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Ring of Power - GAJO Main Page

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Game Chart – Fellowship <strong>of</strong> the <strong>Ring</strong> (2)<br />

Special Rules:<br />

The Fellowship has been created by the Council <strong>of</strong> Elrond, which has<br />

occurred just prior to the start <strong>of</strong> the game.<br />

If the Gondor and Fellowship players agree, they may swap roles for<br />

Boromir and Faramir – Faramir starts in Rivendell and is controlled by the<br />

Fellowship player, and Boromir may be set up with any Gondor force at<br />

the start <strong>of</strong> the game. Boromir may start with heavy armor if he does not<br />

start in Rivendell.<br />

Character figures may voluntarily leave the fellowship at any time, but<br />

may not then rejoin the quest to destroy the ring.<br />

<strong>Ring</strong>bearer –<br />

The fellowship player must designate one <strong>of</strong> the hobbit figures as the<br />

ringbearer. If the ringbearer is captured, the ring passes to the control <strong>of</strong><br />

the capturing player.<br />

If the <strong>Ring</strong>bearer puts on the ring he becomes invisible to all except<br />

ethereal figures, who may make an immediate full move towards the<br />

<strong>Ring</strong>bearer each turn he wears it and attack if within 1‖ (he is<br />

automatically located). Unless Gollum is the ringbearer, he is placed<br />

within 1‖ <strong>of</strong> the ring wearer and immediately attacks to try to recover the<br />

ring.<br />

An invisible ringbearer may not be attacked by any figure except Gollum<br />

or any ethereal figures.<br />

If the ringbearer puts the ring on inside Mordor (or enters wearing it) he is<br />

revealed to Sauron, and any Evil forces within Mordor may attempt to kill<br />

or capture him (supercedes the Orc Armor rule). Any non-hobbit character<br />

who obtains the ring will immediately attempt to take it to its home base.<br />

The Breaking <strong>of</strong> the Fellowship:<br />

After a period <strong>of</strong> time the lure <strong>of</strong> the ring will cause dissention within the<br />

Fellowship, leading members to either abandon their quest or to actively<br />

try to seize the ring. Once the Fellowship has moved more than 36‖ from<br />

Rivendell, and is not in Lothlorien, or engaged in combat, roll 2d6 for<br />

breaking. The first time they roll, a result <strong>of</strong> 12 indicates breaking. A +1 is<br />

added to the roll for each turn thereafter. If Gandalf is leading the<br />

Fellowship no more than +3 may be added to the roll.<br />

Once the breaking is reached, roll 1d6 to determine the effect each turn<br />

any non-Hobbit member <strong>of</strong> the Fellowship remains within 6‖ <strong>of</strong> the<br />

ringbearer. On a ―1‖, a random non-Hobbit member elects to leave and<br />

moves directly back toward their home base [treat Gandalf’s as<br />

Rivendell]. On a roll <strong>of</strong> ―6‖ a random non-Hobbit attempts to seize the<br />

ring, this character fights the ring bearer and, if successful, immediately<br />

sets out to take the ring to his home base. The ring is a heavy burden,<br />

and its weight will slow the new bearer, by –1‖ to his normal movement<br />

allowance.<br />

Roll 1d6 each turn thereafter, and on a 6 the ring gains control <strong>of</strong> the<br />

figure - the minions <strong>of</strong> Sauron roll <strong>of</strong>f and the high scorer gains control <strong>of</strong><br />

the figure. If the Minion player is able to move the character to their home<br />

base they receive the status points for capturing the ring. The good<br />

players must slay (defeat) the character in order to regain control <strong>of</strong> the<br />

ring.<br />

If the Fellowship dissolves, (no major heroes are accompanying the<br />

ringbearer), the random encounter rule no longer applies. Once Gimli,<br />

Legolas or Boromir leave the Fellowship (either voluntarily, or if they are<br />

more than 12‖ away from the ringbearer after having joined him), they<br />

revert to the control <strong>of</strong> the Dwarf, Mirkwood Elf and Gondor players<br />

respectively.<br />

Hunting the <strong>Ring</strong>:<br />

The ring is inherently very evil, and it attracts evil creatures. In addition,<br />

Sauron has encouraged all <strong>of</strong> his minions to hunt the ringbearer. The evil<br />

forces may not directly handle the one ring, but must instead wound,<br />

capture and carry <strong>of</strong>f the ringbearer and deliver the captive figure to their<br />

home base.<br />

If any character figure(s) [including the Fellowship] move across country,<br />

each turn roll 1d6 to see if there is an encounter, and on a result <strong>of</strong> 1, roll<br />

again to determine the result below:<br />

Roll<br />

Result<br />

Random Encounter Table<br />

1 Roll again: encounter troll (1-3) or 6 + d6 Ruffians (4-6)<br />

2 Encounter 10 goblins<br />

3 Roll again: encounter 7 orcs (1-3) or 5 Uruk-hai (4-6)<br />

4 Roll again: encounter d3 shades (1-3) or d3 wights (4-6)<br />

5 Marsh/bog – no move and roll again on next turn<br />

6 Encounter 8 wild wargs<br />

If the characters are within 4‖ <strong>of</strong> the West Gate <strong>of</strong> Moria, any encounter<br />

rolled is automatically the Watcher.<br />

If a force is encountered, it is automatically hostile. Resolve the combat<br />

normally. If the characters win the combat, the random force is eliminated<br />

and removed from play. If the characters lose the combat, they retreat as<br />

normal and another player will take control <strong>of</strong> the remaining random force<br />

as follows:<br />

• Troll – eliminate the troll (it wanders <strong>of</strong>f)<br />

• Watcher – submerges back into the black lake<br />

• Others – come under control <strong>of</strong> the minion whose home<br />

base they are closest to<br />

Wandering Elves:<br />

The Fellowship could be assisted by wandering elves if any happen to be<br />

in the neighborhood. On any turn in which an encounter occurs, the Elven<br />

player may roll 1d6 to see if Gildor appears to aid the Fellowship. On a<br />

roll <strong>of</strong> 6 he arrives, and fights normally alongside the Fellowship. Once<br />

Gildor has appeared and fought on one turn he is permanently removed<br />

from the game.<br />

Mounts:<br />

Members <strong>of</strong> the Fellowship may obtain mounts in certain circumstances:<br />

• Aragorn & Legolas may obtain mounts in either Edoras or Minas Tirith.<br />

• Boromir may obtain a mount in Minas Tirith or Osgiliath.<br />

• Gandalf may obtain Shadowfax at Edoras.<br />

• Gimli may not ride alone, but may mount with Legolas with no move<br />

penalty. He will still fight on foot even if moving mounted.<br />

• The hobbits may obtain a pony if they reach Edoras. Alternately, each<br />

may be carried along with another mounted character figure with no<br />

movement penalty. In either case, the hobbit figure will still dismount to<br />

fight on foot normally.<br />

Mounted figures, chariots and Mumaks may not enter Moria, Shelob’s lair,<br />

or Caradhras. If a character possessing a mount enters such terrain the<br />

mount is lost and he/she must gain another before being able to fight or<br />

move mounted again.<br />

<strong>Ring</strong> <strong>of</strong> <strong>Power</strong> War <strong>of</strong> the <strong>Ring</strong> Scenario pg. 45

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