and ferries as indicated in table T.2. Of course, as mentioned earlier, Nazgûl may not utilize ship or boat transport mode.
7.325 Special Terrain Features
Certain hexes and hexsides have unusual characteristics. The upper (north) hexside of Mona (14,h) has a pool (lake) feature and a tunnel feature. This hexside is treated as having a tunnel feature for movement purposes. However, the EP is allowed to start a Kraken (Guardian) or a Guardian rumor on the hexside to block it. Such a rumor must be in boat mode and can never be moved.
A coastal hex is any hex containing both land and sea parts. The sea part must include the dark blue lines that outline the coast. Lakes and inland seas qualify as sea, while rivers and swamps do not. Land movement may only take place across coastal hexsides containing at least part land. Sea movement may only take place across coastal hexsides containing at least part sea.
Three of the normal hexes on the map board are divided into halves, the Old Forest (5,fg), Rivendell (12,e), and Minas Tirith (19,mn). Each of the six resulting half-hexes may be entered or exited through its three normal hexsides or through the side bordering the adjacent half-hex.
The small crossed sword symbols indicate that a hex is a battlefield hex. These are hexes in which a Wight (Guardian) is available to the EP for any fight results (see 8.32).
7.33 BLOCKING FEATURES
The EP may move markers onto features to block FP movement through them. The EP may move a marker (group or rumor) onto a feature of a hexside (bridge, pass, ford, etc.) using the same process that would normally be used to move through the feature. Moving onto a feature counts as moving through a hexside as defined earlier. Moving off of a feature on a later turn would also count as moving through the hexside. When a marker is moved onto a feature, it is blocked for the FP. Markers may also begin the game blocking features, if the minions represented by the marker would normally start in a hex adjacent to the feature.
Blocking EP markers restricts FP movement. FP rumors may never enter or cross through a blocked feature. The FP may move a group onto blocked features (no terrain roll is necessary); and if the blocking EP marker is a rumor, the group moves across the hexside (counts as one hexside moved) and the EP rumor is removed. If the blocking EP marker is not a rumor, movement for that FP group stops immediately and combat automatically ensues during the combat phase.
FP markers have a chance of moving past blocking EP groups that are dormant. If the blocking marker is dormant, roll (1-10) and if the roll is five or less the FP marker may continue movement, treating the blocked feature as one hexside crossed. If the roll is six or higher, movement stops and combat ensues during the combat phase.
The FP may always attempt to cross a hexside with a blocked feature by crossing the terrain of the hexside instead of the blocked feature.
7.34 MOVEMENT INTO AN ACTIVE HEX
Moving through an active hex (in terms of searches) requires a search roll. If a FP marker moves into an active hex (see 6.23 and 8.2) and wishes to continue movement into another hex, a search roll may be immediately made by the EP (see 8.3). If the search roll results in an encounter (E) or any type of combat (FH, F, FA, A), that marker‟s movement stops immediately and the result is resolved in the appropriate phase. If the search roll results in a spotting (S1, S2, etc.) or a sighting (5), the result is resolved immediately, and then the FP may continue movement for that marker. If the result is nothing, movement may continue normally. The roll must be made before any terrain roll necessary to exit the hex.
7.4 SEA MOVEMENT
Markers move on sea by crossing all sea hexsides and coast hexsides. For sea movement markers must be in ship mode. For the purposes of sea movement an open hexside is an all sea hexside that is not adjacent to a coastal hex. The maximum movement for ship mode is given in table T.1: 4 hexsides if all are open, 3 hexsides if only the first is non-open, and 2 hexsides otherwise.
Sea movement through all sea and coastal hexsides is automatic in normal weather. These hexsides have movement numbers (see 7.32) for bad weather and storms as summarized in table T.2.
Sea movement is through hexsides that have no features, and thus sea movement cannot be blocked as described in 7.33.
The process for the FP moving a marker through an active hex is the same as described in 7.34, except that any B, W, or SU result stops movement.
7.5 RIVER MOVEMENT
Markers move on rivers by traveling along river hexsides and swamp hexsides. For river movement markers must be in boat mode. Markers move on rivers by entering a river (or swamp) hexside from an adjacent hex, moving along connected river hexsides, and then leaving a river hexside into an adjacent hex. Thus markers in boat mode begin and end a movement phase in hexes and never on a river hexside (the Kraken and Guardian rumors in boat mode are an exception, they must remain on a river hexside or at sea).
For the purposes of river movement an open hexside is any river hexside (swamp hexsides are non-open) that doesn’t contain a ford or falls. The maximum movement for boat mode is given in table T.1: 6 hexsides if all are open, 5 hexsides if only the first is non-open, and 4 hexsides other- wise. For these purposes entering a river hexside from a land hex at the beginning of movement and leaving at the end of movement do not count against the maximum movement restriction. Thus for a maximum movement of 6 along all open river hexsides, a marker in boat mode may enter a river hexside, move along 6 connected river hexsides, and then leave the last hexside for a total movement of 6 hexsides.
River movement through river hexsides is automatic in normal weather. These hexsides have movement numbers (see 7.32) for bad weather and storms as summarized in table T.2.
EP markers as described in 7.33 may block river movement. Kraken and Guardian rumors may block any river or swamp hexside, but only fords and falls (not bridges or ferries) may be blocked by other minions.
Moving through a river hexside when both adjacent hexes are active requires a search roll. If a FP group attempts to move through a river hexside when both of the hexes adjacent to it are active, the process outlined in 7.34 is followed. When the two active hexes are of different types the FP may choose one of the two for the purposes of the search roll. If the FP group is forced to halt movement, the marker must be moved into one of the hexes (the FP‟s choice).
7.6 AIR MOVEMENT
Markers moving in the air (flying) may cross any type of hexside as long as movement ends in a land or coastal hex. For air movement markers must be in flying mode (see 6.127).
For the purposes of air movement an open hexside is any hexside. The maximum movement for air mode is 5.
Air movement is automatic through all hexsides in normal weather and bad weather. Hexsides next to a storm hex have a movement number of 5.
Air movement cannot be blocked.
The FP can move through an active hex using air movement without making a search roll. However, if the EP chooses to he can reveal any minions capable of flying in the hex and require that a search roll be made. Then the process described in 7.34 is followed.
For the FP flying mode lasts only one player-turn. At the end of any player-turn that a FP marker has used air movement (eagles), the transport mode of that marker is changed to foot mode.
7.7 OFF-BOARD MOVEMENT
Groups may move in the off-board regions: the three sea regions and the three Northern Waste regions. When groups are in these regions, they are not subject to the normal weather, movement, search and combat procedures. These regions represent hexes that have very few perils aside from natural ones (e.g. storms, blizzards, etc.).
7.71 Sea Regions
There are three sea off-board regions: the Harlindon Coast, the Forlindon Coast, and the Northern Sea. If a group in ship mode takes its entire movement phase, it may move from a coastal hex to an adjacent sea region, or move from one sea region to an adjacent coastal hex, or move from a sea region to another adjacent sea region.
Only certain hexes and regions are adjacent to the sea off-board regions. The Harlindon Coast region is adjacent to both of the Grey Havens hexes, the two western most coastal hexes south of the Grey Havens, and the Forlindon Coast region. The Forlindon Coast region is adjacent to both of the Grey Havens hexes, the Harlindon Coast region, and the Northern Sea region. The Northern Sea region is adjacent to the Forlindon Coast region, to every coast hex of the Ice Bay, and the West Forodwaith region.
Each marker in one of these regions has a chance of a wreck result (see 8.327) or a sunk result (see 8.328) printed on the map. This chance is rolled for each marker in an off-board region during the status phase of the marker‟s player (see 6.128). The only modification to this roll is the Grey Havens ship‟s -2 modification.
7.72 NORTHERN WASTE REGIONS
There are three Northern Waste off-board regions: the West Forodwaith region, the East Forodwaith region, and the Ever Icy Plain region. Each of these regions is adjacent to each of the regions that border it and to each of the hexes to the south of it. If a marker takes its entire movement phase, it has a chance of moving from a Northern Waste region to an adjacent region or hex; it may automatically move to a Northern Waste region from an adjacent hex or sea region.
In order for a marker to leave a Northern Waste region a roll is required. The roll is made during the movement phase when the player attempts to move the marker; if it is less than or equal to 6, the marker may leave (only one attempt per movement phase). If Aragorn or Gandalf is in the group and is revealed, one (two if both are in group) is subtracted from this roll. They may be revealed after the roll is made.
Certain characters and minions in a Northern Waste region do not heal and actually take damage. During his status phase each player must mark off (see 6.13) two endurance boxes for each character (or minion) in a group in a Northern Waste region (no healing takes place for these characters). This does not apply to Elves, Istari, Nazgûl or Guardians. In addition, any group containing Gandalf takes no damage and heals normally.
7.8 RENDEZVOUS—JOINING MARKERS IN THE SAME HEX
At the end of the movement phase or combat phase, any FP markers in the same hex must be combined into a single marker. They are combined into a rumor marker if they are all rumors and a single group marker if not (the cards on the display for groups combined must also be combined). This does not apply if one marker is at sea and the other is on land.
The number of characters in a group may not exceed 7. For these purposes Hobbits count as half of a character and all other characters count as a full character. Thus, you could have a group consisting of four Hobbits and five other characters. If there are more than 7 characters in a hex at the end of a movement phase or combat phase, they must be split into two groups (with 2 markers) each of 7 or fewer characters. The FP must choose the marker of one of the two groups. This marker is then moved to one of the adjacent hexes (EP choice) that it could normally be moved to (i.e. not across a mountain or into a sea hex). Basically, the FP wants to avoid this situation. This restriction does not apply in Havens.
If all of the combining markers have the same transport mode, the transport mode of the combined marker is the same. If the combining markers have different transport modes, the combined marker is placed into normal foot transport mode.
The EP’s markers for Nazgûl, Sauronic agents, and their rumors must follow the above procedure at the end of their movement phase. Nazgûl that go into foot mode through the above procedure may automatically resume the transport mode of their mounts (horse mode for horses and flying mode for fell creatures), if the other minions in the group obtain like mounts or separate from the Nazgûl
Saruman’s markers must follow the above procedure at the end of the EP movement phase.
Guardian markers never combine, and only one guardian marker may end a movement phase in a given hex.
Fell creature markers must follow the above procedure. They may not combine with any EP groups unless they are ridden by a Nazgûl. In that case they are considered as part of the Nazgûl and are treated as such.
Either side may remove their own rumors at any time (usually in order to use them elsewhere). The number of possible rumors is limited to the markers provided with the game (see 3.4).
7.9 LIMITATIONS ON MOVEMENT
Certain FP characters are limited as to how far they are allowed to move from certain hexes. Glorfindel may not move more than 3 hexes from Rivendell (1 2,e). Grimbeorn may not move more than 3 hexes from the Carrock (1 8,d). A hex is “more than 3 hexes” from a given hex if more than 3 hexsides must be crossed (regardless of terrain type) in order to move from one hex to the other.
Certain FP characters are limited to moving only within a given forest hex. Radagast may not move more than 2 hexes from a Mirkwood Forest hex. Treebeard may only move in the Fangorn Forest hexes. An allowable forest hex is any hex containing part of the indicated forest.
A group may only move through the Paths of the Dead, the tunnel on the south hexside of Edoras (12,1) if it contains Aragorn and he is revealed. In this case no terrain roll is required to move through the tunnel.
Tom Bombadil may not move out of the Old Forest hex (5,fg). However, he may appear (after one round of combat) in any fight that takes place no more than 2 hexes from the Old Forest hex or the Barrow Downs hex. He will fight with the FP group as a normal combatant and after the combat he will immediately be returned to the Old Forest hex. Any or all of the group that he aided may also be automatically returned to the Old Forest with him. He may only participate in one such combat each player- turn (FP choice, to be decided at the beginning of the combat round in which he is allowed to appear).
8.0 SEARCHES AND ENCOUNTERS
During the EP search phase an activity roll (1-10) is made to determine which hexes are active (in addition to those that were activated by the EP in his player-turn). In both search phases, search rolls are then made for markers in active hexes. Finally any encounters are resolved by the FP retreating or initiating combat.
8.1 FELLOWSHIP PLAYER ACTIVITY ROLL
At the start of his search phase the FP must make an activity roll (1-10). The resulting number gives the column of table T.4 that indicates which hexes are active. Each type of hex that has an X in its row and this column is active for the rest of the FP player-turn. Certain columns have a (S) result; if such a column is active, hexes of the type of the row containing that (S) are only active if they are a sea or coastal hex. Hexes activated by this roll are only active for the FP player-turn. These hexes can be indicated by placing search counters on the appropriate spots on the terrain key.
8.2 ENEMY PLAYER HEX ACTIVATIONS
The EP may activate hexes during his status phase as described in 6.23. If specific hexes are activated, they remain active until the next EP status phase. If a type of hex is activated, the hexes are only active for the remainder of the EP player-turn.
