Unofficial Rulebook Rewrite V1.1 by Dean Ray Johnson: Roberto Di Meglio, Marco Maggi & Francesco Nepitello
Unofficial Rulebook Rewrite V1.1 by Dean Ray Johnson: Roberto Di Meglio, Marco Maggi & Francesco Nepitello
Unofficial Rulebook Rewrite V1.1 by Dean Ray Johnson: Roberto Di Meglio, Marco Maggi & Francesco Nepitello
A Game By
Roberto Di Meglio,
Marco Maggi &
Francesco Nepitello
2 • War of the Ring — Second Edition
Components Summary
Figures Summary
Companions (7)
Ring-bearers Gollum Saruman The Witch-king The Mouth of Sauron Nazgûl (8)
Regular (5), Elite (5), Leaders (4) Regular (5), Elite (10), Leaders (4) Regular (15), Elite (5), Leaders (4)
Regular (10), Elite (5), Leaders (4) Regular (10), Elite (5), Leaders (4)
Regular (12), Elite (6) Regular (36), Elite (6) Regular (24), Elite (6)
4 • War of the Ring — Second Edition
in motion.
The Fellowship
of the Ring
by J.R.R. Tolkien,
Chapter I:
A dark green border The Folde
Introduction surrounds these
6 regions, forming the
region has a
Town, a small
Nation of Rohan. Settlement
ar of the Ring recreates the battles and drama of with no strong
The Free Peoples player An Army of 5 Sauron units attacks the 3 Gondor
rolls blue Action Dice, units in the adjacent region of Dol Amroth. The
and the Shadow player Shadow player would roll 5 Combat Dice, and the
rolls red Action Dice. Free Peoples would roll 3 Combat Dice.
Victory
At the start of the game, the Shadow There are four ways to end the game.
Nations’ Political Counters are
―― If the Fellowship takes 12 Corruption damage, then
closer to At War than the Free
Sauron’s forces recover the Ring, and the Shadow
Peoples Nations’ counters. If the
wins.
Free Peoples’ player hopes to
counterattack Sauron, they must ―― If the Ring-bearers reach the end of the Mordor
quickly activate and advance their Track, then they throw the Ring into the great fire,
counters. and the Free Peoples wins.
―― If the Shadow captures 10 VP of Settlements, then
the Free Peoples are too far conquered to be saved,
and the Shadow wins.
―― If the Free Peoples captures 4 VP of Settlements,
then the Shadow is thrown into disarray. Sauron
becomes too distracted to stop the Fellowship from
reaching Mount Doom, and the Free Peoples wins.
Multiplayer Games
Most of this rulebook refers to a 2-player game. With 3 or
4 players, you may have two players controlling different
Nations of the Shadow or Free Peoples factions. Each
The Fellowship faction’s players work together to advance their cause, but
The Ring-bearers figure can’t join Armies. It the single player who contributes most to their faction’s
represents the Fellowship as it moves in secret victory wins the game. This is described on p33.
toward Sauron’s lands.
―― As the Free Peoples player, when you take an action
to move the Fellowship, you don’t move the Ring- Changes for 2nd Edition
bearers figure. Instead, you advance the Fellowship If you’ve played War of the Ring 1st edition, please note
Progress Marker one space on the Fellowship Track. these changes for the new edition:
―― On a later turn, you can declare the Fellowship’s ―― Character Abilities: Gandalf the Grey, Gollum,
position, immediately moving the Ring-bearers Meriadoc Brandybuck, Peregrin Took, and The
Witch-king have modified abilities on their
a number of regions as shown by the Fellowship
Character Cards. Take special note of Gandalf’s
Progress Marker. Guide Ability and the Witch-king’s Sorcerer
―― The seven Companions begin the game with ability and recruiting requirements.
the Fellowship. One Companion acts as the ―― Event Cards: The Ents Awake, Paths of the
Fellowship’s Guide, providing it with a bonus Woses, and The Last Battle cards have modified
ability. You can separate Companions from the effects. Other cards are improved or simplified.
