lord of the rings: journey to mount doom
DESCRIPTION
For the LOTR SBG. Games Workshop, The Lord of the Rings.TRANSCRIPT
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Page Contents
3 Introduction
3 What is a Narrative- Map Campaign
4 Campaign Map
4 Campaign Turn Sequence
5 The Quest
6 Campaign Participants
6 Armies
7 Good Participants
8 Evil Participants
9 Movement: Armies
10 To Battle!
10 Fighting Battles
11 Battle Participants
12 Roaming Heroes
13 Allies in Battle
14 Home Cities
15 Siege Battles
16 The Fellowship of the Ring: Movement
17 The Fellowship of the Ring: Decoy
17 The Fellowship of the Ring: Gollum & Smeagol
18 The Fellowship of the Ring: In Battle
19 The Nazgul
19 Evil Powers and Events
20 Expanding the Campaign
21 Expanding the Campaign: Fellowship Enhancements
22 Expanding the Campaign: Weather Conditions
23 Expanding the Campaign: Roaming Hero Realism
24 Expanding the Campaign: Scenario Special Rules
25 Appendices I: Location Hex Reference
26 Appendices II: Scenario Tables
27 Appendices III: Scenario Objectives
30 Appendices IV: Scenario Deployment
30 Appendices V: Scenario End Conditions
31 Resources I: Checklists
32 Resources II: Army Markers
33 Campaign Map
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Resources
You will need a copy of the latest edition
of The Lord of the Rings: Strategy Battle
Game rulebook as well as any relevant
sourcebooks, models, dice and tape
measures.
The map for the Journey to Mount Doom
campaign can be found at the end of these
rules. It is designed to be printed A2, if
possible. Army Markers are provided to be
cut out on page 33. A campaign Checklist
can be found on page 32, it is
recommended that this is laminated and
used as a wipe board.
Introduction
This complete narrative-map campaign is set around the dramatic events featured in the Lord of the Rings films and
books, more specifically The Fellowship of the Rings attempt to destroy The One Ring as war rages all about them.
The campaign uses a map (see page 34), and allows you to take the part of the forces of Good or Evil, moving your
armies and heroes around the map, conquering cities and fighting out encounters as separate battles. The Journey
to Mount Doom will allow players to chart their own journey across Middle Earth to destroy the One Ring, or capture
it and keep it for the Dark Lord, during the time of the War of the Ring in the Third Age of Middle Earth.
What Is a Narrative- Map Campaign?
While a narrative campaign follows a set story through a series of
defined battles, a map campaign has two separate elements the
Campaign Turns and the battles themselves. In the Campaign Turns,
you use a map to plot the locations and movement of each of your
armies, allowing you to choose which battles to fight and which to
avoid. The second stage is to play the battle games these are used
to resolve what happens when armies clash on the map. Like in most
campaigns, there are several options for each player to achieve their
victory condition. This means that the combined events of a
Campaign Turn become part of a larger strategic game.
The narrative element of this campaign comes through Frodos
quest to destroy The One Ring. The scale of the map and battles may
be huge, but in the end victory and defeat will be defined by the
courage of the smallest of creatures; a hobbit.
Home is now behind you, the world is ahead! -Gandalf, The Hobbit: An Unexpected Journey
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Campaign Map
Middle Earth is a huge sprawling land filled with life
and danger. There are many iconic locations to be
explored and even more areas, such as barren deserts
and treacherous forests, that will make their own
history as you play through the campaign.
The game is played on a Campaign Map that
represents Middle Earth split in to hexagons. These
hexagons, called Hexes, are the spaces that players will
use to define how far an army can move and where a
battle will take place. No battles actually take place on
the Campaign Map; it is instead used to determine the
participant of table-top games. The result will then be
carried over from the board of battle back on to the
Campaign Map.
Campaign Turn Sequence
In a Campaign Turn, each player gets an opportunity to do several things. The order in which this happens is
determined by following the Campaign Turn Sequence. Once every player has taken their actions and any table-top
battles have been fought, a new Campaign Turn starts with another Initiative roll.
1. Initiative roll - At the start of every Campaign Turn, each player rolls a dice and compares the results to determine
the order in which they will take their Turn Actions. The player that rolled the highest takes his Turn Actions first,
followed by the player who rolled the next highest, and so on until all players have taken their Turn Actions. If the
dice scores are a tie, the player who lost the Initiative Roll last time now goes first.
2. Turn Actions - Once Initiative has been determined, players get to move their participants. Once each player has
moved their participants it is time to Resolve Battles. This is also the time to use any Special Rules or Evil Powers.
3. Resolve Battles - If there are any opposing forces on adjacent Hexes, if both players agree, a battle takes place. If
there are two opposing forces on the same Hex, a battle must take place. The player who won the Initiative roll may
choose the order in which the battles are fought.
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Custom Fellowship of the Ring
There are many brave heroes at the
Council of Elrond ready to give their lives to
destroy The One Ring.
A custom Fellowship of the Ring can be
easily made by selecting between six and
twelve heroes to the value of 750 points
from any Good Army List.
It is the players choice but it is
recommended that no heroes take any
equipment as standard and that either
Frodo or Bilbo are taken as the Ring
Bearer.
Remember to clarify House Rules before
the campaign begins. Here are some
examples of questions to think about:
Will anybody take the roll of Merry and
Pippins second decoy?
If used, does the Fellowship Enhancement
Table need editing?
What role does the original Fellowship of
the Ring now have in the campaign?
The Quest
The journey begins as The Fellowship of the Ring is formed at The Council of Elrond. Frodo and his companions must
travel across Middle Earth, from Rivendell to Mordor, to Mount Doom where The One Ring will be destroyed to rid
the land of Sauron, The Dark Lord, and all of his Evil allies.
One player controls the forces of Good and one controls the forces of Evil.
Each player has several Armies at their disposal to move across the Campaign Map. The Good player also controls
the Fellowship of the Ring whilst the Evil player controls the Nazgul and Gollum.
The Good player must have a hobbit carrying The One Ring reach Mount Doom within 25 turns. If the Good player is
in possession of The One Ring at the end of 25 turns, the game is a draw. The evil player must seize The Ring of
Power to achieve victory. To do this the Evil player must kill the Ring Bearer, and any potential Ring Bearers that are
on the same Hex (see page 18 for further details).
Mount Doom spans three Hexes. The Good player must announce that Frodo is attempting to drop the Ring into
Mount Doom. To do this Frodo must be on one of the three Hexes of Mount Doom and then pass a Courage test at
the end of the Turn Actions phase. If Frodo is alone in dropping The Ring, he must roll three dice and pick the two
lowest scores.
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Beginners
The participants specified for this
campaign are the recommended armies
and heroes to use, however, almost every
hero and army in Middle Earth is
represented. It is expected that players will
have to improvise or alter the rules
slightly.
For example, the entire campaign could
easily be played with just the forces of
Mordor and Gondor or with a single
warband and a hero representing each
army.
