BATTLE PHASE
Minor Fortifications give defending units +1 Force each.
Major Fortifications give defending units +2 Force each.
If defeated, Heroes are simply sent back to the unit chit pile.
MIDDLE EARTH - WAR OF THE RING - DARK POWERS - UNIT LIST
Unit Name: # Move F Type Notes
Sauron the Dark Lord 1 0 20 H Mage (Maiar)
Saruman the White 1 F 10 H Mage (Istari, Maiar)
Witch King of Morgul 1 F 8 H Mage (High Nazgul)
Nazgul Ring Wraiths 1 F 7 H (Black Riders)
Barrow-Wights 1 S 7 A (Undead)
Mouth of Sauron 1 F 7 H Mage
Orcs 10 M 2 A (Goblins)
Uruk-hai 4 M 3 A (Hobgoblins)
Half Orcs 2 M 3 A
Trolls 4 M 5 M (Giants)
Olog-hai 2 M 6 M (Great Trolls)
Balrog Demon 1 F 12 M
Shelob the Great 1 S 7 M (Spider)
Great Spiders 2 S 5 M (Spiders)
Cold-Drake 1 FF 9 M (Dragon)
Winged Fire-Drake 1 FF 10 A (Dragon)
Black Numenoreans 2 M 3 A (Men)
Umbar Corsairs 4 F 3 A (Men) Ships
Easterlings of Rhun 2 M 3 A (Men)
Men of Harad 2 M 3 A (Men, Southrons)
Balchoth Barbarians 2 M 3 A (Men)
Wargs 1 F 5 M (Great Wolves)
Wolf Riders 1 F 6 A (Orcs & Wargs)
Great Bats 1 FF 3 A
Vampires 1 FF 5 A (Undead)
Gaurhoth Werewolves 1 F 6 A (Shapeshifters)
Wainriders 2 F 3 A (Men, War Chariots)
Flies of Mordor 1 M 4 M (Swarms)
Dunlendings 2 M 3 A (Men)
Haradrim Mumakils 1 F 5 A (Men, War Elephants)
Hillmen 1 M 3 A (Men)
Kraken 1 F 7 M Sea
Variags of Khand 2 M 3 A (Men)
Siege Towers 2 S 2 A +5 vs Fortifications
Catapults 2 S 3 A +5 vs Fortifications
Battering Rams 2 S 1 A +5 vs Fortifications
Unit Name: # Move F Type Notes
Gandalf the Grey 1 F 9 H Mage (Istari, Maiar)
Radagast the Brown 1 F 6 H Mage (Istari, Maiar)
Aragorn 1 F 8 H (Strider)
Legolas the Elf Lord 1 F 6 H
Glimli the Dwarf Lord 1 F 6 H
Eomer 1 F 7 H Mage
Boromir 1 F 5 H
Eowyn 1 F 4 H +3 vs Nazgul
King Theoden 1 F 3 H
Gwaihir the Windlord 1 FF 5 M
Eagles 2 FF 5 A
Treebeard 1 F 6 M (Treefolk)
Ents 2 F 6 M (Treefolk)
Huorns 1 F 5 M (Treefolk)
Grey Mountain Dwarves 2 S 4 A (Khazad)
Iron Hill Dwarves 2 S 4 A (Khazad)
Rivendell Grey Elves 2 F 4 A (Sindar)
Lothlorien High Elves 2 F 4 A (Noldor)
Mirkwood Silvan Elves 2 F 4 A (Laiquendi)
Teleri Sea Elves 2 F 4 A Ships
Half Elves 1 F 4 A
Shire Hobbits 1 S 2 A
Men of Gondor 2 M 4 A (Dunedain Men)
Men of Arnor 2 M 4 A (Dunedain Men)
Lakemen of Esgaroth 2 M 3 A Ships (Northmen)
Horsemen of Rohan 2 F 4 A (Rohirrim)
Bardings of Dale 2 M 4 A (Northmen)
Beorning Bear Men 1 M 5 A (Northmen)
Rangers of the North 1 M 5 A (Northmen)
Woses of Druadan 1 M 4 A (Pukel Men)
Woodmen of Mirkwood 1 M 3 A (Northmen)
Dead Men of Dunharrow 1 S 6 A (Undead)
ACTION DECK
Card Name: # Notes:
March 6 Move 1 Stack
Great Host 4 Move 2 Stacks
Grand March 3 Move 3 Stacks
Fear 3 Battle: Monster unit gets +5 Force
Terror 3 Battle: Undead unit gets +5 Force
Scouts 3 Look at target stack
Palantir 3 Look at opponents hand
Corruption 2 Battle: Force of Opposing Hero is negated
Fell Beasts 2 Evil: Move 1 Hero unit
The Lidless Eye 2 Evil: Look at opponents hand
Search for the Ring 3 Negate a move made by an Evil Stack
Battle Magic 4 Battle: Mage gets +5 Force
Heroism 3 Battle: Good Hero gets +5 Force
Magic Sword 3 Battle: Hero gets +5 Force
Chase Gollum 1 Target Good Hero is discarded
Join the Fellowship 1 Target Good Hero is discarded
Bravery 1 Battle: Good Armies gets +1 Force
Elven Arrows 1 Battle: Elf Armies gets +2 Force
Dwarven Iron 1 Battle: Dwarf Armies gets +2 Force
Overwhelming Numbers 2 Battle: Orc/Goblin Armies gets +2 Force
Cowards 1 Battle: Evil Armies get –1 Force
Magespeed 1 Move 1 Stack that contains a Mage
MILITIA GROUPS INTRODUCTION
Each player controls a militia group in a region undergoing civil war.
VICTORY
Reduce your opponent to zero population tokens.
POPULATION TOKENS
Each player starts the game with 20 population tokens.
(Members of their own ethnic group)
THE DECK
Players share a common deck.
There are 3 card types:
L = Leaders
U = Units
E = Events
SETUP
Players are dealt a hand of seven cards.
The youngest player goes first.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Support Phase
Recruit Phase
Conflict Phase
SUPPORT PHASE
Draw 1 card.
If the deck runs out, shuffle the discard and draw from it.
RECRUIT PHASE
You may put unit & leader cards from your hand into play.
CONFLICT PHASE
You may pass or attack with one or more your units.
An unblocked unit does damage to the target population.
Remove population tokens equal to the force of the attacking unit.
Defending units may block.
Compare the Forces of the blocking & blocked units.
The unit with the smaller force is destroyed (discard).
In case of a tie, both units are destroyed.
Certain Event cards may be played to increase the Force of Units.
A Unit can only receive a Force bonus from one Event card.
Discard Event cards as soon as they are played.
LEADERS
If you have no leaders, you may not attack.
A Leader may give one unit a Force +1 for the duration of the conflict Phase.
A Unit may receive a bonus from only one leader.
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