113 Open Daily games
1 Open Realtime game
  • Status: Live
  • Version: 8.0
  • Designer: Thingol
  • Rating:
  • Rating Score: 5.50 out of 10 [2 ratings]
  • Difficulty: Intermediate
  • Created Date: 26th Nov 2016
  • Release Date: 2nd Jul 2014
  • Games Played: 73

Design Information
Territories 81
Continents 40
Advanced Features One-way Borders
Border Modifiers
Artillery Borders
View Only Borders
Attack Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
4 5 6 7
Card Sets Worth 6,8,10,6,8,10,6
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Disabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
 
Cards
Bag End
Pipeweed or Fireworks?
Brandywine River
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Thorin Oakenshield Default Default
2 Pippin Default Default
3 Merry Default Default
4 Fatty Bolger Default Default
5 Bilbo Default Default
6 Gandalf Default Default
7 Ted Sandyman Default Default
8 Samwise Default Default
9 Old Took Default Default
10 Frodo Default Default
11 The Shire Default Default

Board Description

The Shire - Basic Boring Hobbit 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:

1) Basic Boring Hobbit Edition - default

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralNever
Fog typeMedium
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values6,8,10,6,8,10,6,8,10,6,6
Must capture non-empty territory to earn cardOn
Card deckA:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus10
Capturing of reserves on eliminationOn
Maximum reserve units20
Maximum units per territory25
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 81
Continents 40
Advanced Features One-way Borders
Border Modifiers
Artillery Borders
View Only Borders
Attack Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
4 5 6 7
Card Sets Worth 6,8,10,6,8,10,6
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Disabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
 
Cards
Crazy Hobbit
Fireworks
Killer Hobbits
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Thorin Oakenshield Default Default
2 Pippin Default Default
3 Merry Default Default
4 Fatty Bolger Default Default
5 Bilbo Default Default
6 Gandalf Default Default
7 Ted Sandyman Default Default
8 Rosie Cotton Default Default
9 Old Took Default Default
10 Frodo Default Default
11 The Shire Default Default
12 Samwise Default Default

Board Description

The 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.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOff
Number of attacks allowed50
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values6,8,10,6,8,10,6,8,10,6,6
Must capture non-empty territory to earn cardOn
Card deckA:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus10
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory25
Auto Assign Factories
Number of sides on Attacker's Dice9
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 81
Continents 50
Advanced Features One-way Borders
Border Modifiers
Artillery Borders
View Only Borders
Attack Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
4 5 6 7
Card Sets Worth 6,8,10,6,8,10,6
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Disabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
 
Cards
Bag End
Pipeweed or Fireworks?
Brandywine River
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Thorin Oakenshield Default Default
2 Pippin Default Default
3 Merry Default Default
4 Fatty Bolger Default Default
5 Bilbo Default Default
6 Gandalf Default Default
7 Ted Sandyman Default Default
8 Samwise Default Default
9 Old Took Default Default
10 Frodo Default Default
11 The Shire Default Default

Board Description

The Shire - Easter Egg 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:

4) Easter Egg SE

Hidden bonuses are sprinkled throughout the Shire, some as factories.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralNever
Fog typeMedium
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values6,8,10,6,8,10,6,8,10,6,6
Must capture non-empty territory to earn cardOn
Card deckA:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus10
Capturing of reserves on eliminationOn
Maximum reserve units20
Maximum units per territory25
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 81
Continents 44
Advanced Features One-way Borders
Border Modifiers
Artillery Borders
View Only Borders
Attack Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
4 5 6 7
Card Sets Worth 6,8,10,6,8,10,6
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Disabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
 
Cards
Bag End
Pipeweed or Fireworks?
Brandywine River
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Thorin Oakenshield Default Default
2 Pippin Default Default
3 Merry Default Default
4 Fatty Bolger Default Default
5 Bilbo Default Default
6 Gandalf Default Default
7 Ted Sandyman Default Default
8 Samwise Default Default
9 Old Took Default Default
10 Frodo Default Default
11 The Shire Default Default

Board Description

The 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

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralNever
Fog typeMedium
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values6,8,10,6,8,10,6,8,10,6,6
Must capture non-empty territory to earn cardOn
Card deckA:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus10
Capturing of reserves on eliminationOn
Maximum reserve units20
Maximum units per territory25
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 82
Continents 51
Advanced Features One-way Borders
Border Modifiers
Artillery Borders
View Only Borders
Attack Only Borders
Factories
Fortify Only Borders
 
Board Settings
Gameplay Turn Based
Available Players
4 5 6 7
Card Sets Worth 6,8,10,6,8,10,6
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Disabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
 
Cards
Gandalf
Bombadil
Bilbo
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Thorin Oakenshield Default Default
2 Pippin Default Default
3 Merry Default Default
4 Fatty Bolger Default Default
5 Bilbo Default Default
6 Gandalf Default Default
7 Ted Sandyman Default Default
8 Rosie Cotton Default Default
9 Old Took Default Default
10 Frodo Default Default
11 Bombadil Default Default
12 Samwise Default Default
13 The Shire Default Default
14 Old Man Willow Default Default
15 Samwise Default Default

Board Description

The 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

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowed50
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOn
Abandoned territories revert to neutralEnd of Turn
Fog typeMedium
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values6,8,10,6,8,10,6,8,10,6,6
Must capture non-empty territory to earn cardOn
Card deckA:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus10
Capturing of reserves on eliminationOn
Maximum reserve units20
Maximum units per territory25
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 81
Continents 122
Advanced Features One-way Borders
Border Modifiers
Artillery Borders
View Only Borders
Attack Only Borders
Factories
Fortify Only Borders
 
Board Settings
Gameplay Turn Based
Available Players
4 5 6 7
Card Sets Worth 6,8,10,6,8,10,6
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Disabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
 
Cards
Bag End
Silly Hobbits
Gandalf-Bilbo-Thorin
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Thorin Oakenshield Default Default
2 Pippin Default Default
3 Merry Default Default
4 Fatty Bolger Default Default
5 Bilbo Default Default
6 Gandalf Default Default
7 Tom Bombadil Default Default
8 Rosie Cotton Default Default
9 Old Took Default Default
10 Frodo Default Default
11 The Shire Default Default
12 Samwise Default Default

Board Description

The 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

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowed50
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOn
Abandoned territories revert to neutralEnd of Turn
Fog typeMedium
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values6,8,10,6,8,10,6,8,10,6,6
Must capture non-empty territory to earn cardOn
Card deckA:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus10
Capturing of reserves on eliminationOn
Maximum reserve units20
Maximum units per territory25
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone