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The Actual Rules 4.5
(Pirate Collectors Edition) by Magic Geek devil

This is ALL of the rules to War of the Ring. ** Print this out **
All Rulebooks and FAQ’s, in a single simple stream.

The Game Turn
Step 1, Draw Event Cards
Free and Shadow each draw a Character card and a Strategy card.

Step 2, Fellowship Phase
The Fellowship may declare they are up to their progress counter in regions away from their current location, move the Fellowship Figure, and reset to 0 the progress counter. When declared in a Stronghold or City, the fellowship heals a point of corruption and that nation is activated.

Step 3, Hunt Allocation
Shadow may place as many Action Dice in the Hunt For The Ring as they choose, up to the number of companions remaining in the fellowship. Place allocated dice in the Hunt For The Ring box, with the Eye displayed.

Step 4, Action Roll
Both sides roll unallocated Action Dice, put Eye results with allocated Eyes.

Step 5, Action Resolution
Starting with the Free, each side uses one Action Dice to perform an action.
If a player has fewer Action Dice than their opponent they may pass and take no action.
If a side use all their actions, the other side uses all of their actions one after the other.
Ninety percent of the game is in this step. Free will pass in most turns.

Step 6, Military Victory
After all Action Dice have been used, check for a Military Victory.

The Game Board
Every regions has a name and is equal for movement purposes.
A Region can be empty, contain a Fort, a Town, a City, or a Stronghold.
A Town, a City, or a Stronghold is called a Settlement.
A black line between 2 regions means they are not adjacent.
A black line means impassable terrain between two areas.
All Sea is impassable.

Game Pieces
Every nation has regular and elite army units.
All Regular units are the same. All Elite units are the same.
All Free leaders are the same.
The Nazgul are leaders for the Shadow.
Free characters are called Companions. Shadow Characters are called Minions.
Each character has a unique figure and a card.
Characters act like leaders, but, they can often move further and ignore enemy armies.
All units in each region are a single army.

Tracks and Boxes
The Hunt box stores dice allocated to Hunt For The Ring, and dice used by the Fellowship to move this turn.
The Political Track displays the political state of each nation.
The Stronghold boxes display armies under siege.

The Action Dice
Shadow start with seven red dice in their dice pool.
Free start with four blue dice in their dice pool
Mustering and Eliminating Characters changes the number of Action Dice rolled next turn.

Hunt Allocation and Action Roll
Shadow can place dice with the Eye side up in the Hunt For The Ring box.
Shadow can place an Eye for each companion still with Frodo and Sam.
Shadow can always place an Eye because Gollum comes once the last companion has left.

Using Action Dice
Starting with the Free, each side picks an Action Dice and performs the action made available by that specific dice result. The Action Dice is put aside until the start of next turn. If a dice was used to move the Fellowship, place the dice in the Hunt for the Fellowship box.
A player may pass and take no action instead if they have fewer dice than their opponent.
If one side, usually the Free, uses all their dice before the Shadow, the Shadow play out all their remaining dice one after the other

An Action die can be discarded for no effect as an action
Shadow changing an unused Action dice into an Eye does not count as performing an action.
A player must still use an Action dice or Pass.

When a player uses a Character action die to attack with an Army, at least one of their leaders or characters must be in the army.
When a player uses a Character action die to move an Army, at least one of their leaders or characters must be in the army.

The Elven Rings
The Free control all three Elven rings at start.
Only one Elven Ring can be used per turn by each side.
Each Elven ring counter starts ring side up in the Elven Rings box.
When an Elven Ring is used, place it in the Shadow Elven Rings box.
The Shadow may then use the Elven Ring once and remove it from the game.

A player may use an Elven Ring to change an Action Dice result from result to another.
Important : An Elven Ring cannot change a dice into a Will of the West.
Using an Elven Ring to change an unused Action dice can only be done immediately prior to performing an action.
Any red dice can be changed into an Eye, but an Eye can not be changed into something else.
An Elven Ring cant change an Eye into another action.

The Event Cards
Both sides have a Strategy Deck, and a Character Deck of cards.
The top part of these cards is an Event, the bottom section is a Combat Card.

The Character Deck has a sword on its back, the Strategy Deck has an Army Banner.
The Character Deck has Character cards.
The Strategy Deck has both Muster cards and Army cards, as shown in their top right.
A Free Player Character Card is a Free Player Event Card, they all have a Sword symbol.

Drawing Event Cards
At the start of each turn, both sides must draw one Character card and one Strategy card.
A player can spend an Event Dice (the Palantir symbol) to draw a card from either deck.
A player must immediately discard down to six at all times.
If a deck runs out, do not draw. Cards are not reshuffled.

Playing Event Cards
Event cards can be played by using a Palantir dice.
Event cards can be played by using an Action Dice that matches the icon in the top right corner of the card. Character, Muster or Army.
If a card reads Play on Table then the card remains in play until its exit conditions are met.
When a Play on Table event no longer satisfies its play conditions, discard it.
"Play on table" events do not count toward your hand limit.
Discarding cards the opponent has played on table counts as an action. (eg Palantir of Orthanc)

An Event can recruit figures into a region still under its original owner.
An Event can recruit into nations not at war.
An Event can muster into an army laying siege to a Stronghold.
An Event can muster into an army inside a besieged Stronghold.
This is the only way to muster units in a region containing a Stronghold under siege.

An Event cannot muster in a conquered Settlement.
An Event cannot muster in a region with an enemy Army.
If all of the effects of an event card cannot be done, do everything that can be.
An Event that could remove figures is an attack, and affects the Political Track.

Combat Cards
Each event card has a separate area at the bottom, called a Combat Card.
Before each round of combat, both sides may play one Combat Card.
After each round, discard any played combat cards.
Combat cards do not require an Action Dice to play them.

Drawing Additional Cards
Each player must draw a card from each deck at the start of each turn.
A Palantir dice can be used as an action to draw a Character or Strategy card.

Ring Victory
Shadow wins immediately if the Ring bearers ever have 12 corruption.
If The Fellowship figure is on the Cracks of Doom step of the Mordor Track, and the Ring bearers have less than 12 corruption, Free win.

The Fellowship
The Fellowship figure of Frodo and Sam represents the last known position of the Fellowship. The Fellowship starts in Rivendell. The other seven companions start with them, in the The Fellowship of the Ring box. If any companions leave the Fellowship, move their figure onto the board.

A Character Dice can be used as an action to move The Fellowship
Each time The Fellowship is declared or revealed, move the Fellowship to their new location. The Fellowship Progress Counter goes on the Fellowship Track on the game board, with the blue side up on zero. The blue side means hidden, red side means revealed. When hidden, it shows how far The Fellowship has travelled from it’s last known position, and is moved forward each time The Fellowship advances.

The Corruption Counter moves between zero and twelve on the Fellowship Track.
If The Fellowship ever get twelve corruption, the Free lose immediately.
Each Character has a companion card displaying their Level, Leadership, Nationality, Guide Abilities and Special Abilities.

The Fellowship, and any Companions in it, cannot be destroyed in combat.

The Fellowship remains hidden when the Fellowship is declared and moved.
The Fellowship does not suffer from the same movement restrictions as separated companions. The Fellowship do not have to declare or reveal themselves in a Shadow stronghold. The Fellowship can leave a stronghold under siege.

The Fellowship can only heal in a Free City or Stronghold controlled at the start of the game, and controlled now.
The Fellowship can rest and heal in a Free Stronghold under siege.

If the Fellowship is revealed in Morannon or Minas Morgul, they are forced to hide again before they can declare in Mordor.

An additional hunt tile is drawn only if the Fellowship is revealed in, leaving or going through a Shadow Stronghold controlled by the Shadow, conquered Free Strongholds don’t count.

The Guide of The Fellowship
Gandalf the Grey starts guiding the The Fellowship.
The guide must always have the highest level among the The Fellowship.
When there is a tie, The Free player may choose.
The Free may switch to Strider in the first turn.
Legolas, Gimli are Boromir are level 2, so they all must lead before Meriadoc and Pippin.
The Free may pick a new guide at the end of each Fellowship phase.
The Free may pick a new guide whenever the composition of the Fellowship changes.
Only the ‘If guiding the Fellowship’ abilities of a guiding companion can be used.

The Mordor Track
If The Fellowship is declared in Morannon or Minas Morgul at the start of the turn, they enter the Mordor Track. Put The Fellowship figure on the first step of the Mordor Track. Return all drawn Eye tiles to the Hunt Pool, and add any played special tiles. The Fellowship Progress counter still display hidden or revealed, but no longer moves.

When the Fellowship is on the Mordor Track, do not roll for the Hunt when they move, draw a tile from the hunt pool instead. Damage is applied as normal.
If the tile is an Eye, damage is equal to the number of Eyes in the Hunt box plus the number of previous times The Fellowship has moved this turn.
If the tile drawn is a Shadow Special Tile, The Fellowship Figure does not advance on the Mordor Track.

If The Fellowship is on the Mordor Track and has not hidden or attempted to move for the entire turn, add one corruption.
The Fellowship must be hidden to move on the Mordor Track.
On the Mordor track the Fellowship is safe from Nazgul and armies.
The Mordor Track is not a part of the Gorgoroth region.

The Fellowship Track
A Character dice can be used as an action to move a hidden Fellowship.
When The Fellowship moves, advance The Fellowship Progress Counter one step.
The higher the number, the more regions the Fellowship have secretly moved.

Each time The Fellowship moves, the Shadow has a chance to Hunt For The Ring.
Each time The Fellowship moves in a turn, the hunt becomes one easier.

The Fellowship figure is moved when the Hunt is successful and reveals The Fellowship.
The Fellowship figure is moved when The Free declare the position of The Fellowship.
When the Fellowship is revealed or declared, The Fellowship Progress Counter is reset to zero.
The fellowship heals one corruption when declared in a Free peoples City or Stronghold not under enemy control. Conquered Shadow Settlements do not heal the Fellowship.

The Fellowship may declare each turn solely to heal.
Only a hidden Fellowship can be declared during the Fellowship phase
When the Fellowship is declared, The Free move The Fellowship figure a number of regions up to the number of the Fellowship Progress Counter, and then return the counter to zero and hidden.

When revealed, turn the Fellowship Progress Counter to its red revealed side.
The Free then move The Fellowship figure a number of regions up to the number of the Fellowship Progress Counter, and then return the counter to zero.
When the Hunt reveals the Fellowship, they cannot be revealed in a Free Peoples Stronghold or City, but can reveal in a Free Peoples Town
Conquered Shadow Settlements can be revealed on.
When revealed, The Fellowship cannot move.
A Character dice can be used as an action to hide The Fellowship.

When The Fellowship is revealed going into, from or through a Shadow Stronghold, a Hunt Tile is drawn in addition.
The Fellowship cannot move through a black line, impassable terrain is impassable.

The Hunt For The Ring
The 18 Hunt tiles are placed in an opaque container and called the Hunt Pool. Twelve standard hunt tiles are numbered 0,1,2 or 3, sometimes with a reveal icon. Four standard hunt tiles have an Eye. Two standard tiles are Sméagol tiles.
The Four Special Hunt Tiles for each side come from events.

Drawing for the Hunt means pull a tile from the Hunt Pool and apply its effects on The Fellowship.
Resolve each effect of each Hunt tile before resolving the next effect or tile.
Resolve tiles drawn because of Shadow Strongholds last.
If the Hunt Pool is empty, return all numbered and Eye tiles, but not special tiles.
The Special Hunt Tiles are only added to the Hunt Pool when The Fellowship is on the Mordor Track.

Hunting the Fellowship
When The Fellowship moves, the Shadow rolls for the Hunt.
The Hunt Level is the number of red dice in the Hunt Box, traditionally these are all turned to Eyes. The Shadow player rolls a number of combat dice equal to his Hunt Level, five dice maximum.
Each 6 rolled is a success.
If the Fellowship has moved this turn, add one to each Hunt Roll dice result for each movement. One previous move means 5+, two previous moves means 4+, and so on.

Hunt Rerolls
If The Fellowship Figure is in a region with a Shadow controlled stronghold, a Shadow army unit or a Nazgul, the Shadow can reroll a Hunt Dice for each condition that applies. Conquered Free Strongholds do give Hunt re rolls
Hunt Rerolls get the same +1 bonus for each Fellowship movement this turn.
Each Hunt Dice can only be rerolled once

The Hunt
Nazgul, Shadow Strongholds and Shadow units still get rerolls even when a Free army is with them. Even in a Free stronghold. Hunt rerolls always apply.
A Shadow Army besieging a Stronghold with the Fellowship generates a Hunt reroll.
If there is a Nazgul leading that Shadow army, a second reroll would apply.
A Free Stronghold captured by the Shadow gives a reroll if the Fellowship is in it.
A Shadow Stronghold captured by the Free does not give a reroll if the Fellowship is in it.

When the Fellowship is revealed turn the Fellowship Progress Counter to the Revealed side, then the Free must move the fellowship figure. This move cannot be to a Stronghold or City controlled by the Free.

Only Character dice that were used to move the Fellowship are added to the hunt pool.
This includes Will of the West die used to become Character dice, and character dice from Elven rings. The current Character dice is added after the current Hunt, and any eyes resulting, have resolved.

Ignore any reveal icon on the drawn Tile if the Fellowship has declared in a Free Peoples Stronghold or City. eg The Balrog.

Eye hunt tiles that have been drawn by a Shadow Event (eg Orc Patrol) are put back in the Hunt when the Fellowship reach the Mordor Track, same with Eyes drawn for the Hunt.
Eye hunt tiles that have been removed from the game by Galadriel or Challenge of the King are not returned to the Hunt pool.

Determining Hunt Damage
If the Hunt was successful, draw a tile from the Hunt Pool.
If the drawn tile has a number, apply that much damage to The Fellowship.
If the drawn tile has a reveal icon, The Fellowship is revealed in addition.
If the drawn tile is an Eye, apply as much damage to The Fellowship as there were successes in the Hunt, and reveal The Fellowship.
There is no maximum damage in Mordor for Eye tiles.
When the Hunt reveals the Fellowship, they cannot be revealed in a Free Peoples Stronghold or City, but can reveal in a Free Peoples Town
When the Fellowship declares in a Free Peoples Stronghold or City, ignore any reveal icons for tiles drawn because of the declaration.

When the Free -1 or -2 Special tiles are drawn, move the Fellowship and heal that much corruption.
All Shadow Special tiles have a small sword with a red circle and slash, this means the Fellowship does not move for this tile draw.
The dice on the Shelob tile means roll a dice and apply that much hunt damage.

Applying Hunt Damage
Hunt damage can be taken as corruption, add that much corruption to The Fellowship.
The Guide can be taken as a casualty, and reducing the Hunt damage by their level.
A random companion can be taken as a casualty, reducing the Hunt damage by their level.
The random companion eliminated can be the guide.
If the Hunt damage is higher than the eliminated character's level, any excess damage is taken as corruption.

Resolving a 2R (this means a “2 + Reveal” tile)
First turn the Fellowship counter to revealed.
Companions die and / or hobbits separate.
Resolve Gollum’s reveal.
Resolve Corruption
Move Fellowship
Move Fellowship counter to 0
Add Character dice to the Hunt

Sméagol, Tamed Wretch
When a Sméagol tile is drawn for the Hunt, damage equals zero and Sméagol becomes the guide to the Fellowship. Place the drawn Sméagol tile in the Guide of the Fellowship box, and add the Sméagol Companion Counter.
Sméagol must always be the Guide to the Fellowship.

Sméagol can be taken as a Hunt casualty like any other companion.
Sméagol’s level is equal to the highest level companion in the Fellowship.
If Sméagol is the Guide and the second Sméagol tile is drawn, hunt damage is zero and the tile is returned to the Hunt
If a Sméagol tile is drawn after Sméagol has left the game, discard it and draw again.
If a Sméagol tile is drawn and Gollum is the Guide, discard it and draw again.

If Sméagol is eliminated, the We Shall Get It Shadow event enters play.
If Sméagol is the only Companion in the Fellowship, replace him with Gollum and We Shall Get It does not enter play.
Sméagol is not Gollum and cannot be used to play Gollum cards
If Sméagol leaves play, Gollum may enter play as normal.

Sméagol is eliminated if separated.
Sméagol is eliminated if the Fellowship declares in a Free Peoples City or Stronghold.
Sméagol allows the Shadow to place an extra Eye at start of turn because he is a companion in the Fellowship.
Sméagol does not need a figure because he is always only the Guide of the Fellowship.
Sméagol has leadership 0.

When Sméagol uses a character Action Die to declare on a Free Peoples City or Stronghold, corruption is not healed.
When Sméagol is the Guide, a Character Action Die can be used to declare the Fellowship. If The Fellowship is declared in Minas Morgul or Morannon, the Fellowship is moved onto the Mordor Track.

Gollum
When the seven companions have left the Fellowship, Gollum joins Frodo and Sam as the guide. Place the Gollum Character card in the Guide to the Fellowship box. His guide power may be used immediately. Gollum counts as a companion, so the Shadow can always place one eye in hunt allocation.
In case the last Companion is eliminated or separated due to the Hunt for the Ring, Gollum’s
special abilities as the Guide apply only after the effects of the Hunt Tile are completely resolved.
Gollum cannot use his ability to ignore the Reveal, or any of his other abilities in the hunt sequence the makes him guide. The Reveal is established before hobbits can reduce the hunt.
Gollum can never leave the Fellowship.
Gollum can Reveal the Fellowship on the final step on the Mordor Track and reduce their damage by 1 even if the Hunt Tile would take them to 12 corruption.
Gollum can ignore the reveal icon on a gray Hunt tile, and then reveal the Fellowship to reduce damage by one.

Separating Companions
Companions in the Fellowship box are in the region with The Fellowship.
A Character dice can be used as an action to separate any Companions.
Companions separated in Mordor are eliminated.
The separated Companion/s are moved a number of regions equal to the Fellowship Progress Counter plus the highest separating Companion’s Level.
Place separated companions on the game board.
When separating, companions must be moved as a single group.
When separating, characters already on the board do not move.
A separated companion cannot rejoin.

Mustering Gandalf, Aragorn and Minions
Gandalf The Grey
Gandalf The Grey can draw a character card if he uses a character card to separate from the Fellowship.
Gandalf The Grey can promote in an Elven Stronghold under siege, or anywhere else.

If a Shadow minion is in play, Free can spend a Will of the West to upgrade Gandalf the White to Gandalf the White.
If Gandalf dies, and a Shadow minion is in play spend a Will of the West to place Gandalf the White on the board. He is placed in an Elven stronghold controlled by the Free, or Fangorn. Put the White marker under him and the Free gain an Action Dice while he lives.
The Balrog does not count as a Shadow Minion for Gandalf.

Gandalf The White
If the right conditions are met, Free can use one Will of the West die to bring Gandalf the White into play.
Gandalf The White can enter play if any Shadow Minion has ever been in play, except the Balrog.
Gandalf The White can only be resurrected in a Free controlled Elven Stronghold, or Fangorn.
Gandalf The White can appear in an Elven Stronghold under siege.
Gandalf The White can appear if Gandalf The Grey is lost in Mordor.
Gandalf The White can negate the leadership of the Witch King.
Gandalf The White does not stop The Witch King from drawing a card in the first round of combat.
Gandalf The White cannot negate Nazgul and use Daring defiance.
Leadership cannot be forfeited twice.

Strider
If Strider leaves the Fellowship, and goes to Minas Tirith, Pelagir or Dol Amroth, Free can use one Will of the West die to crown Strider into Aragorn Heir to Isildur. Put the King marker under him and the Free gain an Action Dice while he lives.

Strider can die from a Hunt in the Fellowship.
Challenge of the King can kill Aragorn/Strider.
Strider can only be crowned in a settlement controlled by the Free.
Strider can be crowned while being besieged.

Lady Galadriel, Keeper of Nenya
Galadriel may only be mustered if Gandalf the White is not in play.
If Sauron or the Elves are At War, use a Muster Dice to play Galadriel in Lorien.
Galadriel adds one Action Die to the Free People, unless Gandalf the White is in play.

When Galadriel is in play and a standard Eye tile is drawn, the Free may use an Elven Ring to completely remove that Eye from the game, and draw a replacement tile.
When the Elves are at war and Galadriel is in play, Elven units can be mustered in Lorien when Lorien is under siege.
Remove Galadriel from the game if Shadow control Lorien.

