Side Determination
Initiated By: Player at the very start of the game.
Terminates: After one of the players has decided
Sequence:
Alternative:
Drawing an Event Card
Initiated By: Player at the beginning during Second Phase (Event Phase) of the Game Turn
Terminates: After each player has drawn one event card
Sequence:
Alternatives:
Discarding Event Cards
Initiated By: Player with 4 event cards during an event phase after the draws an Event Card
Terminates: After player has less than 4 cards
Sequence:
Alternatives:
Initiated By: Player at any time during the course of the turn
Terminates: After the player has played the event card (effects of card stay until end of Game Turn)
Sequence:
Alternatives:
Nothing
Movement
Initiated By: At the beginning of Phase 4 or 5 by the player
Terminates: After player decides to terminate movement or the player has moved each available character.
Sequence:
1. Select destination hex, within hexes that can be reached
2. Check Restrictions ( these following cases will be in second iteration)
a. Towns and Citadels
b. Rivendell and Lorien
c. Paths of the Dead
d. Misty Passes
e. Orodruin (Mt. Doom)
f. Morannon
g. Roads and trails
h. No Dark characters may be moved into hexes containing Fellowship characters unless the fellowship characters are spotted.
3. Character is moved to desired hex
Alternatives:
1. Character does not get moved and stays in the same location
2. Fellowship
Player’s movement is interrupted by a search or a Servant of Sauron
Movement for Dark Power Player
Initiated By: Movement of Nazgul, Orcs, Mouth of Sauron
Terminates: Location Assignment for ‘moved’ characters
Sequence:
1.
Check Shadow Points
2.
Check Movement Restrictions
3.
Expend required Shadow Points to move the characters
4.
Expend required Movement Points (for Orcs and Mouth of Sauron
only) to move the characters
5.
Move the characters to the desired hex.
Alternatives:
1. If there are not enough Shadow Points or Movement Points, then movement is terminated
2. If the characters are restricted from moving to desired hex, then movement terminates (Nazgul can only move to hexs containing Fellowship Player controlled characters. Orcs can only move on the map if they have captured somebody. )
Initiated By: Fellowship Player during the Fellowship Player Phase of the Game Turn
Terminates: After player decides to terminate movement or the player has moved each available character.
Sequence:
1. Player picks character or group of characters to move
2. Player chooses desired hex within hexes that can be reached
3. Check Movement Restrictions
4. Check movement path of characters
5. Move character or group of characters to desired hex or hexes
Alternatives:
1. Character moves thru location containing Dark Power character and is interrupted by the searching of the Dark Power Player
2. Movement is interrupted if Fellowship characters are moved thru a hex containing a servant of Sauron
3. Movement is interrupted if the character is moved into a ‘Magic’ hex
Capture During the Search Phase
Initiated By: The Dark Force Player draws a search card containing Orcs
Terminates: After capture is a success or failure
Sequence:
1. The search card lists a region with Fellowship Player character(s) in it.
2. The Dark Force Player uses Shadow Points and rolls for a successful search.
3. The Dark Force Player may move Orcs to the hex containing the spotted Fellowship player character(s).
4. The Dark Force Player may then roll to try to capture the Fellowship character(s) there, by hitting the Fellowship characters capture range.
5. After a successful capture, the Dark Forces player may begin moving the Orcs towards their home in the next movement phase.
6. If search fails, Orcs will be removed at the end of game turn from the map and are considered to have returned.
Alternatives:
1. The search card does not list a region where Fellowship characters are located.
2. Search is a failure, and nothing happens.
3. Search is successful, but capture is not. The Orcs are removed at the end of the game turn.
4. The Ring is used to escape capture; the Orcs are removed at the end of the turn.
5. Orcs may be split into groups to engage multiple hexes containing Fellowship characters (needs to spend two Shadow Points).
Capture outside of
the Search Phase
Terminates: After the success or failure of capture
Initiated By: Orcs present on in map hex that the Fellowship moves through.
Sequence:
1. The Orcs are sitting on a game hex, awaiting removal at the end of the turn.
2. Fellowship characters move through the hex that the Orcs are located in.
3. The Fellowship character movement is interrupted, and the Dark Force player may search for them without cost.
4. The Dark Forces spot the Fellowship characters and may roll to try to capture them.
5. If they are successful, the Orcs may proceed back towards their home with the captive during the next movement phase.
Alternatives:
1. The search is a failure, nothing happens.
2. The capture fails; the Orcs are removed at the end of the turn.
3. The Ring is used to escape; the Orcs are removed at the end of the turn.
Search
Initiated By: Dark Force player drawing a Search card.
Terminates: After Search is completed.
Sequence:
1. Search card is drawn, which contains various regions and either 3 Nazgul or a group of Orcs.
2. Dark Force player chooses to spend Shadow points to try to locate Fellowship characters.
a. If Dark Force chooses ‘yes’ then Dark Force player rolls for the search and consults the search table.
b. Fellowship players are spotted and the Dark Forces player may move characters into the spotted hex or hexes.
3. If Dark Forces chooses ‘no’ to spend Shadow points or no Fellowship players are found then end sequence
Alternatives:
1. If Search is a failure and the Dark Force player may not move characters into the hex or hexes with Fellowship characters.
Citadel Reduction
Initiated By: Dark Power Player during the Fifth Phase (Dark Power Play-Turn) of the Game Turn and only if there are four or more Nazgul in Citadel hex
Terminates: Change Ownership
Sequence:
1. Check Citadel Ownership
2. Dark Power Chooses to ‘Reduce’ a Citadel
3. Check for available Shadow Points
4. Calculate Citadel Reduction Total
5. Determine Ownership
a. If Dark Powers is new owner and Fellowship is available, then Combat Interrupt
Alternatives:
Escape
Initiated By: A Fellowship character has been captured by Orcs and is being transported.
Terminates: After the success or failure of escape
Sequence:
1. The Fellowship player may roll to try to hit the characters escape range at the start of the turn.
2. If the characters escape range is hit, the character may then move normally around the map.
3. The Orcs are removed at the end of the game turn.
Alternatives:
1. If there are no Fellowship Player-controlled characters captured, skip this step
2. The escape attempt fails. The Orcs remain on the board and continue carrying the captive.
3. The Ring is used to escape; the Orcs are removed at the end of the turn.
Removing the Ring
Initiated By: The Fellowship Player may have the Ringbearer (if under his control) take the ring off during Ring Phase
Terminates: After Remove Attempt
Sequence:
1. Ringbearer Chooses to Remove Ring
2. Random number generated (1-6)
a. If Less than or Equal to Characters Ring Rating, then ring successfully removed
b. Else Ring is not Removed
Alternatives:
Initiated By: Two Characters from each side during the Forth Phase (Fellowship Play-Turn) of the Game Turn
Terminates: After the Individual Combat is completed
Sequence:
1. Fellowship Player rolls the die
2. Dark Power Player rolls the die
3. Consults the Individual Combat Results Table to determine the new states of two Characters
4. If one of them would like to combat again, then go to step 1 and do this again until one of them or two are die
Alternatives:
1. If nobody would like to combat, then skip this step
Normal Individual
Combat
Initiated By: The Dark Forces have previously successfully spotted Fellowship characters find themselves in the same hex.
Terminates: After the players agree to stop or all characters on one side are eliminated in one way or another
Sequence:
1. If one player wishes to enter individual combat, it must occur.
2. The users are queried as to whether they want to use Sorcery.
3. The combat differential is calculated. (morale+combat-wounds).
4. One round of combat is completed.
5. The users are queried as to whether they wish for combat to continue.
6. The combat differential is recalculated.
7. Combat continues in this manner until both players wish to stop or one player’s characters are killed off.
Alternatives:
1. Sorcery is used; Sorcery tables take the place of Combat for the character.
2. Nazgul flee from combat.
3. The Ring is used to escape combat.
4. Multiple characters are present in the hex; the users are queried as to which they want to fight with.
5. Multiple characters are present in the hex; if a Character is killed, but the player has another Character(s) in the hex, so the combat must continue unless both of them want to quit.
Individual Combat
against the Servants of Sauron
Initiated By: The Fellowship player moves through a hex containing one of the servants of Sauron.
Terminates: When both players agree to stop or the characters are all removed from one side.
Sequence:
1. Combat begins without the need for a search.
2. If multiple Fellowship characters are present, one is selected to fight.
3. Sorcery use is queried.
4. Combat differentials are calculated.
5. Combat Occurs.
6. Combat rounds continue until the servant of Sauron is killed or all Fellowship players are killed, or the players agree to stop.
Alternatives:
1. The Ring is used to flee Combat.
2. Sorcery is used in place of normal combat.
Individual Combat
Interrupts Movement
Initiated By: Unspotted Fellowship characters move through a hex containing Dark Forces non-Orc characters
Terminates: When both players agree to stop or all characters from one side are removed, or search failure.
Sequence:
1. Search for Fellowship characters occurs
2. If one player wishes to enter individual combat, it must occur.
3. The users are queried as to whether they want to use Sorcery.
4. The combat differential is calculated. (morale+combat-wounds).
5. One round of combat is completed.
6. The users are queried as to whether they wish for combat to continue.
7. The combat differential is recalculated.
8. Combat continues in this manner until both players wish to stop or one player’s characters are killed off.
Alternatives:
1. Sorcery is used; Sorcery tables take the place of Combat for the character.
2. Nazgul flee from combat.
3. The Ring is used to escape combat.
4. Multiple characters are present in the hex; the users are queried as to which they want to fight with.
5. The search may fail and combat can not be initiated by the Dark Forces.
Seize Ring by Boromir
Initiated By: Event Card ‘Boromir Attempts to Seize the Ring’ is played by Dark Powers
Terminates: After Combat evaluation
Sequence:
1. Check to see if Ringbearer is in the same hex
2. If ’yes’ then initiate combat
a. Dark Powers controls Boromir
b. Fellowship controls Ringbearer
3. If Victory Boromir becomes Ringbearer
Alternatives:
New Boromir control plan if he is Ringbearer
Seize Ring by Gandalf
Initiated By: Fellowship player during Fellowship-Player turn with Individual combat
Terminates: After Combat evaluation
Sequence:
1. Check to see if Ringbearer is in hex
2. Check to see if Ringbearer is Boromir OR Gollum
3. If ‘yes’ to both, then initiate combat
a. Dark Powers controls Boromir or Gollum
b. Fellowship controls Gandalf
4. If Victory Gandalf becomes Ringbearer
Alternatives:
Initiated By: Event Card ‘Gollum Attempts to Seize the Ring’ is played by any Player
Terminates: After Combat evaluation
Sequence:
1. Check to see if Ringbearer is in the same hex
2. If “yes” then initiate combat
a. Event Player controls Gollum
b. Player controls Ringbearer is opponent
3. If no deaths, then repeat step 5
4. If Victory Gollum becomes Ringbearer
Alternatives:
New control plans for Gollum if he is Ringbearer
Seize Ring by Saruman (Only in 3 Player Game)
Initiated By: Ringbearer in Barad-dur by Dark Power character
Terminates: Game Victory Check
Sequence:
1. Check to see if Ringbearer is in Barad-dur
2. Check to see if Ringbearer is Dark Power’s character
3. If ‘yes’ to both, then do Game Victory Check
Alternatives:
Initiated By: Fellowship Player if there are magic cards in the same location as one or more Fellowship Player characters
Terminates: After all cards are distributed or each character in that hex location has the maximum number of magic cards
Sequence:
1. Check to see if there is a character with less than the maximum number of magic cards allowed
2. The player can then choose to ‘get’ magic card for the character
Alternatives:
1.
If each character in the hex has the maximum number of magic
cards in possession, then the player may choose to discard magic cards to make
room for new cards
2.
Player may ‘use’ a single-use magic card to make room for new
card
Discarding Magic Cards
Initiated By: End of Player turn and more than 3 Magic Cards on a character
Terminates: After Removal
Sequence:
1.
Show which character has too many cards
2.
Check to see if any characters in same hex can carry it
3.
If so prompt to give to new character or discard
4.
Transfer Card to new character or Choose one to remove from
Game
Alternatives:
Initiated By: Player Choosing to Exchange Magic Card
Terminates: After card or cards have been exchanged between characters
Sequence:
1. Player has 2 or more characters in a hex and there is at least one card present
2. Player selects a Magic Card from character
3. Player chooses a character to ‘get’ Magic Card
4. If new character has too many cards then Start Discard Magic Card
Alternatives:
1. If any unplaced cards, then Discard Magic Card
Selecting a
Ringbearer
Initiated By: Ringbearer’s death
Terminates: Assignment of Ringbearer
Sequence:
1. Initial Ringbearer is killed
2. A new Ringbearer is selected in accordance with the ‘priority list.’
a. The fellowship player may select a new Ringbearer after any individual combat has been resolved if Fellowship player is present
b. Gollum
c. Any Nazgul or the Mouth of Sauron
3. If no character, the ring is left in the hex
Alternatives:
1. Frodo is selected Ringbearer at Initialization