Lord Of The Rings Risk* rule notes and options
Diplomacy and Machiavelli adaptions

As the rules booklet is somewhat vague on some topics I have written the following clarifications and options for play. I have also added my rules for simultaneous move/combat and Diplomacy/Machiavelli adaptions. Note that there are some differences between the rules of the commercial versions ("trilogy edition", "original edition" and "european versions" ). I have noted some below.

A note on terminology: I have used the word province instead of territory. A source province is the province containing the attacking units, while a target province is the province being attacked. A controlled province is a province containing at least one unit.  The abbreviation lotrr stands for lotr risk.

*Trivia note: Risk is called Risiko in some countries.

Contents

  1. Notes on the basic game
  2. Simultaneous move rules
  3. Risk variant rules
  4. Diplomacy adaption
  5. Machiavelli adaption

1. Notes on the basic game

Notice that some of the options make the game less "tolkienesque".

Setup

In the original rules you must always leave one unit in any province you gain control of (i.e. enter or leave). This rule can of course be dispensed of. I suggest these changes at setup (see also "Movement, attack and defense"):

Option 1: do not setup neutral units in unoccupied provinces in the 2-player game.
Option 2: players are not required to setup at least one unit in every province.
Option 3: ignore the good/evil/neutral division and randomly distribute the territory cards.

The third option is recommended in the two-player game if you wish a more variable game and also to avoid having the two opposing armies bordering each other in the Mordor-Gondor area.

As an option to letting the players choose any of the additional (unclaimed/unoccupied) territories they want, you could distribute the remaining neutral cards.

Notice that in the 'trilogy edition' game all players also 1 (one) territory and 4 non-event adventure cards. In the previous edition they received 1 territory card in the 3-player game and 2 in the 4-player game, while gaining 3 non-event adventure cards !!  (So much for consistency). I recommend that you do not award territory cards at setup.

Game objectives & secret missions

In standard Risk game the players may win by reaching any of these objectives: eliminate all armies of a colour or conquer some continents/countries (the continents are: africa+asia, asia+s.america, n.america+oceania, n.america+africa, europa+s.america, europa+oceania) or a number of territories (24 with one or more armies or 18 with two or more armies).

The same may of course apply to lotrr. Examples of similar rules follow:

  1. For the 42 province game the territorial objectives may be as for standard Risk.
  2. For the 64 province game (with Gondor, Mordor and Haradwaith) the territorial objectives may be 36 with 1 unit and 27 with 2 units.
  3. Country combinations I leave up to you, but it may seem  odd to lotr purists if you combine, say, Mordor and Gondor ;-)

In lotrr the game objective is instead to gain as many points as possible, but there are missions too. You get those with some of the adventure cards (gained when a leader moves to a province with a site of power). The mission adventure cards have a "site of power" (black symbol on map) depicted at the top. There are 22 cards in the expanded game. To claim the mission award (mainly extra units) you must move your leader to the site in question (unless you were lucky enough to already be present in the sought for province). The move is made either with an attack or during strategic movement.

It is unclear whether awarded units may be immediately placed (if possible) on the map or after all combat has ended or only in the reinforcement phase. If you want a more aggressive and fast game allow immediate placement, else efter combat or during reinforcement.

Option1 : dispense of the mission fulfillment requirement and treat the mission cards as any other adventure card.
Option 2: end game when a player fulfills a province or country conquest mission (as outlined in 1-3 above).

Movement, attack and defense

The standard Risk rule is that you can attack with up to 3 units present in a source province as long as one unit is left there. If you eliminate all defending units in the target province you may then advance with up to all the attacking units (=one unit per used die) and the proceed with another attack.

Option 1: you are not required to keep at least one unit in the source province.
Option 2: you are not required to move at least one unit to the target province.
Option 3: you can move any number of units into the target province (the actual lotrr rule).

Leaders

Leaders may either support an attack or later make a strategic move. If part in an attack/defense the leader confers a bonus to your attack/your defense. Leaders may also be used in missions (see above).

Note that you may only have one leader present in a province.

Ports / sea movement

The rules are anything but clear on this issue. I suggest one of the following interpretations:

  1. Movement is only allowed to an adjacent port (this is analogous to standard Risk) per turn. Thus you may e.g. move from Forodwaith to Mithlond but not to Minhiriath.
  2. Movement is allowed to any port (to create suspense and paranoia ;-). Thus you may e.g. move directly from Forodwaith to Umbar. This is what is implied in the page 3 example in the 'trilogy edition' rules.
  3. Movement is stopped at the first enemy controlled port. Thus if Mithlond is controlled by you (or empty) but Minhiriath by another player you may move from Forodwaith to Mithlond or Minhiriath, but not further.

Reinforcements

Option 1: To avoid the largest player staring to grow exponentially and to create a longer game do not award extra armies based on the number of strongholds ('trilogy edition') and/or owned provinces and/or countries (continents in the standard game). Just use the "trade in cards" bonus.

Note that you must trade in your cards if you have more than 5 cards at the beginning of your turn (actually the standard Risk rules state 5 or 6). And that you receive armies per number of sets traded in (4/6/8/10/12/15/20/+5), not per combination of units (INFx3=4, CAVx3=6, ART(Monster)x3=8, InfCavArt=10). In both cases 2 additional units are awarded if the card depicts a controlled province and you control said depicted province else the bonus units are lost (this last bonus has been removed in thr 'trilogy edition' rules).

Reinforcements are supposed to be placed in any province you already occupy.

Option 2: If you use the options allowing empty provinces, you may also place units in empty provinces depicted on province cards or mentioned on the mission cards .

Strategic movement (fortifying / redeployment / "free move")

In standard Risk you may move the units in one (and only one) province to an adjacent province. But in lotrr you may move these units any number of consecutive (in a chain) controlled and passable provinces!

Notice that your leader(s) can move separately from these units. But you cannot move the leader at all if you have claimed a leader-mission earlier in the same turn!

Option: You may strategically move all of your units (this surely quickens the game).

Player elimination

In standard Risk the player eliminating the last units of another player gains the other players territory cards.

Option 1: The eliminated players territory cards may be gained if you eliminate a player (added to 'trilogy ed.' rules).
Option 2: The eliminated players adventure cards may also be gained.

According to the 'trilogy edition' rules you must also at this point trade in territory card sets until you have less than 5 cards in your hand.

Turn Order reference

  1. Reinforcements
    a) for controlled provinces
    b) for controlled countries
    c) trade in cards
    d) optional -- place any units gained by missions
     
  2. Declare if you intend to claim a mission (i.e. not use the leader in combat)
     
  3. Combat (and claim of mission reward and -- optional -- placement of any units gained)
     
  4. Strategic movement
    a) Move units
    b1) Move leader(s) that did not partecipate in an attack (see missions)
    b2) If you have no leader, you may instead place a new leader in a controlled province
     
  5. Claim mission reward and -- optional -- place any units gained
     
  6. Get one territory card if you have conquered at least one new province. You may own a maximum of five. If you gain a sixth you are required to play at least 3 cards in the up-coming 'reinforcement' phase. You may play all 6 if possible.
     
  7. Get one adventure card if your leader is present in a province containing a 'site of power'. The rules are unclear if you can get an adventure card in the same turn you claim a mission reward. I would suggest you can claim either a card or a mission. You may have no more than 3 adventure cards on hand / in play.
     
  8. Move the fellowship. End game if they reach Mt Doom in the expanded game, else if they exit the Dead Marshes.
    Finding the ring ('trilogy ed.' option): before moving the ring the evil player may try to find it, if he controls the province the ring currently is in (roll 2d6, if you got 12 the ring was found and evil wins--you get a +1 bonus if a leader is present in the province and an additional +1 bonus if you control the entire region).

2. Simultaneous move rules

The game can be pretty predicatble when played with alternating turns, so here is an attempt to create rules for simultaneous moves and battles.

The rule requiring a player to leave one unit behind or to enter an area with at least one unit is not used.

With this optional rule all players have to write down which provinces they will move from and to and how many units. Then one of the players will start to make his moves. The other players will notify this players of any conflict that will occur and fight it out. After player one is done player two proceeds to announce his moves and so on.

Battle resolution

All units that leave a province must be used to attack (if applicable).

Only units remaining in a province can be attacked.

Attacker and defenders must declare against whom they roll the dice, before any rolls are made.

Battles involving more than two attackers and one defender are resolved like this:

  1. The units already present in the province will defend themselves
  2. The defender can use up to 2d6 for each multiple of 2 units defending and attacking player (i.e. if having 3-4 units you can use up to 4d6 against 2 or more attackers, if having 4-5 units you can use up to 6d6 against 3 attackers and so on, but if the defender has only 1-2 units he can only use 2d6)
  3. The defender must choose against which attacker he will use his rolls before rolling
  4. The defender must use at least 2d6 against the same attacker, but may use up to all rolls if he so wishes
  5. The attacker may choose to use one or all of his (up to 3d6) rolls against the other attacker. This means that the attacker may automatically eliminate up to 3 units of another attacker, but that would also mean that the defender is automatically successful in his attacks.

Battles involving only attackers are resolved like this:

  1. Note the initial strenghts of the attackers.
  2. The strongest attacker (with most units) begins as defender and then you use the procedure described in 2-5 above.
  3. After the first round of attacks are resolved the second strongest attacker takes on the role as defender.
  4. After the second round of attacks are resolved the third strongest attacker takes on the role as defender and so on.
  5. After all players have defended once you repeat the sequence.

Optional simplified battle rules

Instead of the above battle rules let all attacking units bounce each other symmetrically. That is bounce one unit each of the attackers units until only one attacker has any remaining units. Then proceed to attack as per the standard rules.

3. Risk variant rules

4. Diplomacy adaption

This is my dear old 'ring diplomacy' recast for use with the lotrr map and with some advanced optional rules added. You will need the expanded game for this.

I use all territories as provinces, and treat all 'sites of power' and 'strongholds/fortresses' as supply centers. The provinces containing ports can be used to build fleets (option) (practically enough, all of these also contain either a 'stronghold' or a 'site of power'). Rivers and bridges do not have any effect on moves, but mountains are impassable.

Countries

  1. Eriador (E) without 'The Shire'
    Forlindon, Mithlond (SC), Harlindon (SC), Luna valley, Evendim (StC), Tower Hills
     
  2. Rohan (R) without 'Fangorn'/'Isengard' and 'Eregion'/'Doors of Moria'
    Minhiriath (SC), Dunland, Enedwaith, West Rohan (Helms Deep) (StC), Rohan's gap (SC)
     
  3. Gondor (G)
    Minas Tirith (StC), Lebennin (SC), Belfalas (SC), Tolfalas, Lamedon, Erech (NC), Anfalas, Andrast, Ithilia (SC) and South Ithilia
     
  4. Mordor/Sauron (B, as in bad guy)
    Udun (StC), Mount Doom, Gorgoroth (StC), Minas Morgul (StC), Nurn *and* Umbar (the pirate city) (StC)
     
  5. 'Saruman' (S)
    Fangorn (StC), Eregion (NC), Moria (StC), Hedemyra (SC), Emyn Muil

1-3 equals the good side and 4-5 (obviously) the bad side.
SC=Supply Center; StC=SC+Stronghold/fortress; NC=not used in the game as an SC or Stronghold

Basic game

Game begins in the 3rd age year 3000 when Saruman turns to Sauron. The standard Diplomacy rules apply with the following exceptions:

  1. Only armies (A) are used.
  2. Armies may move to any un-occupied port province along the "sea-lines".

Winning

The winner is the first player to control more than half of the SCs.

Advanced game

The standard Diplomacy rules apply with the following exceptions and additions.

Elite land units

Indicated players can only own 1 of each type (but see cavalry). And, yes, this does mean that Mordor can simultaneously field three elite units!

  1. Trolls & Orcs (T). Can only be used by the evil side. Have 2 attack/strength points.
  2. Mumakil (M). Can only be used by Mordor. Have 2 attack/strength points.
  3. Worg riders (W). Can only be used by Mordor. Have 2 movement points.
  4. Uruk-hai (U). Can only be used by the Saruman player. Have 2 movement points.
  5. Cavalry (C). Can only be used by the Rohan player. Have 2 movement points. May field up to two units.
  6. Elite archers (H). Can only be used by Gondor. Have 2 attack/strength points.
    (These are the elves.)

Special units

Indicated players can only own 1 of each type. This units are in addition to the elite units. These cannot be used to gain control of (conquer) an SC by themselves. They can only help other units to do that.

  1. Nazgul (Z). Can only be used by Mordor. Causes any attacked non-Mordor unit to immediately abort its attack/support and retreat. Can only be attacked by the GEG unit. Does not need a supply center to be maintained. Can cross mountains. Have 2 movement points.
     
  2. Great eagles/Gandalf (GEG). Can only be used by Rohan or Gondor. Blocks the Nazguls effects and forces it to immediately abort its attack and retreat. Can not be attacked by any other unit. Does not need a supply center to be maintained. Can cross mountains. Initially controlled by Gondor. If Gondor is eliminated control passes to Rohan. If Rohan has been or is eliminated control passes to the CTRL of the RB (if still in play). Have 2 movement points.
     
  3. The Dead. Can only be used once by Gondor against all evil units partecipating in an attack against a province containing any good unit. All attacking evil units will immediately be eliminated.

The Ring bearer and the Black riders/crows

One of the good players is the secret controller (CTRL) of the "ring-bearer" (RB). The RB's moves are secret and hidden for all players. The moves are written on a slip of paper at the beginning of a turn before any other actions. If any other unit (incl. the BRC) enters (even at retreats) a province with the RB, or the RB enters a province containing any other unit (incl. the BRC), the location of the RB is revealed after all moves/attacks have been resolved.

Mordor controls the "black riders/crows" (BRC). These also move about secretely as described above. If the location of the ringbearer is disclosed and the BRC are present in an adjacent province the player of Mordor may immediately move the BRC into the province containing the RB.

Both the RB and BRC are notional units. As such they cannot partecipate in attacks, defense or support, nor do they need to be maintained by a supply center. They are also not affected by terrain features, but are only allowed to move on land.

Electing the secret controller

The Game Master (GM) elects a good player as the secret controller before the games begin. If the initial CTRL is eliminated the (GM) elects a new CTRL. If you do not play with a GM draw a card or similar to select the initial CTRL and then repeat the procedure if the initial CTRL is eliminated.

"Sudden death"

Two-province moves, retreats and support

Some of the units can move two provinces per turn. If the unit moves one province only, the move is resolved as any other move. If the unit moves two provinces it does not affect any move or action in the first province, only in the second and last province.

Should the same unit be forced to retreat, it will do so according to normal rules if having done a one-province only move. But if it has attempted to move two provinces it must, if possible, retreat to the first province in the movement path. Should the first province be occupied normal retreat rules apply.

Support is given as per normal rules. I.e. only into an adjacent province.

Winning

The player controlling most SCs wins if 'sudden death' occurs, else the first player to control more than half of the SCs.

If tied at 'sudden death' the player controlling most SCs of the opposing alignment wins. I.e. if Mordor controls 12 SCs, whereof 5 are good player SCs, and Gondor also control 12 SCs, but whereof only 4 are evil player SCs, then Mordor is the winner.

Optional rules

Design notes

My main goals were two: to make a quick adaption ignoring all things Tolkien (read: a map variant) and to make a more tolkienesque adaption by adding some optional rules (the "advanced game"). I also wanted to keep the number of players down and make it possible to play as a two-player game (therefore the distinct evil/good sides).

For the advanced game I wanted to make the game more like the book, while both keeping it easy to play and reasonably militarily balanced. At the same time I wanted to give the players an incentive to cooperate (even force them to cooperate by the 'forced alliances' option) by keeping Sauron strong while not making the outcome obvious (the sudden death ring-bearer rule).

For the advanced game I also wanted to create some tactical challenges by adding some special units with country-specific capabilities (as in any war game, but also Machiavelli).

Lastly I made a review of the Tolkien Diplomacy games found at the Variantbank.org to get a reality check. Not very surprisingly a lot of my stratagems had already been thought of (hidden move, special units). The most interesting games were 'Hardbop downfall' and 'Necromancer'. I have also peeked at SPI's 'War of the rings' war game.

The difficult decision was about what to do of some of the personalities and races of the lotr world. In the end I decided to make Gandalf combined with the great eagles an indestructible special unit against the Nazgul -- thus combining Gandalfs magical powers and the great eagles physical powers. The same went for the Nazgul and Lord of the Nazguls that were combined as an indestructible unit.

Saruman I made a playing power (and I intentionally ignored the Ents but see the optional rules if you insist on using them). I also ignored the Balrog, the races and most 'personalities' and some other features (like the effects of the dead in the Dead Marshes, the Dead City) that are difficult to fit in. Some of the personalities I rolled into a unit or country. But I kept The Dead. I was also undecided about the fortressess, so I added an optional rules for the use of some.

As for the races I ended up creating special units incorporating the "essence" of some races.  The elves are partly represented as the Gondorian elite archers. Orcs & trolls are one type of unit. Uruk-hai are controlled by Saruman and Haradrim and the like are essentially rolled into the Mumakil unit. The reason for this is that the evil races and elves play a part on the battlefield in addition to the "humans". As Dwarves only have token representation in the lotr book they have been ignored. The same goes for the Hobbits, excepting the ring-bearer of course.

Eriador. As the above would have ended up in a four-player game I felt the need to add a fifth power. You may if you wish, see this power as representing the rest of the good side. I.e. the dwarves, hobbits and what say you. Do also remember this is supposed to fit on the lotrr map.

5. Machiavelli adaption

Use the Diplomacy instructions above with the following exceptions.

  1. Play with the advanced Machiavelli rules.
  2. Gondor is *only* made up of: Minas Tirith (StC), Lebennin (SC), Belfalas (SC), Tolfalas, Lamedon, Erech (NC).
  3. The stronghold/fortress option is not used as the Machiavelli garrison and city rules essentially cover this. All SCs are treated as fortified cities except...
  4. The following provinces contain major cities, all worth two ducats: Minas Tirith and Rivendale.
  5. Machiavelli elite units are not used.
  6. Unit costs
    Army, fleet and garrison: 3 ducats to maintain or build.
    Special units: need not be built or maintained. Those are given.
    Elite units except cavalry: 6 ducats to maintain or build.
    Cavalry: unit one costs 3 ducats to maintain or build; unit two costs 6 ducats to maintain or build.
  7. Famine table
  8. Plague table
  9. Variable income
    country/die 1 2 3 4 5 6
    Eriador 2 3 3 4 4 5
    Rohan 1 2 2 3 4 4
    Gondor 2 3 3 4 5 6
    Mordor 2 3 4 5 5 6
    Saruman 1 2 3 4 4 5