8.3 SEARCH ROLLS
If a FP marker is in an active hex during a search phase, a search roll must be made. Any applicable modifications (see 8.31) are then added to this roll. This modified roll is then cross-indexed on table T.5 with the type of hex that the marker is in, and the result is resolved (if the result is combat, it is resolved during the combat phase).
If the marker is a rumor and the search roll with all applicable modifications would automatically obtain a result (any result that is not a —), then the rumor can be removed without a roll. For example, this is the case for any search roll that does not have negative modifications in a wild hex, a Sauronic activity hex, or a Sauronic garrison hex.
Search rolls are only made for active hexes containing a FP marker. The presence of an EP group does not in and of itself activate a hex and allow a search roll.
8.31 MODIFICATIONS TO THE SEARCH ROLL
The search roll is subject to certain modifications. The search roll may be modified because of: transport mode, weather, certain guardians, events, the Grey Havens ship and certain EP activations.
The transport mode of the marker in the hex may modify the roll. If the marker is in sneak mode, the modification is -1. If the marker is in normal mode the modification is 0. If the marker is in flying mode the modification is + 1. If the marker is in horse mode the modification is + 2.
Weather in the hex may modify the roll. If the marker is in ship mode, a storm in the hex causes a +2 modification and bad weather causes a +1 modification. If the marker is in any mode other than ship mode, a storm in the hex causes a -2 modification and bad weather causes a -1 modification.
A search roll in a sea or coastal hex may be modified if certain Guardians are present or if the Grey Havens ship is present. If the marker is in ship mode and the Corsair Fleet is in the hex any search roll is modified by +2, if a Kraken is in the hex the modification is +1 (these modifications are cumulative). If the Grey Havens ship card (obtainable only at the Grey Havens) is with a group in ship mode, all search rolls for that group are modified by -2.
The EP has the option of activating hexes for searches with modifications of +1 or +2 (see6.23).
These modifications are cumulative, and they are summarized in table T.5.
8.32 SEARCH ROLL RESULTS
Search roll results are described below and summarized in table T.5. Any search roll result (not -„s) causes any rumors in the hex to be removed. Other results include: sightings, spottings, encounters and fights. The Wight Guardian is automatically present in each battlefield hex (any hex with a crossed sword symbol) for the purposes of these results.
8.321 Sightings
An “S” result merely indicates that the group was sighted and any rumors are removed.
8.322 Spotting
s
An “S#” result indicates that the group was spotted. At this point the FP secretly mixes enough blank or dummy (no name or decoy header) cards to the group cards to bring the total to 9. Then the EP chooses the # of cards indicated by the result without looking at the faces of the cards (fan the cards slightly or pick blindly). The FP then reveals which of the chosen cards are blank or dummy on the back, and then the EP may look at the generic description on the fronts of the other cards (i.e. Man, Elf, Dwarf, or Hobbit). The EP does not get to examine the backs of the cards that are not blank or dummy. Finally the FP takes back the chosen cards and replaces the group cards on the display.
The presence of a Nazgûl at a spotting may reveal the presence of the Ringbearer. If the EP reveals that a Nazgûl is present in the hex and the Ringbearer‟s card is one of the cards chosen, the FP must inform the EP that the Ringbearer is present.
8.323 Encounters
An “E” result indicates that an encounter has occurred. If the EP has any non-guardian minions in the hex, he must decide whether or not to ambush with one of those minions. If he decides to ambush, the ambush is resolved in the combat phase.
If the EP has no minions in the hex or does not choose to ambush, then the FP must choose to retreat or to fight. If the FP chooses to retreat then the process described in 8.5 is followed, otherwise the encounter is treated as a “FH” result (see 8.324).
8.324 Fights
Results of “FH”, “F”, and “FA” indicate that the FP group must engage in a fight. It is possible to avoid such a fight if the size of the group is 3 or less (see 8.33). A “FH” result indicates that the FP group must fight half of a random group (see 8.4) or any minions in the hex during the combat phase. A “F” result indicates that the FP group must fight a full random group or any minions in the hex during the combat phase. A “FA” result indicates that the FP group must fight a full random group or any minions in the hex and half of a random group or one assassin (see 8.325). All fights are resolved during the combat phase.
Any of the above fights may be treated as an ambush (see 9.14) if there is an EP group in the hex. The EP must decide whether or not to ambush immediately following the determination of the result.
8.325 Assassins
An “A” result indicates that an attack by an assassin may be made on the group. The FP mixes all of the assassin cards and the EP chooses one. During the combat phase the EP may ambush the group with the assassin chosen.
8.326 Retreats
An “R” result indicates that the group must retreat as described in 8.5.
8.327 Wrecks
A “W” result indicates that the group’s ship is wrecked. The group marker is then placed on the closest coastal hex of the FP‟s choice, and its transport mode is changed to foot mode.
8.328 Sinkings
A “SU” result indicates that the group’s ship has been sunk. A disengagement roll (see 9.24) must be made for each character; if it is failed the character is dead. As described in 9.24, characters may make joint disengagement rolls or not as the FP desires. If a joint disengagement roll is attempted and it fails, all of the characters involved in that roll are dead. If the Ringbearer dies, The Ring is lost and the game is over (see 11.0 for victory conditions). All characters making successful disengagement rolls are placed in the same group on the closest coastal hex of the EP‟s choice and the resulting group‟s transport mode is changed to foot.
8.33 MODIFICATIONS TO THE RESULTS
Certain results are modified by weather, location, and by transport. These modifications are described below and summarized in table T.5.
Storms and bad weather negate sighting for markers in ship mode. In sea and coastal hexes with bad weather or storms, sightings (“S”) have no effect (i.e. rumors are not removed) on markers in ship mode.
Markers in flying mode may change certain encounters to spottings. If a marker obtains an encounter (“E”) and it is in flying mode, then it may treat the result as a “S2” result instead. However if the EP reveals that he has minions in the hex that are capable of flying (fell creatures, Balrog, Fire Drake, the Vampire), the encounter must be treated as a normal encounter (the flying group is forced to the ground).
Markers in horse mode may change certain encounters to spottings. If a marker obtains an encounter (“E”) and it is in horse mode, then it may treat the result as a “S4” result instead. However, if the EP has minions in the hex that are in horse mode or are capable of flying (fell creatures, the Balrog, the Fire Drake, the Vampire), the encounter must be treated as a normal encounter.
Small FP groups have a chance of retreating from a fight before combat. If a fight result is obtained and the EP does not choose to ambush (he must choose first), the FP may then attempt to avoid combat and immediately retreat. He must reveal the exact number of characters in his group and the race of each one, if the number of characters in the group is three or less there is a chance of avoiding combat. For these purposes Hobbits count 0.5. If the size of the group is 0.5 or 1 .0 the group may retreat by rolling a 1-7 (see 8.5), if the group size is 1.5 or 2.0 retreat is possible on a 1-5, and if the group size is 2.5 or 3.0 retreat is possible on a 1-3.
8.4 PICKING RANDOM GROUPS
For certain fights a random group must be chosen. To pick a random group check the map in table T.6 to determine which region the hex of the fight is in. This will give a region between I and XIII. Then make a roll (1-10) and cross-index it with the region number on table T.6. The result will be a one or two letter code indicating the type of creature (wolves, orcs, men, bats, etc.) and a number indicating how many of the creatures will be in the random group. The FP then takes all of the creature cards for that type and mixes them. The EP then chooses the number of cards indicated by the result. This is the random group that the FP must fight.
For certain fights only half of a random group must be chosen. To pick half of a random group follow the above procedure, except that only half of the indicated cards are drawn.
All creature cards are always available for every fight, even those occurring in the same turn. Creature cards killed are not permanently removed from the game.
8.5 RETREATS
The EP may restrict the FP’s choice of hexes to retreat to. When a FP group must retreat due to a search roll result, encounter or disengagement (see 9.24), the following procedure is used. The group may retreat to one of the hexes that the group could normally move to by crossing one hexside (assuming the group‟s current transport mode) or the hex that the group is already in. The EP may “deny” half of these hexes (round up) to the EP‟s retreat. The FP must then move the group to one of the hexes that the EP did not deny to him (this could be the hex that the group is already in). At the same time he may place rumors in each of the other hexes that were not denied to him. The process of moving the group and placing the rumors may be combined so that the EP doesn‟t know which is which. If the group or a rumor so placed end up in a hex that already contains an EP marker, then the markers are combined as described in 7.8.
For example, if a group is in a hex from which it could normally move to all 6 adjacent hexes, the EP could deny half of 7 hexes (the 6 adjacent hexes and the hex the group is already in) rounded up, or 4 hexes. Thus, the group would move to one of the 3 hexes that were not denied and place rumors in the other two hexes that were not denied.
Retreats from dormant minions may be to any adjacent hex. If the FP retreats from a fight in which the EP group contains only dormant minions, the retreat may be made to any adjacent hex that could normally be moved into. If the FP chooses to do this no rumors are placed. The FP may choose to follow the normal retreat procedure in order to be able to place rumors.
An EP group’s retreat may not be restricted by the FP. If an EP group disengages from a fight it may move to any adjacent hex or hexside feature that it could normally move into. It may not remain in the hex that the fight occurred in.
9.0 COMBAT
Combat can be initiated by attempted movement through a blocked feature, by an encounter, or by a fight result from a search roll. Combat begins with an initial setup (see 9.21). Combat is then resolved in a series of “combat rounds” (or just rounds). A round consists of the FP attack segment, then the EP attack segment, and finally disengagement attempts (if any). This series of rounds ends through a successful disengagement or the elimination of one side or the other or a combination of the two.
9.1 COMBAT CAPABILITIES
Each character and minion in a combat is a separate combatant with its own combat capabilities. A combatant has four numbers that describe its abilities and effectiveness in combat: an offensive rating (OR), a damage number (DN), a defensive rating (DR), and an endurance number (EN).
An attacker must roll less than a certain number to damage an opponent. When a combatant makes an attack the defender‟s defensive rating (DR) is subtracted from the attacker‟s offensive rating (OR); the result is the number that the attacker must roll (1-10) less than or equal to in order to hit (damage) the defender. A roll of 1 will always hit the defender.
The amount of damage given an opponent that has been hit is either the attacker’s damage number (DN) or twice the DN. If the number required to hit (OR-DR) is greater than one and a one is rolled by the attacker, then the defender marks off endurance boxes on his record equal to twice the damage number of the attacker. Otherwise, if the defender is hit, the number of endurance boxes marked off is equal to the damage number (DN) of the attacker. During a fight, damage taken by combatants is indicated by placing numbered counters (or unused markers) on their cards; then the total damage taken can be marked on the data sheets (T.7 and T.8).
If a defender’s total number of boxes marked off exceeds his endurance number, he is unconscious. An unconscious combatant may not attack and has its DR reduced to zero. If the total exceeds twice his EN, he is dead and removed from play (Nazgûl and random creatures are exceptions to this, see 8.4). These results are effective at the end of the attack segment in which the significant endurance boxes were marked.
Certain damage numbers have an *; these represent diseased attacks. Such damage is very dangerous and hard to cure (see 6.13); in fact, it spreads (increases) instead of healing.
9.11 MOUNTED VERSUS DISMOUNTED CAPABILITIES
Certain minions (usually Nazgûl) have a mounted and a dismounted set of combat capabilities indicated on his card. Such a minion may choose to attack mounted or dismounted; all members of attacking group that are capable of mounted attack must attack in the same manner (i.e. all mounted or all dismounted). If a combatant is fighting mounted, opponents may attack either the rider or the mount. If a Nazgûl makes a mounted attack and a mount is killed, the minion is affected as described in 6.261. If a dismounted attack is made by Nazgûl, those that do not receive damage totaling more than their EN‟s may resume horse mode (and do not have to return to Barad-dûr) after the combat is over. If a Nazgûl is mounted on a fell creature, they are treated as one minion; except that two attacks may be made against a single target (one by the Nazgûl and one by the fell creature).
Aragorn, Gandalf, Legolas and Boromir may fight mounted if the group they are in is in horse mode. When fighting mounted they increase their OR by 1. Horses not specifically given capabilities have a DR of 1 and an EN of 2.
Glorfindel has mounted capabilities and a horse similar to the Nazgûl, the values for these are printed on his card. Gandalf with Shadowfax and Glorfindel are always assumed to have a horse available for mounted combat even if the group they are with is not in horse mode (unless of course the horse is dead).
If combat takes place in a hex next to a mountain hexside, all of the combatants must be dismounted for combat purposes.
9.12 FELLOWSHIP CHARACTER CAPABILITIES
Each FP character card has a “generic” side and a “hidden” side. The generic side indicates race and standard combat capabilities for that race, and the “hidden” side indicates which character the card represents and any special capabilities of that character.
During combat the FP may choose to use the generic side of any or all of the characters present. Any attacks by or on such a character are resolved using the generic capabilities. However, at any time the hidden capabilities of a character may be revealed. Once revealed a character may not be returned to its generic facing during that combat. Such a revelation will not change any previous combat results, but may change an attack currently being made.
For example, assume that an attack is made on the generic side of a man (Aragorn), a 4 or less is needed to hit against the generic defensive rating of 2, and a 4 is rolled; at this point the FP may immediately (before damage is recorded) reveal Aragorn‟s hidden capabilities (a defensive rating of 3) and the attack would fail. The same type of situation could occur if Aragorn were attacking and revealing his hidden capabilities would change a miss in- to a hit.
If an EP group with a Nazgûl fights a FP group containing the Ringbearer, the Ringbearer’s hidden side must be revealed.
9.121 The Generic Side of a Character Card
The generic side is identical for all characters having the same race (Istari are men for these purposes). This side can be used for combat purposes if the FP wishes to keep the true identities of characters in a group secret. This is the side that must be shown to the EP if the character is “spotted” (see 8.322).
9.122 The Hidden Side of a Character Card
The hidden side of each card has the name, starting location, actual combat capabilities, and other information concerning a particular character. Such combat capabilities are generally superior to the generic capabilities of a member of that race. Some characters have combat capabilities on their hidden side that are identical to those on their generic side.
Some characters have two sets of combat capabilities. The top set is their starting set, the bottom set is used after the character has reached a certain hex of the board and has enhanced his combat capabilities. See 6.14 for how to keep track of this.
9.13 HEX ATTACKS
Certain combatants (characters and minions) have normal combat capabilities and a hex attack. Such combatants may either attack one target using their normal combat capabilities, or more than one target using their hex attack. All targets attacked by a single hex attack must be adjacent to one another; that is one after another in the row of opponents. Hex attacks represent such attacks as spells, dragon breath, spider webs, etc. A combatant using a hex attack always defends with his normal defensive rating and uses his normal endurance number.
The capacity to hex attack is given on the cards under the header, HEX ATTACK, as follows: (#) and an OR and a DN. The # in parenthesis is the P number of separate attacks that may be made using the OR and the DN given. A combatant with a hex attack may only attack a given opponent once in a combat round.
Even though a hex attack affects multiple targets, only the opponent directly in front of the attacker may be pinned (see 9.23). A pinned combatant may make a hex attack if one of his targets is the pinning foe.
9.14 AMBUSH CAPABILITIES
Certain minions have ambush capabilities in addition to their normal combat capabilities. Such a minion may ambush using its ambush capabilities if it attacks alone, or it may attack normally using its normal capabilities as part of a group attack. The ambush capabilities do not include DR‟s or EN‟s because a minion cannot be attacked when using ambush capabilities.
If a fight is called for, the EP may choose instead to ambush with any one minion in his group. A minion does not have to have ambush capabilities to ambush; any minion may ambush using his normal capabilities. The EP must then be shown the composition of the FP group (i.e. how many of each race). The EP then chooses one character (card) to ambush.
The ambushing minion attacks the chosen character during the first segment using his special ambush capabilities, or his normal combat capabilities if he has none. The FP gets no first segment attack. The ambushing minion may then disengage automatically, or stay for normal combat. If the minion stays he will fight with normal
(non-ambush) capabilities, and he will pin (see 9.221) the character he chose to ambush. Other minions in the hex may not join in an ambush attack; the ambusher fights alone if he chooses to stay after the first segment.
9.2 RESOLVING COMBAT
After the initial setup, a combat round consists of two attack segments and a disengagement segment. The FP attacks during the first attack segment and the EP during the second.
9.21 SETTING UP THE INITIAL COMBAT ROUND
During the initial setup the players place their combatants into one of two positions: in the reserve or in the front line. The cards in the reserve are protected, since they are not revealed and cannot be attacked until each of the cards on the front line are attacked by at least two opponents. When combat begins both sides must announce how many combatants they have in the combat.
First, the EP sets up his cards involved in this combat. The EP may place up to half of his cards (rounded down) in a pile immediately in front of him. This is his reserve. He then places the rest of his cards in a row at least one card length ahead of the reserve. This is his front line. The ordering of this row is important since it determines which minions can be attacked by a single hex attack and which cards are on the flank (the end of the row). During later attack segments minions may be moved to the hex between the reserve and the front line to make joint attacks on combatants in the opponent‟s front line. This is his second line.
After the EP sets up his cards, the FP sets up his cards. The FP follow the exact procedure outlined above for the EP; he forms his reserve and front line, leaving room for a second line. His front line must be placed directly opposite the EP front line, with his row aligned with the EP row. The ordering of the front line is very important, since each FP card will be committed to attacking the EP card opposite it during in the first combat round.
Neither side may examine the reserve of the other side. This allows the exact composition of the group to be kept secret. The reserve may be covered with a blank card to conceal the race of the top card.
Damage taken by combatants must be indicated by placing numbered counters or unused markers on their cards. When a card is committed to the front line (or second line) any damage that it has previously taken must be immediately indicated (see 4.1).
9.22 RESOLVING AN FP ATTACK PHASE
During the EP attack segment the FP is the attacker and the EP is the defender. At the beginning of the FP attack segment, the FP reorganizes his reserve, second line, and front line. Then he makes his attacks, and finally he combines his front and second lines.
9.221 Reorganizing Before the Attacks
Any character on the FP front line that does not have a minion opposite it may be withdrawn into the FP reserve. Characters with a minion opposite them are pinned and may not be moved. At this point all of the characters on the FP front line are committed to attack any minion opposite them.
The FP may then move character from his reserve to his front line and second line in the following manner:
(1) The FP may move characters from his reserve to his front line. He must first fill in any gaps between cards, then he may add cards to the flanks. Any card placed opposite a minion is committed to attacking that minion.
(2) Each minion on the EP front line must have one character opposite it before the FP can place a second character opposite any minion. Whenever each of the minions on the EP front line has a character opposite it, characters may be moved from the EP reserve to his second line. Each of these second line characters may attack the minion opposite them (in addition to the front line characters‟ attacks).
(3) When each minion has two characters opposite it, the EP must move a minion from his reserve to his second line if possible. Whenever each of the minions on the EP front line has a character opposite it on the EP front line and a character opposite it on the FP second line, the EP must move a minion from his reserve (if he has any) to his front line (and thus make it available to be attacked).
(4) If all of the EP’s minions have two attacks directed against them, more attacks may be directed at certain minions. If all of the EP‟s minions are on his front line and each one has both a front line and a second line character opposite it, the FP can move additional characters from his reserve to his second line for a third (and possibly fourth) attacks on certain minions. These additional characters are stacked on the second line characters already committed. A maximum of 4 (not counting hex attacks) attacks may be made on a single minion on a flank (one of the two ends of the front line), and a maximum of 3 attacks (not counting hex attacks) may be made on a non-flank minion.
The above reorganization steps (1-3) may be performed and repeated in any order as long as the required conditions continue to be met. Of course, once step 4 is begun it is the only step which can be performed. Once a character has been moved from the reserve to the front line or second line it cannot be moved again during that combat round.
9.222 Resolving the Attacks
First the FP decides which of his characters will use hex attacks and which minions they will attack. The minions must be adjacent as described in 9.13 and one must be opposite the attacker. Then he resolves each hex attack on a minion as described in 9.1. Characters performing hex attacks may not attack normally.
The FP then resolves all of his normal attacks individually, one minion at a time. If a minion is killed or driven off, its card is immediately removed and any further attacks against it need not be rolled.
9.223 Reorganizing After the Attacks
Each EP minion may pin one of the FP characters that attacked it. For each of his minions that was attacked this segment, the EP may choose one of the characters that attacked the minion (i.e. one of the cards opposite it) to become the front line character opposite the minion. If the chosen character was not already on the FP front line, it is exchanged with the front line character in front of it.
After the EP has chosen the characters he wishes to pin, the FP must combine his front line, second line characters. The front line characters must remain where they are; while the characters from the second line are placed between front line characters (if space exists due to movement or removal of a card) or on the flanks. Thus, at the end of the FP attack segment, all characters and minions are once again in the reserves or on the front lines.
9.23 RESOLVING AN EP ATTACK PHASE
The EP attack segment is resolved identically to the FP attack segment, except that the EP is the attacker and the FP is the defender. The EP‟s minions perform in the EP attack segment as the FP‟s characters do in the FP attack segment as described in 9.22, and vice versa.
9.24 DISENGAGEMENT
At the end of each combat round either side can attempt to break off combat by disengaging. The FP may attempt disengagement for a group in combat as individual characters or as groups of characters. Some characters may attempt to disengage while others do not. The EP can automatically disengage from any combat, but if any of his minions disengage from a combat all minions in that combat must also. First, the FP may attempt disengagement and then the EP may disengage if he wishes.
The EP may not disengage if the only FP characters remaining after FP disengagement are dead or unconscious. These characters are automatically killed and the combat ends.
9.241 Individual Character Disengagement
For a character to successfully disengage the FP must roll less than the sum of the character’s offensive rating and defensive rating. When attempting to disengage, an unmodified roll of 10 always fails.
If a combat takes place on a hexside feature and the FP group has not disengaged at the end of combat, the FP must move the group to one of the adjacent hexes and may place a rumor in the other.
9.242 Group Disengagement
Characters may be grouped together for disengagement in any way the FP desires. Each of these groups may make a separate roll for disengagement. To determine if a group succeeds in disengaging, first sum all of the offensive ratings and defensive ratings for all of the characters in the disengaging group, and then divide by the number of characters in the disengaging group (i.e. average the individual disengagement numbers). If the FP rolls less than this average the group disengages. An unconscious character has an OR of 0 and a DR of 0 for these purposes. Disengagement with an unconscious character requires that all of the normal restrictions for carrying characters be met (see 6.125). When attempting to disengage an unmodified roll of 10 always fails.
9.243 Modifications to Disengagement Rolls
At the end of a combat round the FP may choose one or more characters to perform a holding action. These characters do not make a disengagement attempt, but any other characters attempting to disengage may subtract two from their disengagement roll or rolls. Characters performing holding actions may make disengagement attempts in later rounds.
If any of the minions in a combat are mounted or flying, one is added to any disengagement rolls.
If the characters in a combat are mounted, one is subtracted from any disengagement rolls.
If the combat is taking place next to a mountain hexside and/or a woods hexside, one is subtracted from any disengagement rolls.
9.244 Special Disengagement
If he uses The Ring (see 6.42) the Ringbearer may automatically disengage from any group not containing a Nazgûl or Gandalf.
The EP must disengage at the end of the combat round in which a Nazgûl wounds the Ringbearer for the first time in the game. This does not apply if the combat takes place within 4 hexes of Mordor.
As stated in 8.33, groups of 3 or fewer characters have a chance of disengaging before any combat takes place.
If a combat takes place on a hexside feature and the FP group has not disengaging at the end of combat, the FP must move the group to one of the adjacent hexes and may place a rumor in the other.
9.245 Results of Disengagement
If sonic characters successfully disengage from a combat, their cards are removed from the combat set-up. Any characters who did not disengage continue the combat.
After the combat is complete (all combatants on one side are dead or disengaged), all characters who disengaged are retreated as a group as described in 8.5. If the EP disengaged his group is placed in the hex in which the combat occurred.
10.0 INITIAL SETUP
Characters start the game in one of two states: dormant or mobilized. Dormant characters are not placed on the board. Minions start the game dormant, but some start on the board and others start off the board. Dormant characters and minions that are off the board are not affected and cannot affect play in any way.
The EP places his minions on the board first, and then the FP places his characters on the board. Then each player draws 3 event cards.
10.1 SETTING UP THE ENEMY PLAYER
The EP may set up each of his Guardians as follows:
— The Balrog in the Moria hex (14,h).
— The Fire Drake adjacent to a Grey Mtn. hexside.
— The Cold Drake adjacent to a Grey Mtn. or Mordor hexside.
— The Werewolf adjacent to any Mtn. hexside.
— The Vampire adjacent to any Mtn. hexside.
— The Giant Spider adjacent to any Mtn. hexside or in a Mirkwood hex.
— The first Kraken in any sea hex, coast hex, river hexside or in the pool at the west door of Mona.
— The second Kraken as above.
— The Corsair Fleet in any coast hex of the coastal island.
— The Wight does not set up on the board.
The Guardian blank markers may be placed in any hex or blocking any feature that a Guardian could start in. Any Guardian that starts “adjacent” to a hexside may start the game blocking a feature in one of those hexsides.
Each battlefield hex has a dormant Wight present. Although it never joins a group on the game board, it does count as a minion for any encounters or fights initiated by searches.