Galadriel cannot ever leave Lorien.
Galadriel has Level 0 and Leadership 2.
Galadriel is a Level 3 Companion for Combat Cards. {Bottom bit of cards}
Galadriel is now treated as a full Companion for Events. {Top bit of cards, so she can summon Eagles and use cards for Grond. This was changed in Collectors Edition}

Hobbits - Meriadoc & Pippin
Merry or Pippin can separate after another companion is taken as a casualty when resolving the hunt. They become the Guide before the remaining damage is resolved and can separate to reduce it. A second hobbit can do the same. Both hobbits are then placed up to the Fellowships current movement away, plus one for their level. The hobbit separation is done before the Fellowship is moved.

If a Hobbit is the guide, that hobbit may separate to reduce hunt damage by one, then the next Hobbit may separate to reduce hunt damage.
Gollum cannot then ignore the reveal icon, he must start as the guide to ignore the reveal.
If the Fellowship is in a besieged Stronghold, Merry or Pippin can separate using their guide abilities, but must stay in besieged stronghold. This is the same for all separating companions.

If Merry or Pippin are eliminated while in the Fellowship, they can return by using an Action die, placing them as if separating from the Fellowship. This counts as an action.
Merry or Pippin can use their separate guide abilities while in Mordor, then they die after separating. When the Fellowship is in Mordor, Merry and Pippin cannot be brought back.

Shadow Minions
Saruman, The Witch King, and The Mouth of Sauron are all Minions that can all be mustered, and provide an Action Dice for the Shadow.
Shadow Minions can be mustered in Strongholds under siege.
Special abilities on character cards can be used once per Action die.
The Witch King is a Nazgul and cannot be re-mustered.
The other 8 Nazgul can be re-mustered.

Saruman
Saruman can use his leadership for an attack from Isengard.
Saruman can not use the Voice when besieged.
If a Free army moves unopposed into Orthanc, Saruman survives and coexists with it.
Saruman still gives a die, wolf riders still have leadership and Ents can still kill Saruman.

The Mouth of Sauron
If the Fellowship is on the Mordor Track or all the Free Nations are "At War", you may use one Muster Action Die to place the Mouth of Sauron in any region with a Sauron Stronghold that is
controlled by the Shadow (even if it is under siege).
The Mouth can not be mustered if the Fellowship is revealed in Mordor, but not on the Mordor Track.

Once per turn, you may use a Muster Action Die as an Army Action Die instead.
The Mouth of Sauron may change only one die per turn.
The Mouth must be mustered in a Shadow controlled Sauron Stronghold.

The Witch-King, The Black Captain
The Witch King, The Black Captain cannot be mustered if The Witch King, Chief of the Ring Wraiths has ever been in play. The Black Captain adds one Action Die to the Shadow.

The Witch-King, Chief of the Ring Wraiths {aka Mr Hunty}
Muster the Chief in the region with the Fellowship for a Muster dice.
The Chief cannot be mustered in a Free Peoples Stronghold.
The Chief cannot be mustered if The Witch King : The Black Captain has ever been in play.

The Chief is an alternate version of The Witch King : The Black Captain and can use all of the same cards. The Chief adds one Action Die to the Shadow.

If The Chief is in play, each Nazgul in the same region as the Fellowship grants one Hunt re-roll, including The Chief .
If The Fellowship declare outside a Free Peoples Stronghold, The Chief may move to the same region as the Fellowship.
The Chief has a level of infinite and Leadership 2.

The Balrog Of Moria, Evil Of The Ancient World
Muster The Balrog in Moria for a Muster dice.
The Balrog cannot be mustered if either Witch King is in play.
The Balrog adds one Action Die to the Shadow, unless either Witch King is in play.

When The Balrog is mustered, play one Troll or one Orc in Moria.
When The Balrog is mustered, advance the North, Dwarves and Elves one box on the political track.

The Balrog has a level of 0 and Leadership 3.
The Balrog adds +2 Combat Strength to his army.
The Balrog is not a Minion for the purpose of playing Gandalf the White.

If the Fellowship is revealed, or declared, and as a result has moved through, is moving from, or is moving into a region with the Balrog, draw a Hunt tile and apply it’s effects, ignoring any reveal Reveal icon. If the tile drawn is an Eye, eliminate the Balrog and the Guide. If Gollum is the Guide, ignore a drawn Eye.

Armies
The units of all friendly nations in a region are an Army.
An army can merge with a friendly army by moving into it.
An army can be divided by moving some of its units into an adjacent region.

Mustering Troops
Muster Dice (Helmet) can be used as an action to muster troops for nations at war.
Muster Dice or Event Dice can be used as an action to play an Event card.
Event cards can muster troops for nations not at war.
Recruits are drawn from the reinforcement pool.
New units are placed in a City, Town or Stronghold of their Nation.
Nazgul are recruited only in Sauron Strongholds.

A Muster Dice can recruit from :
* Two Regular Units
* Two Leaders / Nazgul
* One Regular and One Leader
* One Elite
* A Character, as stated on their card.

If Two pieces are mustered, they must be in different regions.
Troops cannot be mustered in a region controlled or contested by the enemy.
Troops cannot be mustered in a contested stronghold region, except with an Event.
If an Event recruits units in a conquered region, the troops are ignored.

One Muster dice can muster one regular/leader in two nations that are "At War".
One Muster dice can not muster a Leader and a Regular in the same settlement.

Stacking Limit
An army can have a maximum of 10 units.
An army under siege in a Stronghold can have 5 units.
After any action, the controlling player removes to reinforcements any units in excess.

You can muster in a region with 10 units. All excess are then returned to reinforcements.
You can muster in a besieged stronghold with a Muster card. All excess units above 5 are then returned to reinforcements.
Units can only be mustered at settlements controlled at the start of the game, and controlled now.
A region has a stacking limit of 10 units.
Units are removed from over stacking at the end of the action.

Leaders
Free Leaders must move with an army.
Free Leaders are removed if at any time they are not with an army.
There is no stacking limit for Leaders.
All Free Leaders can lead all Free troops.
A Free leader is not a unit and cannot be taken as a casualty.
Each Leader grants a reroll on a missed combat dice.
The presence of a leader means the army can move with a Character (sword) Action Dice.

Nazgul
Shadow cannot muster Nazgul if Sauron is not at war.
Nazgul are not obliged to be part of a friendly army, they may move on their own.
Nazgul without an army are not affected by enemy units.
Nazgul survive if a Free army move unopposed into their region. They coexist.
Nazgul cannot conquer settlements, an army is required.
Nazgul can move into, or out of a besieged Shadow army.
Nazgul can move to any region, except an unbesieged enemy stronghold.
Nazgul can only enter a region containing a Free controlled Stronghold if there is an army besieging that Stronghold.

Army Movement
An Army Dice can be used as an action to move Two Different Armies one region each.
A Character Dice can be used as an action to move an Army one region if it contains a leader, Character or Nazgul in it.

Any figure may stay behind when an army moves off, splitting the Army in two.
At least one leader or character must move with an army moved with a Character Dice.
Characters and Nazgul can be left without units. Leaders die without an army.

Each movement must be separate in a single action.
No piece can move more than once in a single action.
No piece can be moved by an event card twice in the same action.
No piece can EVER move more than once in an action. Not with the two separate Army moves provided by an army die. Not with Events.

A region with enemy units must be attacked to be entered.
A Stronghold under siege can be moved into by the besieger.

Units from a Nation not at war cannot move into another Nation.
Armies, Characters, and the Fellowship cannot move across a Black Line on the map.
A Black Line is Utterly Impassable.

A "Free Region" is a region free of enemy armies and/or enemy controlled Settlements. A Region containing an enemy Stronghold is also considered Free if you are besieging the Stronghold.
A "Free Region" has no enemy army and no enemy controlled Settlement.
An enemy Stronghold that is currently being besieged is also a "Free Region" if you are the player besieging it.

Character Movement
Moving Companions
A Character Dice can be used as an action to move all Companions not in the Fellowship.
The Free may move all companions on the map up to their level in regions.

Companions moving on the map ignore all Shadow forces.
Companions must stop when entering Shadow Strongholds.
Companions cannot leave a Stronghold under siege by Shadow.
Companions cannot enter a Stronghold under siege by Shadow, except using Events.
A Minion moving without an army cannot move into a Free Controlled Stronghold.
A Character with level 0 cannot move, even with an army.

Characters
The extra action dice provided by a character is added the following turn.
The extra action dice provided by a character is removed the following turn when the die.
Special abilities can be used once per die.

When a Character is in a region with a friendly army they are a leader of that army.
A character in a region with a friendly army automatically becomes a leader of that army.
Characters alone in a region that is conquered are unaffected by the enemy army, they coexist.

A group of separated companions in a region may move to different regions with the same character die action. To move companions as a group, they must start in the same region. If travelling together, use the highest level.

A Shadow Stronghold means a Stronghold controlled by Shadow at the start of the game.
Companions can move into a Shadow Stronghold.
Companions can move out of a Shadow Stronghold.
Companions cannot move into and out of a Shadow Stronghold in a single action.

Free conquered Shadow Strongholds can be moved through.* FAQ correction.*
Companions can always move through a Free Stronghold, even when captured.
A companion must be separated from the Fellowship to use their political ability.
Companions cannot move into a Stronghold under siege without using an event.
Companions cannot leave a Stronghold under siege, except using ‘Dead Men of Dunharrow’ out of Helms Deep under siege.

Once separated from the Fellowship, a Companion cannot rejoin.
If a group of Companions leave the Fellowship, they are forced to go to the same region.
If the Fellowship Starting Position is in the besieged Stronghold, the Companion starts his movement during separation there, and is not allowed to leave the Stronghold.

Moving Nazgul and Minions
A Character Dice can be used as an action to move all Nazgul and Minions.
The Nazgul and Witch King can move to any region, except a Free Stronghold that is not besieged.
Saruman cannot move.
The Mouth can move his level (3).
The Mouth obeys the same restrictions as companions when moving.

Battle Resolution
An Army Dice can be used as an action to attack one enemy army.
A Character Dice can be used as an action to attack one enemy army if the attacking army has leadership.
Some Events start Battles. Only Nations at war can start a battle.
An Attack can be into an adjacent region, a siege on a stronghold or a sortie from a stronghold.

