Side Determination

Initiated By:  Player at the very start of the game.

Terminates:  After one of the players has decided

Sequence:

  1. The first player is assigned to be Dark Power Player
  2. The second player becomes Fellowship Player

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:

  1. Dark Power Player draws
    1. From the top event card or from discard pile of top card is face down
  2. Fellowship Player draws
    1. From the top event card or from discard pile of top card is face down

Alternatives:

  1. Re-shuffle if no cards are available on Event Cards Stack and Player does not want to choose from the discard pile.

 

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:

  1. Player may ‘play’ 1 or more event cards
  2. If ‘yes’, call Playing Event Card
  3. Else no cards played, Player selects an Event card
  4. Player places card face down on top of pile of Event Cards in Event Card discards box

Alternatives:

 

Play an Event Card

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:

  1. Dark Power Player or Fellowship Player plays an event card
  2. Event card effects occur
  3. The effects terminate after the required amount of time has elapsed

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. )

 

Movement for Fellowship Player

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:

1.      If the Dark Power player does not have enough Shadow Points or does not wish to spend enough Shadow points, Citadel reduction terminates.

2.      If ownership does not change go to next phase and the Dark Power player may reinitiate Citadel Reduction next turn.

 

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:

 

 

Combat

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:

 

Seize Ring by Gollum

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:

 

Distributing (Finding) Magic Cards

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:

 

Exchange Magic Cards

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