Home
Lord of the Rings Risk - Rules
Lord of the Rings Risk - Strategies
Lord of the Rings Risk - Alternate Rules
Lord of the Rings Risk - Message Board
Lord of the Rings Risk - Products
Lord of the Rings Risk - Links


Lord of the Rings Risk Alternate Rules

This section of the site is not finished, but there are several usable sets of alternate rules for you to try out.
We have many alternate rules for both Middle Earth edition, and trilogy edition Lord of the Rings Risk at our Message Board. If you haven't been there yet, CHECK IT OUT! Any contributions to the content of the site will be greatly appreciated. Thank You.
LotRR

Alternate Rulesets for Lord of the Rings RISK
Version 3 - June 4, 2003

The following pages contain separate alternate rulesets for Lord of the Rings RISK.
These rulesets can be played independently, or combined with each other, depending on your preference.
This is version 3 of these expanded rules. It features some notable differences from previous versions that have been playtested and tweaked through many gameplay experiences. The “Rings of Power” ruleset has gained enormous popularity since it’s creation and I thank all you players out there for your encouragement and feedback!


“Rings of Power” rule variants Overview:
Combat in standard RISK relies heavily on the luck of the die roll, and lightly on strategy.
Anyone whose played "Risk 2210 A.D." knows that Energy Tokens are integral to the game and really add the strategic element that vanilla Risk is missing. I have therefore added a similar strategic component to LOTR: Risk by adding a "Rings of Power" resource.
“Rings of Power” can be used to bid for turn order, play Power cards, buy Power cards, buy a second Leader, or even purchase extra battalions!
NOTE: version 3 of the “Rings of Power” ruleset features some notable differences from previous versions, like the ability to purchase battalions with Rings of Power, and the movement of all purchases to the end of the “Redeployment” phase.


“Good VS Evil” rule variants Overview:
In "Good VS Evil", players ally with the other player on the same side. Players never attack their allies and can swap territories to help each other defend or get entire regions.
NOTE: this is version 3 of the “Good VS Evil” ruleset. It also features some differences from previous versions, like the ability to transfer armies to an ally.


“Fairer, Longer Gamplay” rule variants Overview:
Many people have reported problems with the length of the game, mostly that the game is too short with 4 or more players. There have also been concerns that it’s possible for some players to have more turns than others.
These gameplay length options offer alternatives that can help eliminate these problems, and are compatible with any of the rule variants above.


Have fun with ‘em,

Cleeve
www.STARYARDS.com


Rings of Power:

Three Rings for the Elven-kings under the sky,
Seven for the Dwarf-lords in their halls of stone,
Nine for Mortal Men doomed to die,
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
- J.R.R. Tolkien

Overview:
The “Rings of Power” ruleset adds a new strategic element to LOTR RISK:
A resource called “Rings of Power”!

“Rings of Power” can be used to bid for turn order, play Power cards, buy Power cards, buy a second Leader, or even purchase extra battalions! As a reward for conquest, “Rings of Power” resources are awarded to players according to the number of territories they control, but entire regions give players no bonus as they do with battalions.
To symbolize "Rings of Power" you can use whatever you like... pennies, or just keep track of them on a piece of paper. I personally use cheap fake rings: Silver rings to represent 1 Ring of Power, and Gold rings to represent 5 Rings of Power. I keep 60 Silver and 19 Gold rings in the “bank”. (Why 19 gold rings? Three for the Elven-Kings, Seven for the Dwarf-lords, and Nine for mortal men doomed to die, of course. J ).

Setup:
Before the game begins, players are given 3 “Rings of Power” each to start with.

1. Players now earn "Rings of Power" in addition to new battalions:
- In the “Reinforcement” phase, Rings of Power are given to players in an amount equal to the number of battalions they receive according to the total number of territories they occupy (number of territories divided by 3, rounding down, a minimum of 3)
- If a player successfully completes a mission on their “Mission Card”, that player also receives "Rings of Power" equal to the number of battalions they receive for completing that mission
- A “Ring of Power” is received in the “Draw Cards” phase if a player has moved a Leader to or through a territory that contains a point of power during their Combat or Redeployment Phase

Rings of power are NOT given to a player when:
- Any bonuses for controlling entire regions in the reinforcement phase earns extra battalions but does NOT earn extra "Rings of Power"
- A player does NOT receive any "Rings of Power" when playing a set of territory cards to receive extra battalions

2. Rings of Power are used to bid for turn order:
At the beginning of each turn, players participate in a closed-fist bid by placing a number of Rings of Power into their hand and revealing them simultaneously. In order of most Rings of Power bid to the least bid, players choose which position they wish to move during that turn. The highest bidder does not necessarily have to choose to be first that turn: they can choose to play at any unclaimed position in the turn (such as last or third, for instance).
When they have chosen their position, the player is given the corresponding “Order Marker” to track when their turn is. The Order Marker can simply be a small piece of paper with their turn number on it, which is used to keep track of turn order during play.
Ties are resolved with die rolls, the highest roller getting first choice of remaining turn positions.
After bidding, players must surrender any Rings of Power they bid with to the “Bank”.

3. Rings of Power are required to play “Power Card” type Adventure cards:
In order to play a Power Card, you must spend a number of Rings of Power equal to number on the bottom, right hand corner of the Power Card. Rings of Power are not required to play Mission or Event cards.

4. A second Leader can be purchased for 6 Rings of Power:
If the player has only one leader on the board, a second leader can be purchased at the very end of the "Redeployment" phase of a player's turn at a cost of 6 Rings of Power.
A player can have a maximum of two Leaders on the board at any time, and a minimum of one. If a player has two leaders on the board, and one is killed, it is not replaced unless the player purchases a second. If the player's only remaining leader is killed however, they are entitled to place a new one wherever they choose in the Redeployment Phase, without cost as usual.

5. Battalions can be purchased for 4 Rings of Power:
Battalions can be purchased at the very end of the "Redeployment" phase of a player's turn at a cost of 4 Rings per battalion.

6. Adventure Cards can be purchased for 2 Rings of Power each:
The maximum number of Adventure Cards that can be drawn from the deck during the Drawing Cards phase, including both earned and purchased cards, is two. If the player was already entitled to an Adventure Card by moving a leader on or through a territory with a Point of Power, then only one additional card can be purchased for a total of two drawn cards.
Also note that a player may posess a maximum of 3 Adventure Cards in their hand at any time. If they have more than 3 cards, they must discard until they have only 3 cards in their hand.

Good VS Evil

Overview:
In "Good VS Evil", players ally with the other player on the same side. Players never attack their allies and can swap territories to help each other defend or get entire regions. The following rules are used:

1.There must be an equal number of players on each team:
If there are 3 players, two will play one team (i.e. "Good"). The third player plays as though he is two separate players on the opposite team (i.e. “Evil”).
If there are 2 players, there is no neutral army. Both players play as though they are two players each: one player controlling the two good armies, the other player controlling the two evil.

2. Turns must alternate between Good and Evil in a set order:
At the beginning of the game, one representative of good and one representative of evil roll a die to see who takes the first turn. The second turn is taken by a player on the opposing team, and so on. Once everyone has played a round, the same turn order is used for the next round.

3. Players on the same team cannot attack each other:
Good armies cannot attack good armies, and evil armies cannot attack evil armies.
If they own territories they wish to swap, they can do so in the redeployment phase (Explained in rule 3).

4.Players on the same team can swap territories by redeployment:
In the redeployment phase of their turn, a player can choose to redeploy by swapping all of the battalions occupying one of their territories with the Battalions in one of their ally's territories.
Even though the swapping territories do not have to be touching, a clear path of allied territories must exist between them. Both allied players must agree to such a swap, or it cannot take place.
Remember that a player may only perform one redeployment move per turn. A player cannot redeploy battalions between their own territories as well as swap a territory with their ally in the same turn.

5. Players can transfer battalions to the control of their ally by redeployment:
In the redeployment phase of their turn, a player can choose to transfer some battalions in one of their territories to one of their ally’s territories, and those battalions will permanently become part of their ally’s army.
The transferring battalions cannot be transferred without cost, however; for every two battalions that are donated to an ally, only one battalion makes it through.
To do this, the donating commander removes an even number of battalions from one of their territories. Then the receiving commander places half of that number of their own new battalions on one of their own territories.
Even though the transferring territories do not have to be touching, a clear path of allied territories must exist between them. Both allied players must agree to such a transfer, or it cannot take place. Remember that a player may only perform one redeployment move per turn.

6. Players on the same team sum up their points at the end of the game:
There are no individual winners in “Good vs Evil” risk. Both Good players add up their points for the “Good” point score, and both Evil players add their points together as well. The winning team is the team with the most points at the end of the game.
Fairer, Longer Gameplay

Overview:
Many people have reported problems with the length of the game.
Mostly the complaint is that the game is too short with 4 or more players, but there is also an issue that the winner is unfairly chosen by the “point” system. The last player to play before the ring leaves the board will have a great advantage over the other players. These rules offer alternatives that can help eliminate these problems.
Choose only one of the following options to lengthen play and increase fairness:


Option 1: The Long, Hard Road
This method will increase the regular game’s length, as well as even out unfairness between players who get more turns.

1. Die roll every time the Fellowship is to move:
This rule only serves to increase the length of the game. It is especially suggested for games with 4 players.
To increase game length, have players role the die every single time they reach the “Move the Fellowship” phase. If the die roll is 3 or below, the Fellowship does not move during that player’s turn.

2. Track how many turns each player has:
(Credits: this rule was devised by Greg Schloesser of the Westbank Gamers Group, and Rob Daviau of Hasbro)
To even out the fairness of the point system, divide each player's final score by the number of turns they had during the game, rounding down. To break a tie, use a calculator to calculate to as many decimals as necessary.
For example, if Tom finished with 30 points and had 4 turns, his final score would be 7. If Ann finished with 25 points, but only had 3 turns, her final score would be 8. Ann would claim the victory.
Remember, to use this method, players must track the number of turns they have played.


Option 2: Total Domination
This method can vastly increase the game length, but it is variable depending on how quickly a player or team succeeds in capturing all of the territories. Using these rules, the game ends when one player (or team) controls the entire map, and the ring and fellowship are not used at all.

1. Remove irrelevant cards from the “Adventure Deck”:
Remove all adventure cards that have anything to do with the location of the ring, or end-of-game point bonuses, from the Adventure Deck before play.

2. Adventure cards are NOT kept after they are played:
Used Adventure cards are put on the separate, "discard" Adventure Card deck after they are played. If the Adventure card drawing deck is emptied, the "discard" Adventure card deck is shuffled and then used.

3. The game ends when one player (or team) controls the entire map.
Points are NOT used to tally the score at the end of the game. Score is irrelevant because the game ends when one player controls the entire map.
(If playing with the “Good VS Evil” ruleset, the game ends when one team controls all of the territories on the map.)


Rules Variant for LOTR Risk V 1.0

2 Players
Player one controls Elves and Men,
Player two controls Saruman and Sauron

3 Players
Player one controls Elves and Men,
Player two controls Saruman
Player three controls Sauron

4 Players
Each player controls a differnt race.

SETUP

Elves have the green pieces, Men have the yellow pieces, Saruman has the red pieces and Sauron has the black pieces.

Setup the board as follows
ELVES Infs Cavalry Creature Leader
Buckland 1
Old Forest 1 1
South Downs 1
Fornost 1
Weather Hills 1 1
North Downs 1 1
Rhudaur 1 1
Carrock 3
Lorien 3
The Wold 3

MEN
Forlindon 2 1
Lune Valley 3 1
Mithlond 2
Harlindon 2
Tower Hills 2
Evendim Halls 1 1
The Shire 1
Minhiriath 1
Eregion 2 1
Dunland 1 1
Enedwaith 1 1
West Rohan 1 1
Gap of Rohan 2

SARUMAN
Fangorn 4 2 1
Emyn Muil 1
Moria 2 1
Gladden Fields 1
South Mirkwood 1
North Mirkwood 2
Eastern Mirkwood 2
Eastern Angmar 1 2

SAURON
Dead Marshes 2 2 1
Brown Lands 3
Rhun Hills 2
South Rhun 2 1
Esgaroth 3
North Rhun 2
Withered Heath 1 1
Forodwaith 2 1
Angmar 2
Borderlands 2 1

RULES DROPPED FROM RISK
- All of combat
- Adventure Cards
- Colecting Reinforcements
- Stronghold/Leader bonuses

NEW RULES
COMBAT
No longer are all pieces the same! Here are the new statistics
INFANTRY ATK: 1 DEF: 2 MOV: 1 COST: 1
CAVALRY ATK: 2 DEF: 2 MOV: 2 COST 3
CREATURE: COST: 6
TROLL ATK: 4 DEF: 2 MOV: 1
EAGLE ATK: 3 DEF: 3 MOV: 2

If you have played Axis & Allies, you can basically skip this part. Combat uses the same rules.

To perform combat, the attacker's units roll one dice each. If that dice result is equal to or lower than that unit's ATK, that unit has scored a hit. (You must declare which unit "belongs to" each dice roll before you roll) Then the defender rolls a dice for each defending unit, and scores a hit if the result is equal to or lower than its unit's unit's DEF. Each player then removes a number of units equal to the number of hits his opponent scored from the board. This process is repeated as many times as the attacker wishes, or until one player has no units left in the battle. If the attacker still has units remaining, he must move at least one of them into the territory. He then gains control of the territory.