The Nazgûl start in three groups of three anywhere north of Isengard (11,jk) and west of the Misty Mountains. No two of the markers for these groups may be placed in hexes adjacent to one another. The EP may also place two rumor markers under the same restrictions as the Nazgûl group markers. If one of these markers starts the game blocking a feature (i.e. on a hexside) is treated as being in both adjacent hexes for the purposes of the above setup guidelines.
The Saruman minions all start off the board. They are all mobilized when Saruman is mobilized.
All of the Sauronic agents start off the board.
The off board minions are mobilized at the following locations: the Sauronic agents at Bree (6,0, Dol Amroth (10,p), Pelargir (19,no), Long Lake (22,d), Calembel (13,mn), Minas Tirith (19,mn), and Edoras (12,1); fell creatures at Barad-dûr (24,m); the Mouth of Sauron at Barad-dûr; Saruman at Isengard (11,jk); and the Saruman agents at the Shire (4,f and 5,ef), Bree, Isengard, and Edoras. The agents which start in Havens may leave, but if they do they may not reenter.
All of the minions except the Guardians and the fell creatures may be mobilized in horse transport mode.
10.2 SETTING UP THE FELLOWSHIP PLAYER
Only six characters start the game mobilized: the five Hobbits and Gandalf. The Hobbits start in sneak mode in either of the two Shire hexes, in one group or two. If they start in one group a rumor marker is be placed in the other Shire hex. For the first turn both markers in the Shire may be treated as groups for rumor generation purposes; that is, they may generate up to 3 rumors each without being revealed. Gandalf starts in Isengard in flying mode. However he, and any rumors he generates, may only move two hexes on the first turn (the eagle used part of its movement to find him) and then revert to foot mode at the end of the player-turn.
Aragorn is automatically mobilized in Bree on turn 3 and Glorfindel in Rivendell (12,e) on turn 4.
The other characters mobilize when another character arrives in their starting hex. Gimli, Boromir and Legolas mobilize in Rivendell when a character other than Glorfindel reaches there or when Gandalf reaches Rivendell, Lórien, the Grey Havens or Edhellond. Tom Bombadil mobilizes in the Old Forest (5,fg), Grimbeorn (Beornson) at the Carrock (18,d), Radagast in the Mirkwood (see 7.9), Treebeard in the Treebeard‟s Hill hex (14,j) and the Grey Havens ship in the Grey Havens (2,f or 2,g). Dwarf decoys mobilize at the Lonely Mountain (23,cd), in the Iron Hills (24,d or 25,cd), and in each of the two Blue Mountain hexes (2,d and 2,e). Elf decoys mobilize in Edhellond (12,0), in Rivendell, at Thranduil‟s Caverns (21, de), one in each of the Grey Havens hexes, and two in Lórien (17,gh). Men decoys mobilize in Edoras, in Dol Amroth, in Pelargir, in Minas Tirith, in Bree, in N. Ithilien (21, lm), at the Long Lake, and in East Emnet (16,k or 17,kl).
Decoys do not differ from other characters in terms of game play. They represent local help or aid available to the FP.
11.0 VICTORY CONDITIONS
There are two possible total victories in this game. Total EP victory automatically occurs if the EP controls The Ring and has it in a garrisoned hex during one of his status phases (i.e. Sauron gets The Ring). Total FP victory automatically occurs if the EP controls The Ring, has it in the Mt. Doom hex during one of his status phases, and Gollum is present or the Ringbearer makes a Ring transfer roll as indicated in 6.4 12 (i.e. The Ring is destroyed by tossing it into the Crack of Doom).
Some games will end with total victory for the Enemy, but very few will end with total victory for the Fellowship. The game is designed to simulate the Fellowship‟s quest to escort the Ringbearer south, as close to Mt. Doom as they could. It doesn‟t try to simulate the desperate attempt by a party of 2 Hobbits (and sometimes Gollum) to sneak into Mordor under the nose of an unsuspecting Sauron. While this game does allow The Ring to be taken into Mordor if the EP is careless, the actual occurrences in The Lord of the Rings after the Falls of Rauros are out of the context and scale of this game.
Since total victory is rare for the FP and difficult for the EP, several other levels of victory are possible: a major victory, a tactical victory, a marginal victory and a draw. These victories occur if the FP declares, “the Fellowship dissolved” during one of his status phases, if the Ringbearer dies while at sea (see 8.328), or if the game lasts to the end of the 20th turn. In game terms, dissolving the Fellowship merely consists of declaring the end of the game. In terms of The Lord of the Rings, it is the point at which the Ringbearer separated from most of his companions and begins to sneak into Mordor.
There are two conditions that determine the level of victory: who controls The Ring and where it is. If the EP‟s non-Saruman forces control The Ring at the end of the game or if The Ring is uncontrolled and on land, the EP automatically wins a Major victory. If The Ring is lost at sea (the FP may also voluntarily deep-six it during his status phase and end the game), he EP automatically wins a tactical victory. If any of Saruman‟s forces control The Ring at the end of the game the EP automatically wins a Marginal victory. If The Ring reaches Isengard under the control of Saruman‟s forces the game is automatically a draw (both sides lose in this case).
When The Ring is still under the control of FP characters at the end of the game, any type of victory from an EP major victory to an EP Major victory is possible. In the map below each hex of the game board is classified by a letter between A and I.
To determine what type of victory has occurred find the column that corresponds to the character that is the Ringbearer, Frodo, any other Hobbit, or any non-Hobbit. Then check the map to determine what letter (between A and I) corresponds to the class of hex that The Ring is in. Finally cross-index this letter (class) with the Ringbearer‟s column to obtain the level of victory.
| Hex class | Frodo | Other Hobbit | Non-Hobbit |
|---|---|---|---|
| A | FP Major | FP Major | FP Tactical |
| B | FP Major | FP Tactical | FP Marginal |
| C | FP Tactical | FP Tactical | Draw |
| D | FP Marginal | FP Marginal | EP Marginal |
| E | FP Marginal | Draw | EP Marginal |
| F | Draw | EP Marginal | EP Tactical |
| G |
(The map showing each hex's class letter A-I is a graphic in the rulebook and is not reproduced here.)
The victory levels are ordered in the following manner:
- FP Total Victory
- FP Major Victory
- FP Tactical Victory
- FP Marginal Victory
- Draw
- EP Marginal Victory
- EP Tactical Victory
- EP Major Victory
- EP Total Victory
The victory levels given in the table above may be shifted if certain of the conditions listed below are met. A + indicates a shift in the FP‟s favor and a - indicates a shift in the EP‟s favor.
| Condition | Level shift |
|---|---|
| The RB has a diseased wound | -1 |
| The RB's Ring transfer # is 6 or 7 | -1 |
| The RB's Ring transfer # is less than 6 | -2 |
| Aragorn is dead | -1 |
| Gandalf White is dead | -1 |
| More than 11 characters killed | -2 |
| 7, 8, 9, 10 or 11 characters killed | -1 |
| 4, 5 or 6 characters killed | 0 |
| 2 or 3 characters killed | +1 |
| 0 or 1 characters killed | +2 |
| Fellowship dissolved before or on turn 6 (the RB must reach at least a "G" class hex) | +3 |
When the Fellowship is dissolved and Gollum is revealed to be with the Ringbearer group, shift the victory one level in the FP‟s favor. At this point, the EP may nullify this shift by playing one Gollum Attacks or one Ring Tempts Fellowship event card; and if he plays two such cards the victory is shifted 1 level in the EP‟s favor (either of these plays by the EP may be nullified by the FP playing an identical card).
The above shifts are cumulative but may not result in a total victory for either side; the best that may be achieved though is a major victory. These shifts do not apply to the automatic victory conditions; they only apply if the game ends with The Ring under Fellowship control
12.0 THE FORCES REPRESENTED BY THE CARDS
12.1 FELLOWSHIP PLAYER CHARACTER CARDS
THE FELLOWSHIP
ARAGORN II (Strider): Dunadan, b. TA. 2931 in Rivendell. Aragorn is the sixteenth Chieftain of the Dunedain of the North, the “Rangers.“ He was born and raised in secret, for he is heir to the crowns of both Gondor and the lost Kingdom of Arnor, and is therefore one of Sauron‟s banes. A Ranger Chieftain since he was two, Aragorn has spent long years training; he spent seventy years in the Wild, serving the lords of Gondor and Rohan and learning the language and ways of Nature and Men. His blood and background are unparalleled. Aragorn possesses much in the way of Elven insight and Dunedain foresight.
Aragorn starts in Bree, and may be mobilized normally or during the status phase of turn 3 (see 6.11). His combat capabilities are enhanced when he reaches Rivendell (the shards of Narsil are reforged into Aragorn‟s new sword, Andûril). Aragorn may modify acquisition rolls and Northern Wastes movement rolls by -1 (see 6.121). A group may only move through The Paths of the Dead if Aragorn is with the group (see 7.9). The victory conditions are shifted one in the EP‟s favor if Aragorn is killed and one in the EP‟s favor if Aragorn moves through The Paths of the Dead and reaches the Minas Tirith hex. His Ring transfer number of 8 is unusually high.
BOROMIR: Gondorian Dunadan, b. TA. 2978. Boromir is the eldest son of Denethor II, the Steward of Gondor, and possesses the positions and background of the heir to his father‟s title. He is a tall, strong warrior, and a great captain of Gondor. Unfortunately, he is also overly proud, and prone to be self-centered. Power and arms are his means of diplomacy; he believes that the Dark Lord must be defeated by force and that the One Ring could best be employed by a powerful lord of the Free Peoples. This feeling has given him doubts about the Fellowship‟s plan, but he has nonetheless agreed to aid them in their endeavor. Sauron‟s defeat is his most prized goal.
Boromir starts in Rivendell, and may be mobilized normally by any character except Glorfindel. His combat capabilities are enhanced if he reaches Edoras or Minas Tirith to reequip. His Ring transfer number of 5 is unusually low.
GANDALF: Wizard of the Far West. Gandalf appears as an old man in grey, a modest wizard. In reality he is one of the five great servants of the Valar (Istari), and was sent to Middle-earth in order to “maintain the balance of things. “His origin is like that of both Sauron and the White Wizard Saruman. Gandalf is the leader of the Fellowship and chief drafter of the plan to destroy the Ring.
Gandalf the Grey starts in Isengard (as a prisoner of Saruman) already mobilized and in flying mode (he is being rescued by an eagle). He may only cross two hexsides on his first turn. If Gandalf the Grey is killed, Gandalf the White mobilizes on the third FP status phase following Gandalf the Grey‟s death. He mobilizes in the Haven hex that is closest to the hex in which Gandalf the Grey died (the FP may choose if several are the same distance away). He may utilize a hex attack or fight normally in combat. He may modify acquisition rolls by -2 (see 6.121) and Northern Waste movement rolls by -1 (see 7.72). Groups that are with him heal normally in the Northern Wastes (see 6.133). A non-FP Ringbearer may not use The Ring‟s powers against groups with him (see 6.42). The victory conditions are shifted one in the EP‟s favor if Gandalf the White is killed and one in the FP‟s favor if he reaches the Edoras hex after turn 5 and the Minas Tirith hex at any time. As an Istari his Ring transfer number of 9 is unusually high.
GIMLI: Dwarf of Erebor, b. TA. 2879. Heir to the Lord Glóin, Gimli is one of the Dwarven representatives to the Council of Free Peoples (the other being his father) and a member of the Fellowship itself. This is also largely due to his ability to work with non-Dwarves, particularly Elves. He is an accomplished warrior and an exceptionally rugged Companion.
Gimili starts in Rivendell, and may be mobilized normally by any character except Glorfindel. His combat capabilities are enhanced if he reaches Mona or either Blue Mtn. hex and gets new equipment.
THE HOBBITS (Halflings, Kuduk, Periain, the Little Folk, etc.): There are 4 Hobbit members of the Fellowship. They represent an unobtrusive but hardy race who do not normally participate in the doings of the Big Folk.
The 5 Hobbits (the 4 Fellowship members and one decoy, Fredegar “Fatty” Bolger) start in the Shire already mobilized. A group of all Hobbits may only utilize sneak mode. Each Hobbit may enhance his combat capabilities if he is in a group that has an encounter or fight in a battlefield hex (he finds an ancient weapon from the battle or a tomb) or if he reaches an Elf Haven. These enhanced capabilities are under SPECIAL on each non-decoy Hobbit card. Having a Hobbit as the Ringbearer results in the highest victory conditions for the FP. The Ring transfer number for Hobbits is 10, the highest for any race.
FRODO: Hobbit of the Shire, b. TA. 2968. An only child, he was raised by his relatively adventurous cousin Bilbo Baggins. When Bilbo departed for Rivendell, Frodo inherited Bilbo„s estate, and therefore became Keeper of the One Ring. Gandalf has sought to maintain the secrecy of Frodo and the Shire, but Sauron has recently learned of both. Indeed, young Frodo has only recently discerned the Ring‟s significance, and the incredible danger that awaits him. Like his cousin, however, Frodo possesses an adventurous streak.