Fellowship to join Armies or activate Nations. ―― Army Setup: The Dwarves have modified unit
setup (p10).
―― The Shadow player can assign Action Dice to
―― Hunt Box Dice: The Shadow player must allocate
Hunt the Fellowship. When the Fellowship moves,
at least one red Action Die to the Hunt Box if the
the Shadow player rolls Combat Dice equal to Hunt Box contained any blue Action Dice on the
the assigned Action Dice. With a successful roll, previous turn (p13).
they draw a Hunt Tile, which may deal Corruption ―― Combat Cards: The sequence for playing
damage to the Fellowship or reveal its position. Combat Cards during battle has changed (p24).
When the Ring-bearers reach Sauron’s borders, they ―― The Hunt: Hunt resolution has changed to
can enter the Mordor Track. The Shadow can no longer simplify the Hunts of some Event Cards and
hunt them, as Sauron would never think to look for the Special Abilities (p28).
Ring within his own borders. But the Ring-bearers take ―― Entering Mordor: The Ring-bearers can enter
Corruption damage as they climb the volcano and the Ring Mordor from Minas Morgul or Morannon without
tempts them to abandon their quest. hiding or declaring them (p32).
8 • War of the Ring — Second Edition
C h a p t e r II :
Game Setup
Board Setup
egin a 2-player game by choosing which player
XIII. Shadow
Character Event
Cards: Shuffle all of
these cards face‑down
into a deck.
Elves
1 2 3 4 5 6 7 8 9 10 11 12
Regular Elite Leader
E1 Grey Havens (F3) 1 1 1 A
E2 Rivendell (D11) 2 1 S1
B
E3 Lórien (H13) 1 2 1
E4 Woodland Realm (D16) 1 1 1 C N2
Reinforcements 2 4
D D1 E2
N3
E
N1
F E1
S2
G
Gondor
H
Regular Elite Leader I1
G1 Dol Amroth (Q12) 3 I
G2 Pelargir (Q15) 1 J I2
G3 Minas Tirith (N16) 3 1 1
G4 Osgiliath (O17) 2 K
Reinforcements 6 4 3 I3
L R1
M
R2
N
The North
P
Regular Elite Leader
Q
N1 The Shire (E5) 1
N2 North Downs (C7) 1 R
N3 Bree (D8) 1 S
N4 Carrock (D14) 1
N5 Dale (E18) 1 1 T
Reinforcements 6 4 3
1 2 3 4 5 6 7 8 9 10 11 12
Chapter II: Setup • 11
Rohan
Regular Elite Leader
R1 Fords of Isen (L11) 2 1 Isengard
R2 Helm’s Deep (M11) 1
Regular Elite
R3 Edoras (M13) 1 1
Reinforcements 6 4 3 I 1 North Dunland (H10) 1
I 2 South Dunland (I10) 1
I 3 Orthanc (K10) 4 1
Reinforcements 6 5
2 13 14 15 16 17 18 19 20 21 22 23
B
D2 D3
C
N4 Sauron
E4
D Regular Elite Nazgûl
N5 S1 Mount Gundabad (B11) 2
E
S2 Moria (G12) 2
F S3 Dol Guldur (H16) 5 1 1
X1
G S4 Morannon (L19) 5 1
S5 Barad-Dûr (M21) 4 1 1
S3 H S6 Minas Morgul (N19) 5 1
E3
S7 Gorgoroth (O20) 3
I
S8 Nurn (Q20) 2
J Reinforcements 8 4 4
X2
K
L
S4 S5 M
R3
N Southrons &
Easterlings
G3 O Regular Elite
S6
G4 X1 North Rhûn (F21) 2
S7 P X2 South Rhûn (J22) 3 1
G1
G2 S8 Q X3 Umbar (T14) 3
X4 Near Harad (T17) 3 1
R X5 Far Harad (S20) 3 1
Reinforcements 10 3
S
X5
X4
X3 T
2 13 14 15 16 17 18 19 20 21 22 23
12 • War of the Ring — Second Edition
The Game Turn ―― The Guide is the Companion Card on top of the
cards in the Guide Box. That card provides its
Guide ability.
he game takes place over a series of turns. Each turn ―― To change the Guide, place a different card on top
T has six phases. of the deck. It must be one of the highest-level cards
in the Guide Deck.
◊ The Guide doesn’t provide any of its non-Guide abilities.
Phase 1) Recover Action Dice and Draw Event Cards Those apply when the Companion leaves the Fellowship.
Remove all Action Dice from the Hunt Box.
Each player creates a dice pool. The Free Peoples player
takes 4 blue Action Dice, and the Shadow player takes
7 red Action Dice.
―― For each improved Companion (Aragorn — Heir to
Isildur and Gandalf the White) or Minion that you
control, add 1 more Action Die to your dice pool.
Each player draws 1 Character Event Card and 1 Strategy
Event Card from their faction’s decks and adds these cards Level 3
to their hands.
―― Your maximum hand size is 6 cards. If you
ever have more than 6 cards in hand, you must
immediately choose and discard cards until you The game starts with Gandalf the Grey as the
have 6 cards. Discard these cards face-down beside Guide. His Guide ability lets you draw an Event
their deck. Card when you use an Event Action Die.
◊ When an improved Companion or Minion appears or is
The Strider Companion Card is level 3, the
eliminated, it doesn’t affect your dice pool until the next turn.
same as Gandalf, so you could change the Guide
◊ You never reshuffle Event Cards. If an Event Deck is empty,
to Strider in the first turn. As long as Gandalf
then you skip any draws that you would take from that deck.
or Strider are in the Fellowship, then you
can’t change the Guide to a level 2 or level 1
Phase 2) Fellowship Phase
Companion.
The Free Nations player may make two choices during this
phase. First, they may declare the Fellowship’s position,
moving the Ring-bearers a number of regions as shown by
the Fellowship Progress Counter. Phase 3) Hunt Allocation
―― This may activate Nations or heal Corruption. This The Shadow player may move red Action Dice from their
is fully explained on p28. dice pool to the Hunt Box. This improves your chance to
Hunt the Fellowship when it moves.
◊ If you don’t declare the Fellowship, the Ring-bearers and
Fellowship Progress Counter remain where they are. ―― If the Hunt Box contained any blue Action Dice at
the start of this turn, then you must assign at least
one die this way.
―― You can’t assign more dice this way than the
number of Character Cards in the Guide Box.
◊ You don’t roll Hunt Box dice for actions. When the
Fellowship moves, you roll Combat Dice equal to the red
With the Fellowship Action Dice in the Hunt Box (see p28).
Progress Counter at 3, ◊ Hint: You can’t roll more than 5 Combat Dice during a Hunt,
you could declare the so you usually shouldn’t move more than 5 dice to the Hunt
Ring‑bearers’ position to Box.
move it 3 regions. ◊ The Hunt Box contains blue Action Dice if the Fellowship
moved last turn.
(continued next page)
14 • War of the Ring — Second Edition
Actions
Use an Action Die to take one of the actions described Muster - Army
here.
You can take an action multiple times in a turn, including Use this die as an Army die or a Muster die.
moving the same figure multiple times or attacking with
the same Army multiple times, by using a different die for ―― Blue Action Dice don’t have an Army
each action. face. The Army icon only appears on the
Muster‑Army face.
Chapter II & III: Setup & The Game Turn • 15
Elven Rings
The three Elven Ring Counters let you
Character change an Action Die in your dice pool to
any face just before you take an action.
―― Blue Action Dice have two Character faces. These counters begin in the Free Peoples’ Elven Ring Box.
Leader Army Move: Move an Army with a Leader The Free Peoples player may change a die by flipping one
(including a Nazgûl or Character) to an adjacent counter to its Eye side and moving it to the Shadow Elven
region (p22). Ring Box.
Leader Army Attack: Attack an adjacent region The Shadow player may change a die by removing a
with an Army with a Leader (p24). counter from the Shadow Elven Ring Box and setting it
aside.
