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This section of the site is not finished, but there are
several usable sets of alternate rules for you to try out. Alternate Rulesets for Lord of the Rings RISK The following pages contain separate alternate rulesets for Lord of the
Rings RISK.
Cleeve
Three Rings for the Elven-kings under the sky, Overview: Rings of Power can be used to bid for turn order, play Power
cards, buy Power cards, buy a second Leader, or even purchase extra battalions!
As a reward for conquest, Rings of Power resources are awarded
to players according to the number of territories they control, but entire
regions give players no bonus as they do with battalions. Setup: 1. Players now earn "Rings of Power" in addition to new battalions: Rings of power are NOT given to a player when: 2. Rings of Power are used to bid for turn order: 3. Rings of Power are required to play Power Card type Adventure
cards: 4. A second Leader can be purchased for 6 Rings of Power: 5. Battalions can be purchased for 4 Rings of Power: 6. Adventure Cards can be purchased for 2 Rings of Power each: Good VS Evil Overview: 3. Players on the same team cannot attack each other: 5. Players can transfer battalions to the control of their ally by redeployment: 6. Players on the same team sum up their points at the end of the game: Overview: 1. Die roll every time the Fellowship is to move: 2. Track how many turns each player has:
1. Remove irrelevant cards from the Adventure Deck: 2. Adventure cards are NOT kept after they are played: 3. The game ends when one player (or team) controls the entire map. Rules Variant for LOTR Risk V 1.0 2 Players 3 Players 4 Players SETUP Elves have the green pieces, Men have the yellow pieces, Saruman has the red pieces and Sauron has the black pieces. Setup the board as follows MEN SARUMAN SAURON RULES DROPPED FROM RISK NEW RULES If you have played Axis & Allies, you can basically skip this part. Combat uses the same rules. To perform combat, the attacker's units roll one dice each. If that dice result is equal to or lower than that unit's ATK, that unit has scored a hit. (You must declare which unit "belongs to" each dice roll before you roll) Then the defender rolls a dice for each defending unit, and scores a hit if the result is equal to or lower than its unit's unit's DEF. Each player then removes a number of units equal to the number of hits his opponent scored from the board. This process is repeated as many times as the attacker wishes, or until one player has no units left in the battle. If the attacker still has units remaining, he must move at least one of them into the territory. He then gains control of the territory. TERRITORY CARDS. At the beginning of the game, deal out each card to the owner of its respective territory. At the end of each player's turn, that player collects 1 gold for every two territory cards he has. When a player captures a territory, the previous owner surrenders the territory card of that territory. MONEY. At the beginning of your turn, you may purchase new units for their cost in gold. Set these aside until the end of the turn, when you may place them on a stronghold you control. LEADERS STRONGHOLDS FELLOWSHIP and WIN CONDITIONS PORTS ALLIANCE SPECIAL MEN Example: ELVES SARUMAN SAURON
Men take the first turn, followed by Saruman, then Elves, then Sauron, then repeat. At the end of each player's turn, move the One Ring representing the Fellowship if possible. (Help me balance this game out!) The Leaders and their Special Abilities Before the game starts, each player secretly choses a leader character (represented on the board by the shield playing piece) and reveals her/him simultaneously. All other standard rules (including Leader rules) apply. This rules versions is best played with the (European) expansion pack. The Special Ability of your Leader may be used ONCE per game only. G O O D
The King returns: When attacking a stronghold (a territory containing a stronghold controlled by the enemy) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole "battle" (until you conquer the territory or need to retreat/stop the attack). Aragorn must be part of the battle. Arwen Horses of Water: Arwen can make one river impossible to pass (blocks bridges and cancels the effects of adventure cards (or other optional rules) that would allow to cross a river. Plus, no cards may be played after the ability is used that would allow to cross a river in the first place). She needs to be in a territory the river is part of. Eowyn Call of Rohan: Recruit 1 die worth of Battalions when in Rohan. Deploy them in the same territory Eowyn is in. O R "I'm no Man": If the opponent has the Witch King as leader and Eowyn fights in the same battle he does (either on the attacking or the defending side) cancel all his standard and special abilities (that of course includes the regular leader bonuses) for the whole battle (until one side stops the attack or is victorious).
Summon Eagle: During the Redeployment Phase Gandalf may cross mountains/rivers on the back of an Eagle if you chose to move him. O R Blind the Foe: Before a battle starts (Gandalf can be on the attacking or the defending side) use this spell to blind enemy units. Roll one die for each opposing Battalion (for example, if the enemy army consists of 6 Battalions, roll 6 dice). For every 6 you roll, you blinded a Battalion which flees unable to continue the fight. Move the Battalion into an adjacent "friendly" territory, controlled by its side (can't cross rivers or mountains of course). If there is none, remove the Battalion from the board. Theoden The Lesson of Helm's Deep: When defending a stronghold (a territory containing a stronghold controlled by your side) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole "battle" (until the enemy retreats/stops the attack). Theoden must be part of the battle of course. E V I L
Wall of Fire When defending a stronghold (a territory containing a stronghold controlled by your side) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole "battle" (until the enemy retreats/stops the attack). The Balrog must be part of the battle of course.
Ferocity of the Orcs When attacking a stronghold (a territory containing a stronghold controlled by the enemy) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole "battle" (until you conquer the territory or need to retreat/stop the attack). The Chieftain must be part of the battle.
Recruit 1 die worth of Battalions when in Isengard. Deploy them in Isengard only. O R Cancel Magic: If the opponent has Gandalf as leader and Saruman fights in the same battle he does (either on the attacking or the defending side) cancel all his standard and special abilities (that of course includes the regular leader bonuses) for the whole battle (until one side stops the attack or is victorious).
Summon Mount: During the Redeployment Phase the Witch King may cross mountains/rivers on the back of his mount if you chose to move him. O R Terror: Before a battle starts (the Witch King can be on the attacking or the defending side) use this power to instill terror in enemy units. Roll one die for each opposing Battalion (for example, if the enemy army consists of 6 Battalions, roll 6 dice). For every 6 you roll, you overpowered a Battalion with your dark presence which flees in terror, unable to continue the fight. Move the Battalion into an adjacent "friendly" territory, controlled by its side (can't cross rivers or mountains of course). If there is none, remove the Battalion from the board.
Poison the Mind: Before a battle starts (Wormtongue may be on the attacking or defending side), "steal" one die worth of Battalions from the enemy. These Battalions are moved immediately (and before the battle starts) over to the territory Wormtongue is currently in and may be used in the attack or defense. Please send questions and comments to TheThief@t-online.de The Leaders and their Special Abilities Variant by D.Schiller V1.0 This is expansion on the idea and some rules made by The Thief (TheThief@t-online.de), that I have found on the web. All standard and Leader rules apply. This rules versions is inteded for use with the (European) expansion pack allowing 6 players (3 good and 3 evil). SELECTION OF HERO / VILLAN The leaders are now reffered to as Heroes for good side and Villans for evil side. Before the game starts, each player throws a dice and one with highest roll starts first and secretly chooses a leader character. Then all other players secretly choose leaders according to decreasing die number. When all players have leaders they reveal them simultaneously. Good players must choose Heroes while evil side must choose Villans.
Each leader (i.e. Heroes and Villans) has different Special Ability in attack and in defence. Each of these Special Abilities of leader may be used ONCE per game only (i.e. once during attack and once during defence). If second leader is appointed by the card, he may also use its Special Abilities while he is in the game. Second leader always dies first and cannot be returned to game unless invoked by card.
Each hero / villan has its natural opponent against which it has advantage. For example an opponent of Gandalf is Balrog. Opponents for each leader are shown in the table below. Every time a leader and its opponent meet in the battle (regardless of attack / defence turn) an opponent which is being attacked looses its standard +1 advantage or 1 experience level and he cannot use his defence special ability.
Leaders gain experience points if they lead successful campaign. Experience points are awarded according to following table: 1 exp.point - for succesful attack on stronghold * * turn must be against opposing force i.e. good vs. evil or evil vs good For 3 experience points, leader gains 1 experience level. For each experience level leader gains additional a +1 on next unaffected die. Eg.1. A leader with no experience levels will only have a normal +1 on
highest roll. Important! Every time a leader dies, he looses 1 experience level! (Hint! Escape special abilities come in handy.) SPECIAL ABILITIES Gandalf Opponent: Balrog Attack: Blind the Foe Before your attack starts use this spell to blind enemy units. Roll one die for each opposing Battalion (for example, if the enemy army consists of 6 Battalions, roll 6 dice). For every 6 you roll, you blinded a Battalion which flees unable to continue the fight. Move the Battalion into an adjacent "friendly" territory, controlled by its side (can't cross rivers or mountains of course). If there is none, remove the Battalion from the board. Defense: Summon Eagle At any stage during the defense phase Gandalf may escape anywhere on any friendly territory on the back of an Eagle. If there is no friendly territories left, this cannot be used.
Opponent: Uruk-hai Chieftian Attack: The King returns When attacking a stronghold (a territory containing a stronghold controlled by the enemy) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole "battle". Defense: Dept to King Isildur When attacked, Aragorn may choose to call for help of an ghost army to fullfill an Dept to Isildur. Before attack add 6 to total number of batallions and divide this number by 6, and trow one die for each whole number in result, disregard remainder (eg.1. If attacker attacks with 14 battalions, Aragorn trows 3 die since (14 + 6) / 6 = 3 + 2 remainder). Aragorn receives number of battalions of Ghost Army equal to number shown by dice, if possible in different colour. This army is first to die by attacking army, and if any of battalions remain at the end of successful defense they dissapear at the end of attackers turn as result of fullfilled dept to King Isildur. If attacking army withdraws from attack, before it is destroyed, Aragorn trows die and withdrawing army looses number of battalions as shown on the die - as result of ghost armys fury.
Opponent: Witch King Attack: Call of Rohan Recruit 1 die worth of Battalions when in Rohan. Deploy them in the same territory Eowyn is in. Defense: "Maidens Aid" After each attack trow, Eowyn may attempt to cure its fallen defenders. For each fallen defender she trows a die and if 6 is trown, fallen defender is cured and returned to fight.
Opponent: Wormtonge Attack: Riders of Rohan If in Rohan region Eomer can round up and concentrate his riders for an cavlary attack. Trow a die and divide number by 2 and disregard remainder. Eomer recives number of cavlary pieces (1 cavlary = 3 battalions) equal to result number. For example, Eomer trows 5 / 2 = 2 + 1 remainder and receives 2 cavlary pieces. If Eomer trows less than 2 he still receives a minimum of 1 cavlary unit.
When attacked, Eomer may choose to storm the enemy head on, resulting in immediate victory over 1 die worth of enemy batallions. This cannot be used against seaborne attacks. Treebeard Opponent: Saruman Attack: Fury of Nature Treebeard can concentrate his fury on strongholds receveing an additional +1 against strongholds. If attacking Isengard which is ruled by Saruman, an additional +2 is received as expression of vengence for forests destroyed by Saruman. Addition of +1 or +2 lasts for duration of battle. Defense: Blend in Forest Treebeard can blend in forests during defense phase if an teritory contains a forest. By this he switches his normal +1 from highest die to a +1 on lowest die for duration of entire battle.
Opponent: Worg Rider Attack: Arrows of Speed Legolas can use his fast attack with his mighty bow and elvish skill resulting in two trows of set of attack dice for one trow of defense dice. In practice after first trow, attacker can choose which die he wants to retrow, then defender trows his defense dice. This lasts for the duration of battle. Defense: Knifes of Legolas When defending strongholds Legolas can choose to use his elvish knives in both hands resulting in additional +1 to lowest die for duration of attack.
Opponent: Cave Troll Attack: Dwarvish Mines If Gimly is on a territory next to mountains, he may choose to use his knowledge of dwarvish mines and attack with his battalions any enemy territory connected to the same mountain. Defense: Bravery of Dwarves Dwarves are not scared easily. When attacked with at least twice as much attackers than Gimlys defenders, dwarves defend themselves most ferociously adding a +1 to both dice for duration of battle. This ability can only be used if balance of power is at least 1:2 in favour of attackers (only battalions are counted). When balance of power is less than 1:2, Gimly receives a +1 only on lowest die until end of battle. Arwen Opponent: Black Rider Attack: Ellegance of Hadhafang Arwen can use her special skill of using her sword Hadhafang giving her a +1 on all dice trows for duration of battle additional to her normal +1 on highest roll. Defense: Horses of Water In response to attack Arwen can trow die and make one river impossible to pass in territorry that she is in as well as number on die divided by 2 adjecent territories that river passes by. For example Arwen trows 3 which means that blocade includes Arwens territory and one other (3 / 2 = 1 + 1 reminder) of her choice but adjecent to her teritory and must have same river in it. By this she blocks bridges and cancels the effects of adventure cards
(or other optional rules) that would allow to cross a river. Plus, no
cards may be played after the ability is used that would allow to cross
a river in the first place. She needs to be in a territory the river is
part of or bordered with. Opponent: Easterling Chieftian Attack: To the Aid of Gondor King Theoden can come to aid of Gondor with all the men that he can gather.
Trow a die for each 3 defenders that you are attacking, and receive that
many battalions. Theoden must be in Rohan on border with Gondor and attacking
territory in Gondor. Defense: The Lesson of Helm's Deep When defending a stronghold add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole "battle". Theoden must be part of the battle of course.
Opponent: Sauron Attack: Sneak by Enemy Eye Frodo may use his ability to sneak by the enemy allowing him to attack one territory behind adjecent enemy territory. Defense: Dissapear In case of attack Frodo may briefly dissapear and withdraw to adjacent friendly territory escaping annihilation. Special ring ability: +1 foe each exp. level when attempting ring takeover (only in Hunt for Ringbearer) SPECIAL ABILITIES Balrog Opponent: Gimly Attack: Keeper of Underworld If Balrog is on a territory next to mountains, he may choose to use his knowledge of underworld and attack with his battalions any enemy territory connected to the same mountain. Defense: Wall of Fire When defending a stronghold (a territory containing a stronghold controlled by your side) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole battle.
Opponent: Gandalf Attack Drain of Sauron Sauron can drain 1 experience level from opposing leader for duration of entire battle. Defense: All Seing Eye Sauron can use this special ability to see what his enemy is planning and therefore preparing his toops and effectivelly canceling effects of any Special Abilitiy that his enemies may try to use against him. This is announced after his enemies attempt to use their special abbilities, and can be used only once. Enemy special ability is wasted.
Opponent: Eowyn Attack: Deceive Folk Saruman may use his charisma to deceive local folk guarding border and
turn them against forces of good. This translates into turning enemy territory
to his territory (replacing enemy soldiers with Sarumans). After
Saruman selects a territory he wishes to turn (must be maximum 2 territories
distant from Saruman) must trow 1 die and number on die must be greater
than number of enemy battalions on that territory. Defense: Unnatural Growth When attacked in Isengard, recruit 1 die worth of battalions and deploy
them in Isengard only. Opponent: Theoden Attack / Defense: Poison the Mind Before a battle starts (Wormtongue may be on the attacking or defending side), "steal" one die worth of battalions from the enemy. These battalions are moved immediately (and before the battle starts) over to the territory Wormtongue is currently in and may be used in the attack or defense. This abbility may be used once in attack and once in defense.
Opponent: Eomer Attack: Terror Before a battle starts use this power to instill terror in enemy units. Roll one die for each opposing Battalion (for example, if the enemy army consists of 6 Battalions, roll 6 dice). For every 6 you roll, you overpowered a Battalion with your dark presence which flees in terror, unable to continue the fight. Move the Battalion into an adjacent "friendly" territory, controlled by its side (can't cross rivers or mountains of course). If there is none, remove the Battalion from the board. Defense: Summon Mount When attacked the Witch King may summoun mount at any stage of defense and escape to any of friendly territory on board. If there is no friendly territories left, this cannot be used.
Opponent: Treebeard Attack: Ferocity of the Orcs When attacking a stronghold (a territory containing a stronghold controlled by the enemy) add an additional +1 bonus to your highest roll. This bonus is in effect for the duration of the whole battle. Defense: Aid of Saruman Uruk-hai when attacked may call upon Sarumans aid, receiving a +1 to lowest die for duration of battle.
Opponent: Arwen Attack: Master of the Seas If on coast, pirate can use his extensive knowledge of mastering the seas and river ways to attack any territory on board up to 2 die worth of territories apart on sea or 1 die worth of territories on rivers. Defense card against attack from sea cannot be used. Defense: Gone in the Mist If on coast or river connected to the sea, pirate can use his extensive knowledge of mastering the seas to escape with his battalions (one must stay behind) to any coastal territory on board up to 1 die worth of territories apart. If on river territory and number received by die is not enough to escape to coastal territory, Pirate cannot escape since it will be noticed and pursued by his attacker.
Opponent: Aragorn Attack: Fast Attack Worg Rider can use his fast attack with his pack of worg riders resulting in two trows of set of attack dice for one trow of defense dice. In practice after first trow, attacker can choose which die he wants to retrow, then defender trows his defense dice. This lasts for the duration of battle. Defense: Storm the Attackers When attacked, Worg Rider may choose to storm the enemy head on, resulting in immediate victory over 1 die worth of enemy batallions. This cannot be used against seaborne attacks.
Opponent: Frodo Attack: Call for the Undead When attacking, Black rider may call for the help of undead. For each 5 defenders, Black rider receives a 1 die worth of battalions. Defense: Scream in the Night Black riders scream can bring fear to attacking enemy units paralysing them or even scaring them away from the battle. Before battle begins, Black rider trows a die for each enemy batallion. If 4, or 5 is trown attackers are paralysed by fear and are unable to continue remaining on territory. If 6 is trown, attackers are so scared that they run away leaving the territoy. After for each attacker a die has been trown, battle continues as per normal rules. Special ring ability: +1 for each exp. level when attempting ring takeover (only in Hunt for Ringbearer)
Opponent: Legolas Attack: Punch of Power Cave Troll may use his Punch of Power receiving additional +1 on highest roll for duration of battle.
At any stage during defense, Troll can choose to use his body to absorb entire hit of the attackers, nulifing effect of attackers dice while still counting his defense dice. This can be repeated 2 times in a row, and attack must continue until Absorption of Impact is in effect.
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