Frodo starts as the Ringbearer in the Shire already mobilized. His combat capabilities are enhanced more than is normally possible for a Hobbit when he reaches Rivendell (Bilbo gives him Sting and the Mithril chain shirt). The victory conditions are best for the FP if Frodo is still the Ringbearer at the end of the game. His Ring transfer number of 12 is the highest.
MERRY (Meriadoc Brandybuck): Hobbit of the Shire, b. TA. 2982. A close friend of Frodo since both were very young, Merry has learned of Frodo„s fear and his intention to leave the Shire. Merry has decided to accompany his friend on the dangerous journey, regardless of how Frodo feels.
PIPPIN (Peregrin Took): Hobbit of the Shire, b. TA. 2990. Like Merry, Pippin is a loyal and longstanding friend of Frodo. He has also learned of Frodo‟s plan, and has resolved to travel with him on the trip eastward.
SAM (Samwise Gamgee): Hobbit of the Shire, b. TA. 2980. Sam is a gardener who has spent long hours in the company of Frodo‟s old cousin Bilbo, the Hobbit who taught hint to read. Sam has listened to Bilbo‟s tales and read a bit about the ways and legends of the Elves. His curiosity is considerable, and for this reason (together with the fact that he listened in on the planning) he was selected by Gandalf to accompany Frodo on the great quest.
Sam starts in the Shire already mobilized. His Ring transfer number of 11 is the second highest.
LEGOLAS: Sindarin Elf, b. mid-third millennium TA. Legolas is the son of King Thranduil of the Woodland Kingdom (Northern Mirkwood). He is the Elven representative in the Fellowship and serves as his father‟s ambassador to the Council. An accomplished youth, he embodies the best aspects of his heritage. He is a superb bowman and tracker, possesses a good deal of wisdom, and works well with the other races of Free Peoples.
Legolas starts in Rivendell, and may be mobilized normally by any character except Glorfindel. His combat capabilities are enhanced if he reaches Lórien or Ehdellond and gets new equipment.
ALLIES OF THE COUNCIL OF FREE PEOPLES
GRIMBEORN: Lord of the Beornings of the Anduin Valley and Western Mirkwood. He is a powerful Northman who lives and travels alone. Possessing the power to shape-change into a Great Bear, he is capable of crushing most foes with brute force.
Grimbeorn starts in the Carrock and may be mobilized normally. His movement is limited to 3 hexes from Carrock (see 7.9). When by himself he can assume horse mode at will (i.e. he turns into a bear). He does not count against the normal limit of 7 for FP groups (see 7.8).
GLORFINDEL: Noldorin Elf from the House of Finarfin. Glorfindel is one of the most powerful warriors of Middle-earth, but is tied to the defense of the Elf-haven at Rivendell (Imladris) Largely due to his extraordinarv prowess; Rivendell has been unassailed since its establishment.
Glorfindel starts in Rivendell and may be mobilized normally or automatically on turn 4 (see 6.11). His movement is limited to 3 hexes from Rivendell (see7.9). He may fight mounted (see 9.11) and has a horse automatically available until it is killed (see 9.11). He does not count against the normal limit of 7 for FP groups (see 7.8).
RADAGAST (the Brown Wizard): Called a „fool” by Saruman, Radagast is one of the strangest wizards of the five Istari sent to Middle-earth. He is enamored of Nature, particularly birds and plants, and dwells little on the thinking peoples of the world. Nonetheless, his power is that of a wizard‟s, and he can be quite potent if convinced of the need and proper course. Saruman currently seeks to manipulate him, and used Radagast to ensnare Gandalf at Isengard (Orthanc).
Radagast starts in any Mirkwood forest hex (see 6.11), however, an acquisition roll must be made to mobilize him. He may utilize a hex attack or fight normally in combat. His movement is limited to 2 hexes from any Mirkwood hex (see 7.9). As an Istari his Ring transfer number of 9 is unusually high. A group containing him does not need to make any terrain rolls. When a group containing him is attacked he may summon 2 + (1-5) crows (use Crebain cards). A group with him is not subject to a random group attack if the roll on table T.6 indicates that the attackers are animals, bats, or spiders (see 8.4). He does not count against the normal limit of 7 for FP groups (see 7.8).
TOM BOMBADIL: A great lord and being of undetermined origin. He is the oldest “resident” of Middle-earth, and is absolute master of the Old Forest. There he resides and always stays, for he is of a mind-set unknown to others. No one can hope to contest him in his home, however.
Tom Bombadil starts in the Old Forest and may be mobilized normally. He may not move out of the Old Forest; however once mobilized, he will show up at any fight not more than 2 hexes from the Old Forest or the Barrow Downs after the 1st round of combat (see 7.9). He does not count against the normal limit of 7 for FP groups (see 7.8).
TREEBEARD (Fangorn): Lord of the Ents and Huorns (Tree-spirits) of the Fangorn Forest. Treebeard is a huge creature, one of an ancient race of “tree shepherds” who act as keepers and guardians of the trees and tree-spirits. He normally moves and speaks very very very slowly, but is capable of incredible speed and acts of awesome strength. He and his kind can move tremendous amounts of earth and can break stone with great ease. Saruman„s servants have recently destroyed some of the trees that are of Treebeard‟s brood, and the Great Ent is displeased.
Treebeard starts at Treebeard‟s Hill and may be mobilized normally. His movement is limited to the hexes of Fangorn Forest (see 7.9). A group containing Treebeard is not subject to random group attacks. He does not count against the normal limit of 7 for FP groups (see 7.8).
MISCELLANEOUS ASSISTANCE FOR THE FELLOWSHIP
DECOYS: The heroes and heroines of the Free Peoples. These are brave individuals from certain hexes of Middle-earth who are willing to aid the Ringbearer and the Fellowship by acting as scouts, decoys and protection. Decoys include individuals that the Fellowship actually received aid from as told in The Lord of the Rings, such as Faramir, Éowyn, Éomer, Galdor, Elladan, Elrohir, Halbarad, Gildor, Fatty Bolger, etc. Decoys also include other individuals who would have come forward to help if the Fellowship had taken a different route in the novels.
Decoys are the characters in certain hexes who may be mobilized normally to aid the FP. Each decoy is the same as any other character as far as game mechanics go, except that they only have generic combat capabilities. Decoys do count against the normal limit of 7 for FP groups (see 7.8).
GOLLUM (Smeagol): A Hobbit who found The Ring and hid with it for almost 500 years in the Misty Mountains. He is twisted, deformed, nasty and despicable due to long contact with The Ring. However, he can be of help to the Ringbearer in that he will cooperate with and guide the Ringbearer in the hopes of getting a chance to steal The Ring.
Gollum is mobilized when a Gollum Encountered card is played. He will not split from the Ringbearer‟s group. He will act as a character, except that he will only fight (otherwise he sits in the reserve) if everyone else is committed to the front line (see 9.21). All damage that he takes is normal (i.e. treat diseased damage as normal) and he heals twice as fast as other characters. He may not be killed. If he takes over 12 damage he is removed from the FP group, but, he may be mobilized again by another Gollum Encountered card. He will ambush the Ringbearer if certain event cards are played, and may even take control of The Ring (see 6.415). The group that Gollum is with may modify all terrain rolls for swamps by -5, for rivers by -2, and for woods by -1. Gollum may also affect the victory level (see 11.0) if he is with the Fellowship when it is dissolved. He does not count against the normal limit of 7 for EP groups (see 7.8).
GREY HAVENS SHIP: An Elven boat that is normally used to transport Elves to the Undying Lands. It is of superior make and built for storms and the high seas.
The Grey Havens Ship starts in either Grey Havens hex and may be mobilized normally. It is treated like a character who may only assume ship mode (see 6.126) and who does not count against the 7-character limit on FP groups (see 7.8). A group with this ship may modify search rolls against its hex by -2, and may increase its maximum movement limit by one.
THE RING (the One, the Ruling Ring, Isildur’s Bane, etc.): The greatest of the Rings of Power forged by Sauron. It is the most powerful item forged in Middle-earth since the construction of the Iron Crown. It is purely evil and acts to magnify the holder‟s desires and obsessions, often leading to perversions and evil acts. Much of Sauron‟s own strength went into its making, and he can never be whole without it. The Ring has a sense of its own and seeks power, particularly that of its maker. Its destruction would mean the banishment of Sauron from Middle-earth; its return to Sauron would mean the utter defeat of the Free Peoples and Sauron‟s total dominion over Middle-earth.
The Ring starts in the possession of Frodo in the Shire. It can be of great aid to the Ringbearer, since it may enhance his combat capabilities and increase his chances of disengagement if used (see 6.42). However, it is dangerous to use or possess, because each use decreases the Ringbearer‟s resistance to it (lowers his Ring transfer number, see 6.4 12). If certain search roll results are obtained, The Ring‟s presence can be sensed by Nazgûl in the same hex (see 6.4). Saruman, the EP, or Gollum can control the Ring with varying results (see 6.4). The location of The Ring and who controls it at the end of the game determines whether the FP wins or the EP wins and how effectively. It does not count against the normal limit of 7 for FP groups (see 7.8).
SHADOWFAX (Meara): The greatest horse of Rohan. If Gandalf goes to Edoras he may obtain Shadowfax. Shadowfax is extremely swift and strong he can run for hours at a time and can outpace the Nazgûl‟s horses.
Shadowfax starts in Edoras and may be normally mobilized by Gandalf. Thereafter, whenever Gandalf wishes to assume horse mode Shadowfax will appear (place his card with Gandalf). He may carry Gandalf and one other character and increase their normal maximum movement limit by 1; Gandalf may still travel in normal horse mode with a larger group and still use Shadowfax's combat bonuses. In combat Shadowfax may either increase Gandalf‟s OB (normal not hex attack) by 1 (in addition to the 1 Gandalf gets for being mounted) or he may increase Gandalf‟s DR by 1 (and one other character‟s DB by 1 if they are adjacent on the FP front line, see 9.13 and 9.21). He does not count against the normal limit of 7 for FP groups (see 7.8).
12.2 ENEMY PLAYER CARDS
THE GREATER SERVANTS OF DARKNESS
MOUTH OF SAURON (The Messenger of Mordor): A Black Numenorean who serves Sauron as a messenger and as the Lieutenant of the Tower of Barad-dûr. He is an ancient sorcerer of great power, cunning and evil.
The Mouth starts in Barad-dûr and mobilizes normally. He may attack using his normal capabilities or with a hex attack (diseased). He is not a Nazgûl.
NAZGÛL (Ringwraiths, the Nine Black Riders): Men, mostly Dúnedain Kings, enslaved by Sauron ca. SA. 2200. These lords, being desirous of power, each accepted one of the Nine Rings of Men from Sauron of Mordor. Since the Dark Lord possessed the One Ruling Ring, they became his slaves. In return, they received enhanced power and immortality. They remain living in a sense, although their bodies have long since “died.” They essentially exist on the border of this and the world of Darkness, forever dying, forever living. Their present bodies are mere shadows of their former selves: they can no longer see normally, and have great fear of certain fire, light, and water. On the other hand, they cannot be harmed by normal weapons, and possess incredible powers of smell and perception (particularly at night). Of all of Sauron‟s minions, they are his most trusted lieutenants, although they have limited independent thought. They seek the Ring, and can sense it at some distance. Of the Nine, two are most prominent:
The Witch-king: The Lord of the Nine is the Witch-king, master of Minas Morgul and ruler of the now-dormant land of Angmar. He is a great warrior, but dwells much on sorcery. He is the strongest and most independent of the Nazgûl.
Khamûl: The second of the Nine is the Lord of Dol Guldur, the great “Easterling.” Next to the Witch-king, he is most powerful, although he has the greatest fear of water (possibly due to his heritage). His sense of smell is most acute, and he is the finest horseman and tracker among the Ringwraiths.
The Nazgûl start in non-adjacent groups of three anywhere north of Isengard and west of the Misty Mountains (see 10.1), and they mobilize normally. They all start in horse mode, but they may assume flying mode by obtaining fell creatures in Barad-dûr. If a Nazgûl is damaged over his endurance number or if his mount is killed, he returns to Barad-dûr for a number of turns (see 6.261). Nazgûl may not assume ship/boat mode and have a hard time crossing rivers (see 7.324). Nazgûl do not have to be enabled to move, and they give out diseased damage when they hit. Nazgûl have two sets of combat capabilities, one for attacking mounted and one for attacking dismounted (see 9. 11). Their horses‟ combat capabilities are also given on their cards. They are much weaker dismounted than when mounted.
SARUMAN (the White Wizard): Saruman is the most powerful of the five wizards sent by the Valar to preserve the balance of Middle-earth.
