In Risk: The Lord of the Rings, the player is going to choose between joining the forces of good or evil and attempt to recover the One Ring. A winner is declared when they obtain the maximum points or when they manage to control Middle-earth.
The board represents the geography of Middle-earth.
It is divided into 6 regions of different colors.
A region is subdivided into several territories.
Region
Color
Number of Territories
Arnor
Red
11
Rhovanion
Orange
8
Rohan
Blue
7
Mirkwood
Green
5
Eriador
Light Green
7
Rhûn
Purple
4
The Army
There are two opposing teams: the Forces of Good and the Forces of Evil.
Each army is made up of 3 types of characters.
1 character is worth a number of battalions.
Forces of good
Forces of evil
Type
Value in battalions
Elven archers
Orcs
Infantry
1 battalion
Riders of Rohan
Black riders (Nazgûl)
Cavalry
3 battalions
Great eagles
Cave-trolls
Creature
5 battalions
To limit the number of tokens on the board, you can replace infantry tokens with cavalry or creature tokens that have the same value.
Example: use 2 black riders instead of 6 orcs.
The Cards
The Territory Cards
A Territory card represents each of the territories of Middle-earth.
– 9 territories of the forces of good. – 9 territories of the forces of evil. – 24 neutral territories.
A card has one of the 3 character symbols on it(infantry, cavalry and creature).
Use it to get reinforcements.
The Joker Cards
A Joker card has all 3 symbols on it.
Adventure Cards
A player is allowed to have only 3 Adventure cards.
Any excess cards must be discarded and earn no points.
Mission Cards
A Mission card allows you to receive rewards. The rewards vary depending on which side you belong to.
To do this, have your Leader complete the secret mission.
To complete a secret mission, your Leader must reach the Site of Power indicated on the map by attacking the territory in question or by moving there.
Once on a Site of Power, the Leader cannot leave it during the same turn.
The Mission cards are kept until used and placed in front of the player until the end of the game to facilitate scoring.
Event Cards
An Event card contains events that can help or hinder you during your adventure.
They are played immediately and discarded after use.
Power Cards
They can be kept until used.
You can play them during your Combat phase, unless otherwise specified.
Once used, they are placed in front of you for score counting.
The Dice
The dice are used during the gameplay.
Red dice for attack.
Black dice for defense.
Object of the Game
To score the maximum number of points before the One Ring leaves Middle-earth.
To do this, occupy as many territories and regions as possible, play your cards and capture strongholds.
Setting Up the Game
Place the boardin the center of the table.
Choose your camp: green and yellow for the forces of good, black and red for the forces of evil.
Compose your army according to the number of players:
Number of players
Number of battalions
2
35
3
35
4
30
Sort the Territory cards into 3 separate piles (evil, good and neutral).
Shuffle each pile and place it face down next to the board.
Each player rolls a die.
Whoever gets the highest number starts.
Play moves in a clockwise direction.
Draw Territory cards according to the number of players:
3 players
Player number
Territory cards to draw
1
5 Evil4 Neutral
2
9 Good
3
4 Evil5 Neutral
4 players
Player number
Territory cards to draw
1
5 Good
2
5 Evil
3
4 Good
4
4 Evil
Gameplay
The first playerplaces a battalion on each of the drawn territories.
Moving clockwise, the rest of the players will do the same until all of their territories are occupied.
The first player places a battalion on one of the free territories.
Moving clockwise, the rest of the players will do the same until all territories are occupied.
Once all the territories are occupied by a battalion, each player can place another battalion on the territories they already occupy.
Once all battalions are used, place a Leader on one of your territories.
Form a Territory deck with the 2 Joker cards, the Good cards and the Evil cards.
Shuffle the Territory deck and place it next to the game board.
Set the Event cards and 3 cards from the remaining Adventure deck face down next to each player.
Return the Event cards to the pile, shuffle and place the draw near the board.
Put the One Ring on its stand and place it in the Shire.
How a Round Is Played
Phase 1: Reinforcement
Reinforce your army.
Occupied Territories
You receive 1 reinforcement battalion for every 3 territories you control.
Important note: You always receive a minimum of 3 reinforcement battalions even if you control less than 9 territories.
Bonus per Region
If a player occupies the whole of a region (same color), they win extra points according to the region in question.
Occupied Region
Extra Points
Arnor
7
Rhovanion
5
Rohan
4
Mirkwood
4
Eriador
3
Rhûn
2
Territory Cards
Conquer territories during the Combat phase
Territory cards obtained can be exchanged for additional battalions.
Important note: The exchange of cards is done only during the Reinforcement phase.
If you have more than 5 Territory cards, you must exchange 3 of them for battalions.
To exchange Territory cards, you must have either: – 3 cards of different categories – 3 cards of the same category.
Combination of cards
Battalions obtained
Infantry – infantry – infantry
4
Cavalry – cavalry – cavalry
6
Creature – creature – creature
8
Infantry – cavalry – creature
10
If the Territory card you exchange corresponds to a territory you already control, you get 2 additional battalions.
The exchanged cards are discarded.
Once the deck is depleted, the discard pile will be shuffled to form a new one.
Phase 2: Combat
To attack a territory, certain conditions must be met: – Either you have a border in common with the attacked territory or you are linked by a bridge or a seaport. – You must have at least 2 battalions. – You can’t attackwith only 3 battalions. – A battalion must always remain in your territory.
How to Attack
To attack, you must announce the following:
Which territory you are going to attack.
Which territory you are going to attack from.
The number of battalions with which you will attack.
Important note: At least 1 battalion must stay behind to defend your territory.
Roll as many red dice as you have deployed attack battalions.
How to Defend Yourself
Roll as many black dice as you have deployed defense battalions.
If you are attacked by 1 battalion, you can only defend with 1 battalion.
The Battle
Both opponents roll the chosen dice.
Dice results are compared: – The attacker is compared to the defender’s highest die. A winner and a loser are determined. – Do the same for the second and third strongest dice.
The loser removes a battalion from their territory.
As long as the attacker has enough battalions to attack, they can continue their attack on the territory or attack other territories.
If the attack is successful,move at least the number of attacking battalions into the conquered territory.
Important note: You must leave at least one battalion in your territory to defend it.
Leaders
If you attack a territory where there is a Leader, 1 extra point is added to the highest die.
If your battalion includes a Leader, they must remain on the conquered territory.
An Adventure card can allow a player to have two Leaders.
Important note: Two Leaders from the same army cannot be in the same territory.
Nevertheless, a Leader can move onto a territory already occupied by another Leader during the Redeployment phase.
If you have no more Leaders on the board, place one on any of your territories.
Strongholds
There are 6 strongholds placed in 6 different territories.
A stronghold adds 1 point to the highest defensive die roll
Phase 3: Redeployment
Move as many battalions as you want, provided you leave one to defend your territory.
The move must be between territories you control.
You cannot cross enemy territory.
You cannot go through the mountain.
To cross the river you have to cross a bridge or go through the seaport.
The Leader can be movedwith or without an army.
The Leader that was used for a mission during the turn cannot be moved.
Phase 4: Drawing Cards
You get to draw a Territory card or an Adventure card. Here’s how to know which type of card you should draw:
Territory Card
If you conquered a territory during the Combat phase.
Adventure Card
If your Leader has crossed or conquered a territory where there is a stronghold.
Important note: You are only allowed 3 Adventure cards per hand.
If you draw an Adventure card, only Event cards can be played during the turn.
Important note: Only one Adventure card can be drawn per turn.
Phase 5: Moving the Fellowship
The Fellowship is represented by the One ring.
At the start of the game, the One Ring is placed in the Shire.
At the end of each turn it is moved along the path.
If the One Ring lands on land with a die, you must roll the die and land a “3” to continue. Otherwise, you stay put.
End of the Game
The game ends when the One Ring leaves the Dead Marshes or when a player takes control of all territories in Middle-earth.
The points are then counted.
In case of a tie: – The player with the most territories wins. – If it’s still a tie, then it’s the player with the most strongholds. – If a tie remains, then it’s the player who has accumulated the highest number of Adventure card points. – If after all of that there is still a tie, then roll the red dice. The strongest die wins.
How to Count Points
1 point per occupied territory.
1 extra point if you control a region.
2 extra points per controlled stronghold.
Extra points earned by Adventure cards.
2-Player Variation
Game Setup
Joker cards are not used.
The cards are distributed as follows: Player 1: 9 Evil cards Player 2: 9 Good cards Neutral army: 14 Neutral cards
Everytime a player places 1 battalion on their territory, 2 battalions are placed on the neutral territory.
Gameplay
One of the players plays for the forces of Evil and the other for the forces of Good.
The Neutral army plays defense. It cannot attack, redeploy, move the Fellowship, or receive Mission cards or Leaders.
The non-attacking player rolls the black dice for the neutral army.