War of the Ring II

  1. Lord of Cats
    Lord of Cats
    War of the Ring II Roll-to-Dodge 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.



    THE RULES OF THE GAME
    Rule #1 is this: all players must abide by the TOS when playing this game. If they do not, they will be kicked out.
    Turns and Rolls

    Every turn is 48 hours long. In-game a turn lasts 4 months, but that is just for role-play purposes. The game begins in 3010 T.A. and that too is just for role-play purposes.

    Players post their actions and/or map with their actions on it during this time. An action is either recruiting/marching an army in land regions, constructing/sailing a fleet in sea regions, recruiting/moving an agent in land regions, or constructing a town/city or fortification in land regions. How many actions you can do is determined by how much wealth your faction has. Wealth is basically “action points” that you spend to perform actions. The Game Master (GM) will roll virtual dice to determine if the action succeeds or not. 1 to 3 is a fail, while 4 to 6 is a success. The GM will use rolz.org to roll the virtual dice. The rolls will be recorded on a log that the GM will provide a link to at every Turn End.
    If a player doesn’t post a move during a turn, he/she misses that turn. Each turn ends at 9pm Pacific Time.

    Economy and Moves

    How many actions you can do is determined by your faction’s treasury. Throughout the rules you’ll see specifically how you receive income and make expenditures. Here is a rundown of both:

    Income
    Every region each generates 100 Wealth per turn for the faction that owns it. Capital regions generate 200 Wealth for their factions. These amounts can be increased by fortifications and towns/cities, with the latter generating more. A Trade Agreement between two factions generates 200 Wealth for each if they have a Trade Route.
    A trade route is a direct connection between the two capitals of the two factions. Basically, the factions need to be bordering each other in order to receive the trade income. Two factions that border the same sea region are considered to be bordering each other.

    Expenses
    All actions require a certain amount of Wealth to be spent before the GM can roll for them. All armies/fleets and agents require a certain amount of upkeep expenses per turn. Up to 500 Wealth can be gifted to other factions by one once every 5 turns.
    You can disband armies/fleets and agents to cut down on upkeep and prevent your faction from going bankrupt. Just announce which particular army/fleet or agent you’re disbanding; it doesn’t take wealth or a roll to do so.

    Factions and Claiming

    There are 19 pre-set faction people can claim to play as. Their details are below in “The Factions in the Game” section. Here is the general list, though:

    Evil Factions
    *Land of Mordor
    *Men of Harad
    City-state of Umbar
    *Men of Rhun
    *Power of Isengard
    Men of Dunland
    Orcs of the Misty Mountains
    *Orcs of Gundabad/Kingdom of Angmar

    Good Factions
    *Kingdom of Gondor
    Princedom of Dol Amroth
    *Woodland Realm
    Realm of Lothlorien
    *Kingdom of Rohan
    Elves of Imladris
    Elves of the Grey Havens
    *Realm of Eriador/Kingdom of Arnor

    Neutral Factions
    Men of Dale
    *Dwarves of Erebor
    Dwarves of the Blue Mountains

    It is first come, first serve. The game can start with less than 19 players; the non-claimed factions will do nothing until a player comes to take one of them. Factions marked with *asterisks must be claimed before the game begins, so we need at least 10 players.

    Capitals: You may change your capital at any time to any of your regions by spending 100 Wealth. It takes an action that is rolled for by the GM to determine if it succeeds or not. A 1, 2, or 3 means the capital failed to move. A 4, 5, or 6 means the capital is successfully relocated to the new region. If a player loses the capital region of his/her faction to an enemy faction, they lose their entire treasury to that enemy faction. You get a free action that costs nothing to appoint a new capital region when this happens. When you recruit an agent it will appear in your capital region.

    Land Regions, Sea Regions, Rivers, and Mountains

    Land Regions are the areas with black borders that are filled in with faction colors. Land Regions generate 100 Wealth per turn. Each region has a militia of 2 battalions that will defend it. These militias cannot be moved or attacked with by players. A player needs to control a certain amount of regions to win the game. A faction that loses all its land regions is eliminated from the game.
    Sea Regions are aqua-blue areas with a name inside and black borders. Sea regions only generate 100 wealth per turn if a faction has a fleet in it. Two factions that border the same sea region can establish a trade route.
    Mountains are thick black borders between land regions. These borders are impassable to all factions’ armies except Dwarven armies. They also act as trade barriers to non-Dwarf factions; a trade route cannot be established through this border.
    There are two rivers represented on the map: the River Greyflood and the River Anduin. They are impassable save at certain marked crossing points. Rivers connected to a sea region are considered part of that region. Two factions that border the same river can establish a trade route.

    Armies and Marching

    To invade regions your faction must have an army. Armies are marked on the map with grey diamonds. You can recruit new armies by spending a certain amount of wealth and marking on the map which of your regions it will be raised in. There are five different army sizes:

    Small Army
    Battalions: 3
    Cost: 400 wealth
    Upkeep: 25 wealth

    Medium Army
    Battalions: 5
    Cost: 600 wealth
    Upkeep: 50 wealth

    Large Army
    Battalions: 8
    Cost: 800 wealth
    Upkeep: 75 wealth

    Magnificent Army
    Battalions: 12
    Cost: 1000 wealth
    Upkeep: 100 wealth

    Monstrous Army
    Battalions: 17
    Cost: 1200 wealth
    Upkeep: 125 wealth

    The GM will roll virtual dice to determine if the army is recruited or not. A 1, 2, or 3 means the recruitment failed. A 4, 5, or 6 means the army was successfully recruited.
    Only 3 armies can be garrisoned in 1 region. If your region has 3 armies in it, you’ll have to pick a different region to recruit in.
    It costs 25 wealth for an army to march or invade into a land region, or to board a fleet. It would cost 50 wealth for an army to march through 2 regions. It costs 75 wealth for 3 regions and so on. The GM will roll virtual dice to determine if the march was a success or not. A 1, 2, or 3 means the army failed to march. A 4, 5, or 6 means the army successfully arrived at its destination.
    If a 1 is rolled, it actually means the army is ambushed by brigands while marching. The GM will roll again to determine if the army survives or not. A 1, 2, or 3 means the army is completely slaughtered by the brigands. A 4, 5, or 6 means the brigands are thwarted but the army retreats to safety (back to where it started).

    Fleets and Sailing

    To generate wealth from a sea region and defend your shores you’ll need a fleet. Fleets are marked on the map with diamonds coloured in with the owning faction’s colours. You can recruit new fleets by spending a certain amount of wealth and marking on the map which sea region bordering one of your land regions it will be built in. There are five different fleet sizes:

    Small Fleet
    Ships: 3
    Cost: 400 wealth
    Upkeep: 25 wealth

    Medium Fleet
    Ships: 5
    Cost: 600 wealth
    Upkeep: 50 wealth

    Large Fleet
    Ships: 8
    Cost: 800 wealth
    Upkeep: 75 wealth

    Magnificent Fleet
    Ships: 12
    Cost: 1000 wealth
    Upkeep: 100 wealth

    Monstrous Fleet
    Ships: 17
    Cost: 1200 wealth
    Upkeep: 125 wealth

    The GM will roll virtual dice to determine if the fleet is recruited or not. A 1, 2, or 3 means the recruitment failed. A 4, 5, or 6 means the fleet was successfully built.
    Only 3 fleets at maximum can be patrolling 1 sea region. If the sea region has 3 of your fleets in it, you’ll have to pick a different sea region to build in.
    It costs 25 wealth for a fleet to intercept* an enemy fleet or enter another sea region. It would cost 50 wealth for a fleet to sail through 2 sea regions. It costs 75 wealth for 3 sea regions and so on. The GM will roll virtual dice to determine if the sailing was a success or not. A 1, 2, or 3 means the fleet failed to sail. A 4, 5, or 6 means the fleet successfully arrived at its destination.
    If a 1 is rolled, it actually means the fleet entered a storm while sailing. The GM will roll again to determine if the fleet survives or not. A 1, 2, or 3 means the fleet is completely dashed to pieces. A 4, 5, or 6 means the fleet survived and sailed back to safety (back to where it started).
    Fleets can carry armies depending on their size. A small fleet can transport a small army. A medium fleet can transport a medium or small army. A large fleet can transport a large, medium, or small army. And so on.
    *To attack an enemy fleet you need to intercept it with one of your own. After spending the 25 wealth the GM will then roll to see if it was successful or not. A 1, 2, or 3 means interception failed. A 4, 5, or 6 means the fleet is intercepted and battle begins.