Move Individuals: The Free Nations player can
move Companions separated from the Fellowship ―― Each player can’t use more than one Elven Ring
(p22). The Shadow player can move Nazgûl, the Counter each turn.
Witch‑king, and the Mouth of Sauron (p23). A ―― The Free Peoples player can’t change a die to a
single Action Die lets you move each eligible figure Special (Will of the West) face this way.
once.
―― The Shadow player can change a die to a Special
Separate Companions (Free Peoples): Separate (Eye) face this way. Immediately move that die
and move one or more Companions from the to the Hunt Box, and the Shadow player may
Fellowship (p30). immediately take an action with a different die.
Hide the Fellowship (Free Peoples): Flip the ◊ You can’t change your opponent’s dice or dice in the Hunt
Fellowship Progress Counter from Revealed (Eye) Box this way.
to Hidden (Ring). ◊ These counters never return to the board. Each Elven Ring
may thus be used once by each player.
Move Fellowship (Free Peoples): Advance the
◊ You’re not required to immediately take an action with the
Fellowship Progress Counter by 1, then resolve a
die that you just changed.
Hunt. The Fellowship must be Hidden (p28).
―― After this action, place this blue Action Die
in the Hunt Box. Victory
Play a Character Event Card: Play a card with There are four conditions that can end the game.
the Character icon from your hand (p16).
1. Corruption of the Ring-bearers: The Shadow
wins immediately when the Fellowship has 12 or more
Corruption.
2. Destroying the Ring: The Free Peoples wins
Special immediately when the Fellowship reaches The Crack of
will of the west Doom on the Mordor Track.
Free Will (Free Peoples): You may use this die as 3. Shadow Conquers Middle-earth: In the Victory Check
if it were any other die face. Phase, the Shadow wins if they control 10 VP of Free
Peoples Settlements.
Improve Companion (Free Peoples): Follow the
requirements on the Aragorn — Heir to Isildur 4. Sauron is Banished: In the Victory Check Phase,
or Gandalf the White Character Cards to replace the Free Peoples wins if they control 4 VP of Shadow
Strider or Gandalf the Grey (p18). Settlements.
The lowest-numbered conditions take precedence. If the
Fellowship has 12 Corruption when it enters The Crack of
Doom, or if both players control enough VP to win during
the Victory Check Phase, then the Shadow wins either tie.
Special
Eye of Sauron
Partial Effects: You may play a card that you can’t fully
Chapter IV: resolve, but you must resolve as much of it as possible.
For example, if a card lets you recruit one Leader and
Ev e n t Card s one Elite unit, but you don’t have any Leaders in your
reinforcements, then you may still play the card to recruit
an Elite unit.
vent Cards represent a fortunate or unfortunate event
Card Type: You can play this card using an Action Die matching
this icon (or use an Event Action Die to play any Event Card).
Requirement: You can’t play this card if you can’t satisfy this
requirement.
Event: When you play this card, resolve this text immediately.
Combat Event: You can play this card during battle for this effect
(see p24).
Chapter IV & V: Event Cards & Politics • 17
Towns: Simple
Simple Border (gray): A Settlements with no
border that any figure can cross. bonuses.
An Army in a Stronghold
region camps in the
surrounding region.
Fortifications: This represents
the abandoned ruins in
Osgiliath or the high river
banks in Fords of Isen. When an Army retreats
Fortifications aren’t Settlements into a Stronghold,
and can’t recruit units, but they place it in the matching
provide a defense bonus in the Stronghold Box. A
first Combat Round of combat. Shadow Army can
move to either of the
two Shadow Stronghold
Boxes.
20 • War of the Ring — Second Edition
The Shadow places a red Settlement Control This region isn’t free to
Marker on the region and scores 1 VP. This Shadow, since the Free Nations
marker remains when the Shadow units leave to controls it.
fight another battle, representing a regiment left
behind to police the region. This region isn’t free to Shadow, since it has Free
Nations units. (The Free Nations doesn’t control
the region because the Stronghold contains
Shadow units under siege.)
Recruiting
You can take a Muster Action to add figures to the board,
with these three steps.
R iders of
1. Choose one or two Settlement regions that are: ’
T heoden
―― Friendly (your faction’s color)
Recruit one Rohan unit (Regular
―― Free (contain no enemy units or enemy-controlled or Elite) and one Leader in either
Settlements) Edoras or any Rohan region
containing a Companion.
―― At War (in a Nation whose Political Counter is at
the end of the Political Track) This Event Card recruits Rohan units into Edoras
2. Find the reinforcements matching those Settlements’ or any Rohan region that contains a Companion.
Nations. ―― You could play this even if Rohan isn’t
―― For example, the Town region of Ered Luin is in the At War.
Dwarves Nation, so you can only recruit Dwarves ―― You could play this at Helm’s Deep
figures there. (Rohan Stronghold) if it contains a
3. Move a Regular unit or a Leader from your Companion, even if the Stronghold is
reinforcements to each region. under siege.
―― You may instead recruit an Elite unit if you only ―― This must follow all other recruiting rules.
recruit in one region. You couldn’t play this card at Edoras
(Rohan City) if that region is Shadow-
―― The Shadow may only recruit Nazgûl at Sauron controlled.
Strongholds (as a Sauron Leader).
◊ You may recruit into two different Nations’ regions with one
action. Each region recruits its own Nation’s figures.
◊ A Nation can’t recruit a figure that isn’t in your
reinforcements. For example, you can’t recruit any figures
into a Dwarven Settlement if all of your Dwarven units and
Leaders are on the map or eliminated.
Both players reveal their cards (if any) and resolve their
C h a p t e r V III : Combat Events at the same time. Discard these cards at the
end of this Combat Round.
Battle ◊ Before the defender chooses a card, they may see whether
the attacker played a Character Event Card, Strategy Event
Card, or no card, but they can’t see the card’s text.
n attack action lets an Army attack an adjacent
A
◊ A Combat Card only affects the current Combat Round.
region that it could move into. Battle follows these
steps.
Combat Event Title
Choose Attackers
Requirement: You can’t play
You don’t need to attack with every figure in an Army. You this card if you can’t satisfy this
may split a region’s Army into an attacking Army and a requirement.
rearguard.
―― The rearguard takes no part in the battle. It can’t
take any hits, affect Combat Cards, or advance to
the defending region.
―― The attacking Army must contain a Leader
(including a Nazgûl or Character) if you attack with
a Character Action.
―― Attacking units and Leaders must belong to Nations
At War. Figures not At War must join the rearguard.
You can’t split the defending Army. All units, Leaders, and
Characters in the defending region join the battle. Text: Resolve this text.
◊ An attacking Army must contain at least one unit.
Initiative Number: If one player’s Combat Event
◊ An attacking Army doesn’t enter the defending region until
the battle ends. could affect the other player’s Event, resolve the
lowest-numbered card first. If tied, resolve the
defender’s card first.
Combat Round
Combat takes place over a series of Combat Rounds. Each
round has five steps.
Combat Event Card Effects
1. Combat Cards: Each player may play one Event Card
Dual Initiative: If a card has two initiative numbers, it
as a Combat Card.
has two effects with different timing.
2. Combat Roll: Both players roll Combat Dice. Forfeit Leadership: If you forfeit Leadership for a
3. Leader Re-roll: Both players may use Leadership to card’s requirements, it reduces your total Leadership
for the Combat Round, possibly reducing your Leader
re-roll dice.
Re‑roll Step. You can’t forfeit Leadership that was
4. Casualties: Eliminate units for successful die rolls. cancelled for any reason.
5. Cease or Retreat: Either player may end the battle. Early or Late Attacks: Some cards grant an attack
before the Combat Roll Step or after the Casualties
When attacking a Stronghold region, the defender may Step of the Combat Round. Resolve these attacks with a
retreat into a friendly Stronghold before the first Combat normal Combat Roll, with these exceptions:
Cards Step, beginning a siege (see p27). If they don’t, ―― Use the same hit number (5–6 or 6) that applied to
then you fight a Field Battle outside of the Stronghold. your Combat Roll Step this round.