Campaign Participants
As the Fellowship of the Ring make their way across Middle Earth the War of the Ring begins. Many small skirmishes
and huge battles take place in the fields, forests and fortresses of Middle Earth. The Dark Lord Sauron amasses his
Evil armies in the East as Elves, Men and Dwarves prepare their defences in the West.
There are three different types of participants:
1. Armies - These are forces that can comprise of any warriors and
heroes from the given Army List represented by their Army Marker.
See below for details.
2. Restricted Armies - These are exactly like regular Armies except
that they may only move in certain areas of Middle Earth. These
areas are specified with the Good Participants and Evil Participants
on pages 7 and 8 respectively.
3. Roaming Heroes - These are heroes or small bands of warriors
that do not necessarily fit into a particular Army List, there are
certain conditions that will need to be met before they can be used.
The Fellowship of the Ring, The Nazgul and Gollum are variants of
Roaming Heroes, detailed later in the rules.
Armies
Each player will control a number of Armies during the game, representing the forces they can bring to bear in any
given area. Army Markers are used to show the locations of Armies on the Campaign Map.
Each Army Marker has a Location Hex and Army assigned to it which is detailed on pages 7 and 8. The Location Hex
specified is the Armys Home City (page 14). The Army specified is the Army List that players may choose from when
fighting out battles with that particular Army Marker.
Above: Example of Army Markers.
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Evening the Odds: Good Bonuses
If the Good player is a less experienced player than the
Evil player, there are a few changes that can be made
to the campaign to give them a little more hope than
maybe they would have had. Here are a few ideas:
Add Bill the Pony to The Fellowship of the Ring.
All Good Home Cities contribute two Rally Points to
siege battles.
The Good player may choose the Scenario,
Deployment and End Conditions when defending.
For one game, two Eagles may be added to a battle by
the Good player free of charge.
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Good Participants
It is Frodo and The Fellowship of the Ring that will ultimately shape the fortunes of the free people of Middle Earth.
However, it is the alliances formed between men, elves, dwarves, hobbits and many other beings that will keep the
forces of darkness at bay, and prove that Middle Earth a world worth saving.
This page provides details of the Good players participants for use in the campaign. The chart below shows which
Army List the Good player should choose from when an Army enters battle. It also shows where each Armys Home
City is and therefore where it begins the campaign.
*See from page 16 for details on The Fellowship of the Ring.
Good Armies
Army List Home City Army Marker Army List Home City Army Marker
Minas Tirith Minas Tirith
Lothlorein Lothlorein,
Malorn Tree
Minas Tirith Minas Tirith, begins
on Osgiliath
Thrandurils Halls Mirkwood,
Thradurils Hall
Fiefdoms Dol Amroth
Army of Thror Erebor
Rohan Edoras
Dwarves of Moria Iron Hills
Rohan Helms Deep
Arnor/The Shire The Shire
Rivendell Rivendell
The Fellowship of the Ring*
Rivendell
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Evening the Odds: Evil Bonuses
If the Evil player is a less experienced
player than the Good player, consider
these changes:
The Fellowship of the Ring begin the
campaign of Weathertop, with the
Nazgul starting on Dol Guldur.
All Mordor Armies begin the game with
four Rally Points.
The Evil player may choose the
Scenario, Deployment and End
Conditions when attacking.
For one game, two Mordor Trolls may
be added to a battle by the Evil player
at no cost.
Evil Participants
Where there is good, there is evil. Saurons hand has stretched far. His servants can be seen in every corner of the
land doing their masters bidding; taking back Middle Earth for The Dark Lord.
The chart below shows which Army List the Evil player should choose from when an Army enters battle. It also shows
where each Armys Home City is and therefore where it begins the campaign. Additionally, there are several Evil
Armies that are restricted to certain Hexes. These are also detailed below.
Evil Armies
Army List Home City Army Marker Army List Home City Army Marker
Moror Barad Dur
Dol Guldur Dol Guldur
Mordor Minas Morgul
Rhun Rhun
Mordor The Black Gate
Khand Khand
Isengard Isengard
Harad Harad
Isengard Dunland
Umbar Port of Umbar
Azogs Hunters Gundabad
The Nazgul
Weathertop
*If this Army loses a battle it is not able to fall back; it is removed from play.
Build me an army worthy of Mordor. -Sauron, The Lord of the Rings: The Fellowship of the Ring
Evil Restricted Armies
Army List Starting Location Area Allowed Army Marker
Moria Moria Within two Hexes of
the Misty Mountains*
Balrog Khazad Dum Khazad Dum*
Goblin Town Goblin Town Within two Hexes of the Misty Mountains
Mirkwood Spiders
Mirkwood Spiders Lair
Within two Hexes of Mirkwood
Shelob Shelobs Lair Shelobs Lair*
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Terrain on the Table Top
The following rule could be
applied: roll a dice before each
battle. On the roll of a 4, 5 or 6
apply the effects of the terrain
shown on the chart below. Note:
this cannot be used in conjunction
with weather effects (page 22).
Terrain on the Table Top
Terrain Effect
Grassland No Effect.
Tainted Land
+1 Courage to all Evil models.
Desert No With Me can be
used for Heroic Actions.
Snow Land -1 Duel Roll to
spear/pike support.
Forest -6 range to missile
weapons.
Marsh No charge bonuses
for cavalry.
Movement: Armies
Middle Earth is a vast and deadly world for an army to traverse. Some will harden their resolve and march through
marshes, bogs and forests in the pursuit of victory. Others will falter and the terrain will prove too much as they fight
to reach their allies making war in distant battlefields.
Players follow the Turn Sequence outlined on page 4. When it is an Armys time to move, they can move to any
adjacent Hex in any direction automatically. If they wish to move further that turn a Forced March roll must be
taken.
Forced March roll: Each Hex on the map represents a considerable distance. Marching an army across such an
expanse can be very troublesome. To represent the exhausting effect such manoeuvring can have, you will need to
make a Forced March roll for each Hex moved. The Forced March chart tells you the number you need to equal or
beat in order to successfully move into the next space. As indicated on the chart, you must make a roll for each
successive space you wish to move to, and you will find it gets progressively harder the farther you go. If you fail a
Forced March roll, the army does not move into the Hex and can advance no further that Campaign Turn. An army
cannot move more than three spaces in a single Campaign Turn.
Run, Shadowfax! Show us the meaning of haste!
-Gandalf, The Lord of the Rings: The Return of the King
There are a few different types of Hex that Armies may have to move through. Hexes with locations on may all be
moved through as normal, but some may be Home Cities or have other significance. As for the rest, below is a chart
to show what they are and the effects that they have on movement.
*Does not apply to Armies with Home Cities in Umbar or Dol Amroth.
Forced March Chart Distance Roll Required
First Space Automatic Second Space 3+ Third Space 4+
Terrain Chart
Terrain Type Hex Penalty
Grassland/Tainted Land
Desert/Snow Land
No Penalty.
No Penalty.
Mountain
Impassable.
Forest
-1 to Forced March rolls. Does not apply to Elves.
Marsh
-1 to Forced March rolls.
Sea
Forced March may not be used.*
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To Battle!