    Battles and Faction Leaders

    A battle begins if an army marches into a rebel or enemy region, or if a fleet intercepts an enemy fleet. An army on a fleet can march/invade into a land region that borders the sea region its fleet it in. The army will first fight the biggest armies in the land region and then fight the militia. If both the enemy armies and the militia are defeated in the region, then the region will be taken by the faction’s victorious army. The GM will roll virtual dice to determine the winner. The rolls of the army/fleet that initiated the attack (attack rolls) will be subtracted from the rolls of the defending militia/army/fleet (defense rolls). Like so:

    A medium army/fleet (5 battalions/ships) VS A large army/fleet (8 battalions/ships):
    [2]-[1]=1. The large army/fleet loses a battalion/ship.
    [3]-[3]=0. No losses on either side.
    [6]-[4]=2. The large army/fleet loses 2 more battalions/ships.
    [2]-[5]=-3. The medium army/fleet loses 3 battalions/ships.
    [5]-[1]=4. The large army/fleet loses 4 battalions/ships.
    [6]-[3]=3. The last battalion/ship of the large army/fleet is destroyed.
    The medium army/fleet (2 battalions/ships) is victorious!

    Certain factions will have bonuses or penalties on their attack/defense rolls. For example: Orc factions have a -1 penalty on attack rolls, and Elven factions have a +1 bonus on both attack and defense rolls.
    Fortifications can give a -1 to some of the attack rolls. A Citadel, the highest level of fortification, will give a -1 to 4 attack rolls. Like so:

    A medium army (5 battalions) VS A large army (8 battalions) in a Citadel region:
    [2-1=1]-[1]=0. No losses on either side.
    [3-1=2]-[3]=-1. The medium army loses a battalion.
    [6-1=5]-[4]=1. The large army loses a battalion.
    [2-1=1]-[5]=-4. The medium army is then quickly destroyed!
    The medium army is crushingly defeated!

    A damaged army/fleet can be brought back up to full strength if it remains in its region and does nothing. It will regenerate 1 battalion/ship each turn it is stationary.

    Faction Leaders: A player can attach his/her one de facto faction leader to an army or fleet to personally command it. A faction leader-controlled army is marked on the map with an F. While this endangers your faction leader, it could provide a +2 bonus to your army’s/fleet’s attack/defense rolls. The GM will roll virtual dice to determine if your faction leader is killed or not. A 1 or 2 means your faction leader is killed and you get a -1 penalty on all your rolls that turn. A 3, 4, 5, or 6 means your faction leader is unharmed and your army/fleet gets the +2 bonus on attack/defense rolls. If the faction leader-controlled army gets defeated/destroyed, the GM will roll again to determine if your faction leader is killed or not. A 1 or 2 means your faction leader is killed and you get a -1 penalty on all your rolls that turn. A 3, 4, 5, or 6 means your faction leader fled back to the capital.

    Agents and Missions

    There are 3 agents available to your faction: Spy, Diplomat, and Assassin. They are marked on the map with an S, D, and A respectively. Agents are recruited at your capital region. To move an agent you spend the same amount of wealth to travel the same amount of regions as when marching/sailing an army/fleet and you mark their destination on the map. However, the move isn’t rolled for; they will automatically arrive at their destination.
    Spies

    Cost: 50 wealth
    Upkeep: 10 wealth

    When you move this agent into the same rebel/enemy region your army is invading, the spy has a chance to seize the enemy’s battle plans for you. The GM will roll virtual dice to determine if the mission succeeds or not. A 1 means the spy is captured and tortured, revealing your plans to the enemy! You’ll have a -1 penalty to your attack rolls when that happens. The spy is killed also. A 2 or 3 means the spy is killed in the mission. A 4, 5, or 6 means the spy succeeded in the mission. You’ll have a +1 bonus on your attack rolls.

    Diplomats

    Cost: 50 wealth
    Upkeep: 10 wealth

    When you move this agent into another faction’s regions you can engage in diplomacy and make treaties with that faction. See “Diplomacy and Treaties” section for more details. When you move this agent into an enemy region that has armies in it you can spend wealth to try to make them disband. The costs are as follows:

    Small Army: 600 wealth
    Medium Army: 1000 wealth
    Large Army: 1400 wealth
    Magnificent Army: 1800 wealth
    Monstrous Army: 2200 wealth

    The GM will roll virtual dice to determine if the bribe is successful. A 1, 2, or 3 means the bribe failed and you wasted your wealth. A 4, 5, or 6 means the enemy army you gave the wealth to disappears.

    Assassins

    Cost: 50 wealth
    Upkeep: 10 wealth

    When you move this agent into a region with an enemy agent you can attempt to kill that enemy agent. Or you could move your assassin into the capital region of an enemy faction to attempt to kill an important member of that faction. It costs 100 wealth to carry out the mission. The GM will roll virtual dice to determine if the mission succeeds or not. A 1, 2, or 3 means your assassin is killed in the mission. A 4, 5, or 6 means your assassin succeeded in the mission. The enemy agent is eliminated, or if it killed an important member at the capital the targeted faction will have a -1 penalty on all its rolls that turn.


    Towns, Cities, and Fortifications

    To make regions more valuable or defensible you can construct certain settlements. Towns or cities can be constructed by all non-orc factions. They increase the amount of wealth generated by the region they are built in for any faction except orc-factions. They are marked on the map with unique symbols. A small town makes the region it is in generate 150 wealth instead of 100 wealth for example. It takes a certain amount of production points to build them. Production points are generated by dice rolls the GM will make. A roll of 2 means 2 production points are generated for example. There are 4 levels that you can build:

    Small Town
    Cost: 600 wealth
    Needed production points: 6
    Added wealth to region: +50

    Large Town
    Cost: 1000 wealth
    Needed production points: 8
    Added wealth to region: +75

    Small City
    Cost: 1400 wealth
    Needed production points: 10
    Added wealth to region: +100

    Large City
    Cost: 1800 wealth
    Needed production points: 12
    Added wealth to region: +125

    You can only build towns and cities in regions that don’t have fortifications. It’s 1 town/city per region. You need to build each level. In other words, you can only build a small city in a region that has a large town.

    Fortifications can be built by all factions. They increase the wealth generated by the region they’re in by a little bit, unless it belongs to an orc-faction. They are marked on the map with unique symbols. A fort makes the region it is in generate 125 wealth instead of 100 wealth for example. It would generate 150 wealth instead of 100 wealth for orc-factions. In addition to this, fortifications will give a penalty to some attack rolls of an army invading its region. See “Battles and Faction Leaders” for more details.
    It takes a certain amount of production points to build them. Production points are generated by dice rolls the GM will make. A roll of 2 means 2 production points are generated for example. There are 4 levels that you can build:

    Fort
    Cost: 600 wealth
    Needed production points: 6
    Added wealth to region: +25 (+50 for orc factions)
    Attack rolls given a penalty: 1

    Castle
    Cost: 1000 wealth
    Needed production points: 8
    Added wealth to region: +50 (+75 for orc factions)
    Attack rolls given a penalty: 2

    Fortress
    Cost: 1400 wealth
    Needed production points: 10
    Added wealth to region: +75 (+100 for orc factions)
    Attack rolls given a penalty: 3

    Citadel
    Cost: 1800 wealth
    Needed production points: 12
    Added wealth to region: +100 (+125 for orc factions)
    Attack rolls given a penalty: 4. Also gives a -1 penalty to attempted spy missions in its region.

    You can only build fortifications in regions that don’t have towns or cities. It’s 1 fortification per region. You need to build each level. In other words, you can only build a fortress in a region that has a castle.

    You can destroy settlements at any time with an action that doesn’t cost wealth. The GM will roll virtual dice to determine if the settlement was effectively dismantled or not. A 1, 2, or 3 means it is not destroyed. A 4, 5, or 6 means it is destroyed and you receive the half the amount of wealth it took to build it.

    Diplomacy and Treaties

    Players shall do diplomacy among their faction via Private Messages (PMs) with the GM receiving a copy of it. Social groups for the Evil Factions and the Good Factions can be made if the players wish. A diplomat agent must be inside a foreign faction’s regions before any diplomacy can take place. There are a few treaties that can be made despite this game taking place during a grand war. They are:

    Trade Treaty – This can be offered to factions you are neutral with. This will generate 200 wealth for each faction if they border each other with passable borders so their capitals are connected. The faction that breaks a Trade Treaty and then declares war on their ex-trading partner on the same turn must pay 500 wealth.

    Alliance Treaty – This can be offered to factions you are neutral with. This allows you to march armies through each other’s regions and garrison them. The faction that breaks an Alliance Treaty while their ally is at war, that faction must pay 500 wealth. The faction that breaks an Alliance Treaty and declares war on their former ally must pay 1000 wealth.

    Gifts Treaty – This can be offered to factions you are neutral or allied with as well as factions you are at war with so long as you also include a cease-fire or peace treaty. You can offer up to 3 armies/fleets/agents or 1 land region once every 5 turns. You can also offer up to 500 wealth once every 5 turns. If either faction declares war on the other within 5 turns after the gift exchange was made, that faction will have to pay 500 wealth.

    Cease-fire Treaty – This can be offered to factions you are at war with. You propose an amount of turns that you wish hostilities between your factions to cease for. If either faction resumes hostilities before the agreed upon time has expired, that faction will have to pay 500 wealth.

    Peace Treaty – This can be offered to factions you are at war with. It will reset both factions to neutral stances. If either faction declares war on the other within 5 turns after this treaty is signed, that faction will have to pay 500 wealth.

    Special Rules

    Missions

    Gandalf is desperate to unite the free-peoples of Middle-earth in resisting Sauron, who is equally keen to see the free-peoples crushed. Every 5 turns there will be a roll to determine which faction will receive a mission that it must perform. A special die with numbers 1 – 19 will be used to determine this. Here is the list of numbers that factions are assigned to:

    1) Mordor
    2) Gondor
    3) Umbar
    4) Dol Amroth
    5) Harad
    6) Rohan
    7) Rhun
    8) Dale
    9) Woodland Realm
    10) Erebor
    11) Misty Mountains
    12) Lothlorien
    13) Isengard
    14) Imladris
    15) Gundabad
    16) Eriador
    17) Dunland
    18) Grey Havens
    19) Blue Mountains

    Missions can be: conquer a certain region, build a certain level of a settlement, recruit a certain number of armies or fleets, or send an agent somewhere to perform an action. It is entirely up to the GM, but it must be fair and doable. The time limit of a mission is always 5 turns. If a faction successfully completes the mission within that time it will receive 500 wealth to its treasury. If a faction fails the mission it will lose 500 wealth from its treasury.

    The Fellowship of the Ring

    “Nine companions. So be it. You shall be known as the Fellowship of the Ring!” – Lord Elrond of Imladris
    “Excellent. *pause* So where are we going?” – Peregrin (Pippin) Took

    If you are playing as the Realm of Eriador/Kingdom of Arnor, you have the Fellowship of the Ring ability. This gives you the possibility to destroy the Land of Mordor from afar. You use this ability every turn. The Fellowship starts in Hobbiton region. During a turn the player will PM the GM to tell him where he/she is moving the Fellowship. It doesn’t cost any wealth, but the Fellowship can be moved only 1 region per turn. If the Fellowship is in a region owned by you or an ally, all is good (maybe*). If the Fellowship is in a neutral or rebel region, the GM will roll to see if it gets detected. A [1] will result in the Fellowship being found and the Ring seized by Sauron’s minions. If the Fellowship is in an enemy-controlled region, the GM will roll to see if it gets detected. A [1] or [2] will result in the Fellowship being found and the Ring seized by Sauron’s minions. If the Fellowship enters Mount Doom region and is undetected, the Land of Mordor faction will be destroyed next turn.

    The Ringwraiths of Mordor

    “They are the Nazgûl, Ringwraiths, neither living nor dead. At all times, they feel the presence of the Ring, drawn to the power of the One. They will never stop hunting you.” – Aragorn Elessar as Strider

    *If you are playing as the Land of Mordor, you have the Nazgûl ability. This gives you the possibility of taking back the One Ring for Sauron. You use this ability every turn. The Nazgûl start in North Tharbad region. During the turn the player will PM the GM to tell him where he/she is moving the Nazgûl. It doesn’t cost any wealth, but the Nazgûl can only move 2 regions per turn. They can be sent to any region except Elven-controlled regions. The Nazgûl make the region they are in “enemy controlled” for the Fellowship but worse: if the Fellowship is in the same region as the Nazgûl, then there is a 50% chance of being detected because a roll of a [1], [2], or [3] will result in the Fellowship being found and the Ring seized by Sauron’s minions.
    If the One Ring is taken back by Sauron, he’ll return in physical form and Mordor will be significantly strengthened. Mordor will receive 1000 wealth to its treasury. Sauron will become the de facto faction leader of Mordor, while the Witch-king will become the faction leader of Angmar. Only a roll of a [1] can “kill” him in battle, while the army he commands will have a +3 bonus to their attack/defense rolls. Mordor’s recruitment and marching of armies rolls will both have a +1 bonus.

    The Agents of Saruman

    “Against the Power of Mordor, there can be no victory.” – Saruman the Wizard of Many Colours

    If you are playing as the Power of Isengard, you have the Agents of Saruman ability. This gives you the possibility to obtain the One Ring as well. You use this ability every turn. The Agents start in Bree region. During the turn the player will PM the GM to tell him where he/she is moving the Agents. It doesn’t cost any wealth, but the Agents can move only 1 region per turn. They can be sent to any region except Elven-controlled regions. The Agents of Saruman make the region they are in “enemy controlled” for the Fellowship but worse: if the Fellowship is in the same region as the Agents, then there is a 50% chance of being detected because a roll of a [1], [2], or [3] will result in the Fellowship being found and the Ring seized by Saruman’s minions.
    If successful, the Isengard player has two options: gift the Ring to Mordor, or keep it for himself. If the Ring is given to Mordor, Sauron will return in physical form and richly reward Isengard. 1000 wealth will be added to your treasury. If the player keeps the Ring for himself, the alliance between Isengard and Mordor ends and they are immediately at war. Saruman will become just as powerful as Sauron. When using Saruman to personally command an army, only a roll of a [1] can kill him in battle and the army he commands will have a +3 bonus to their attack/defense rolls. Isengard’s recruitment and marching of armies rolls will both have a +1 bonus. If the Isengard faction is destroyed by the Mordor faction, the One Ring will be taken back for Sauron.

    The Army of the Dead

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

    If you are playing as the Realm of Eriador/Kingdom of Arnor you have a chance to get a free monstrous-size army. One of your armies must be personally commanded by your original faction leader, Chieftain Aragorn, and you must move it to Dunharrow region. When it enters that region, the GM will roll to determine if Aragorn is killed by the Cursed Army or not. A [1] or [2] results in Aragorn being killed and the army wiped out. A [3], [4], [5], or [6] means that Aragorn successfully convinces the Cursed Army to repay its debt and fight for him. A monstrous army will appear in Dunharrow and Aragorn will be attached to it.
    The Army of the Dead has no upkeep, but it can only be used for 3 battles. Only a roll of [1] can kill Aragorn during a battle. After winning 3 battles the army will disappear and Aragorn returns to the capital of Eriador/Arnor.

    Transforming Realm of Eriador to Kingdom of Arnor

    To change the Realm of Eriador to the Kingdom of Arnor you must achieve the following:
    - Build a large city in Annuminas region
    - Eliminate the faction of Orcs of Gundabad/Kingdom of Angmar
    - Control 12 regions

    Once those requirements are fulfilled, your faction becomes the Kingdom of Arnor! You will receive 1000 wealth in your treasury. For 5 turns the attack/defense rolls of your armies and fleets will have a +1 bonus.

    Transforming Orcs of Gundabad to Kingdom of Angmar

    To change the Orcs of Gundabad to the Kingdom of Angmar you must do the following:
    - Eliminate the faction of Realm of Eriador/Kingdom of Arnor
    - Wait until Mordor obtains the One Ring so that the Witch-king becomes your faction leader
    - Control 15 regions

    Once those requirements are fulfilled, your faction becomes the Kingdom of Angmar! You will receive 1000 wealth in your treasury. The -1 penalty on attack rolls of armies and fleets due to being an orc-faction will be eliminated.


    How to Play

    Confused? Not to worry! Here is example of what you could do as the Power of Isengard faction:

    Starting Treasury: 800 wealth
    The Wizard Saruman orders the following to be done:
    1) recruit a medium army in Isengard region. -600 wealth (recruitment cost)
    2) move the spy to Fords of Isen region. -25 wealth (to move 1 region)
    3) march the large army from Isengard to Fords of Isen region to invade. -25 wealth (to move 1 region)

    Expenses: 600+25+25+75(large army upkeep)+10(spy upkeep)=735 wealth
    Income: 200(capital region)+100(fortress)+200(trade with Dunland)=500 wealth
    Projected Treasury for next turn: 800-735+500=565 wealth

    Please record your expenses and income for the turn like above^.

    Actions 1 and 3 will be rolled for to see if the recruitment and marching were a success. Since the spy is entering a region being invaded by the army, a spying mission will be rolled for. Action 3 constitutes an invasion and a battle will take place between Isengard’s large army (8 battalions) against the Rohan’s militia (2 battalions).



    THE FACTIONS IN THE GAME

    There are 19 pre-set factions players can claim. They are divided here into Evil, Good, and Neutral factions:
    Evil Factions

    Land of Mordor

    Type of People(s): Orcs, Goblins, Uruks, Trolls, Giant-Spiders, Ringwraiths, and a Maia
    Official Language(s): Black Speech
    Name of Capitol: Barad-dûr (Dark Tower)
    Faction Leader(s): Lord Sauron the Deceiver (de jure). Witch-king of Morgul (de facto).
    Faction Color: Dark Gray (red: 40, blue: 40, green: 40)
    Starting Regions: 10 (1 citadel in Barad-dur region│1 fortress in Minas Morgul region│1 fortress in Morannon region│1 castle in Dol Guldor region)
    Starting Forces: 1 large army in Barad-dur region│1 medium army in Dol Guldor region│1 medium army in Morannon region│1 medium army in Minas Morgul region
    Starting Agents: 1 assassin in Barad-dur region│1 spy in Dol Guldor region│1 spy and 1 diplomat in Morannon region│1 spy in Minas Morgul region
    Starting Treasury: 1200 wealth
    Faction History: A powerful Maia (spirit) of Aulë, known as Mairon, was corrupted by the fallen Vala, Melkor (Morgoth), and took the name “Sauron.” He became one of Morgoth’s most trusted commanders and learned much dark sorcery during the First Age. At the end of the First Age and after the defeat of Morgoth, Sauron fled far to the east of Middle-earth. He found the land of Mordor around 1000 S.A. and decided to make it his base since its two mountain ranges protected it on three sides. Sauron had numerous orcs begin building his mighty fortress of Barad-dûr, which took 600 years to complete. Then in Mount Doom he forged Rings of Power and one Master Ring to rule them all. Sauron attempted to submit all the peoples of Middle-earth by gifting them the rings and then wear the One Ring to command them. The nine men whom he gave Rings of Power to became the Nazgûl (ringwraiths). But the elves became aware of his plan and battled his armies. In 3261 S.A., King Ar-Pharazôn of Númenór arrived with an army to defeat Sauron. Sauron surrendered and went to Númenór where he corrupted many of its people and its king which led to its destruction. Then he returned to Mordor where he waged war against the elves and exiled Númenórians until 3441 S.A. when a last alliance of elves and men fought his forces at the Battle of Dagorlad and won, thereby pushing on to Barad-dûr. At the siege of the Dark Tower, Sauron’s Ring was cut from him and he “died” since most of his essence was in the Ring. But because the One Ring wasn’t destroyed in Mount Doom, Sauron wasn’t totally killed. He returned to Middle-earth in 1000 T.A. as the Necromancer of Dol Guldor. When his Nazgûl took back Mordor in around 2000 T.A., Sauron returned to his old land and declared himself openly in 2951 T.A. after having rebuilt Barad-dûr. He has since been trying to find his Ruling Ring and is gathering forces for a final conquest of Middle-earth…
    Trade With: Rhun
    Allies With: Harad, Umbar, Rhun, Isengard, Misty Mountains, and Gundabad/Angmar
    Enemies With: Gondor, Dol Amroth, Rohan, Lothlorien, Woodland Realm, Imladris, Grey Havens, and Eriador/Arnor
    Faction Traits: +1 bonus on army recruitment rolls (fast breeding of violent orcs); -1 penalty on army attack rolls (orcs are crappy soldiers); and -1 penalty on fleet recruitment and sailing rolls as well as on fleet attack/defense rolls (because orcs never used fleets in lore). Nazgûl ability. See the “Special Rules” section to see how these traits change with the One Ring taken back.
    Victory Requirements: eliminate or ally with all the factions on the map. Obtain the One Ring. Destroy any cities owned by Good Factions. Control 50 regions.

    Men of Harad

    Type of People(s): Humans, and Troll-men
    Official Language(s): Southron
    Name of Capitol: Hyarmen
    Faction Leader: High Chieftain Khuzayma IV
    Faction Color: Dark Red (red: 142, green: 3, blue: 3)
    Starting Regions: 8 (no settlements)
    Starting Forces: 1 medium army in Hyarmen region
    Starting Agents: 1 spy and 1 assassin in Hyarmen region
    Starting Treasury: 1000 wealth
    Faction History: Harad is a harsh land filled with harsh people. The poor people living in this desert land struggle to get enough food and water to survive. Unfortunately, the Dark Lord of Mordor has exploited these conditions to convince the Haradrim to fight in his name since he has promised much food, water, and even wealth, to them. The men of Harad have therefore been continuously at war with Gondor in the northwest since before the end of the Second Age. Without Sauron commanding them, the Haradrim are usually fragmented tribes that fight among themselves. They are good horsemen and bowmen, but they mostly rely on their great war beasts from the south called Mûmakil to crush their foes. These magnificent creatures are found in the thick jungles of the far south. Now that the Dark Lord has returned to Mordor, the Haradrim have united and are gathering large forces to attack Gondor once more…
    Trade With: Umbar, and Rhun
    Allies With: Umbar, Rhun, and Mordor
    Enemies With: Gondor, Dol Amroth, and Rohan
    Faction Traits: none
    Victory Requirements: eliminate the factions of Gondor, Dol Amroth, and Rohan. Destroy the city in Dol Amroth region. Control 25 regions.

    City-state of Umbar

    Type of People(s): Humans
    Official Language(s): Southron
    Name of Capitol: Umbar
    Faction Leader: Lord Hurdriak
    Faction Color: Red (red: 237, green: 28, blue: 36)
    Starting Regions: 3 (1 small city in Umbar region)
    Starting Forces: 2 medium fleets in Umbar Coastal Waters
    Starting Agents: 1 assassin in Umbar region
    Starting Treasury: 600 wealth
    Faction History: It is unknown who originally built the city of Umbar, but in 3261 S.A. the Númenórians annexed it. Soon the Númenórian lords who ruled it became Black Númenórians at the end of the Second Age and they became hostile to the new Kingdom of Gondor in the north. Gondor, however, was strong at the time and in 933 T.A. King Eärnil I captured Umbar in a surprise attack. For 500 years, Umbar was an important port city of Gondor. The Black Númenórians had fled to Harad where they gathered forces to take back the city, but they failed every time. In 1448 T.A. Gondor descended into civil war and Castamir the Usurper arrived at Umbar with many ships and men to create a separate state. His men became known as the “Corsairs of Umbar” and launched many attacks upon Gondor. After Gondor recovered both from the war and the Great Plague, it retaliated against Umbar and recaptured it briefly before the Haradrim conquered it. A new generation of Corsairs arose that were cruel slavers who attacked Gondor’s coasts ruthlessly. In 2980 T.A. Umbar’s large fleet was mostly destroyed by Gondor’s being lead by Aragorn. Umbar has not since fully recovered from that defeat, but now that Sauron is back the Corsairs are quickly building new ships to prepare for a massive attack on their hated foe…
    Trade With: Harad
    Allies With: Harad, and Mordor
    Enemies With: Gondor, and Dol Amroth
    Faction Traits: +1 bonus on fleet recruitment rolls (Corsairs liked building ships)
    Victory Requirements: eliminate the factions of Gondor and Dol Amroth. Destroy the city in Dol Amroth region. Never lose Umbar region to an enemy faction. Control 15 regions.

    Men of Rhûn

    Type of People(s): Humans
    Official Language(s): Eastron
    Name of Capital: Mistrand
    Faction Leader: Khan Huz III
    Faction Color: Orange (red: 185, green: 43, blue: 0)
    Starting Regions: 8 (no settlements)
    Starting Forces: 1 medium army in Mistrand region
    Starting Agents: 1 spy in Mistrand region
    Starting Treasury: 1000 wealth
    Faction History: Rhûn is a relatively unknown land, rich in metals. There was once a powerful king, known as Khamûl, who ruled over many of these tribes. He was given a Ring of Power by Sauron and became a Ringwraith. There are many different tribes of Easterlings living east of the Sea of Rhûn. The best known tribes were the Wainriders, Balchoth, and Variags. Wainriders charged into battle on chariots. The Balchoth were savage warriors, and the Variags were fierce horsemen from a region called Khand. Easterlings have always been in the service of the Dark Lord, Sauron, and therefore have fought Gondor and its allies continuously. Their invasions of Gondor came to a halt when they were severely defeated by a tribe of Northmen at the Field of Celebrant in 2510 T.A. All Easterling warriors are well-equipped and are armored with fabulous golden armor. An Easterling army on the march is truly a sight to behold and fear. They are gathering in strength once again to serve their Dark Lord…
    Trade With: Mordor
    Allies With: Mordor, and Harad
    Enemies With: Dale, Gondor, and Rohan
    Faction Traits: none
    Victory Requirements: eliminate the factions of Dale and Gondor. Control 25 regions.

