Results 1 to 2 of 2

Thread: War of the Ring Map Game

  1. #1
    Lord of Cats's Avatar Vicarius
    Join Date
    Jun 2012
    Location
    On the computer or inside a book.
    Posts
    2,666

    Default War of the Ring Map Game

    ~ War of the Ring Map Game ~

    Three Rings for the Elven-kings under the sky,
    Seven for the Dwarf-lords in their halls of stone,
    Nine for Mortal Men doomed to die,
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.
    One Ring to rule them all. One Ring to find them,
    One Ring to bring them all and in the darkness bind them
    In the Land of Mordor where the Shadows lie.



    Terrain and Income Map




    Political and Military Map




    General Rules

    Turns

    A turn lasts 1 week, which represents half a year in the game. For role-play the game begins in 3010 Third Age (TA), and the Third Age ends when either Sauron returns or the One Ring is destroyed. Each real-life day represents 1 in-game month –
    Sunday: January or July
    Monday: February or August
    Tuesday: March or September
    Wednesday: April or October
    Thursday: May or November
    Friday: June or December

    The game will last for 30 turns, or 7 months in real-life. If no faction’s victory requirements are completed by then, the faction with the most regions wins the game.

    During the week players post their moves, resolving military campaigns and agent missions. Please think carefully about your moves before you post. Please do not edit your moves post; instead, make a new post to change your move(s).

    On Saturdays the Game Moderator will post an updated map and players will make purchases for the next turn.

    Players will use rolz.org and provide links to their dice rooms in their posts. If there is no link the results will not be used. Each player should have their own dice room on rolz.org for their faction.

    Geography

    On the Terrain and Income Map regions have a certain type of terrain. Terrain determines the movement time of agents and military forces for your faction.

    Terrain Movement Times
    Plain
    1 day for Rohan and Rhûn
    2 days for other factions
    3 days for Gundabad and Misty Mountains

    Forest
    1 day for Lothlorien, Lindon, and Fangorn
    2 days for Eriador/Arnor, Gondor, and Dale
    3 days for other factions

    Rocky
    1 day for Erebor
    2 days for Mordor, Isengard, Gundabad/Angmar, and Misty Mountains
    3 days for other factions

    Desert
    2 days for Harad
    3 days for other factions

    Volcanic
    2 days for Mordor
    3 days for other factions

    Marsh
    2 days for Mordor and Isengard
    3 days for other factions

    Tundra
    2 days for Gundabad/Angmar
    3 days for other factions

    Sea
    2 days for all factions

    Rivers, Fords and Bridges
    Blue lines are rivers, and they act as impassable borders except to Ents. A grey arrow over a river is a river ford, which acts as a passable border. However, when an army invades across a river ford there is a -1 on its first attack roll during a campaign. A white arrow over a river is a bridge, meaning a road has been built between the two regions. White arrows act as a regular border.

    Mountain Ranges
    Borders covered by mountain icons represent mountain ranges, which are impassable except to Dwarven and Orc agents.

    Economy

    On the Terrain and Income Map each land region has a number ranging from 1 to 3. This is the level of taxable wealth the region generates. For role-play, 1 wealth represents 1000 gold coins. Wealth allows a faction to build up its military and infrastructure.

    Infrastructure

    Infrastructure includes settlements, fortifications, ports, and roads.

    Settlements and fortifications can be built in any land region. A region can have either a settlement or a fortification, not both. Settlements and fortifications have 4 levels each, and they must be built in order. A town can only be built in a region with a village, for example.

    Settlements
    1. Trade Post
    Cost: 6 wealth
    Effects: Increases this region’s wealth by 1.

    2. Village
    Cost: 12 wealth
    Effects: Increases this region’s wealth by 2. Can recruit or replenish 1 army in this region per turn. Can recruit 1 agent in this region per turn.

    3. Town
    Cost: 18 wealth
    Effects: Increases this region’s wealth by 3. Can recruit or replenish 2 armies in this region per turn. Can recruit 2 agents in this region per turn. Gives a -1 penalty on first attack rolls during a campaign.

    4. City
    Cost: 24 wealth
    Effects: Increases this region’s wealth by 4. Can recruit or replenish 3 armies in this region per turn. Can recruit 3 agents in this region per turn. Gives a -1 penalty on first two attack rolls during a campaign.

    Fortifications
    1. Fort
    Cost: 6 wealth
    Effects: Can recruit or replenish 1 army in this region per turn. Gives a -1 penalty on first attack rolls during a campaign.

    2. Castle
    Cost: 12 wealth
    Effects: Can recruit or replenish 2 armies in this region per turn. Gives a -1 penalty on first two attack rolls during a campaign.

    3. Fortress
    Cost: 18 wealth
    Effects: Increases this region’s wealth by 1. Can recruit or replenish 3 armies in this region per turn. Can recruit 1 agent in this region per turn. Gives a -1 penalty on first three attack rolls during a campaign.

    4. Citadel
    Cost: 24 wealth
    Effects: Increases this region’s wealth by 2. Can recruit or replenish 4 armies in this region per turn. Can recruit 2 agents in this region per turn. Gives a -1 penalty on all attack rolls during a campaign.

    Settlements and fortifications can be switched between their corresponding levels. The costs will be the same. For example, Gondor can switch Pelargir from a town to a fortress at the cost of 18 wealth.

    Ports can be built on the passable border between a land and a sea region. A land region can only have 1 port. Orc factions cannot build ports. A port reduces the movement time for an army to enter the sea region, or the land region from the sea (if your faction owns the port), by half. Ports have 4 levels, and they must be built in order. A shipyard can only be built in a region with a docks, for example.

    Ports
    1. Docks
    Cost: 4 wealth
    Effects: Can build or repair 1 naval fleet in this sea region per turn.

    2. Shipyard
    Cost: 8 wealth
    Effects: Can build or repair 2 naval fleets in this sea region per turn.

    3. Wharf
    Cost: 12 wealth
    Effects: Increases this land region’s wealth by 1. Can build or repair 3 naval fleets in this sea region per turn.

    4. Harbor
    Cost: 16 wealth
    Effects: Increases this land region’s wealth by 2. Can build or repair 4 naval fleets in this sea region per turn.

    Roads
    Roads are built between land regions, meaning you must own both regions to build a road connecting them. A road costs 4 wealth to build. A road reduces the movement time to enter a region by half.

    For role-play, you can name your new infrastructure anything you want.

    It takes 1 turn to build an infrastructure. If the region something was being built in is lost during the turn, construction is cancelled and you immediately get a refund.

    Destroying Infrastructure
    In your purchases post you may order an infrastructure destroyed. It will cease to exist at the beginning of the next turn. At the end of the next turn you will recoup half the cost of the infrastructure you destroyed. If you destroy a town, for example, you’ll recoup 9 wealth. To destroy a road you must own both regions.

    Captured Infrastructure
    When a faction conquers a region with infrastructure, that faction will not receive the effects of the infrastructure until the next turn. This does not apply to roads. Ports are automatically destroyed if captured by an Orc faction.


    Capital Regions
    On the Political and Military Map capital regions are marked with a star. This is where your treasury is. Your capital cannot be moved except via events. If your capital region is taken by an enemy, you lose your entire treasury and half of it goes to the enemy. Then you must appoint a new capital region.

    Military

    Armies
    An army costs 12 wealth to recruit. New armies appear at the beginning of the new turn in the regions with the necessary infrastructure you chose.

    Armies contain companies, the number of which depends on the race of your faction –
    Elves (Lothlorien, and Lindon): 4 companies
    Dwarves (Erebor): 4 companies
    Men (Gondor, Eriador/Arnor, Rohan, Dale, Umbar, Harad, and Rhûn): 6 companies
    Orcs (Gundabad/Angmar, and Misty Mountains): 8 companies
    Uruks (Mordor, and Isengard): 8 companies

    For role-play, each company has 500 soldiers.

    Fleets
    A naval fleet costs 12 wealth to build. New naval fleets appear at the beginning of the new turn in the sea region with a port on the border of the land region you chose. Uruk and Dwarf factions cannot build naval fleets. Every naval fleet has 6 squadrons. For role-play, each squadron has 5 ships.

    When an army enters a sea region it becomes a transport fleet. Orc armies cannot do this. Each company becomes a squadron. A transport fleet has a -2 penalty on all combat rolls.

    Deployment
    Up to 5 of your armies or fleets can be deployed in a region. This means only 5 armies can invade an enemy region at once. Multiple armies moving together is called a host, while multiple fleets moving together is called an armada.

    Blockades and Piracy
    If you have a naval fleet in a sea region with no enemy fleets and it borders enemy land regions, the enemy faction receives no wealth from their ports and you take 1 wealth from that enemy’s income every turn.

    Militia
    All land regions contain a militia of 2 companies which cannot be moved and can only defend.

    Movement
    During a turn players make movement posts stating the number of armies/fleets/agents, the regions they’re moving through, and their estimated time of arrival (ETA). Please do not edit movement posts. At any time before the move is completed you can make a cancel post, cancelling and changing the move.

    Here are some examples of movement posts –
    “Eriador moves 1 army lead by Gandalf the Grey down the Greenway (road) from Breeland to South Downs (plain). ETA: 1 day.”
    “Gondor moves a spy from East Lebennin, which has a port, through the Lower Anduin River (sea) and into South Ithilien (forest). ETA: 3 days.”
    “Isengard marches a host of 3 armies from Dunland to invade the Gap of Rohan (plain), and has a spy accompany them. ETA: 2 days.”
    “Rhûn moves an army from West Rhun across the Sea of Rhun (sea) as a transport fleet before invading Dorwinion (plain). ETA: 4 days.”

    Upkeep
    For every force a faction has, regardless if it’s depleted or not, 1 wealth must be spent in upkeep. For every 4 agents, including commanders, 1 wealth must be spent in upkeep. Example: If Gondor has 4 armies, 1 naval fleet, 2 commanders, 2 spies, 1 merchant, and 1 diplomat at the end of a turn it must pay 6 wealth in upkeep. If the faction cannot afford the upkeep, some of its forces and agents must be disbanded.

    Campaigns

    Moving armies into bandit or enemy regions, or moving fleets into a region with enemy fleets, results in a campaign, also known as an invasion. A campaign can result in multiple battles depending on how many forces are present.
    Moving armies into a region you have military access to that contains enemy armies also causes a campaign.

    When invading enemy regions that contain armies or fleets of a different enemy, ignore those forces unless the two enemies have a defensive pact. If you take the region in this situation the other enemy forces will be moved to the nearest friendly region. If they can’t move, then they must be fought.

    Battles
    A battle is fought one-on-one between two forces. Enemy armies must be defeated before the enemy militia can be attacked. A battle is typically resolved in 4 rounds (4 combat rolls for each force). The player uses rolz.org to provide the combat rolls. The first number is the first attack roll, the second number is the first defense roll, the third number is the second attack roll, and so on. The attack rolls are subtracted from the defense rolls to determine how many units are lost on each side.

    Combat Penalties
    When attacking across a river ford or from the sea, an army has a -1 penalty on the first attack roll of all battles during the campaign. Attacking a fortification or certain settlements gives a -1 penalty on a number of attack rolls of all battles during a campaign.

    Faction Specific Rules
    Depending on what race your faction is you may have bonuses or penalties on certain combat rolls for your forces –
    Elves (Lothlorien, and Lindon): +1 bonus on all combat rolls.
    Dwarves (Erebor): +1 bonus on all defense rolls.
    Orcs (Gundabad, and Misty Mountains): -1 penalty on all attack rolls.

    Retreating After a Battle
    Whichever force has the least amount of units after 4 rounds is defeated and has to retreat to a bordering friendly region. The retreat takes movement time. If there’s a tie in units, the attacking force must retreat to a bordering friendly region.
    A friendly region is defined as a region you own or a region owned by a faction you have military access with.

    If the militia survives but is defeated by being outnumbered, it cannot retreat. It surrenders and is eliminated.
    If an army defending a region is defeated, but has no friendly region to retreat to, it will surrender and disband like a defeated militia. If that defending army has a commander, though, it will fight on until destroyed.

    Retreating During a Battle
    If after the first round of battle your force loses half or more of its units, you can choose to retreat that force and end the battle unless it was ambushed. This only applies to an attacking force. It must retreat to the region it attacked from, and the retreat takes movement time. If you proceed to the second round, this retreat option is not available for that force.

    Ambush Chance
    If an army invades a forest or marsh region without a settlement or fortification, a die must be rolled before its battles in the campaign. An attacking army led by a commander has a +1 bonus on this roll. An army facing a defending army led by a commander has a -1 penalty on this roll. The results are –
    1 to 3: Successful Ambush. The defending army has a +2 bonus on its defense rolls of all four battle rounds. The attacking army cannot retreat during the battle.
    4 to 6: Failed Ambush. The battle proceeds normally.

