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Board DescriptionThe Shire - Crazy Killer Hobbit special edition It's the final months of the 3rd Age and the once peaceful Shire has been invaded by the infamous Sharkey and his band of ruffians. They've torn up trees and tortured many hobbits, even killing a few. Worst of all, they've confiscated the great stores of pipeweed (is there no escape). What's more, bandits and wolves prowl the edges of the Shire with ever-increasing daring. Most hobbits have followed in the footsteps of Ted Sandyman, who cowers in the recesses of his mill. Who will come to the rescue - will it be the legendary Brandybuck or Took families...will old Gaffer Gamgee cane them into submission...will the Bullroarer return from the dead...perhaps Gimli will lead a charge of dwarves...and where are those 4 adventurous hobbits who left so long ago? When will they return? Special notes: (1) Bombadil's Haunt, Michel Delving, The Hill, Buckleberry Ferry and Longbottom have special abilities (see below) and each has a max unit count of 20 units. (2) Bombadil's Haunt can attack anywhere in Buckland (standard border) and can also attack anywhere in the lower East Farthing (as artillery border). It is worth a +2 bonus. It also has view-only borders to the other special locations. (3) Michel Delving is worth a +1 bonus...it also defends with advantage due to the rock formations throughout it's area. Due to it's size, it can hold a unit max of 30 units. (4) The Hill at Hobbiton is worth a +1 bonus and attacks adjacent locations with advantage due to the high terrain affording a panoramic view. It also has a +1 artillery bonus attack at locations a radius of 2 from it. (5) Buckleberry Ferry, besides being very important as a connection between the rest of the Shire and the key Buckland and Bombadil locations, is worth a +1 bonus. Most importantly, it can attack at penalty all water-bordering locations (other than Brandy Hall and adjacent locations in which it attacks with no penalty). (6) Longbottom, the infamous home of the longbottom leaf, is worth a +1 bonus; it also contains a location (the enclave) which has the ability to launch a limited artillery attack on other bonus locations with +2 offensive dice. This is because the leaf has the ability to tug at the heartstrings of hobbits from all corners of the Shire. (7) The enclave can only be attacked or units placed on it. It cannot be fortified to. It acts as a factory generating 1 bonus to Longbottom if a player owns both locations at the start of his/her turn. (8) The max unit count for all other locations then the special ones mentioned above is 25. The longbottom special enclave has a max unit count of 6. 9) Players are allowed to hold units in reserve - this amount is unlimited. 10) The map employs medium fog - however, strongholds such as Michel Delving, the Hill, Longbottom and Buckleberry Ferry have view-only borders for all non-adjacent territories in their respective Farthing. 11) Attacking across a bridge is done with defender receiving +1 bonus 12) Card sets are 6,8,10. 13) Dice are 8-sided. Scenarios: 3) Crazy Killer Hobbit SE Default attack dice are +1. Infinite Reserves. Abandon is on - territories revert to neutral immediately. No return to attack after fortify allowed. 50 attack orders limit. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionThe Shire - King of the Hill special edition It's the final months of the 3rd Age and the once peaceful Shire has been invaded by the infamous Sharkey and his band of ruffians. They've torn up trees and tortured many hobbits, even killing a few. Worst of all, they've confiscated the great stores of pipeweed (is there no escape). What's more, bandits and wolves prowl the edges of the Shire with ever-increasing daring. Most hobbits have followed in the footsteps of Ted Sandyman, who cowers in the recesses of his mill. Who will come to the rescue - will it be the legendary Brandybuck or Took families...will old Gaffer Gamgee cane them into submission...will the Bullroarer return from the dead...perhaps Gimli will lead a charge of dwarves...and where are those 4 adventurous hobbits who left so long ago? When will they return? Special notes: (1) Bombadil's Haunt, Michel Delving, The Hill, Buckleberry Ferry and Longbottom have special abilities (see below) and each has a max unit count of 20 units. (2) Bombadil's Haunt can attack anywhere in Buckland (standard border) and can also attack anywhere in the lower East Farthing (as artillery border). It is worth a +2 bonus. It also has view-only borders to the other special locations. (3) Michel Delving is worth a +1 bonus...it also defends with advantage due to the rock formations throughout it's area. Due to it's size, it can hold a unit max of 30 units. (4) The Hill at Hobbiton is worth a +1 bonus and attacks adjacent locations with advantage due to the high terrain affording a panoramic view. It also has a +1 artillery bonus attack at locations a radius of 2 from it. (5) Buckleberry Ferry, besides being very important as a connection between the rest of the Shire and the key Buckland and Bombadil locations, is worth a +1 bonus. Most importantly, it can attack at penalty all water-bordering locations (other than Brandy Hall and adjacent locations in which it attacks with no penalty). (6) Longbottom, the infamous home of the longbottom leaf, is worth a +1 bonus; it also contains a location (the enclave) which has the ability to launch a limited artillery attack on other bonus locations with +2 offensive dice. This is because the leaf has the ability to tug at the heartstrings of hobbits from all corners of the Shire. (7) The enclave can only be attacked or units placed on it. It cannot be fortified to. It acts as a factory generating 1 bonus to Longbottom if a player owns both locations at the start of his/her turn. (8) The max unit count for all other locations then the special ones mentioned above is 25. The longbottom special enclave has a max unit count of 6. 9) Players are allowed to hold units in reserve - this amount is unlimited. 10) The map employs medium fog - however, strongholds such as Michel Delving, the Hill, Longbottom and Buckleberry Ferry have view-only borders for all non-adjacent territories in their respective Farthing. 11) Attacking across a bridge is done with defender receiving +1 bonus 12) Card sets are 6,8,10. 13) Dice are 8-sided. Scenarios: 2) King of the Hill SE The Hill's bonus is now worth 5. The Hill plus any other special location is an additional 1 bonus. The Hill can view all map locations. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionThe Shire - Tower of Annuminas special edition It's the final months of the 3rd Age and the once peaceful Shire has been invaded by the infamous Sharkey and his band of ruffians. They've torn up trees and tortured many hobbits, even killing a few. Worst of all, they've confiscated the great stores of pipeweed (is there no escape). What's more, bandits and wolves prowl the edges of the Shire with ever-increasing daring. Most hobbits have followed in the footsteps of Ted Sandyman, who cowers in the recesses of his mill. Who will come to the rescue - will it be the legendary Brandybuck or Took families...will old Gaffer Gamgee cane them into submission...will the Bullroarer return from the dead...perhaps Gimli will lead a charge of dwarves...and where are those 4 adventurous hobbits who left so long ago? When will they return? Special notes: (1) Bombadil's Haunt, Michel Delving, The Hill, Buckleberry Ferry and Longbottom have special abilities (see below) and each has a max unit count of 20 units. (2) Bombadil's Haunt can attack anywhere in Buckland (standard border) and can also attack anywhere in the lower East Farthing (as artillery border). It is worth a +2 bonus. It also has view-only borders to the other special locations. (3) Michel Delving is worth a +1 bonus...it also defends with advantage due to the rock formations throughout it's area. Due to it's size, it can hold a unit max of 30 units. (4) The Hill at Hobbiton is worth a +1 bonus and attacks adjacent locations with advantage due to the high terrain affording a panoramic view. It also has a +1 artillery bonus attack at locations a radius of 2 from it. (5) Buckleberry Ferry, besides being very important as a connection between the rest of the Shire and the key Buckland and Bombadil locations, is worth a +1 bonus. Most importantly, it can attack at penalty all water-bordering locations (other than Brandy Hall and adjacent locations in which it attacks with no penalty). (6) Longbottom, the infamous home of the longbottom leaf, is worth a +1 bonus; it also contains a location (the enclave) which has the ability to launch a limited artillery attack on other bonus locations with +2 offensive dice. This is because the leaf has the ability to tug at the heartstrings of hobbits from all corners of the Shire. (7) The enclave can only be attacked or units placed on it. It cannot be fortified to. It acts as a factory generating 1 bonus to Longbottom if a player owns both locations at the start of his/her turn. (8) The max unit count for all other locations then the special ones mentioned above is 25. The longbottom special enclave has a max unit count of 6. 9) Players are allowed to hold units in reserve - this amount is unlimited. 10) The map employs medium fog - however, strongholds such as Michel Delving, the Hill, Longbottom and Buckleberry Ferry have view-only borders for all non-adjacent territories in their respective Farthing. 11) Attacking across a bridge is done with defender receiving +1 bonus 12) Card sets are 6,8,10. 13) Dice are 8-sided. Scenarios: 6) The Tower of Annuminas SE The Annuminas territory has a bonus value of 10. This territory can be acquired by any player at the start of their turn if they own atleast 3 of the other special locations (Hobbiton, Michel Delving, Longbottom, Buckleberry Ferry, Bombadil's Haunt). Furthermore, the tower affords the player the ability to see the entirety of the Shire due to the Palantir residing there. An important note is that, once a player has achieved the Annuminas bonus, he/she will continue to receive that bonus until another player has taken 3 or more of the special locations. The bonus takes effect after a delay of one turn, although the view of the Shire kicks in on the first turn of ownership. Also, a rule change specifically for this scenario - abandon is on and abandoned locations revert to neutral at end of a player's turn. Finally, due to the nature of the importance of the special locations, each special location is viewable to eachother. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionThe Shire - Tom Bombadil special edition It's the final months of the 3rd Age and the once peaceful Shire has been invaded by the infamous Sharkey and his band of ruffians. They've torn up trees and tortured many hobbits, even killing a few. Worst of all, they've confiscated the great stores of pipeweed (is there no escape). What's more, bandits and wolves prowl the edges of the Shire with ever-increasing daring. Most hobbits have followed in the footsteps of Ted Sandyman, who cowers in the recesses of his mill. Who will come to the rescue - will it be the legendary Brandybuck or Took families...will old Gaffer Gamgee cane them into submission...will the Bullroarer return from the dead...perhaps Gimli will lead a charge of dwarves...and where are those 4 adventurous hobbits who left so long ago? When will they return? Special notes: (1) Bombadil's Haunt, Michel Delving, The Hill, Buckleberry Ferry and Longbottom have special abilities (see below) and each has a max unit count of 20 units. (2) Bombadil's Haunt can attack anywhere in Buckland (standard border) and can also attack anywhere in the lower East Farthing (as artillery border). It is worth a +2 bonus. It also has view-only borders to the other special locations. (3) Michel Delving is worth a +1 bonus...it also defends with advantage due to the rock formations throughout it's area. Due to it's size, it can hold a unit max of 30 units. (4) The Hill at Hobbiton is worth a +1 bonus and attacks adjacent locations with advantage due to the high terrain affording a panoramic view. It also has a +1 artillery bonus attack at locations a radius of 2 from it. (5) Buckleberry Ferry, besides being very important as a connection between the rest of the Shire and the key Buckland and Bombadil locations, is worth a +1 bonus. Most importantly, it can attack at penalty all water-bordering locations (other than Brandy Hall and adjacent locations in which it attacks with no penalty). (6) Longbottom, the infamous home of the longbottom leaf, is worth a +1 bonus; it also contains a location (the enclave) which has the ability to launch a limited artillery attack on other bonus locations with +2 offensive dice. This is because the leaf has the ability to tug at the heartstrings of hobbits from all corners of the Shire. (7) The enclave can only be attacked or units placed on it. It cannot be fortified to. It acts as a factory generating 1 bonus to Longbottom if a player owns both locations at the start of his/her turn. (8) The max unit count for all other locations then the special ones mentioned above is 25. The longbottom special enclave has a max unit count of 6. 9) Players are allowed to hold units in reserve - this amount is unlimited. 10) The map employs medium fog - however, strongholds such as Michel Delving, the Hill, Longbottom and Buckleberry Ferry have view-only borders for all non-adjacent territories in their respective Farthing. 11) Attacking across a bridge is done with defender receiving +1 bonus 12) Card sets are 6,8,10. 13) Dice are 8-sided. Scenarios: 5) Tom Bombadil SE Bombadil's Haunt now has large unit max. The owner of Bombadil's Haunt has a factory bonus of +1 units to every controlled location. Bombadil's Haunt can now fortify to any non-special controlled location (note, for S East Farthing, this fortify border replaces the artillery border) regardless of whether the player has a line-of-sight connection or not. Abandon is on - territories revert to neutral at turn's end. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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