Rearguards
Any figure in an attacking army may be left behind as a Rearguard.
The Rearguard is not involved in the battle and may not advance.
Any rearguard must contain at least one unit, Characters cannot rearguard by themselves.

Combat Strength and Leadership
The Combat Strength of an army is the number of Regular and Elite units in it, up to a maximum of 5. Combat Strength determines the number of dice rolled in the combat roll. No more than 5 dice may ever be rolled in combat, regardless of any card.
An army’s Leadership is the number of leaders it has plus the leadership of its characters. Leadership determines the number of dice that can be re-rolled in the Leader Re-Roll.

Resolving a Battle
A battle is resolved in a series of combat rounds.
In each round, both players
* Play combat cards
* Roll combat dice
* Re-roll misses up to leadership.
* Remove casualties
* Cease the Attack, or Retreat.

Combat Cards
A Combat Card is the bottom half of an Event Card.
At the beginning of each Combat Round, both sides may play one Event Card as a Combat Card.
First the attacker declares if they want to use a Combat Card.
After hearing this declaration, the defender may then elect to play a Combat Card.
The defender may play a Combat Card even if the attacker chooses not to.
If both players choose to play Combat Cards, the cards are then chosen secretly and are simultaneously revealed.

Carefully read the text on the requirements, modifiers and use of the combat card before Announcing.
When two combat cards interact, apply the defenders first.
The defenders combat card is applied first, if they are both trying to happen at the same time. Both effects can be cumulative. Deadly Strife and Ents Rage does mean +4 to hit.
The effects of a combat card are for one round, unless stated.
Combat cards are discarded after they have been used.

Many combat cards require the forfeiture of leadership
When a companion forfeits leadership, their leadership is not counted for Leader Rerolls.
The number of leader rerolls is calculated after combat cards have been played.

Combat Roll
Each player rolls dice equal to their Combat Strength.
A hit is scored on a 5 or 6.

Leader Re-Roll
You can never reroll more combat dice than you missed in the initial Combat roll.
Each player may reroll a missed Combat Dice for each Leadership they have.
A hit is scored on a 5 or 6.

Modifiers to Rolls
Combat Rolls and Leader rerolls are modified by a defender occupying a Stronghold, City or Fort. Combat Cards often affect Combat Rolls and / or Leader rerolls.
A natural "1" always misses, and a natural "6" always hits.

Removing Casualties
The attacker removes casualties first.
Remove a regular for one hit.
Remove an elite for two hits.
Replace an elite with a regular from reinforcements for one hit.
Remove an elite for one hit because there are no available figures.
Replace a Free elite with a regular from the dead for one hit.

When Free units and leaders die, remove them from the game.
When Shadow units and Nazgul die, return them to reinforcements.
When Characters and Minions die remove them from the game.
Only Gandalf the White and Hobbits using their abilities can return.

If all army units die, remove all their leaders, Nazgul and Characters.
Characters outside the Fellowship can only be killed if they are with an army.

Stopping the Attack and Retreating
At the end of each round, the attacker announces if they are continuing.
An army that stops attacking stays where it is.
If the attacker does wish to continue, the defender may retreat.

Retreats
The defender may retreat to an adjacent region.
An army can only retreat into a Free Region.
An army may retreat inside a stronghold from a field battle in the same region, they are then besieged.
A captured stronghold can be retreated into.
An Army can retreat into a region containing a stronghold under siege if it is your side doing the siege.
A retreating army is allowed to retreat out of the region instead of into a siege after at least one round of a field battle has been fought.
Armies not yet "At War" may retreat into another friendly Nation, but if those units move they must go to a normally allowed region.

An army without a region to retreat to cannot retreat.
An army cannot retreat into an enemy army or enemy controlled settlement.
An empty conquered settlement does block retreat.
A defending army can always stay and fight.

End of Battle
When the attacker stops, the defender retreats or one or both sides are eliminated, the battle is over. If the defender dies or retreats, any of the attacking force may advance. If the defending army retreats into a stronghold, then the stronghold is besieged by the advancing forces.

Field Battle
A Field Battle is resolved normally as described above.

Forts & Cities
In the first round of combat, an attacker must roll a 6 to hit if the defender in a city or fort.
In the second and further rounds, each player hits on a 5, like normal.
Forts and Cities are the same in combat. Forts are in Os-Giliath and The Fords of Isen

Strongholds & Sieges
An Army in a region with a Stronghold may fight a field battle, or retreat into a siege before every round of combat. The defenders are moved to the appropriate stronghold box and are now under siege. The battle is over. The attacker may advance into the region.

Conducting a Siege
A stronghold can hold 5 units, return
any more to reinforcements.
A stronghold can hold all leaders and characters.
An army under siege in a stronghold cannot retreat or move.
An army under siege in a stronghold cannot muster, except with cards.
A besieging army may move as if they owned the region.
A siege is broken when the stronghold’s region has no enemy units.
When a siege is broken, return the army in the stronghold to the map.

Siege Battles
In siege battle, the attacker hits on a 6, the defender hits on a 5.
An Army dice can be used to fight a siege battle.
A Character dice can be used to fight a siege battle, if leadership is attacking.
A siege battle can only be done by an enemy army in the named stronghold region.

Siege battles last one round.
At the end of each round the attacker may reduce an elite to a regular to gain an additional round of combat, this can occur as often as there are elites.
If a siege ends with both sides alive, there is still a siege.

Sortie
An army inside a stronghold may attack the army in their region, this is called a sortie.
An Army dice can be used to fight a sortie.
A Character dice can be used to fight a sortie, if leadership is attacking.
A sortie is resolved as a field battle, both sides hit on 5.
If the army in the stronghold stops attacking, they stay in the stronghold.
Placing the figures on the board is the advance of the sortie.

Relieving a Siege
An army in an adjacent region may attack an enemy besieging army in a field battle, the army in the stronghold is not involved in the battle.
A relieving army cannot get to the stronghold until the enemy is removed.

Reinforcing a Siege
The besieging side can move more units into the siege
This is done with movement, not attacks.

Siege Engines
Siege Engines cannot move.
Siege Engines can be rebuilt when eliminated.
Siege Engines are eliminated if the army they are with is eliminated, or completely leaves.

Shadow Siege Engines are Siege Towers.
Shadow can muster a Siege Tower for a Muster dice outside any Free Controlled Stronghold currently under siege.
A maximum of two Siege Towers can be mustered by Shadow outside a stronghold.
Siege Towers are eliminated when a siege is over.

Free Siege Engines are Trebuchets.
The Free may muster a Trebuchet for a Muster dice in a Free Peoples Stronghold of an active nation.
A Trebuchet can be mustered in a Stronghold under siege.
A maximum of two Trebuchets can be mustered by the Free in a stronghold.
Shadow Strongholds cannot build a Trebuchet, even if a Free army control them.

Siege Engine Superiority
The side with more Siege Engines at the start of a siege battle has Siege Engine Superiority.
If Free have Siege Engine Superiority, the Free get +1 to their combat roll on the first round, and Shadow cannot extend the siege by reducing an Elite.
If Shadow has Siege Engine Superiority, the Free get -1 to their combat roll on the first round and the siege can be extended free for a second round. An elite can be reduced to further continue.

Siege Engine Tie
If both sides have the same number of Siege Engines, the battle is fought like normal.
If there is a Siege Engine Tie, Free may eliminate a Trebuchet before combat cards are chosen to gain Siege Engine Superiority for the rest of the battle.
If Free kill a Siege Engine in combat, Shadow can lose Siege Superiority.

Ownership of Settlements
Every nation owns their starting settlements.
If all conquering units leave a conquered settlement, place a Settlement Control Marker on it to display conquered state. Remove the Settlement Control Marker if the original nation ever liberates the settlement.
A captured settlement or Stronghold cannot be used for mustering troops or advancing the Political Track.

Politics
The starting positions of each nation are displayed on the game board’s political track.
All Free nations are passive, and start face down, except the Elves who start face up and active. When a Free nation becomes active, turn their counter face up. Free nations must be active before they can advance into the "At War" box.

If the fellowship declares at a City or Stronghold, that nation is activated by turning over its nation counter. Specific separated companions going to a City or Stronghold of their nations will activate them and turn over their nation’s counter. A Character must end their action in a City or Stronghold to activate that nation.

Only the Elves start activated among the Free. All Shadow nations start activated.

A Free nation becomes active when a region of that nation is entered.
A Free nation becomes active when it’s army is attacked.
A Free nation becomes active when the fellowship declares in a city or stronghold of that nation.
A Free nation becomes active when a companion capable of activating enters a city or stronghold of that nation. Read the character cards carefully. Gandalf, Aragorn, Merry and Pippin activate all nations, the rest are more specific and shown by the symbol on the lower right hand corner of the Character’s card.

Each Action die used in a siege attack advances the attacked nation.
An attack on a settlement with units advances that nation.
Conquering a settlement also advances that nation.
Attacking and conquering the Shire activates and advances the North twice.

The following events initiate an attack by an army, and affect the political track.
Help Unlooked For, Grond, The Fighting Uruk-Hai, The Ringwraiths are Abroad, The Black Captain Commands, and Corsairs of Umbar

The Spirit of Mordor, Faramir’s Rangers, Dreadful Spells and Return to Valinor all Activate and Advance affected Nations on the Political Track.
If the entire army attacked in these events is eliminated, Nazgul and Characters remain.

Ents Awake and Dead Men of Dunharrow Activate and Advance affected Nations on the Political Track.
If the entire army attacked by Ents Awake or Dead Men of Dunharrow is eliminated, Nazgul and Characters die.

Advancing a Nation
A Muster dice can be used as an action to advance a nation one box toward "At War" on the political track. A nation must be Active to enter the final "At War" box.
Advance a nation if their troops are in a battle.
Advance a nation if a Settlement of theirs is captured.

At War
Armies of a nation that is in the At War box on the political track are allowed to move inside other nations.
At War armies may attack.
At War nations may muster troops using muster dice.
Retreating units can retreat across friendly borders, regards of At War status.
Characters and Nazgul are not effected by a nations at war status, they may always fight.

Factions
The Hillmen Of Dunland
Muster The Hillmen faction by placing two Hillmen in Nth Dunland and two Hillmen in Sth Dunland for a Muster dice.
The Hillmen can only be mustered if Isengard is At War.

Hillmen can only be mustered by using a Muster dice to place two Hillmen in an Isengard or Rohan region containing a Shadow army, unless that army is under siege.

One hit eliminates Two Hillmen.
Just like one hit eliminates a regular and two hits eliminates an elite.
If only one Hillman is in an army, the Hillman is eliminated last.
Hillmen count as full units for the Shadow cards Relentless Assault and Onslaught.

The Corsairs Of Umbar
Muster The Corsairs faction by placing two Corsair Ships in Umbar for a Muster dice.
The Corsairs can only be mustered if The Southrons and Easterlings are At War.
Muster a Ship and a Regular in a controlled Umbar with a Muster dice.

Ships
Ships are not army units and cannot conquer regions.
Ships can only enter Coastal regions.
Ships ignore stacking restrictions and enemy armies.
A Ship is eliminated if a Shadow army it is with retreats, or is eliminated.

Ships can only move using one of the two army moves allowed by spending an Army dice. A group of ships may move up to two provinces.
A Shadow army may move from one region with a ship to another Free region with a ship using one of the two army moves allowed by spending an Army dice, or using a Character dice if the army has leadership.

A Shadow army may attack from one region with a ship into another region with a ship using an Army dice or a Character dice if the army has leadership.
An army attacking using ships cannot retreat.
Eliminate all ships in the attacked region when an attack fails.
If ships are used to transport an army to a besieged shadow army, it is considered as a siege relief attack.

The Ents of Fangorn
The Ents can only be mustered if Saruman is in play and a Companion is in Fangorn.
Muster The Ents Faction by placing an Ent in Fangorn for a Muster dice.

If a Companion is in Fangorn and The Voice Of Saruman is used, place an Ent in Fangorn. Ents can only be mustered this way, or with one of the 3 Ent cards.

The Ents are not army units and cannot conquer regions.
The Ents ignore stacking restrictions and enemy armies.
An Ent is removed from the game when used to attack.
The Ents are counter mix limited to 8 Ents, ever.
The Ents can attack only with an Ent Card.

Each Ent may be used to attack or move during the same activation triggered by the Ents Awake event. A series of movements and attacks can be made in any desired order as long as there spare Ents still in Fangorn.

To move The Ents, take an Ent from Fangorn and place it in a region adjacent to a region containing an Ent. Ents cannot move into a region containing a Shadow Army. One Ent must always stay in Fangorn

A Shadow Army in a region adjacent to an Ent can be attacked by The Ents.
A Shadow Army in a region with an Ent can be attacked by The Ents.
To attack with The Ents, eliminate an Ent from Fangorn and roll five Combat Dice, hitting on 5 or 6. Further attacks are made by removing another Ent.
The Shadow cannot respond in any way to an Ent attack.
No Combat cards are chosen and there is no retreat.

If an Ent Attack eliminates the Army at Orthanc, eliminate Saruman.
If an Ent moves into Orthanc eliminate Saruman.


Military Victory
Besieged Strongholds are owned by the player inside the Stronghold for victory purposes.
Captured enemy Strongholds are worth 2 Victory Points.
Captured enemy Cities are worth 1 Victory Point.

Shadow win if they have 10 Victory Points or more at the end of any game turn
Free win if they have 4 Victory Points or more.
Shadow wins militarily before the Free.
If the Shadow have 10+ VP and the Free have 4+ VP, the Shadow win.

Free Events
Andruil can only have an effect if Strider / Aragorn’s leadership is forfeited.

A Power Too Great Shadow can not move new units into Lorien, Grey Havens or Rivendell. An Army currently besieging one of those regions cannot attack, but doesn’t have to leave.
A Power Too Great does not effect Return to Valinor.

Axe & Bow can be used to reduce damage from Foul Thing from the Deep.
Only one protection card can be used at a time because after reducing the damage "any remaining Hunt Damage must be confronted normally’.

Challenge of the King The Eye tiles are removed for the rest of the game.

Cirdan’s Ships can recruit into a stronghold under siege.

Dead Men of Dunharrow You can choose to recruit no units. Control of the region does not change if no units were recruited.
Dead Men of Dunharrow Minions and Nazgul are eliminated if the attacked army is eliminated.
Dead Men of Dunharrow If the attacked army cannot retreat, it is eliminated.
Dead Men of Dunharrow Can recruit 3 Gondor Regulars if Pelagir starts Free controlled.

Faramir’s Rangers Nazgul and Minions in an eliminated army are safe since they only die if the army is destroyed in Combat.
Faramir’s Rangers can muster the figures without attacking anything.

The Grey Company If no Regular is with the army, only draw 2 Strategy cards, the Elite is not mustered.

Guards of the Citadel Can be played if a Free army is besieging the Shadow at Minas Tirith.

Horn of Gondor Can reduce the effect of Foul Thing From the Deep.
Horn of Gondor Can not be used with any other ‘protection’ card as the card reads ‘Any remaining Hunt damage must be confronted normally’

I Will Go Alone A companion must separate to heal 1 corruption.

Mithril Coat and Sting must be used before damaged is rolled for "Shelob’s Lair".
Mithril Coat and Sting If a Zero hunt tile is drawn, no casualties can be taken.
Riders of Theoden Cannot muster in a conquered settlement, regardless of if it has a companion.

The Eagles are Coming All surviving Nazgul must retreat to the same, different, Sauron Stronghold.

The Last Battle Can be used when the Fellowship is inside or outside Mordor.
The Last Battle now lists all of the provinces of Mordor.

The Spirit of Mordor Can only be played on an army with units from different nations. Nazgul and Minions do not count. The Hillmen are part of the Isengard nation.
The Spirit of Mordor Does not kill Nazgul and Minions, they remain on the board.

The Wisdom of Elrond Can be used on active nations.

There and Back Again A companion must separate if possible, but the rest of the effect will occur if they didn’t. They are very differently worded cards.
There and Back Again A companion is not forced to separate before the activating and moving of nations. The card is applied to its widest possible extent.

There is Another Way The Fellowship may choose to not move or hide.

Through a Night and a Day The army moved with this card can not pick up or drop off units in the first region it moves through.
We Prove the Swifter Move or separate from the Fellowship a Companion or group of Companions. They may move up to two extra regions, and may end their movement in a besieged Stronghold. { Explanation. . Swifter now moves characters on the board. }

Shadow Events
Corsairs of Umbar. Dol Amroth's army can retreat into the stronghold before combat.
Corsairs of Umbar only moves one army.

Cruel Weather cannot be used if the Fellowship is inside Mordor.

Dreadful Spells. A besieged Stronghold does count as adjacent.
Dreadful Spells Nazgul can always cast Dreadful Spells, they are always considered At War, even if their units are not.
Dreadful Spells. If the Free army is eliminated, so are their leaders, but Companions remain.

Denethor's Folly should read. "Play on table if Minas Tirith is besieged by a Shadow army"
Denethor's Folly only applies to leaders, not companions.

Flocks of Crebain is used before Shadow rolls for the hunt.

Foul Thing From the Deep can be used if the Fellowship is in Mordor.
Foul Thing From the Deep has no effect if the tile drawn is a 0, -1 or -2.

Grond Shadow can reduce elites to continue after the third round.

Hill Trolls can make one Troll in two armies.

Isildur’s Bane. If the Hunt tile drawn has a Reveal icon, and is used, reveal the Fellowship.
Isildur’s Bane can be used in Mordor.

Nazgul Strike has all normal Hunt rerolls and modifiers apply.

If the Orc Patrol Hunt tile drawn has a Reveal icon, and is used, reveal the Fellowship.
Orc Patrol can be used in Mordor.

Palantir of Orthanc is removed when Saruman leaves play.

Rage of the Dunlendings can muster in Hollin and then move units from Sth Dunland. Rage of the Dunlendings says move them there, not move them one region.
Rage of the Dunlendings can reinforce a Shadow army besieging Moria.
Rage of the Dunlendings can Muster in Shadow army besieged in Moria, but the other units do not move there.

Return to Valinor casualties are decided by Free in each stronghold.
If Return to Valinor kills all units, remove all leaders. Characters remain.

Shadows on The Misty Mountain can Muster in Mt Gram or Moria.

The Black Captain Commands can recruit the 2 Nazgul if the Witch King is alone in a Region controlled by the Free, even if there are Free units there.
The Black Captain Commands can be played without moving or attacking.

The Breaking of the Fellowship. When the tile drawn has a reveal icon, it is ignored.

The Fighting Uruk-Hai Shadow can reduce elites to continue after the third round.

Threats and Promises applies to all passive nations.
Threats and Promises is discarded if Gimli, Legolas or Boromir use an Action die to advance their nation.

Wormtongue is discarded by, for example, Gandalf going to Edoras.
Wormtongue means Rohan can still be advanced, it just cant be activated, or go to war.
Wormtongue. Mustering the Witch King does not activate Rohan.

Worn with Sorrow and Toil does not work if a Hobbit separates to prevent one corruption, even if they separated while on the Mordor Track.


Combat Cards - Free
Daring Defiance If Shadow does not play a card, no leadership is forfeited.
Daring Defiance If Shadow does play a card, Free must cancel it.

Fateful Strike If you score two or more hits a minion can be eliminated instead of a Nazgul.

Heroic Death can be used to cancel the additional hit generated by Mumakil.
Heroic Death Free can choose to not eliminate anyone.

It’s a Gift works for an attack on an army in the same region as the Fellowship.

Mighty Attack The casualty is taken as a normal casualty, after leader rerolls.

Shield wall does not reduce pre-combat attacks or post combat effects.
Shield wall does reduce combat hits from the combat and leader reroll.

Daylight and all other combat effects last one round.

If Scouts is played, Free must retreat.
Scouts cannot be used to retreat an army from a Stronghold under siege.

Swarm of Bats does cancel Scouts.

Combat Cards - Shadow
Dread and Despair, They are Terrible and Foul Stench are all dependent on Nazgul. Only Nazgul leadership can be used with these cards, not Balrog, Mouth, Saruman or Wolf. Only the presence of Nazgul is required to play the combat card.

Cruel as Death requires 2+ Nazgul leadership.

Mumakil counts all hits scored in the round, including sudden strike and charge.

One for the Dark Lord works for an attack on an army in the same region as the Fellowship.

Black Breath can eliminate a Companion or a Leader, not both.

Confusion hits (natural 1's) cannot be rerolled by leadership.{Collectors ED Change}

Devilry of Orthanc can be used to defend a Shadow army if an Isengard unit is in the defending army.

Durin's Bane can be used if Moria is attacked.

Onslaught Shadow can eliminate the last units of an army. The army is considered to be destroyed in battle and Nazgul and Minions would die.
Onslaught. An Elite can be removed for 2 extra attacks.

Relentless Assault An Elite can be removed for +2.

Swarm of Bats does cancel Scouts.

Words of Power works on only one Companion.
Words of Power can be played against an army without a companion to negate.
Words of Power can stop Gandalf the White negating Nazgul leadership for 1 round.
Words of Power can stop Aragorn using Andruil.
Words of Power can stop a companion using Mighty Attack.

Incidental Answers
The blue Free Dice correctly have 2 Sword sides, and no Army side.
The position of individual nations inside each box of the Political Track is not significant.
The Mountains of Mirkwood have no game effect.
Lamedon is a coastal region.
Replacement Counters are a bad idea, ignore them.

Free Character Cards
Strider Level 3 Leadership 1
If Guiding the Fellowship – Use any Action Die to Hide a revealed Fellowship.
Captain of the West – If Aragorn is in a battle, add one to the Combat Strength (to a maximum of 5) of the Free Army.
If Strider ends his move in the Shire or Dale, activate the North.
Can become Aragorn.

Aragorn Level 3 Leadership 2
If Strider is in Minas Tirith, Dol Amroth or Pelargir, use one Will of the West Action Die to replace Strider with Aragorn
Aragorn adds 1 die to the Free Action Pool.
Captain of the West – If Aragorn is in a battle, add one to the Combat Strength (to a maximum of 5) of the Free Army.
If Aragorn ends his move in any city or stronghold, activate that nation.


Gandalf The Grey Level 3 Leadership 1
If Guiding the Fellowship – Use a Palantir or Will of the West to play a Character Event card , and draw another Character Event card .
Captain of the West – If Gandalf the Grey is in a battle, add one to the Combat Strength (to a maximum of 5) of the Free Army.
If Gandalf ends his move in any city or stronghold, activate that nation.
Can become Gandalf the White.

Gandalf The White Level 3 Leadership 1
If Gandalf the Grey is dead or has left the Fellowship, and any Sauron Minion is in play, use one Will of the West action Die result to play Gandalf the White. If Gandalf the Grey is alive, replace him with Gandalf the White. If Gandalf the Grey was dead, place Gandalf the White in an Elven stronghold or in Fangorn.
Gandalf the White adds 1 die to the Free Action Pool.
ShadowFax – If Gandalf moves alone, or with a hobbit, he can move four areas.
White Rider – If Gandalf the white is in a battle, before the battle begins you can declare that you are forfeiting his leadership to negate the leadership from all Nazgul, in this battle.
If Gandalf ends his move in any city or stronghold, activate that nation.


Gimli Level 2 Leadership 1
Captain of the West – If Gimli is in a battle, add one to the Combat Strength (to a maximum of 5) of the Free Army.
If Gimli ends his move in the Erebor, activate the Dwarves.
If Gimli is in Erebor, use any Action Die to advance the Dwarves on the Political track.

Legolas Level 2 Leadership 1
Captain of the West – If Legolas is in a battle, add one to the Combat Strength (to a maximum of 5) of the Free Army.
If Legolas ends his move in the Grey Havens, Rivendell, Lorien or Woodland Realm, activate the Elves.
If Legolas is in Grey Havens, Rivendell, Lorien or Woodland Realm, use any Action Die to advance the Elves on the Political track.

Boromir Level 2 Leadership 1
Captain of the West – If Boromir is in a battle, add one to the Combat Strength (to a maximum of 5) of the Free Army.
If Boromir is in Minas Tirith, Pelagir or Dol Amroth, use any Action Die to advance Gondor on the Political track.

Meriadoc Level 1 Leadership 1
If Guiding the Fellowship –After a Hunt tile is drawn, separate Meriadoc from the Fellowship to reduce Hunt damage by one.
Take Them Alive – If Meriadoc is killed while in the Fellowship, use one Action dice to place him in play as if just separated from the Fellowship

Peregrin Level 1 Leadership 1
If Guiding the Fellowship –After a Hunt tile is drawn, separate Peregrin from the Fellowship to reduce Hunt damage by one.
Take Them Alive – If Peregrin is killed while in the Fellowship, use one Action dice to place him in play as if just separated from the Fellowship

Galadriel Level 3 Leadership 2
If Sauron, or the Elves are At War and Gandalf the White is not in play, use a Muster die to play Galadriel.
Galadriel may never leave Lorien.
Valour of the Elven People – You can recruit in Lorien even if it is under siege.
Lady of Light –When a normal eye tile is drawn, use an Elven Ring to cancel its effects and draw another tile instead. Remove that Eye tile permanently from play.
Galadriel adds 1 die to the Free Action Pool, unless Gandalf the White is in play.

Smeagol Level X Leadership 0
Play Smeagol when a Smeagol Hunt Tile is drawn. Smeagol is always the guide to the Fellowship.
If Guiding the Fellowship –Use a Character die to Declare the Fellowship.
If the second Smeagol Hunt tile is drawn while Smeagol is the guide, the Hunt damage is 0, and the Smeagol tile is returned to the Hunt Pool.
Smeagol is eliminated if separated from the fellowship.
Smeagol is eliminated if the fellowship declare in a Free City or Stronghold.
If Smeagol is eliminated in any way, put the We Shall Get It event card in play.
We Shall Get It – Play on Table. If Gollum is the guide, discard We Shall Get It after a hunt tiloe has been drawn to draw another Hunt tile. Apply the effects of the second hunt tile, and place the first tile back in the Hunt Pool.

The Ringbearers, Frodo & Samwise
Were last seen at the location of the Fellowship figure.
When all other Companions have left, Gollum joins the Fellowship.

Gollum
When Gollum is the guide, only a Reveal icon on an Eye tile or a special Shadow Tile will reveal the Fellowship.
If the Hunt tile does not reveal the Fellowship, you may reveal it to reduce the hunt damage by one.

Free Faction - The Ents of Fangorn Card
If Saruman is in play and a Companion is in Fangorn, bring The Ents of Fangorn into play by using a Muster die. Place one Ent in Fangorn.
Treebeard – If a companion is in Fangorn, every time the Shadow uses a Muster die to use The Voice of Saruman, place one Ent in Fangorn.
The Ents are not Free army units, and follow special rules.
The Ents are separate from other units occupying the same region.
The Ents cannot be attacked.
The Ents do not affect enemy movement.
The Ents do not count for stacking purposes.

Shadow Character Cards
The Balrog Level 0 Leadership 3
If the Witch King is not in play, play the Balrog and 1 Sauron unit in Moria by using a Muster die. Advance the Elf, Dwarf and North nations on the Political track.
The Balrog can never leave Moria, unless A Balrog is Come! has been played.
Fire And Shadow –Draw a Hunt Tile if the Fellowship moves through the region with the Balrog. If the tile is an Eye Eliminate the Balrog and the Guide.
Flame of Udun- Add +2 to the Combat Strength of a Shadow Army.
The Balrog is not a minion for the purpose of playing Gandalf the White.
The Balrog adds 1 die to the Shadow Action Pool, unless the Witch-King is in play.

Saruman Level 0 Leadership 1
If Isengard is At War, you may place Saruman in Orthanc by using one Muster die.
Saruman can never leave Orthanc.
Servants of the White Hand – Each Isengard Elite unit is considered a leader as well as an Army unit for all action and combat purposes.
The Voice of Saruman – Use a Muster Die to recruit one Regular Isengard unit in North Dunland, South Dunland and Orthanc.
The Voice of Saruman – Use a Muster Die to replace Two Regular Isengard units in Orthanc with Two Elite units.
Saruman adds 1 die to the Shadow Action Pool.

The Mouth Level 3 Leadership 2
If the Fellowship is on the Mordor Track, or if all Free nations are At War, you may place The Mouth in any Sauron Stronghold by using one Muster die
Messenger of the Dark Tower – One Muster die can be used as an Army die each turn.
The Mouth adds 1 die to the Shadow Action Pool.

The Witch King – The Black Captain (Mr Angry) Level X Leadership 2
If Sauron is At War you may place The Black Captain in any region containing a Sauron Army by using one Muster die. Activate all Free nations.
Sorcerer – If The Black Captain is in a battle and you use a Combat card during the first round of the battle, you may immediately draw an Event card.
The Black Captain adds 1 die to the Shadow Action Pool.

The Witch King – Chief of the Ringwraiths (Mr Hunty) Level X Leadership 2
If The Fellowship is not in a Free stronghold, and The Black Captain has never been in play, play Chief of the Ringwraiths in the region with The Fellowship by using one Muster die.
Shadow of Despair – If Chief of the Ringwraiths is in play, each Nazgul in the region with the Fellowship grants 1 Hunt reroll (including the Chief of the Ringwraiths).
He Sees, He Knows – If the Fellowship is declared in a region that is not a Free stronghold, you may move the Chief of the Ringwraiths to the region with the Fellowship.
Chief of the Ringwraiths adds 1 die to the Shadow Action Pool.

Shadow Faction - The Hillmen of Dunland Card
If Isengard is At War, bring The Hillmen of Dunland faction into play by using one Muster die. Place two Dunlendings in North Dunland, and place two Dunlendings in South Dunland.
Death to the Forgoil! – Use a Muster die to place two Dunlendings in an Isengard or Rohan region with a Shadow army.
One hit eliminates two Dunlendings. Dunlendings count as a full unit for combat cards requiring removal of units.

Shadow Faction - The Corsairs of Umbar Card
If the Southrons & Easterlings are At War, bring The Corsairs of Umbar into play by using one Muster die. Place two Corsair Ships in Umbar.

Black Ships – Use a Muster die to place one Corsair Ship and one Southrons & Easterlings Regular unit in Umbar.
Corsair Ships may only enter coastal regions.
Corsair Ships are not affected by enemy units.
Corsair Ships are not Shadow army units.


Set Up
Choose sides, lay out the map.
Put the Fellowship in Rivendell.
Put the Fellowship Progress Counter on Step 0 of the Fellowship Track, hidden side up.
Put the Corruption Counter on the same place, Step 0 of the Fellowship Track.
Put all 7 companions in the Fellowship of the Ring box.
Put Gandalf the Grey in the Guide of the Fellowship.
Put the 3 Elven Rings on the 3 Elven Rings box.
Separate all Minion and Character cards that are yet to be mustered.
Add 2 expansion cards, number 25 and 26, to each deck of cards.
Upgrade the 3 Ent cards to their expansion versions.
Upgrade the 3 Expansion Shadow cards. (Balrog, Rage of Dunlendings & Corsairs of Umbar).
The Expansion Version has a "B" after their card number.
Separate, shuffle and place all 4 event decks.
Place the 16 standard hunt tiles in an opaque cup, with the 2 Sméagol Tiles.
Shadow get 7 red Action Dice.
Free get 4 blue Action Dice.
Put all Shadow nations on the Political Track, face up.
Put all Free nations on the Political Track, face down.
Activate the Elves by turning them face up.
Put the Companion Counters in the Hunt Box.

Free Army Setup
Elves
Lorien – Leader, Elite x2, Regular
Rivendell – Leader, Elite x2
Grey Havens – Leader, Elite, Regular
Woodland Realm – Leader, Elite, Regular

North
North Downs - Elite
Shire - Regular
Bree - Regular
Dale – Leader, Regular
Carrock - Regular

Dwarves
Erid Luin - Regular
Iron Hills - Regular
Erebor - Leader Elite Regular

Rohan
Edoras - Elite, Regular
Fords of Isen – Leader, Regular x2
Helm’s Deep – Regular

Gondor
Dol Amroth – Regular x3
Pelagir - Regular
Minas Tirith - Leader, Elite, Regular x3
Os-Giliath – Regular x2


Shadow Army Setup
Isengard
Nth Dunland - Regular
Sth Dunland - Regular
Orthanc – Elite, Regular x4

Easterlings
North Rhun – Regular x2
South Rhun – Elite, Regular x3

Southrons
Umbar – Regular x3
Near Harad – Elite, Regular x3
Far Harad - Elite, Regular x3

Sauron in the North
Mt Gundabad – Regular x2
Moria – Regular x2
Dol Guldur – Nazgul, Elite, Regular x5

Sauron in Mordor
Minas Morgul – Nazgul, Regular x5
Morranon Nazgul - Regular x5
Gorgoroth - Regular x3
Nurn – Regular x2
Barad-Dur – Nazgul, Elite, Regular x4

Index
The Game Turn
Step 1, Draw Event Cards
Step 2, Fellowship Phase
Step 3, Hunt Allocation
Step 4, Action Roll
Step 5, Action Resolution
Step 6, Military Victory

The Game Board
Game Pieces
Tracks and Boxes
The Action Dice
Hunt Allocation and Action Roll
Using Action Dice
The Elven Rings

The Event Cards
Drawing Event Cards
Playing Event Cards
Combat Cards
Drawing Additional Cards

Armies and Battles
Stacking Limit

Mustering Troops
Leaders
Nazgul
Army Movement

Free Characters
Shadow Minions
Character Movement
Moving Companions
Characters

Moving Nazgul and Minions
Battle Resolution
Rearguards
Combat Strength and Leadership

Resolving a Battle
Combat Cards
Combat Roll
Leader Re-Roll
Modifiers to Rolls

Removing Casualties
Stopping the Attack and Retreating
Retreats
End of Battle
Field Battle
Forts & Cities

Strongholds & Sieges
Conducting a Siege
Siege Battles
Sortie
Relieving a Siege
Reinforcing a Siege

Siege Engines
Siege Engine Superiority
Siege Engine Tie

Ownership of Settlements

Politics
Advancing a Nation
At War

Factions
The Hillmen Of Dunland
The Corsairs Of Umbar
Ships
The Ents of Fangorn

The Fellowship
Separating Companions
The Guide of The Fellowship
Hobbits
Gollum
The Fellowship Track

The Hunt For The Ring
Hunting the Fellowship
Hunt Rerolls
Determining Hunt Damage
Applying Hunt Damage
The Hunt
Resolving a 2R
Sméagol, Tamed Wretch
The Mordor Track

Military Victory
Ring Victory

Free Events
Shadow Events
Combat Cards - Free
Combat Cards - Shadow
Incidental Answers

Set Up
Free Army Setup
Shadow Army Setup
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Re: The Actual Rules 3.0 (Pirate Collectors Edition)
Changes
We Prove the Swifter
Move or separate from the Fellowship a Companion or group of Companions. They may move up to two extra regions, and may end their movement in a besieged Stronghold.

{ Explanation. . Swifter now moves characters on the board. }


Confusion
Confusion hits (natural 1's) cannot be rerolled by leadership.


Galadriel & Smeagol are now full Companions. {interesting}



Clarifications
Play Combat Cards
At the beginning of each Combat Round, each player
may play one Event Card as a Combat Card.
First the attacker declares whether he wants to use a
Combat Card. After hearing this declaration, the defender
may then elect to play a Combat Card (the defender may
play a Combat Card even if the attacker chooses not to).
If both players choose to play Combat Cards, the cards are
then chosen secretly and are simultaneously revealed.



The Mouth of Sauron
Lieutenant of Barad-dûr
If the Fellowship is on the Mordor Track or all the Free
Peoples Nations are "At War", you may use one Muster Action Die to
place the Mouth of Sauron in any region with a Sauron Stronghold that is
controlled by the Shadow (even if it is under siege).

Messenger of the Dark Tower.
Once per turn, you may use a
Muster Action Die as an Army
Action Die instead.

{ Explanation. . The mouth can no longer be mustered if the Fellowship is revealed on Minas Morgul }


Siege Engines
If Free kill a Siege Engine in combat, Shadow can lose Siege Superiority.


The Last Battle
The Last Battle now lists all of the provinces of Mordor.


Gollum
In case the last Companion is eliminated or separated
due to the Hunt for the Ring, Gollum’s
special abilities as the Guide apply only after the effects of
the Hunt Tile are completely resolved.

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Re: The Actual Rules 2.0
If something is explicitly wrong in these rules please say so. Here . . http://www.boardgamegeek.com/article/4788338#4788338


This was based on . . http://www.boardgamegeek.com/thread/307762/complete-war-of-t... Collectors has some extra stuff. . .






13thGuardsRifleDiv wrote:
This is very helpful, thanks. Though that last bit is still missing from the OP.


The last bit has taken 3-4 years. . .


Something I worked out a long time ago is that a single person making the decisions can be extremely efficient, effective, and Slow. Especially if the task is hard, and kinda boring. There is a real reason lots of really inovative research comes from individuals or small groups that just don't think the way everyone else does.

Most of the really good computer games come from very small core groups.
Almost every really good board game comes from 1 or 2 people.
The fact this one has 3 is a bit puzzling.
The original 5+ sets of rules certainly feel like they were written by committee.

The stuff that needs doing now is formatting and including the characters.
The Actual Rules are mostly done.
Because of copyright and irritating stuff like that I will never be able to import the pictures and Fonts I would like to, so, I am trying for the best set of rules I can given these restrictions.

Use my work as you wish, you are welcome to it.
I am not part of a team.
I am in no hurry to finish, although it would be nice.
There is always something else I need to fix.

Recently I noticed an entire extra section of rules I was missing, the character cards.
My they are badly written.
Why are so many complex words needed to describe the single place Gimli can be used?
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Re: The Actual Rules 3.0 (Pirate Collectors Edition)
I'm currently reformatting this rule section into a Word document. I will send it to magic gecko when I'm ready and he can do whatever he likes with it, hopefully upload it to BGG
 
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Re: The Actual Rules 3.2 (Pirate Collectors Edition)
baluba42 wrote:
I'm currently reformatting this rule section into a Word document. I will send it to magic gecko when I'm ready and he can do whatever he likes with it, hopefully upload it to BGG


did you make the word document ?
 
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Re: The Actual Rules 3.2 (Pirate Collectors Edition)
Well, yes and no. I got a bit discouraged about it when magic gecko clearly declared that he didn’t supported the idea but he didn’t forbid me to do it so it is on its way, just not as quickly as I hoped.
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Re: The Actual Rules 3.2 (Pirate Collectors Edition)
baluba42 wrote:
Well, yes and no. I got a bit discouraged about it when magic gecko clearly declared that he didn’t supported the idea but he didn’t forbid me to do it so it is on its way, just not as quickly as I hoped.


thanks to both of you !
 
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Re: The Actual Rules 3.2 (Pirate Collectors Edition)
Rules are now uploaded

http://www.boardgamegeek.com/filepage/56178/war-of-the-ring-...
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Re: The Actual Rules 4.0 (Pirate Collectors Edition)
A 4.0 version is now uploaded

http://www.boardgamegeek.com/filepage/56178/war-of-the-ring-...
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Re: The Actual Rules 4.0 (Pirate Collectors Edition)
Great Summary,Anders thumbsup
 
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Re: The Actual Rules 4.0 (Pirate Collectors Edition)
Magic did all the work, I just packaged it differently.
 
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Re: The Actual Rules 4.0 (Pirate Collectors Edition)
Characters

Strider Level 3 Leadership 1
If Guiding the Fellowship – Use any Action Die to Hide a revealed Fellowship.
Captain of the West – If Aragorn is in a battle, add one to the Combat Strength (to a maximum of 5) of the Free Army.
If Strider ends his move in the Shire or Dale, activate the North.
Can become Aragorn.

Aragorn Level 3 Leadership 2
If Strider is in Minas Tirith, Dol Amroth or Pelargir, use one Will of the West Action Die to replace Strider with Aragorn
Aragorn adds 1 die to the Free Action Pool.
Captain of the West – If Aragorn is in a battle, add one to the Combat Strength (to a maximum of 5) of the Free Army.
If Aragorn ends his move in any city or stronghold, activate that nation.


Gandalf The Grey Level 3 Leadership 1
If Guiding the Fellowship – Use a Palantir or Will of the West to play a Character Event card , and draw another Character Event card .
Captain of the West – If Gandalf the Grey is in a battle, add one to the Combat Strength (to a maximum of 5) of the Free Army.
If Gandalf ends his move in any city or stronghold, activate that nation.
Can become Gandalf the White.

Gandalf The White Level 3 Leadership 1
If Gandalf the Grey is dead or has left the Fellowship, and any Sauron Minion is in play, use one Will of the West action Die result to play Gandalf the White. If Gandalf the Grey is alive, replace him with Gandalf the White. If Gandalf the Grey was dead, place Gandalf the White in an Elven stronghold or in Fangorn.
Gandalf the White adds 1 die to the Free Action Pool.
ShadowFax – If Gandalf moves alone, or with a hobbit, he can move four areas.
White Rider – If Gandalf the white is in a battle, before the battle begins you can declare that you are forfeiting his leadership to negate the leadership from all Nazgul, in this battle.
If Gandalf ends his move in any city or stronghold, activate that nation.



Gimli Level 2 Leadership 1
Captain of the West – If Gimli is in a battle, add one to the Combat Strength (to a maximum of 5) of the Free Army.
If Gimli ends his move in the Erebor, activate the Dwarves.
If Gimli is in Erebor, use any Action Die to advance the Dwarves on the Political track.


Legolas Level 2 Leadership 1
Captain of the West – If Legolas is in a battle, add one to the Combat Strength (to a maximum of 5) of the Free Army.
If Legolas ends his move in the Grey Havens, Rivendell, Lorien or Woodland Realm, activate the Elves.
If Legolas is in Grey Havens, Rivendell, Lorien or Woodland Realm, use any Action Die to advance the Elves on the Political track.


Boromir Level 2 Leadership 1
Captain of the West – If Boromir is in a battle, add one to the Combat Strength (to a maximum of 5) of the Free Army.
If Boromir is in Minas Tirith, Pelagir or Dol Amroth, use any Action Die to advance Gondor on the Political track.


Meriadoc Level 1 Leadership 1
If Guiding the Fellowship –After a Hunt tile is drawn, separate Meriadoc from the Fellowship to reduce Hunt damage by one.
Take Them Alive – If Meriadoc is killed while in the Fellowship, use one Action dice to place him in play as if just separated from the Fellowship


Peregrin Level 1 Leadership 1
If Guiding the Fellowship –After a Hunt tile is drawn, separate Peregrin from the Fellowship to reduce Hunt damage by one.
Take Them Alive – If Peregrin is killed while in the Fellowship, use one Action dice to place him in play as if just separated from the Fellowship


Galadriel Level 3 Leadership 2
If Sauron, or the Elves are At War and Gandalf the White is not in play, use a Muster die to play Galadriel.
Galadriel may never leave Lorien.
Valour of the Elven People – You can recruit in Lorien even if it is under siege.
Lady of Light –When a normal eye tile is drawn, use an Elven Ring to cancel its effects and draw another tile instead. Remove that Eye tile permanently from play.
Galadriel adds 1 die to the Free Action Pool, unless Gandalf the White is in play.


Smeagol Level X Leadership 0
Play Smeagol when a Smeagol Hunt Tile is drawn. Smeagol is always the guide to the Fellowship.
If Guiding the Fellowship –Use a Character die to Declare the Fellowship.
If the second Smeagol Hunt tile is drawn while Smeagol is the guide, the Hunt damage is 0, and the Smeagol tile is returned to the Hunt Pool.
Smeagol is eliminated if separated from the fellowship.
Smeagol is eliminated if the fellowship declare in a Free City or Stronghold.
If Smeagol is eliminated in any way, put the We Shall Get It event card in play.
We Shall Get It – Play on Table. If Gollum is the guide, discard We Shall Get It after a hunt tiloe has been drawn to draw another Hunt tile. Apply the effects of the second hunt tile, and place the first tile back in the Hunt Pool.

The Ringbearers, Frodo & Samwise
Were last seen at the location of the Fellowship figure.
When all other Companions have left, Gollum joins the Fellowship.

Gollum
When Gollum is the guide, only a Reveal icon on an Eye tile or a special Shadow Tile will reveal the Fellowship.
If the Hunt tile does not reveal the Fellowship, you may reveal it to reduce the hunt damage by one.
Free Faction - The Ents of Fangorn
If Saruman is in play and a Companion is in Fangorn, bring The Ents of Fangorn into play by using a Muster die. Place one Ent in Fangorn.
Treebeard – If a companion is in Fangorn, every time the Shadow uses a Muster die to use The Voice of Saruman, place one Ent in Fangorn.
The Ents are not Free army units, and follow special rules.
The Ents are separate from other units occupying the same region.
The Ents cannot be attacked.
The Ents do not affect enemy movement.
The Ents do not count for stacking purposes.

Shadow Characters
The Balrog Level 0 Leadership 3
If the Witch King is not in play, play the Balrog and 1 Sauron unit in Moria by using a Muster die. Advance the Elf, Dwarf and North nations on the Political track.
The Balrog can never leave Moria, unless A Balrog is Come! has been played.
Fire And Shadow –Draw a Hunt Tile if the Fellowship moves through the region with the Balrog. If the tile is an Eye Eliminate the Balrog and the Guide.
Flame of Udun- Add +2 to the Combat Strength of a Shadow Army.
The Balrog is not a minion for the purpose of playing Gandalf the White.
The Balrog adds 1 die to the Shadow Action Pool, unless the Witch-King is in play.


Saruman Level 0 Leadership 1
If Isengard is At War, you may place Saruman in Orthanc by using one Muster die.
Saruman can never leave Orthanc.
Servants of the White Hand – Each Isengard Elite unit is considered a leader as well as an Army unit for all action and combat purposes.
The Voice of Saruman – Use a Muster Die to recruit one Regular Isengard unit in North Dunland, South Dunland and Orthanc.
The Voice of Saruman – Use a Muster Die to replace Two Regular Isengard units in Orthanc with Two Elite units.
Saruman adds 1 die to the Shadow Action Pool.


The Mouth Level 3 Leadership 2
If the Fellowship is on the Mordor Track, or if all Free nations are At War, you may place The Mouth in any Sauron Stronghold by using one Muster die
Messenger of the Dark Tower – One Muster die can be used as an Army die each turn.
The Mouth adds 1 die to the Shadow Action Pool.



The Witch King – The Black Captain (Mr Angry) Level X Leadership 2
If Sauron is At War you may place The Black Captain in any region containing a Sauron Army by using one Muster die. Activate all Free nations.
Sorcerer – If The Black Captain is in a battle and you use a Combat card during the first round of the battle, you may immediately draw an Event card.
The Black Captain adds 1 die to the Shadow Action Pool.


The Witch King – Chief of the Ringwraiths (Mr Hunty) Level X Leadership 2
If The Fellowship is not in a Free stronghold, and The Black Captain has never been in play, play Chief of the Ringwraiths in the region with The Fellowship by using one Muster die.
Shadow of Despair – If Chief of the Ringwraiths is in play, each Nazgul in the region with the Fellowship grants 1 Hunt reroll (including the Chief of the Ringwraiths).
He Sees, He Knows – If the Fellowship is declared in a region that is not a Free stronghold, you may move the Chief of the Ringwraiths to the region with the Fellowship.
Chief of the Ringwraiths adds 1 die to the Shadow Action Pool.


Shadow Faction - The Hillmen of Dunland.
If Isengard is At War, bring The Hillmen of Dunland faction into play by using one Muster die. Place two Dunlendings in North Dunland, and place two Dunlendings in South Dunland.
Death to the Forgoil! – Use a Muster die to place two Dunlendings in an Isengard or Rohan region with a Shadow army.
One hit eliminates two Dunlendings. Dunlendings count as a full unit for combat cards requiring removal of units.

Shadow Faction - The Corsairs of Umbar
If the Southrons & Easterlings are At War, bring The Corsairs of Umbar into play by using one Muster die. Place two Corsair Ships in Umbar.

Black Ships – Use a Muster die to place one Corsair Ship and one Southrons & Easterlings Regular unit in Umbar.
Corsair Ships may only enter coastal regions.
Corsair Ships are not affected by enemy units.
Corsair Ships are not Shadow army units.

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Re: The Actual Rules 4.0 (Pirate Collectors Edition)
If you want all those rules in a pdf format instead, you can find it here:

http://www.boardgamegeek.com/filepage/56178/war-of-the-ring-...
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Characters and Faction cards added in 4.5

Saruman Leadership corrected to 1


Need to reformat the character cards, and simply sentence structure.
 
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Thanks so much for providing a simple, clean format to digest these rules. I've played the game twice and both times we messed it up pretty bad rules-wise. I've been pouring over the aides and yours is one of the best.

Here are some observations. I won't go as far as "corrections" since I've often caught myself and paired this list down quite a bit before submitting.


Combat Cards - Free
Where is the "Ent's Rage" Combat Card? Who is being referenced as the "defending army" in the card? Is it meant to make the card offensive only or could I play it if the Shadow player were attacking me in Rohan, Fangorn or Orthanc?

Shadow Character Cards
The Chief of the Nazgul grants one Hunt Reroll for EACH Nazgul in the same region as the Fellowship. I had to read that many times before I got how the "EACH" changed things.(I can be pretty slow) Shouldn't this section be called Shadow "Minion" Cards?

Moving Nazgul and Minions
Under Shadow Character Cards you mention the Balrog can't leave Moria.(Except with an event card) Shouldn't that get a mention here? You did with Saruman.
 
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Thought I'd help out as I believe Magic is banned for another month from these forums.

thanos2001 wrote:
Combat Cards - Free
Where is the "Ent's Rage" Combat Card? Who is being referenced as the "defending army" in the card? Is it meant to make the card offensive only or could I play it if the Shadow player were attacking me in Rohan, Fangorn or Orthanc?


The "defending" army can be both FP and Shadow. It can be used when the FP attacks as well as when they are being attacked.

thanos2001 wrote:
Shadow Character Cards
The Chief of the Nazgul grants one Hunt Reroll for EACH Nazgul in the same region as the Fellowship. I had to read that many times before I got how the "EACH" changed things.(I can be pretty slow) Shouldn't this section be called Shadow "Minion" Cards?


They are Shadow Character Cards so why not? Just be sure not to confuse them with Shadow Character Event cards (which are the Event cards from the Character Event card deck).


 
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Thanks Veldrin! I hope to get a solid game in this coming weekend. I feel like I'm craming for a final.

Sorry to hear Magic got banned. I hope he's back soon.
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Thanks.

Doesn't help this thread though.
Not allowed to edit, or delete.

But, I think it counts as finished now.


Pheeew ! (Wipes sweat from his Brow)
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Chris Richardson
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La Crescenta
California
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Welcome back to the party. You were missed!
 
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