TERRITORY CARDS. At the beginning of the game, deal out each card to the owner of its respective territory. At the end of each player's turn, that player collects 1 gold for every two territory cards he has. When a player captures a territory, the previous owner surrenders the territory card of that territory.

MONEY. At the beginning of your turn, you may purchase new units for their cost in gold. Set these aside until the end of the turn, when you may place them on a stronghold you control.

LEADERS
(If you have played Shogun/Samurai Swords, this borrows heavily from the Daimyos in that game)
Each territory may only contain 6 units. The only way to get around this is to have your leader in that territory. Units may be moved into a leader's army from the territory containing that leader or from an adjacent territory during non-combat movement. Once in the army, place the units off the board next to your second Leader token. Every time your leader captures a territory, his FAME goes up by one. (Use coins or any small marker.) Once he has four FAME, he goes up a fame level. (I keep track of this by using stacks of four pennies) Each time the leader retreats, his FAME goes down by one. If the leader's army is totally defeated, he loses all his fame and must be moved back into a friendly territory. The leader and his army can move a number of spaces each turn equal to his Fame + 1. In addition, once per turn, A level 3 or higher general may reroll any two dice. A leaders army may contain up to 6 infantry and 3 of each other unit type. At the end of the turn, a number of infantry equal to the leader's FAME are added to his army.
If there is no more room for them they are placed in the territory containing the leader. If ther is still not enough room, any extras are ignored.

STRONGHOLDS
Strongholds are the only places where newly bough units can be placed. You can place your purchased units on any stronghold you control. (should i make strongholds good/evil aligned? Maybe make players have to fight for allied strongholds and hold enemy strongholds just to deny enemies of units? Hmmm... If you want to do this then: Good Strongholds: annuannas, Rivendell, Helm's Deep, Lothlorien Evil Strongholds: Moria, Isengard, Erebor. Others are Neutral, so either team can deploy units there.)

FELLOWSHIP and WIN CONDITIONS
The fellowship cannot move into an Evil territory. If evil captures the territory, the fellowship cannot progress until the Good side captures the territory. Dice spaces are the same, except for the dead marshes, where a 5 or 6 must be rolled. If the ring moves off the map, Good wins. If, after 2 complete turns the Good side has not recaptures the territory containing the Fellowship, Evil wins. Either side may also win by eliminating the other side's forces completely.

PORTS
A player may move units along a port line only iff that player controls the ports on both sides of the line. Moving onto the port line is one entire move, and moving off of it onto the other side is another. So basically, a unit takes two turns to move across a port line. If the enemy captures one side of a port line, all your units on that line are move back to your side. On the off chance that an enemy captures both sides of a port line while you have units on it, your units drown and die. Units may not remain on a port line. If units are on a port line, they must move off of it on to a territory as soon as possible.

ALLIANCE
During Non-Combat Movement, a player may move any of their units into an adjacent allied controlled territory. That ally gains control of those units. They retain their original owner's special ability, but move and attack along with their new owner's units. They cannot move until the turn after control was switched.

SPECIAL

MEN
Cavalry Blitz
Men Cavalry can attack, move into the captured territory, then attack and move again, but only if this would not exceed their limit of two spaces per turn.

Example:
An army of Men attacks Saruman from Gap of Rohan into Fangorn. After, winning this battle, the army moves into Fangorn, leaving a unit behind. The Cavalry may then attack enemies in Lorien or The Wold, but they must always leave at least one unit behind.

ELVES
Archery Defense
When Defending, Elven Infantry roll before all other unit's including the attacker's. Any hits they score are immediately removed from the board, and those unit's don't get to roll.

SARUMAN
Terrain Mastery
Saruman's units may move and attack across rivers where there is no bridge. If they do this, only infantry may move into the new territory.

SAURON
Brute Force
Sauron's Trolls may roll two dice when attacking. If either one is less than the troll's ATK, he scores a hit. (Sauron cannot score two hits using this ability). At the end of that battle, the Trolls that used this ability are destroyed.


TURN ORDER
1: Buy Units
2: Combat Movement (Declare Battles)
3: Combat
a. Defending Elven Infantry roll
b. Remove Casualties
c. Attacker's units roll (each unit type seperately)
d. Defender's (non-elven infantry) units roll (each unit type seperately)
e. Remove Casualties
f. Retreat, Continue, or Capture
4: Non-Combat Movement
5: Place purchased units
6: Place recruited units from FAME
7: Collect Gold

Men take the first turn, followed by Saruman, then Elves, then Sauron, then repeat. At the end of each player's turn, move the One Ring representing the Fellowship if possible.

(Help me balance this game out!)


The Leaders and their Special Abilities

Before the game starts, each player secretly choses a leader character (represented on the board by the shield playing piece) and reveals her/him simultaneously.

All other standard rules (including Leader rules) apply.

This rules versions is best played with the (European) expansion pack.

The Special Ability of your Leader may be used ONCE per game only.

G O O D


Aragorn

The King returns:

When attacking a stronghold (a territory containing a stronghold controlled by the enemy) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole "battle" (until you conquer the territory or need to retreat/stop the attack). Aragorn must be part of the battle.

Arwen

Horses of Water:

Arwen can make one river impossible to pass (blocks bridges and cancels the effects of adventure cards (or other optional rules) that would allow to cross a river. Plus, no cards may be played after the ability is used that would allow to cross a river in the first place). She needs to be in a territory the river is part of.

Eowyn

Call of Rohan:

Recruit 1 die worth of Battalions when in Rohan. Deploy them in the same territory Eowyn is in.

O R

"I'm no Man":

If the opponent has the Witch King as leader and Eowyn fights in the same battle he does (either on the attacking or the defending side) cancel all his standard and special abilities (that of course includes the regular leader bonuses) for the whole battle (until one side stops the attack or is victorious).


Gandalf

Summon Eagle:

During the Redeployment Phase Gandalf may cross mountains/rivers on the back of an Eagle if you chose to move him.

O R

Blind the Foe:

Before a battle starts (Gandalf can be on the attacking or the defending side) use this spell to blind enemy units. Roll one die for each opposing Battalion (for example, if the enemy army consists of 6 Battalions, roll 6 dice). For every 6 you roll, you blinded a Battalion which flees unable to continue the fight. Move the Battalion into an adjacent "friendly" territory, controlled by its side (can't cross rivers or mountains of course). If there is none, remove the Battalion from the board.

Theoden

The Lesson of Helm's Deep:

When defending a stronghold (a territory containing a stronghold controlled by your side) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole "battle" (until the enemy retreats/stops the attack). Theoden must be part of the battle of course.

E V I L


Balrog

Wall of Fire

When defending a stronghold (a territory containing a stronghold controlled by your side) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole "battle" (until the enemy retreats/stops the attack). The Balrog must be part of the battle of course.


Chieftain of the Uruk-hai

Ferocity of the Orcs

When attacking a stronghold (a territory containing a stronghold controlled by the enemy) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole "battle" (until you conquer the territory or need to retreat/stop the attack). The Chieftain must be part of the battle.


Saruman


Unnatural Growth:

Recruit 1 die worth of Battalions when in Isengard. Deploy them in Isengard only.

O R

Cancel Magic:

If the opponent has Gandalf as leader and Saruman fights in the same battle he does (either on the attacking or the defending side) cancel all his standard and special abilities (that of course includes the regular leader bonuses) for the whole battle (until one side stops the attack or is victorious).


Witch King of Angmar (Leader of the Nazgul)

Summon Mount:

During the Redeployment Phase the Witch King may cross mountains/rivers on the back of his mount if you chose to move him.

O R

Terror:

Before a battle starts (the Witch King can be on the attacking or the defending side) use this power to instill terror in enemy units. Roll one die for each opposing Battalion (for example, if the enemy army consists of 6 Battalions, roll 6 dice). For every 6 you roll, you overpowered a Battalion with your dark presence which flees in terror, unable to continue the fight. Move the Battalion into an adjacent "friendly" territory, controlled by its side (can't cross rivers or mountains of course). If there is none, remove the Battalion from the board.


Wormtongue

Poison the Mind:

Before a battle starts (Wormtongue may be on the attacking or defending side), "steal" one die worth of Battalions from the enemy. These Battalions are moved immediately (and before the battle starts) over to the territory Wormtongue is currently in and may be used in the attack or defense.

Please send questions and comments to TheThief@t-online.de


The Leaders and their Special Abilities

Variant by D.Schiller V1.0
dschiller@inet.hr

This is expansion on the idea and some rules made by The Thief (TheThief@t-online.de), that I have found on the web.

All standard and Leader rules apply.

This rules versions is inteded for use with the (European) expansion pack allowing 6 players (3 good and 3 evil).

SELECTION OF HERO / VILLAN

The leaders are now reffered to as Heroes for good side and Villans for evil side.

Before the game starts, each player throws a dice and one with highest roll starts first and secretly chooses a leader character. Then all other players secretly choose leaders according to decreasing die number. When all players have leaders they reveal them simultaneously. Good players must choose Heroes while evil side must choose Villans.


USE OF SPECIAL ABILITY

Each leader (i.e. Heroes and Villans) has different Special Ability in attack and in defence. Each of these Special Abilities of leader may be used ONCE per game only (i.e. once during attack and once during defence). If second leader is appointed by the card, he may also use its Special Abilities while he is in the game. Second leader always dies first and cannot be returned to game unless invoked by card.


LEADER OPPONENTS

Each hero / villan has its natural opponent against which it has advantage. For example an opponent of Gandalf is Balrog. Opponents for each leader are shown in the table below. Every time a leader and its opponent meet in the battle (regardless of attack / defence turn) an opponent which is being attacked looses its standard +1 advantage or 1 experience level and he cannot use his defence special ability.


LEADER EXPERIENCE LEVELS

Leaders gain experience points if they lead successful campaign. Experience points are awarded according to following table:

1 exp.point - for succesful attack on stronghold *
1 exp.point - for succesful kill of enemy leader *
1 exp.point - for each completed misson
1 exp.point - for succesful use of attack special ability

* turn must be against opposing force i.e. good vs. evil or evil vs good

For 3 experience points, leader gains 1 experience level. For each experience level leader gains additional a +1 on next unaffected die.

Eg.1. A leader with no experience levels will only have a normal +1 on highest roll.
Eg. 2. A leader with 2 experience level will have +1 on all three rolls.
Eg. 3. A leader with 3 experience points will have +2 on highest roll and +1 on middle and lowest roll.

Important! Every time a leader dies, he looses 1 experience level! (Hint! Escape special abilities come in handy.)

SPECIAL ABILITIES
HEROES

Gandalf

Opponent: Balrog

Attack: „Blind the Foe“

Before your attack starts use this spell to blind enemy units. Roll one die for each opposing Battalion (for example, if the enemy army consists of 6 Battalions, roll 6 dice). For every 6 you roll, you blinded a Battalion which flees unable to continue the fight. Move the Battalion into an adjacent "friendly" territory, controlled by its side (can't cross rivers or mountains of course). If there is none, remove the Battalion from the board.

Defense: „Summon Eagle“

At any stage during the defense phase Gandalf may escape anywhere on any friendly territory on the back of an Eagle. If there is no friendly territories left, this cannot be used.


Aragorn

Opponent: Uruk-hai Chieftian

Attack: „The King returns“

When attacking a stronghold (a territory containing a stronghold controlled by the enemy) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole "battle".

Defense: „Dept to King Isildur“

When attacked, Aragorn may choose to call for help of an ghost army to fullfill an Dept to Isildur.

Before attack add 6 to total number of batallions and divide this number by 6, and trow one die for each whole number in result, disregard remainder (eg.1. If attacker attacks with 14 battalions, Aragorn trows 3 die since (14 + 6) / 6 = 3 + 2 remainder).

Aragorn receives number of battalions of „Ghost Army“ equal to number shown by dice, if possible in different colour. This army is first to die by attacking army, and if any of battalions remain at the end of successful defense they dissapear at the end of attacker’s turn as result of fullfilled dept to King Isildur.

If attacking army withdraws from attack, before it is destroyed, Aragorn trows die and withdrawing army looses number of battalions as shown on the die - as result of ghost army’s fury.


Eowyn

Opponent: Witch King

Attack: „Call of Rohan“

Recruit 1 die worth of Battalions when in Rohan. Deploy them in the same territory Eowyn is in.

Defense: "Maiden’s Aid"

After each attack trow, Eowyn may attempt to cure its fallen defenders. For each fallen defender she trows a die and if 6 is trown, fallen defender is cured and returned to fight.


Eomer

Opponent: Wormtonge

Attack: „Riders of Rohan“

If in Rohan region Eomer can round up and concentrate his riders for an cavlary attack. Trow a die and divide number by 2 and disregard remainder. Eomer recives number of cavlary pieces (1 cavlary = 3 battalions) equal to result number. For example, Eomer trows 5 / 2 = 2 + 1 remainder and receives 2 cavlary pieces. If Eomer trows less than 2 he still receives a minimum of 1 cavlary unit.


Defense: “Ride for Victory!”

When attacked, Eomer may choose to storm the enemy head on, resulting in immediate victory over 1 die worth of enemy batallions. This cannot be used against seaborne attacks.

Treebeard

Opponent: Saruman

Attack: „Fury of Nature“

Treebeard can concentrate his fury on strongholds receveing an additional +1 against strongholds. If attacking Isengard which is ruled by Saruman, an additional +2 is received as expression of vengence for forests destroyed by Saruman. Addition of +1 or +2 lasts for duration of battle.

Defense: „Blend in Forest“

Treebeard can blend in forests during defense phase if an teritory contains a forest. By this he switches his normal +1 from highest die to a +1 on lowest die for duration of entire battle.


Legolas

Opponent: Worg Rider

Attack: „Arrows of Speed“

Legolas can use his fast attack with his mighty bow and elvish skill resulting in two trows of set of attack dice for one trow of defense dice. In practice after first trow, attacker can choose which die he wants to retrow, then defender trows his defense dice. This lasts for the duration of battle.

Defense: „Knifes of Legolas“

When defending strongholds Legolas can choose to use his elvish knives in both hands resulting in additional +1 to lowest die for duration of attack.


Gimly

Opponent: Cave Troll

Attack: „Dwarvish Mines“

If Gimly is on a territory next to mountains, he may choose to use his knowledge of dwarvish mines and attack with his battalions any enemy territory connected to the same mountain.

Defense: „Bravery of Dwarves“

Dwarves are not scared easily. When attacked with at least twice as much attackers than Gimly’s defenders, dwarves defend themselves most ferociously adding a +1 to both dice for duration of battle. This ability can only be used if balance of power is at least 1:2 in favour of attackers (only battalions are counted). When balance of power is less than 1:2, Gimly receives a +1 only on lowest die until end of battle.

Arwen

Opponent: Black Rider

Attack: „Ellegance of Hadhafang“

Arwen can use her special skill of using her sword „Hadhafang“ giving her a +1 on all dice trows for duration of battle additional to her normal +1 on highest roll.

Defense: „Horses of Water“

In response to attack Arwen can trow die and make one river impossible to pass in territorry that she is in as well as number on die divided by 2 adjecent territories that river passes by. For example Arwen trows 3 which means that blocade includes Arwen’s territory and one other (3 / 2 = 1 + 1 reminder) of her choice but adjecent to her teritory and must have same river in it.

By this she blocks bridges and cancels the effects of adventure cards (or other optional rules) that would allow to cross a river. Plus, no cards may be played after the ability is used that would allow to cross a river in the first place. She needs to be in a territory the river is part of or bordered with.
Theoden

Opponent: Easterling Chieftian

Attack: „To the Aid of Gondor“

King Theoden can come to aid of Gondor with all the men that he can gather. Trow a die for each 3 defenders that you are attacking, and receive that many battalions. Theoden must be in Rohan on border with Gondor and attacking territory in Gondor.

Defense: „The Lesson of Helm's Deep“

When defending a stronghold add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole "battle". Theoden must be part of the battle of course.


Frodo

Opponent: Sauron

Attack: „Sneak by Enemy Eye“

Frodo may use his ability to sneak by the enemy allowing him to attack one territory behind adjecent enemy territory.

Defense: „Dissapear“

In case of attack Frodo may briefly dissapear and withdraw to adjacent friendly territory escaping annihilation.

Special ring ability: +1 foe each exp. level when attempting ring takeover (only in Hunt for Ringbearer)

SPECIAL ABILITIES
VILLANS

Balrog

Opponent: Gimly

Attack: „Keeper of Underworld“

If Balrog is on a territory next to mountains, he may choose to use his knowledge of underworld and attack with his battalions any enemy territory connected to the same mountain.

Defense: „Wall of Fire“

When defending a stronghold (a territory containing a stronghold controlled by your side) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole battle.


Sauron

Opponent: Gandalf

Attack “Drain of Sauron”

Sauron can drain 1 experience level from opposing leader for duration of entire battle.

Defense: „All Seing Eye“

Sauron can use this special ability to see what his enemy is planning and therefore preparing his toops and effectivelly canceling effects of any Special Abilitiy that his enemies may try to use against him. This is announced after his enemies attempt to use their special abbilities, and can be used only once. Enemy special ability is wasted.


Saruman

Opponent: Eowyn

Attack: „Deceive Folk“

Saruman may use his charisma to deceive local folk guarding border and turn them against forces of good. This translates into turning enemy territory to his territory (replacing enemy soldiers with Saruman’s). After Saruman selects a territory he wishes to turn (must be maximum 2 territories distant from Saruman) must trow 1 die and number on die must be greater than number of enemy battalions on that territory.
Saruman can’t turn territoy if it has an enemy leader or if number on a die equals or is less than number of battalions (Saruman therfore cant turn territories with 6 or more enemy batallions). Saruman cannot sustain any losses, except failed turrning attempt.

Defense: „Unnatural Growth“

When attacked in Isengard, recruit 1 die worth of battalions and deploy them in Isengard only.
Wormtonge

Opponent: Theoden

Attack / Defense: „Poison the Mind“

Before a battle starts (Wormtongue may be on the attacking or defending side), "steal" one die worth of battalions from the enemy. These battalions are moved immediately (and before the battle starts) over to the territory Wormtongue is currently in and may be used in the attack or defense. This abbility may be used once in attack and once in defense.


Witch King of Angmar (Leader of the Nazgul)

Opponent: Eomer

Attack: „Terror“

Before a battle starts use this power to instill terror in enemy units. Roll one die for each opposing Battalion (for example, if the enemy army consists of 6 Battalions, roll 6 dice). For every 6 you roll, you overpowered a Battalion with your dark presence which flees in terror, unable to continue the fight. Move the Battalion into an adjacent "friendly" territory, controlled by its side (can't cross rivers or mountains of course). If there is none, remove the Battalion from the board.

Defense: „Summon Mount“

When attacked the Witch King may summoun mount at any stage of defense and escape to any of friendly territory on board. If there is no friendly territories left, this cannot be used.


Uruk-hai Chieftain

Opponent: Treebeard

Attack: “Ferocity of the Orcs”

When attacking a stronghold (a territory containing a stronghold controlled by the enemy) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole battle.

Defense: “Aid of Saruman”

Uruk-hai when attacked may call upon Saruman’s aid, receiving a +1 to lowest die for duration of battle.


Easterling Pirate

Opponent: Arwen

Attack: “Master of the Seas”

If on coast, pirate can use his extensive knowledge of mastering the seas and river ways to attack any territory on board up to 2 die worth of territories apart on sea or 1 die worth of territories on rivers. Defense card against attack from sea cannot be used.

Defense: “Gone in the Mist”

If on coast or river connected to the sea, pirate can use his extensive knowledge of mastering the seas to escape with his battalions (one must stay behind) to any coastal territory on board up to 1 die worth of territories apart. If on river territory and number received by die is not enough to escape to coastal territory, Pirate cannot escape since it will be noticed and pursued by his attacker.


Worg Rider

Opponent: Aragorn

Attack: “Fast Attack”

Worg Rider can use his fast attack with his pack of worg riders resulting in two trows of set of attack dice for one trow of defense dice. In practice after first trow, attacker can choose which die he wants to retrow, then defender trows his defense dice. This lasts for the duration of battle.

Defense: “Storm the Attackers”

When attacked, Worg Rider may choose to storm the enemy head on, resulting in immediate victory over 1 die worth of enemy batallions. This cannot be used against seaborne attacks.


Black Rider

Opponent: Frodo

Attack: “Call for the Undead”

When attacking, Black rider may call for the help of undead. For each 5 defenders, Black rider receives a 1 die worth of battalions.

Defense: “Scream in the Night”

Black rider’s scream can bring fear to attacking enemy units paralysing them or even scaring them away from the battle. Before battle begins, Black rider trows a die for each enemy batallion. If 4, or 5 is trown attackers are paralysed by fear and are unable to continue remaining on territory. If 6 is trown, attackers are so scared that they run away leaving the territoy. After for each attacker a die has been trown, battle continues as per normal rules.

Special ring ability: +1 for each exp. level when attempting ring takeover (only in Hunt for Ringbearer)


Cave Troll

Opponent: Legolas

Attack: “Punch of Power”

Cave Troll may use his Punch of Power receiving additional +1 on highest roll for duration of battle.


Defense: „Absorption of Impact“

At any stage during defense, Troll can choose to use his body to absorb entire hit of the attackers, nulifing effect of attackers dice while still counting his defense dice. This can be repeated 2 times in a row, and attack must continue until Absorption of Impact is in effect.

 

Home | Rules | Strategies | Alternate Rules | Message Board | Chat | Products | Links

Privacy Policy

Home - Lord of the Rings Risk .com