At the end of the Third Age, Middle Earth is a world at war. The War of the Ring has begun and evil hordes pour out
of the fortresses of Isengard and Barad-Dur whilst mountains and forests grow ever more dangerous. War will surely
come to every corner of Middle Earth; its only end can be with the destruction of The One Ring.
If an Army moves into a Hex that is occupied by an enemy Army, it can move no further. The Army that moved into
the Hex is the attacker. The defending Army may not move out of combat until a table-top battle is fought at the end
of the Turn; the two are now locked in combat and a battle is fought at the end of the Campaign Turn to see which
force will remain in that Hex. The exception to this rule is if the defending Armys Home City is attacked (page 14).
If an Army moves into a Hex adjacent to an enemy Army, if both players agree, a battle takes place.
An Army can move into a space occupied by a friendly Army but no more than two allied armies may ever enter one
Hex. The Fellowship of the Ring, Gollum and The Nazgul do not count towards this total.
Any battles fought at sea follow the rules for Naval Warfare, outlined in a separate document.
Fighting Battles
When a battle takes place the scenario is determined by the relevant scenario table at the end of these rules (page
26), players are also free to use the scenarios provided in the main rules manual. Some scenarios will mean a clear
winner must be decided but others may end as a Draw. If the battle ends as a Draw move all Armies back one Hex
towards their Home City.
When an Army loses a battle, if the enemy has claimed a Major Victory the winner may move the losing Army three
Hexes in a direction of their choice. If it is a Minor Victory, the losing team moves three Hexes back towards their
Home City; they will not move through their Home City and will stop on it where applicable. Alternatively, the Army
that suffered the Minor Defeat may choose to disband and attempt to reform on their Home City on the roll of a 4, 5
or 6 before the next Initiative roll. If the result is a 1, 2 or 3 continue to roll each Turn until a 4, 5 or 6 is scored.
The board is set, the pieces are moving. We come to it at last... The great battle of our time.
-Gandalf, The Lord of the Rings: The Return of the King
Above: Opposing armies are in adjacent Hexes. A battle takes place here if both the Mordor and the Gondor player agree.
Above: The Mordor army has moved onto the same Hex as the Gondor player. A battle must take place. In this case Mordor take will the roll of the attacker.
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Battle Participants
Players choose participants from the Army Lists represented by the Army Markers on the Campaign Map. Armies are
not assigned table-top points values on the Campaign Map, instead they all have three Rally Points. Every time an
Army loses a battle, a Rally Point is removed. When an army has no Rally Points remaining it is removed from play
and is lost forever.
Battles are always played out on the table-top and are always played with an even amount of points per side. Use a
points value agreed by both players. If an agreement cannot be reached, 450 points is the default amount + 50% of
the points value of any participants from The Fellowship of the Ring, if applicable.
The Ring Bearer and any members of the Fellowship of the Ring must participate in battle, where applicable. All
members of the Fellowship of the Ring count for 50% of their points value, without any equipment.
If one Army has more Rally Points remaining than the other, there are three advantages:
1. Re-Rolls: The Army may choose to re-roll any one dice per battle per Rally Point more that they have available to
them than their opponent.
2. Courage Bonus: The Army will also automatically pass all Courage tests for the first Turn of their force being
broken.
3. Reformed Retreat: The Army will only back away two Hexes instead of the usual three if they are defeated.
If the Army with more Rally Points suffers a Minor Defeat, one Army on the Hex loses a Rally Point. If the Army with
more Rally Points suffers a Major Defeat all allied Armies in the Hex lose a Rally Point, if applicable.
Quick- Play Battles
During the course of the campaign there will be many, many battles to fight. Often there will be three or
more in just one Campaign Turn.
Using the Quick-Play Battle rules is optional but it is recommended for most battles fought purely between
two Armies. Rules are provided for simulating Siege Battles but it is recommended that they are fought on
the table-top. Battles involving any members of The Fellowship of the Ring or The Nazgul must be fought on
the table-top.
To simulate a battle is simple. Each player rolls two dice and adds their scores. They then add their
participating Armys Rally Points to the result. The player with the highest overall score is the winner.
A winning margin of three or more counts as a Major Victory, anything less is a Minor Victory.
If there are two allied Armies on one Hex, both Armies contribute all of their Rally Points. If there is an allied
Army on an adjacent Hex to the battle they may contribute one Rally Point to the result and will suffer the
usual penalties for an allied Army if the battle is lost.
For Siege Battles the defending player adds one Rally Point to their Army, provided by their Home City as
usual. The defending player then doubles the value of their Rally Points when adding them to their dice
score.
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Roaming Heroes
From the mighty Fellowship of the Ring to the humble Radagast the Brown and the treacherous Gollum, there are
many heroes and villains who roam Middle Earth. These are the people and creatures that will shape the Third Age
and The War of the Ring more than any others. They all have a role to play and must be used to their utmost
potential to ensure victory for the forces of Good or Evil.
Roaming Heroes are heroes that do not necessarily fit into a specific faction during the time of The War of the Ring.
They can be used in any Army List for any battle by an allied faction, as long as the conditions for their participation
are met. Details on this can be seen on the Roaming Heroes Chart below.
There are three other Roaming Heroes not included on the Roaming Heroes Chart. These are The Nazgul, Gollum
and The Fellowship of the Ring. Details for these Roaming Heroes and their Speicial Rules can be found over the
coming pages.
Roaming Heroes Chart
Roaming Hero Optional
Army Marker Location Restriction Requirement For Use
Radagst the Brown
The North. Level with an including The Argonaith and above.
No requirements.
Gwahir & the Eagles
No restrictions. Must be fighting against an
enemy with more Rally Points.
Beorn
Within two Hexes of Mirkwood. No Requirements.
Treebeard & the Ents
Within two Hexes of Fangorn Forest. May also attack any one enemy Home City
during the Campaign.
Gandalf or Merry & Pippin must be in Fangorn Forest for
two consecutive Turns.
The Army of the Dead
Any one battle only. Aragorn must be in
possession of Anduril.
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Persistent Heroes
If you want to add a level of realism to your campaign you could think about assigning each Army a named
Hero. This would mean that, for example, Theoden would not be able to participate in a battle in Isengard
for the Helms Deep Rohan Army and then take part in another battle in Harad for the Edoras Rohan Army on
the following Turn. Make a note of who is assigned to what Army.
You could also keep track of their Might, Will, Fate and Wounds. Heroes could regain one point of each after
every Minor Victory and recover fully after every Major Victory. If a battle is lost the hero could recover any
one of those stats. If you choose to use this rule make sure every Army from both factions has a hero
attached to it to keep things as fair as possible.
Allies in Battle
The history of Middle Earth is littered with late arrivals and heroic fight-backs thanks to the aid of allies. Sometimes
these allies arrive in the shape of a single heroic figure, sometimes a whole army; many battles are won and lost
because of their timely arrival. Even The Dark Lord relies heavily on his evil accomplices to further take hold of Middle
Earth.
If an allied Army is in an adjacent Hex to a battle, they may participate. Warriors and heroes from that Army List may
be selected but only one Rally Point may be offered to the allied Army when determining if the battle is even. If the
battle is lost, however, both Armies suffer the penalty.
What are we holding onto, Sam?
That there's some good in this world, Mr. Frodo ...and it's worth fighting for.
-Frodo & Sam, The Lord of the Rings: The Two Towers
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Settlements and Consistent Armies
The Journey to Mount Doom Campaign is played so
that all of the battles fought are more or less even.
A more realistic approach would be to have armies
be represented by their actual Points Value.
Remove the Rally Points rule and instead assign 400
points to each Army. Every time an Army suffers a
Minor Defeat remove 150 points from the Armys
total, a Major Defeat suffers 250 points. Each
surviving Home City would then generate 50 points
per turn to distribute between Armies.
Home Cities
The hope of seeing The Shire again and the fear of losing it forever are the reasons Frodo & Sam struggle on in their
journey to Mordor. Without their homes, they have nothing. Theyre like countless other warriors and heroes in
Middle Earth; when home is behind and the world is ahead, its the looking back that keeps them moving forward.
Home Cities are the Location Hex in which an Army begins
the Campaign. When an Armys Home City is attacked a
Siege Battle takes place.
To capture a Home City an Army simply needs to be on the
correct Hex uncontested before the Initiative roll for the
following Campaign Turn.
If a Home City has been captured by the enemy, once the
Army belonging to it loses a battle, it is lost forever
regardless of their remaining Rally Points. If the Hex is
recaptured before the Army belonging to it loses a battle
they may continue as normal.
If a Home City is attacked and no Army is present the Army from the given Home City may attempt to rush back to
defend their Hex. In this instance, choose the participants as usual and then roll a dice for each model due to
participate in the battle. On the roll of a 1, 2 or 3 the model does not take part in the battle. If the Army has to
disengage from combat to return to fight at the Home City, the dice score needed to participate in the battle
becomes a 5 or 6. Might may be used to alter this roll. This may result in participants that do not adhere to the
warbands rules.
Siege Battles are not played in some Home Cities:
If a battle is fought in Moria, Lothlorien or Goblin Town roll a dice. On the roll of a 1, 2 or 3 a Pitched Battle is played,
on a 4, 5 or 6 Building Defence is played; both with Pitched Deployment and Job Well Done End Conditions (from
page 26). Also, apply the following Special Rule. If a defending warrior (not hero) is killed, roll a dice. On the roll of a
3+ the warrior may re-enter play from a board edge chosen by the controlling player on the following Turn. They
move on and may act normally but may not charge. If a 1 or 2 is rolled the model is removed as a casualty.
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Siege Equipment
Here are the points cost for
siege equipment not included
in the main rules manual.
Siege Ladder 5 points
Siege Tower 25 points
Battering Ram 25 points
Siege Battles
More than any other battles, it is the great sieges that will define the fate of Middle Earth. Huge armies and
unthinkable odds can be overcome by a well organised defence and inspirational leader. More than ever, the free
peoples will look to their leaders for hope in times where there is none.
The participants for Siege Battles are not always even forces. Add up the total
amount of Rally Points for each player. Each teams Rally Points should then
be multiplied by a number to give the desired amount of points for the battle.
Use 300 points per Rally Point as a default option.
Homes Cities may contribute 1 Rally Point as a garrison to an allied Army
fighting on that Hex.
Note: When selecting table-top participants for Siege Battles models that can
fly cost 1.5x their usual cost.
They will break upon this fortress like water on rock. -Theoden, The Lord of the Rings: The Two Towers
Attacking armies do not need to be on the Home City to participate in the battle; they only need to be in the
adjacent Hexes but at least one must be on the Home City Hex to mean the battle must be played, as usual. The
attacking Armies on the adjacent Hexes can contribute all of their Rally Points to the battle, not just one.
When a battle takes place on a Home City, roll on the Siege Scenario Table (page 26) to determine which scenario is
used for the battle.
Siege Participants Example
There is one Minas Tirith Army with 1 Rally Point defending Minas Tirith. One Mordor Army with 2 Rally
Points attacks by moving onto the Minas Tirith Location Hex. Another Mordor Army with 3 Rally Points is on
an adjacent Hex to Minas Tirith.
The Defender gets 1 Rally Point from their Army and one as a Garrison from the city, making 2 Rally Points.
The Attackers gets 2 Rally Points from one Army and 3 Rally Points from the second, making 5 Rally Points.
It is decided that 300 points per Rally Point will be played so the attacking player picks an army of 1500
points whilst the defender has an army of 600 points.
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The Fellowship of the Ring: Movement
Time is of the essence. Everyday longer that the Frodo takes to reach Mordor is a day closer the Dark Lord is to
victory. They travel light and quick, often by night and, where possible, as the crow flies. There will be times when the
speed and guile of the Fellowship will be of more use than their axes and swords.
The Fellowship of the Ring always move two Hexes at a time and may not use Forced March.
They can split into six groups: Frodo & Sam - Merry & Pippin - Gandalf Aragorn Legolas & Gimli - Boromir
The Fellowship may Sprint five times in the game; this allows them to move an extra space for that Turn. It cannot be
used more than once in one Turn and if the Fellowship has split up it only applies to one group, or all members of
the Fellowship that wish to start and finish their movement in the same Hex.
The Fellowship may find a Hidden Pass once in the campaign; this allows them to finish the Turn on mountainous
terrain, which is usually impassable. This will normally allow The Fellowship to move through mountains to escape
danger or find an alternate route to a key objective.
The Fellowship may choose to Heroic move on the Campaign Map. This affects one group of the Fellowship (or all
members on one Hex) and may only be used twice in the Campaign. It allows the Fellowship to move before the Evil
player, even if they have lost priority. However, if this power is used they will not recover any Might, Will, Fate or
Wounds for that Campaign Turn.
If Gandalf or Merry & Pippin end two consecutive Turns in Fangorn Forest, the ents will be awakened.
From Turn 4 Aragorn may collect Anduril from Rivendell, or on Turn 13 it is delivered to him. If Aragorn has Anduril,
he may summon The Army of the Dead for use in one battle.
Fellowship of the Ring Additional Army Markers
Hero Army Marker Hero Army Marker
Aragorn
Gandalf the Grey
Legolas & Gimli
Gandalf the White
Merry & Pippin
Boromir
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The Fellowship of the Ring: Decoy
The Eye is always searching. Sometimes it will hunt the wrong target, other times it will be a heroic sacrifice of a
friend that allows the Ring Bearer to continue his journey in relative safety; but the Eye still hunts.
When the Fellowship of the Ring move on the Campaign Map they may also move a Decoy Ring Bearer represented
by the alternate Ring Bearer Army Marker. A note should be made by the Good player of which Ring Bearer Army
Marker is the Decoy. If the Decoy is engaged in combat it is simply removed at the end of the Turn and may move
again from the same Hex that the real Ring Bearer is on from the following Campaign Turn. Make a new note of
which Army Marker is representing the correct Ring Bearer.