    Power of Isengard

    Type of People(s): Orcs, Goblins, Wargs, Uruks, and an Istari
    Official Language(s): Black Speech
    Name of Capital: Isengard
    Faction Leader: Saruman the Wizard of Many Colours.
    Faction Color: Gray (red: 64, green: 64, blue: 64)
    Starting Regions: 1 (1 fortress in Isengard region)
    Starting Forces: 1 large army in Isengard region
    Starting Agents: 1 spy in Isengard region
    Starting Treasury: 800 wealth
    Faction History: The tower of Orthanc was built between 3320 and 3430 S.A. by exiled Númenórians. A Palantíri (Seeing Stone) was housed there. The fortress of Isengard was built around the tower to defend Gondor’s northwestern border. Gondor forgot about it in time and the Gondorians there mingled with the nearby Dunlendings until Dunland possessed it outright. Dunland abandoned it after the Long Winter of 2754. The White Wizard Saruman offered to Rohan and Gondor to be Isengard’s caretaker and protect their western borders. The Steward of Gondor agreed and gave him the keys to Orthanc. Saruman then began studying ring lore and wished to obtain the One Ring. He used the Palantíri to search for it, but was ensnared by the Eye of Sauron and corrupted. He initially allied with Sauron, but ultimately seeks to build his own empire. Saruman tore down all the trees and gardens of Isengard, replacing them with armories and orc breeding grounds. He breeds a new type of orc: Uruk-hai. Uruks are stronger and resistant to sunlight. Saruman has now gathered one of the largest armies in Middle-earth and will soon unleash it…
    Trade With: Dunland
    Allies With: Mordor, and Dunland
    Enemies With: Rohan, and Lothlorien
    Faction Traits: +1 bonus on army recruitment rolls (fast breeding of violent uruks); and -1 penalty on fleet recruitment and sailing rolls as well as on fleet attack/defense rolls (because uruks never used fleets in lore). Agents of Saruman ability. See the “Special Rules” section to see how these traits change with the One Ring is taken and kept.
    Victory Requirements: eliminate the factions of Rohan and Lothlorien. Obtain the One Ring (you can either gift it or keep it). Control 40 regions.

    Men of Dunland

    Type of People(s): Humans
    Official Language(s): Common Tongue
    Name of Capital: Duneard
    Faction Leader: Chief Yagthak
    Faction Color: Light Brown (red: 229, green: 170, blue: 122)
    Starting Regions: 2 (no settlements)
    Starting Forces: 1 medium army in Duneard region
    Starting Agents: 1 spy in Duneard region
    Starting Treasury: 400 wealth
    Faction History: Dunlendings are a group of fierce tribal hillmen that used to live in the vale between the Misty and White Mountains. Always wary of the exiled Númenórians that arrived from the west, Dunlendings grew to hate them. Gondor established its rule over them and persecuted these “Wild Men.” In 2509 T.A., Gondor gave their land to the Rohirrim. These horsemen drove the Dunlendings west from their land, into the foothills of the Misty Mountains. This created an eternal hatred for Rohan in all Dunlendings from that time on. In 2758 T.A. a great host of Dunlendings lead by Chief Wulf invaded Rohan, but were defeated at the Hornburg. The fortress of Isengard was given to the Wizard Saruman partly to defend Gondor’s and Rohan’s western border from Dunland. Saruman, however, began raising an army to invade Rohan. He invited Chief Yagthak to join him and have the Dunland warriors fight alongside his Uruk-hai. Yagthak swore an oath to Saruman that he would do this. Maybe now the Dunlendings will get their revenge…
    Trade With: Isengard
    Allies With: Isengard
    Enemies With: Rohan
    Faction Traits: none
    Victory Requirements: eliminate the faction of Rohan. Control 20 regions.

    Orcs of the Misty Mountains

    Type of People(s): Orcs, Goblins, Wargs, and a Maia
    Official Language(s): Black Speech
    Name of Capital: Goblin Town
    Faction Leader: Chief Uglag
    Faction Color: Brown (red: 127, green: 69, blue: 33)
    Starting Regions: 5 (1 fort in Goblin Town region)
    Starting Forces: 1 large army in Moria region│1 medium army in Goblin Town region│1 medium army in Dain’s Halls region
    Starting Agents: none
    Starting Treasury: 800 wealth
    Faction History: There is not much to say about orcs, except that they’re cruel and filthy creatures. They hate sunlight and therefore reside in caves and tunnels throughout the mountains. At night they frequently go out to raid nearby lands. However, the Dwarves of Khazad-dûm dominated the Misty Mountains and so the orcs were never a big threat. But in 1980 T.A. the Dwarves dug too deeply in their mithril mines and awoke a Balrog. This evil maia (spirit) killed King Durin VI and drove the Dwarves from their city. The elves named the place “Moria”: dark chasm. The Balrog’s presence caused the orcs and trolls to increase their numbers and populate Moria. A Dwarf lord named Balin lead an expedition in 2989 T.A. to try to take back Moria, but it was overpowered by the orcs and trolls. The forces of evil in these mountains have continued to increase, and with Sauron back they may soon become bolder…
    Trade With: Gundabad/Angmar
    Allies With: Gundabad/Angmar, and Mordor
    Enemies With: Imladris, Lothlorien, Woodland Realm, and Erebor
    Faction Traits: +1 bonus on army recruitment rolls (fast breeding of violent orcs); -1 penalty on army attack rolls (orcs are crappy soldiers); and -1 penalty on fleet recruitment and sailing rolls as well as on fleet attack/defense rolls (because orcs never used fleets in lore).
    Victory Requirements: eliminate the factions of Imladris and Lothlorien. Destroy any cities owned by Good Factions. Control 30 regions.

    Orcs of Gundabad/Kingdom of Angmar

    Type of People(s): Orcs, Goblins, Wargs, and Trolls/a Ringwraith
    Official Language(s): Black Speech
    Name of Capital: Mount Gundabad
    Faction Leader(s): Witch-king of Morgul (de jure). Chief Gorduf (de facto).
    Faction Color: Swamp Green (red: 85, green: 79, blue: 29)
    Starting Regions: 4 (1 fortress in Carn Dûm region)
    Starting Forces: 1 large army in Gundabad region│1 medium army in Carn Dûm region
    Starting Agents: 1 spy in Carn Dûm region
    Starting Treasury: 800 wealth
    Faction History: Angmar was a kingdom of men to the north of Arnor. Its king was given a Ring of Power by Sauron and mastered much dark sorcery. He became a Ringwraith known as the Witch-king of Angmar. The Witch-king built the fortress of Carn Dûm to be Angmar’s capital and, after gathering mighty hosts of orcs, invaded Arnor in around 1300 T.A. and overran most of it. Fornost, capital of Arnor, was captured in 1974 T.A. and the northern kingdom of the exiled Númenórians was no more. The Elves of Lindon and the remaining Dúnedain marched against him however. At the Battle of Fornost the elves defeated the Witch-king’s forces and he fled. The Witch-king returned to Mordor to rebuild it for Sauron. Angmar collapsed as a result, but the numerous orcs remained. The nearby mountain of Gundabad is sacred to the Dwarves considering that the first Dwarf awoke within it. Gundabad was overrun by orcs and made into an orc stronghold. The mountain was a hotly contested place during the War of Dwarves and Orcs between 2739 and 2799 T.A., but ultimately it remained an orc stronghold. The power of the orcs continues to increase now that Sauron has returned, and maybe they can now restore the might of Angmar…
    Trade With: Misty Mountains
    Allies With: Misty Mountains, and Mordor
    Enemies With: Eriador/Arnor, Blue Mountains, Imladris, Grey Havens, and Erebor
    Faction Traits: +1 bonus on army recruitment rolls (fast breeding of violent orcs); -1 penalty on army attack rolls (orcs are crappy soldiers); and -1 penalty on fleet recruitment and sailing rolls as well as on fleet attack/defense rolls (because orcs never used fleets in lore). See the “Special Rules” section to see how these traits change when you become Angmar.
    Victory Requirements: eliminate the factions of Eriador/Arnor, Imladris, and Grey Havens. Become Angmar. Destroy any cities owned by Good Factions. Control 40 regions.


    Good Factions

    Kingdom of Gondor

    Type of People(s): Dúnedain, and Humans
    Official Language(s): Westron
    Name of Capitol: Minas Tirith
    Faction Leader(s): King Aragorn Elessar (de jure). Steward Denethor II (de facto).
    Faction Color: Dark Blue (red: 10, green: 26, blue: 122)
    Starting Regions: 11 (1 fortress in Minas Tirith region│1 castle in Pelargir region)
    Starting Forces: 1 medium army in Minas Tirith region│1 small army in West Osgiliath region│1 small army in Pelargir region
    Starting Agents: 1 diplomat in Minas Tirith region│1 spy in Pelargir region
    Starting Treasury: 1200 wealth
    Faction History: After Númenór was destroyed those that survived sailed east to Middle-earth. These men were lead by two brothers, Isildur and Anárion, and their father, Elendil. They founded the kingdoms of Gondor and Arnor in 3320 S.A. They built the grand city of Osgiliath to be the capital, as well as the cities of Minas Arnor and Minas Ithil. The exiled Númenórians allied with the Elves in 3430 S.A. to form the Last Alliance of Elves and Men to resist Sauron’s power. After winning a great battle at Dagorlad, this Alliance pressed on into Mordor and besieged Barad-dûr. Sauron came out with a huge army to confront them and killed Gil-galad, Elendil, and Anárion. Isildur, however, managed to cut the One Ring from Sauron, which “killed” the Dark Lord. Elrond told Isildur to destroy the Ring in Mount Doom, but the man refused. The Second Age ended and the Third began. The Ring betrayed and killed Isildur in 2 T.A. Gondor kept a watch on Mordor and prospered at first. But incredible wealth created a culture of decadence and Gondor began to decline. A civil war known as the Kin-strife tore apart Gondor in the 1400s. Many of Gondor’s best troops were slain and Umbar was lost. In 1636 T.A. the Great Plague reached Gondor and decimated its major population centers. The symbolic white trees in Minas Arnor and Minas Ithil died. The watch on Mordor ended and evil creatures began to return there. Osgiliath and Minas Ithil were abandoned. Minas Arnor became Gondor’s new capital in 1640 T.A. Easterlings invaded Gondor in the 1900s and Gondor faced a succession crisis when its king and both his sons died in battle. A descendent of Isildur, Arvedui, claimed the throne, but was refused, and so the Stewards of Gondor were established to rule Gondor. One Steward, Cirion, asked a tribe of Northmen to help Gondor in the war against the Easterlings. This tribe agreed and defeated the enemy army in 2510 T.A. The grateful steward gifted the province of Rohan to this tribe and the tribe settled there and became known as the Rohirrim. Their leader, Eorl, swore an oath that Rohan would always be an ally to Gondor. In 2000 T.A. the Nazgul returned to Mordor and took the abandoned city of Minas Ithil, renaming it Minas Morgul. Minas Arnor was renamed Minas Tirith, “Tower of Guard,” as it fought against the evil forces from Morgul. Sauron returned to Mordor and declared himself openly in 2951 T.A. Gondor is now fighting desperately against the Dark Lord’s growing forces…
    Trade With: Dol Amroth, and Rohan
    Allies With: Dol Amroth, and Rohan
    Enemies With: Mordor, Umbar, Harad, and Rhun
    Faction Traits: none
    Victory Requirements: eliminate the factions of Mordor, Umbar, and Harad. Build large cities in both West and East Osgiliath regions. Control 40 regions.

    Princedom of Dol Amroth

    Type of People(s): Dúnedain, and Humans
    Official Language(s): Westron
    Name of Capitol: Dol Amroth
    Faction Leader: Prince Imrahil
    Faction Color: Light Blue (red: 0, green: 183, blue: 239)
    Starting Regions: 1 (1 large city in Dol Amroth region)
    Starting Forces: 1 medium fleet in Bay of Belfalas
    Starting Agents: none
    Starting Treasury: 400 wealth
    Faction History: After Númenór was destroyed those that survived sailed east to Middle-earth. One of these Númenórians, named Imrazôr, arrived at the elven port-city of Edhellond in the Belfalas Peninsula. He married an elven lady named Mithrellas and had a son named Galador. This son founded a new city for the exiled Númenórians upon a hill named Dol Amroth, or “The Hill of Amroth.” The city was named after the hill (which itself was named after a noble elf) and grew into a large and prosperous city. It became part of the Kingdom of Gondor, but remained semi-independent under the rule of its princes. Dol Amroth became fortified during the Kin-Strife to protect itself from the Corsairs of Umbar. The people of the city are excellent sailors and craftsmen and furnish Gondor with fleets. The current ruler of the city is Prince Imrahil and he must prepare for a new wave of Corsair attacks that is about to be unleashed…
    Trade With: Gondor
    Allies With: Gondor, and Rohan
    Enemies With: Umbar, Mordor, Harad, and Rhun
    Faction Traits: +1 bonus on sailing/intercepting fleets rolls (these men were excellent sailors)
    Victory Requirements: eliminate the factions of Umbar and Mordor. Never lose Dol Amroth region to an enemy faction. Control 15 regions.

    Woodland Realm

    Type of People(s): Elves
    Official Language(s): Sindarin and Quenya
    Name of Capital: Thranduil’s Halls
    Faction Leader: King Thranduil
    Faction Color: Bright Green (red: 168, green: 230, blue: 29)
    Starting Regions: 1 (1 small town in Thranduil’s Halls region)
    Starting Forces: 1 small army in Thranduil’s Halls region
    Starting Agents: none
    Starting Treasury: 600 wealth
    Faction History: The Woodland Realm is a kingdom of Silvan Elves founded in the Greenwood at the beginning of the Second Age. Thranduil became its king in 1000 T.A. In 1050 T.A. the elves’ peace was disturbed when a Necromancer entered the abandoned hill-fort of Amon Lanc, which became known as Dol Guldor. Soon orcs and giant spiders began infesting the forest and the Greenwood was renamed Mirkwood. Always distrustful of Dwarves, the wood-elves gave Thorin and Company some trouble. But an elven host helped the Dwarves and Men of Lake-town fight against two orc hordes at the Battle of Five Armies. The White Council drove the Necromancer from Dol Guldor in 2941 T.A., but after Sauron declared himself openly in Mordor in 2951 T.A. he sent a Nazgûl to Dol Guldor to gather evil forces there again. Thranduil and his elves are now battling these forces and trying to take back the forests…
    Trade With: Dale
    Allies With: Dale, and Lothlorien
    Enemies With: Mordor, and Misty Mountains
    Faction Traits: -1 penalty on army recruitment rolls (because elven population is leaving); +1 bonus on army marching rolls (elves are excellent scouts and disciplined); and +1 bonus on army attack/defense rolls (because elves are awesome warriors)
    Victory Requirements: eliminate the faction of Mordor. Control 10 regions.

    Realm of Lothlórien

    Type of People(s): Elves
    Official Language(s): Sindarin, and Quenya.
    Name of Capital: Caras Galadhon
    Faction Leader(s): Lady Galadriel, and Lord Celeborn.
    Faction Color: Violet (red: 111, green: 49, blue: 152).
    Starting Regions: 2 (1 small town in Caras Galadhon region)
    Starting Forces: 1 small army in Caras Galadhon region
    Starting Agents: none
    Starting Treasury: 600 wealth
    Faction History: Lothlórien was the name of a forest that many elves inhabited. The beautiful settlement of Caras Galadhon, which was built in the middle of the Mallorn trees that Galadriel had brought with her from Valinor, was founded by Lord Amroth in the First Age. Later, Galadriel and Celeborn came to rule over this realm in the Second Age. Galadriel’s ring of power helped enrich the land and keep foul things out. However, she was one of the first to discover Sauron’s trickery and his forging of a Master Ring, leading to war between the Elves and Sauron. The Last Alliance of Elves and Men won and the One Ring was lost, allowing Galadriel to continue using her ring to protect Lothlórien. It is a very isolated realm, but they are aware that evil was growing in the Misty Mountains and Mirkwood. The time of the Elves is ending, though, and so it remains to be seen if they will actively fight for Middle-earth one more time…
    Trade With: none
    Allies With: Woodland Realm
    Enemies With: Misty Mountains, and Mordor
    Faction Traits: -1 penalty on army recruitment rolls (because elven population is leaving); +1 bonus on army marching rolls (elves are excellent scouts and disciplined); and +1 bonus on army attack/defense rolls (because elves are awesome warriors)
    Victory Requirements: eliminate the faction of Mordor. Control 10 regions.

    Kingdom of Rohan

    Type of People(s): Humans
    Official Language(s): Rohirric, and Common Tongue
    Name of Capital: Edoras
    Faction Leader: King Theoden
    Faction Color: Light Green (red: 81, green: 139, blue: 17)
    Starting Regions: 9 (1 small town in Edoras region│1 castle in Helm’s Deep region)
    Starting Forces: 1 small army in Edoras region│1 medium army in Eastemnet region
    Starting Agents: 1 spy in Eastemnet region
    Starting Treasury: 1000 wealth
    Faction History: A tribe of men known as the Éothéod lived in the far north along the banks of the Anduin River. Their leader, Eorl the Young, was asked by Steward Cirion of Gondor in 2509 T.A. to fight for them in their wars against the Easterlings and orcs. Eorl agreed and lead his horse warriors south to defeat this enemy army on the field of Celebrant. Gondor was so grateful for this victory that the Steward gifted Eorl’s men the province of Rohan in the vale between the Misty and White Mountains. Eorl swore an oath that his people would always be an ally of Gondor. The Éothéod moved to their new homeland and renamed themselves the “Eorlingas” in honor of their first king. Gondor called their new allies the “Rohirrim.” Rohan was invaded by Dunlendings in 2758, but King Helm Hammerhand took refuge in the fortified town of Súthburg until Gondor sent aid. This king always blew a great horn before going into battle, and so after the invasion was defeated, the town was renamed the Hornburg. Over the centuries, Rohan always sent aid to Gondor as they fought Harad, Mordor, and Rhun. When the White Wizard Saruman came to reside in Isengard, the Rohirrim welcomed him as a powerful ally protecting them in the west. However, there are now rumors that the wizard cannot be trusted and that Dunlendings and wargs issue forth from Isengard to raid Rohan. Meanwhile in the east, the strength of Mordor grows. Rohan seems to be surrounded by enemies…
    Trade With: Gondor
    Allies With: Gondor, and Dol Amroth
    Enemies With: Dunland, Isengard, Rhun, Harad, and Mordor
    Faction Traits: none
    Victory Requirements: eliminate the factions of Dunland, Isengard, and Mordor. Control 20 regions.

    Elves of Imladris

    Type of People(s): High Elves
    Official Language(s): Sindarin, and Quenya.
    Name of Capital: Imladris (Rivendale)
    Faction Leader: Lord Elrond
    Faction Color: Yellow (red: 255, green: 242, blue: 0)
    Starting Regions: 1 (1 small city in Imladris region)
    Starting Forces: 1 small army in Imladris region
    Starting Agents: none
    Starting Treasury: 600 wealth
    Faction History: The city of Rivendale was founded by Lord Elrond the Half-elven in 1697 S.A. Both Elrond and High King Gil-galad realized Sauron’s intent to rule Middle-earth and so they led the Elves in war against him. Though Gil-galad was killed by Sauron, the evil maia had his One Ring cut from him and he “died.” This achieved victory for the Last Alliance of Elves and Men. Elrond told the King of Gondor, Isildur, to destroy the One Ring, but the man refused. In the Third Age he remained in Imladris, which was a relatively isolated realm, and took in Aragorn as an adopted son when the boy’s father was killed. Elrond helped Thorin and Company in their quest to take back Erebor. Rivendale also hosted the meetings of the wizards, known as the White Council. Elrond is a friend to Gandalf and they both know that the One Ring is being sought after by Sauron. And they know it must be destroyed if there is to be peace in Middle-earth, which led to the creation of the Fellowship of the Ring. Despite offering hospitality and knowledge, the Elves of Imladris are leaving Middle-earth and are not too keen on fighting for it anymore…
    Trade With: none
    Allies With: Grey Havens, and Eriador/Arnor
    Enemies With: Misty Mountains, Gundabad/Angmar, and Mordor
    Faction Traits: -1 penalty on army recruitment rolls (because elven population is leaving); +1 bonus on army marching rolls (elves are excellent scouts and disciplined); and +1 bonus on army attack/defense rolls (because elves are awesome warriors)
    Victory Requirements: eliminate the factions of Gundabad/Angmar and Mordor. Never lose Imladris region to an enemy faction. Control 10 regions.

    Realm of Eriador/Kingdom of Arnor

    Type of People(s): Dúnedain, Humans, and Hobbits
    Official Language(s): Westron, and Common Tongue
    Name of Capital: Bree
    Faction Leader: Chieftain/King Aragorn
    Faction Color: Dark Green (red: 43, green: 101, blue: 71)
    Starting Regions: 7 (1 large town in Bree region)
    Starting Forces: 1 small army in Bree region
    Starting Agents: 1 diplomat and 1 spy in Bree region
    Starting Treasury: 1000 wealth
    Faction History: After Númenór was destroyed those that survived sailed east to Middle-earth. These men were lead by two brothers, Isildur and Anárion, and their father, Elendil. They founded the kingdoms of Gondor and Arnor in 3320 S.A.
    Trade With: Grey Havens
    Allies With: Grey Havens, and Imladris
    Enemies With: Gundabad/Angmar, Misty Mountains, and Mordor
    Faction Traits: Fellowship of the Ring ability. See “Special Rules” section to see what traits you get when you become Arnor.
    Victory Requirements: eliminate the factions of Gundabad/Angmar and Mordor. Become Arnor. Control 30 regions.

    Elves of the Grey Havens

    Type of People(s): High Elves
    Official Language(s): Sindarin, and Quenya.
    Name of Capital: Mithlond
    Faction Leader: Lord Círdan
    Faction Color: Lilac (red: 181, green: 165, blue: 213)
    Starting Regions: 4 (1 small city in Mithlond region)
    Starting Forces: 1 medium fleet in the Gulf of Lune
    Starting Agents: 1 diplomat in Mithlond region
    Starting Treasury: 400 wealth
    Faction History: The Realm of Lindon was founded by High King Gil-galad at the beginning of the Second Age.
    Trade With: Eriador/Arnor
    Allies With: Eriador/Arnor, and Imladris
    Enemies With: Gundabad/Angmar, and Mordor
    Faction Traits: -1 penalty on army recruitment rolls (because elven population is leaving); +1 bonus on army marching rolls (elves are excellent scouts and disciplined); +1 bonus on army attack/defense rolls (because elves are awesome warriors); and +1 bonus on fleet sailing/interception rolls (because these elves were excellent sailors)
    Victory Requirements: eliminate the factions of Gundabad/Angmar and Mordor. Never lose Mithlond region to an enemy faction. Control 10 regions.


    Neutral Factions

    Men of Dale

    Type of People(s): Humans
    Official Language(s): Common Tongue
    Name of Capital: Dale
    Faction Leader: King Brand
    Faction Color: Blue (red: 4, green: 66, blue: 165)
    Starting Regions: 4 (1 large town in Esgaroth region│1 small town in Dale region)
    Starting Forces: 1 small army in Esgaroth region
    Starting Agents: 1 diplomat in Dale region│1 spy in Grasgard region
    Starting Treasury: 800 wealth
    Faction History: The Men of Dale and Esgaroth are descendents of the Northmen in Rhovanion. They built the city of Dale at the base of the Lonely Mountain, and Lake-town in the Long Lake sometime in the late Second Age. These men had friendly relations with the Dwarven kingdom in the Lonely Mountain, known as Erebor. Both dwarves and men prospered greatly from trade. However, the wealth of the dwarves brought the attention of a dragon named Smaug who came down from the north in 2770 T.A. Smaug destroyed Dale and captured Erebor. The Men of Dale fled south to Lake Town and lived in fear of the dragon. In 2941 T.A. Thorin and Company arrived to reclaim Erebor from Smaug. They awoke the dragon which then flew down to destroy Lake-town. Bard the Bowman learned of the dragon’s weak spot and shot an arrow there, killing Smaug. The dragon crashed into the lake, but not before setting fire to Lake-town. The people fled again and also had to fight two orc armies, though with the aid of both Dwarves and Elves they won, at the Battle of Five Armies. The Dwarven kingdom of Erebor was reestablished, and Bard helped his people rebuild Dale and Lake-town (renamed Esgaroth). Bard was proclaimed king of Dale and the men and dwarves prospered once again. Bard’s grandson, Brand, now rules over Dale. He is aware that the Easterlings in Rhun are gathering in strength. An emissary from Mordor came, demanding that Dale submit as a vassal to Sauron. Brand refused and sent the emissary away. There are now rumors that the hordes of Easterlings are marching upon them…
    Trade With: Erebor, and Woodland Realm
    Allies With: Erebor, and Woodland Realm
    Enemies With: Rhun
    Faction Traits: none
    Victory Requirements: eliminate the faction of Rhun. Control 20 regions.

    Dwarves of Erebor

    Type of People(s): Dwarves
    Official Language(s): Khuzdûl
    Name of Capital: Erebor
    Faction Leader: King Dain II Ironfoot
    Faction Color: Blue-Gray (red: 96, green: 96, blue: 111)
    Starting Regions: 2 (1 large city in Erebor region)
    Starting Forces: 1 small army in Erebor region
    Starting Agents: 1 diplomat in Erebor region
    Starting Treasury: 800 wealth
    Faction History: The Longbeards are the greatest of the seven Dwarf clans. They originally resided in the Misty Mountains and built the glorious city of Khazad-dûm, until 1980 T.A. when they mined too deep for mithril and awoke a Balrog. This evil maia (spirit) and the many orcs it gathered drove the Dwarves from their city. King Thráin I led the fleeing Dwarves east where they found the Lonely Mountain, Erebor. They built a new city and new mines under Erebor in 1999 T.A. They traded with the Men of Dale and prospered until 2770 T.A. when their vast wealth brought the dragon Smaug down upon them. This dragon destroyed Dale and captured Erebor. The Dwarves were in exile once again. The son of the last king, Thorin Oakenshield, gathered twelve companions to take back the mountain. In 2941 T.A. Thorin and Company arrived at Erebor and woke the dragon. Smaug flew down to destroy Lake-town, but was shot and killed. The men of Lake-town and a host of elves demanded a share of the dragon’s hoard, but Thorin refused and summoned a Dwarf army from the Iron Hills. Before they could fight, two orc armies appeared and the men, elves, and dwarves fought against them together at the Battle of Five Armies which they won. Thorin was slain however, so the lord of the Iron Hill Dwarves, Dáin Ironfoot, became King Under the Mountain. The Dwarven kingdom of Erebor was reestablished and prospered once more. The Dwarves still seek to retake Khazad-dûm from the nasty orcs there…
    Trade With: Dale
    Allies With: Blue Mountains, and Dale
    Enemies With: Misty Mountains, and Gundabad/Angmar
    Faction Traits: +1 bonus on army attack/defense rolls in regions with mountains* (because mountains are the home turf of the Dwarves); and -1 penalty on recruitment and sailing/interception of fleets rolls (because Dwarves never had a fleet in lore)
    Victory Requirements: eliminate the factions of Misty Mountains and Gundabad/Angmar. Build a large city in Moria region. Control 20 regions.
    *see “References Map.”

    Dwarves of the Blue Mountains

    Type of People(s): Dwarves
    Official Language(s): Khuzdûl
    Name of Capital: Thorin’s Halls
    Faction Leader: King Thorin
    Faction Color: Bluish Tint (red: 153, green: 217, blue: 234)
    Starting Regions: 2 (1 small town in Thorin’s Halls region)
    Starting Forces: none
    Starting Agents: 1 diplomat in Thorin’s Halls region
    Starting Treasury: 400 wealth
    Faction History:
    Trade With: none
    Allies With: Erebor
    Enemies With: Gundabad/Angmar, and Misty Mountains
    Faction Traits: +1 bonus on army attack/defense rolls in regions with mountains* (because mountains are the home turf of the Dwarves); and -1 penalty on recruitment and sailing/interception of fleets rolls (because Dwarves never had a fleet in lore)
    Victory Requirements: eliminate the factions of Gundabad/Angmar and Misty Mountains. Build a large city in Gundabad region. Control 15 regions.
    *see “References Map.”




    Main Map of Middle-earth




    References Map of Middle-earth



  2. Sleeping Bear
    Sleeping Bear
    I feel the gold system complicates the game way too much for too little gain. While the goal is to allow as many moves as the player wishes, with the current rules I don't see that happening. Basing the income on held regions in a game with preset factions is pretty unbalanced. First you have to pay for an army, then there'll be a roll to determine whether you actually get the army you already paid for? With the current prices, all it takes for a small faction is a couple of bad rolls in the beginning of the game and they'll be left behind for a long time.

    I'd also like to hear why you think the diplomat agent is a necessary addition. Imagine the following situation:
    Player A and Player B are connected by sea, i.e Gondor and the Elves of Grey Havens have expanded and both have part of the coastline of The Northern Great Sea.
    Player A: "Hey, wanna sign a trade agreement? More m0niez for both!"
    Player B: "Sure, sounds great. Just let me recruit a diplomat and send him over to your lands."
    A: "Uh... okay. How long will that take? I'd just want to start trading and let the cash flow in."
    B: "Oh, I dunno. About 10 turns?"
    I'd much rather conduct diplomacy with PMs.

    I guess most peoples of Middle-Earth would be too proud to take bribes, but that might be a nice table-turner and good gameplay goes before accuracy. I think the high prices fit in this case so that it doesn't get abused, but it would make more sense if the money is lost only if the bribe is successful.

    I like how the quality of the fort now doesn't depend on a single roll, but actually putting time and effort into building it. Haven't made up my mind about towns and cities yet, would it be a balanced addition or would it just enlarge the income difference between small and big factions.

    Have you given up on the "grand strategy of Sauron"? After reading it all I don't recall any mention of it. Well, at least then other evil factions could join Isengard's revolt if Saruman obtains the ring. That being said, I think he deserves a better chance at getting the thing. Maybe it should be brought to Saruman if the Fellowship is found in Dunland or Isengard regions? (This would just be my personal preference, don't take as an objectively constructive rule change )

    I think the Army of the Dead is an awesome addition. High risk-high reward-option for Eriador/Arnor, that might win them a war or completely blow over The rule mentions that Eriador/Arnor must have their "original faction leader". So if the old faction leader dies, does the faction just get a new one? If yes, is there anything restricting leader spam? (Besides not wanting to get all your leaders killed for role-play reasons)

    Overall, the rules look pretty solid to me. It's just the gold system in its current state that makes me cringe a bit, and my biggest concern is the gold per region rule. Please revise it, and make changes if necessary.
  3. Lord of Cats
    Lord of Cats
    Quote Originally Posted by Sleeping Bear
    I feel the gold system complicates the game way too much for too little gain. While the goal is to allow as many moves as the player wishes, with the current rules I don't see that happening. Basing the income on held regions in a game with preset factions is pretty unbalanced. First you have to pay for an army, then there'll be a roll to determine whether you actually get the army you already paid for? With the current prices, all it takes for a small faction is a couple of bad rolls in the beginning of the game and they'll be left behind for a long time. It's just the gold system in its current state that makes me cringe a bit, and my biggest concern is the gold per region rule. Please revise it, and make changes if necessary.
    This is a scenario game, not a sandbox game. With pre-set factions with different strengths/weaknesses in the middle of a war, it is going to be unbalanced. Comes with the territory. A sandbox game is like EWs where everyone starts out the same.

    Also, I’m all about the journey. Winning is secondary compared to the experience of playing. Therefore, striving for balance is secondary to me.

    If you don’t like the current Economics System, feel free to propose a revised or alternative one.

    Quote Originally Posted by Sleeping Bear
    I'd also like to hear why you think the diplomat agent is a necessary addition.
    Gladly. I never liked how agents could be sent anywhere and how factions can establish treaties with a faction on the other side of the map so quickly. Isn’t realistic to me. Hence I brought Total War-style agents to this game that you have to move in order to carry out missions. Limits people’s diplomatic range so to speak. Also, since this a scenario game where a lot of treaties are already established, I doubt the diplomat will be used much.

    Quote Originally Posted by Sleeping Bear
    I guess most peoples of Middle-Earth would be too proud to take bribes, but that might be a nice table-turner and good gameplay goes before accuracy. I think the high prices fit in this case so that it doesn't get abused, but it would make more sense if the money is lost only if the bribe is successful.

    I like how the quality of the fort now doesn't depend on a single roll, but actually putting time and effort into building it. Haven't made up my mind about towns and cities yet, would it be a balanced addition or would it just enlarge the income difference between small and big factions.
    I was going to make the prices higher actually because of the reason (proud people of Middle-earth) you just gave.

    Glad you like the fortification rules. About the towns/cities: once again, it isn’t suppose to be balanced. And if they don’t generate wealth, what are they good for?

    Quote Originally Posted by Sleeping Bear
    Have you given up on the "grand strategy of Sauron"? After reading it all I don't recall any mention of it. Well, at least then other evil factions could join Isengard's revolt if Saruman obtains the ring. That being said, I think he deserves a better chance at getting the thing. Maybe it should be brought to Saruman if the Fellowship is found in Dunland or Isengard regions?
    Yeah, I got rid of it from the rules. If the evil-faction players want to do that, they are free to do that. No need to force them to act a certain way.

    Saruman has his Agents who can obtain the One Ring for himself. I say he has a decent chance. Do you propose anything specific to increase his chance? Originally I never had the Agents ability. It was just going to be Fellowship and Nazgul, but then I remembered that Saruman really wanted the Ring and went to great lengths to try and get it.

    Quote Originally Posted by Sleeping Bear
    I think the Army of the Dead is an awesome addition. High risk-high reward-option for Eriador/Arnor, that might win them a war or completely blow over The rule mentions that Eriador/Arnor must have their "original faction leader". So if the old faction leader dies, does the faction just get a new one? If yes, is there anything restricting leader spam?
    Thank you. Glad you like it.

    Original faction-leader means the de facto faction leader you start the game with. Eriador/Arnor starts with Chieftain Aragorn (who becomes King if Arnor is restored). You can use de facto faction leaders in battles. If he gets killed you’ll have to appoint a new faction leader. Basically you would just say “Bob the Ranger is elected faction-leader of Eriador” and you have your new faction leader. There is no point to faction leader spam since you can use only 1 de facto leader for battles.

    Cheers! Cats
  4. Sleeping Bear
    Sleeping Bear
    When you put the scenario setting like that, it makes an awful lot of sense However, when we get to this, you should keep a close eye on things like Isengard (115 income with starting assets) vs. Rohan (1000 income) war. But I guess as long as everyone has about an equal chance to achieve their victory requirements, the game is balanced (but having fun while playing goes before winning )

    Saruman has his Agents who can obtain the One Ring for himself. I say he has a decent chance. Do you propose anything specific to increase his chance?
    Well I did propose in my first comment that Saruman gets the Ring if the Fellowship is found in Dunland or Isengard regions. Don't know if that'd be balanced, though...

    Glad that players cant keep sending their leaders to death over and over. Also I demand a special rule concerning ents. Well ok, not demand but it'd be cool maybe a one-time medium army certain good factions can recruit without gold once they hold Fangorn. -1 to marching with the ent army might be fitting too (there's no need to hurry, after all). What do you think?
Results 1 to 4 of 4