    If a spy performed a successful mission for an army, that army does not need an ambush chance roll.

    Example Campaign

    A Dale army (men, 6 companies) from Araw invades East Rhovanion where there's a Rhûn army (men, 6 companies) and militia (2 companies). The Dale army must attack the Rhûn army first. The Dale player goes on rolz.org and rolls 4, 4, 1, 3, 5, 2, 6, and 4 for the first battle. The player calculates the results as follows:
    4 - 4 = 0. No companies lost for either army.
    1 - 3 = -2. Dale army loses 2 companies.
    5 - 2 = 3. Rhûn army loses 3 companies.
    6 - 4 = 2. Rhûn army loses 2 companies, 5 total.

    The Rhûn army lost 5 companies and has 1 left, while the Dale army lost 2 and has 4 left. Being outnumbered, the Rhûn army has been defeated and must retreat to a bordering friendly region.

    The Dale army now attacks the Rhûn militia in a second battle. The player rolls 3, 2, 5, 1, knows the militia has been defeated and stops rolling. The results are:
    3 - 2 = 1. The militia loses a company.
    5 - 1 = 4. The last company of the militia suffers overkill.

    The Dale player then posts all of these results under the title of The East Rhovanion Campaign. Role-play can be added among the results to bring the battles alive. You may edit campaign posts to add role-play. Dale won all the battles and takes East Rhovanion region.

    Replenishment
    Armies and fleets that have lost units in battle are depleted and their icons will be “dented” on the Political and Military Map. To replenish a depleted army, move it to a region with a settlement or fortification, and then spend 2 wealth per missing company in your purchases post at the end of turn. To replenish a naval fleet, move it to a sea region bordering one of your ports, and then spend 2 wealth per missing squadron. At the beginning of the new turn the force will be at full strength.

    Merging Forces
    Two or more depleted forces may merge together. An Orc army of 3 companies and another with 5 companies, for example, can merge to form a full-strength army of 8 companies. Or a Men army of 2 companies, another with 5 and another with 3 can merge to form a full strength army of 6 companies and a depleted army of 4 companies. Merging cannot be done in the middle of a campaign.

    Commanders

    Commanders are special agents. Every faction starts with 2 commanders, except Mordor which starts with 3. They’re marked on the map with a C.

    Commanders by themselves are considered attached to your region’s militia. Commanders can be attached to a force in the same region they’re in. The army/fleet icon will have a gold outline if led by a commander. You attach and separate commanders with a force via a movement post with the move being instantaneous.

    Commanders move around the map like agents, though commanders of Orc factions cannot enter sea regions. Commanders cannot be in regions owned by an enemy faction without an army.

    The force they command has a +1 bonus on combat rolls for all 4 battle rounds. It also has a +1 bonus on ambush chance rolls when invading. If defending, the commander's force gives a -1 penalty to the attacking army’s ambush chance roll.
    If you invade a region with multiple forces you can choose which battle to use the commander’s force for. You cannot move commanders to different forces in the middle of a campaign. If an enemy region has an army or fleet with a commander, that force must be fought first. If facing multiple commanders, ask the defendant to prioritize which commanded armies you’ll be fighting first.

    If the force they’re leading is destroyed, a die must be rolled to determine the commander’s fate –
    1 or 2: The commander is slain in battle.
    3 or 4: The commander is captured. If their army was destroyed by bandits, the commander cannot be captured and will instead flee (see below).
    5 or 6: The commander flees to a bordering friendly region. The retreat will take movement time. If retreat is not possible, the commander is captured (or killed if bandits destroyed the army).

    Captured Commanders
    If an attacker wins the campaign, their captured commanders are freed. If a defender wins the campaign, their captured commanders will be freed.

    After a campaign, captured commanders are held at the faction’s capital. If that capital region is taken, the captured commanders now belong to the conquering faction or are freed if it’s their native faction doing the conquering. If the captured commander’s faction is destroyed, the commander is killed.

    Captured commanders can be ransomed, executed, or used in diplomacy. A commander can be ransomed for up to 6 wealth. If the ransom is accepted, the commander will reappear at the faction’s capital region at the end of the turn.

    New Commanders
    You can purchase 1 new commander per turn for 6 wealth. They will appear in your capital region at the beginning of the new turn.

    Unique Commanders
    Nazgûl
    Mordor has nine special commanders. Since they fly on fell-beasts, it only takes 1 day for a Nazgul to move into a region by themselves. Roads don’t affect this movement time. They cannot move into sea regions. Nazgul can be in enemy regions without an army. Nazgul cannot be assassinated. If Mordor is destroyed, they will not disappear until the One Ring is destroyed. If the force they’re leading is destroyed, a die is rolled and the results are –
    1 to 3: The Nazgul is killed by some means.
    4 to 6: The Nazgul is unharmed and remains in the region.

    Chieftain Aragorn
    He becomes King Aragorn if Eriador completes the requirements to become Arnor. As King Aragorn he can obtain the Army of the Dead when he enters Dunharrow region. He becomes High King Aragorn if Gondor and Arnor complete the requirements to become the Reunited Kingdom. Assassination missions on Aragorn have a -1 penalty.

    Wizard Gandalf the Grey
    If he is killed, he will come back as Gandalf the White for either Eriador/Arnor, Rohan, or Gondor on the next turn. A die roll will determine which player he will appear for –
    1 or 2: Eriador/Arnor
    3 or 4: Rohan
    5 or 6: Gondor
    He will die permanently if he is killed again. Gandalf the White gives a +2 bonus on all combat rolls for his force. Assassination missions on Gandalf have a -1 penalty.

    Witch-king of Morgul
    He becomes the Witch-king of Angmar if Gundabad completes the requirements to become Angmar. The Witch-king of Angmar is a commander for Angmar and retains the abilities of a Nazgûl. The Witch-king of Angmar gives a +2 bonus on all combat rolls for his army.

    Dark Lord Sauron
    He appears if Mordor obtains the One Ring. He gives a +3 bonus on all combat rolls for his army. He cannot be assassinated. If his army is destroyed, a die is rolled and the results are –
    1 to 3: The One Ring is cut from him. He disappears until Mordor takes back the Ring again.
    4 to 6: He flees to a bordering friendly region. The retreat will take movement time. If retreat is not possible, the Ring is cut from him.

    Wizard Saruman of Many Colours
    Assassination missions on Wizard Saruman have a -1 penalty. If Isengard obtains and claims the One Ring, he becomes Dark Lord Saruman. He gives a +2 bonus on all combat rolls for his army. Dark Lord Saruman cannot be assassinated and he can be in enemy regions without an army. If the force Dark Lord Saruman is leading is destroyed, a die is rolled and the results are –
    1 to 3: The Dark Lord is killed by some means.
    4 to 6: The Dark Lord is unharmed and remains in the region.

    Balrog of Moria
    It appears the first time a good-aligned army invades Deep Misty Mountains. It is immediately attached to the strongest army. The Balrog comes with an Orc army if none are present at Deep Misty Mountains. The Balrog gives a +3 bonus on all combat rolls for its army. It cannot be assassinated. If the force it is leading is destroyed, a die is rolled and the results are –
    1 to 3: The Balrog is killed by some means.
    4 to 6: The Balrog flees to a bordering friendly region. The retreat will take movement time. If retreat is not possible, the Balrog is killed by some means.

    Gwaihir
    He appears when a good-aligned faction takes High Pass region. He gives a +2 bonus on all combat rolls for his army. Assassination missions on Gwaihir have a -1 penalty. Because he flies, it only takes 0.5 days to move through any region by himself. Roads and ports don’t affect this movement time. He can fly over rivers and mountain ranges. He can be in an enemy region without an army.

    Treebeard
    He appears when Fangorn rebels, and gives a +2 bonus on all combat rolls for his army. He can move through rivers.


    Agents and Missions

    There are 4 types of agents that you can employ: Diplomat, Spy, Merchant, and Assassin. They are marked on the map with the letters D, S, M and A respectively.

    An agent costs 3 wealth to recruit. You can recruit an agent in a region with the necessary settlement or fortification. For every 4 agents, including commanders, 1 wealth must be spent in upkeep.

    Up to 4 of your agents can be stationed in a region. Agents are moved the same way as armies and fleets, though they can move into both land and sea regions. Dwarf and Orc agents can move through mountain ranges.

    Diplomats

    When your diplomat is in any land region owned by a foreign faction, or in a region containing a foreign diplomat, you can propose a treaty to that faction. A signed treaty comes into effect at the end of the turn.

    A diplomat can only propose 1 treaty to a faction per turn. The exception is that you can combine gifts or tribute with the treaty. For example: You can propose a Peace Treaty while demanding a region, or you could propose a Trade Treaty while offering a payment of 5 wealth, or you could propose a Military Access Treaty while offering two agents in exchange for an army.

    More diplomats will allow you to propose more treaties to a faction in a single turn.

    When proposing a treaty to a non-player controlled (NPC) faction, a die is rolled by another player or the Game Moderator. When proposing a treaty with a faction of a different alignment (good or evil) than yours there’s a -1 penalty on the roll. The results are –
    1 to 4: The proposed treaty is rejected.
    5 to 8: The proposed treaty is accepted.

    Treaties
    Non-Aggression Treaty
    Establishes an agreement between the factions to not attack each other.

    Trade Treaty
    Generates 1 wealth per passable border between each other’s regions, including regions that border the same sea region. Your merchants will produce 2, instead of 1, wealth in each other’s settlement regions.

    Gift/Tribute or Exchange Treaty
    You can give or demand up to 1 region or 1 force or 2 captured commanders or 3 agents or 3 payments (5 wealth each) of another faction once per turn.
    The region must border your faction (or border a sea region your faction borders) and cannot be a capital or have a town, city, fortress, or citadel.
    A faction that only has one force or agent cannot give them away. Forces and agents will appear in the closest of your regions, but cannot be moved until the next turn. Armies retain the abilities of their native faction. If you declare war on a faction that gave you forces or agents, those forces and agents will defect back to that faction.
    Captured commanders can only be used as commanders by their native faction. You can only ransom or execute them.
    Gifting an item gives a +1 bonus, while demanding an item gives a -1 penalty to diplomacy rolls with NPCs.

    Infrastructure Treaty
    Allows two factions to build a road between their regions. Each faction would pay 2 wealth for the road. Or this treaty can allow a faction to pay another faction to build a certain kind of infrastructure in one of their regions. Example: Erebor gives 6 wealth to Dale to build a fort in Kugavod which is owned by Dale. The infrastructure must be built at the end of the turn or the wealth is automatically returned.

    Military Access Treaty
    Allows armies from both factions to move through each other’s land regions, and makes each other’s land regions “friendly regions” for retreat purposes.

    Defensive Pact Treaty
    Requires a signed military access treaty. Cannot be offered to factions allied with one of your enemies. Allows your armies to defend each other’s regions from attackers. This means that you could have up to 10 armies instead of the 5 maximum defending a region. If a faction declares war on one faction of the pact, it will also be at war with the other faction in the pact.

    Alliance Treaty
    Requires a signed military access treaty. Cannot be offered to NPCs or to factions allied with one of your enemies. It allows your armies to attack together into a region, so 10 instead of 5 maximum could invade a region. Your armies can replenish in each other’s settlements or fortifications, and your naval fleets can be repaired at each other’s ports.

    Peace Treaty
    Includes a non-aggression treaty. It ends a war between factions.

    Other Diplomacy Rules
    If the two factions are at war, only a peace treaty can be offered. A faction can cancel a treaty at any time if they declare it in the game thread. If a faction breaks an Exchange Treaty, the faction giving or losing items gets them returned. If a Military Access Treaty is canceled the foreign armies are moved to the nearest of their own regions.

    Declaring War
    You can only declare war on another faction if there are no treaties between you. If there are, you must cancel them and on the next turn you can declare war.

    Bribery
    When your diplomat is in the same region as a foreign force or agent, it may attempt a bribe instead of proposing a treaty to that faction. A diplomat can attempt 1 bribe per turn if your faction has enough wealth in its current treasury to do so. Your faction must not have a defensive-pact or alliance with the faction you’re bribing. Commanders, the Army of the Dead, and Ent and Eagle armies cannot be bribed.

    It costs 5 wealth to bribe an agent. It costs 15 wealth to bribe an army or fleet. When attempting to bribe, a die is rolled. The results are –
    1 to 3: Failure. The bribe is refused and you don’t pay anything.
    4 to 6: Success. The bribe is accepted and you pay immediately. The agent or force disbands and disappears from the game.

    Spies

    When a spy is in the same region your forces are invading, it can perform a spy mission for one force. The mission roll must be made before any combat rolls or an ambush chance roll. A fortification and enemy spy will each impose a -1 penalty on the roll. The results are –
    1: Failure. The spy is tortured and killed. The force now has a -1 penalty on its first attack roll during the campaign.
    2: Failure. The spy is killed.
    3: Failure.
    4: Failure.
    5: Success. No ambush chance roll needed. The force now has a +1 bonus on its first attack roll during the campaign.
    6: Success. No ambush chance roll needed. The force now has a +1 bonus on its first and second attack rolls during the campaign.
    7: Success. No ambush chance roll needed. The force now has a +1 bonus on its first, second, and third attack rolls during the campaign.
    8: Success. No ambush chance roll needed. The force now has a +1 bonus on all its attack rolls during the campaign.

    A spy can perform 1 mission per turn.

    Merchants

    When a merchant is in a foreign non-enemy region with a settlement, you gain 1 wealth. If the settlement region belongs to a faction you have a trade treaty with, you gain 2 wealth.

    The larger the foreign settlement, the more of your merchants can generate wealth. A village, for example, will allow 2 of your merchants to generate 1 wealth each (2 with trade treaty), while a city allows 4 of your merchants to generate wealth.

    Assassins

    When an assassin is in a region with an enemy agent or commander, it can perform an assassination mission against one target. Roll a die and post the results in an assassination post. A fortification and enemy spy will each impose a -1 penalty on the roll. Each spy you have in the region provides a +1 on the roll. The results are –
    1: Failure. The assassin is tortured and killed. Other attempts on this target by your assassins will have a -1 penalty for the rest of the turn.
    2: Failure. The assassin is killed.
    3: Failure.
    4: Failure. Other attempts on this target by your assassins will have a +1 bonus for the rest of the turn.
    5 to 8: Success. The target is killed.

    An assassin can perform 1 mission per turn.


    Non-player Controlled (NPC) Factions

    Every 3 turns each NPC faction will receive 1 army at their capital region until 5 are deployed there. Then their next most important region will receive free armies until 5 are deployed there and so on. Every 3 turns each NPC will also receive 1 commander, which is automatically attached to an army, at their capital region.

    The Umbar NPC will alternate between receiving a naval fleet at Umbar Coasts and receiving an army. Umbar’s free commanders will be attached to the naval fleets.

    The Gundabad NPC will automatically become Angmar at the end of Turn 15 if Angmar is owned by Gundabad and if the Witch-king of Morgul is still present.

    The Eriador NPC will automatically become Arnor at the end of Turn 15 if Evendim is owned by Eriador and if Aragorn is still alive.

    The Fangorn NPC can only be played by the Game Moderator.



    Special Rules

    The One Ring

    “The Ring has awoken; it has heard its Master’s call. So he is seeking it, seeking it, and all his thought is bent on it.” – Gandalf the Grey to Frodo Baggins

    The Fellowship of the Ring is a special unit that starts in The Shire and has the One Ring attached to it. It is represented by a gold ring on the map. Its movement is determined by die rolls. It only moves 1 region per turn. For role-play, only Frodo Baggins and Samwise Gamgee are in the Fellowship.

    When the Fellowship enters a region that is not owned by a good faction, a survival chance roll is made.

    Survival Chance Roll Results
    In a Bandit Region
    1 or 2: The Fellowship is slain. The Ring is dropped in the region and any commander can get it.
    3 to 6: The Fellowship survives.

    In a Region Owned by an Evil Faction
    1 to 3: The Fellowship is slain. The Ring is dropped in the region and any commander can get it.
    4 to 6: The Fellowship survives.

    If the Fellowship enters Lothlorien region when owned by Lothlorien it will receive the Mirror of Galadriel event. This event gives the Fellowship Elvish Supplies, which provides a +1 on survival rolls.

    If the Fellowship enters Emyn Muil region it will receive the Gollum Captured event. Gollum provides a +1 on survival rolls.

    If the Fellowship enters Mount Doom region and is not eliminated, the One Ring will be destroyed and the game ends.

    If a commander enters the region where the Ring was dropped, the Ring can be taken by that commander. Once taken, it cannot be transferred to anyone else (“My Preciousss…”). If the ring-bearer is killed, the Ring is dropped again.

    If a Mordor commander has the Ring they will immediately move on their own to Mordor’s capital region. When they arrive, Mordor will receive:
    — Dark Lord Sauron at the capital region
    — 5 armies at the capital region
    — 100 wealth

    If Mordor is destroyed, but the One Ring is not, Mordor can return if one its Nazgul commanders obtains the Ring. If they take the Ring, Mordor will return at a former Mordor region with no good armies present or at an evil region or at a bandit region.

    If Saruman takes the Ring, a mission will be given to Isengard. If the mission is refused or failed, Saruman can claim the Ring for his own. If Saruman claims the Ring, the following effects will occur:
    — Wizard Saruman becomes Dark Lord Saruman
    — Isengard receives 3 armies at its capital region
    — Isengard receives 50 wealth

    If an evil non-Mordor commander has the Ring a mission will be given to them: Move to Mordor’s capital region within 4 turns to deliver the Ring. If refused or failed, Mordor declares war on their faction and receives 3 armies to attack that faction only and, if the ring-bearer is not Saruman, 3 assassins to target the ring-bearer only. If accepted, Mordor and that faction automatically have military access. If successful, the faction receives 50 wealth at the end of the turn. If accepted, but the commander is killed it does not count as failure.

    If a good-aligned commander has the Ring and enters Mount Doom region, a die is rolled. Men commanders have a -1 on this roll. The results are –
    1 to 4: The commander refuses to cast the Ring into the fire (“It’s mine!”). The Ring remains attached to the commander until they are killed.
    4 to 6: The commander casts the Ring into the fire, destroying it and ending the game.

    The Dark Lord Gathers His Armies

    If Mordor is being played, it will receive a free army at its capital region every 2 turns as long as there are less than 5 armies in the capital region

    The Elves Depart Middle-Earth

    Every 6 turns one settlement of Lindon and Lothlorien will decrease by a level. The city of Imladris and the city of Caras Galadhon will both become towns at the end of turn 6, for example. And an elvish army from both factions will disband every 6 turns as well.

    If Lindon or Lothlorien are being played, the player must also give up 2 agents/commanders and lose 5 wealth every 6 turns.

    The Last March of the Ents

    “Hroom, hm, come, my friends. The Ents are going to war. It is likely that we go to our doom. The last march of the Ents.” – Treebeard

    If an evil faction controls Fangorn region for 4 consecutive turns, it will automatically rebel and create the Fangorn NPC faction. Any evil armies and infrastructure in that region are immediately destroyed.

    Fangorn is an Ent faction. Ent armies and agents can cross river borders. An Ent army has 3 companies (with 5 Ents per company) and a +1 on all combat rolls. They also have a +1 on their first attack roll when attacking across a river, instead of a penalty. Ent armies in forest regions automatically replenish at the end of the turn.

    Fangorn comes with 5 armies, one of which is commanded by Treebeard. These armies will attack the evil faction that conquered Fangorn until it is destroyed or peace is signed.

    The Eagles are Coming!

    If a good-aligned faction takes High Pass region, an army of Giant Eagles led by Gwaihir will appear for that faction.

    It only takes 0.5 days for the Eagle army to move into any region. Roads and ports don’t affect this movement time. The Eagle army can move across rivers and mountain ranges. Penalties for attacking across river fords or from the sea do not apply. This army can enter a sea region as a “naval fleet”, allowing it to attack enemy fleets without penalties. This army can enter enemy regions without having to fight a battle.

    The Eagle army has 4 companies (with 5 Eagles per company) and a +1 bonus on all combat rolls. This army cannot be ambushed, but if it enters a forest region without a settlement or fortification it will not have the +1 bonus on its combat rolls.

    The Eagle army does not cost upkeep. If it is moved back to High Pass before a turn’s end, it will automatically replenish.

    Restoring Arnor

    Eriador can be changed to the Restored Kingdom of Arnor if 4 requirements are completed. The requirements are –
    1. Control at least 12 regions, including Evendim and Weather Hills.
    2. Build a city named Annúminas at Evendim.
    3. Build a fortress named Amon Sûl at Weather Hills.
    4. Chieftain Aragorn must enter Rivendale region. At the end of the turn, the shards of Narsil will be reforged into Andúril.

    Once those requirements are completed, Eriador becomes Arnor at the beginning of the next turn. This event will:
    — Change Chieftain Aragorn to King Aragorn.
    — Establish military access and defensive pact treaties between Arnor and Gondor.
    — Create 3 new armies for Arnor at Evendim.
    — Create 50 wealth for Arnor.
    — Set Arnor’s capital at Evendim.

    Resurrecting Angmar

    Gundabad can be changed to the Resurrected Kingdom of Angmar if 4 requirements are completed. The requirements are –
    1. Control at least 12 regions, including North Angmar.
    2. Build a citadel named Carn Dûm at North Angmar.
    3. The One Ring must be present.
    4. Witch-king of Morgul must enter North Angmar region.

    Once those requirements are completed, Gundabad becomes Angmar at the beginning of the next turn. This event will:
    — Change Witch-king of Morgul to Witch-king of Angmar, who becomes a commander for Angmar.
    — Establish military access and defensive pact treaties between Angmar and Mordor.
    — Create 3 new armies for Angmar at North Angmar.
    — Create 50 wealth for Angmar.
    — Set Angmar’s capital at North Angmar.

    The Army of the Dead

    “The way is shut. It was made by those who are Dead. And the Dead keep it. The way is shut.” – King of the Dead

    When King Aragorn enters Dunharrow region, he will receive a free 6 company “men” army. This army has a +9 on combat rolls of all 4 battle rounds. This army can enter sea regions as a “naval fleet”, allowing it to “attack” enemy fleets without penalties. The Army of the Dead does not cost upkeep. If it loses companies, it cannot be replenished. The Army of the Dead can only be used for 3 campaigns, after which it will automatically disband.

    The Reunited Kingdom

    “Then Frodo came forward and took the crown from Faramir and bore it to Gandalf; and Aragorn knelt, and Gandalf set the White Crown upon his head, and said: ‘Now come the days of the King, and may they be blessed while the thrones of the Valar endure!’”

    Gondor and Arnor can be changed into the Reunited Kingdom if 2 requirements are completed. The requirements are –
    1. Build a city at West Osgiliath and East Osgiliath each named Osgiliath.
    2. King Aragorn must be present.

    Once those requirements are completed, Gondor and Arnor become the Reunited Kingdom. This event will:
    — Change King Aragorn to High King Aragorn.
    — Merge Gondor and Arnor’s regions, forces, agents, and treasuries.
    — Set the Reunited Kingdom’s capital at East Osgiliath.
    — Set the Reunited Kingdom’s victory requirements as: Control 40 regions, destroy Mordor, and destroy the One Ring.



    The Factions

    Mordor

    Overview
    Challenge: Easy
    Colour: Black (r: 30, g: 30, b: 30)
    Alignment: Evil
    Race: Uruks

    Territory
    Capital: Barad-dûr at Gorgoroth
    Regions: 12
    Settlements: Trade Post (Thaurband) at North Nurn
    Fortifications: Citadel (Barad-dûr) at Gorgoroth, Fortress (Minas Morgul) at Morgul Vale, Fortress (Morannon) at Udûn, Castle (Dol Guldor) at Deep Mirkwood, and Fort (Durthang) at Morgai
    Ports: none

    Military
    Commanders: Witch-king of Morgul at Morgul Vale, Khamûl the Easterling at Deep Mirkwood, and Ji Indûr Dawndeath at Udûn
    Armies: 1 at East Osgiliath, 1 at Morgul Vale, 1 at Deep Mirkwood, 1 at Udûn, and 1 at Gorgoroth
    Agents: 1 Spy at Deep Mirkwood, 1 Spy at Udûn, 1 Spy at Morgul Vale, 1 Merchant at North Nurn, and 1 Diplomat at Gorgoroth

    Diplomacy
    Trade: Rhûn (+1 wealth)
    Pact: none
    Allies: Umbar, Harad, and Rhûn
    War: Gondor, and Lothlorien

    Victory Requirements
    Eliminate Gondor, Lothlorien, Lindon, and Eriador/Arnor. Control 40 regions. The citadel of Barad-dûr at Gorgoroth must be present. Dark Lord Sauron must be present.

    Gondor

    Overview
    Challenge: Medium
    Colour: Dark Blue (r: 10, g: 26, b: 122)
    Alignment: Good
    Race: Men

    Territory
    Capital: Minas Tirith at Anorien
    Regions: 12
    Settlements: City (Dol Amroth) at Belfalas, Town (Pelargir) at East Lebennin, Trade Post (Linhir) at West Lebennin, and Trade Post (Calembel) at Lamedon
    Fortifications: Citadel (Minas Tirith) at Anorien, Castle (Cair Andros) at Cair Andros, and Fort (Tarnost) at Dor-en-Ernil
    Ports: Docks at Anorien/Lower Anduin River, Shipyard at East Lebennin/Lower Anduin River, Docks at West Lebennin/East Bay of Belfalas, and Wharf at Belfalas/North Bay of Belfalas

    Military
    Commanders: Steward Denethor II at Anorien, and Lord Boromir at West Osgiliath
    Armies: 1 at Anorien, 1 at Belfalas, 1 at West Osgiliath, and 1 at East Lebennin
    Fleets: 1 at Lower Anduin River
    Agents: 1 Diplomat at Anorien, 1 Merchant at Belfalas, 1 Spy at North Ithilien, and 1 Spy at East Lebennin

    Diplomacy
    Trade: Rohan (+2 wealth)
    Pact: none
    Allies: Rohan
    War: Mordor, and Umbar

    Victory Requirements
    Eliminate Mordor and Umbar. Control 35 regions, including West and East Osgiliath. Build a city at West and East Osgiliath each named Osgiliath.

    Isengard

    Overview
    Challenge: Medium
    Colour: Grey (r: 70, g: 70, b: 70)
    Alignment: Evil
    Race: Uruks

    Territory
    Capital: Isengard at Nan Curunir
    Regions: 4
    Settlements: Town (Duneard) at Dunland, Trade Post (Tharbad) at South Swanfleet, and Trade Post (Byrig) at Hills of Dunland
    Fortifications: Citadel (Isengard) at Nan Curunir
    Ports: none

    Military
    Commanders: Wizard Saruman of Many Colours at Nan Curunir, and Chief Yagthak at Dunland
    Armies: 2 at Nan Curunir, and 1 at Dunland
    Agents: 1 Spy and 1 Diplomat at Nan Curunir, and 1 Spy at Dunland

    Diplomacy
    Trade: none
    Pact: none
    Allies: none
    War: none

    Victory Requirements
    Eliminate Rohan and Eriador/Arnor. Control 35 regions, including Nan Curunir and Fangorn. The citadel of Isengard at Nan Curunir must be present. Saruman must be present.

    Eriador

    Overview
    Challenge: Easy
    Colour: Dark Green (r: 43, g: 101, b: 71)
    Alignment: Good
    Race: Men

    Territory
    Capital: Bree at Breeland
    Regions: 7
    Settlements: Town (Bree) at Breeland, and Trade Post (Michel Delving) at Far Downs
    Fortifications: Fort (Fornost) at North Downs
    Ports: none

    Military
    Commanders: Chieftain Aragorn at North Downs, and Wizard Gandalf the Grey at Breeland
    Armies: 1 at North Downs, and 1 at Breeland
    Fleets: none
    Agents: 1 Spy at Breeland

    Diplomacy
    Trade: Lindon (+2 wealth)
    Pact: none
    Allies: none
    War: none

    Victory Requirements
    Eliminate Gundabad/Angmar and Mordor. Control 35 regions. Become Arnor.

    Umbar

    Overview
    Challenge: Medium
    Colour: Red (r: 219, g: 17, b: 28)
    Alignment: Evil
    Race: Men

    Territory
    Capital: Umbar at Umbar Havens
    Regions: 4
    Settlements: City (Umbar) at Umbar Havens, and Trade Post (Uial) at Tol Uialgaer
    Fortifications: none
    Ports: Harbor at Umbar Havens/Umbar Coasts

    Military
    Commanders: Lord Qusay at Umbar Coasts, and Lord Hizir at Umbar Havens
    Armies: 1 at Umbar Havens
    Fleets: 1 at Umbar Coasts
    Agents: 1 Spy and 1 Merchant at Umbar Havens

    Diplomacy
    Trade: Harad (+2 wealth)
    Pact: Harad
    Allies: Harad, and Mordor
    War: Gondor

    Victory Requirements
    Eliminate Gondor. Control 30 regions, including Umbar Havens and Belfalas. The city of Umbar at Umbar Havens must be present.

    Rohan

    Overview
    Challenge: Medium
    Colour: Green (r: 81, g: 139, b: 17)
    Alignment: Good
    Race: Men

    Territory
    Capital: Edoras at King’s Land
    Regions: 9
    Settlements: Town (Edoras) at King’s Land, and Trade Post (Aldburg) at Eastfold
    Fortifications: Fortress (Hornburg) at Helm’s Deep
    Ports: none

    Military
    Commanders: King Théoden at King’s Land, and Prince Théodred at Fords of Isen
    Armies: 1 at King’s Land, 1 at Fords of Isen, and 1 at Eastemnet
    Fleets: none
    Agents: 1 Spy at Eastemnet

    Diplomacy
    Trade: Gondor (+2 wealth)
    Pact: none
    Allies: Gondor
    War: none

    Victory Requirements
    Eliminate Isengard and Mordor. Control 30 regions.

    Gundabad

    Overview
    Challenge: Medium
    Colour: Brown-Green (r: 85, g: 79, b: 29)
    Alignment: Evil
    Race: Orcs

    Territory
    Capital: Gundabad at Mount Gundabad
    Regions: 4
    Settlements: Town (Gundabad) at Mount Gundabad, and Trade Post (Gram) at Mount Gram
    Fortifications: Castle (Carn Dûm) at North Angmar

    Military
    Commanders: Chief Gorduf at Mount Gundabad, and Chief Zagmuz at North Angmar
    Armies: 1 at Mount Gundabad, and 2 at North Angmar
    Agents: 1 Spy at South Angmar

    Diplomacy
    Trade: Misty Mountains (+2 wealth)
    Pact: Misty Mountains
    Allies: Misty Mountains
    War: Erebor

    Victory Requirements
    Eliminate Eriador/Arnor and Lindon. Control 35 regions, including Mount Gundabad or North Angmar.

    Erebor

    Overview
    Challenge: Hard
    Colour: Blue-Grey (r: 108, g: 116, b: 145)
    Alignment: Good
    Race: Dwarves

    Territory
    Capital: Erebor at The Lonely Mountain
    Regions: 5
    Settlements: City (Erebor) at The Lonely Mountain, and Town (Thorin’s Halls) at North Blue Mountains
    Fortifications: Fort (Azanulimbar-dûm) at Iron Hills
    Ports: none

    Military
    Commanders: King Dáin Ironfoot at The Lonely Mountain, and Lord Thorin Stonehelm at North Blue Mountains
    Armies: 2 at The Lonely Mountain, and 1 at North Blue Mountains
    Agents: 1 Diplomat and 1 Merchant at The Lonely Mountain

    Diplomacy
    Trade: Dale (+3 wealth)
    Pact: Dale
    Allies: none
    War: Gundabad, and Misty Mountains

    Victory Requirements
    Eliminate Gundabad and Misty Mountains. Control 30 regions, including The Lonely Mountain, Mount Gundabad, and Deep Misty Mountains. The city of Erebor must be present at The Lonely Mountain. Build a city named Khazad-dûm at Deep Misty Mountains.