The Decoy may be removed at the start of the Good players Turn Actions phase by the Good player at any point in
the Campaign. In this instance remove the Decoy Army Marker, make a new note of which Army Marker represents
the real Ring Bearer and then move the Decoy and the Ring Bearer from the same Hex as normal.
The Good player may choose to split Merry & Pippin off as a separate group to Frodo & Sam. When moving them on
the Campaign Map they may act as a second Decoy for the Ring Bearer. A note should be made by the Good player
of which Army Marker is representing Frodo & Sam, Merry & Pippin and the Decoy. If powers such as Sprint are
used on the Ring Bearer, it affects Frodo & Sam, the Decoy and Merry & Pippin.
The Fellowship of the Ring: Gollum & Smeagol
Of all the creatures in Midddle Earth, Smeagol is the most curious. He is loyal and always serves his master faithfully.
His alter ego Gollum, however, is loyal only to his Precious The One Ring and he will deceive and trick and kill to
get it back. You can never be sure if its Smeagol youre talking to, or if Gollum is listening.
Gollum is represented by the Army Marker to the right and is controlled by the Evil player on the
Campaign Map. He may move two Hexes and is not able to use Forced March.
If Gollum is on the Ring Bearers Hex, he fights for the Good side in table-top battles but every time that The Ring
Bearer wishes to move on the Campaign Map he must roll a D6. If the result is a 1 he is moved on by the Evil player.
If Gollum joins up with a Decoy the Evil Player will be unaware until a battle would be due to take place as usual. If
there is no Decoy present or if the Good Player chooses to recall the Ring Bearers Decoy, a Decoy may be split from
the Ring Bearer as normal. In this instance the Good Player must make a note of which Army Marker is representing
the real Ring Bearer and which represents the Decoy. The Evil Player must then nominate which Army Marker
Gollum will be moving with on the Campaign Map. Once this has been done, the Good player may move as normal.
If Gollum is alone, he is ignored and may move through Armies and Home Cities as if they were not there.
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Expanding the Out of Action Chart
To make the Campaign follow the films and books more closely, players could make the following amendments to
the Out of Action Chart:
*Boromir receives -1 to all rolls on the Out of Action Chart.
**If Gandalf is killed he does not roll on the Out of Action Chart; instead roll a dice for every battle that takes place
from the following Campaign Turn. On a 4+ Gandalf the White arrives as reinforcements 2D6 turns into the game
and resumes play from that Hex on the Campaign Map. From then on Gandalf rolls on the Out of Action Chart.
The Fellowship of the Ring: In Battle
As they make their way to Mount Doom, The Fellowship of the Ring will face many adversaries. Their primary goal
has to be to escape and make their way as close to Mordor as quickly as possible, unless there is no other choice.
Whilst playing through the campaign The Fellowship of the Ring will often not be at full strength from the start of a
battle, they will also have to face many battles and the odds will often be stacked against them. If any member of
The Fellowship of the Ring is in a Hex that features a battle, they must participate. They cost half of their usual points
value. They are assumed to have no equipment and must pay full price for any that they wish to purchase.
Alternatively, the Fellowship Enhancement Table (page 21) could be used throughout the Campaign to provide a
more organic feel to the Fellowships Journey.
Unless both players agree, if the Fellowship is attacked alone the scenario Breakthrough is always played. This does
not apply to siege battles.
The Fellowship of the Ring each recover one point of Might, Will or Fate or a Wound per Turn on the Campaign Map.
If the Fellowship or one group of the Fellowship lose a battle they are moved three full spaces in a direction chosen
by the Evil player. This can be separate from any allies that they may have been fighting alongside.
If any member of the Fellowship dies in a battle roll a D6 and consult the chart below, remember that a characters
Might, Will, Fate and Wounds may not exceed their starting value:
*If Frodo rolls the Dead result, any
friendly hobbit in the same Hex can pick
up The One Ring. Once all of the hobbits
are dead or unable to pick up The One
Ring, the game is lost. If another hobbit
picks up The One Ring, they also pick up
Sting and the Mithril coat.
Out of Action Chart
Dice Roll Effect
1 or 2 Dead.*
3 -1 to movement. 1 Wound, 1 Fate recovered.
Second time this is rolled treat the result as Dead. 5 or 5 1 Wound and 1 Fate recovered.
6 1 Wound, 1 Might, 1 Will and 1 Fate recovered.
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The Nazgul
The free peoples fear the Nazgul more than any other evil being, save for the Dark Lord himself. They often ride to
battle upon terrible fell beasts or horses mutilated and bent to follow the will of their evil masters, but it is not only
the animals and creatures of Middle Earth that follow these cursed spirits. Between the nine Ringwraiths thousands
upon thousands of evil men and orcs will pour from the East to do their evil bidding, hell bent on one goal; to reclaim
The One Ring for Sauron.
The Nazgul are represented on the Campaign Map by one Army Marker. This Army Marker counts for 450 points
worth of any combination of named and unnamed Nazgul to use in battle. There are a few restrictions, however;
when choosing equipment for the Nazgul take a note of the participants for the upcoming battle. If the Nazgul are
allied with 0, 1, 2 or 3 Rally Points of allies, they may only be taken on foot or mounted on horses. If they are allied
with 4 or more Rally Points of allies, they may choose to take Fell Beasts. The Crown of Morgul and The Morgul Blade
may be taken by the Witch King, but only in games of the utmost importance to the Evil Player; when facing The Ring
Bearer or when attacking an opposing teams Home City.
The Nazgul move exactly like a regular Army except that instead of Forced March Rolls, they always move two Hexes
per Campaign Turn and suffer no penalty for terrain. They do not count as an army for the purposes of sharing a Hex.
Every time that the Nazgul lose a battle they must attempt to respawn at Minas Morgul. From the end of the
Campaign Turn after a battle is lost roll a dice. On the roll of a 4, 5 or 6 the Nazgul re-enter play from Minas Morgul.
If the roll is failed continue to roll each Turn until a 4, 5 or 6 is scored. When the Nazgul suffer a Minor defeat,
remove 25 points from their total. When they suffer a Major Defeat remove 50 points from their total.
Evil Powers and Events
There are forces of evil and dark magic at work in the world that can be more deadly than a battle between
thousands of warriors. The Eye of Sauron and Sarumans Palantir will prove to be deadly.
The evil player may use the Eye of Sauron once to remove the Decoy Ring Bearer from the Campaign Map for one
Campaign Turn. Merry and Pippin still remain disguised, if applicable.
If Isengard belongs to the Evil player, they may make Saruman freeze the entire Fellowship of the Ring in place and
stop them recovering any Might, Will, Fate or Wounds for one Turn.
If Isengard belongs to the Evil player, for one Siege Battle Isengard may take four demolition charges complete with
two demolition crew and a berserker each for no points cost.
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Expanding the Campaign
These rules are meant to portray the events of the War of the Ring and the Fellowship of the Rings Journey to
Mount Doom. There are many other ways to play this campaign and many ways to make it more advanced or more
detailed. Some options of how to add more depth have already been outlined and, over the coming pages, a few
more methods will be explained. Remember, most of these points are suggestions for players to elaborate on - to
build and play the Journey to Mount Doom the way they want to.
