The World of Middle Earth
From the stories of J.R.R. Tolkein
Adapted by Kjeld
v. 5
Welcome to the extended world of Middle Earth. The familiar map from Tolkein's famous Lord of the Rings has been expanded to the North, South, and East, allowing players for the first time to explore the feral lands beyond the Sea of Rhun, the sultry jungles of lost Ardor past the unforgiving Mirror of Fire and the legendary Yellow Mountains, and the frozen tracts of icy wilderness stretching north from the withered heath toward the ruins of Thangorodrim, where it is whispered that balrogs lay in wait for one strong enough to master their evil flame. Striking forth from your strongholds, battle across these lands, taking advantage of unique terrain bonuses as you seek to rally the forces of good or evil to your banner, uniting the lands of Middle Earth under a single noble banner... or an iron crown.
WIN CONDITIONS:
3-4 Players: Control 80 territories at any point during your turn.
5-6 Players: Control 70 territories at any point during your turn.
7-9 Players: Control 60 territories at any point during your turn.
FACTIONS
Troll
Enters at Iron Mountains and Barl Syrnac.
*Fortify to any dark enclave.
+2 per turn in hand.
+4 factory bonus on any mountain.
-2 factory bonus on any (deep) desert, (deep) ocean, deep wilderness or jungle.
-3 factory bonus on any free domain
Orc
Enters at Gundabad, Gorgoroth, and Dol Guldur.
*Fortify to any shadow land.
+6 per turn in hand.
+1 factory bonus on any shadow land or dark enclave.
-1 factory bonus on any deep wilderness, jungle, ocean, or free domain.
-2 factory bonus on any (deep) desert or deep ocean.
Gondorian
Enters at Anorien, Belfalas, Anfalas.
*Fortify to any border land.
+4 per turn in hand.
+3 factory bonus on any free domain.
+1 factory bonus on any border land.
-1 factory bonus on any desert, ocean, jungle, dark enclave, or mountain.
-2 factory bonus on any deep desert or deep ocean.
Silvan
Enters at Woodland Realm, Taur Romen, and Minheldolath.
*Fortify to any wilderness, excluding deep wilderness.
+3 per turn in hand.
+2 factory bonus on any wilderness, excluding deep wilderness.
-1 factory bonus on any coastal territory (except Sea of Rhun).
-1 factory bonus on any (deep) desert, mountain, or dark enclave.
-2 factory bonus on any (deep) ocean.
Dwarves
Enters at any mountain.
*Fortify to any mountain.
+3 per turn in hand.
+1 factory bonus on any territory bordering a mountain (excluding ocean).
-1 factory bonus on any desert
-2 factory bonus on any jungle, (deep) ocean, deep desert, deep wilderness, or dark enclave.
Noldor
Enters at any coastal territory (excluding Sea of Rhun).
*Fortify to any coastal territories (excluding Sea of Rhun)
+2 per turn in hand.
+1 per turn in hand for each coastal territory, excluding territories bordering the Sea of Rhun.
-1 factory bonus on any (deep) desert, mountain, or dark enclave.
Ents
Enters at Fangorn and Curinishiban.
*Fortify to any deep wilderness or jungle.
+2 per turn in hand.
+3 factory bonus on any deep wilderness or jungle.
-2 factory bonus on any (deep) desert, mountain, (deep) ocean, or dark enclave.
Hobbits
Enters at the Shire (9v6).
*Fortify to any free domain.
+9 per turn in hand.
+1 per hordes bonus (in hand) for each land territory.
-1 factory bonus on any (deep) desert, (deep) ocean, or dark enclave.
Haradrim
Enters at Bozisha-Miraz, Harandor, and Felaya.
*Fortify to any desert, excluding deep desert.
+5 per turn in hand.
+1 factory on any non-desert territory bordering a (deep) desert.
-1 factory on any free domain, dark enclave, mountain, or deep wilderness.
TERRAIN
Each territory has a terrain type, designate in [_] at the end of the territory name, and also denoted in graphics with circular symbols. This key describes each terrain type's unique attributes.
[M] - Mountain. Defends with +3, attacks with -1. Near-impenetrable heights make military crossings of the many mountain ranges of Middle Earth an onerous task, frought with dangers and supply chain difficulties.
[W] - Wilderness. Defends with +1. The majority of the lands of Middle Earth have been largely abandoned to Yavanna's creatures since the breaking of the world during the First Age. Barbarian races eke out a modest subsistence amongst the smattering of outposts remaining.
[WW] - Deep Wilderness. Defends with +2, attacks with -1. The remotest reaches of Middle Earth are frequented by such fell beasts and monsters as don't feature even in the most obscure tales of Kuduk lore. Such areas are thinly populated by any race, and difficult to traverse.
[J] - Jungle. Defends with +2. To the far south lie the steamy jungles of Ardor. Like to wilderness in their impenetrability, though settlements are nigh unknown. Yavanna is strong in these realms, and her creatures are always awaiting the next hunt.
[O] - Ocean. Always attacks land with default dice. Against other (non-deep) oceans, defends with -1, attacks with +1 (+2 against deep oceans). The domain of Ulmo, the ocean is always a fickle master. It offers swift passage, but the sea, shaped by the hand of Osse, takes its toll.
[OO] - Deep Ocean. Defends with -1, attacks with -2. Out past the coastal shores lie the deep and horizonless waters of Belegaer, the sundering sea, hostile to all the races of Middle Earth even in the best of times.
[D] - Desert. Defends with -1. Attacks with -1. Not even the fearsome Uruk-hai can long withstand the fierce heat and burning sands of the southern deserts.
[DD] - Deep Desert. Defends with -1. Attacks with -1. Deadly to both the forces of light and shadow, the deep deserts of the Dune Sea and the Mirror of Fire stretch on past seeing with only mirages and the blistering gaze of Arien to keep an unfortunate warrior company.
[FD] - Free Domain. Defends with +2. A bastion of light in dark times, such lands as Anorien provide a sturdy bulwark against the coming tide and many stout hearts to man the walls. However, they don't welcome newcomers easily.
[BL] - Borderland. Defends with +1. The borders of the free peoples stretch long and far, held together by only the barest of threads, but even in far places can be found brave warriors and outposts willing to stand strong against the looming shadow.
[SL] - Shadowland. Attacks with +1. Sauron's reach extends insidiously across the face of Middle Earth, and his agents strike with intrigue and espionage as often as brute force. Many lairs sworn fealty to the dark lord lie scattered across the land, ready to spew forth their bloodthirsty spawn for the promise of plunder and destruction.
[DE] - Dark Enclave. Attacks with +2. The fallen Maiar's dark influence has seeped deep into evil pits of shadow in several unfortunate lands. The stain of the dark lord's machinations lies heavy in such places, and at his command untold hordes of orcs, trolls and darker things will erupt from the bowels of the tortured earth.
CONTINENTS
Each continent (outlined in striations) gives a bonus equal to half the number of territories it contains, rounded up. Oceans and Deep Oceans do not count toward any continent.
RULES SETTINGS
Default attack dice are set to 7 v 7. Each player only has 10 fortifies to any connected allotted per turn. Medium fog is the default.
ACKNOWLEDGMENTS
Many thanks to the fan base for Middle Earth the Collectible Card Game (MECCG) for developing the base map and the terrains. Check out their website to learn more: http://www.councilofelrond.org/. Also, many thanks to Ozyman for developing the Advanced Board Editor! Check it out: http://prestopnik.com/wargear/MapEditor/
Note: The fantasy world of Middle Earth is under Copyright Protection by its respective owners (Tolkein Estate), and the MECCG game is under Copyright Protection by Iron Crown Enterprises or its representatives (I.C.E.). All credit for related theme, setting, and character go to these individuals. This board is strictly released only for fair use on WarGear.com. Please support the official owners.