Unfortunately, he covets the One Ring and intends to use it to reorder the land “properly.” These (perhaps) well-meaning thoughts have led him to use the palantir of Orthanc, afar-seeing device of great power. Sauron, however, has gained a good deal of control over Saruman through his own palantir. The result has meant a manipulation of the White Wizard‟s plans and movements.
Saruman starts in Isengard and is mobilized normally. Once mobilized, he and his agents must be enabled (6.25) each turn that they move under EP control move. He may use either a hex attack or a normal attack. In a fight his group is joined by 3 + (1-5) orcs. He may not move more than 2 hexes from Isengard. If he or his agents can gain control of The Ring (see 6.413) and get it to Isengard (see 6.414), the game is a draw; both sides lose (see 11 .0). If The Ring is under FP control, the EP controls Saruman and his forces; otherwise they are controlled by the EP (see 6.4 14).
SAURON (Lord of the Rings, the Dark Lord, the Evil One): Like the wizards, Sauron is one of the “lesser” Valar and originally from the Undying Lands of the Far West. He served the Black Enemy Morgoth, one who was Evil incarnate, and is the heir to Darkness. His quest is to rule all of Middle-earth. For this purpose he made the One Ruling Ring, for it was his plan to dominate the Free Peoples by controlling the possessors of all the Rings of Power. Unfortunately for Sauron, the One Ring was cut from his hand at the end of the Second Age, and was then lost. Without the Ring he is not whole; nonetheless, he is strong enough to conquer the Free Peoples. He fears that another powerful lord will seize the One Ring and contest him. Sauron does not realize that the Fellowship plans to destroy the Ring, and in the process banish the Dark Lord from Middle-earth for all time.
Sauron is never “in play”; he is the Enemy Player. However any FP group that moves into the Barad-dûr hex or Mt. Doom hex and receives a fight result (“FH”, “F” or “FA”) is automatically destroyed (if The Ring is present an EP total victory immediately occurs). A small group could avoid this if they successfully retreat from the fight (see 8.33).
THE LESSER SERVANTS OF DARKNESS
FELL CREATURES: Flying beasts related to dragons. Minions of the Dark Lord, they serve as mounts for the Nazgûl when power, not secrecy, is the order of the day.
In terms of the game the fell creatures start in Barad-dûr and each is mobilized normally and individually. Once mobilized, each fell creature must be enabled each turn that it moves. If a Nazgûl returns to Barad-dûr and takes a fell creature as a mount (see 6.261) it is automatically mobilized and enabled (treat it as the Nazgûl ‟s intrinsic mount). Each fell creature may attack normally, or if ridden it may attack with the Nazgûl at lesser strength (see 9.11).
SAURONIC AGENTS: Corrupt, evil men who have been sent by Sauron into all sections of Middle-earth to seek news of The Ring.
In terms of the game these agents start in a number of hexes on the board and are mobilized normally. Once mobilized, they may be freely moved each turn. They have special ambush capabilities that deliver diseased (poisoned) damage.
SARUMAN’S AGENTS: Corrupt, evil men who have been sent by Saruman into sections of Middle-earth close to Isengard and the Shire to seek news of The Ring.
In terms of the game these agents start in a number of hexes on the board and are mobilized when Saruman‟s forces are mobilized. Once mobilized, they must be enabled as a group with Saruman each turn that they move under EP control. They may come under FP control if The Ring is lost by the FP (see 6.414). They have special ambush capabilities that deliver diseased (poisoned) damage.
THE GUARDIANS
The Guardians are evil forces in Middle-earth that are not under Sauron 's absolute domination. They are powerful but not as controllable as the Nazgûl and agents. They may be moved and controlled by Sauron, but only if he uses a great deal of his attention.
The Guardians start in a variety of hexes around the board along with a number of Guardian rumors. They are dormant and not movable until mobilized. Once mobilized, a Guardian must be enabled each turn that it moves (see 6.25). Whenever a Guardian moves one Guardian rumor may also be moved.
BALROG: A Demon of Might, a distant relative of Sauron and the wizards. Like Sauron, the Balrog came from the Undying Lands of the Far West to serve Morgoth in the First Age. It is utterly evil and incredibly powerful. The Balrog was buried deep beneath the earth during the cataclysm of old and resurfaced in Moria when the Dwarves unwittingly released him. Now those Dwarves are dead, and the Balrog rules a Kingdom of Darkness in their stead. Its body is unlike mortals, and often burns with fire. Normal weapons and enchantments do not bother it.
The Balrog starts in Mona. Its base transport mode is flying mode. It is joined by 2 + (1-5) orcs if it fights in or adjacent to Mona.
COLD DRAKE: A huge dragon which cannot fly. It is, nonetheless, a formidable foe, for it is swift and agile. In terms of brute strength, it has few rivals. It may also attack with a breath of cold and noxious fumes. The Cold Drake starts adjacent to a Grey Mtn. or Mordor hexside. Its base transport mode is horse mode. It may attack normally or use a hex attack.
CORSAIR FLEET: A fleet of raiding Haradrim warships based in Umbar (the great harbor on the inlet along the south coast of the Bay of Belfalas). Long at war with Gondor, the Haradrim now serve Sauron, and constantly harass the coasts of that free Kingdom. The Corsair Fleet starts in one of the coastal hexes of the coastal isle. Its base transport mode is ship mode. It modifies any search roll for markers in ship mode in its hex by +2. And against land based groups in its hex it contributes 3 + (1-5) men to any fights.
FIRE DRAKE: A fire-breathing, flying dragon. One of an ancient lineage of creatures ensnared by Sauron„s old teacher and master Morgoth. It is capable of wreaking havoc on vast hexes.
The Fire Drake starts adjacent to a Grey Mtn. hexside. Its base transport mode is flying mode. It may attack normally or use a hex attack.
GIANT SPIDER: Another ancient evil creation, it is a huge beast who captures its victims by web or force. Following capture, it covers them in silk, hangs them up, injects them with fluid that reduces them to a tasty juice, and then has dinner.
The Giant Spider starts adjacent to any Mtn. hexside or in any Mirkwood hex. Its base transport mode is horse mode. It is joined by 2 + (1-5) spiders if it fights in a Mirkwood hex. It may attack normally (with a diseased, poisoned) attack, or use its hex attack. Its hex attack is special in that any damage it does (spider webs) is removed from its targets at the end of the combat phase. Keep track of this damage separately, because it can still cause unconsciousness during the combat and the unconscious foe can be killed with normal damage.
KRAKEN: Huge multi-armed creature of the water, an evil relative of the giant squid.
Each of the two Kraken start either in a sea hex, a coastal hex, a river (or swamp) hexside, or in the pool at the west door of Moria (see 10.1). Their base transport mode is ship/boat mode. It may only attack using a hex attack. For every 5 damage (round down) that a Kraken takes it loses one of his hex attack‟s potential targets (a tentacle is cut off).
VAMPIRE: A beast that lives upon the fresh blood of the living. It is capable of flight and shape changing and can employ considerable physical strength.
The Vampire starts adjacent to any mountain hex side. Its base transport mode is flying mode. It is joined by 3 + (1-5) bats if it fights no more than 3 hexes from a hex with a mountain hexside.
WERE-WOLF: Yet another ancient slave of Morgoth, the were-wolf is akin to a huge wolf, but possesses the power of shape-changing and can take the form of a man, it is in a sense undead, and like all that kind, will return immediately to dust upon its death.
The Werewolf starts adjacent to any mountain hexside. Its base transport mode is horse mode. Its attack does diseased damage. It is joined by 2 + (1-5) wolves (or wargs) if it fights no more than 3 hexes from a hex with a mountain hexside.
WIGHT: A spirit of a deceased lord that has been possessed by evil and is unable to pass into the Halls of the Dead. It is capable of drawing life from the living, and is not harmed in the ways mortals are.
The Wight does not start on the map board. Each battlefield hex (A hex with a crossed sword symbol) has a dormant Wight. It may join any fight in its hex that does not already have a Guardian participating. It may attack normally (diseased) or use a hex attack. Its hex attack is special in that any damage it does is removed from its targets at the end of the combat (it is a spell that causes sleep). Keep track of this damage separately, because it can still cause unconsciousness during the combat and the unconscious foe can be killed with normal damage.
12.3 CREATURE CARDS
These cards represent the animals, brigands, and monsters that inhabit the lands of Middle-earth. The creatures include 7 subgroups: wolves, spiders, men, orcs, trolls, assassins, and crebain. Each card has one side representing its subgroup, and one side showing its specific type and combat capabilities. These cards represent broad classes of creatures and are always available for selection to participate in a combat (see 8.4), even if killed in a previous combat.
ASSASSINS: This subgroup represents the servants of Sauron who have been sent out to assassinate those who resist the “rightful ruler” of Middle-earth. This subgroup is used to satisfy the ASI results (the assassins mix) on table T.6 and it is used to satisfy the “A” result (assassin ambushes) on table T.5.
CREBAIN: This subgroup represents the bats and birds of Middle-earth that have been corrupted by the Dark Lord to serve as his spies and scouts. This subgroup includes the crebain, crows and vampire bats. This subgroup is used to satisfy the B# results (the bats crebain: crows mix) on table T.6 and it is used to provide the 2 + (1-5) bats that fight with the Vampire Guardian. It is also used to satisfy in part the A# results (mixed with spiders and wolves to obtain the animal mix) on table T.6.
MEN: This subgroup represents the Easterlings, Haradrim, Dunlendings and other evil men of Middle-earth. Some of these are under Sauron‟s or Saruman‟s sway, while others are merely brigands. It also includes the Mûmakil (Oliphaunt) to be used to satisfy certain results occurring in the southern portion of the map board. This subgroup is used to satisfy the M# results (the men mix) on table T.6 and it is used to provide the 3 + (1-5) men that fight on land when the Corsair Fleet Guardian is in a coastal hex. It is also used to satisfy the C# results (the Cavalry mix) on table T.6.
ORCS: This subgroup represents the evil orcs of Middle-earth. These are the chief servants of Sauron and are even used by Saruman. They are bloodthirsty, cruel and grotesque. Included in this subgroup are the Uruk-hai (a greater orc bred to operate in the daylight) and the Half-orcs (Saruman‟s result from crossbreeding men and ores). This subgroup is used to satisfy the O# results (the ores mix) on table T.6 and it is used to provide the 2 + (1-5) orcs that fight with the Balrog Guardian. It is also used to satisfy in part the OW# results (the orc and wolves/wargs mix) and the TO# results (the trolls and orcs mix) on table T.6.
SPIDERS: This subgroup represents the various giant spiders that inhabit the Mirkwood. This subgroup is used to satisfy the S# results (the spiders mix) on table T.6 and it is used to provide the 2 +(1-5) spiders that fight with the Giant Spider Guardian. It is also used to satisfy in part the A# results (mixed with spiders and crebain to obtain the animal mix) on table T.6.
TROLLS: This subgroup represents the evil trolls of Middle-earth, breed in a mockery of Ents. They are huge and immensely strong, but stupid and slow moving. This subgroup also includes the Olog-hai, breed by Sauron, which are quicker and more intelligent. This subgroup is used to satisfy in part the TO# results (the trolls and orcs mix) on table T.6.
WOLVES: This subgroup represents the normal wolves as well as the Wargs, a group of great wolves who were allied with the forces of evil. This subgroup is used to satisfy the W# results (the wolves/wargs mix) on table T6, and it is used to provide the 2 + (1-5) wolves that fight with the Werewolf Guardian. It is also used to satisfy in part the A# results (mixed with spiders and crebain to obtain the animal mix) and the OW# results (the ores and wolves/wargs mix) on table T.6.
12.4 EVENT CARDS
How to interpret and use the event cards is described in section 6.3.
These cards represent unusual changes in the normal state of the interaction between the characters (and minions), the world and each other. This interaction is usually handled through the mechanics of the game system as provided by the rules. However twists of fate, chance, coincidence and the interference of the powers that be often cause special EVENTS to occur. These event cards provide the uncertainty, flavor and flexibility that rigid rules cannot. Some events are included to simulate things that happened in Tolkien‟s The Lord of he Rings, while other events are included to simulate what could have happened. And then there are events added just to make play more interesting.
Once the rules are read and understood, the events on the cards should be self-explanatory. The events are meant to be fairly straightforward, so if any problems with interpretations occur apply the simplest alternative.
13.0 OPTIONAL SCENARIOS
These scenarios are shorter games that cover parts of the complete game or simulate sections of the books. They are less balanced, because their shorter length gives rise to greater element of luck and because some of them cover phases in the books in which one side or the other had heavy advantages. However they are useful for learning the game system and when limited time is available. For these scenarios the Fellowship is as in the books: Gandalf, Aragorn, Boromir, Legolas, Gimili, Frodo, Sam, Merry and Pippin. Unless stated otherwise all complete game rules apply, and all characters and minions start uninjured. At the start of each scenario each player draws 3 event cards.
