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Ringmaster 10.3 - ENG - Rules
Ringmaster 10.3 - ENG - Rules
Ringmaster 10.3 - ENG - Rules
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BASIC LEVEL
(3 to 6 players)
Basic Level
A magic ring lost for centuries is found by a small Hobbit. It’s so powerful, that all the Dark
Lord’s forces are mobilized to recover it... Between armies fighting to the death, who will rule
Middle Earth?
This Rulebook is divided into three levels of increasing difficulty (Basic, Advanced and
Team). Depending on the level of difficulty, the game can be played between 2 to 6 players.
THE MORANNON
This token is located above the dot-
ted line that divides the territories
of Dagorlad and Gorgoroth. The
Morannon is a giant black gate
BATTLE CARDS controlled by the Black Army only.
(ORDNANCE) It prevents the passage of all enemy
Ordnance cards are used during a forces in Gorgoroth.
battle to give unpredictable fight NOTE: If the Gorgoroth is con-
results. Each card produces a par- quered by enemy armies, the gate
ticular effect described on it. They is destroyed and the Morannon
have a brown border. token is eliminated from the
game!
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*Trolls, Oliphaunts, Werewolves, Eagles, Giants and Ents.
RINGMASTER - Version 10.3 (February 2014) - Copyright 2000-2014 by:
Gioacchino Prestigiacomo - Via Cuffia 6 - 21040 Morazzone (VA) - slegato@yahoo.com
Thanks to: Rick Blaney, Roig Yves, Sean Forrester, Antonio Chavez, David Grognard, Corrado Baggioni, Fabio Carta, Varese Wargame Club.
ALL THE RIGHTS OF THE LORD OF THE RINGS ARE COPYRIGHT BY THEIR OWNERS.
1. GAME BOARD
The game board represents Middle Earth and is divided into 50 territories as follows:
30 Domains represented by colored areas such as GORGOROTH and UMBAR.
Basic Level
12 Neutral Territories in light brown like the SHIRE and DAGORLAD.
4 Mountain Passes represented by double arrows in red or orange, such as HIGH PASS or MORIA.
4 Maritime Areas such as the SEA OF RHUN, or the GREAT SEA.
NOTE: all Domains, Neutral Territories, Mountain Passes and Maritime Areas are collectively identified with
the term “territories”.
2. BATTLE CARDS
1. MAGIC CARDS (red border): may be only played during the Magic Phase (§6) and represent legendary
spells and artifacts of Middle Earth.
2. TROOP CARDS (yellow border): may be only played during a battle and represent military units deployed
in support of the armies on the board.
3. ORDNANCE CARDS (brown border): may be only played during a battle and represent military material
capable of influencing the result of a battle.
Each player can hold in his hand a maximum of 9 Battle cards. Any excess cards must be discarded (player’s choice).
More Battle cards can be drawn, but only during the Reinforcement Phase (§14). Played cards are always discarded
and placed face up, next to the draw deck. When the deck is exhausted, shuffle the discard pile to form a new deck.
NOTE: players can never exchange or show their cards!
CHALLENGE SYMBOLS
All Battle Cards are marked with
one of the following symbols:
5. GAME TURN
After all players have placed their Army Units, a new starting player is determined. The new turn order will last for
the rest of the game. During their turn, each player will carry out 4 Phases in the following order:
1. Magic Phase (§6).
2. Movement Phase (§7).
3. Combat Phase (§8).
4. Reinforcement Phase (§14).
6. MAGIC PHASE
In this phase, the current player can play only ONE of the following options :
• MEDITATION – The player discards one of his Battle Cards and takes another one from the deck.
• MAGICAL ATTACK – The player declares against which opponent he will launch a Magical Attack and chooses
one of his Magic Cards by showing it. The opponent examines the card and eventually may cancel it with a Counter
Spell (§6.1). If The Magic Card is not canceled, the effect is applied as described on the card. Thereafter, the current
player can play other Magic Card(s) against the same or a different opponent, as described previously. All Magic
Cards played as an attack or as a Counter spell are discarded face up, next to the deck.
NOTE: Neutral Armies are immune to the Magic Cards!
6.1 - COUNTER SPELLS
A player attacked by a Magic Card can cancel the attack by discarding any Magic Card in his hand (e.g.: if a player casts
Lightning Bolts, the targeted player can dispel it by playing a Terror or another Lightning Bolts card). A Counter spell
can’t cancel another Counter spell. Any Magic Card used as a Counter spell does not have the effect printed on the card.
7. MOVEMENT PHASE
Depending on the movement capacity of each Army Unit (TABLE 1 on page 2), the player can move at will, his
Army Units 1, 2 or 3 adjacent territories, moving also, any Army Units he wants to engage in battle. The mountain
ranges on the game board are passable only through Mountain Passes. If an Army Unit passes through a territory
containing enemy Army Units, the moving Army Unit must immediately stop its’ movement.
7.1 - MOUNTAIN PASSES
Mountain ranges are crossed only through Mountain Passes, represented by red (Treacherous Pass) or orange (Normal
Pass) double arrows. The Mountain Passes are crossed and garrisoned as any other territory.
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NOTE: Treacherous Passes offer more protection than Normal Passes (§8.3).
8. COMBAT PHASE
To perform a combat, a player must move at least one of his Army Units into a territory, occupied by one or more
enemy Army Units. It is possible to attack more than one opponent in different territories, during a single turn. In
this case, the attacker will decide in what order to engage battles.
To perform a battle, proceed as follows:
1. The attacker lines up his forces, selecting the Troop and Ordnance Cards he wants to engage in the
combat and shows them to his opponent. Once revealed, no more cards may be added to the player’s
forces. The defender then does the same.
Basic Level
2. The attacker applies the effects of Ordnance Cards he has played, in the order he chooses and resolves
them immediately. The defender then does the same.
3. The attacker calculates his total Combat Value by adding the value of all his Army Units (1 point for
Infantry, 2 points for Cavalry and 3 points for Leviathans) and Troop Cards involved in combat. The
defender then does the same.
4. Whomever has the HIGHEST Combat Value wins the battle!
NOTE: Magic Cards cannot be played during a battle!
8.1 - TROOP AND ORDNANCE CARDS
The attacker is always first to show his cards to his opponent. Only after the attacker has played his cards, the de-
fender decides which and how many cards to play. After the defender has played his cards, the attacker can’t play
any more cards. A player may play as many Battle Cards as the number of Army Units he has engaged in the battle
(e.g.: If a player attacks with 2 Infantry and 1 Leviathan, he may play a maximum of 3 Battle Cards).
NOTE: all played cards are discarded and placed face up, next to the draw deck!
TROOP CARDS
These cards are marked with a Combat Value in the
upper left. The higher the value, the higher the power
of the card during battle. They have a yellow border.
ORDNANCE CARDS
These cards are played in support of a battle and their
effects always refer to the Troop Cards or Army Units
involved in the battle. The effect of an Ordnance Card
cannot be changed once associated with a Troop Card
during a battle (e.g.: If an “Armour” card is used to
double the Combat Value of a Troop Card that is later
destroyed, the “Armour” card can no longer be used
to double the Combat Value of another Troop Card).
They have a brown border.
9. BATTLE EXAMPLE
7 purple Infantry attack a Citadel defended by 3 yellow Infantry. The two armies clash in battle ...
A) PLAYERS LINE UP THEIR BATTLE CARDS:
ATTACKER DEFENDER
(7 purple Infantry) (3 blue Infantry + Citadel)
Purple is the attacker and will play first by After having seen and examined the attacker’s
showing the following cards to the opponent: cards, Blue plays the following cards:
Catapult (O), Armour (O), Archers (+2). Orthanc’s Fire (O), Crossbowmen (+3),
Pikemen (+1).
D) BATTLE RESULTS:
The purple Attacker loses the battle and removes 1 Infantry (8-7=1). He must also retreat all his 6 remaining Infantry,
to an adjacent territory, free of enemy units, or they will be destroyed!
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concerned territory. Once discovered, these cards must be played in the best combination. If a Magic Card is drawn, it
must be discarded without replacing it. If the battle is a draw, the attacker must automatically retreat all of his armies.
BEWARE! If, at the end of the turn, a Neutral Domain is free and unoccupied by Enemy Units, 3 new Neutral
Armies will occupy the territory!
NOTE: Neutral Armies that survive in a battle do not retreat from their territory, but the Attacker must
retreat, even if he won the battle!
11. PLAYER ELIMINATION
When a player loses all his armies on the gameboard, he is eliminated from the game. The player who has destroyed
the last Army Unit of his opponent will receive all his Battle Cards. Any excess above the 9 cards is immediately
discarded (player’s choice).
Basic Level
12. COASTAL DOMAINS
All Domains bordering a Maritime Area are considered Coastal Domains, from which Army Units can sail to, or land
into others’ Coastal Domains, or Neutral Territories. To set sail, the Army Units must begin their movement from
a Coastal Domain. When sailing, the Army Units can move a maximum of 2 territories, regardless of their ground
movement capacity. When the Army Units lands, its’ movement is immediately ended. Army Units at sea don’t block
movement of an opponents’ Army Units in transit, but if Army Units from different players simultaneously occupy
the same Maritime Area, a battle will occur.
NOTE: Army Units can land on a Neutral Territory, but they cannot sail from it!
12.1 - INLAND SEAS
The Sea of Rhun and the Sea of Nurnen are two inland seas of Middle Earth, crowded with angry sea monsters. Even
if it’s possible to cross these Maritime Areas, any Army Unit that stops his movement there, is destroyed.
13. HOARDING
Although a player can attack a territory with an unlimited number of Army Units, at the end of his turn, he can only
garrison a maximum of 10 Army Units. Any Army Unit in excess, must be eliminated.
RINGBEARERS’
FELLOWSHIP PAWN
INTEGRITY
This is a white pawn which is moved
It is represented by a yellow ring
on the Gameboard of 1 territory per
which is placed on the Score Wheel. It
turn. This pawn indicates all the cards
indicates the will and physical condi-
in the Fellowship Deck. They have the
tions of the two Ringbearers (Frodo
mission to destroy the One Ring, trying
& Sam). When the Integrity reaches
to reach the territory of Gorgoroth in
zero, the game ends with a victory for
the shortest possible time (§20).
the Darkness players (§22).
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Furthermore, they can be recruited by Furthermore, they can be recruited by
Alliance Players and used in battle as Darkness Players and used in battle as
Troop Cards (§28). Troop Cards (§28).
17. ALLIED FACTIONS
In the Advanced Level, each player belongs to a particular opposing faction:
• ALLIANCE (friends of the Fellowship): YELLOW, GREEN and BLUE Army Units.
• DARKNESS (enemies of the Fellowship): BLACK, RED and PURPLE Army Units.
Advanced Level
NOTE: cooperate with your faction, or you will inevitably be defeated! Also, as explained ahead, the Fellowship
may affect the final Victory Points, of one of the two opposing factions (§30)!
17.1 - ALLIED MOVEMENT
Army Units can cross any territories occupied by Army Units of the same faction, only if authorized by the owner of
the territory (e.g.: purple Army Units raised in South Rhun, may request authorization from the black player, to cross
EASTERN WILDERLANDS, to attack the blue player’s LONELY MOUNTAIN).
NOTE: However, Army Units from the same faction, that are in the same territory, must face off in battle!
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4 3 4 FELLOWSHIP
1 FELLOWSHIP DECK
5 7
PAWN
BATTLE
CARDS 2 MORANNON
NAZGUL
DECK
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RINGBEARERS’
INTEGRITY
EVENT
DECK
1. Shuffle the Battle Cards (orange back) and place them face down on the left side of the game board.
2. Place the Ringbearers’ Integrity (yellow ring) on the 9th space of the Score Wheel.
3. Place the Fellowship Pawn on the territory of Rhudaur.
4. Place 1 Brown Infantry (Hobbits) on the Shire (§23.1) and 3 Black Infantry on High Pass (§23.2).
5. Place the Morannon token on the dotted line that divides Dagorlad from Gorgoroth.
6. Form the Fellowship Deck, taking from the Event Cards the following White Leaders: Frodo, Sam, Merry,
Pippin, Gimli, Legolas, Boromir, Aragorn and Gandalf). Place them face up on the right side of the game board.
7. Form the Nazgul Deck, taking from the Event Cards the following Black Leaders: The Witch King, Khamul,
3rd, 4th, 5th, 6th, 7th, 8th and 9th Nazgul. Place them face, up next to the Fellowship Deck.
8. Form the Event Deck by shuffling the remaining Events Cards and place it face down, on the right side of the
game board.
9. The colors of usable Army Units are described in §3.
10. Distribute 1 Battle Card to the 1st player, 2 cards to the 2nd, 3 cards to the 3rd , 4 cards to the 4th, 5 cards to the
5th and 6 cards to the 6th player.
11. Each player receives his Army Units as shown on Table 6.
TABLE 6
ADVANCED LEVEL DEPLOYMENT
Players Darkness alliance
3 12 Infantry 8 Infantry
4 12 Infantry 12 Infantry
5 12 Infantry 8 Infantry
6 12 Infantry 12 Infantry
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The Events Deck consists of 3 types of cards: Chance, Alliance Leaders and Darkness Leaders. Every time a player
starts his turn, he must draw a card from the Event Deck and show it to all. The cards represent these situations:
1. CHANCE (green): the player reads the text printed on the card and resolves the effects immediately. The drawn
card is then placed face, up near the Event Deck.
2. ALLIANCE LEADER (white): the current player will roll 1D10. If the number rolled is less than. or equal
to the Combat Value of the drawn card, the Ringbearers’ Integrity is increased by 1 point. Otherwise, nothing
happens. The drawn card is then stacked, face up along with all the other Alliance Leaders, as they were drawn.
From now on, these cards can be recruited by the players of the Alliance (§28).
3. DARKNESS LEADER (black): the current player makes a Melee Battle against this card (§25.1). The drawn
Advanced Level
card is then stacked, face up along with all the other Darkness Leaders, as they were drawn. From now on, these
cards can be recruited by players of Darkness (§28).
NOTE: in a 3 player game, the Black Player must draw and play 2 Events Cards, consecutively!
27. GOLLUM
In the Event Deck, there is a special card (gray border) that represents Gollum. If during the game, this card is drawn,
it comes into play, only if the Fellowship Pawn is in a Neutral Territory (e.g.: Dagorlad). In all others cases (e.g.: A
Domain or Pass), the card is reshuffled into the Events Deck, without Leader cards already discovered.
When Gollum comes into play, all the Leaders present in the Fellowship Deck (other than the Ringbearers) are dis-
carded and stacked together with the other Alliance Leaders already discovered.
NOTE: thanks to the “stealth” skill of Gollum, all Melee Battles are successful, only if the die roll gives “1”,
regardless of the required result!
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• Each player can only recruit 1 Leader per turn and can have a maximum of 3.
• All recruited Leaders, should be kept in hand, along with Battle Cards that you have.
• During the Reinforcement Phase, players are free to dismiss their Leaders; stack together with all other Leaders
already discovered.
NOTE: recruitment of Nazguls and Fellowship Characters cost 1 VP less than the other Leaders!
28.2 - LEADERS IN BATTLE
During a battle, both the attacker and the defender may deploy their Troop and Ordnance cards, and also 1 of the Lead-
ers they have recruited. Leaders are played face down and are not counted in the maximum number of cards played in
a battle (e.g.: you can attack with 3 Army Units, playing 3 Troop Cards and 1 Leader). After the defender has played
Advanced Level
his cards, both players reveal any deployed Leader and compute the Combat Value, adding the Combat Value of the
Leader. At the end of the Combat Phase, surviving Leaders go back into the hands of their legitimate owner, to be used
again in later turns!
NOTE: all Leaders are immune to the effects of Ordnance and Magic cards!
28.3 - LEADERS ELIMINATION
• When a player loses a battle (even if he has Army Units to withdraw), the Leader used in the battle is eliminated
and removed from the game.
• If the battle is a draw, the Leaders of the two factions should be discarded and stacked face up, along with other
Leaders of the Event Deck, at the end of the player’s turn, ready for recruitment
NOTE: if Leaders with the “Immortal” skill (e.g.: Gandalf or Nazguls) loose a battle, they are NOT removed
from the game, but are stacked face up, with all the other Leaders of the Event Deck!
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You’ve read to the end of the Advanced Rules. Enjoy!
TEAM LEVEL
(2 or 6 players)
Team Level
All armies are deployed. The Council of Elrond has chosen its heroes. Gollum searches for the ring, while the Nazguls
are risen. Thousands of blades are unsheathed ... The War for the Ring has begun!
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That’s it for team play. Enjoy!
Ringmaster
GAME TABLES
ARMIES’ VALUE
Type Force Movement Cost
Infantry 1 2 2
Cavalry 2 3 3
Leviathans 3 1 3
REINFORCEMENTS
COSTS
Cost Type
1 RP 1 Battle Card
2 RP 1 Infantry
3 RP 1 Cavalry
3 RP 1 Leviathan
DEFENSIVE
BONUS
RED PASS x3
ORANGE PASS x2
FORTRESS x3
CITADEL x2
FOREST (each tree) +1