191 Open Daily games
2 Open Realtime games
  • Status: Retired
  • Version: 16.0
  • Designer: Thingol
  • Rating:
  • Rating Score: 6.00 out of 10 [3 ratings]
  • Difficulty: Intermediate
  • Created Date: 26th Nov 2016
  • Release Date: 24th Aug 2012
  • Games Played: 0

Design Information
Territories 111
Continents 23
Advanced Features View Only Borders
One-way Borders
Border Modifiers
Fortify Only Borders
 
Board Settings
Gameplay
Available Players
6
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Minas Tirith
Sauron
Elves of the Last Alliance
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Elrond The Last Alliance 9 Default
2 Witch-King Forces of Sauron 10 Default
3 Isildur The Last Alliance 14 Default
4 Sauron Forces of Sauron W 10 Default
5 Gil-Galad The Last Alliance 5 Default
6 Adunaphel Forces of Sauron W 7 Default

Board Description

Lord of the (Gear) Rings

2nd Age Teams

(Based on Doom's Middle-Earth map from WF)

It is the year 3428 of the 2nd Age and forces of Sauron are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago and has forged in secret the great rings of power along with the One Ring in his effort to enslave all free peoples. The Last Alliance is agreed upon between the Elven lords Gil-Galad and Elrond and the Dune-Edain king Elendil (with his sons Isildur and Anarion).

This is the team version - Elrond, Isildur and Gil Galad vs Sauron and his ringwraith lieutenants, the Witch-King and Adunaphel.

SPECIAL BORDERS:

1) Special one-way attack locations:

Isengard can attack Helms Deep, Moria and Fangorn Forest (not all shown on map)

Helm's Deep can attack to Erech

Mithlond can attack Belegost and Minhiriath.

Far Harad can attack the Underground Tunnel into Mordor

2) Umbar can attack and be attacked by Anfalas, Dol Amroth and Pelargir (as indicated by two-way maroon arrows). Umbar attacks seaward with bonus.

SPECIAL DICE MODIFIERS:

1) Isengard attacks with advantage.

2) Several strongholds defend with advantage: These include Helms Deep, Angmar, Rivendell, Dol Guldor, Moria, Minas Tirith, Barad-Dur, Lorien and Umbar. Strongholds are denoted with small castle images. Capitols also have special one-way viewing to areas within their sphere.

3) Other locations (such as along Mordor's borders and Grey Havens) also enjoy defensive advantage.

PRE-TRANSFERS:

3 pre-transfer (fortify prior to issuing attack/transfer orders) allowed

MAX UNIT COUNTS:

Most strongholds have a max unit count of 15 units (Umbar has 16, Easterling Camp has 12).

Isengard has a unit max of 25.

Mithlond (Grey Havens) has a max unit count of 25 units.

The secret tunnel (into S. Mordor) has a max unit count of 8.

Very Special Note - if your capital is captured, you are eliminated and the conqueror assimilates 10% of your units (unless you have acquired more than one capital, in which case you survive until you lose all your capitals).

CAPITALS (in gold):

Elrond --> Rivendell

Witch-King --> Dol Guldor

Isildur --> Minas Tirith

Sauron --> Barad-Dur/Mt. Doom

Gil-Galad --> Mithlond

Adunaphel --> Easterling Encampment

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack moves3
Allow reinforced units to attack in the same roundOff
Allow order overloadingOff
Allow unit pumpingOn
Maximum number of orders allowed per turnUnlimited
Turn OrderSeat order
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledTeamplay Only
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,5,5,5,5,5,5,5,5,5,5
Must capture non-empty territory to earn cardOff
Card deckA:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned2
Minimum bonus units per turn4
Elimination bonus3
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory30
Auto Assign Factories
Chance of an attacker killing a defender50
Chance of a defender killing an attacker60
Fatigue: Chance of Attack success drops by1% per 3 turns

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionSeats
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %10
Destroy unallocated CapitalsOff
Number of units per Player0
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsSeats