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.
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 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.
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
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.
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.
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.
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.
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.
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
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.
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
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
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
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
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
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
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.
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
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
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
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
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
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