―― You can’t re-roll these dice with Leadership.
1) Combat Cards Step ―― The enemy’s Combat Event can’t modify this roll.
The attacker first chooses whether to play an Event Card ―― Immediately resolve hits and eliminate units. The
from hand. If so, they place the card face-down on the enemy’s Combat Event can’t affect these hits.
table. The defender then does the same.
Chapter VIII: Combat • 25
End of Combat
Combat ends when the attacker ceases, the defender
retreats, or one or both Armies are eliminated.
If the defender retreats or is eliminated, the attacker may
advance, moving the attacking Army’s figures into the
defending region.
―― The rearguard can’t advance, and the attacking
Army may leave any figures behind.
―― If the defender retreats into a Stronghold, the
advancing Army enters the Stronghold region and
begins a siege. A Shadow Army attacks Helm’s Deep. Before
the first Combat Round, the Free Peoples Army
there retreats into the Stronghold, moving to the
Siege Stronghold Box with the matching art.
A Stronghold is under siege when it contains friendly units
inside, while enemy units occupy its region.
―― The defender can retreat into a Stronghold before
the first Combat Step of a battle.
―― A Stronghold can only hold 5 units (and any
number of Leaders). If you retreat more than 5 units
into a Stronghold, you must return excess units to
your reinforcements.
The Shadow Army advances into Helm’s Deep,
A Siege Battle is a normal battle with these changes. ending combat and laying siege. They don’t
―― The attacker’s Combat Dice only hit on a 6, in any capture the region until the Stronghold is empty.
Combat Round.
―― In the Cease or Retreat Step, the attacker may
replace an Elite unit with a Regular unit (as though Sortie
it had taken 1 hit). If they do not, then they must While your Army is under siege, you can take an attack
cease the attack. action to have it attack the sieging Army. This is called a
―― The attacker captures the Stronghold’s region when Sortie.
it contains no defenders. ―― You don’t need to attack with the entire Army. You
A siege ends if the attacking Army moves out of the region may leave a rearguard in the Stronghold.
or is eliminated. Immedately move the defending Army ―― This is a Field Battle. Neither Army gains a defense
back to the region. bonus.
◊ You can’t retreat units into an enemy’s Stronghold. For
example, a Shadow Army in the Free Peoples region of
―― If you cease the attack, your Army returns to the
Helm’s Deep couldn’t retreat into its Stronghold when Stronghold.
attacked. ―― The defending Army may retreat into an adjacent
◊ You can only lay siege to a Stronghold from its own region. free region. This returns all figures in the
An Army in an adjacent region must first move into the Stronghold to the region and ends the siege.
Stronghold’s region.
◊ While your Army lays siege to a Stronghold, you may move
another Army into its region. This merges the two Armies
and doesn’t immediately attack the Stronghold.
◊ A Siege Battle may last any number of Combat Rounds, but
the attacker must replace an Elite unit each round.
◊ While your Army is under siege, you can attack the
Stronghold region with a different Army. This starts a Field
Battle with the sieging Army. The attacking Army can’t enter
the Stronghold under siege. It must force the sieging enemy
out of the region before it can merge with your other Army.
28 • War of the Ring — Second Edition
T h e F e l l o ws h i p ―― A Shadow-controlled Stronghold
―― At least one Shadow Regular or Elite unit
―― At least one Nazgûl
rodo and Sam appear on the map as the Ring-bearers,
Level 1
Chapter X:
I n M o rd o r
nce the Ring reaches the borders of Mordor,
Chapter XI:
Only the Saruman
Multiplayer player may play this
Event Card.
If a Shadow Event
n a 4-player game, each player controls up to three Card has no icon here,
I
――
Nations of one faction:
Both teammates have a hand limit of 4 cards (instead of 6). On your action, you use one of your faction’s Action Dice
and set it aside. You can’t use a die that your teammate
After drawing cards and discarding to your hand limit, used.
you and your teammate may trade one card with each
other. You may not reveal your card or discuss it with your ◊ If you skip an action, you are not removed from the turn
order. You still set any Action Die aside, and you take your
teammate. You each trade a hidden card only if you both
next turn normally.
agree to trade.
You can’t play an Event Card that has your teammate’s
multiplayer icon on it. Either player may play a card with Nation Control
no multiplayer icon.
On your turn, your actions and Event Cards can only affect
the Nations that you control.
―― You can only recruit, move, or fight with Armies
Gondor Rohan Witch-king Saruman from your Nations (except with mixed Armies as
described below).
―― You can’t take a Muster Action to advance your
teammate’s Nations’ Political Counters.
(continued)
34 • War of the Ring — Second Edition
C h a p t e r X II : Politics — 17 Battle — 24
Movement Restrictions — 17 Choose Attackers — 24
Advancing Political Counters — 17 Combat Round — 24
S u m m ar y Activating Nations — 17 Combat Event Effects — 24
Combat Example — 26
Figures & Regions — 18 Siege & Sortie — 27
Army Units & Limits — 18
Introduction — 5 Leaders — 18 The Fellowship — 28
Changes for 2nd Edition — 7 Characters — 18 Moving the Fellowship — 28
Borders, Settlements, & Hunting the Fellowship — 28
Game Setup — 8 Fortifications — 19 Declaring or Revealing the
Board Setup — 8 Friendly and Captured Settlements Fellowship — 29
Army and Reinforcements Setup — — 20 Separating Companions — 30
10 Free Regions — 20 Gollum — 31
Other Components Setup — 12 Recruiting — 21
Recruiting Event Cards — 21 In Mordor — 32
The Game Turn — 13
Phases — 13 Movement — 22 Multiplayer — 33
Actions — 14 Moving Armies — 22
Elven Rings — 15 Multiple-Region Moves — 22
Victory — 15 Moving Companions — 22
Moving Shadow Leaders — 23
Event Cards — 16
A game by Roberto di Meglio, Marco Maggi and Francesco Nepitello
Contributing Playtesters: Doug Adams, Kristofer Bengtsson, Kevin Chapman, Derek Coon, Andy Daglish, Caleb Diffell, Ugo Di Meglio, David Fristrom,
Sergio Guerri, Kris Hall, Michael Hall, Mike Helba, Steve Hope, Christian Hrdlicka, Sean McCarthy, Marco Molin, Don Moody, Paolo Morescalchi,
Steve Owen, Christian Petersen, Dan Raspler, Alex Rockwell, Steve Sanders, Douglas Silfen, Matthias Staber, Marcello Taglioli, Renaud Verlaque
Second Edition Playtesters: Amado Angulo, Melanie Chapman, David Fortner, Tom Hanks, Peter Majek, David Morse, Luigi Pioto, Andrew Poulter,
Craig Rose, Ralf Schemmann, Glenn ‘Magic Geek’ Shanley, Alija Villa, Wes Wagner, Kevin Warrender, Kevin Wojtaszczyk, Chris Young
Special Thanks to Kristofer Bengtsson, Kevin Chapman, and Andrew Poulter for their continuous support to the clarification of the
War of the Ring rules and their precious feedback, incorporated into this new editon.
Middle-earth, The Hobbit, The Lord of the Rings, The War of the Ring, and the characters, items, events, and places therein are trademarks or registered
trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used under license by Sophisticated Games Ltd and their respective
licensees. War of the Ring Boardgame © 2012 Ares Games Srl. © 2012 Sophisticated Games Ltd.
Warning: Not suitable for children under three years. Small parts. Choking hazard. Made in China. Retain this information for your records.
Unofficial Rulebook Rewrite v1.1: Edited and formatted by Dean Ray Johnson / dreamshade @ BoardGameGeek.com. This document
contains text and graphics from the original rulebook version 2.1 by Ares Games. Special thanks to Pierce Ostrander / fubar awol @ BGG for his
War of the Ring 2nd ed Rules Summary / Reference and Craig Rose / tsugo @ BGG for his WotR CE Cardstock Event Cards Reference, both of
which were invaluable for researching this project. All text and graphics copied in this document are assumed to fall under fair-use purposes for
non‑profit works.