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  1. NOTE: This is meant as a reminder only, read full rules for details.
  2.  
  3. Winning
  4.  
  5. - 19 VP to win; normally each SC is worth 1VP, some powers have bonuses for certain areas (Elves, Dwarves, Saruman's Wizard unit)
  6. - if Sauron hasn't won by 3020 (18 move phases/9 adjustment phases), goes into civil disorder and is eliminated
  7.  
  8.  
  9. Auxiliaries (Siege Engines and Fleets)
  10.  
  11. - created in MOVE phase ONLY through Raise order (counts as a hold order), attached to units
  12. - if a unit Raising an Auxiliary is attacked, the Raise order fails
  13. - does not count towards supply limits
  14. - cannot be raised by or attached to Personality Units
  15. - units can only have one auxiliary, Raising a second destroys the first. Multiple Units can have multiple auxiliaries
  16. - Siege Engines neutralize Fortress bonus
  17. - Siege Engines are destroyed if the unit it's attached to moves
  18. - Fleets allow Armies to move on seas; fleets are NOT a unit by themselves, they accompany a unit
  19. - there is no convoy order
  20. - Fleets are destroyed if the unit it's attached to moves to an inland province (non-coastal, not sea)
  21.  
  22.  
  23. Other general special rules
  24.  
  25. - game starts in 2765; each turn is 15 years; Adjustment phases are years ending in '0' (every other turn as with normal Diplomacy)
  26. - Fortresses give +1 support to unit holding/supporting/raising in it, including Personality Units and Sauron's unactivated standing armies; Sauron's units, inactive or not, no longer gain Fortress bonus if Sauron is eliminated
  27. - Personality Units have a strength of 0 (Nazgul gives +1 strength only while it is "Leading" a unit), can share a space with a unit of the same power, block retreats, canNOT change SC ownership, but can block builds; Nazgul, Saruman
  28. - Mountains cannot be crossed except by Nazgul, who treat it as a normal boundary (not an area; see list of mountain boundaries in full rules); areas marked "IMPASSABLE" are impassable to everyone, including Nazgul
  29. - Alignment: there are 2 Good areas and 4 Evil areas; these repel/resist oppositely aligned units with a strength of 1; aligned SC provinces change to Neutral permanently if captured by a power of a different alignment
  30. - Eriador can be occupied by any number of units (even for retreats), from any number of factions; the Elven and Dwarven supply centres there cannot change ownership. These SC are destroyed if Sauron is eliminated
  31. - Hidden Movement: Sauron's Nazgul and Saruman's Wizard. Hidden units can be temporarily revealed from being built, support/retreat orders, failed move/hold, being dislodged, affecting other units; reveals location and orders.
  32. - Double Movement: Sauron's Nazgul and Rohan's Cavalry. Units using Double movement cannot include a support order as one of the two moves. Both moves in a Double move must be entered together during the Movement phase. Second move happens in between Move and Retreat.
  33. - Multiple Units are basically stacked units, that together have more than 1 strength (see full rules, many details); only Gondor and Sauron (with a Nazgul) can use these
  34.  
  35.  
  36. Powers
  37.  
  38. Sauron
  39.  
  40. - starts with inactive armies which are in Civil Disorder (dislodge destroys it) until activated; activates one every adjusment turn, plus one before the game starts. Inactive armies can still benefit from fortress bonuses
  41. - activation order is not publicly revealed; activated unit appears "asleep" until given a non-hold order or dislodged
  42. - starts with Nazgul unit, which has many powers (incl. hidden/double move, leading, multiple unit formation, cross mountain boundaries, can't enter seas); can be rebuilt if destroyed
  43. - two of inactive armies are Spiders and Dragon units, whcih don't need a supply centre; they canNOT be rebuilt if destroyed (see full rules for more important details). Spiders and Dragon units are not revealed until given a non-hold order, dislodged, or otherwise affect another unit (eg. bounce), after which they are permanently revealed
  44. - if hasn't won by 3020, goes into civil disorder and is eliminated
  45.  
  46.  
  47. Gondor
  48.  
  49. - can form Multiple Units with any of its units
  50.  
  51.  
  52. Saruman
  53.  
  54. - starts with Saruman, who has many powers (hidden move, mobile supply centre)
  55. - eliminated if Wizard unit is destroyed (goes into Civil Disorder)
  56. - location of 3rd starting army is decided in first move orders
  57.  
  58.  
  59. Elves
  60.  
  61. - Lórien (Lor) and Woodland Realm (Woo) SC's are worth +2VP each for the Elves ONLY (so 3VP each)
  62. - Eriador SC is destroyed if Sauron is eliminated
  63.  
  64.  
  65. Dwarves
  66.  
  67. - Erebor (Ere), Grey Mountains (Gre), Iron Hills (Iro), and Moria/Khazad-Dûm (Mor/KDu) are worth +1VP each for Dwarves ONLY (so 2VP each)
  68. - can use an Fortress SC as a Home SC
  69.  
  70.  
  71. Easterlings
  72.  
  73. - can use any SC as a Home SC
  74.  
  75.  
  76. Rohan
  77.  
  78. - starts with a Cavalry unit, can build more in the Wold (Wol), as with other regular units
  79. - Cavalry are like regular armies, but have Double Movement
  80. - Cavalry can raise auxiliaries just like regular armies
  81.  
  82.  
  83. Harad
  84.  
  85. - no special rules
  86. - a person from Harad is a "Haradrim" (singular and plural)
  87. - no other special grammar rules
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