13.1 THE GATHERING OF THE FELLOWSHIP
This scenario covers the initial portion of the complete game and the books. The Hobbits are fleeing the Shire pursued by the Nazgûl, while the rest of the Fellowship begins to converge on them and Rivendell. However to balance the play, this scenario allows the Fellowship to form in either Rivendell or the Grey Havens. SETUP: This scenario begins with turn 1. The setup and mobilization is identical to the complete game (see 10.0), with two exceptions. Only two Guardians and two blank Guardian markers may be used. The EP may choose which two and need not inform the FP until they are used. In addition all characters in Rivendell mobilize on turn 4 with Glorfindel.
VICTORY CONDITIONS: The FP wins if he gets at least 8 out of the 9 Fellowship characters together in either Rivendell or the Grey Havens by the end of turn 8 (or earlier). The 8 characters must be conscious and the Ringbearer must be in the group (he need not be one of the eight conscious characters). If the FP does not win, the EP wins. The EP also wins (and the FP loses) if he kills either Aragorn or Gandalf the White (good luck).
13.2 THE RING MOVES SOUTH
This scenario covers the middle portion of the complete game and The Fellowship of the Ring. The Fellowship has been gathered and healed in Rivendell and plans have been laid. The Nazgûl's horses have been destroyed at the Fords of Bruinen (Loudwater). The Fellowship is setting out to move The Ring and the Ringbearer closer to Mordor. In the book the Fellowship started in Rivendell and went to Lórien; however, to balance the play, this scenario allows the Fellowship to vary this. SETUP: This scenario begins on Turn 8. For the FP, the Fellowship and all characters that normally start north of Isengard and west of the Misty Mountains are mobilized. The Grey Havens ship and Shadowfax are also mobilized. Glorfindel starts in Rivendell; all of the other mobilized characters (except of course Tom Bombadil) start in the Grey Havens, Rivendell, the Old Forest, or at sea in the Harlindon Coast region. They may be split between these locations in any way that the FP wishes. FP markers may not assume horse mode in Rivendell (except for Gandalf and Glorfindel). The Hobbits, Aragorn and Gimli may use their enhanced combat capabilities (Frodo may use his best ones). Frodo is the Ringbearer, but his Ring transfer number is 10.
All of the EP‟s Guardians (and their rumors) start in their normal setup locations. The Nazgûl are at Barad-dûr recovering. Saruman and his agents begin the scenario mobilized and on the board. The EP may perform 4 additional mobilizations (these may be used to mobilize Guardians, agents, the Mouth or fell creatures) before the game begins (see 6.22). If an off-board minion is mobilized, a marker for it is placed on the board in its normal starting location. Five Nazgûl become available along with their fell creatures on turn 12.
VICTORY CONDITIONS: The FP wins if by the end of turn 15 (or earlier), he gets a group consisting of 9 characters to one of the following Havens: Lórien, Treebeard‟s Hill, Edhellond, or Thranduil‟s Caverns. The group must consist of at least 8 characters including Aragorn or Gandalf, a Hobbit Ringbearer, at least one other Hobbit, a Dwarf, an Elf and a Man (Aragorn would count, Gandalf would not). These characters must be mobilized and 7 of them must be conscious. If the FP does not win, the EP wins. The EP also wins (and the FP loses) if he kills Aragorn and Gandalf the Grey, or if he kills Gandalf the White (good luck).
13.3 THE FINAL APPROACH
This scenario covers the final portion of the complete game and the books. The Fellowship (minus Gandalf) is safe in a Haven (Lórien in the book), but they must leave and try to get as close as possible to Mordor before dissolving the Fellowship (see 11.0). The Enemy has mobilized his forces and has his Nazgûl mounted on fell creatures. To simulate the uncertainty in this situation, the Fellowship actually starts in a location unknown to the Enemy.
SETUP: This scenario starts on turn 15. All characters (except for Gandalf and 5 decoys of the FP‟s choice) begin the game mobilized and on the board. The characters with movement limits (see 8.4) start at their normal starting hexes. All other characters begin in the following Havens: Thranduil‟s Caverns, Lórien, Treebeard‟s Hill, Edoras or Edhellond. No more than 12 characters and no fewer than 3 characters may start in any one of these locations. Aragorn, Boromir, Gimili, Legolas, and Sa m must start with Frodo. All characters with enhanced combat capabilities may use them. Frodo is still the Ringbearer, but his Ring transfer number is down to 9. Gandalf the White may show up at the beginning of turn 17 at any of the starting locations.
All minions (except for the Balrog) and the Guardian rumors start the game mobilized and on the board. The Nazgûl start at Barad-dûr mounted on fell creatures. All of the other minions start in the locations described in section 10.1. VICTORY CONDITIONS: The victory conditions are as stated in section 11.0. It is assumed that 5 characters have already been killed.
14.0 SUGGESTIONS FOR A SIMPLER GAME
The following sections deal with modifying or eliminating some of the rules to make the game simpler to play or easier to learn. Some people who are less experienced at gaming may wish to adopt these suggestions until they have become more familiar with the other aspects of play.
14.1 ELIMINATING THE USE OF TRANSPORT MODES
This suggestion eliminates the use of transport modes to determine where and how far a marker may move. If using this suggestion, sections 6.12, 6.26, and 7.31 are not applicable. Under this suggestion, neither side may fly, sneak or move by river.
Each FP marker is assumed to be in a fixed transport mode equivalent in most ways to foot mode. All FP markers may always cross one hexside (if a terrain roll is made, see 7.32). A second hexside may not be crossed if it would require that a terrain roll be attempted. FP markers may also move at sea if they follow the above restrictions; a ship need not be acquired.
Each EP marker is assumed to be in a fixed transport mode equivalent in most ways to horse mode. All EP markers may always cross two hexsides (if the terrain rolls are made). They may cross 3 hexsides if the second two hexsides do not require terrain rolls. EP markers may not move at sea.
14.2 SIMPLIFIED RING RULES
When using this suggestion only the EP and the FP may control The Ring, and there are no transfers of The Ring. If using this suggestion, section 6.41 may be ignored.
The Ring starts under FP control (Frodo is Ringbearer). If the Ringbearer (EP or FP) is killed, a new Ringbearer is chosen from the group (EP or FP) that has his body. This is the FP group if they do not disengage from the combat in which he was killed (and have at least one character left) or if they carry off his body. Otherwise the EP controls The Ring. In such a case, if the EP does not have a Nazgûl, the Mouth, Saruman or an agent present when the Ringbearer is killed, The Ring remains there until such a minion or a FP group moves into the hex (such a group automatically takes control of it). The FP must always be informed where The Ring is if the EP has control of it, and he may automatically attack any EP group that contains The Ring.
14.3 SIMPLIFIED RANDOM GROUP SELECTION
When using this suggestion, all of the creature cards are shuffled together when a random group is called for by a search roll result. Then 2 + (1-5) cards are selected if “half of a random group” is called for, and 5 + (1-10) are selected if a full random group is called for. This suggestion takes the place of section 8.4 and eliminates the use of table T.6.
14.4 SIMPLIFIED COMBAT
This suggestion greatly simplifies the combat sequence, but it dramatically cuts down on the tactical options of the players. If this suggestion is used it replaces sections 9.21, 9.221 and 9.223.
First the EP lays all the cards of his minions in the fight face up in a row in front of him. The FP then assigns each of his characters to attack (not hex attack) one of the minions, following the following rules:
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No minion may have 2 assigned attacks until every minion has I assigned attack.
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No minion may have 3 assigned attacks until every minion has 2 assigned attacks.
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No minion may have 4 assigned attacks until every minion has 3 assigned attacks.
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Only the minions on the ends of the row may have 4 assigned attacks. After the attacks are assigned, they are resolved as described in 9.222.
Then both players pick up their cards and the above procedure is repeated with the FP and EP reversing roles. After the EP resolves his attacks, disengagement attempts may be made and the combat round ends.
15.0 OPTIONAL RULES
These optional rules are included to increase realism and to allow the game to simulate some of the events that occurred in The Lord of the Rings but cannot occur with the normal game mechanics. These rules should be examined with care; they may decrease playability due to increased complexity and decreased play balance.
15.1 OPTIONAL RULES AFFECTING
THE STATUS PHASE
15.11 MOBILIZING GOLLUM IN MORIA
If the Ringbearer group begins a FP status phase in Moria, Gollum may be mobilized (he joins the group).
15.12 HEALING WITH ARAGORN AND ATHELAS
When Aragorn reaches an Elf Haven (see 2.0 Definition of Terms), make an “A” mark next to his name on the damage record sheet. In EP status phases following this, any character (not in a Haven) in the same group as Aragorn that has diseased damage marks off one less damage box than normal (0 for Hobbits 1 for everyone else).
15.13 REFORGING ARAGORN’S SWORD
Instead of only being able to have his sword reforged in Rivendell, Aragorn may have it reforged in any Elf Haven (see 2.0 Definition of Terms).
15.14 CHANGING THE TYPE OF A HEX
The EP gets a certain number of mobilizations each turn. He may use one of these mobilizations to change the type of a hex. He does this in lieu of a normal mobilization. This represents military action that requires his concentration and power. If the hex to be changed is next to a SA or Garrisoned hex it may be changed: from Civilized to Border, from Border to Wild, or from Wild to SA.
If the EP is willing to remove a Nazgûl from the game permanently (see 15.15) he may change a hex‟s type from SA to Garrisoned (if the SA hex is already next to a Garrisoned hex). If a Haven hex is next to a Garrisoned hex (this may only occur through the above procedure), it can be changed to a Civilized hex if a Nazgûl is removed as described above. The Nazgûl must be moved to the hex in order for either of the above changes to occur.
Counters are provided to mark these changes; the counters are a limit to the number of hexes that can be changed. The change of a Haven so rarely occurs that a counter was not included; use any counter you want that is not in play.
15.15 Removing Nazgûl
A Nazgûl may be permanently removed from the game and placed on garrison/military duty as described in 15.14.
15.16 REMOVING MOVEMENT LIMITS
If the FP loses control of The Ring (see 6.4), the movement restrictions on Glorfindel, Grimbeorn, Treebeard, and Radagast are removed. Once The Ring returns to FP control the movement restrictions are reinstated and the characters must move by the fastest route (see 6.414) back into the hexes that they are normally allowed to move in.
15.17 THE BALROG AND THE RING
With regards to The Ring (see 6.414) the Balrog is treated just like Saruman except that he will try to return to Moria. If he makes it to Moria and can hold onto The Ring for one complete turn (he turns Moria into a Garrisoned hex) the game is over and both sides lose.
15.18 EXTENDING THE GAME
If both players agree before hand, the game length can be extended beyond 20 turns. For every 2 turns over 20 before the game ends, shift the victory level one in the EP‟s favor.
15.2 OPTIONAL RULES AFFECTING
THE MOVEMENT PHASE
15.21 LIMITS ON RUMOR MOVEMENT
If a marker crosses more than two hexsides during movement, it must end its movement phase no more than two hexes from (see 7.9) a marker that started the movement phase in the same hex that it started in.
15.22 EXTENDING TREEBEARD’S CAPABILITIES
Treebeard is allowed to move into the Isengard and the Helm‟s Deep hexes. Treebeard “fights with” 1 + (1-5) trolls, these represent his Huorns (mobile trees). If Treebeard spends three complete turns in the Isengard hex he may reduce it to a Sauronic Activity type hex.
15.3 OPTIONAL RULES AFFECTING
THE SEARCH PHASE
15.31 CAPTURING HOBBITS
If a Hobbit takes enough damage in a combat round to cause unconsciousness but not death (see 9.1), he may not be attacked any more during that combat (Sauron‟s minions were under orders to capture Hobbits). If an unconscious Hobbit is not carried off in FP disengagement and the EP holds the field, the Hobbit is captured. If the EP group consists entirely of random creatures or non-Balrog Guardians, the Hobbit is killed. If a captured Hobbit can be taken (he may be carried, see 6.125) to a Garrisoned hex the victory level at the end of the game will be shifted one in the EP‟s favor (a maximum of one such shift per game). If the Hobbit captured is the Ringbearer, The Ring will be taken from him only if the EP group contains a Nazgûl or Saruman (The Ring is still not under FP control).
Any FP group may automatically attack an EP group with a captured Hobbit (its position is always known to the FP). If the FP group wins the combat (the EP group disengages or is destroyed), the Hobbit joins the FP group. Each status phase a captured Hobbit may make a roll (1-10), if the result is a 1 the Hobbit escapes.
15.32 LIMITS ON SEARCH RESULTS
No fell creature or Drake (Fire or Cold) may participate in a fight against a FP group in a hex that has a woods hexside.
15.4 OPTIONAL RULES AFFECTING
THE COMBAT PHASE
15.41 INCREASING DOUBLE DAMAGE RANGE
An attack does double damage (see 9.1) if the number rolled in an attack is less than half of the number required to hit (the attacker‟s OR - the defender‟s DR).
15.42 REVERSING ATTACK ORDER
If a fight results because of an FP attempt to move through a blocked feature (see 7.33), the order of attack for the first combat round is changed. That is the FP sets up first and the EP attacks first. The order reverts to normal after the first round.
15.43 Destruction of a Nazgûl
If a Nazgûl takes damage that is over twice his EN in one combat round, he is destroyed and removed permanently from play.
15.44 GANDALF AND THE GUARDIANS
If a FP group containing Gandalf is in a fight with an EP group that contains a Guardian, the FP may elect to have Gandalf engage the Guardian during the disengagement segment of the first combat round. If he does, the rest of the FP group must automatically disengage and the EP may not deny any hexes to them (see 8.5). However, Gandalf and the Guardian are then locked in one-on-one combat in which no other characters or minions may participate, and from which Gandalf and the Guardian cannot disengage. Attacks are simultaneous for this combat. Once one of the combatants is dead the other can rejoin his group. If both are rendered unconscious or dead, both are considered dead.
16.0 GAME NOTES
This game is mainly a simulation of the first volume of Tolkien‟s The Lord of the Rings. While it does allow some of the action from the later two volumes to occur, it is not a simulation all of the action in all three volumes. The players should keep this in mind as they begin to play the game. The FP should not expect to toss The Ring into Mt. Doom, and the EP should not expect to mass armies and bring doom and destruction to large hexes of Middle-earth. In this game, the FP is trying to get The Ring as close as possible to Mordor as quickly as possible; and the EP is trying to get The Ring, or failing that he is trying to slow the FP down or stop him.
In The Lord of the Rings Tolkien makes it clear that Sauron did not even imagine that anyone would attempt to take the Ring to the Crack of Doom. He could not conceive of an individual who would attempt to destroy the ultimate item of power rather than wield it. Since this game is designed with an EP actively searching Middle-earth for the Ring, it cannot simulate a situation in which two Hobbits sneak to and through Mordor with Sauron searching elsewhere (any competent Enemy Player would concentrate all of his effort and attention in Mordor). So while this game allows the Ring to be carried all the way to Mt. Doom, it is not a key element of play and will not occur most of the times that the game is played.
HINTS TO THE FP: Your main advantage is secrecy, if you do not use it the superior forces of the EP will wear you down and eventually destroy you. Remember you cannot kill the Nazgûl; they just come back stronger 5 turns later, in the hex of the map that you are headed for. Similarly, the random creatures are endless. You may slaughter dozens of them, but if they kill one character you have lost ground. You should keep plenty of rumors in play and should not become predictable. Try to keep at least two groups that could contain the Ringbearer on the move (moving at sea is very good for these purposes). Save the best event cards for making unexpected moves that increase the uncertainty as to The Ring‟s exact location.
HINTS TO THE EP: Your main advantage is strength, your forces are much more powerful and deadly than the FP‟s. Your main disadvantage is your lack of mobility; over half of your forces must be enabled to move, but you may only enable one force a turn (a Guardian, Saruman‟s forces or a fell creature). Your other forces also take a long time to mobilize. To minimize this disadvantage, start your guardians and Nazgûl blocking features. This has a double advantage: it slows down or blocks the FP, and it means that the minion does not have to make a terrain roll to leave the hexside. Never pass up the chance to make a search roll on the Ringbearer group if you know where it is; if you make enough rolls, sooner or later you will get a good attack on it. Above all else, eliminate rumors and keep track of where The Ring is. Remember, you don't have to get The Ring to win; you only have to slow it down and kill characters (any characters).
Tables and Charts
The following tables are transcribed from the rulebook's chart pages. Map graphics (the hex-class map in section 11.0, the region map on the T.4/T.6 page, and the display boards) are not reproduced.
T.1 Table 1 - Maximum Movement Table
| Condition | Sneak | Foot | Horse | Boat | Ship | Flying |
|---|---|---|---|---|---|---|
| Through all open area-sides | 1 | 2 | 4 | 6* | 4 | 5 |
| Only non-open area-side crossed is the first | 1 | 2 | 3 | 5* | 3 | 5 |
| Otherwise | NA | NA | 2 | 4* | 2 | 5 |
| # on Marker Side Face Up: (FP), [EP] both | (2),[NA] |
* Movement is along river and swamp area-sides.
On land, an open area-side is a clear area-side or an unblocked bridge or road feature.
At sea, an open area-side is an all sea area-side not adjacent to a coastal area.
On a river, an open area-side is any non-swamp area that doesn't contain a ford or falls.
T.2 Table 2 - Terrain Effects Table
(to cross roll less than or equal to the number shown)
Columns give the worse weather status of the adjacent areas: Normal, Bad Weather, Storm.
| Area-side or feature | Normal | Bad W. | Storm |
|---|---|---|---|
| Land movement: | |||
| Clear/Bridge/Road | A | A | A |
| Ferry* | A [5] | A [NA] | A [NA] |
| Ford* | A [5] | 8 [3] | 5 [NA] |
| River* | 5 [NA] | 3 [NA] | NA [NA] |
| Swamp* | 3 [NA] | 1 [NA] | 0 [NA] |
* Bracketed values, [#] are for Nazgûl. NA - Not allowed, may not be crossed. A - No terrain roll required.
NOTE: Blocking (or unblocking) counts as one area-side crossed, the blocking marker must move to, or be in an area adjacent to the hexside to be blocked; an unblocking marker may move to either adjacent area. Dormant blocking markers may be bypassed on a (1-5); however, if the bypass roll fails a fight occurs.
NOTE: Leaving a Haven for FP groups is automatic, when entering a Haven 3 is subtracted from any movement rolls. The same applies to EP groups and Garrisoned area.
NOTE: No terrain roll is necessary if the terrain is blocked.
NOTE: A maximum of 7 FP characters (Hobbits count 1/2) in an area (unless it is a Haven).
NOTE: An unrevealed group may generate up to 1 rumor. A revealed group may generate up to 3 rumors.
NOTE: River movement is along area-sides, but movement begins and ends in areas adjacent to the first and last area-sides moved along.
T.3 Table 3 - Acquisition Table
| Objective | Location | Roll to find |
|---|---|---|
| Ships | in a coast area | 2 |
| Boats | next to a river | 2 |
| Horses | any land area | 2 |
| Eagles | Eagle's Eyrie (15,cd) | 2 |
| Radagast @ | any Mirkwood area | 1 |
@ - Radagast is mobilized by this roll and joins the group making the roll, he may not move more than 2 areas from Mirkwood.
Modifications for all objectives:
- Gandalf in group: -2
- Aragorn in group: -1
- Each consecutive turn spent: -1
Modifications for ships, boats and horses only:
- Haven: auto (FP)
- Garrisoned: auto (EP)
- Border: +0
- Port/Town: -5
- Civilized: -3 (FP)
- S. Activity: -3 (EP)
- Wild: +2
T.4 Table 4 - Area Activity Table
An X means the area type is active for that roll; - means not active; (S) means active for markers in ship mode only. Area types: Haven, Civilized, Border 1, Border 2, Wild 1, Wild 2, Wild 3, S. Activity, Garrisoned (each marked on the map by its own symbol).
| Area type | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Haven | - | - | - | - | - | - | - | - | - | X |
| Civilized | - | X | - | - | X | - | - | X | - |
T.5 Table 5 - Search Table
Modified search roll across the top. *No modifications except from EP searches.
| Area type | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14+ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Haven | - | - | - | - | - | - | - | - | - | S | S3 | S5 | S7 | A |
Result key (see 8.32 for full explanations):
- S - Sighting: Marker removed if it is a rumor
- S# - Spotting: Mix group/blanks (9), pick # cards, and reveal race.
- E - Encounter: EP ambushes OR FP retreats OR treat as FH.
- FH - Fight-Half: EP ambushes OR EP attacks with minions or half of a random gp.
- F - Fight: EP ambushes OR EP attacks with minions or full random gp.
- FA - Fight-All: EP ambushes (may use assassin) OR EP attacks with a full random gp. or minions and half of a random gp.
- A - Assassin: EP ambushes with an assassin.
- R - Retreat: Group in ship mode must retreat.
- W - Wreck: Group placed on closest shore of FP's choice.
- SU - Sunk: Group placed on closest shore of EP's choice; characters may die.
Modifications to the search roll:
- Weather: Storm - ship mode (+2), non-ship mode (-2), no sightings at sea. Bad Weather - ship mode (+1), non-ship mode (-1), no sightings at sea.
- Travel mode: Sneak mode -1; Foot or boat/ship mode +0; Flying mode +1; Horse mode +2.
- Other: EP Search +0; EP Search (NA at sea) +1, +2; Corsair fleet at sea +2; Kraken at sea +1; Grey Haven ship at sea -2.
Small group retreats:
| Gp. size | Roll required |
|---|---|
| .5 or 1 | 1-7 |
| 1.5 or 2 | 1-5 |
| 2.5 or 3 | 1-3 |
| 3 | NA |
Hobbits count 1/2.
T.6 Table 6 - Random Group Table
Roll across the top; region numbers refer to the region map on the chart sheet (not reproduced).
| Region | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| I | A8 | M8 | M10 | M10 | M12 | C8 | C10 | C12 | AK1 | AK1 |
| II | A8 | B10 | M8 | M8 | M10 | M10 | M10 | M12 | M12 |
* Elephant included south of Minas Tirith.
Draw # cards from the mix as indicated below (1/2 # for half random gp.):
- A - Animals; mix wolves, spiders and bats, each disengages at 1/2 damage.
- AS - Assassin; ambushes group.
- B - Bats, crebain, crows; -1 to disengagements.
- C - Cavalry; use men counters, +1 to attacks and -2 to disengagements.
- M - Men.
- O - Orcs, half-orcs and Uruk-hai.
- OW - Orcs and wolves/wargs; +1 to orcs' attacks and -1 to disengagements.
- S - Spiders.
- TO - Trolls, orcs, half-orcs, Uruk-hai, and Olog-hai.
- W - Wolves and wargs; -1 to FP disengagements.
T.7 Table 7 - Character Data (Damage Record Sheet)
Each character is provided with a row (or rows) of damage boxes on the printed sheet (twice the endurance number). Mark normal damage with a "/". Mark diseased damage with an "X". The damage boxes themselves are not reproduced here; Ring transfer numbers:
| Name (Enhanced) | Ring Transfer # |
|---|---|
| Gandalf (Grey) | 9 |
| Gandalf (White) | 9 |
| Aragorn (enhanced box) | 8 |
| Legolas (enhanced box) | 7 |
| Gimli (enhanced box) | 7 |
| Boromir (enhanced box) | 5 |
| Frodo (two enhanced boxes) | 12 |
| Sam (enhanced box) | 11 |
| Merry (enhanced box) | 10 |
| Pippin (enhanced box) | 10 |
| Radagast | 9 |
| Glorfindel | 7 |
Decoys: Lorien Elf (2), Mirkwood Elf, Edhellond Elf, Grey Havens Elf (2), Rivendell Elf: Ring transfer 7. Edoras Man, Dol Amroth Man, Minas Tirith Man, Pelargir Man, Ithilien Man, Long Lake Man, Bree Man, East Rohan Man: Ring transfer 6. Iron Hills Dwarf, Lonely Mtn. Dwarf, Blue Mtn. Dwarf (2): Ring transfer 7. Shire Hobbit: Ring transfer 10.
T.8 Table 8 - Evil Power Data (Damage Record Sheet)
NOTE: Each character and minion is provided with twice as many boxes as their endurance number. If the damage taken exceeds the endurance number unconsciousness ensues, if it exceeds twice the endurance number death ensues.
Minions: Witch King, Khamûl, Nazgûl #3 to #9, The Mouth of Sauron, Fell Creature #1 to #9, Saruman, Saruman Agents (Isengard, Edoras, Bree, Shire), Agents (Dol Amroth, Pelargir, Minas Tirith, Edoras, Long Lake, Bree, Calembel).
Guardians: Balrog, Fire Drake, Vampire, Giant Spider, Werewolf, Cold Drake, Kraken #1, Kraken #2, Wight (each one), Corsair Fleet (cannot be attacked or destroyed).
The Fellowship Player Display - Turn Track
The FP display has boxes A through N and a turn track of turns 1-28: turn 1: 3 EP mobilizations; turn 2: 2 EP mobilizations; turn 3: Aragorn mobilizes, 2 EP mobilizations; turn 4: Glorfindel mobilizes, 2 EP mobilizations; turn 5: 1 EP mobilization (after turn 5 the EP gets one mobilization per turn); turn 20: Game normally ends.