Below is a contents table of where to find info on how to expand the campaign.
Page Contents
4 Custom Fellowship of the Ring
5 Beginners
6 Evening the Odds: Good Bonuses
7 Evening the Odds: Evil Bonuses
8 Terrain on the Table- Top
10 Quick- Play Battles
12 Persistent Heroes
13 Settlements and Consistent Armies
17 Expanding the Out of Action Chart
20 Fellowship Enhancements
21 Weather Conditions
22 Roaming Hero Realism
23 Scenario Special Rules
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Expanding the Campaign Fellowship Enhancements
Rather than paying points for equipment for The Fellowship of the Ring each battle, if a Fellowship member ends a
Turn on a Location Hex consult the chart below to see if they receive any upgrades.
Fellowship Enhancement Chart
Location Hex Bonus For Who? Condition
Balins Tomb
Durins Axe Gimli 5+
Beorns House
Full Heal One Member 3+
The Carrock
Full Heal One Member 3+
Dunharrow
Cursed Skull; causes Terror
Ring Bearer 3+
Edoras
Armour All Man-Sized Automatic
Fangorn
The Ents Roaming Heroes Available
Merry & Pippin or Gandalf
Must stay in Fangorn for two consecutive
Turns.
Goblin Town
Goblin Spears Hobbits 4+ per Hobbit
Helms Deep
Armour All Man-Sized Automatic
Iron Hills
Heavy Armour All Man Sized and
Shields for Dwarves & Hobbits
Automatic
Lake Town
Hired Swords: 20 points extra to spend
next game. Any Automatic
Lothlorein, Outskirts
Elven Cloaks All Automatic
Lothlorien, Malorn Tree
Phial of Galadriel; causes Terror
Ring Bearer Automatic
Minas Tirith
Heavy Armour All Man-Sized Automatic
Rivendel
Full Heal/Anduril All/Aragorn Automatic/From
Turn 4
Thrandurils Halls
Elven Cloaks All Automatic
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Page 22
Expanding the Campaign: Weather Conditions
Before a battle begins roll a dice. If the result is a 1, 2 or 3 play the battle as normal. On the roll of a 4, 5 or 6 roll on
the Weather Conditions Chart below.
Weather Conditions Chart
Dice Score Weather Condition
Effect
1 Heavy Rain The demoralising effect of unrelenting rain is taking its toll on
both armies. -1 Courage to all warriors and heroes.
2 Night Fight
Archers are struggling to find their targets whilst enemies are finding it hard to defend against incoming arrows.
Bow and crossbow fire range is reduced by 50% but gain +1 To Wound.
3 Unbearable Heat Marching in this heat in unbearable at best.
Heroes may not call With Me for Heroic Move or Heroic March actions.
4 Thick Snow It is already hard enough to fight the enemy hand to hand yet
alone through an ally. Spears and pikes receive -1 to their Duel rolls.
5 Swirling Wind
There is a strong swirling wind in the area, like the beginnings of a hurricane.
Before the game decide which player is facing North and which is facing South. Each Turn before Priority is rolled, roll a dice. On the result of a 1, 2 or 3 the Wind blows North, on a 4, 5 or 6 it blows South. If the wind blows in the direction that the player
wishes to use missile fire add +1 To Hit and +1 To Wound rolls for the missile fire.
6 Dust Storm
A horrific dust storm has brewed and sticking together until it passes is the best way to survive now.
Any model out of 6 of a friendly model must take a Courage test before their next move. If they fail they are removed as a casualty.
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Expanding the Campaign: Roaming Hero Realism
Rather than abiding by the Location Restriction provided in the chart on page 7, players could use the Army Markers
provided (page 33) to move the Roaming Heroes around the Campaign Map.
If players choose to do this, the Roaming Heroes move two Hexes each Campaign Turn and may only participate in
battles if they are on the appropriate Hex.
Much like the Fellowship of the Ring, Roaming Heroes contribute 50% of their points value to battles and must
participate in battles where applicable.
Romaing Heroes Might, Will, Fate and Wounds are persistent and one point of each is recovered after each battle.
Each Roaming Hero starts on their own Home City, see below.
Radagast Rhosgobel Gwaihir & the Eagles The Carrock
Beorn Beorns Lodge Treebeard & the Ents Fangorn Forest
The Army of the Dead* Dunharrow.
*The Army of the Dead are represented by 12 Warriors of the Dead and The King of the Dead. One Warrior of the
Dead is recovered after each game. The Roaming Army is lost if The King of the Dead dies.
Loyalty. Honour. A willing heart... I can ask no more. -Thorin Oakenshield, The Hobbit: An Unexpected Journey
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Expanding the Campaign: Scenario Special Rules
Once a scenario has been determined (page 26) roll a dice. If the result is a 4, 5 or 6 choose a Special Rule from the
chart below to add some variety to the battle. If players cannot decide on a Special Rule both players should roll a
dice, the player with the highest score chooses which Special Rule to add.
Scenario Special Rules
Barrage Siege Battle Only Both teams have siege catapults/trebuchets deployed off the board. Each team receives one free shot to anywhere on the board each turn.
Dead of Night All archers may only shoot targets within 12 but, as the shot is harder to evade, they score +1 to wound. Also, models left alone at night may be overcome with fear; if a model is not within 6 of a friendly model they must take a break test during the turns End Phase. This is additional to any regular break test they may have to take.
Eye of the Storm Naval Battles Only The battle takes placed in the middle of a storm or a hurricane. To represent this, the wind changes direction every turn in a clockwise manner.
Inspiring Leader The opposing teams Leader is an inspirational figure and so must be bested in hand-to-hand combat; he may not be shot. Whilst the Leaders live, neither army will break. Once a teams leader is killed, the army counts as having reached Break Point.
Late Reinforcements Siege Battles Only Each team chooses one of the opponents warbands. The defenders warband must deploy 12 outside of the fortress walls. The attacking warband moves on from the attackers board edge on Turn 3.
Midst of a Larger Battle Everytime a warrior (not hero) for either side is slain, roll a dice. On the result of a 4, 5 or 6 the model may move on to the board from any table edge in the following Turn. They may not charge but may otherwise act normally.
Second Wave Attack/Defend scenarios and Siege Battles Only Roll a dice for every Wound of every defending model. On the roll of a 1 or a 2 the wound is removed. Fate and Might may be used as normal. The defenders will never break. The attackers will break as normal.
Strong Current Naval Battles Only A D6 is rolled at the start of the game to determine the strength of the Current, rather than a D3.
Tactically Aware The Good player has priority for the first Turn, it then alternates each Turn between the Good and Evil side.
To the Last Neither army ever needs to take break tests.
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Appendices I: Location Hex Reference
Below is a chart to show where in Middle Earth each of the Location Hexes represents.
Location Hex Reference Chart
Location Hex Location Hex Location Hex Location Hex
Amon Hen
Dunharrow
Ithilien, North
Osgiliath
The Argonaith
Dunland
Ithilien, South
The Pine Cliffs
Balins Tomb
Edoras
Khand
Port of Umbar
Barad Dur
Emen Muil
Khazad Dum
Rhosgobel
Beorns House
Erebor
Lake Town
Rhun
The Black Gate
Fangorn
Lothlorein, Malorn Tree
Rivendel
Bree
Goblin Town
Lothlorien, Outskirts
River Running
The Carrock
Grey Havens
Minas Morgul
Shelobs Lair
Dead Marshees
Harad
Minas Tirith
Shire
The Desolation of
Smaug
Helms Deep
Mirkwood Spiders Lair
Thrandurils Halls
Dol Amroth
Iron Hills
Mount Doom
Troll Shaws
Dol Guldur
Isengard
Mt Gundabad
Weathertop
Mordor. The one place in Middle-Earth we dont want to see any closer. And its the one place were trying to get to. Its just where we cant get. Lets face it, Mr. Frodo, were lost.
-Samwise Gamgee, The Lord of the Rings: The Two Towers
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Appendices II: Scenario Tables
Basic Scenario Table
First Roll
Second Roll
Result Deployment (1,2 /3,4 / 5,6) End Condition (1,2,3 / 4,5,6)
1 - Pitched Battle Pitched Pitched Pitched A Matter of Time
Dawn
2 1, 2 or 3 Pitched Battle Corners Clustered Split Army Job Well Done Until Dark
2 4, 5 or 6 Breakthrough Pitched Pitched Pitched Job Well Done Leaderless
3 1 or 2 Assassination Pitched Clustered Four Banks Job Well Done A Matter of Time
3 3 or 4 Building Defence
Pitched Pitched Pitched Dawn All Is Lost
3 5 or 6 Champion Pitched Clustered Split Army Dawn All Is Lost
4 1 or 2 Chance Encounter
Play on 2x2
board. Pitched, Corners.
Play on 6x4 board.
Pitched, Clustered
Play on 2x2 board.
Pitched, Pitched.
Job Well Done A Matter of Time
4 3 or 4 High Ground Pitched Corners Four Banks Dawn Until Dark
4 5 or 6 Hit and Run Pitched Pitched Corners Until Dark Leaderless
5 1 or 2 Hunters Pitched Pitched Pitched Job Well Done Job Well Done
5 3 or 4 Plunder Pitched Pitched Clustered Until Dark Job Well Done
5 5 or 6 Surrounded Scenario Scenario Scenario Dawn Until Dark
6 1 or 2 Territories Pitched Pitched Pitched Dawn A Matter of Time
6 3 or 4 Roll Again
6 5 or 6 Roll Again
Siege Scenarios Table
First Roll
Second Roll
Result Deployment (1,2 / 3,4 / 5,6) End Condition (1,2,3 / 4,5,6)
1 - Assassinate Pitched Pitched Split Army All Is Lost Job Well Done
2 - Break Through Pitched Pitched Split Army Leaderless Job Well Done
3 - Building Defence
Pitched Pitched Split Army Leaderless All Is Lost
4 - Escort Pitched Pitched Split Army All Is Lost Job Well Done
5 - Siege Points Pitched Pitched Split Army All Is Lost Job Well Done
6 1, 2 or 3 Foot Hold Pitched Pitched Split Army Sunset All Is Lost
6 4, 5 or 6 Territories Pitched Pitched Split Army Leaderless All Is Lost
Naval Scenarios Table
First Roll
Second Roll
Result Deployment (1,2 / 3,4 / 5,6) End Condition (1,2,3 / 4,5,6)
1 - Pitched Battle Pitched Pitched Corners Job Well Done Until Dark
2 1, 2 or 3 Assassinate Pitched Corners Split Army All Is Lost Job Well Done
2 4, 5 or 6 Break Through* Pitched Pitched Pitched Leaderless Job Well Done
3 1, 2 or 3 Champion Pitched Corners Split Army Dawn All Is Lost
3 4, 5 or 6 Commandeer Pitched Pitched Pitched Job Well Done Until Dark
4 1, 2 or 3 Escort Pitched Pitched Pitched Job Well Done Until Dawn
4 4, 5 or 6 Plunder Pitched Corners Split Army Leaderless Until Dark
5 or 6 Roll Again
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Victory Basics
MAJOR VICTORY: Win the game by two or more Victory Points.
MINOR VICTORY: Win the game by one Victory Point.
DRAW: Finish the game with the same amount of Victory Points as the opposing player.
FORFEIGHT: A game may be forfeit at the end of any turn; this counts as a Major Victory for the opposing player.
Appendices III: Scenario Objectives
Scenario Objectives 1 of 3
Pitched Battle Both sides are attempting to reduce the enemy to below 25% of their starting number.
1 Victory Point for reducing the opponents army to below 50% of their starting number.
1 Victory Point for reducing the opponents army to below 25% of their starting number.
1 Victory Point for killing the opposing leader.
Assassinate Both sides are attempting to kill the enemy teams leader.
1 Victory Point for killing the enemy leader.
1 Victory Point if your leaders wounds and fate are intact at the end of the game.
Break Through The attacking team is must have 33% of their models leave the opposing teams board edge. In Naval Battles it is 33% of the teams boats. In Siege Battles it is 20% of the teams models; also neither army needs to take Courage tests for reaching breaking point. 2 Victory Points for the attacker if 33% of their models leave the designated table edge. 1 Victory Point for the attacker if their leader leaves the designated table edge. The defender begins the game with 1 Victory Point.
Building Defence The attacking player is attempting to destroy the opposing teams buildings. Three buildings are placed by the defender at the start of the game. They are placed at least 12 apart. The buildings have Defence 7 and 5 Wounds. Before attempting to strike, the attacker may declare that they are attempting to torch the building. Roll to wound as normal; if the wound is successful, instead of removing a wound, place a Blaze Counter on the building. The building suffers one Strength 5 hit per Blaze Counter on the building per turn in each combat phase. Defenders may attempt to put the blaze out by rolling a dice when in contact with the building; on the roll of a 5+ the blaze is extinguished. If a model is in contact with the building and an enemy model, he may only attempt to put out the blaze or set a blaze at the sacrifice of his attacks. Anybody in contact with the building suffers one Strength 1 hit per Blaze Counter in the combat phase. 1 Victory Point to the attacker for destroying a building. 1 Victory Point to the defender for each building alive at the end of the game.
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Appendices III: Scenario Objectives Continued
Scenario Objectives 2 of 3
Champion Each team nominates one of their heroes; the player whose hero has inflicted the most wounds by the end of the game is the winner. Wounds saved by Fate rolls do not count as Wounds inflicted. 2 Victory Point for inflicting the most Wounds with your nominated hero. 1 Victory Point for having your nominated hero kill the opposing teams nominated hero. 1 Victory Point for reducing the opponent below 50% of their starting number.
Commandeer Naval Battles Only The defending team begins the game with a frigate and a selection of other boats. The attacking team may only take small or medium sized boats. The attacker must board the frigate, take control and steer it off any board edge. 1 Victory Point to the attackers for gaining control of the frigate at any point during the game. 1 Victory Point to the attackers for having control of the frigate at the end of the game. 1 Victory Point to the attackers for steering the frigate off any board edge. The defender starts with one Victory Point.
Escort Siege Battles Only The attacking team must move their Leader through the fortress and off the defending players board edge. 1 Victory Point to the attacker for having their Leader leave the defenders board edge. 1 Victory Point for killing the opposing teams leader.
Foothold Siege Battles Only The attacking army are just attempting to get a foothold in the early stages of the battle. They must get more models onto or behind the fortress walls than the defender. 1 Victory Point to the attacker for having more models on or behind the walls than the enemy at the end of the game. 1 Victory Point to the attacker for having twice as many models on or behind the walls than the enemy and the end.
High Ground Place a hill in the centre of the board, roughly 6 in diameter. Both players are trying to take and hold the hill. 2 Victory Points for controlling the hill at the end of the game. 1 Victory Point for reducing the opponent to below 50% of their starting number.
Hit and Run Both armies are attempting to reduce the enemy army below 50% of its starting number and then have their leader leave any table edge. 1 Victory Point for reducing the enemy below 50% of its starting number. 1 Victory Point for your leader leaving any table edge after the reducing the enemy to below 50%.
Hunters Each player is trying to kill more Neutral Warriors than their opponent. 15 neutral warriors (unarmed goblins) are placed in the centre of the board. They fight for and are controlled by the player who wins priority. Both players are trying to kill the neutral warriors. 1 Victory Point for each neutral warrior that is killed by each team.
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Appendices III: Scenario Objectives Continued
Scenario Objectives 3 of 3
Plunder Each team is trying to loot as many Plunder Points off the opposing team as possible. Before each team deploys select five opposing warriors or heroes; these models are carrying plunder. 1 Victory Point per enemy carrying plunder that is killed.
Siege Points Siege Battles only. The attackers are attempting to seize complete control of the opposing teams fort. The attacker earns a Siege Point for killing an opposing hero or for destroying the defending teams gate. They earn two siege points for killing the defending teams leader and for getting more models on or behind the walls than the defender at the end of the game. 1 Victory Point to the attacker for every Siege Point that is earned by the end of the game. 1 Victory Point to the defender for every Siege Point that the attacker fails to earn.
Surrounded The defender deploys their whole army within 12 of the centre of the board. The attacker moves on from all board edges on Turn 1. The defender is trying to escape. 2 Victory Points to the defender for getting 50% of their models off any board edge. 2 Victory Points to the attacker for reducing the defender below 50% of the starting models. 1 Victory Point for killing the opposing teams leader.
Territories Place five territories in neutral locations. The team who has the models models inside 3 of the territory at the end of the turn controls the territory. In Siege Battles the territories are placed in key locations inside the fortress and on the walls. 1 Victory Point for controlling a territory at the end of the game.
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Deployment Basics
All boards are assumed to be 4x4.
Unless otherwise stated, players take it in turns to deploy warbands.
The player with the most warbands deploys first.
All models in a warband must deploy within 6 of the warbands leader.
Appendices IV: Scenario Deployment
Scenario Deployment Chart
Pitched Each team deploys 12 in from their starting board edge. Siege Battles: The defending army deploys anywhere on or behind their walls and the attacking army deploys 24 away.
Corners Each teams army is split into two evenly split groups of warbands attempting to make it as even in terms of models, not warbands, as possible. Each player deploys in 12 squares in diagonal corners of the board. One player deploys half of their army in one corner of the board, the other player then deploys their whole army. The first player then deploys the rest of their army.
Clustered Each team takes it in turns to deploy their models anywhere on the board. Each warband must be deployed within 3 of its leader and outside of 6 of any opposing model.
Four Banks The board is split into four 12 strips. Each player splits their army into two and deploys half their army in the nearest strip to them and half in the third closest. One player deploys half of their army in one slice of the board; the other player then deploys their whole army. The first player then deploys the rest of their army.
Split Army Roll a dice for each warband on each team as they are deployed. On a 1, 2 or 3 they must be deployed within 3 of their board edge. On a 4, 5 or 6 they must be deployed within 12 of the opposing players half of the board. Siege Battles: Both players must roll a dice. For the defending player on the roll of a 1, 2 or 3 the warband is deployed on or within 3 of the walls. On a 4, 5 or 6 the warband is deployed 3 from the back of the board. Defenders never need to take courage tests with this deployment method. For the attackers, on the roll of a 1, 2 or 3 the warband is deployed 12 away from the walls. On a 4, 5 or 6 the warband is deployed 3 from the attackers board edge. No more than half of the siege equipment may be deployed 12 from the walls.
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Appendices V: Scenario End Conditions
Scenario End Conditions
A Matter of Time Once one army has been reduced to below 50% of its starting number, the game may end. Each turn after the first army has been reduced to below 50% of its starting number; roll a dice before Priority is rolled. If the result is a 5 or 6 the game will end at the end of the next End Phase.
All Is Lost The game ends when one army has been reduced to 25% of its starting number.
Job Well Done The game ends when one team has completed its objective.
Leaderless Once one armys leader has been killed, the game may end. Each turn after the first leader is killed; roll a dice before Priority is rolled. If the result is a 5 or 6 the game will end at the end of the next End Phase.
Dawn The game lasts for twelve turns.
Until Dark Each turn from the eighth, roll a dice before Priority is rolled. If the result is a 5 or 6 the game will end at the end of the next End Phase
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Resources I: Checklists
Turn Count
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15* 16 17 18 19 20 21 22 23 24 25
*Turn 15: Aragorn receives Anduril if he has not collected it yet. Mumakil may be used outside of Harad.
Hero Status
Hero Alive/ Dead Wounds Might Will Fate Other
Frodo
Sam
Merry
Pippin
Aragorn
Legolas
Gimli
Boromir
Gandalf
Gollum
Home City Control Checklist
Home City Controlled By
Home City Controlled By
Good Evil Good Evil
Minas Tirith Barad Dur
Osgiliath Minas Morgul
Dol Amroth The Black Gate
Edoras Isengard
Helms Deep Dunland
Lothlorein, Malorn Tree Gundabad
Mirkwood, Thradurils Hall Dol Guldur
Erebor Rhun
Iron Hills Khand
The Shire Harad
Rivendell Port of Umbar
Moria Mirwood Spiders Lair
Goblin Town Shelobs Lair
Powers & Events
Good Powers
Power Turn Count/ Time Used Check Box
Sprint
Gandalf or Merry & Pippin Summoning Ents
Anduril The Dead
Hidden Pass
Heroic Move
Evil Powers
Eye of Sauron
Sarumans Freeze
Isengard Siege
Nazgul Points Value 450 425 400 375 350 325 300 275 250 225 200 175 150 125 100 75
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Resources II: Army Markers
Provided here are all of the Army Markers that you will need to use to play the Journey to Mount Doom Campaign. It
is recommended that players cut them out and mount them on card.
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