It's easy to count the number of VP. If you can defend everything but 7 of them, you're in an ideal situation, because you have an out. Losing one more stronghold will still allow you to continue. In the worst case scenario, you must defend everything but 9 VP. There will also be moments when you'll have the opportunity to be on the offensive. Don't be afraid to lose a few units if that means chasing a weaker enemy away. Remember, every more of the Shadow costs action dice and with less action dice, you will have less worries with the hunt pool.
Another interesting choice when defending is to combine armies of different free peoples. Keeping exactly one nation out of war is also sound strategy. I will let you know figure out why. Playing cards in combat. There will be a moment in your game when you will have your hand full of cards and wonder "why haven't I spent more in combat?
Don't worry just yet, you might have made the right choice. I would divide the cards according to their combat requirements in:. Before you play a card in battle, take a good look at the rest of it. If the effect of the card has become superfluous or it brings minimal advantage, save it for battle. For example, there will be cards which require you to have a companion in a location.
If that companion is already dead Also, there are cards which allow you to move nations on the political track which will prove ineffective towards the end of the game. Save all these cards for battle.
If you have chosen to go with the "destroy the ring" strategy, definitely you want to play the cards which will add the "good corruption" tiles to the game 0, -1 and -2 corruption. They may very well be the difference between winning and losing on the Mordor track. With the same strategy, you will most likely want to use your action dice to move the fellowship as much as possible, but the same dice may be used to play cards. Those cards are better candidates for spending in battle.
One of the probably many keys to victory is to know the cards so you know what to expect, especially after half of the game. The Mordor track. To have a decent chance to win, when you start you climb on the Mordor track your corruption should be 5 or less.
This depends, of course, on the hunt tiles still in the game, but this is a general guideline. In my opinion, Gollum is the best guide on the Mordor track.
The Free Peoples want to see that Frodo and Sam get to Mordor and the ring goes down the crack of doom. The Shadows want to corrupt the Fellowship and bring the ring back to Sauron.
This is the main theme and story of the game, but there is also another way to win for both sides: have a military victory. You can have a military victory if you score enough points for conquering strongholds and fortresses. Just like in the books, the game will seem unbalanced all the time: the Free Peoples are always fighting from a defensive position, their reinforcements are limited, while the Evil has access to more action dice and unlimited reinforcements, so they can afford to lose units with no harm.
It will seem that defeating the Good will be easy. But the Evil has no defense of fortresses and always has to keep an eye on the Fellowship: Sam and Frodo will slip into Mordor if they look away.
You can play the game with 2 players one plays for the Free Peoples, the other one — for the Shadows or with 4 players in this case, each player controls specific nations of their team.
You can also play with 3 players, but then you will have 2 players on one team and just one on another, so the game may seem a bit uneven. At the start of each round, you roll action dice. On different sides of the dice, you have different actions: moving your armies, moving characters, recruiting new warriors, or playing Event cards. Different sides take turns to perform the actions they have on their dice.
When all the dice have been played, the round ends. As the game progresses, you can unlock new opportunities and bring new characters into the game. For combat, you also use dice. Besides, cards can help you in battles by adding to your score. The location from where you are leading battle also matters. You have a political track that shows the state of each nation and their interest in war. When you are planning your battles, keep in mind the Fellowship: you either want them to move towards Mordor or you want to corrupt them and make them turn backward.
The game ends if the Fellowship reaches the crack of doom or if it is totally corrupted. Another way to end the game is to conquer enemy cities. If the Free Peoples gain control of 4 points they win, the Evil has to gain control of 10 points to do that. The difficult decisions will be to move again against 2 or 3 Eyes in the Hunt box.
Generally, a double move would be the best strategy in this situation but this can vary depending on the flow of the game. The SP should attack areas that are not heavily defended and before FP nations get To War where they can muster troops to defend. Gondor : Gondor is the closest FP nation to war at the start of the game. They also have the Osgiliath Fortification to help resist SP invaders and Dol Amroth takes time to reach and place under siege.
Gondor is often a target of the SP during the game and at a minimum Pelagir is a quick VP in the late game. This makes them a good target for the Shadow except that the Elven strongholds are spread out across the board. Lorien can be taken by an army from Moria or Dol Goldur. Woodland Realm can be hit during a DEW attack. Rohan : Usually Isengard can focus on Rohan. Rohan is tricky and takes practice to conquer.
Sometimes even an army from Dol Goldur can support Isengard in vanquishing Rohan and then together they can assault Gondor or Lorien. This means that the SP must carefully consider where to send his armies. Turn Stalling occurs when the SP plays a card that prevents one of these two requirements. The strategy is for the SP to use his last action die either a Palantir or Character die to play one of the turn stall event cards just before the FSP would be able to declare on their next turn.
The first is to try and get revealed on one of the Mordor Strongholds. This will cause them to draw an extra tile but if they can hide again then many cards cannot be played on them since they will no longer be on step 1 or higher of the Fellowship track.
Another strategy to avoid Cruel Weather is to move an additional region if possible but this is an extreme counter to a card the SP may or may not have in hand.
The best way to avoid a turn stall is to not be revealed and declare in Mordor directly from Rivendell or Lorien. This requires a lot of luck in hunt rolls and can be countered if the SP decides to besiege the stronghold in question. They both try to use the WK card cycling combat ability to draw through the event decks and get key event cards. The Shadow often dictates the pace of the game by implementing one of these strategies. You move the fellowship in secret and hope to avoid detection by the Shadow player.
If you can make it all the way to the top of Mount Doom without being corrupted, you win. You may have to sacrifice members of the fellowship in order to help the ring bearer survive. The Shadow player is set up to win with a military campaign. However if you ignore the Fellowship you can quickly find yourself with a couple hobbit in Mordor hiking up Mount Doom. The action in War of the Ring is driven by the dice.
The Shadow player can denote some of their dice to hunting for the Fellowship. But this will mean you have less dice with which to wage war. Discovering the location of the ring bearer allows you to corrupt him. At the very least corruption may slow down the Fellowship. Combat takes place two ways: on map spaces and as sieges within fortresses. The main difference is that fortresses are easier to defend. Event Cards are played by either side during combat and help you gain an upper hand in battles.
The Event Cards mimic many of the events from the Lord of the Rings books. Speaking of the books, many of the prominent characters from the book are in War of the Ring. Some come into the game after you meet certain conditions.
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