    Rhûn

    Overview
    Challenge: Easy
    Colour: Orange (r: 185, g: 43, b: 0)
    Alignment: Evil
    Race: Men

    Territory
    Capital: Mistrand at West Rhûn
    Regions: 6
    Settlements: Village (Mistrand) at West Rhûn, and Town (Rômen) at Rhomen
    Fortifications: none
    Ports: none

    Military
    Commanders: Khan Borthand at West Rhûn, and Chief Hudraik at Rhomen
    Armies: 1 at West Rhûn, and 1 at Rhomen
    Fleets: none
    Agents: 1 Spy at West Rhûn, and 1 Merchant at Lower Khand

    Diplomacy
    Trade: Harad (+2 wealth), and Mordor (+1 wealth)
    Pact: none
    Allies: Mordor
    War: none

    Victory Requirements
    Eliminate Dale. Control 35 regions.

    Lothlorien

    Overview
    Challenge: Hard
    Colour: Light Green (r: 3, g: 160, b: 27)
    Alignment: Good
    Race: Elves

    Territory
    Capital: Caras Galadhon at Lothlorien
    Regions: 4
    Settlements: City (Caras Galadhon) at Lothlorien, and Town (Thranduil’s Halls) at Woodland Realm
    Fortifications: none
    Ports: Docks at Lothlorien/Upper Anduin River

    Military
    Commanders: Lady Galadriel at Lothlorien, and King Thranduil at Woodland Realm
    Armies: 2 at Lothlorien, and 1 at Woodland Realm
    Fleets: none
    Agents: 1 Diplomat at Lothlorien, and 1 Spy at Woodland Realm

    Diplomacy
    Trade: Dale (+2 wealth)
    Pact: none
    Allies: none
    War: Misty Mountains, and Mordor

    Victory Requirements
    Eliminate Misty Mountains and Mordor. Control 25 regions, including Lothlorien and Woodland Realm.

    Harad

    Overview
    Challenge: Easy
    Colour: Dark Red (r: 142, g: 3, b: 3)
    Alignment: Evil
    Race: Men

    Territory
    Capital: Hyarmen at Harad
    Regions: 6
    Settlements: Village (Hyarmen) at Harad
    Fortifications: Fort (Gobel Ancalimon) at Near Harad

    Military
    Commanders: Khan Khuzayma at Harad, and Chief Musab at Near Harad
    Armies: 1 at Harad, and 1 at Near Harad
    Fleets: none
    Agents: 1 Spy at Near Harad, and 1 Assassin at Harad

    Diplomacy
    Trade: Umbar (+2 wealth), and Rhûn (+2 wealth)
    Pact: Umbar
    Allies: Umbar, and Mordor
    War: none

    Victory Requirements
    Eliminate Gondor. Control 35 regions.

    Dale

    Overview
    Challenge: Easy
    Colour: Blue (r: 4, g: 66, b: 165)
    Alignment: Good
    Race: Men

    Territory
    Capital: Dale at Dale
    Regions: 4
    Settlements: Town (Dale) at Dale, and Town (Lake-town) at Esgaroth
    Fortifications: none

    Military
    Commanders: King Brand at Dale, and Prince Bard at Esgaroth
    Armies: 1 at Dale, and 1 at Esgaroth
    Fleets: none
    Agents: 1 Diplomat at Dale, and 1 Merchant at Esgaroth

    Diplomacy
    Trade: Erebor (+3 wealth), and Lothlorien (+2 wealth)
    Pact: Erebor
    Allies: none
    War: none

    Victory Requirements
    Eliminate Rhûn. Control 30 regions, including Dale and Dorwinion. Build a city named Dale at Dale.

    Misty Mountains (mad orc)

    Overview
    Challenge: Hard
    Colour: Dark Brown (r: 127, g: 69, b: 33)
    Alignment: Evil
    Race: Orcs

    Territory
    Capital: Goblin Town at High Pass
    Regions: 6
    Settlements: Town (Goblin Town) at High Pass, and Trade Post (Moria) at Deep Misty Mountains
    Fortifications: Fort (Dain’s Halls) at North Grey Mountains

    Military
    Commanders: High Chief Uglag at High Pass, and Chief Burz at Deep Misty Mountains
    Armies: 2 at High Pass, 1 at Deep Misty Mountains, and 1 at North Grey Mountains
    Agents: 1 Spy at High Pass

    Diplomacy
    Trade: Gundabad (+2 wealth)
    Pact: Gundabad
    Allies: Gundabad
    War: Lothlorien, and Erebor

    Victory Requirements
    Eliminate Lothlorien and Erebor. Control 35 regions, including Deep Misty Mountains. Build a city named Moria at Deep Misty Mountains.

    Lindon

    Overview
    Challenge: Hard
    Colour: Violet (r: 140, g: 124, b: 205)
    Alignment: Good
    Race: Elves

    Territory
    Capital: Imladris at Rivendale
    Regions: 5
    Settlements: City (Imladris) at Rivendale, and Town (Mithlond) at Lindon
    Fortifications: none
    Ports: Harbor (Grey Havens) at Tower Hills/Gulf of Lune, and Shipyard at Lindon/Gulf of Lune

    Military
    Commanders: Lord Elrond at Rivendale, and Lord Círdan the Shipwright at Lindon
    Armies: 2 at Rivendale
    Fleets: 1 at Gulf of Lune
    Agents: 1 Diplomat at Rivendale

    Diplomacy
    Trade: Eriador (+2 wealth)
    Pact: none
    Allies: none
    War: none

    Victory Requirements
    Eliminate Gundabad/Angmar and Mordor. Control 25 regions, including Rivendale and Lindon. The harbor at Tower Hills must be present.



    When 2 more factions have been claimed, the game can begin.
    Last edited by Lord of Cats; July 08, 2018 at 09:32 PM. Reason: faction claimed

  2. #2

    Default Re: War of the Ring Map Game

    I would like to play Misty mountains.
    If you don't want me to play, then tell it clearly .
    100% mobile poster so pls forgive grammer

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •