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War of the Ring — Second Edition

P L AY E R A I D

THE GAME TURN R E S O LV I N G A B AT T L E

Phase 1) Recover Action Dice Phase 5) Action Resolution A battle is resolved in a series of Combat Rounds. During
and Draw Event Cards This phase is the primary game each round, both players follow the steps below:
Each player recovers the phase of the War of the Ring
Action Dice he used in the board game. 1) Play a Combat Card (optional).
previous turn, plus any dice It is during this phase that 2) Roll the Dice for the Combat Roll.
which were added to the players will utilize the Action
Action Dice Pool and minus 3) Roll the Dice for the Leader Re-roll.
Dice results to move their
any dice which were removed Characters and Armies on the 4) Remove Casualties.
from the pool. game board, or to take other 5) Choose to Cease the Attack or Retreat.
Then, each player draws 2 important actions.
cards, one from each of their Each step is resolved simultaneously by the players (both
The results of the rolled Action
respective Event Decks. Dice dictate the actions the perform step 1, both perform step 2, etc.).
players can take during this
Phase 2) Fellowship Phase phase. Starting with the Free
The Free Peoples player may Peoples player, the two players
now declare the position of the alternate actions, each taking one
Fellowship. action by selecting and removing
If the Fellowship is declared in one of his available die results. A C T I VAT I N G
a City or Stronghold of a Free If a player has fewer unused F R E E P E O P L E S N AT I O N S
Peoples Nation, that Nation Action Dice than his opponent
is activated (if the Nation (typically the Free Peoples player The Political Counter of a Free Peoples Nation is turned
is showing “Passive” on the will have fewer Action Dice than
Political Track, flip the Nation to the active side (with the light blue side face up) when
the Shadow player), he can pass
to “Active”) and the Ring- any of the following events occur:
instead of taking an action, thus
bearers may be healed. allowing the opponent to take — A region of that Nation is entered by an enemy Army.
Also, during this phase, the another action.
— An Army containing units of that Nation is attacked.
Free Peoples player may If a player runs out of actions
change the Guide of the before his opponent has done
— The Fellowship of the Ring is declared in a City or
Fellowship. the same, the opponent takes Stronghold of that Nation.
all his remaining actions, one — When a Companion (capable of activating that
Phase 3) Hunt Allocation after the other. Nation) ends his movement (or enters play) in one of
The Shadow player may now
place a number of Action Dice
Each time the Free Peoples its Cities or Strongholds.
player uses an Action Die to
in the Hunt Box located on
move the Fellowship, he places
the game board. The Shadow
that die in the Hunt Box after
player must place at least one
completing the action. All
Action Die if the Free Peoples
other used dice are set aside
player retrieved at least 1 die
until next turn. A D VA N C I N G A
from the Hunt Box during
Phase 1. He may allocate only The use of each different POLITICAL POSITION
as many dice as the number Action Die is described in The
of Companions remaining in Action Dice Reference Chart.
the Fellowship. These dice are
The Political Counter of a Nation is advanced (by moving
not rolled during the following Phase 6) Victory Check it down a step toward the “At War” step) on the Political
Action Roll phase. Players now check to see Track by using a Muster Action Die result or by playing
whether either player has certain Event Cards.
Phase 4) Action Roll achieved the Military Victory
Additionally, the counter of a Nation is automatically
Players roll their Action Dice Conditions. If not, a new
game turn begins.
advanced one step if any of the following events occur:
(except the dice already in the
Hunt Box). Then, the Shadow When all the activities required — Every time an Army containing units of that Nation
player immediately takes all the by the different phases have is attacked (each battle counts as one attack regardless
rolled dice showing the “Eye” been concluded, the turn is over of the number of rounds fought). Also, remember
result and adds them to the and another turn begins (unless that when a Nation’s Army is attacked, that Nation
Hunt Box. one of the players has achieved becomes active.
his Victory Conditions, in
which case the game ends). — Every time a Nation’s Settlement (Town, City, or
Stronghold) is captured by the opponent.
War of the Ring — Second Edition

A C T I O N D I C E R E F E R E N C E C H A RT

CHARACTER ARMY EVENT


The Character die result can be used to The Army die result can be used to The Event die result can be used to
execute one of the following actions: execute one of the following actions: execute one of the following actions:
— Leader Moves/Attacks with — Move Armies. Move up to — Draw an Event Card. Draw one
Armies. Move an Army with a two different Armies from their Event Card from an Event Deck of
Leader to an adjacent region, region(s) to adjacent region(s), your choice.
which must be free for the purposes which must be free for the purposes — Play an Event Card. Play any
of Army movement; or attack an of Army movement. one Event Card from your hand,
enemy Army in an adjacent region — Attack an Enemy Army. Attack regardless of its type.
using an Army with a Leader. an enemy Army in an adjacent
— Play an Event Card. Play a region with one of your Armies (or
Character Event Card from your conduct a Siege Attack or Sortie).
hand.
MUSTER/
— Play an Event Card. Play an
Army Event Card from your hand.
ARMY
Free Peoples only
— Fellowship Progress. Move the Choose any one action from those listed
Fellowship Progress Counter one under “Muster” or “Army”.
step forward on the Fellowship
Track. Resolve the Hunt for the
MUSTER
ring, and then place the used
Action Die in the Hunt Box. The Muster die result can be used to
SPECIAL
— Hide the Fellowship. If the execute one of the following actions:
The Special die results are different
Fellowship was previously Revealed, — Diplomatic Action. Move the on the Shadow dice and on the Free
it becomes Hidden again. Political Track of one friendly Peoples dice:
— Separate Companions. Separate Nation one step forward (for a
one Companion or one group of Free Peoples Nation, the step “At
Companions from the Fellowship. War” can be reached only if the
Nation is Active). EYE OF SAURON
The Companion figures are
removed from the Fellowship Box — Play an Event Card. Play a Muster
and must move on the map, up Event Card from your hand. All dice showing the Eye must be
to a distance from the Fellowship placed in the Hunt Box.
equal to the step number on the Only for Nations “At War”
Fellowship Track plus the highest — Recruit Reinforcements. Place
Companion Level. reinforcements into play:
WILL OF THE WEST
— Move Companions. Move — 1 Elite unit in any friendly
all Companions or groups of and free Settlement or
— Before taking an action, a Will of
Companions on the map, each up — 2 Leaders in any two different the West result can be changed
to a number of regions equal to friendly and free Settlements or to any other Action Die result, as
that of the highest Companion chosen by the Free Peoples player,
— 2 Regular units in any two
Level in the group. and be used to the same effect as
different friendly and free
Settlements or the chosen result.
Shadow only
— Move Minions. Move all Nazgûl — 1 Leader and 1 Regular Army — The Will of the West result can
(including the Witch-king, if in play) unit in any two different also be used to bring into play
anywhere on the map (except into friendly and free Settlements. Gandalf the White or Aragorn –
a region that contains a Stronghold Heir to Isildur according to the
controlled by the Free Peoples, Shadow only rules on their Character cards.
unless a Shadow Army is besieging — Bring one Character into play
it). Move the Mouth of Sauron (if according to the rules on his
in play) up to three regions. Character Card.

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